Thursday, July 9, 2026

How to Make a Caravan Crawl Part 4 (ready to go western town)


This is a continuation of my series on How to Make a Caravan Crawl! It's taken a bit longer than expected to finish the sample Caravan Crawl I started in part one and partially finished here, but below you'll find the next settlement. I've got two more settlements written but needing cleaning up, one I'm halfway done with the initial process, and one I haven't started. I post this hoping it's useful, but also as motivation for myself to keep the work up!!


A: Ingalls: Bustling, Dreary & Rainy.... + Coffee, Leather (from demon), Water, - Luxury Goods.
Overview of Troubles
5 The Alligator: Marv’s Magical Emporium is closed. The main attraction, Carl the Dancing Alligator, has escaped! They say he disappeared in a cloud of smoke during a show, shocking Marv Templeton, his trainer, and hasn’t been seen since. That hasn’t stopped people, led by Carl’s biggest fan / local breadmaker, Margie, from searching the nearby swamp, where Carl came from in the first place. Unbeknownst to all, Margie used magic to teleport Carl into her basement, where he is slowly starving to death. Patron / Job. Marv / Find Carl. A year’s pay in a day, plus lifetime free admissions to his show. Tiela, swamp dweller / Get everyone out of the swamp. Doesn’t care how you do it, pays in rations. 5 per party, mostly alligator meat. Sissy, local housewife / Kill Carl. “He’s a danger to society!” Pays in gold. Her deceased husband’s gold teeth. 24 of them.

20 The Werewolf: An old children’s song, “One night healing, the next mirth, then justice. All he touches becomes like him. There goes the wolf made a man.” Two nights ago, a beautiful, silver-haired man was seen entering old Madge Ferguson’s house. The day after, she was able to walk again. Last night, that same man turned a barrel of water into wine and served it at Harry’s bar, and in the ensuing party, everyone swore they had never been so happy. However, this morning, the man was gone, and so was Madge Ferguson. Instead, in her house was a ravenous wolf that could walk on its hind legs. Tonight, the man will return, bringing justice. Patron / Pay / Job. Claude Storenstein, railroad baron who knows the song and has been treating his workers very poorly / price of a chicken per party member / defend him from the man overnight. Bob Ferguson / gratitude / find his wife, Madge. No, not the wolf, his real wife! Doctor Ekmo, resident mad scientist / 16 gold teeth / capture the silver-haired man, alive, for experimentation.

25 The Demon: add two resources in excess to this settlement. Last year, this settlement was attacked by a group of bandits. Even with a much smaller force, the settlement won out. This year, they had the best harvest they’ve ever had, building new buildings and negotiating favorable trade agreements. Outside the settlement, two guards loiter outside a cave. The leader of the settlement regularly comes to visit the cave, and then returns to town, with all of the big decisions being made a visit. Within the cave, a heavily built humanoid that would measure at least 8 ft tall, lying prostrate visibly covered in festering wounds. With horns like a goat, one eye gone milky white and the other barely able to open from swelling, this creature introduces itself as Saint. It is close to the end of its incredibly long life, and now spends its dying days helping this settlement dominate all those around it. If left unchecked, within one year, this settlement will conquer all those within 10 weeks travel. Within 5 years, it will have conquered the entirety of the world, just as saint passes away. Patron / Pay / Jobs. Saint / eternal life / Has a list of people in other settlements. “Tyler Givens, a revolver that never misses. Jon Harris, a holy symbol that emits light. Sarah Simons, the fastest horse in the land.” Kill all three, take what they have. Father Adelard / a blessing granting +1 to an attribute / help him locate the unholy energies in this settlement and banish it.

IN TOWN Bustling, Dreary & Rainy, Trolley

Bustling: Carts and people moving every which way. A sense of enthusiasm and optimism; obviously new buildings everywhere.

Dreary & Rainy: Constant cloud cover, deep brown mud topped with lush green grass.

