Introduction:
Most D&D campaigns center around a
dungeon and most of the
players’ time is spent in exploring the
labyrinth and battling the nasties
to be found therein. Rightly so; the depths
are the place where the most
fearsome monsters, trickiest traps and,
of course, largest treasures are
to be found.
As well, there is adequate coverage of wilderness
adventures, with
descriptions and rules especially pertaining
to above ground quests and
encounters.
Yet, though the rules suggest basing players
in a town or village,
few DMs. (Dungeon Masters) do much
to “flesh out” the town and
make it a place of interest in itself and
not simply a logistics point for
characters.
If imagination is used (and there surely
should be no dearth of that
in any DM), towns can be made enjoyable
and worthy of exploration
and adventures themselves.
Laying out a town can be time consuming,
especially if you are already
struggling to find the time to put together
your underworld. Yet
the effort is certainly worth it. Hopefully
the following suggestions can
serve as useful guidelines.
Part I. The Town Layout:
Ideally, the town laid out in a manner
similar to your dungeon, and
if possible, using the same scale. The
multi-use of a graphic and scale
system will make transference from the
town to the underworld much
simpler for the referee. I use a 3’x2’
sheet divided into 1” squares, further
divided into ten sections and call each
tenth of an inch 5’. This
makes for a highly realistic scale and
a large town. However a regular
size piece of graph paper will do just
as well; again, transfer from your
dungeon system.
A small village will do at first; you can
save your ideas for a city of
wicked splendor for later efforts. In any
case, the size of the sheet you
are using, and the scale chosen, will dictate
the size of your town.
Now on to specifics.
If the town is going to be a fairly large
one, you should consider
whether it will be walled or not. This
would be most likely if it were on
the border of your mythical country and
a sometimes-hostile neighbor,
or if it were astride an important trade
route or waterway. Also a town
of almost any size would have a keep nearby
or inside the town itself to
house the ruling lord and his retainers,
who would serve as the local law
and order.
The designer must also decide the local
terrain. A river or stream
should be nearby for a water source as
well as fields for sustenance
farming. Is the town on the coast of a
lake or sea? Is it an outpost in a
heavily wooded or mountainous area? All
these factors will determine
the local economy and the type of wilderness
adventures that players
can have in the town’s vicinity.
Once these primary decisions are made the
actual planning may
commence. Since most campaigns are set
in psuedo-medieval times, a
glance through some books of city plans
of that era (and most libraries
have at least a few) will be helpful.
The buildings themselves need not be large,
or their rooms spacious.
Avoid the supermarket syndrome. Most medieval
dwellings and
shops were small and consisted of only
a few rooms. A large block
could be laid out and contain a number
of residences and shops, since
this was often the case.
Second and third floors can prove to be
a problem. I suggest these
two methods: drawing in rooms and such
of higher levels on separate
sheets, one per level or, alternately,
putting them in on the main map,
but in a different color. I suppose you
could dispose of upper floors entirely,
theorizing that the action would take place
on the lower floors
anyway. Generally there shouldn’t be more
than three floors save in the
case of a special tower or temple.
As you lay out the various buildings, it
is probably easier (and
more esthetically pleasing) to group like
establishments in the same
area. Here are some of the shops that could
be included in a business
district:
armorers — sells,
repairs, and fashions armor and weapons
cobblers — shoes,
boots
cartographers
— wilderness and dungeon maps available 100-600
gp depending on remoteness of the area
candlestick maker
— torches, brands, incense, candles
weaver — tunics,
breeches, shirts, cloaks, blankets
barbers — haircut
and shave one gp
pawnshop — armor
and weapons bought and sold but have a 1 in
6 chance of being defective in some manner;
some magic items;
prices should be lower than new of course
Various other artisans, such as glassblowers,
painters, sculptors
and stonemasons might be included if the
town is large enough
to warrant such types.
Most assuredly there should be a town square
that serves as an
open air market. Food, wine, packs, rope,
household items of metal
and wood, perhaps even some magic items
should be available. There
should be a chance, perhaps 1 in 4, that
a foreign merchant or two is in
attendance. They might have items of all
types that are not available in
the village, as well as news and rumors
from distant lands. Perhaps
they might be interested in finding warriors
to serve as caravan guards
or rangers to act as guides. Every once
in a while a merchant could be
hauling something truly bizarre; an artifact,
a subdued dragon, etc.
The market place itself should be a hot
bed of rumor and local gossip,
a good percentage false. It is the meeting
place of the common
folk, and when your players visit there
to outfit an expedition, be sure
they hear a few choice bits of information,
be they true or not!
