Tuesday, February 19, 2019

The Silent City: Founding a New Settlement

When a new Silent City campaign begins, your DM should generate some basics about your settlement and about the regions of the city directly below that settlement.

Settlement Quality is a number ranging from 0 (destroyed) to 100 (city). It determines many things, such as how many outsiders the settlement draws in every season, as well as the kinds of characters and buildings available to the PCs when they return home.

Terrain Type
This table determines what the general surroundings of the settlement look like. All settlements, regardless of terrain type, should have access to some arable land and a good water source, whether wells or a river.

1-3. Plain*
4-5. Hills**
6. Mountains**
7-8. Forest*
9-10. Swamp or marsh*
11. Desert**
12. Tundra**

* +1 settlement quality
** one extra settlement quirk roll

Settlement Quirks
roll once on this table, twice if your settlement is in a difficult region

1. Furnace Golem. This enormous stone construct was taken from the City and ensorcelled by a local wizard. It performs manual labor around the settlement, unless taken down below as a PC. (+5 quality, players can play the Furnace Golem)
2. Potion Warehouse. This storehouse remains from the times of the City. It is occasionally refreshed by means of a subterranean tube. As a result, villagers tend to be much healthier. (+2 quality, PCs can roll 4D6 droplow)
3. Purewater Hotspring. The water source of this settlement wells up from the ancient purification systems of the Silent City sewers. It has healing properties. PCs may each begin play with 1 health potion. These potions do not match the health potions found below. (+2 quality)
4. Ore Vein. The settlement is built near an ore vein that can be exploited. Metal weapons cost half their normal cost.
5. Wardstones. The settlement was built in the protection of some old City standing stones. These activate when the settlement is in danger. +1 quality, if the settlement would be destroyed by any invasion event, it survives... once. After that, the stones are destroyed.
6. Good land. The crops grow twice as well around the settlement. Every development season, roll twice and take the better of the two results.
7. Treasured Item. The settlement begins play with a single magical item from the City.
8. Trade Route. Each season, double the gold value of merchants that come to visit the settlement.


Potion Charts
Determine what potions look like in the region of the Silent City adjoining the settlement by rolling on the following tables for each type of potion. Notation should look like this: Healing Potion (A1.B5.C3.D8) (a red, stinking, metallic, powder)

Table A: Color
1. Red
2. Blue
3. Green
4. Yellow
5. Orange
6. Clear
7. Purple
8. Black
9. Brown
10. Turqoise

Table B: Smell
1. Odorless
2. Verdant
3. Sweet-smelling
4. Toothsome
5. Stinking
6. Astringent

Table C: Taste
1. Tangy
2. Sweet
3. Metallic
4. Sour
5. Savory
6. Curdled

Table D: Quality
1. Thick
2. Gooey
3. Fizzing
4. Oily
5. Thin
6. Chunky
7. Glowing
8. Crystallized


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