Trolley: An electric trolley line connects Harry’s Bar, the Rail Station, the Light of Our Lord Church and the Situation Room in a circle.

--- Harry’s Bar colorful, anxious, crowded

Colorful: tapestries adorn the wall, a piano rests unplayed in a corner, fun trinkets and bud vases with fresh flowers adorn the tables.
Anxious: rushed, whispered conversations “it's just an old nursery rhyme, right?” made much worse by Terri Smith (Bob haircut, attention seeking, always remembers what's going on in your life), who floats around to the various tables repeating things she's heard other people say.
Crowded: everyone from town was in here last night, partying with a beautiful silver-haired man who turned water into wine. Everyone from town is back after they heard Madge Ferguson was turned into a werewolf. Everyone is afraid that they're going to be turned into a werewolf too. Doing everything but actually order drinks. Harry Harriet (bearded, awkward, lanky), the owner, is trying to calm people down, so he can get back to making money. It's not going well.

--- Rail Station: road and rail, banner, trade

Road & Rail: covered station hosting the rail line and paved road headed to Tsentral in the mountains. Honestly, both are very nice. Passenger line unloading, along with boxcars of ice. One car is always armored; word on the street is the ice guild pays in bearer bonds. This is, in fact, true. The armored car is guarded by two men, and inside, there are 1000$ in bearer bonds.
Banner: “railroad and road. courtesy of Mayor Peter Cavendish. Join us as we build to the heavens! Ad Astra Eternis!”
Trade: booths. One for train tickets, one labeled for the Rye Brothers Ice Guild, manned by Jenson Rye (shrewd, prominent neck tattoos, glad-handing), and a variety of other goods dealers. Plenty of wheeling and dealing, lots of information to be had about prices throughout the whole region.
Also, Jim Morris (stoic, scarred, multiple firearms), looking to hire guards to help him keep an eye on Claude Stornstein's house. Won't tell specifics of why they want more guards, but pays $1.50 a day per guard, with a $1 bonus if they have to actually fight.
And, Tyreek (merchant, wheeling and dealing, tall), trying to offload 25 sacks worth of leather at 25% off typical prices. Word was this place needed more leather, so Tyreek bought, and it didn’t exactly pay off.
Finally, Stitch Markus (leather apron, binder, spectacles), interior designer, is attempting to furnish a few of the new buildings around town. Would pay double price for power line, telegraphs, lightbulbs, and anything else that screams, “New!!”.

--- Madge Ferguson’s House and Observatory cottage core, husband, tracks, telescope
Cottage Core: embroidery, rugs, upholstered chairs, the whole nine yards. Over it all, star charts and models of the solar system.
Husband: Jerry (wheelchair-bound, hard of hearing) absolutely distraught. Believes this is all a cruel prank, that his wife has been kidnapped, and that someone placed a giant wolf able to stand on its back two legs in his home.
Tracks: lead off into the woods, where Madge Ferguson in wolf form can be found devouring a chicken.
Telescope: Out back, a metal dome. Inside, a large, twenty lens telescope, measuring 15 feet from end to end. Jerry used to be into this kind of thing.

--- Light of Our Lord Church first, simple, confession.
First: plaque, telling that this was the first building constructed in this settlement. Dust on the pews indicate it is much less well attended today.
Simple: unpainted wood, A-frame, reasonable steeple. Icon at the front, depicting the Descent of the Light.
Confession: despite the dust on the pews, often, a line waiting to offer confession with Father Adelard (wise, strong-willed, kind), who bears a holy symbol of a sun that can emit bright light 1/day. He is painfully aware that he cannot solve all the problems facing him at once. Wants to uncover and destroy the silver-haired man who has been visiting town, find the source of demonic influence that he's been sensing within the settlement, and also perform an exorcism on a woman in the tent at the nearby crossroads. He believes the werewolf is most likely coming from the standing stone circle just outside of town, and will enlist parties to go destroy the circle, believing it will stop the werewolf.

