Not only do I need (okay, want) to get most of a small town in place using various rules I've picked up over the years, but to be actually useful, there needs to be adventure hooks.
I've been reading the Oracle Special Edition I picked up last year. These are beautiful books and PDFs with a good amount of useful info. I have a couple others but as I've not really started using them, I sort of fell behind. This issue deals with a salt mine and the characters that live in the nearby village. While the nearby village is not Windemere, it can be a small village a day or two to the south in the mountains. I need to think about the placement a bit as I do want some cross-over in the towns as there are some interesting characters and world building there.
So first, location, location, location! As you may recall, Windemere is on the Ocean Trade route. There are caravans several times a week going from the ocean to the interior plains to the west. There are caravans from the plains to the west to the ocean trade routes in the east. And there is the ill-named Trail of Lost Hopes that leads north through the Kalor Desert, past Ceawla (here, here and here) and on to the fabled city of The Elemental City of Athukthad (which we just passed on through but may be worth expanding a bit more at some point). Nestled between the Kalor Desert and the southern mountains, the old road to the dead city of Tuvano winds through the mountains. There are some small mountain villages along the way, including the one near the salt mines.
As a result of this location along the trade route, we have caravans. This location is a nexus of caravans, mountain adventures and the edge of the desert. We can play with some random tables for caravans to start. One thing to keep in mind is the economics of the caravans and Windemere: the growing town needs the caravans as they bring in good gold along. Some things may be overlooked, or maybe not. As with just about everything in life, follow the money.
Adventure hooks for caravans are many:
- there are an excessive number of guards - what are they guarding?
- strange passengers in the caravan
- the caravan needs more guards as some were killed in a previous leg of the journey
- passage is available if the characters want to go with a larger group to the next destination
- the caravan is encamped outside the city walls, and strange sounds come from it at all hours of the night
- there may be items for sale in Windemere, strange and wondrous or merely mundane
- Zesp's standard order of cigars is missing!
- One of Keze's errand Goblins is accused of stealing from the caravan
- brawls are a lot more common when a caravan comes into town - players could be hired as extra guards for Windemere or one of the inns
- strangers in town present ample opportunity for some nimble-fingered re-apportioning of gold
- caravan guards (or master) get rough with the locals. The characters can hear cries for help in an alley
- mysterious guards carry message to various town denizens from faraway places.
- the guards talk about strange structures they saw off in the distance that were not there on previous trips
Each day, roll 2d6 twice, once for incoming caravans and once for outgoing caravans.
2 | across southern mountains |
3 |
East to West |
4 |
West to East |
5 |
West to East |
6 |
No caravans |
No caravans |
|
8 |
No caravans |
9 | East to West |
10 |
From the North |
11 | To the North |
12 | Roll twice |
In looking into the sizes of "real" caravans, upwards of 500 camels to even 12,000 camels were possible. Seeing as I like the small ship Traveller universe, I am also going with the small caravan universe in my fantasy world. There very well could be 1000+ camels or horses in the caravan but that would swamp my little trade town. I want player character sized caravans.
Small Caravans |
|
Animals |
1d6 |
Wagons |
1d6-2 (may
have none) |
Guards |
1d6-2 |
Passengers |
1d6-3 |
Goods |
1d6-4 (min 1) |
Medium Caravans |
|
Animals |
3d6 |
Wagons |
3d6-2 |
Guards |
3d6-2 |
Passengers |
3d6-3 |
Goods |
3d6-4 (min 1) |
Large Caravans |
|
Animals |
5d6 |
Wagons |
5d6-2 |
Guards |
5d6-2 |
Passengers |
5d6-5 |
Goods |
5d6-4 (min 1) |
1 |
1 |
Silks |
1 |
2 |
Rugs |
1 |
3 |
Liquors (Dwarven ale, wines, spirits,
etc) |
1 |
4 |
Woods |
1 |
5 |
Crystals |
1 |
6 |
Magic
Crystals |
2 |
1 |
Electrum |
2 |
2 |
Copper |
2 |
3 |
Armor plating |
2 |
4 |
Copper |
2 |
5 |
Silver |
2 |
6 |
Gold (nuggets, coins, bars?) |
3 |
1 |
Oils (heating,
lamp, magical?) |
3 |
2 |
Herbs (medicinal,
magical, smoking, etc) |
3 |
3 |
Cured meats, fish |
3 |
4 |
Salts |
3 |
5 |
Dried fruits,
seeds for fruit trees |
3 |
6 |
Potions
(healing, magical) |
4 |
1 |
Gems (mundane, magical, rough
cut, finely crafted) |
4 |
2 |
Mundane weapons (swords, axes, pole
arms, etc) |
4 |
3 |
Gunpowder (dragon
dung for the Fantasy Trip) |
4 |
4 |
Blades (enchanted,
finely made, silver DM choice) |
4 |
5 |
Smithing equipment (anvils,
hammers, etc) |
4 |
6 |
Mundane armor |
5 |
1 |
Books
(mundane, magic tomes, etc) |
5 |
2 |
Scrolls (historical,
magic scrolls, etc) |
5 |
3 |
Magic trinkets |
5 |
4 |
Riding beasts (horse, camels,
hippogryph, dinosaur…) |
5 |
5 |
Riding beast
armor |
5 |
6 |
Spices
(mundane, magical, etc) |
6 |
1 |
Magical contraptions |
6 |
2 |
Mechanical wonders (geared
golems, mining birds, etc) |
6 |
3 |
Elven Weapons |
6 |
4 |
Gnome
Inventions |
6 |
5 |
Dwarven Tools |
6 |
6 |
Magic Armor |
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