Although a campaign of witchgates can easily fit within a single town or city, the game truly opens up with opportunities to explore the world. New esoterics, cultures, witchgates, magics, allies, and enemies all lie waiting out the door.
However, the world is more dangerous than it once was. A drive between cities is no simple endeavor. With roads left abandoned and lands transformed, a witch coven’s transportation needs to be reliable and provide safe shelter. This section is broken into two sections: The Journey and Road Crews.
In The Journey, players will learn the mechanics that drive an engaging journey. It describes the options players have at their disposal for approaching their journey. It also describes the types of events and wonders their characters may encounter.
In Road Crews, players build up their witches’ Caravan; the vehicles, amenities, and helpers that make their journey possible and a little easier.
Designer Note: The caravan builder directly utilizes the ttrpg Wildsea’s shipbuilding mechanics and as a reference – if you have not heard of or played that game, I highly recommend checking it out
The Journey
When roleplaying travel, a major point to remember is that the journey should matter. It’s not that all journeys matter, but if the players are going to engage with it, then it does. Journeys are not only prime time for general adventure and opportunity, but also serve as prime time to introduce plot elements into the story – allowing players to find useful tools and encounter NPCs or settings that will be relevant later in the story.
- When the players set a destination to journey to, the first step for the GM is to create a timer track to mark progress on the journey, with the size of the track based on distance:
- Near: 1 Box Track
- Far: 4 Box Track
- Very Far: 6 Box Track
- The players gather their caravan and set out on their journey. Each day, the player characters should plot our their route and planned speed:
Choice 1: Navigation
Navigation: Assuming there is a common road to travel, the players should choose how close the caravan will stick to well traveled routes. The group’s navigation route alters types of events they might encounter.
- Option 1) Common-Road: The route most traveled
- No adjustment to navigation roll
- Higher chances of NPC events
- Lower chances of environmental discoveries
- Players take 1 cut on any acquisition checks for the day.
- Option 2) Blaze-a-Trail: The route least traveled
- Cut 1 to navigation roll
- Lower chances of NPC events
- Higher chances of environmental discoveries
- No cut to acquisition checks for the day
- Have 1 character make a navigation check (action roll often using the survival skill) to determine how well the characters follow the planned route and note the results:
- Miss: -1 Mark to distance traveled for the day.
- Glance or Hit: The caravan follows the route on-schedule.
- Hit: The caravan notices any clues that would hide a surprise in the upcoming journey. (ambushes, sudden weather shifts, etc)
Choice 2: Travel Speed
Travel Speed: How fast and loud is the caravan willing to be? If the choice of navigation determines what events and opportunities might occur, the travel speed determines the opening scene into those events – whether the players come across it, they discover something as it notices them, or the event finds them.
- Option 1) Fast and Loud
- Increased chance of creatures and NPCs taking note of the caravan, allowing them to easily find, follow, or hide from the caravan.
- The caravan’s presence is announced to the scenario before they are even aware of the scenario.
- +1 Mark to distance traveled for the day
- Option 2) Calm and patient
- No penalties, additional risks, or additional gains
- Any creature in the scenario notices the caravan at the same time those in the caravan take note of the scenario, but with time for individual actors to attempt to remain unnoticed if desired.
- Option 3) Slow and Quiet
- Avoid chance of creatures and NPCs taking note of the caravan unless the caravan does something explicitly to attract attention.
- The caravan notices the scenario well before they are discovered and get to choose how to approach or avoid it.
- -1 Mark to distance traveled for the day
- The caravan then sets out for the day. While journeying and not actively engaged another scene player characters have ample opportunity to pursue their own lengthy tasks.
- Each day is focused on 1 event, which can happen at any time while traveling during the day. The GM should note the player’s travel choices to determine what event the caravan encounters and how much of a heads up they note.
- Towards the end of each day traveled, players should update their journey track with 2 marks, + or – any adjustments made from their choices. This means that generally a nearby journey will have 1 event, a far journey will have 2 events, and a very far journey will have 3 events.