--- The Situation Room coffee, holding court, 10 year plan, law
Coffee: cowboy style, grounds and water boiled in a metal kettle without a filter. 15 c a cup.
Holding Court: Mayor Peter Cavendish (suave, moustachioed, type A), surrounded by coffee farmers, bankers and merchants, discussing the weather, interest rates and the recently invented sport of golf. Genuine and infectious hope for the future lifts the spirits of all within the room.
10 Year Plan: wood cuts show each year of the 10 year plan. Year 1 was the railroad and road to Tsentral, along with the defense of the settlement during the wars between the Republic and Empire. Year 2 shows the settlement joining hands with the Rye Brother’s Ice Guild, with the ice guild standing two steps below them. Year 10 shows the mayor either sharing coffee beans with the whole region, or ruling the whole region. Really hard to tell.
Law: Tracy (stoic, bald, black), a gray warden, offers a price of 25$ for the capture (alive) of any of the Bixby brothers for robbery. They were last seen outside Tsentral. No one here seems to like Tracy.

--- Margie’s Photography swamp, creepy, basement
Swamp: Right near Town Center, there's a patch of ground significantly more muddy than the rest of town. It's in a perfect circle around Margie's Photography studio.
Creepy: Exterior is plain. Interior, the normal stuff, like a camera, different backdrops, and costumes. But also, it’s covered in memorabilia of Carl the dancing alligator (see W: Marv’s Magical Emporium), to a very, very creepy extent. In one corner, a basement door, locked.
Basement: cut into the ground beneath the crawl space of the house is a mud bowl filled with water. An underground spring feeds it, and seeps into the ground, creating the swamp effect near the house. All along the walls, ritual, symbols, blood, and trails, and various magical artifacts. Within the water, Carl the dancing alligator kidnapped by his biggest fan, and slowly starving to death.
Surrounding Areas

V: Swamp stone, gators, Tiela
Stone: at the center, a stone protrusion, square-shaped, stretching 10 ft above the swamp. Moss and lichen dare not grow on it. On its top, arcane symbols. If the fresh entrails of water dwelling creatures are thrown on the symbols, it allows the casting of enlarge once per day.
Gators: 20 of them. Three are immediately visible from the edge of the swamp, lurking and attempting to prey on those who get too close. The rest are disguised amidst moss and reeds. Carl, the dancing alligator is not here.
Tiela (elderly, wispy hair, talks to herself a lot): Hut, balanced atop a few logs in the swamp. Hates the search parties that have come through this way. Will pay in magical charms granting +1 to a roll once per day to get everyone out.

W: Marv’s Magical Emporium & Doctor Ekmo’s Hut

--- Marv's magical emporium search party, empty ring, gift shop
Search party- a number of faithful fans of Marv's shows, gathered with water bottles and lamps. They plan to travel to the swamps, to try to find Carl. Led by Margie (overbearing, very funny, handmade sign says “ Carl's number one fan”).
Empty ring- large tent surrounding a show ring, set into the ground with a water feature along with a number of slides and ramps. Inside, nothing. Outside, a large sign saying “Carl, the dancing alligator”
Gift shop- close up magic sets, flash powder, trick decks of cards, and rigged dice. Inside, Marv (eccentric, charismatic, business-minded) inconsolable. He truly loved Carl as one would love a favorite dog, and is offering ridiculous sums of money (100$+) to anyone who promises to find him. He can't actually pay more than $40. 

--- Dr. Ekmo's Hut straw, smoke, creatures
Straw: makes up the roof in the walls, over a simple wicker frame. Surprisingly effective at keeping in warmth and keeping out cold. For those who look closer, woven into the straw is a significant quantity of hair. 
Smoke: a fire burns in the center of the Hut. The rest of the space is occupied by room to sit around the fire, a simple cot in one corner, and a table with books, tools, and cooking equipment. Around the fire is Dr Ekmo (wild haired, tattooed, otherworldly intelligence). They say this new science is almost like magic. Ekmo believes the two are the same, and is obsessed with both magical tradition and scientific knowledge about the fusion of the primal and the human. He aims to find ways to meld wild beasts with each other, and ways to imbue human beings with the best qualities of wild beasts. He believes Carl's ability to understand humans would make it easier to transfer his other qualities to a human. He will pay $50 for Carl, with a $10 bonus if he's caught alive. He does not want Marv to know that he's making this offer, as they are old friends.
Creatures: hanging from the rafters or creatures that look like they should not exist; ones with five legs, far too many eyes, or the right number of parts, but in very much the wrong places. Each of the creatures has been skinned and hung to bleed above the fire. 