Near one of the roads leading into the town,
there should be a stable
(horses boarded 2-3 gps per week) a smith,
and a wheelwright who
repairs and constructs wagons and carts.
Horses might be available
here, for sale or rent.
If your town is on a coast be sure to have
a dock section with fishing
boats and trading vessels available for
hire or seeking crew members
or marines. Once again, the gristly old
sea hands should be filled
with stories and lies about strange lands
across the sea or terrible oceangoing monsters, (or maybe even a special
island the DM has worked
up.) The docks should also be a good place
to meet foreigners and visitors.
As well as a seaman’s tavern, this section
should include an open
air fish market, a sailmaker and maybe
a shop specializing in naval
charts and gear.
Another portion of the town should be concerned
with the higher
classes, such as rich warriors, merchants
or bankers. Their houses
should be nicely built and guarded, for
these types are sure to have
treasure lying about.
Either in a special area, or grouped about
the town square a few
temples are a must. Of course they will
be staffed with their attendant
clerics and a character of suitable level
as a patriarch or bishop. Player
clerics may wish to belong to one of these
sects. This will encourage
participation in the town as whole. If
the DM has time he can work out
some basis to the religion to “flesh” it
out. Naturally temples should be
large and ornate, and have a few treasures
within them.
The most interesting area has been saved
for last. This is the darker
side of town, a place where honest men
are loath to go save in groups (a
1 in 8 chance of encountering a thief or
being attacked by a band of
brigands, per turn. At least one or two
taverns should be located here
with their attendant patrons and barmaids.
A sleazy boarding house is
in order as well. Other points of interest
might include:
soothsayer — for
20 gps this woman (or man) will “predict” how
a planned expedition or exploit may turn
out. Once players give a
general idea what they have planned the
DM will respond, drawing
on his knowledge and an accuracy dieroll.
magician — simply
a non-player magic user who will cast spells
for a fee (say 50 x spell level).
brothel — No thieves’
quarter would be complete without one.
As well as being a haven for earthly delights
it should be brimming
with privy information (available for bribes
of 10-100 gps).
Fees are about 20 gp (35 for the “special”).
One to six male patrons
of all types and classes will be in the
waiting area.
square — an open
air square where freelance prostitutes, spies,
assassins, and thieves can be met. Another
good area to purchase
purloined items.
No town or village would be complete without
a full complement
of taverns and inns. These are the heart
of the town and where the nuclei
of adventurers meet and discuss their plans.
It is reasonable to assume that each tavern
would have its own particular
clientele. For example, in my town, one
inn is the only place in
town to put up elves, dwarves and hobbits,
so that visiting characters of
this type would most likely be found there.
The exact composition of
patrons at a given moment can be obtained
in a system such as the following:
Falgrave’s — where
non-humans frequent and stay when in
town. Falgrave is a dwarf himself and up
on non-human gossip.
3-18 patrons, 2/3 of which shall be non-human
and ½ will be warriors;
the rest will be townspeople, nonhumans
of other classes.
1-4 will be non-human wayfarers or merchants.
Another inn could be frequented by visiting
human merchants so
half of its patrons would be men of such
class. Another tavern might be
the meeting place of local warriors and
thus a good place to swap tales
and find the non-players to round out an
adventure (persons also
known as monster fodder . . .).
Other establishments might cater only to
clerics or the wealthier
classes. The possibilities are limited
only by the town size and the DM’s
imagination.
To round out the town I’ll throw in a couple
of ideas best categorized
as miscellaneous.
Surgeon — for
a fee of 25 gps the doctor will attempt to cure 1-6
wound points (50% chance of success); for
35 gps he will attempt
to cure poison (a one in six chance for
success). Maximum of one
attempt per day and one successful healing
or cure per week.
Money paid despite the success or lack
thereof, of the attempt.
Library — a number
of scholars will seek out knowledge among
the many tomes and volumes for a fee. The
base value of general
information is about 100gps with specific
facts increasingly more
expensive. (Types of knowledge might include
legends concerning
a certain area or dungeon, or DM created
monster, Scribes
available to identify and write in languages.)
As the DM develops his town he should keep
a town directory,
listing the address of the establishment
as well as its function. A few
phrases describing the interior adds to
the color. This should be followed
by pertinent info on the proprietor, types
of patrons or visitors and
their number (as in the above, Falgrave’s
example). Then as players enter
a shop or market the DM can give them a
brief idea of the place and
make it come alive for them.
