However, I think it would be nice to know something about the settlement to make it interesting, therefore I've developed a one-page settlement generator that can be used on the fly.
Download it here. Explanations below.
D3+d6
|
Settlement
|
Population
|
2
|
Crossroads
|
1-15
|
3
|
Thorp
|
6-35
|
4
|
Hamlet
|
31-60
|
5
|
Village
|
30-175
|
6
|
Small Town
|
180-1,920
|
7
|
Large Town
|
2,100-5,000
|
8
|
Small City
|
5,200-11,000
|
9
|
Large City
|
10,400-22,000
|
This chart is used to determine the settlement size. It's based off the D30 Sandbox Companion (in particular, the classifications of the cities and the population of each). I did this purposely so that it would align with the Sandbox Companion when I used it to create settlements in advance. Note that the d3 +d6 roll will make the Hamlet through Large Town size most common (1-in-6 chance). (Thorp and Small City have a 1-in-9 chance, while the crossroads and large city have a 1-in-18 chance.)
d12
|
Economy
|
1
|
Destitute (d4)
Goods: scarce (10%), low quality
Prices: 50%
Crime: high
|
2-3
|
Poor (d6)
Goods: 50%, half low
half standard quality
Prices 75%
Crime: higher than
average
|
4-9
|
Average (3d6)
Goods: has most things, mix of quality
Prices: standard, 10% variation
Crime: average
|
10-11
|
Wealthy (d10+12)
Goods: has rarer items,
more high quality
Prices: 25% higher
Crime: low
|
12
|
Filthy Rich (d6+16)
Goods: has unique items, high quality
Prices 50% higher
Crime: almost non-existent
|
Goods: where a percentage is given, this is the chance they have any common good (from the Adventurer's Outfitter). Only the wealthier areas will have things like holy symbols or Specialist's tools.
Prices: an easy way to change the prices from town to town. Only broad strokes are needed here.
Crime: a good reminder to the Referee on how comfortable it might be in this town. PCs might be able to get away with a lot more in a poorer town, but in a wealthy area, there will be guards, private security and perhaps laws around carrying weapons. Also, if the PCs are rich, they may be targets of desperate bandits in a poorer town, but targets for wealthy con-men in rich cities.
The settlement type also ties into the carousing rules (the bigger the city, the more money PCs can spend and the more XP they get per silver spent...)
The die roll in parenthesis is for determining the lodging in this city.
|
Available
Lodgings
|
|
1
|
None
|
|
2
|
Barn
|
1cp
|
3
|
Poor
|
5-10cp
|
4
|
Barn/Poor
|
|
5
|
Barn/poor/average
|
|
6
|
Poor/average
|
|
7
|
Barn/poor/average/secure
|
|
8
|
Poor/average/secure
|
|
9
|
Barn/poor/average/secure/fancy
|
|
10
|
Poor/average/secure/fancy
|
|
11
|
Barn/poor/average/secure/fancy/extravagant
|
|
12
|
Poor/average/secure/fancy/extravagant
|
|
13
|
Average
|
2-5sp
|
14
|
Average/secure
|
|
15
|
Average/secure/fancy
|
|
16
|
Average/secure/fancy/extravagant
|
|
17
|
Secure/fancy/extravagant
|
|
18
|
Secure/fancy
|
|
19
|
Secure
|
5-10sp
|
20
|
Fancy
|
>25sp
|
21
|
Fancy/extravagant
|
|
22
|
extravagant
|
>100sp
|
This is a quick way to determine all available lodging in that area. Destitute settlements will not have anything better than poor accommodations, while the filthy rich settlements will not have anything worse than secure lodgings.
As a quick reference, I've included the typical cost range for each type of lodging where it appears alone on the chart (using LotFP prices).
The type of lodging ties into my sleeping rules (the chance of a bad event happening while asleep increases the worse the accommodations are).
And, of course, PCs need to eat:
Horrid Meal
|
1-2cp
|
Cheap Drink
|
1cp
|
Standard
Meal
|
3-5cp
|
Decent
Drink
|
2-3cp
|
Fancy Meal
|
5-10cp
|
Good Drink
|
4-6cp
|
Rich
Meal
|
>10sp
|
Rich
Drink
|
>10sp
|
The last two charts are for adding some personality to the settlement. The Industry chart is taken from the LotFP Referee book (back cover of Grindhouse Edition). The second chart (Events & Features) combines entries from the Grindhouse Ref book and the D30 Sandbox Companion.
d12
|
Industry
|
1
|
Fishing/Hunting
|
2
|
Farming – cereals
|
3
|
Farming – livestock
|
4
|
Farming – Fruit
|
5
|
Farming - Vegetables
|
6
|
Mining
|
7
|
Craft Work/Manufacturing
|
8
|
Lumber
|
9
|
Spice/Dyes
|
10
|
Alcohol
|
11
|
Trade Stop
|
12
|
Military/Government
|
d30
|
Events
|
Feature
|
1
|
Beggars
|
Geyser
|
2
|
Disease/Plague
|
Ancient odd Tree
|
3
|
Vermin
|
Weird rock formation
|
4
|
Slavers
|
Sinkhole
|
5
|
Famine
|
Lake/Pond
|
6
|
Raiders
|
Bisected by River
|
7
|
Thieves
|
Great Church
|
8
|
Corruption
|
Unique Statue
|
9
|
Drunkards
|
Birthplace of a Saint
|
10
|
Fire
|
Famous Marketplace
|
11
|
Water Supply
|
Ancient Wall
|
12
|
Drugs
|
Great Tower
|
13
|
Waste
|
Castle
|
14
|
Flood
|
College/University
|
15
|
Prostitution
|
Stone Circle
|
16
|
Unrest
|
Built on Ruins
|
17
|
Monster
|
Unusual building Materials
|
18
|
Gambling
|
Lords/servants reverse
roles
|
19
|
Infrastructure
|
Honor Dead
|
20
|
Insular
|
Hunt
|
21
|
Cultists
|
Visiting Dignitaries
|
22
|
Black Market
|
Music
|
23
|
Recruiters
|
Morality Play
|
24
|
Organized Crime
|
Religious Holiday
|
25
|
Apathy
|
Political Holiday
|
26
|
Taxes
|
Tournament
|
27
|
Religious Zealots
|
Games
|
28
|
Inept/Evil Ruler
|
Census
|
29
|
Con Artists
|
Founder’s celebration
|
30
|
Feuding
|
Public Execution
|
I hope that you find these of use. I'm always interested in feedback and direction to other similar resources that can add to my own.
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