X: Claude Storenstein’s House plantation, walls, art 
Plantation: massive footprint. The single largest coffee farm in the area. It's the perfect climate for it, and Claude makes a killing by loaning people money, forcing him to work on his property to pay it off paying his employees next to nothing, and refusing to let them leave until they pay off their debts to him. In the fields, hard at work, is Jameson (grizzled, beer belly, sunburn). After 15 years here, and has now cultivated sufficient relationships to stage a breakout. There are three barracks buildings holding 12 workers each, usually overseen by 2 guards per building with shotguns. The breakout will take place in 3 days, and if he sees visitors that he suspect might be friendly, he will attempt to enlist their aid.
Walls: much newer than the building they surround, made of brick. Two gates, one at the front and the other at the back, both wide enough to accommodate a coach. Two guards watch each gate. The front is the entrance for guests, the back is the entrance for supplies.
Art: the building itself is simply beautiful. Three stories, wrap around porches on each story, and an inside decorated as a Victorian mansion. The front-facing room on the third floor is Claude’s (cut throat businessman, cowardly person, silk bedrobe) bedroom, and since he heard about the silver haired man, he has refused to leave that floor. There's one main spiral stairwell that connects all three floors, as well as an elevator which leads down to the front foyer. He's increasingly drawn guards out of the plantation to keep watch from the walls.

Y: Cave guards, Shadow, Saint
Guards. Rick (tall, y'all, kind) and Stephen (tubby, thoughtless, sarcastic) are the mayor's cousins. They get paid to camp outside this cave and make sure no one but the mayor goes in. He visits every other day around noon. They're quite happy with the arrangement, and take turns leaving to go hunt.
Shadow: cave entrance is cast in a perpetual twilight, even when it looks like light should penetrate the entrance. Radius of light cut in half.
Saint: if standing upright, Saint (confident, scheming, dying) would be 8 feet tall and heavily built. Instead, he lies prostrate on the ground, consumed by rot. One eye is milky white, the other is swollen shut. He is at the end of his incredibly long life, and seeks to help the mayor conquer this region. He has blessed their coffee output, and gave the mayor the 10 year plan found in the Situation Room. However, he sees obstacles - three people with magical resources. Saint is looking for a party to eliminate three people: “Tyler Givens, a revolver that never misses. Father Adelard, a holy symbol that emits light. Sarah Simons, the fastest horse in the land.” Tyler is at the crossroads, Father Adelard is in this settlement, and Sarah lives in D: Tal’ne.

Z: Standing Stones clearing, circle, spirit

Clearing: 50 ft wide, ovular.

No living thing grows within it, but a wolf wanders, occasionally laying against the base of one of the
standing stones. The wolf's fur is the same perfect silver as that of the beautiful man who entered town.
Circle: made of standing stones, each at least 10 ft tall, with such perfectly straight lines and angular edges, but it looks like it was carved by a giant. 
Spirit: She is Song, Woman Wisdom, chorus of Those Gone Past. Spirit of History, community, and tradition, brought to life by the songs sung around these stones in the first thousand years of their existence. She wants the characters to…
--- Forge a blade from one of these standing stones. Plunge it into the heart of the demon known as Saint, who resides in a cave not far from the settlement. In exchange, once per day, you may sing a song and buoy the spirits of your compatriots, giving them a d4 that they may add/subtract from the result of any roll they make.
--- Find who in the settlement is responsible for its liaisons with the demon known as Saint. Bring them here, and cast them into the stone circle naked, where Song will deal with them. In exchange, you may once conjure a blast of noise so loud it could definitely an entire army.
--- Bring a new song of your exploits to the standing stones. Once, you may raise your voice in song to quiet the emotions of a crowd.
She transforms the wolf here into the silver haired man each night; tonight, the wolf will go seeking whoever is after the demon, and all who drank wine with the wolf the night before will be turned to wolves themselves. She would undo these things in exchange for both of her primary wants.