Part II. The Town Population:
Once you’ve got the physical aspects
of your town laid out, you’re
going to need someone to populate it. These
non-player characters will
provide the needed bodies to serve as shopkeepers,
merchants, tavern
owners and patrons, warriors and magic
users your players will run into.
They will truly serve to flesh out the
skeletal structure your previous
work has provided you.
It is probably best to roll up a large amount
of character first and
then assign them jobs and positions in
the town as seems appropriate. It
is not likely that the village smith would
be the possessor of a mere 3 or
4 strength, or that a man with an 18 intelligence
would serve as a cook’s
apprentice. If you can’t find the certain
person you need from the pool
you’ve rolled up, Fake it! Just supply
the needed attributes you want
for those particular non-players. You certainly
have license as DM to
literally create the right man for the
job.
The easiest way to keep track of these non-players is to get a small
note book and devote it to that purpose. As to the segregation of types,
I’ve found that the headings, “warriors”, “magic-users”, “clerics”,
“townspeople” and “specialists” (the latter referring to the myriad
of
new character types that have lately appeared) suit admirably. Be sure
to leave room as you will probably wish to on your initial population
base later.
All standard attributes should be rolled for in the usual manner. If
you wish to reflect the fact that the adventuring types are more likely
to
be the cream of humanity, throw 3 four-sided dice for townspeople.
Additionally, women, for strength and constitution only (forgive me,
any liberated women reading this), and children, for all attributes,
can
use two standard dice. Other considerations can be determined on the
following chart. Roll once for EACH category.
Die Roll | Alignment | Age | Personality | Loyalty | Initiative | Level |
1 | Law | young | Very cooperative, friendly | High | High | Special |
2 | Law | young | Cooperative, friendly | Loyal | Average | 3 |
3 | Law | young | Non-commital | Average | Average | 2 |
4 | Neutral | Middle Age | Non-commital | Average | Average | 1 |
5 | Neutral | old | Unfriendly | Disloyal | Average | 1 |
6 | Chaos | Very Old | Hateful | Low | Low | 1 |
Chart Key:
Level — straight forward, simply the experience level of that character.
For “special” roll an eight-sided die and number rolled equals
the level of the character.
Alignment — Again, just as it appears. I’ve reasoned that a town is
a lawful place just by its nature of structure and emphasis on order
in
its design. Hence, only a small chance for chaotic alignment.
Age — more informational than functional. I only wanted to provide
a characteristic to help tell people apart. Add one to roll for each
whole group of two levels above 2nd level the character has gained.
Add one always, for magic-users.
Personality — The hardest, and the one the DM will have to add to
the most. This will give a basic idea of how a particular person is
going
to act when players interact with him. A die roll of 1 here would affect
subsequent random reaction die rolls with a +2 when the character is
asked to do something, go on an expedition, etc. A die roll of 2 would
be a + 1 while rolls of 5 and 6 would be -1 and -2 respectively.
Loyalty — In a manner similar to personality, this category would
affect any rolls for desertion or other tests of loyalty. Low loyalty
coupled
with a chaotic alignment might result in the character betraying the
party to an evil high priest, etc.
Initiative — This is to help the DM mainly. Average initiative will
mean a character won’t be particularly bright or innovative, while
high
initiative might mean a strong character who could be a leader if the
players are botching the show. Low initiative characters have to be
told
to do everything.
After you have rolled up a bunch of people, enter them in your
notebook. In addition to the above material, it’s a good idea to list
a
place or two where the character might be found. To real flesh them
out, add a few bits of information about them personally. For example:
Blatherson of Hillock
Strength 12 — Constitution 9 — Intelligence 13 — Charisma 15 — Dexterity
8 — Wisdom 7 — Align: Law — Age: Old — Pers: Coop/Frnd —
Loy: Loyal — Int: Aver — Level: 4 Found in Golden Goblet tavern,
likes to tell war stories of his heroics in Goblin Wars (over-emphasizes
his own importance), loves a good mug of meade.
More now than just monster fodder, Blatherson is a real, if somewhat
Falstaffian, character. By adding these little bits your die roll generated
population will take on a little semblance of real people and become
more than bodies attributed with certain mathematical characteristics.
Your players will actually be able to make friends with certain
townspeople, as well as cross others. With the inclusion of personified
townspeople your town will literally come alive.
The development of a town can be a truly rewarding experience for
both the DM and the players. Approached in the right manner (and the
ideas presented here are only offered as suggestions) can be a place
of
interest in and of itself, and certainly worthy of one afternoon’s
adventuring.