Event Types
Plotting Events: Travel events serve as opportunities to share plot details and opportunities outside of normal and known locations. Each of the event types below can be used separately or blended together to create unique opportunities. If properly explored, an event may provide several boons to a caravan: new information on the destination, allies, esoterics, or potential shelter.
- Roleplay: The caravan encounters an NPC or group of NPCs
- An unknown character who the players will encounter again in the future plot or a known character who’s life was changed due to the player’s past actions.
- Events can include the need to navigate a hostile negotiation; stumbling across a group that needs the caravan’s help; merchants; side-quests; Someone that offers help for a future favor.
- Story Opportunities:
- An unknown character who the players will encounter again in the future plot or a known character who’s life was changed due to the player’s past actions. Hirelings of an ally or villain who don’t yet know the player characters or of any conflict of interest.
- An early chance to show the unique culture and values of people at the target destination.
- An early chance to share events happening at the target destination.
- Hazards
- Weather: Shard storms, Floods, Spore clouds, sand tornadoes, earthquakes, rust storms, silence fog
- NPCs (potential combat): Bandits, hitmen, thieves, angry mobs, plucky teenagers, gang hangouts.
- Creatures (potential combat): Ambush predators, carnivorous plants, territorial beasts, swarms of insects.
- Change in geography: a broken bridge, thin ice, bramble barriers, fire, scorching light, or acidic pools. a false ground of giant mushroom caps – sturdy when dry.
- Story Opportunities:
- Puzzles and rituals similar to some used at the journey destination; Learning how to solve them here can make future interactions easier.
- Creatures have some relationship with locals at the journey’s location; worship, capture, or fear
- The changes in geography cause the population of the town to change – some people are prevented from leaving or many people left early if the change was predicted.
- Landscape Discoveries:
- Unique and untapped witchgates; hidden shelter; hidden hideouts or warehouses owned by enemy NPCs.
- Signs that the landscape may change soon (infected trees, spreading witchgates, cracked damn walls)
- Friendly and helpful fauna
- Combo Events:
- The party comes across a Shroom Desert – a dual biome. An empty desert stretches across the crusted canopy of giant mushroom caps. Beneath lays a dark forest of dangers. Traveling on top the caps, the caravan may learn that the caps weaken and bend when wet – making it impossible to drive on in the rain.
Future setup: the caravan may need to retreat to the desert during a storm.
- The party comes across a Shroom Desert – a dual biome. An empty desert stretches across the crusted canopy of giant mushroom caps. Beneath lays a dark forest of dangers. Traveling on top the caps, the caravan may learn that the caps weaken and bend when wet – making it impossible to drive on in the rain.
Road Crews
Witches are eclectic almost by definition, and their caravan’s demonstrate this more than any other. They often contain unusual vehicles, tamed creatures, mobile workshops, and helpers and apprentices eager to learn more about magic. This section details how players can build the vehicles in their caravan and crew them with extra hands.
To track the caravan vehicles, cargo, crewmates, and reputation, players can utilize the caravan template HERE.
Stakes
Stakes are a resource used exclusively to spend on building and expanding the caravan – determining everything that composes it. As a group, the players get 8 caravan stakes to collectively spend on the caravan – creating the foundation of which the rest of the caravan revolves around. Each player gets an additional 4 caravan-plus stakes for which they can expand the caravan without any input from other players; allowing for specialized assistants, must-get amenities, individual small vehicles, or other personalized touches.
After a caravan is created, players can continue to use experience to expand on the caravan, as discussed in the character advancement page.
“Projects that expand a coven’s caravan effectively trades XP for stakes. The project should have a track twice the number of stakes needed to exchange for the new additions. For example, a brand new vehicle that would cost 4 stakes would require an 8-track milestone project.”
Beyond features bought for the caravan tracks, flavor is free – the shape, construction, color, style, history, scrapes, and eccentricities of the caravan is up to the players.
V-Ratings
Each vehicle has it’s own V-Ratings, traits that provide their own unique benefits to the driver and occupants. Each of these ratings start with a 1-box-track, but may increase up to 3 based on design choices.