Sunday, June 28, 2026

Swords & Issue #2: Space Wizards OUT NOW!!


Honestly, if it wasn't for the NSR Cauldron discord server, I wouldn't be writing on this blog half as much as I do, so when they opened submissions for a community zine, I jumped at the chance. And, Swords & Issue # 2 is out on Itch now, for free as always! I'm SO proud to be a part of the zine, and wanted to repost the story I wrote which made it in, along with the exceptional art made for the story by WatcherDM!! Special shoutout to Dante, who served as editor in chief!! Also, if you're not in the discord server, you should totally join now!!


The Engram Scanner

Another day, another soul. Matias lifted the engram scanner off the patient's head, and took a moment to push closed their now-lifeless eyes. That's the cost of moving your soul and mind into a new body - you turn your old brain into a smoothie. He knew this woman from somewhere but couldn't quite place it; maybe a w3-vid star? Behind him, he heard Tynne's low voice chanting, and watched her semi-arthritic fingers picking their way through the memorized hand symbols in the midst of the Ensouling rune circle, the patient's new body at her feet. Most people went big with the changes from their former body to their new one; after all, ensouling cost upwards of a billion credits outside of military facilities, but this woman basically just took ten years off her face, and that was it. Admittedly this wasn't the best facility in the world; it was a satellite station in orbit around Colonie Novis, the methane shrouded origin of Ensouling technology. A lonely office staffed only by him and Tynne. 

He went through the motions of preparing the old body for disposal. Oof, his back ached. Only a few more years, and then he would be getting his own new body. Then, a magical hum, and the chanting stopped. Why? Tynne was the best. He turned to look, and she was facedown in the Ensouling circle, not moving. Shit. He rushed to her side and saw a bright ulfire light emanating from under her skin. A warning alarm blared, and red light blinded him. Beneath her body, snaking veins of ulfire-glass spilled from the runes and reached upwards, crawling up the client's new body as well as Tynne's. Hovering in the air above them was the glittering tesseract of the client's soul, seemingly the target of the glass. 

He wasn't qualified for this; Ensouling magic took decades of experience to understand, much less fix. Frankly, he only got this job because he was Tynne's nephew, and now he would surely lose it if she was dead. He grabbed a broom, and used it to push her out of the circle. Rushing to check her pulse, he realized her skin was burning hot, and realized there was heat pouring from the runes too. Shit. Shit. Shit. He didn't know what to do, he didn't know how to fix this and there wasn't anyone here who did....or at least not anyone conscious? Wait. The engram scanner had a scan setting; a step below extraction. Somewhere in Tynne's mind was the knowledge he needed. If he could get it out, maybe onto a hard drive, could he use his neural mesh to tap directly into the knowledge? People loaded skills into their neural mesh all the time; would magic be any different? Only one way to find out. 

He grabbed the engram scanner, jammed it onto Tynne's burning head, and ran through the process he had memorized over the past year. His hand terminal blipped "Process Complete". He tapped right into the scan and saw a thousand things at once - the feeling of sun on your face through methane clouds and a habitat dome, complicated feelings after choosing to work with ensouling magic, and finally, the tangible, jarring knowledge that the focusing crystals under the ensouling runes had come unaligned. He rushed to grab the wrench set and lead lined gloves he now knew were in the closet next to the terminal, and shoved his body through the access hatch on the wall. A short adjustment later, the alarms faded. 

