Saturday, February 23, 2019

What's in this Town?


What is this and why did I make it
I want to run a game about a group of adventurers (more in the OSR sense of the term) working to save a small town in a mountain valley from a storm riding goblins, a revenge driven princess, her retinue of werewolf knights, and a terrible ancient war machine, buried deep in the mountain glacier.

I want the players to be invested in Sojourn and its people, and I want it to function as "home base" for the party. I also don't want improving it to be just a matter of finding a lot of gold and using it to get more gold, so I want most of the improvements to require a quest or be the result of player actions. As well I want them to provide either interesting benefits (portal, potions, mysterious merchant), cut down on the grind (more equipment, knowledge, hirelings), or guard their investments (draining the fen, outriders, wall). Hopefully I figure out where I failed those guidelines later and fix them.

I'm designing this work off of my homebrewed GLOG rules (that's a phrase I'm sure no one has heard before), 1 coin is an abstracted amount of money roughly enough to buy a light weapon, a stay in an inn, or 3 rations. 15 coin buys a suit of heavy armor. Also heavy disclaimer I've borrowed extensively from Gloomtrain's playing cute, credit to him for a lot of the core ideas here and for being the inspiration to this campaign.

Next post I'll write in all the personalities to go along with their shops and the town in general since I'm tired right now.


Sojourn
The Hamlet is divided into institutions that the party can use, upgrade, and benefit from in various ways. They’re also vulnerable along with the rest of the Hamlet.
Most institutions can be upgraded by completing certain tasks (in bold), if they do other things that should upgrade an institution (or start a new one) then of course it will.

GENERAL STORE
Source of equipment/supplies.
  • 1d6 chance of each normal item being stocked
  • Availability occurs at the start of each new Haven turn
  • If available there are 1d4 units available
  • Any item can be ordered at 3x cost to arrive in 1 haven turn

If the Road is Cleared then there becomes a 2-in-6 chance of normal items being stocked, there are 1d4+2 units available and orders only cost 2x.

LIBRARY
Source of knowledge and maps.

For 5 coin has a 2-in-6 chance of having a book on a specific matter requiring no knowledge checks. For 2 coin make a knowledge check at advantage.
If the Imperial Library is Returned from the castle, then for 5 coin you have 100% chance of having a book on a specific matter.

(Unlock-able) ALCHEMIST
Source of potions and elixirs.
Will arrive on the 3rd haven turn.

Produces 1 free random potion a haven turn.

Can reverse engineer potions to be able to specifically produce them in the future. 3-in-6 chance of success, potion is consumed.

If they are brought Advanced Alchemical Tools they will produce d3 potions a haven turn. 


INN
A place for the party to stay and rest between expeditions. Costs base of 2 coin per haven turn.

A character can live like a prince for 10 coin a haven turn, gaining 1 XP for frivolous spending, as well as a chance to roll on the Prince table. They roll all social checks with +1 for the haven turn.


(Unlock-able) COTTAGE
Gives a safe place for the party to rest, store belongings, and makes them a permanent part of the community.

Costs 1 point per haven turn to maintain normal lifestyle. Living like a prince costs only 6 coin.

Provided by Atman Rama if they Upgrade 3 Other Institutions or for 50 coin.

TEA HOUSE
Source of hirelings.

For 4 coin a night of drinking and carousing allows 1d6-3 hirelings to be accrued by the party.

Returning with a Treasure Horde (50+ coin) will increase the number of hirelings by +1/50c.

Making a deal with Alexandrios the Vinter to supply Sojourn with his Spiritwine will increase the number of hirelings by +2.

(Build-able) TOWN WALLS
Provide protection from the may dangers that threaten Sojourn, as well as the hard-earned gains of the party.

Walls: Can repel attackers lacking siege engines/beasts so long as they’re defended.
Militia: Townspeople gain some basic combat training, organizing them and instilling sense of duty to their neighbors.

Take 3 haven turns to complete, require the Mine is Reopened and Permission to Log the forest.


BLACKSMITH
Produces weapons and armor.

Can produce arms and armor on request for ½ cost. Takes 1 haven turn to produce 1 item.

At first can only produce Light weapons and Light Armor, plus shields, bows, arrows, and helms.

If the Mine is Reopened they’ll be able to produce medium and heavy weapons and armor, plus crossbows. Heavy armor takes 3 haven turns.

If Orichalcum Ore is discovered they’ll be able to tinker with magic items and attempt to upgrade weapons into +1.


(Unlock-able) GATEKEEPER
Maintains and studies the old portal.

Unlocked if they invest 50 coin into the old portal, or if they find a willing artificer.

Costs 5 coin a haven turn in wages and supplies. Removes chance of exiting wrong portal.

If a piece of the Reactor Core is brought to them, can try to directly teleport to a known location, 3-in-6 chance of success. Upon failure end up in totally random location (within valley).


(Unlock-able) OUTRIDER’S GUILD
Travel beyond the relative safety of Sojourn to scout out potential dangers, map the countryside, and protect the town’s people on the roads.

Provides 4 rangers who will provide warning of growing dangers, have a 2-in-6 chance of discovering points of interests, and can assist the party while in the wilds.

Costs 50 coin to establish.


MYSTERIOUS MERCHANT
Appears occasionally in hamlet to sell strange trinkets and baubles. 1-in-4 chance to be in town any 1 haven turn.

Always has 1d4 scrolls, with a 1-in-6 chance to carry a specific spell.

A specific spell can be ordered, but it’ll likely require a specific deal, and take 1d4 haven turns to arrive.

Suggests that if they could bring it the Illusionist’s Master Illusion Spell or the Goblin’s Curious Idol may set up permanently in town, carrying 1d4+2 scrolls, and have a 2-in-6 chance for a specific spell.


WITCH’S SHRINE
Has a 1-in-6 chance of being able to cure 1 disease, curse, permanent wound, or other malady per haven turn. Especially nasty maladies may require additional or special ingredients.

For every Herb Brought Back as at least 5 viable samples she gains +1 chance to cure.


FARMS AND HERDS
The farms feed the village and fuel its economy. So long as they are protected the village will function normally, but if they are destroyed, or the farmers driven off, the Hamlet will suffer.

Countdown to Famine:

O O O O

Each disaster that strikes the Farms will tick towards Famine. Each disaster that is remedied will untick. If Famine occurs the Hamlet will experience panic, institutions will cease proper functioning, and people will die. It will be one step away from defeat. Rations become unavailable.
If the Fens are Drained Sojourn can experience 2 more ticks before Famine.

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