Similar to a character’s merits, each v-rating acts as a narrative health bar for the vehicle – with harm directed towards the car marking those ratings. The number of unmarked boxes in a track replaces any skill or attributes used for action checks performed by/for the vehicle, though a player can still utilize other traits to gain bonuses to their checks (such as scene aspects or merits).
For example, a driver would use the vehicle’s Bully instead of their own maneuver or brute force skills when attempting to remove a competitor racer by bumping them off the road. However the driver still has several options to gain additional bonuses to the check; for example:
- The driver uses the scene aspect “rain on the roads” to put the opposition car into a spin.
- The driver’s predictive lenses merit allows them to peer a couple seconds into the future and blindside the opposition at a sudden change in traffic
- The driver risks the lost word “Oh Shit!” to impose a panic in the opposition as they get break checked on the road.
V-Ratings
- Maneuverability
- How easily can the vehicle maneuver through an environment? Maneuverability is used when attempting to drive a vehicle around or across obstacles and to avoid dangers.
- When maneuverability is reduced to 0 the vehicle is unable to alter directions
- Presence
- How attention grabbing is the vehicle when on display? Presence is used to when the the vehicle should attract attention or intimidate others.
- When presence is reduced to 0 the vehicle can no longer demand attention on its own.
- Stealth
- How difficult is it to find and hear the vehicle? Stealth is used when those in the vehicle are attempting to avoid the attention of others.
- When stealth is reduced to 0 the vehicle is easily noticeable when in use, making sputtering noises, shooting smoke into the air, or other difficult to hide faults.
- Durability
- How much of a beating can the vehicle take? Durability is used to actively resist harm.
- When durability is reduced to 0, any further harm the vehicle takes is increased by 1.
- Bully
- How easily can the vehicle push and pull large obstacles and other vehicles? Bully is used when the vehicle attempts to brute force something out of its way.
- When bully is reduced to 0, the vehicle only has enough strength to carry it’s current passengers and internal cargo.
- Speed
- How fast is the vehicle and how quickly can it accelerate? Speed is used when pursuing or fleeing something.
- When speed is reduced to 0 the vehicle is unable to move via its own propulsion.
Vehicle Builds
A vehicle build requires at least 4 stakes to create. At least 1 stake must be spent on each of the vehicle’s components: Size, Make, Engine, and Drive
Size
The size of a vehicle determines how many people and creatures it can hold and how easy it can maneuver between obstacles (other vehicles, trees, rocks, or otherwise). Size also helps determines a vehicle’s presence- how noticeable it is from far away and how much attention it draws.
Storage space: there are no mechanical limitations on how much a vehicle can carry based on its size. If players can justify it how they fit all their spare junk in/on the vehicle, they can keep it there.
- Solo 1 Stake
Single riders that may have a side-car attachment for a single extra passenger.-
- +1 Maneuverability, -1 Presence
- Reference: Motorcycles, Speeder bikes, Mopeds, Solar surfers, Unicorns
-
- Passenger 1 Stake
A standard car-sized vehicle that can comfortably fit 2-5 people.
-
-
- +1 Speed
- Reference: Sedans, Buggies, Vans, Dinghies
-
-
- Bus 1 Stake
Comfortably fit 2-10 people, or carry twice that if required.
-
-
- +1 Durability
- Reference: Semi-Truck, Busses, Yahts,
-
-
- Freighter 2 Stakes
A fully manned vehicle that can house a crew of 20 and still have extra space.
-
-
- +1 Durability, +1 Bully, -1 Stealth
- Reference: Ships
-
-
Make
The makeup of a vehicle references not just the strict materials of the vehicle, but can also determine if it is machine, living, or a magical construction. It determines the core structural materials holding the vehicle together. Unlike size, a vehicle can have multiple stakes spent on it’s make, allowing for a combination of materials to be used for a combination of benefits.
- Lightweight 1 Stake
The frame uses woods, light metals, or other materials that avoid encumbering the vehicle.- +1 Speed
- Spend +1 Stake to utilize natural materials that promote plant growth directly on the vehicle.