Filled with the knowledge of what to do, Matias flung himself into the Ensouling circle, his hands whizzing through strange symbols and his mouth chanting unfamiliar words. After a short time, the crystaline growths receded and he heard the computer chime an indication that the new body was ready to be awoken. Wait. He forgot about Tynne - shit shit shit. She was still facedown, but looking at her, he now knew the radiation that blasted out of the terminal shouldn't have any long term effects. In fact, she would be fine in just five minutes. He went to put her in the recovery position just in case, but when he did, her body was cold. He checked her pulse, and .... there was nothing. Wait, he did it all right! He checked the engram scanner, did a diagnostic check, then ran back through the history, and saw, "Process Complete - 1 Engram Extracted". 

Holy Shit. She was going to be fine, and he killed her. It was autopilot; he just forgot to change the setting from "Extract" to "Scan". He checked the Engram file, and tried to project it to the Ensouling circle. Maybe he could use one of the spare bodies for Tynne? But it buzzed and the runes blinked red. What?! He could still access it with his neural mesh; Tynne's skills were flying around his mind and yet ... his contact with them must have corrupted the engram. His shoulders slumped, and he fell to his knees. It was an accident, but he looks up at the security cameras, and knows they might not see if that way. Then, the comms chirp with a voice call request. He debates, and then reaches out and accepts.

"Matias, this is Overseer Selwyn. We saw what happened, and what you did. Your quick thinking saved your life and the life of the client. As you well know, we reward initiative, especially when it involves innovation. Let's just say the Board is already very interested, and I believe we have much to discuss."

Confederacy of Stars Patent #4723.261A

Engram Scanner: A mechanical headset covered in magical runes and studded with crystals. Place the scanner on a person's head to capture a flash-copy of their mind. If they are alive, this kills them. When you gain an engram, choose a skill that person would reasonably have had. You gain that skill, with ability relative to the person's ability. You may change the skill chosen from the person when you wake up each day.

Ensouling: Ritual spell. Transfer an extracted engram into a living body, overwriting the soul within. On a failure, the runic ensouling circle will attempt to consume both the caster and the living body.


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.

1. The Procedures Alone

2. Settlements and Factions

3. Stocking a Settlement & Surrounding Locations (This Post)

Appendix A: d30 Troubles

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!!

CITY E: Ancient, Mud Buildings.... +Water, Livestock. -Books, Metals.
 - Factions: Ancient HOA
 - Locations: Community Center / HOA headquarters (complete with pool!), universities (explains need for books).
 - NPC's: HOA head, annoying resident, cool professor, student doing experiments they shouldn't.

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

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...

CITY E: Ancient, Mud Buildings.... +Water, Livestock. -Books, Metals.
 - Factions: Ancient HOA
 - Locations: Community Center / HOA headquarters (complete with pool!), universities (explains need for books), Thaldo's House, Bonfire Location, Munroe Farm. Silas' watering Hole, The Hills (which lumps together the box canyon, the cave and the collection of destroyed wagons)
 - NPC's: HOA head, annoying resident, cool professor, student doing experiments they shouldn't. Silence, Jenny Pearl, Master Sergeant Thaldo Kilmer, Cal Trussell. Caroline Munroe, a few Munroe kids. Silas, Them, and Kelsey, Gray Warden. 

And we've got locations V, W, X, Y, Z, plus the city itself.


Below is what I came up with!!

Beerlaba: CITY E: Ancient, Mud Buildings.... +Water, Livestock. -Books, Metals.

