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Carbon 2185 | A Cyberpunk RPG

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CONTENTS
Contents 1 Upgrades Table 22
Tasks Table 24
Welcome 2 Events Table 38
QPS System 2 NPC Table 60
Your Camp 4 Injury Table 71
Order of Events & Tasks 4 Major Injury Table 72
Windfall & Mishaps 5 Misc Tables 72
Supply Maintenance 6
Injury 6 OGL 74
Making your own NPC 8
Trait Table 9

Things you Need 11


WRITTEN BY. EDITOR. Roles
Exile/Changing Roles
11
15
Lewis Scott Fraser, Erin Baumier, Tim Hayes, Ty Moore Tasks 15
Events 16
Andrew Frampton Morale 17
ARTWORK. Morale Table
Staying Away
17
18
PROOF READER. Art of Caro, Comettant Art, Kory Cromie Negative Actions 18
Camp Funds 18
Rhia Gill Upgrades 19
Camp XP 19
Copyright © 2021 Lewis Fraser, Dead Channel Studios. All rights reserved.
XP Table 19
Dead Channel studios, the Dead Channel studios logo, and all content herein are copyright Dead Channel studios. Mission Board 20
Caravans: A 5E Camp Running Module , Caravans: A 5E Camp Running Module logo, are all copyright The Lewis Fraser Company, officially licensed to
Dead Channel studios.
Moving Camp 21
Any reproduction or unauthorized use of the material or artwork contain herein is prohibited without the express written permission of Dead Channel stu-
dios.

www.DeadChannelStudios.com

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Task each week. See more in the Task

WELCOME TO CARAVANS
SCORE MODIFIER
section.
0 -5
Each of the three attributes, Dexterity, 2 -4
The following module is a complete (Charisma) reflects the living conditions Charisma, and Intelligence, applies to
system for recruiting and maintaining a of your fellow campers. Supply (Intel- the camp and the NPCs that inhabit it. 4 -3
collective of followers to assist your party ligence) is essential because without NPCs do not take part in combat and are 6 -2
with ongoing quests. This system resources the camp will struggle and may otherwise treated as civilians. They can
enhances the players’ sense of heroism as starve. join on adventures but the party risks 8 -1
they proceed with adventuring, and we them getting hurt or worse, leading to 10 0
hope you have fun with it! The camp’s Supply score increases and serious repercussions for the camp.
decreases over time. As the score changes 12 +1
Begin your adventure from a secure base it provides a plus/negative modifier to Each attribute has a base score in a range 14 +2
of operations anywhere you want it. Have Supply related rolls for the camp. of a maximum of 20 (+5) to a minimum
access to resources and items that will of -10 (-5). The PCs must work to improve 16 +3
keep your party healthy and strong! Supply and Morale are the only attributes these attributes to make their camp really 18 +4
that increase/decrease from events and worthwhile and to improve the lives of
We encourage users to play with all tasks. They apply to the camp only and af- those who follow and support their quest. 20 +5
mechanics involved in the Caravans fect events. NPC skills are static but may Generating gold and improving the camp
system, in order to get the full experience. improve with upgrades and training. is a long-term goal with the additional
As always, however, you are free to fun of role-playing a whole new aspect of
remove and rework things as you see fit. Your camp’s Supply score represents the adventuring.
It is yours to run as you like. actual total number of supplies the camp
has. These include everything from com-

The Q.P.S. System mon items, to food, medicine, and ammu-


nition. You can sell Supply points using
your Trader role. The Trader, Trapper,
Q.P.S. stands for Quality, Prestige, & Sup- and Herbalist help generate Supply.
ply and is based on three common stats
for every NPC and PC. Although designed Making money, and keeping the camp
for D&D 5e, this system allows you to ap- happy and well-stocked is the challenge.
ply the same mechanics to other games. Players cannot simply buy Supply as they
travel because they do not know what the
Each camp must improve each of these camp needs. Supplies are more than just
three stats in order to achieve better a few items, and obtaining them requires
results from tasks and events. Quality time and tools that the PCs cannot afford
(Dexterity) is the most important as it to waste.
determines the overall status and the day-
to-day operations of the camp. Prestige PCs can, however, take part in one PC

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events occur. After an Event the players worth 100gp. The group selects an
It’s Your Camp Order of Events select a Player Event. Player Events allow upgrade for free during upgrade turn and

