Saturday, November 30, 2013

More Wilderness Village Bits

There are numerous generators that fill out all sorts of details about the villages and towns that one can find.  But honestly, who cares about the number of fishmongers or if there are three different cobblers?  This is all about the straight forward random village generation for Eradu.

The Basics

Size (2d6)
2) Tiny: 20+2d20p
3-4) Small: 50+2d30p
5-9) Average: 75+3d20p
10-11) Large: 100+1d100p
12) Big : 150+3d100p

Law (2d6) 
2) No Enforcement (50/50 lawless / utopian)
3) Spotty (bribes and corruption, but not wickedness)
4-5) Lax (laziness because nothing happens)
6-8) Normal
9-10) Strict (because law is good!)
11) Opressive (might makes right)
12) Tyrant Style (my town, my rules)
Potential Henchmen in Town (1d6)
1-3) 1% of population (If less than 100, population is % chance of single henchman)
4-5) 1d4+1% of population
6) 2d4+1% of population

Leadership (1d8)
1) A thick Noble with an advisor
2) Village Elders
3) Mayor who takes votes
4) None, really - it just works (anarchy)
5) Live in fear of local Wizard/Warlord
6) Decisions through oracle and divination
7) Gang of toughs controls things quietly
8) A child, worshiped as a god, make decisions


Places to Go! (1d100 a few times)

Roll d100 for each type of place adventurers might want to spend some time or coin.  If one exists, Check for a secnd one at 10% the listed rate, any value below 1% is considered to be an automatic failure.  Big villages have 1 inn for sure and a 20% chance for a second (which makes a 2% chance for a 3rd if the second exists).


Place
 Tiny 
 Small 
 Average 
 Large 
Big
 Inn/Tavern 
12%
24%
42%
60%
 1+20% 
Supply Shop
15%
32%
50%
75%
90%
Blacksmith
2%
4%
7%
10%
20%
 Temple/Shrine 
30%
35%
40%
45%
50%
Healer/Doctor
9%
17%
30%
43%
86%
Jeweler
6%
12%
18%
21%
24%
Fence
8%
15%
26%
38%
60%
Sage
1%
2%
3%
5%
8%
AG Presence
1%
1%
1%
2%
3%

Inn/Tvaern: a place to gather rumors, carous for experience, and sleep it off
Supply Shop: specifically for adventuring supplies.  Normal stuff can probably be found around town
Blacksmith: someone both capable and willing to repair equipment
Temple/Shrine: there will be 1 (non-adventuring) cleric for every 40-50 people or so, no garuntee of healing
Healer/Doctor: someone with first aid.  If there is also a temple, check this again and if so they are a cleric with 1d6 levels that can heal folks up ... maybe
Jeweler: someon who can and will appraise gems and make banq transactions
Fence: selling or looking for shifty things?  this is your guy.  A thief in the party doubles chances
Sage: an old, wise, long-haired fellow who knows tons of stuff
AG Presence: Does the Adventurers' Guild have a presense in this town?  Likley just a guy.  On a roll of 1 in 6 they have a proper office.



What's Happening? (2d6)

Drop 2d6 and see what maybe afoot in the village you've just encountered.

2) Catastrophe!
3-5) Less than Optimal
6-11) Nothing of Note
12) A Boon to Ye!

Catastrophe (1d6)
1) Famine / Drought
2) Plague / Infestation
3) Beset by Soldiers / Bandits / Humanoids / Wizard Army
4) Fire / Flood / Earthquake
5) Riot / Serious Civil Unrest
6) Curse: Demon / Wizard / Fae / Ancient

Less Than Optimal (1d6)
1) Festival or Soldiers occupy space and take most goods
2) Small Fire recently ruined a random place adventurers care about
3) PCs are breaking some strange (50% new) local law
4) Cranky Watch - PCs are harassed, taxed, and generally the focus of watchman ire
5) Availability is halved and prices doubled because of trade issues
6) The PCs are the target of a well-planned robbery

A Boon to Ye! (1d6)
1) Recent merchant activity causes availability to double and prices to halve for the rest of this week
2) Festival is in town!  Carous for +10% experience points
3) Religious Fervor - any PC clerics gain special (positive) standing while in town
4) Mentor in town means a single skill can be trained for free
5) Crazy fad inthe region - clothes, a dance, for dwarfs, etc - and the PCs just happen to have "it"
6) Pick up 1d6 fanatical henchmen that bring a week of rations and don't want any pay ... for now


Everything Else

This should cover more than enought to get the randomly encontered village going.  If the GM needs something else, make it up or roll a die rating the likelyhood of the thing existing from 1 (unlikley) to 3 (likely) with the occasional 4 (very likely) and roll 1d6 and get equal to or under the likelihood rating.  If the PCs are loved, give them a +1 to the die roll.