Recently decided to scroll through some OSR discord prompts and found one that caught my attention
"Hub growth rules and random tables for downtime and between adventures. E.g. carousing, rumor procedures, upgrading the smithy/apothecary/library grants better armor/potions/scrolls, etc"
First thing it made me think about was, of course, darkest dungeon, and its hamlet, slowly expanding between adventures. That's great, locations are character and they deserve to evolve (there will be a post about the mythic underworld someday, I promise). To simulate that, I tried to come up with event tables that will affect the hub, its inhabitants and resources. This exercise was interesting, the following tables need testing and a few more tweaks, but hopefully, they provide an interesting starting point.
The hub must have a few services defined, their price should be above the one listed by approximately 15%, for each service, note the increment in price, as it will fluctuate.
Each downtime, roll on the following tables :
Table 1 : Happenings
Die | Result |
2 | Attack of the hub, roll wilderness encounter for appropriate terrain. |
3-4 | Service owner gravely sick, if not healed will die and be replaced (downgrade service) |
5-6 | Supply changes, prices are raised/lowered by 1d20 - 10% (min -20%, max 50%) |
7 | Nothing of note happened |
8-9 | Visitor, if convinced, may stay in the hub (cf table 2) |
10-11 | Rare resource located in a random location (cf table 3) |
12 | Heirloom discovered/bought, one shop now has a magic item in store |
Table 2 : Visitors
Die | Occupation | Reason to visit |
1 | Smith | Agent, will steal or assassinate after 1d6 weeks |
2 | Herbalist | Finding work in the hub for 1d6 months |
3 | Librarian/sage | Hiding from pursuers |
4 | Hunter | Just passing by |
5 | Trader | Seeking the PC to retrieve something (cf table 3) |
6 | Pilgrim | Amnesiac (reroll after memory is regained) |
Table 3 : Resources located
Die | Resource | Location |
1 | Blueprint, allow artisan to craft magic item | A nearby dungeon |
2 | Rare ore/wood (increase quality of production or defenses of the hub) | In the vault of shady merchant in a near city |
3 | Curiosity, attracts clients and visitors | Deep in a forest |
4 | Book describing new production methods, lowers prices 1-10% (min -20%) | Under the sea |
5 | Embarrassing documents putting pressure on the hub owner or a nearby lord (will be retrieved by rivals in 1d6 weeks) | Hiding in plain sight in the hub |
6 | Holy relic, will attract 1d3 clerics that may stay in the hub or try to retrieve it | In possession of a traveler |
Whenever an event may affect a business or service, determine randomly which one is concerned.
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