Ye Olde Revivalist
Sunday, June 28, 2026
Swords & Issue #2: Space Wizards OUT NOW!!
Tuesday, June 23, 2026
How to Make a Caravan Crawl pt 3: Stocking a Settlement & Surrounding Locations
Reviews of This Post:
"Another Triumph!" - Yochai Gal
UPDATE: This post is now a series.
3. Stocking a Settlement & Surrounding Locations (This Post)
Appendix B: Drifters: a rules set for the weird west (forthcoming)
Appendix C: The Weird: Magic, Clerics and Spirit-channelers oh my! (forthcoming)
As a reminder, here's what I made in the first two posts.
TL;DR a group of horse nomads conquered this land, and then their leader died.
Now, we pick one of those. I rolled 5 on a d6, so we'll be picking up with Settlement E!!
Stocking a Settlement & Surrounding Locations
Placing Nearby Locations
For each settlement, create a zoomed-in area showing roughly a day’s travel around it. Roll to determine the number of nearby locations (city; d6+2, settlement; d4+2). For each nearby location, roll d12 to determine its direction from the city (using the numbers of a clock) and d12 to determine the distance from the city. Mark each location on the map roughly. After each location has been marked, roll d6 for each other nearby location to determine if there is a path between them, using the table below.
1-2 no path 3-5 trail 6 road
Label travel time. Traveling to a distance of 12 takes 6 hours on a road, 9 hours on a trail, and 12 hours through the wilderness.
Here's what we made!
So, we now have locations V, W, X, Y, Z. The numbers are travel distances in hours (you can also see my notes from the other parts of this process!).
Troubles describe what is going on, provide hooks, and ultimately, interesting choices. For each settlement, determine the number of Troubles (city: d6, settlement: d4), and roll randomly for that many. For the points of interest (bolded) or NPCs of the trouble, place them as it makes sense, or if unclear, roll d6 to place them.
1-4 Nearby Location (assigned randomly) 5-6 In Town
Ironically, I rolled for troubles, and only got 1. Then I rolled again, and got 1 again. So, we've only got one Trouble. Got a 24 on a d30, and so the trouble is...
24 The Fugitive: The high schoolers and their families at school. Only one child doesn't have a father present, the boy called Silence. A busy street in the settlement, with a group of teens playing a game, led by Golden Boy Mike Trussel, watched by beauty queen Jenny Pearl. But Silence doesn't play, and instead sits on the porch of a kindly old man, the former Master Sergeant Thaldo Kilmer. A bonfire is held far outside the settlement, with countless young people there. Outside the fire light, a struggle. When it is over, Jenny Pearl has had her dress nearly ripped clean off of her, Mike Trussell is dead with a revolver in his hand and an old military knife in his chest, and Silence is covered in blood. Silence runs off into the night, and no one can find him. The town is in uproar, believing Silence tried to assault Jenny and Mike died defending her, and intends to put Silence to the hangman. In truth, Mike tried to assault. Jenny, and Silence came to her rescue. Now, he's hidden under the floorboards of Thalldo's house, with the former Master Sergeant merely waiting for an opportune moment to get Silence out of town. Patron / Pay / Job. Thaldo / a cavalry sabre and other war memorabilia, priceless to the right collector / get Silence far away from here. Ideally more than one settlement away or to a city, where he can fade into the background. Jenny / gratitude / convince everyone Silence is innocent. This isn't impossible, but it's a fool's errand. Cal Trussell, Mike's father / price of a cow / find Silence and put him in the dirt.
Just to break this down:
Locations: Thaldo's House, Bonfire Location
NPC's: Silence, Jenny Pearl, Master Sergeant Thaldo Kilmer, Cal Trussell.
Encounters: Mike's funeral. If the player's don't try to get Silence out of town, I do think Thaldo tries to do it himself, and Cal catches them, killing them both. So if they roll the funeral, then I'll replace it with seeing Thaldo and Silence running from Cal, which also gives sort of a timer to it.
Given my thoughts on the next step, I'm going to push off actually placing where all of this goes.
Jobs
For each trouble within each settlement, ensure at least one job related to the trouble is placed within the settlement. Additionally, each settlement should have d2 jobs for troubles in an adjacent settlement.
This one is fairly easy here; Thaldo will be at his house and both Jenny and Cal will be in town as well.
Now, we technically don't have have an adjacent location, but I like the idea that there's trouble at the adjacent crossroads. Maybe d2 of them? Got 1 trouble off a d2, and rolled trouble 3, which is a very interesting one to have!
3 The Woman: Far outside the settlement in a silk tent, a beautiful woman sits. Men find that wherever they set out to go, they sort of just end up at the tent. It’s nothing sexual, but a conversation with this woman (she goes by Diane) just puts a man’s mind at ease. Productivity is down, and the women are jealous. Diane won’t even talk to any women! Patron/Jobs: Lily/Get Diane out of town, or get her into the local tavern. She’s ruining business for the other women of the night, like Lily. Caroline Munroe/Prove whether her husband Jimk is cheating on her with Diane. He is, but with Lily, not Diane. In their prenup, Caroline gets their farm in the event of unfaithfulness. Father Patrick/Offers a blessing to kidnap this Diane so he can perform an exorcism. She’s not a demon, so it won’t work, but she also isn’t capable of enthralling holy people.
Gives us a sense of the crossroads too: you've got...
Locations: a silk tent, a tavern, and church.
NPCs: Diane, Lily, Caroline Munroe, Father Patrick, Jimk.
