Monday, 21 April 2025

Option 1: Start in a new outpost along the frontiers (in the Midlands) [Updated 20250425]

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
To generate random names for people, either roll on the NPC table (ToA, p. 156) or the culture-specific tables (M, pp. 17-22, or pp.108-111). If this is not enough, there is a plethora of names generators available, both printed and digital. For instance, F.O.R.G.E. contains a handy set of tables, including some to generate names for settlements.

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.



Then, using the hex map for Argosa, roll 1d2 (20-mile hex map) or 2d6 (6-mile hex map) to determine the distance, and 1d6 (20-mile) or 1d12 (6-mile; shown right below) for the direction from the affiliated city. You can use your PCs' background or skills as (additional) guidance.

[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.] 


Step 3: Create three initial 
(recent, current, upcoming) adventure hooks

  1. What has happened recently before your party arrived? Roll for one "Complication" in the outpost (M, p. 113)
  2. What is going on when your party arrives? Roll for a random event in City/Town/Village (ToA, p. 141)
  3. What's expected out there? Generate a new random dungeon (ToA, p. 218)
DM or solo players can then check out more about the region (cultures, cities, geography) by referring to the relevant pages:
 


Continue with: Option 2 (major city) and Option 3 (random hex)


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