Saturday, August 9, 2014

Base camp for B4 The Lost City


I am preparing to run B4 The Lost City (with Labyrinth Lord), since the player characters are lost in the desert and are stranded at the dungeon location, I decided to give them a base camp that they can return to as if they were "returning to town". 

So the idea is that the group was travelling with a large caravan convoy full of different people. The convoy was travelling through the desert, Oregon Trail style, when it was attacked by a group of bandits just before a big sand storm.   

The survivors of the convoy took refuge in the ruins of the Lost City. They don't dare to venture into the pyramid. They hope that PCs will bring back water and that they will find a map or some way to orient themselves. They have maybe a day or two left of water (see table 4).  

It can be fun to ask the players to roll the dice to create the camp.


The base camp 
I guess that the base camp is composed of 10 notable NPCs, plus a bunch of non-described NPCs who can serve as PC replacements and potential hirelings (see table 4). Maybe it better to not be to precise with the bunch of non-described NPCs. 

Table 1: Notable survivors (those 10 NPCs are present at base camp) (determine randomly their gender)
  1. A greedy specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  2. A helpful specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  3. A apprentice specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  4. Someone lightly wounded
  5. Someone heavily wounded
  6. Someone interested in the artifacts of the dungeon
  7. Someone who keep the camp together
  8. Someone who is against going into the dungeon
  9. Someone who seem to support the PCs
  10. Someone who don't like the PCs

Table 2: Occupations (roll on this table to determine who are the survivors #4 to #10) 
  1. Specialist : 1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer.
  2. 1-4: Merchant, 5-6: Slave master
  3. Young and beautiful idealist or rebel: 1 orphan, 2 laborer, 3 slave, 4 servant, 5 poet, 6 poor student.   
  4. Noble who have lost (nearly) everything.  
  5. Family leader and some survivors of his or her family. Have family waiting for them at the caravan destination. 
  6. Stranger: 1 from the far north, 2 from the far south, 3 from the far east, 4 from the far west, 5 demi-human, 6 rare & unusual demi-human. 
  7. Sage: 1 mystic philosopher, 2 mathematician astronomer, 3 historian, 4 cartographer, 5 linguist, 6 naturalist & geologist.  
  8. 1-2 Desert guide (saved some water), 3-4 animal handler (saved some animals), 5-6 teamster (saved some equipment)
  9. Scum or shady character: 1 barbarian, 2 bandit, 3 nasty thug, 4 wanted murderer, 5 conman, 6 spy.   
  10. Religious: 1 cultist, 2 heretic, 3 major distant religion, 4 minor local religion, 5 major local religion, 6 prophet, oracle or seer. 
  11. Man-at-arm: 1 veteran mercenary, 2 caravan guard, 3 former henchman, 4 deserting soldier, 5 bodyguard, 6 former member of a town militia.  
  12. Classed (level: d4-1): 1-2 fighter, 3-4 rogue, 5 cleric, 6 magic-user.

Table 3: Events (roll each time the PCs return to the camp)
  1. Weather change (1-2 for the better, 4-6 for the worst)
  2. Bandits or Nomad raiders attack!
  3. Wandering fauna attacked someone. (1-4 wounded, 5-6 killed)
  4. Wandering humanoids from the dungeon captured someone. 
  5. Wandering monsters from the dungeon attacked someone. (1-3 wounded, 4-6 killed)
  6. A new survivor wandered into the camp.  
  7. The survivors found some food or water or some other useful supplies. 
  8. Strife, one of the survivor gain the leadership of the camp. Others don't like it.  
  9. Strife, violence and conflict between two survivors. 
  10. Strife, murder: one of the survivor was murdered. The murderer is unknown (secretly roll who it is). 
  11. The status of the wounded change: 1-2 for the best, 3-6 for the worst. (roll for each wounded). 
  12. Someone now want to follow the PC into the dungeon. (may be a good or bad idea)
  13. Someone left the camp with some loot that the PCs left behind. 
  14. Conspiracy VS the PCs. Determine 3 conspirators. Check for hirelings loyalty. 
  15. Someone have stolen loot from the PC or from someone else. (secretly roll who it is). 
  16. The camp split up! Half of the survivors moved to a new camp. 
  17. Moral is getting low. Test the hirelings moral to see if they are willing to leave the camp.  
  18. Someone gain influence. One of the notable survivor is now well supported.  
  19. Someone is lost. One of the notable survivor ventured outside the camp and never came back.
  20. Two events. (ignore new result of 20) 
No more water!
  • After the first day, the camp have 1 chances on a d6 of running out of water (they are rationing). 
  • This augment by 1 for each of the following days. Reset the chances if the group bring back water.
  • If the camp run out of water. In addition of the random events, the GM choose 1 of the nastier events from table. 