 - Community Center / HOA Headquarters: Squat & Muddy, Pool, Sitting Rooms
Squat & Muddy: Like everything else, muddy, covered in grassy reeds. Sizeable footprint in terms of square footage, but not tall at all.
Pool: The main event, but Mud Pit would be more accurate. Those bathing come out brown, the shores are reedy, and everyone is having a great time. This is why we have HOA's!! One person is not having a great time. Jenny Pearl runs from the pool crying, as her friends all look on. "You don't understand! Silence helped me!!" She would do anything for people to believe her, or even just to have the chance to tell her side of the story. Doesn't know where Silence is, but would be eternally grateful to someone who convinced the city that Silence was innocent, which he is.
Sitting Rooms: Inside the main building, sitting rooms. Some spas with low fires burning sage, some board rooms with rugs all over, people wearing their finest togas, and sitting on actual furniture. In one room, Cal Trussell, HOA president, lecturing on the dangers of endorsing violence. Asking everyone he knows to search for Silence. Knows Jenny's story, is attempting to keep her quiet by keeping her at the pool. Will pay 125 dollars for someone who finds him Silence, dead or alive.

 - University. wet, library, experiment.
Wet: Constructed only of cold mud amidst wet reeds. 6 buildings; three for teaching, two dorms, and one library.
Library: The books of this place still rots through pretty consistently, so there's a need of more. Libraries of scribes work to keep the knowledge from being lost. Librarian Kirsten Thump is almost always in the midst of negotiating with one trader or another to get new blank books. She needs blank books, and she pays double for them. Library does contain a variety of treatises on the history of this area, as well as a few stories of magic. One such tome describes someone killing a grizzly with a rattlesnake, then smoking the meat over a fire of ironwood. After consuming the meal, their mouth spewed for sickly sweet smoke that put to sleep all those around them. 
Experiment: 18 yr old undergraduate student Mienar is posted up in a field outside the library. If you watch, something whistles and flies into the air from the field, before exploding in a red sunburst. He's invented fireworks, and wants to make money with it, but people here don't understand the appeal. Loan him 20 dollars to create a firework show, convince the HOA to pay him to put it on, and he'll give you 50% of the profits! The HOA won't go for this easily.

 - Run Down Army Camp. empty, one fire, haunted.
Empty: The HOA once ran this whole region with their army of "Compliance Officers." But those days are gone, and gone too is the army. This camp extends for miles; mud huts with simple campfires in neat, pre-planned rows.
One Fire: All the other huts are deserted, but one has a woman in it. The Gray Warden, Kelsey, sits here, reading through tomes taken from the Library at the University, describing the hills southeast of here (see X: Hills). She heard rumors of people disappearing down that way. Offers pay of 2 dollars a day to people who would escort her to see them. Has three eyes of an eagle, filled with a mixture of crushed diamonds and gold; will eat them to grant her the ability to see people's intentions as well as magical effects. Has the knowledge to make more; will offer the formula and one eye as alternate payment to those who express interest in magic.
Haunted: A spirit of the dead has come to this place. People walking through hear whispers, see movement where there is none, and find relics marked with their names or personal information. Summoning this spirit reveals Ser Iaoth, The Tabbris, Dead Man Who Walks, Last Guardian of Ber. Desires the overthrow of the Ibakha Empire, the death and embarrassment of Colonel Tabur, who led this army's defeat and retired to settlement D, and finally, for six soldiers whose bones were left barely covered in mud in this camp to receive a proper burial with full honors. Offers supernatural gifts for those who achieve those.

 - Cattle Yard. bustling, farriers
Bustling: A storm of people, cattle and horses. At its center, coordinating it all, Stewart Paddock, Yard Owner. Knows everyone, known by everyone, incredibly effective. Knows there's an excess of cattle; pawning them off at decent discounts. Has a buyer in settlement A, but wants them shipped to him. Pays 150 for a group that can drive those cattle.
Farriers: Shortage of metal for horseshoes, nails, buckles and the like. Head of the Farriers, Oz Garmon,  will pay significantly above price for finished metals; will contract for shipments of 10 or more sacks of finished metals, paying 20% up front and the remaining value upon delivery.

SURROUNDING LOCATIONS

V: Bonfire. empty, pit, tracks.
Empty: Nobody here. 
Pit: Large pit, full of charred wood. Remains of the Bonfire.
Tracks: Area around the bonfire is a mess of tracks. But, leading away from it, tracks show Mike's fine cowboy boots walking away from the bonfire with Jenny's bare footprints. Then, evidence of a struggle, then the running tracks of Silence's cheap workman boots.

