The Midlands setting book provides a fantastic Outpost Generator, alongside tons of other extremely useful tools.
Step 1: Create a new outpost (M, pp. 112-114)
- Age = 1d8 years old
- Population = 2d100 + 150 (plus 1d100 + 100 if age = 8), with (at least) 20% full time guards
- Overseer (1d10 x2): class & trait (additional personalities & traits: ToA, p. 157)
- Patron (1d8)
- Goods & Services
- Important buildings: meeting hall, barrack, blacksmith, general store, residence
Step 2: Locate the outpost on the hex map
A good choice is somewhere along the frontiers not too far away (a couple of days of travel at most) from a major establishment. The outpost is, therefore, not supposed to be found too deep in the wilderness (given the hazardous "points of light" milieu in Midlands).
First, roll on the Random Midlands City table (d12) to determine the major city (and culture) with which the outpost is affiliated.
[Note: The direction scheme on the Deck of Signs does not seem to work perfectly on a hex map because the cards only provide 8 directions instead of 12. And in most ttrpgs, hex directions are typically based on the 6 hex sides only, yielding only 6 straight paths from the hex sides while omitting all other spaces on the grid.]
- What has happened recently before your party arrived? Roll for one "Complication" in the outpost (M, p. 113)
- What is going on when your party arrives? Roll for a random event in City/Town/Village (ToA, p. 141)
- What's expected out there? Generate a new random dungeon (ToA, p. 218)
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