There are several things you can do to


and Tasks the group to perform one of the follow-
ing:
then proceeds to delegate tasks to their
NPCs, but shortly after everyone returns
improve and upgrade the camp. something happens: a random event that
With so many followers and camp
• Training allows the players to improve creates problems or blessings. Once they
resources, you have a lot to manage. With
Recruiting new NPCs is a must; without NPCs. The DC is high but worth it. A resolve the event the party decides to go
this simple routine, however, it’s easy as
them, the camp will not function. NPCs high Quality (Dex) score offers the best on a recruitment mission. Considering all
pie (just ask the Cook). Refer to the tables
assume one role each, managing chores chance for success. that has transpired that week they may
beginning on page 22 as relates to the
that require daily dedication over long • Recruitment is one of the most useful be looking for someone in particular.
following information. See page 72 for
periods of time. Your PCs may assist with courses of action especially for a new They manage to recruit a new NPC. At the
the injury table
the Player Tasks. camp. Recruitment allows the party end of the week the NPCs consume 1d6
with a high Prestige (Cha) to gather Supply each.
Each week (a week is 10 days for these
Events are under the GM’s control and better NPCs. New NPC recruits are
purposes) you have a series of things to
spice things up by causing havoc and available to work the following week. Tip
do, and the first order of business is XP. If
challenge. • Camp Meetings require a good Pres- Keep the description of each week to
the party completes an adventure related
tige (Cha). Meetings buff the checks of these rolls. The time it takes to perform
to the camp in some way, the camp gains
On occasion, these events provide great specific roles with a temporary bonus all of these tasks eats up the party’s time
XP equal to 50% of what the party
temporary bonuses, which result in one that takes place the following week. like any downtime activity, so allow them
obtained on the adventure.
of several effects. Your PCs control the • A Supply Check is where you calculate to also focus on additional things for the
tasks or assign them to an NPC who the amount of Supply consumed by week by creating a balance between the
Next, evaluate Upgrades, then order and
attempts to perform the task at the risk of the NPCs (see Supply Maintenance). tasks and other goals the players have for
set up any new equipment for use that
failure. Be sure to give them the tools to their downtime.
week. You may purchase one upgrade
get the job done! Turn Order Table:
each week. You will need gold in your

Morale is a new addition (available to


camp funds in order to acquire upgrades.
• XP
• Upgrades (optional) Windfalls &
integrate into the Royal Unicorn).
Campers with low Morale refuse to do
Once you address Upgrades, allocate your
• Player Task (optional)
• Tasks (optional)
Mishaps
NPCs to perform Tasks. NPCs can only
jobs, impose negative modifiers, and may • Random Event A critical failure or success is referred to
perform one Task each week, (they need
sabotage the camp. If left unchecked • Player Event (optional) as a Mishap or Windfall. A natural 1 is an
to rest, maintain the camp, and socialize
these factors cause havoc on your camp’s • Supply Check automatic failure on any check, resulting
after all). Players can also take part in a
productivity and the sanity of your in a broken upgrade or an injured NPC. A
task and may perform them in any order.
followers. Example natural 20 is an automatic success
Any injuries obtained from the Task take
The group returns from their adventure resulting in a +10 success reward.
effect the following week.
having earned 1200XP. Camp residents
discover rumors about this adventure
Random Events follow NPC Tasks,
and the camp earns 600XP from trinkets,
determined by d4 and d20 die rolls. The
stories, and inspiration from the party’s
Event takes place during the week, and
encounters. The camp levels up and as a
the GM organizes the timeline in which
reward the PCs can select a free upgrade
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An NPC camp leader can be assigned to
Supply make decisions while the PCs are away,
D20 INJURY EFFECT MAJOR SAVE DC

Maintenance
1 Plague Failure to beat Save results in death. Yes 8 - 10
but make sure this role goes to an NPC
with the skills to handle it. 5 Minor Fracture Minus 3 to all rolls No -

Supply is the lifeblood of your camp and 10 Complication Roll Injury table again, minus 2 No -
If the Camp hits a total of zero Supply,
the source of livelihood that keeps it
the party can make an ‘Emergency Sup- 15 Unconscious Minus 2 to all Cha rolls No -
strong. Every week you’ll generate a re-
ply Run’ Event which requires a low DC
port of supplies used by your camp, re-
check. Simply select the total supply Injured NPCs can still take part in tasks Example
ferred to as a Supply Check.
amount desired and roll 1d6 gp per Sup- but suffer substantial disadvantages (un- In this example the Trapper has a +1 in
ply. Pay for each Supply comes from the less they die). They also consume an ad- Intelligence, inferring that they must use
Each NPC uses 1d6 Supply per week (10
Camp Funds. This event cannot be per- ditional 1d6 supplies when rolling weekly their wits to deal with the situation. If
days). For example, in one week, your
formed at any other time and is used only Supply checks (see Supply Maintenance). they succeed they do not suffer a major
total supply usage equates to the number
in an emergency. injury, and associated status effect, the
of NPCs x 1d6. Injured NPCs consume 2d6
Supply. Some injury combinations might not following week.