W: Silas' Run Down Watering Hole. shack, shelves, cot.
Shack: And frankly that's generous. Small porch out front, windows next to the door.
Shelves: Inside a few shelves and Silas behind a bar. Nobody else. Silas (weathered, lanky, old) tells of a shortcut to the next settlement over; follow the trail east until it cuts south in the hills. Suspiciously, he has an incredibly nice pocketwatch, and a Derringer up his sleeve.
Cot: Back section of it has a cot and a small kitchen.

X: The Hills. ambush, ruins, cave.
Ambush: Box valley with sloping walls. Above, Them. 14 of Them. They prefer to fight hand to hand, and run down the near-vertical walls to close the distance. Two exits at the far end; one left to ruins, one right to cave.
Ruins: Countless ruined wagons. Scavenging them yields a few coins, children's dolls, a d6 pistol bullets and a rusted Lancer Hammerless repeater.
Cave: Opening reeks of rotten flesh, and leads down into the earth. A fair walk past the entrance, a circular chamber with openings in all directions. Through the openings are Their Alcoves, containing a total of 36 of Them. In Their alcoves, a treasure trove of weapons (each character can pick any weapon), 30 ammo for that type, and a total of 456 dollars worth of valuables (watches, paintings, coins, etc). Also, a cookfire, with cuts of human flesh nearby.

Y: Munroe Farm fields, farmhouse
Fields: If you walk through them, tiny heads pop up to observe you. The three Munroe kids (Neb, Aten, Phik) play games with any who enter the farm.
Farmhouse: Two story affair with a wrap-around porch. Quite nice. Caroline Munroe suspects her husband is cheating. He hastily made up a yarn about a business opportunity up north, where there happens to be a tavern full of women, and has been gone for a week. She gets the house if he is cheating, so will pay 50 dollars to find out what he's up to.

Z: Thaldo's Home. porch, house, floorboards.
Porch: Master Sergeant Thaldo Kilmer. Old as dirt, hurts to move around. Barely talks, but has a revolver under a blanket in his lap. Anyone who asks about Silence, he tells to go speak to Jenny Pearl, as she was the last person to see him. If he believes he can trust the party, reveals Silence is under his floorboards, and will ask them to get Silence out of town, offering payment in the form of a Cavalry sabre and other war relics that would be priceless to the right collector. 
House: Simple affair; only one cup, one bowl, one knife and fork. But, a huge altar to an ancient war, barely remembered. Drawings, maps, medals, the whole deal.
Floorboards: Under a carpet under the table with the altar to the ancient war, loose floorboards. Inside, Silence. Wracked with guilt for killing Mike Trussel, but knows he did it to defend Jenny. Selfishly hopes she loves him, which she doesn't.

Trouble Reminders:

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.


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.

Trade:
Return to the list of goods in excess and in need at each settlement. For each good, create an NPC who has or needs each of those things, and place them in a prominent location within that settlement (some goods can be lumped together into the same NPC, and sometimes this function may fit well with an existing NPC in the settlement). Whoever it is, this NPC will pay the PC's to transport and sell excess goods at other settlements or to retrieve needed goods from other settlements.

Added the whole Cattle Yard to fill this role. I'm thinking about adding something that points from other locations within this settlement to the cattle yard, but I think I'll leave it this way.

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.

1. The Procedures Alone

2. Settlements and Factions

3. Stocking a Settlement & Surrounding Locations (This Post)

Appendix A: d30 Troubles

Appendix B: Drifters: a rules set for the weird west (forthcoming)

Appendix C: The Weird: Magic, Clerics and Spirit-channelers oh my! (forthcoming)

How to Make a Caravan Crawl Part 4 (ready to go western town)

This is a continuation of my series on How to Make a Caravan Crawl! It's taken a bit longer than expected to finish the sample Caravan ...