Somehow, I managed to miss September's posting. A lot, of course, is going on. And with me running the Monday night games and my predilection to over-preparing yet still not getting things ready to be run at the table, I've lacked time for following up on this. And of course, I also realize it is my own impetus behind doing this, but still, I like consistency.
However - I had thought to bring in the adventures in month 5, which is when that did happen. Now we're going into the future as they have only been there a couple of days, so I may have to slow this down, and start doing another town to bring it up to speed. And I really have no idea where they will go next. The mining town is a possibility, but it is very tiny and basically a corporate-owned town (thanks to the Grinning Frog's the Oracle as that had a good low-level adventure they could survive). So, I may expand out Fort Covenant more as I don't want to get too far ahead of where the characters are. Or start an entirely new town, who knows, and leave the location vague until I need it. Though most towns are going to be heavily dependent on location as to why they are even there!
Anyway - some of these events may still happen before our brave adventurers leave to go wherever they go. Assuming they survive the barrows! And who knows - perhaps Windemere Crossing becomes their base for a while. Though Baldur the Druid will probably stay out of the town in a yurt somewhere.
A recap to month 5:
The pasture and western gate are complete, and a small festival was held in the town. Unfortunately, during the festivities, some illegal alicanto beasts escaped their cages. One was found drowned in the well, and now the town has to boil water for the next few weeks. Which is also slowing down the start of construction for the new eastern gate. Swordsmen are being added, giving us 2 squads of 10 fighters to help defend the city. The main merchant area is being moved to outside the western gates. Both to free up space for the military to train, as well as needing an expanded area as the Burgermeister believes trade is the heart of Windemere Crossing. And the western gate will let the light stay longer in the evenings.
This month the finishing touches are completed in the new market square outside the town walls. The new market gives easier access to the caravans, as well as a larger area for the wares and tradespeople. From a military viewpoint, the 10-person squad of swordsmen is now fully integrated into the town's military forces.
Rolling on our tables, the moral this month I rolled a 14, so nothing specific happens to the town. Just another month of caravans coming and going, adventurers running off to places where they could have gotten paid to go (though I pulled a GM fiat and had Rennor run off to tell the sheriff what had happened at her father's stables, and he sent out Deputy Newtonson & Sgt Grace Carver to do what he was willing to pay them to do (which that would come out of the town resources. I think there was a relationship between settlement points and gold. Sort of like the vague connection between Traveller's resource units and credits. Though I never played Trillion Credit Squadron which is where I think that comes from. But moving on to our fantasy world...)
Crime wise, there is a group of people in town have been the target of property damage and hate messages. This also gives a -1 to the moral roll, but that still falls into the nothing much happened. Which group could be targeted? You really don't want to irritate the Goblins, as they can be quite cunning and vicious in return. Besides, who would do all the jobs they do that no one else wants to, and Zesp is a cornerstone of the town. Perhaps the Orcs: Orcs are not usually welcome most human places, yet there is an entire family living outside of town, and they actually own property. Going with that, and that one of the outbuildings at the stables had its wall knocked down, and one of the horses was hurt.
As for events, one of the houses in Windemere Crossing has an infestation of rust monsters! The locks have crumbled, and they may soon be leaving the house to invade the town! The swordsmen do not want to attack as they will lose their swords. However - they can fashion clubs, and lead by Sheriff Sprigbasher manage to successfully assail the creatures. If the adventurers are around in a few weeks of game time, they may help as well.
The population moves to 378 residents as Windemere Crossing this month as the market expands and brings in new travelers tired of the caravans and wanting a more stable and quiet life.
As to what the town wants to do next, they are working on the eastern gate still (done in month 8). For the size of the town, they really have enough food stores. But as winter is approaching, they send out a hunting party. Sadly, they find nothing nearby and come back empty handed (10 SP). To be safe, they start storing food (10 SP) to prepare for the cold season. There is the on-going guard patrols (10 SP). With word of the Orc attacking a caravan the previous month, they start training archers (10 SP). And they also start work on an outpost a day's travel west, where the attack was (10 SP). This will aid in defense and trade. And while they wanted to upgrade the road, it was deemed too expensive at this time (and at 75 SP, we don't have the necessary settlement points). However, one of the newcomers is a master brewer, and so they start building a brewery as the farm produces some fine grains, and there are mountain spices for various flavorings. Next year they may even make a pumpkin spice ale (yes, it is that time of year again, isn't it?).
And that brings us to the end of month 6 for Windemere Crossing. I'm going to switch towns and build that up, leaving Windemere Crossing here until we see what our adventurers do.
And speaking of, my next post will be a recap of our Monday game. We are back to OSE, the Traveller game left at a cliffhanger and who knows when we will get back to that game.
Can't recall if I shared this, but I made a cover for my PDF. Looks like a travel brochure!
Come for the views, stay for the Orc battles! |
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