It is generally easy to increase your sup-


Injury make sense at a glance as one injury
might not seem directly connected to In another instance, the Trapper attempts
ply total each week as your tasks tend to the other. A simple connection between a Task to gather Supply but this time they
NPCs face potential injury depending on the first and second outcomes, however, fail and suffer an injury. The GM rolls for
produce at least 1d6 supplies. The result
certain tasks or events. If an injury solves the confusion. injury and gets a 10 (1d20) resulting in a
depends on the success of the assigned
occurs the injured character must rest Fever.
NPC roles and time spent performing
or receive treatment to recover. Major
tasks. Some NPCs have the skills to in- D10 MAJOR INJURY EFFECT
injuries can result in death. Injuries are Some injuries do not have the potential
crease their production. Events also have 1 Death Failure to beat Save
decided with a d20 and the effect takes for a Major Injury, which means they do
major impacts. results in death.
place the following week. If an injury not complicate further and are simple to
occurs during an Event, a random NPC 3 Ruptured Organ Minus 3 to all rolls treat. A Fever, however, can develop into
Traders initially earn 1d4 gold per sup-
suffers the effect. Injuries during Tasks a major injury. The Trapper must roll a
ply sold, and the total increases at levels 6 Damaged Nerves Roll Injury table
are dealt to the NPC performing the roll. Health check using their second best stat,
6 and 10. Trading is a task and doesn’t again, minus 2
Injury prevents the camp from receiving and upon failure the GM rolls for a Major
always go as planned. Traders may under-
any positive benefits, but negative 9 Severly Stressed Minus 2 to all Cha Injury. In this example they roll a 4 (1d10)
sell for a loss or, hopefully, oversell for a
outcomes like Morale loss will occur. rolls and the NPC suffers the Weakened
bigger profit.
effect, which is a permanent injury
When an NPC receives a major injury For example, A fever could cause a Major causing Minus 1 to Dexterity rolls. The
Quartermasters limit the amount of Sup-
they must succeed on a Health check, Injury like a Scar if the injury, such as a injury will not fade unless the ‘Mystical
ply used each week but at the cost of Mo-
which is determined by their second-best cut, ends up scarring over. The GM can Healer’ event takes place or the Herbalist
rale. This is important to consider as low
ability score (Dexterity, Charisma, or always flip the order of injury checks to is successful in their ‘Recovery and
Supply scores have negative effects, but
Intelligence). Success allows them to help connect them or even refer to them Treatment’ task.
so does low camp morale. Things can eas-
recover without any negative effects. as two separate occurrences.
ily go downhill fast, so the players must
Failure results in a permanent injury as See page 72 for the injury table.
step up as leaders and really take control.
decided with a d10.
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An NPC’s second-best ability statistic TRAIT GOOD/BAD DETAIL TRAIT GOOD/BAD DETAIL
Make/Know Your NPCs should be lower than their best but better
Sturdy Good This Camper will Confident Good Prestige Tasks roll
than their worst.
not cause upgrades with advantage.
NPCs in this module do not level up, But
to break on a Quality Tasks roll
rather follow the templates below. This NPCs each have a certain
critical fail. at disadvantage.
formula allows the NPCs to easily be number of traits that
assigned ranks that essentially grade how add to their Hearty Good When faced with Energetic Good One Upgrade will
good they are. NPCs in this module only role. If a a Task with a DC double its effect
ever use three stats: Dexterity, Cha- higher than 18, this if possible dur-
risma, and Intelligence. So if you Camper gets a plus ing any Task this
have a fully fleshed-out NPC one. camper takes part
you will only need to alter Champion Good This Camper will in.
those three stats. not give up and Hard Good On a critical suc-
when they fail a Working cess, roll 1d4 and
Camp NPCs gen- Task they can re- use the following:
erally do not roll. 1/week 1, plus one to Task
engage in roll. 2, Roll with
Musical Good This Camper will
combat, but advantage during
occasionally give a
if they do it Task. 3, Repair a
2d6 morale boost
falls to the broken Upgrade. 4,
to the camp when
GM to develop All effects activate.
they perform a
the process for trait is Savory Good When rolling a
critical success.
that instance. labeled “Good Prestige Task, this
and Bad” it Smart Good Upgrades bought
NPC will roll with
NPCs rank from Bronze to Epic. To help functions as One or while this Camper
advantage.
create your own NPCs refer to the work the other as defined in is in a role are
Pefection- Good and Any rewards from
table below to assist with balance. the details. reduced by 10%.
ist Bad a succesful task are
Pretty Good Prestige Tasks get a
doubled but the DC
RATING BEST STAT WORST STAT TRAITS NEGATIVE TRAITS plus two.
is increased by 5.

