UPDATE: This post is now a series.
1. The Procedures Alone (This Post)
3. Stocking a Settlement & Surrounding Locations
Appendix B: Drifters: a rules set for the weird west (forthcoming)
Appendix C: The Weird: Magic, Clerics and Spirit-channelers oh my! (forthcoming)
I'm still working on my weird west caravan crawl, and wanted to finish out the list of Troubles for use with my procedure for stocking the caravan crawl. The plan is now to do a few posts showing how I use these Troubles in that procedure! Stay tuned for more.
However, I think many of these would serve fine as adventure seeds for any type of campaign. Hope you enjoy however you use them!
TROUBLES
The Vault
The Train
The Woman
The Moose
The Alligator
The Tent (revival)
The Mountain Man
The Fortune Teller
The Circus
The Jail
The Fort
The Emperor
The Harvest
The Hills
The Lovers
The Bandit
The Child
The Paddleboat
The Craither
The Wolf
The Goblin
The Hero
The Wedding
The Fugitive
The Demon
The Colonel
The Pay
The Flood
The Clan
The Factory
1 The Train: Baron Judge Constance is about to oversee the completion of a transcontinental railroad, with a celebratory commemorative ride on a luxury train, beginning at Grand Station in the nearest city, passing over a massive bridge, and ending at a pre-prepared feast. The Lady Guinnevere Matcha and her dancing companions will be in attendance, along with the lumber magnates John and Jim Bigsby. Patron: Jobs…. The Silver Quill: Rob the posh people on the train, keep 80% of what you get. They’ve got attire to disguise you as train attendants. Gray Wardens: Stop the posh people being robbed. They’ve heard the Quill is up to something, and need guards. Daily pay is double that of a farmhand, doubled again if there’s a shootout. Baron Judge Constance, via his fixer Gilead DesGroux: Destroy the train in an insurance fraud scheme to recoup the losses of the project going over-budget. Promises enough for each party member to buy their own farm; will double cross and attempt to tie them up as loose ends.
2 The Vault: A vault has just been installed at the local bank. It could only be opened by its creator, Demis Ville, but his patron, Monsignor Falx stole the designs, beat the means of opening it out of him, and didn’t pay him a penny. Demis sits dejectedly in the town bar, while all the nobles move their wealth into the vault. Patron: Jobs…Len Bixby: Lem can’t show his face in town. Recruit Demis for a job; robbing the vault. Pays party 20% of whatever is in there. Demis: Kill Falx. Gives means of opening the vault in exchange. Falx: Guard the vault. Daily pay is half what a farmhand would make. Gray Wardens: Find and apprehend the Bixby Gang. Price of a cow for each of the three Bixby brothers, price of a chicken for each other member of the gang.
3 The Woman: Far outside the town 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 men.
4 The Moose: In a hilly natural orchard, apples ferment on the branch, and a 600-lb moose and his human druid companion decide to feast on them. Every day for the past few weeks, just as the sun goes down, the drunk moose races into town, runs through a building or a person, and then flees back to the hills. Many have gone into the hills to stop the Moose, but the druid turns them back each time. Outside the hills, Glamdron, the Tamer, waits in his camp, ready to capture the moose and take it to a circus. Patron/Job. Luis, the Druid/A blessing on those who bring him Glamdron, that Luis might convince Glamdron to turn from his ways of violence. Glamdron will not. Carlos the Farmer/Stop the moose’s rampaging; killing it if necessary. Pays in rations; 3 days worth per party member.
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.
6 The Tent: “Surely this man is a God; he told me everything I had ever done!” Such is the report from the main tent of the Brake Creek Revival. It's never the same man, but for the last week, at every second of every day, there has been a man in the tent preaching. When one is silenced or passes out from exhaustion, another spontaneously takes his place. Some claim none of these men lived more than a day past their turn as preacher. Patron / Pay / Job. Jeanette, local skeptic and merchant / enough to buy a horse / Escort her husband to the tent, Cuthbert, and ensure that under no circumstances does he become the preacher. Kylie of the Silver Quill / 80% of the proceeds / Has a mark on a wealthy attendee. Separate them from their purse. Don’t get caught. Father Dynstrom / A blessing / “Stop this nonsense, get the people to go home, burn it all down if you have to!”
