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quickstart
INTRODUCTION
WHat is "The Last Caravan?"
The Last Caravan is a tabletop roleplaying game about a midwinter
road trip in the wake of an alien invasion, being developed by Ted
Bushman. You could call it Little Miss Sunshine meets War of the
Worlds.
Kickstarter
The Last Caravan is on kickstarter! We are funding a version that
includes glorious art, an album of unique music, and other elements!
What is This?
This PDF is a quickstart — the equivalent of a 1990s CD-ROM demo
disc — for a tabletop RPG called The Last Caravan. The quickstart will
teach you the game’s basic rules, help you create your characters, and
provide a setting and story for you to travel through 3 regions —
about 3 sessions of gameplay.
People say that there’s a city on the West Coast that survived: The
Republic of Saint Francis.
This quickstart will get you halfway along your journey West, through
the regions of Fog Coast, Penn’s Woods, and Winterlake. Each region
should take one or two sessions. There’s a page detailing each region
later in the book.
For your journey, one player will take the role of the Atlas, this game's
version of the Game Master. The other players will take the role of
travelers in a caravan of Kin.
Travelers
Travelers are the main characters of the world of Last Caravan.
Travelers come in several varieties which we’ll call imprints.
There are eight traveler imprints. Five of them are available in
this quickstart. The Star-Gazer, the Innocent, and the Good Boi
will be part of the kickstarter book!
When you use a gambit, you roll six-sided dice and you find the
highest number you rolled. If you roll:
6
You get it done. If you roll more than one 6,
things went better than you could have
hoped — this is called a critical success.
When you fulfill one of your triggers, mark it or take a token. At first
you might state aloud “I’m fulfilling this heroism trigger,” but as your
group comes to know one another, you might use a shorthand. It
should be clear that you're activating a trigger, but it doesn't need to
interrupt roleplay at the table.
Spending Heroism
You can spend heroism at any point to gain the listed effects:
Items will always have, first, a size value. This determines how
much room it takes in your inventory. The second number is
the number of uses the listed item has. This can apply to how
many encounters in which the item can be used before it is
expended. When a character decides to use it, they check off a
use — they can then use the item for the rest of that
encounter. If it does not have a “uses” value, the item will not
wear down or break.
Flashlight 1/3
Binoculars 1
Stimulants 1/3
Extra
1/2
Ammunition
Cooking
1 / 6R tasty spicy
Spices
Star-Gazer Size / Uses Tags
Flashlight 1/3
Measurement
2 slow
Tools
Water Purifier
2/5
Kit
Multitool 1/3
Uncommon
Size / Uses Tags
Items
Hollow Point
1 / 1E +1harm to a rifle or pistol
Ammo
It’s likely that during a combat, some members of your caravan will be
fighting and others will be doing something else. While a combat is
occurring, at least every third gambit rolled must be combat related.
If, for any reason, you choose not to follow this, every member of the
caravan takes 1harm, ignoring armor.
Damage: How much harm does the NPC deal in combat? 2 is the
norm. 4 should be your maximum.
During the Travel Phase, you’re on the road — you’ll scout for points of
interest, scour the radio for information, recover, talk, tinker, argue,
make decisions, and sleep. The Travel phase also includes ‘montage’
activities like repairing a car, researching alien technology, or crafting
a better weapon. Trouble will come to the caravan in the form of Tolls.
The Detour Phase is where the action happens. When you leave the
car for a significant reason, in a scene that needs to happen moment-
to-moment, you’ll enter the Detour phase. On detours, you’ll search
abandoned homesteads and downed alien vessels. You’ll visit towns
and parlay with factions. You might sneak around foes; you might
assault their position. Detours are as numerous as they are dangerous.
After each Detour Phase also comes an Upkeep Phase, a bit of
bookkeeping that keeps narrative wheels turning.
To travel through a region, you must fill that region’s Way Out. If the Way Out
is achieved, you may choose a new region to travel into. When you do, your
travelers Develop, taking one of the traveler developments listed on their
sheet.
2. Consume Supplies
You have to eat. Consume 1 supply for the travelers. Consume an additional
supply for each clutch and for every 2 loners in your caravan.
2. Worsen
Each traveler whose harm is on the ‘worsening’ side of the track gains 1 harm.
These are the travel actions in the quickstart. The full game
includes several others.
Repair a Vehicle
Modify a Vehicle
Obtain Supplies
Obtain Fuel
Recover
choosing a Detour
The Travel Phase is more loose than the Detour Phase. Once
the Upkeep Phase is complete, the order of Travel Actions /
Tolls / Scenes & Freeplay isn’t decided. It can happen in any
order, but eventually, you’ll start to feel like it’s done. You’ll
want to get moving to your next destination. Your next Detour.
Info for the Atlas
These pages will give you the lore and information you need to know
about the regions your players will explore.
Caravan hook
In order to make the broader narrative of The Last Caravan matter to
your players, you'll need to connect them to it. In the full game, this
mechanic will be called the Caravan Hook or Campaign Hook. There
will be numerous options of hooks and guides on how to create them.
There are a few ways to introduce the Aernian Elder. Perhaps the
matriarch is dead, having tried to defend it. Perhaps she's already
gone -- called away for an important purpose -- but left behind the
pod for you to discover, open, and bring to her further West. Perhaps
when you arrive, the Elder is under threat by other aliens that are
hostile to you. All of these things can help give the Elder a sense of
significance and narrative attachment.