Bronze Plus one Minus three One One Arrogant Good and When this NPC
Bad suffers a failure
Note: The guide to the left is a
Silver Plus two Minus four One One recommended system for
they will refuse to
perform that Task
maintaining balance within your
Gold Plus three Minus three Two One Caravans experience. Feel free to the following week.
They will gain ad-
make any changes that suit your
Legendary Plus four Minus one Two None game.
vantage next time
they perform that
Epic Plus four Plus one Two None Task.

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TRAIT GOOD/BAD DETAIL TRAIT GOOD/BAD DETAIL TRAIT GOOD/BAD DETAIL TRAIT GOOD/BAD DETAIL
Big Ego Good and Removing this Simple Good Supply Tasks get a Unpleasant Bad Prestige Tasks are Neglectful Bad On a failed Prestige
Bad NPC from a role or plus one. Prestige rolled at Task, this NPC will
exiling them will Tasks get a minus disadvantage. use up 1d4 extra
double the amount two. Short-Tem- Bad This camper tends Supply during a
of Morale lost. But pered to lose control Supply Check.
Shy Good One Upgrade will
any Morale lost and will cause an
double its effect Glutton Bad Supply checks will
caused by them is Upgrade to break
if possible dur- always cost an
halved. when they roll any
ing any Task this extra 1d6 with this
Educated Good and While in your camper takes part number between NPC.
Bad camp, this NPC re- in. 1-5 Fragile Bad Injury rolls are
duces the training Poor Work Bad The effects of made at a
Overthink- Good Prestige Tasks roll
event DC by 5 and Ethic all Upgrades are disadvantage.
er with advantage.
Increases recruit- ignored when this
Quality Tasks roll
ment by 5. camper is working
Things you need
at disadvantage.
Burn Good and This NPC gains a Task.
Tenacious Good Quality Tasks get a
Bright Bad Morale twice as Unsavory Bad When rolling a
plus two. Prestige
much but decreas- Prestige Task, this The following is a collection of roles and
Tasks get a minus
es it twice as fast. NPC will roll with associated tasks for each NPC role. Ideal-
one.
(Double all Morale disadvantage. ly you will assign NPCs with the best stats
Abrupt Good and Quality Tasks roll
gains and losses) required for particular roles and tasks. As
Bad with advantage, Achey Bad Quality Tasks
Indecisive Good and This NPC gains cause this camper with other checks, higher stats increase
Prestige Tasks roll
Bad plus 5 to any task to roll at the chance for success.
at disadvatnage.
but cannot only Disadvantage.
Lazy Bad When rolling a
perform 1 task Example
Quality Task, this Cowardly Bad When rolling a
every 2 weeks. Kesi is a Minotaur with a high Dexterity
NPC will roll at Quality Task, this
Isolated Good and Normal Injury roll
Score and low Intelligence score. Kesi is
disadvantage. NPC will roll at
Bad gains advantage,
perfect for the Trapper or Hostler role.
disadvantage.
Clumsy Bad If this camper has
Major Injury at
worked on a Task Wasteful Bad When rolling a See the table following the descriptions
disadvantage.
this week they will Quality or Supply for specifics.
Elegant Good and Prestige Tasks get cause the Supply Task, this NPC will
Bad a plus one. Qaulity check to increase roll at The Leader
Tasks get a minus by 1d6. disadvantage. A Leader takes pride in their work, leads
two. the camp, and inspire the work team.
Brittle Bad Dexterity Tasks are Neglectful Bad On a failed Prestige
rolled at Task, this NPC will
disadvantage. use up 1d4 extra Any member of the camp can be assigned
Supply during a the role of leader. The NPC uses all three
Supply Check.
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skills for the associated tasks and pro- Cooking costs an amount of Supply deter- The Trapper gains Supply quickest; how- 1d4 days for others. On the other hand,
vides the camp with the ability to run on mined by the number of NPCs receiving ever, this job comes with risk and the the time frame comes with a huge bonus
auto while the players are away. the benefit. The more mouths to feed, the NPC may become injured if they fail at as they produce the most Supply with no
more Supply used. As always successful their task. risk of injury if they fail.
The Leader manages the camp and pro- rolls and high scores add extra bonuses
vides a bonus to Task and Event rolls. and may even reduce time and cost. Herbalist Quartermaster
Not everyone hunts to survive, especially It takes a quick mind and good organiza-
Leaders possess several tasks that im- Trapper when growing your own food is just as tion to manage an entire camp’s worth of
prove the production and morale of the For generations, trappers have supplied effective. stuff. It’s a tough job but someone has to
camp. camps with meat, fish, and other goods. do it. Being Quartermaster means making
Herbalists get their hands dirty, liter- sure supplies last and that no one is tak-
The Cook A Trapper is clever. It takes knowledge ally, and they do this with a high Prestige ing more than they should. When you’re
A master at cooking tasty dishes, the and patience to set traps and wait for (Charisma) or Supply (Intelligence). struggling to maintain Supply, the Quar-
Cook increases morale and provides prey to arrive. Trappers benefit from a termaster can help manage how much
bonuses to specific NPCs. A good Cook high Quality (Dexterity) or Supply (Intel- Herbalists generally take the longest of is going out. Unlike any other role, the
should have a high Prestige (Charisma) ligence) score. any role to generate Supply. It takes an Quartermaster makes things last.
score. Herbalist at least 1d8 days as opposed to