7 The Mountain Man: A burned hovel in the hills, with two graves out front. A mountain man (Jehovah Johnson), clad in bearskin, comes down to the settlement and declares, “The Barnet Brothers killed my family. Either you kill them, or I kill you with them. You have a week to decide.” The townsfolk laugh it off. A week later, youngest brother Paul Barnet, his wife Stacey, and their friends Jodie and Thatch Killmer are found at the dinner table with their throats slit. Remaining brothers include Philomon, Robert and Silas Barnet. Patron / Pay / Job. Philomon, thirdborn homesteader / price of a chicken a day / protect him, his wife and two children overnight at their farm. Robert, secondborn gambler / Two gold wristwatches, in good condition / get him the hell out of town. Silas, firstborn industrialist / Enough to buy a horse for each party member / Put the Mountain Man where his family is. Permanently.
8 The Fortune Teller: “Are you sure? Some truth is better left buried.” A showman, calling himself Valens Truthseer, proclaims he can speak with the dead, for a price. In the crowd are… Tabitha and Holmes Oatsman. Their daughter of eighteen years, Lily, disappeared late last fall. Unbeknownst to them, she was assaulted and murdered by cowhand Luke Driscoll, who is also in the crowd. Jonas Munn, who fought in the war alongside his lover, Reason Bohannon, who did not survive it. Nobody knew about them, but if conjured, Reason makes the nature of their relationship very very clear. Shirley Martin, who, in her first marriage to Jaspar Stickwell, had an affair with the mayor, Matt Martin. After Jaspar passed suddenly in his sleep, Shirley remarried Matt. However, Shirley longs for closure with Jaspar, who, unbeknownst to her, was murdered in his sleep by Matt. Jobs: None. Just lots of trouble.
9 The Circus: Carry Jimling has brought his circus to town. Last night, Daisy Stater went missing. Her parents, Cal and Anabelle have been raising hell, claiming she was last seen with the trapeze artist Tyrone Smith. Tyrone and Carry deny all wrongdoing of course, but Daisy is still missing. And, somehow Daisy’s pig has started to fly. Nobody knows what to make of that one. In truth, Daisy got drunk because the circus smuggles alcohol, and is sleeping off a hangover in the woods. Patron / Pay / Job. Carry / price of a chicken a night / protect the circus from the angry townsfolk. This will only make them angrier. Cal / a cow / find Daisy. Or kill Tyrone. Either one, really. Harvey, Gray Warden Agent / price of a chicken per party member / prove the circus is smuggling illegal alcohol.
10 The Jail: Last week, black-clad, helmet wearing officers claiming to work for justice showed up, arrested six people, and left for the hills. “They must go to the jail.” In the hills, a towering structure, simply labeled the jail. Jim, the husband of one of the people taken, tried to break in. He hasn't been seen since. Catowade, a native of these lands, says his ancestors told stories of a place where the evil dead were kept beneath the earth, and that an ancient warlord, Gamthen swore upon his captivity there that he would one day escape. Patron / Pay / Job. Jerry, Jim’s Cousin / A cow / Get Jim and his family out. Catowade / A blessing / Determine if the Jail holds Gamthen. If it does, he will pay in ancient silver coins for the party to free Gamthen. Tyler, Gray Warden Agent / price of a chicken / determine if this jail is a threat to the region and explore its first floor.
11 The Fort: There’s a ghost in Fort MacMillan! Or at least there are lights moving about in the Fort after dark. Everyone sees it! But only Ollie MacMillian, grandson of Otto MacMillan (who built the fort during the war) is brave enough to stay in the fort overnight. The rest of the town is quite content to leave the fort alone, and more than busy with the swarms of locusts eating their crops. Little do they know, a tribe of shamans is living within the basement of the fort, and conjuring them at night. Patron / Pay / Job. Ollie MacMillan / Glory / Join him in exploring the fort overnight. Silas Harswell, local farmer / Price of a Chicken per party member / Burn the fort to the ground. He doesn’t like ghosts very much. Mimi Yarborough, unlady-like teenage girl / a chicken per party member / Help her capture the spirits moving about in the fort. Her method of doing this includes salt circles (which works on spirits and shamans) and hurling chicken bones (which doesn’t work on either).
12 The Emperor: A herald arrives, claiming that at dawn in seven days, the Emperor will return, and appear at this settlement first. Preparations must begin! The herald then disappears. There is no precedent for this, and all is chaos - disbelief, enthusiasm, scandal. The Gray Wardens have arrived in town, and eagerly seek news of the Emperor’s whereabouts, ready to honor their promise to serve him in life, and death, and life again. A group of veterans from the war arrives, ready to put the Emperor to death in the name of keeping peace. The Mayor is turning this into a marketing scheme - posters, flyers, messages sent to nearby towns. In the Mayor’s office is a letter hiring a performer from the circus to act as a herald. Patron / Pay / Job.