Table 4: Hirelings (Roll on this table if the PC want to recruit hirelings willing to venture into the dungeon.) (determine randomly their gender)

Hireling type d10 :
  • 1: Zaelots
  • 2-3: Men-at-arms
  • 4-5: Scums
  • 6-8: Torchbearers
  • 9: Servitor
  • 10: Follower (squire, novice, apprentice or young runaway)
Starting Loyalty (reaction test) :
  • 2: Friendly 9
  • 3 – 5 : Interested 7
  • 6 – 8 : Neutral 6
  • 9 – 11 : Unfriendly 5
  • 12 : Hostile 3
Zaelots (d4 volunteers)
  • Share : 1GP/day
  • HP : d4
  • AL : 1-3 chaotic, 4-6 loyal
  • Loyalty : depend of alignment : +2 if same, -1 if different, -2 if opposed.
  • ML : +2 (+2 with cleric of same faith)
  • AC : 9
  • WP : 1-2 club, 3 mace, 4 dagger, 5 shield, 6 spear.
Men-at-arms (d3 volunteers)
  • Share : 4GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d6 (reroll 1, once)
  • AL : neutral
  • AC : 7(6) Studded leather + shield + helmet.
  • WP : 1 axe, 2 mace, 3 javelins, 4 spear, 5 short sword, 6 dagger & short bow
Scums (d6 volunteers)
  • Share : 2GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4
  • AL : chaotic
  • Loyalty : -2
  • ML : -1
  • AC : 8 leather
  • WP : club & dagger.
Torchbearers (d4 volunteers)
  • Share : 1GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4
  • AL : neutral
  • ML : -2
  • AC : 9
Loyal Servitor (1 volunteer)
  • Share : 3GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4 (reroll 1, once)
  • AL : loyal
  • Loyalty : +2
  • AC : 9
  • Weapon : dagger.

Followers (1 volunteer)
  • Will become LV1 when their PC reach level 2 (naturally only if they venture with them into the dungeon) 
  • Share : 4GP/day (+1 ML/Loyalty for x5 pay)
  • Class: same type of class as PC.
  • Alignment : same as PC.
  • Beginner luck: can be use once by session. 
Squire
  • Fighter LV0 (can use fighter gear & manoeuvers)
  • HP : 4
  • AC : 7(6) studded leather + shield + helmet.
  • WP : dagger + short sword.
  • Beginner luck : can reroll 1 morale or attack test.
  • STR 13 (+1 hit & dmg)
Novice
  • Cleric LV0 (can use cleric scrolls, turn at -1 step)
  • HP : 3
  • AC : 8 leather.
  • WP : quarterstaff
  • Gear : 2 vials of holy water, holy symbol.
  • Beginner luck : can reroll 1 morale or turn undead or saving throw test.
  • WIS 13 (save +1)
Apprentice
  • Magic-user LV0 (can use magic-user scrolls)
  • HP : 1
  • AC : 9
  • WP : dagger
  • Gear : 1 magic-user scroll, 1 lantern and 3 oil.
  • Beginner luck : can reroll 1 saving throw, spell effect roll.
  • INT 13 (know 1 encountered language).
Young Runaway
  • Thief LV 0 (can use thief skills at half their rating)
  • HP : 2
  • AC : 9 (8) dex
  • WP : dagger & sling
  • Gear : extra trail rations and water.
  • Beginner luck : can reroll 1 skill or trap trigger or a enemy to hit test.
  • DEX 13 (+1 to hit with ranged wp).

2 comments:

  1. This looks fun! I like how the Events table makes the whole scenario more interesting without detracting from the dungeon the way town adventures can.
    I haven't read or played through B4. Is there water to find in it, or are you adding that?

    Chadronchromatique: come for the awesome art, stay for the game ideas!

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  2. The lack of water come directly from the module. There is effectively some ways to find water in the dungeon.

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