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Quartermasters with a high Supply (Intel- up. The cost of buying Supply starts at Example er, injury prevents any positive benefits.
ligence) score will get the job done. 1d10 and decreases as you level up. Supply A bear unexpectedly strolls into camp.
starts at 10 (+0). The guards roll versus the DC and if they Some tasks have negative effects, such
Quartermaster tasks are considered a succeed the bear is scared off before it as decreasing camp Morale if the task is
Constant event (see Events below) and CAMP SCORE MODIFIER can do any harm. Failure may result in deemed dishonorable, uncomfortable, or
decrease morale while they are active. a guard’s death or resignation due to an unsavory. This device allows the players
0 -5
overwhelming situation, as well as a loss to roleplay interactions with the NPCs
Hostler 2 -4 in Supply, Morale, and possibly an injury they associate with, and to experience the
Your camp does not rely on magic. It (see the table for outcomes). influence their actions have on the people
4 -3
takes muscle and sweat and . . . horsepow- who follow them.
er. Hostlers benefit from all skills, making 6 -2 EXILE/CHANGING ROLES
them the only role that has tasks in all If you have too many NPCs, or acquire a Some tasks take at least 1d4 days before
8 -1
three ability areas. better NPC for a role, then you can Exile they are considered complete and the re-
10 0 existing NPCs or otherwise remove them sults determined. Tasks that produce suc-
A Hostler allows you to move the camp from their role. Doing either results in a cessful rolls increase the rewards earned.
12 +1
to new locations and repair broken up- negative impact on Morale. Review the A critical fail (1) on a d20 causes a ran-
grades. The Hostler’s role is about saving 14 +2 table of NPC reactions later in this book dom upgrade to break (see Upgrades for
you gold, Supply, and hassle. A Hostler as the PCs make choices the campers more details). A Critical success (20) on a
16 +3
also cares for and manages your horses to might find distasteful to determine their d20 rewards the party with a +10 success
make sure they are ready for travel. 18 +4 reaction. reward.
20 and over +5
NPCs that lose limbs can be supported CATEGORIES AND TABLES To conclude a task, the NPC must roll a
with the Hostler’s ‘Helpful Hand’ Task. Full tables are listed in the back of this 1d20 and then add any appropriate modi-
Guards module. fiers, including their own ability modifier
Trader This role is not decided by stats but by the and any upgrade modifiers. Next, con-
Essential for earning gold, Traders are number of guards you hire. Each guard TASKS clude rewards and bonuses. Injury ends
commonly found in the nearest town or gives you a +1 to any guard-related event Each role has a specific set of tasks to the task with no rewards at all.
settlement, searching for potential ven- (Max 5). They cost 200gp each and protect complete. Some tasks have different DCs
dors to supply. Traders function best with your camp from bandits and feral crea- for failure or success. After success, the Example
a high Supply (Intelligence) score. tures, preventing your camp from suffer- reward increases depending on the total The Trapper is “Setting Traps” which
ing a severe loss in Morale & Supply. result of the die. Tasks use NPC stats & takes them 2 (1d4) days to complete, as
Traders allow you to sell Supply for gold bonuses from equipment only. NPCs can described in the following: “For 1d4 days
and can buy more if you’re struggling If a Guard Event takes place, roll a d20 only perform one task per week, but they the Trapper will set traps and return with
to live off the land. Traders also gather roll and add a +1 bonus for each Guard don’t have to perform an action if it isn’t Supply from their previous run, earning
equipment, weapons, armor, and items to a maximum of +5. If the event fails, required. Players also have a single Task 1d6 Supply per day.” The Trapper uses
that your PCs might want. 1d4 Guards are killed or desert the camp, they can perform each week, which uses their Supply (Int) for this task, in this case
depending on the event. their own relevant attribute. Just like rolling an 18 (D20 roll of 16, Supply score
Every point of Supply is worth 1d4 gold at Events, always roll your skill check first +1, Reinforced Traps +1 to Trapper Rolls).
level 1 and increases as the camp levels as it may affect the outcome. As a remind Because 18 is a +6 success, they get 2d6