13 The Harvest: Grain, corn, squash, and apples. These and countless others spring up from the ground in unimaginable quantities, with no regard for the climate or what was originally planted. The Harvest has drawn the poor and destitute, seeking to gather just enough to make it through the day, and their camp has grown outside town. While some landowners graciously hand out their excess or ask the beggars to work for their food, the Duke Lasmonge recently killed a whole family of beggars who dared step on his farm. All the while, seven-year-old girl Missy wonders if her birthday prayer offered to the Stranger came true. Patron / Pay / Job. Dutch, Gray Warden / price of a cow / Get the Duke Lasmonge out from within his mansion, which is guarded by 25 drifters, so he can be arrested. Zachariah, beggar leader / Glory & Gratitude / Join the vagrants as they march on his farm to apprehend the Duke. The Duke Lasmonge / Price of a Chicken per Participant / Join his gang as they raid the vagrant camp, chasing off the dwellers within with fire and gunfire. Tawmonde, traveler / price of a chicken per party member / get a wagon load of dirt from the area that grew the most food - right at the center of the Duke Lasmonge’s Farm.
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.
15 The Lovers: Recently, Sheriff Josiah Delajmoy hired 21 year old heartbreaker Grayson Boone as his deputy to help calm the feud between his family and the Boone’s. Grayson and Josiah’s daughter Cecilia fell in love, and when Josiah caught them in the act, he flew into a rage. No one knows exactly what happened, but at the end of it, Josiah was dead and Grayson and Cecilia were on the run. Now, the town has no sheriff or deputy, and the Delajmoy’s and Boone’s are at each other's throats. Patron / Pay / Job. Abraham Delaymoy, Josiah’s brother / price of a cow / find Grayson and put him down. Vincent Delajmoy, family patriarch / a cow / kidnap Julia Boone. Julia Boone, matriarch / a cow / kill Vincent Delajmoy.
16 The Bandit. Muriel, a farmer, rushes into the settlement. Her farm has been destroyed by a gang of some 30 bandits, led by the Red Wrend! In truth, the Red Wrend and her compatriots are from a settlement weeks away in the wastes; their homes were destroyed by a horde of horse archers and the Red Wrend has been leading her people on the run ever since. The horse archers (the original owners of these lands) have finally banded together under a hero known as Schu-mat-tok, translated as Red-Sun-is-Setting. His horde of 150+ warriors will be here in 5 days. Muriel does not know this, but the Red Wrend does. Patron / Pay / Job. Muriel / she claims to have a barrel of gold under her farmhouse. Promises half of it. / Kill the Red Wrend. Sheriff Donahue / price of a chicken per day / train the settlement to defend themselves against the Red Wrend. Mew-moo-bork, representative of Schu-mat-tok / a bar of gold per party member / Kill Sheriff Donahue, convince the defenders of town to face the wrong direction, and generally betray them as the situation warrants.
17 The Child: Brooks Stills is missing. He's 9 years old, and was last seen leaving the settlement nine hours ago with his 17 year old brother, Chaz, a notorious drug addict. Ken Stills, their father, is up in arms, seeking Chaz to torture the truth out of him. Chaz is hiding at his dealer’s house (her name is Kylie) outside the settlement, high out of his mind. He will claim he took Brooks for a walk deep in the woods, and a six legged, four winged, goat headed creature flew down. If Chaz sobers up, he will remember that Brooks had wandered off just before the beast appeared. The beast is real, and its lair is in a cave only accessible by swimming to the bottom of a local river, through a water-filled passage and up into the cave, which is not submerged. Brooks is taking a nap in the woods. Patron / Pay / Job. Ken Stills / price of a chicken / find Chaz so Ken can torture him to help him “remember” what happened to Brooks. Ken Stills / price of a cow / get Brooks back. Komomok, shaman / a magic charm granting +1 to all saves for each party member / kill the beast and let him take the components.