- Armored 1 Stake
The vehicle’s surface is covered with hard protective elements that prevent he inner parts from harm. Though traditionalists often rely on metals – many shells, chitin, bone, and scales can also be utilized.- +1 Durability
- Spend +1 Stake to add +1 Stealth for camouflaged armor
- Spiked 1 Stake
Jagged thorns and spikes cover the exterior of the vehicle- +1 Bully
- Void-Coated 1 Stake
A thin, fuzzy, black material covers the vehicle, helping it hide in the dark and disguising its outline- +1 Stealth
- Jointed 1 Stake
The vehicle has segmented parts that allow it to slither or worm its way around obstacles.- +1 Maneuverability
- Living 2 Stakes
The vehicle is a living or otherwise animated creature, capable of it’s own independent action and will.- Unique: The vehicle can take actions and propel itself on its own. This independence can be beneficial or cause trouble as the story demands
- Choose any V-Rating for a +1
- Ectoplasmic 2 Stakes
The vehicle contains a bound spirit who’s manifestation is directly tied to that of the vehicle.
- Unique: Able to enter the ephemeral realm with its inhabitants and traverse it. Mark any v-rating to exit the ephemeral realm.
- +1 Stealth
- Amorphous 2 Stakes
The vehicle does not have a set frame or structure but instead moves as a shifting blob with a bubble inside it.
- Unique: Able to surround smaller objects, squeeze through any spaces its contents and passengers can fit in, and can be entered from any angle
- +1 Maneuverability
- -1 Speed
Engine
A vehicle’s engine describes what powers its locomotion and what type of fuel it requires. Simple cars may have a mechanical engine and require fuel, while living animals require a specific diet of food. Despite variations in fuel types, fuel generally does not need to be tracked in game outside of times whereby it has a direct narrative impact- such as if the vehicle has been robbed or if a character wants to experiment with a new kind of fuel.
- Belly of the Beast 1 Stake
Whether internal to a living vehicle, or transplanted and repurposed from some giant creature, the belly growls hungrily and needs to be fed with crushed and mulched organic matter.- +1 Presence
- Fuel Injector 1 Stake
Metal, gasoline, oil, and elbow grease. The classic vehicular engines of human ingenuity.- +1 Speed
- Electric 1 Stake
Solar powered batteries or a network of copper rods with electricity wildly arcing between them.- +1 Stealth or +1 Bully
- Clockwork 1 Stake
The complex mechanical precision of many interlocking gears and springs allows the engine to be manually wound up to store energy for travel.- +1 Presence, +1 Speed
- -1 Stealth or -1 Durability
- Kinetic 0 Stakes
Inner pedals, chains, and gears allow for the occupants to manually power the vehicle. - Alchemic Reactor 2 Stakes
A chemical vat where stuff is just thrown in to see what happens.- +1 ???
When starting the vehicle, roll 1d6 to determine what benefit the reactor will provide that day.
1: Stealth / 2: Presence / 3: Maneuverability / 4: Durability / 5: Bully / 6: Speed
You may spend 1 esoteric to reroll. - Unique: Once per session, the engine produces the esoteric “Questionable Spillage”
- +1 ???
- Hivewax 2 Stakes
The giant hive of a swarm of insects powers the vehicle, with the insects repairing harm to the vehicle and protecting it from aggression. Much of the swarm finds fuel for the hive – but managing the hive and maintaining a symbiotic relationship is high priority.- Unique: Recover harm dealt to durability once per day.
- +1 Bully, +1 Presence
- -1 Stealth
Drive
Drive determines how the vehicle moves – what kind of locomotion is the engine powering. How is it rolling, sliding, crawling, or dragging itself forward?