So the question becomes which of these quest-givers is in our muddy HOA city, and I think its got to be Caroline Munroe. Jimk has been on the road, and Caroline is afraid she's cheating. I wonder if the tent, the tavern and the church is too many locations though? Well, we can save Father Patrick and his church for a different adjacent settlement! That will just make the crossroads a tavern and a tent!
It's at this point I get the feeling we have too few things going on to fully stock a city and five surrounding locations, so I'm going to add another trouble. Rolled 14, which means we have The Hills!
14 The Hills: On a road out of the settlement, a run down watering hole with a single bartender (Silas, scrawny, tall, weathered) and bare shelves. He recommends a shortcut to the next settlement through a series of hills just off the main path. In the hills, a well-traveled path into a box canyon, where 14 of them lie in wait. Branching paths from the canyon, left leading to a collection of destroyed wagons, and right to a cave sloped deep down into the earth where the rest of them live. Patron / Pay / Job. Kelsey, Gray Warden / chicken per person per day / escort her into the hills to investigate the many disappearances in the area.
So now, in the city, we've got...
24 The Fugitive: The high schoolers and their families at school. Only one child doesn't have a father present, the boy called Silence. A busy street in the settlement, with a group of teens playing a game, led by Golden Boy Mike Trussel, watched by beauty queen Jenny Pearl. But Silence doesn't play, and instead sits on the porch of a kindly old man, the former Master Sergeant Thaldo Kilmer. A bonfire is held far outside the settlement, with countless young people there. Outside the fire light, a struggle. When it is over, Jenny Pearl has had her dress nearly ripped clean off of her, Mike Trussell is dead with a revolver in his hand and an old military knife in his chest, and Silence is covered in blood. Silence runs off into the night, and no one can find him. The town is in uproar, believing Silence tried to assault Jenny and Mike died defending her, and intends to put Silence to the hangman. In truth, Mike tried to assault. Jenny, and Silence came to her rescue. Now, he's hidden under the floorboards of Thalldo's house, with the former Master Sergeant merely waiting for an opportune moment to get Silence out of town. Patron / Pay / Job. Thaldo / a cavalry sabre and other war memorabilia, priceless to the right collector / get Silence far away from here. Ideally more than one settlement away or to a city, where he can fade into the background. Jenny / gratitude / convince everyone Silence is innocent. This isn't impossible, but it's a fool's errand. Cal Trussell, Mike's father / price of a cow / find Silence and put him in the dirt.
Collate:
For each trouble, ensure each NPC has a place within the settlement, create locations for people who don't have one, draw a crude map, list the locations with descriptions, add NPC descriptions and implied NPC’s, and then highlight all available jobs. Finally, name the settlements and any surrounding locations without them. Use additional tables if needed.
Seeds for Locations Within a Settlement
1 | Bar | New |
2 | Road House | Ancient |
3 | Tavern | Welcoming |
4 | General Store | Tribalistic |
5 | Gunsmith | Worn-down |
6 | Farrier | Empty |
7 | Butcher | Crowded |
8 | Altar | Trendy |
9 | Well | Political |
10 | Military Camp | Religious |
11 | School | Intimate |
12 | Jail | Angry |
And yes, there should be more bars, road houses and taverns than anything else.
Seeds for Surrounding Locations
1 | Altar | New |
2 | Road House | Ancient |
3 | Standing Stones | Welcoming |
4 | Well | Tribalistic |
5 | Stream crossing | Worn-down |
6 | Barn | Empty |
7 | Cave | Crowded |
8 | Canyon | Trendy |
9 | Lake | Political |
10 | Beach | Religious |
11 | Monastery | Intimate |
12 | Farm | Angry |
Seeds for Really Wild Locations to Mix It Up (for either surroundings or within a settlement)
1 | Fighting Pit | New |
2 | Brewery/Distillery | Ancient |
3 | Manor House | Welcoming |
4 | Miracle Healer | Tribalistic |
5 | Hot springs | Worn-down |
6 | Centuries old tree | Empty |
7 | Massgrave (haunted) | Crowded |
8 | Army camp | Trendy |
9 | Major dock | Political |
10 | Inverted Tower | Religious |
11 | Mushroom fields | Intimate |
12 | Mythical Creature’s lair | Angry |
Only thing to do now is names. So I cheated and did all this above.
Settlement will be Beerlaba, the people here call themselves the Ber. Pastoral empire is the Ibakha empire, and its the Ibakha family in charge.
And now, I'm finished with this one location! In my experience, just one settlement provides 3-5 sessions of adventure. I'm going to go through to finish the remainder, and probably post a rough version of it on Itch. If there isn't a link here yet, I'm not done!
Synthesizing Your Settlements:
Create an encounter table for the vicinity of each settlement. I typically keep mine fairly simple:
d20
1-4 Troubles
5-8 Faction
9-12 Recurring NPC's
If I haven't already, I go back to do the full faction goals.
I haven't completed these here, but will for the final version.
Connections:
Ensure each settlement has something pointing the players to an adjacent settlement (ideally 2-3 of these things). This could be a job, a trade opportunity, or a faction quest, but there should be more than one of them.
Again, work for the final version. Hope you enjoyed; if you use these procedures, let me know!
UPDATE: This post is now a series.
3. Stocking a Settlement & Surrounding Locations (This Post)
Appendix B: Drifters: a rules set for the weird west (forthcoming)
Appendix C: The Weird: Magic, Clerics and Spirit-channelers oh my! (forthcoming)
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