18 The Paddle Boat. There's a paddle boat on the river advertising gambling. If there wasn't previously a river here, then the people of the settlement are doubly surprised. Aboard the paddle boat. The Marquis Lamontag, wearing a powdered wig, tights, a colorful shirt, and bearing a dueling saber at his hip. Ragnar, wearing furs, bearing axes, with a long greasy beard. Cato Sylvia, red toga, golden crown in the shape of laurel leaves, with a dagger concealed under the toga. Sekudo Shensi, a top-knot, lamellar armor, and a gently curving sword. All are engaged in gambling, overseen by androgynous people; bald, tall, wearing suits, and calling each other “Master Smith.” Every hour spent aboard the paddle boat correlates to d20 days passing in the outside world. Those aboard the paddle boat do not experience aging, unless they leave, at which point they instantaneously age for all of the time that has elapsed in the real world. Patron/pay/ job. Marquis Lamontag / 1000 poker chips / Sekudo won’t duel with Lamontag anymore. Find out why, and get them back to their usual schedule. It’s because Lamontag keeps trying to also duel in the sheets, and Sekudo isn’t interested. Cato Sylvia / 1000 Drachma / Get him off this boat without dying. Ragnar / Glory / “FIGHT ME”.
19 The Craither. Every Saturday evening, those on the outskirts of this settlement leave out a little bit of raw meat, a bowl of blood, or as many animal bones as they can spare. In the morning, it's all gone, and they claim that the crater comes to take it. But, newcomers have been moving into some of those properties, and they don't leave out the meat, or the blood, or the bones. In the last weeks, at homes farther into the settlement, chickens, cats, and even dogs have all been disappearing in the night, and then last night, a prize-winning cow disappeared from Darnold Jones's farm. Local drunk Old Man Pickens warns everyone that if they don't feed the craither, the craither will feed itself. Patron / Pay / Job. Old Man Pickens / Gratitude / help him with putting out blood each night. Doc Haskins, local mad scientist / price of a cow / help him capture this craither for study. Sheriff Wilkins / price of a chicken / find out what took the cow from Darnold’s farm. Wilkins suspects Old Man Pickens.
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.
21 The Goblin: A family has come to town by wagon; the mother, Mary, hardly speaks, the children, Abel and Cal, won’t stop causing trouble, and the father, Adam, has not been seen at all. A week after they arrived, goats began disappearing from Sylvie Smith’s Farm throughout the area. Yesterday, Cho and Hans, two mercenaries, showed up asking about a white-skinned, bald man with one eye, traveling by wagon with his wife and kids. They say he is extremely dangerous to himself and others. In truth, Adam was bitten by a 4-foot tall humanoid orange-skinned creature with beady eyes and a taste for flesh, and is slowly turning into one himself, hence his hunger for goats. In the last settlement they stayed at, Adam bit the two mercenaries, and they know the only way to avoid their transformation is to kill him. Patron / Pay / Jobs. Cho and Hans / everything they have / help them find Adam and kill him. Abel and Cal / gratitude / cure their dad. Sylvie Smith / price of a chicken per party member / find who took her goats.
22 The Hero: A week ago, local Golden boy Silas Northwinter traveled with his gang of drifters to deal with trouble coming from a cavern deep in the earth. Silas returned with a nasty cut on his neck. Last night at the bar he flew into a rage for no good reason and started a fight. His co-drifters stopped it before it went too far, but everyone swears they saw his eyes turn red, and black veins were inching up his neck. In three days, he has a charity boxing match scheduled with up-and-coming adventurer Shane Martin. If the fight happens, Silas will turn into a 400lb monster of flesh and rage, killing countless people in the crowd. Patron / Pay / Jobs. Doc Smith, Silas’ mentor / gratitude / find out what cut Silas in that cave. It’s a 400lb monster of flesh and rage, trapped beneath a massive fallen boulder.
23 The Wedding: All is joy! The town is bustling with the preparations for a wedding between Cathy, the daughter of a beloved minister (Frank Sishmon) and Timber, the son of a well-respected cattle farmer (Max Costap). The ceremony site is outside the settlement near ancient standing stones, and while townsfolk set out chairs, cook food, and arrange flowers, a wizened shaman that no one knows (named Nomis) pours molten iron in intricate shapes in the ground. If anyone asks, he says, “it's for the bride,” and no one has asked any further. In truth, Simon believes Frank Sishmon is a fraud, and Cathy is a demon (she's a ginger and left handed after all), and is planning to trap her with a magical ritual powered by the life force of the wedding attendees. It will kill at least 40% of those present. If the wedding goes off without a hitch and Simon doesn’t do his ritual, the bride reveals herself as Tsarlasshex, princess of suffering, and enslaves all those in the town. Patron / Pay / Job. Nomis / 30 silver bullets / Get proof that Frank is a demon worshipper. If you look inside Frank’s holy texts, it's all demon stuff. Frank Sishmon, loving father and demon worshipper / 30 copper / Get this Nomis guy away from the wedding! Whatever you have to do! Timber / gratitude / collect flowers for a super bouquet that he can give to his lovely bride Cathy.