- Tires 1 Stake
The classic and most widespread locomotion of the modern era for a good reason. Tires are easy to repair, easy to understand, and work across relatively flat ground.- +1 Speed
- Track 1 Stake
Powerful but slow, a track lines the body of the vehicle, allowing it to maneuver across steep surfaces and grip into the ground with significant force.- +1 Maneuverability, +1 Bully
- -1 Speed
- Crawler 1 Stake
Legs which allow the vehicle to walk across land, climb along uneven surfaces, and even make a standing hop from one place to another.- +1 Maneuverability
- Hover 1 Stake
Whether by jets or magic, the vehicle hovers a few feet above the ground to zip away with very little friction.- +1 Speed, +1 Presence
- – 1 Bully
- Slither 1 Stake
The vehicle slides and winds its way across the ground.- +1 Stealth
- Grappler 1 Stake
Harpoons, ropes, or tentacles constantly shoot and stretch out from the vehicle to drag it forwards.- +1 Bully
- Sails 1 Stake
Large fabric sails extend from various masts to catch the wind.- +1 Speed
- Unique: only provides a benefit with favorable winds.
- Flight +1 Stake
Flying drives all cost 1 additional stake.
Choosing one of the options below lets the vehicle fly over the ground; avoiding many ground obstacles, but challenging the sky for dominance. Be careful not to fall off.- Propellers 1 Stake
- Planes and helicopters
- +1 Speed, -1 Stealth
- Blimp 1 Stake
- Airships
- +1 Stealth, -1 Speed
- Wings 2 Stakes
- Giant insects, birds, and wyverns
- +1 Speed or +1 Maneuverability
- Propellers 1 Stake
Amenities
WIP
amenities can be attached to one or more vehicles and setup when making camp..
- Crow’s Nest 1 Stakes
The vehicle has tall mast or antenna that acts as a lookout tower. When the vehicle is stationary, it can fold out to allow more space and act as an observation platform- Sight-based checks into the distance from the Crow’s Nest have increased effect.
- Artificer’s Workshop 1 Stakes
WIP- WIP
- Alchemist’s Workshop 1 Stakes
WIP- WIP
- Sleeping Quarters 1 Stakes
WIP- WIP
- Passenger Quarters 1 Stakes
WIP- WIP
- Kitchen 1 Stakes
WIP- WIP
- Library 1 Stakes
WIP- WIP
- Mini-Tavern 1 Stakes
WIP- WIP
- Entertainment Room 1 Stakes
WIP- WIP
- Clinic 1 Stakes
WIP- WIP
- Vault 1 Stakes
WIP- WIP
- Isolation Room 1 Stakes
WIP- WIP
- Prison 1 Stakes
WIP- WIP
- Security Room 1 Stakes
Recording Cameras- WIP
- Purification System 1 Stakes
WIP- WIP
- Mobile Farm 1 Stakes
WIP- WIP
- Radio Station 1 Stakes
WIP- WIP
- Repelling Spray 1 Stakes
WIP- WIP
- Decoy Camp 1 Stakes
WIP- WIP
- Cargo Hauler 1 Stakes
WIP- WIP
- Smoke Machine 1 Stakes
WIP- WIP
- Electric Fences/Wiring 1 Stakes
WIP- WIP
- Cannons 1 Stakes
WIP- WIP
- Net Launcher 1 Stakes
WIP- WIP
- Harpoon Guns 1 Stakes
WIP- WIP
- Gunner Turret 1 Stakes
WIP- WIP
- Bait Buckets 1 Stakes
WIP- WIP
Helpers
Helpers are the individuals and groups that stick closely to the caravan and act as an auxiliary crew. Before adding too large of a crew, consider how many people can fit in the vehicles and trailers brought along in the caravan.
- Hirelings: Named NPCs
- Groups: unnamed npc groups who perform basic tasks
- Apprentices
- specialized researchers, scouts, scavengers, cartographers, engineers, medics, marauders
- Creatures:
- hives and beasts that hang out with caravan
- Auxiliary Packs: hives and beasts that hang out with t
- Auxiliary Adventurers: specialized researchers, scouts, scavengers, cartographers, engineers, medics, marauders
Vehicle Concepts
- Buggies, Busses, Ships
- Creature Transport: Cat Bus, Whale, hermit crab, tortoise shell
- Cloud ships, bubbles,
- airbound- slow and steady (you want to observe the world and avoid rushing into danger)
- Baba Yaga’s house: Crawler