Fog Coast
Maine, New Hampshire, and Vermont. Before the war, this region
was a sleepy collection of seaside hamlets and small forest towns,
known for its lighthouses, its rocky shores, and its misty woods.
Now a rising alien threat hides in the snowdrifts and fog clouds.
Factions:
The Throne is rising from its slumber. Squadrons of Firststeppers seek
useful technologies and vehicles from the wreckage of the war, recruit
existing communities of aliens to join their cause, and shut down human
resistance and communications in the area. They see any caravans as
potential spies, and hunt them down with a squadron if they have useful
technology or information.
The Fishermen Militia are trying to evacuate their towns and save people
from the alien threat. They may ask the caravan to help in an evacuation
or distraction; a few might be foolish enough to try to strike an alien
convoy.
People:
Boro Naldyan, a Warsinger of the Throne. Arrogant and simple-minded,
he hopes to prove himself invaluable to Idal Iskanda by brutally
massacring all humans in his way. His eagerness makes him easy to
surprise or trick.
Helen and Theo Kindermann, organizers of the Fishermen militia. They
met while municipal accountants for Knox Township. Theo was a
volunteer firefighter until his retirement and Helen wrote a weekly
column for a local paper. Their access to government records and
knowledge of the region allowed them to speedily respond to the crisis.
Detour Ideas: Explore a lighthouse that’s been sending out a strange red
light
Salvage supplies from a forested homestead
Help the Fishermen evacuate a town as aliens descend on it
Make an escape driving across a frozen Lake Champlain
Penn's Woods
Enormous stretches of frozen forest, farmland valleys, and rivers, Penn’s
Woods is controlled largely by strong independent townships of humans.
Pittsburgh was attacked by a colony pod, killing a major percentage of
the population, but the pod’s life support systems malfunctioned and
everyone aboard was dead on arrival. Folk are reclaiming Pittsburgh now
and generally being effective in their fight against the aliens — but this
has drawn a major alien force trying to destroy any resistance.
Way Out: Take 2 detours and the Fort Pitt Bridge Bottleneck.
Factions:
The Allegheny Army: A competently organized collection of war
veterans, blue collar workers, and Steelers fans refusing to abandon
the state to the aliens. They will open their gates to the caravan and
offer them sanctuary, but it might be short-lived.
The Throne Spearhead: personally directed by Once-Honored
Nemrion Nalem, the Throne’s core force is making a ruthless and
calculated assault on Penn’s Woods communities of survivors.
The Answer Recruitment Division: doesn’t believe the Allegheny Army
can survive against alien powers, and wants to recruit their forces to
help in battles that can be won. The Answer is willing to call in an
airstrike or elite squadron to help with an evacuation but won’t fight a
full-on battle against the Throne. They might contact the caravan via
encoded radio signal to help them deliver a message to Allegheny
leadership.
Detours:
Help protect a rural valley town from alien deserters in exchange for supplies,
fuel, and information.
Find a cloaked alien vessel inside an abandoned factory.
Defend Fort Pitt against the Throne’s major forces. Collapse the Squirrel Hill
tunnel! Blow up bridges while the aliens are crossing them!
Winterlake
One of the coldest places on the continent; six-inch thick ice
covers the Great Lakes. The aliens of the region are united and
aggressive, and the roads are dangerous, so caravans have taken
to making a dangerous ice-bound crossing from Lake Huron
through to either Lake Superior or Lake Michigan.
Way Out: Journey over the Great Lakes with the Crossers.
Factions:
The Crossers: A community of people who’ve made a living and a service
out of getting people around Lake Huron & across Lake Superior! They’ll
get you across safely for a small fee of Supplies and Fuel, or you can do it
yourself.
Bandits: Hostile, desperate humans who see the Crossers’ endeavor as a
chance to raid and steal food and resources. Some Crossers might take
bribes to ‘fail to defend’ certain caravans from bandits.
The Abandoned: Uiliani deserters who have resorted to banditry in order
to survive. Their enormous crablike appearances and lack of facility with
language makes it impossible for them to communicate and thus renders
them automatically villainous. They are primarily seeking food, but might
kidnap the caravan in hopes of communicating their wishes through a
talented young Uiliani or allied Aernian.
The Unity: A small contingent of the alien peace-seeking coalition needs
something delivered across the lakes. They may ask the caravan to help
them.
Bonnie Maclain — leader of the Crossers, mostly stays ashore. Big exhausted
mom-of-four energy. She knows it's more dangerous than she says but she is
generally well-intentioned.
Magnus — a magnanimous, burly crosser who leads groups across. He has
caused the "accidental' deaths of two previous caravans and stolen their supplies,
and plans to do so with the travellers.
Dragov — fought in the Russian army against Ukraine, but before the alien
invasion came to the US. He works for the Crossers but is sneaking supplies to
the Abandoned on the side out of sympathy for them.
Ko-titek — the highest-ranking of the Abandoned.
The camp settlement built onto the ice where you negotiate for passage and find
your guide
Islands with new settlements on them
Alien crashed stuff
Forced: Being abducted by Bandits or The Abandoned.