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.
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.
26 The colonel – Raiders led by the Kid Chickums have been operating from a base hidden within the hills outside the settlement. The government has sent in Colonel DeOrtag with a division of cavalry to build a fort and make safe the surrounding area. Military police now roam the settlement, enforcing the law as they see it, hanging all those they catch in even minor infringements. This has driven countless people from the settlement to go live with the bandits. As their numbers swell, the Kid considers a raid on the still unconstructed fort. Patron / Pay / Job. Father Jesirage / gratitude / travel to DeOrtag’s masters and have him reassigned. DeOrtag / price of a cow / locate the raiders. Or just bring him the Kid Chickums’ head. The Kid Chickums / gratitude / open the gates of the fort for them to attack it.
27 The Pay: a large local organization receives the payroll once a month via guarded wagon. Last week, Iain, a trapper, arrived in town surprised that the pay wasn't there- he had been traveling a few hours behind the paywagon for the last week, and saw it enter the hills at the edge of town, but apparently it didn't make it out the other side. Now, everyone in that organization has gone a week without pay, and some have kept working, but others have run into the hills, hoping to find wherever the paywagon ended up. And, Cash, the sheriff, suspects that someone in town already got to it, and with his deputies, he's been forcibly entering and searching the homes of everyone who lives in the settlement. They're about halfway through, and he'll finish his searches in 2 days. In truth, what the trapper thought was the pay wagon was actually just a local merchant, who did get attacked by bandits in the hills. The real pay wagon is another week out. Patron / Pay / Job. Cash, sheriff / price of a chicken per person / go to the hills and arrest anyone who should be working. Iain / 10% of his stash / help him hide the peyote in his hut from Cash.
28 The Flood: The settlement is fine, but more than an hour east, the ground is gone marshy, even at the top of hills. The rivers have burst their banks, and fields have become lakes, disrupting trade and agriculture. People with boats are very popular. Above the flood, a stone monolith has risen. Sergio Lafloer swears the old spirits of this land are taking their revenge, and that sacrifices must be made to appease them. Blood sacrifices. Some in the town have joined him in a few boats lashed together at the base of the stone. Brent, the local priest, believes Lafloer is the one who conjured the flood, in consort with the demon-spirits of the land. He seeks to end LaFleur. Patron / Pay / Job: Sergio LaFloer / a blessing granting single use walk on water for an hour at a time / bring him the blood of a priest, the hand of a sinner, and a pure-white lamb. If given this, he extends the flood throughout the whole area, creating a sea up to the edge of all adjacent settlements. Brent, local priest / blessing granting advantage on rolls against spirits / kill LaFloer.
29 The Clan: After the war, plenty of people from the Republic moved out this way. In the yard of one of these recent movers, a Republic flag burns. A rock is thrown through a window of a business owned by a Republican. Another is beaten by a gang of masked men. A gang of people roves this community terrorizing those from the Republic or who served in its military. An election for representative is coming up, and finally, a sign is posted “Any Republican who votes will be killed.” The election is in two days. Patron / Pay / Job. Stone Guiness, veteran / price of a chicken per party member / Guard the polling places against any attack. Kyle Allman / price of a chicken per party member / find out who is a part of this masked gang.
30 The Factory: Oscar Mendoza, a railroad magnate, came to this settlement and created a factory pumping out refined steel. The sky is full of pitch-black smoke, and workers have slowly drifted from the fields to the factory. Farmer Jones loudly bemoans the fact that this year’s harvest will sit in the fields for a lack of people to bring it in, and that the natural beauty of this place is being destroyed. Some people even agree with him, and yesterday, there was a protest at the construction site for a second factory. Objects were thrown, no one was hurt, and the construction goes on. Patron / Pay / Jobs: Farmer Jones / gratitude / organize a more effective protest, with more people to stop the construction. Oscar Mendoza, through his fixer Steve Jones / price of a cow / find a way to shut Farmer Jones up, whatever means necessary. Tyler Parish / price of a cow per person / help him destroy the factory’s smelters to stop this madness once and for all.
UPDATE: This post is now a series. This post details the troubles I use to stock my caravan crawls. Check the links below to see how I make one!
1. The Procedures Alone (This Post)
3. Stocking a Settlement & Surrounding Locations
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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