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Supply per day instead of just 1d6. If the Some events can be triggered to start an MORALE -tribute’ the party selects one of the three
Trapper were to fail the event they would adventure, with the effect lasting until Camps have a morale maximum of 100, attributes to receive the effect. Attributes
suffer an injury as per the ‘Injury on fail?’the conclusion of the adventure. Lastly, but they begin at 50 and receive no imme- cannot be changed until Morale increases
category. events can affect modifiers, awarding an diate negative/positive bonuses. For every or decreases. Positive modifiers apply to
increase or penalizing the camp with a 10 points gained, they achieve a new tier, a single attribute while negative Morale
EVENTS decrease depending on the result. Some which has the following effects (positive affects all camp attributes.
Events occur as the GM sees fit or when events have bonus effects. Events are or negative).
players voluntarily participate to pass rolled with the Camps stats, Morale bo- If you remove an NPC from it’s role your
time. There are three types of events: Con- nuses, upgrades, and sometimes a bonus Effects do not stack with Morale but are camp will suffer from a Morale loss of
stant, Sudden, and Critical. A new addi- from Guards. rather exchanged every time the tier 2d6. The NPC taking its place cannot per-
tion is the Player Event, which the players changes. When the Morale points drop or form a Task until the following week, and
can decide to perform once a week after Example rise to a new tier that gives the effect ‘Plus the NPC who has lost their role cannot
their Random Event has occurred. Always The event ‘Moths and vermin have eaten 1 to all rolls of one particular at- perform a Task the same week they are
roll your skill check first as it may affect away at the tents, leaving them pock-
the outcome. Injury prevents any positive marked with holes’ occurs. Since this is TIER EFFECT #1 EFFECT #2
benefits. a Constant event the effect ‘Lose 1 Supply
0 - All NPCs will disband the camp and refuse to return un-
and Morale for each day this is left un-
less the PCs roll a critical success on a Pretige check or
Events also may occur Instantly, Later, or fixed’ remains until it is resolved. If this
complete a task set by the NPCs.
Continuously. Events that occur Instantly was a Later or Instant event, the situa-
1-9 Minus 3 and disadvantage All Morale Increases will double during the time you are
resolve immediately. Later events con- tion would be resolved after the roll and
to all rolls in this tier.
clude at a later time and offer the owner pose no constant penalty. The party at-
a chance to prepare. Continuous events tempts to deal with the situation, using 10-19 Minus 3 to all rolls 1d4 Upgrade will be broken, for reasons unknown.
have a constant effect on the camp until the camp’s Quality (Dex) score plus any 20-29 Minus 2 to all rolls 1d4 NPCs will refuse to perform any Tasks and cannot
resolved (either by actions or at the end bonuses from Morale and Upgrades. They be removed from their role.
of a set time period). Players can attempt succeed with a 19 (D20 roll of 16, Quality 30-39 Minus 1 to all rolls -
to deal with Continuous events once per score +1, Morale +1, Basic Cooking Gear
40-49 Minus 1 to all rolls -
week. After three fails the effect wears off +1 to Quality). The Event is concluded
and the Event is considered finished. and because the party rolled three higher 50-59 - -
they are rewarded with the following ‘You 60-69 Plus 1 to one paticular -
There are 80 possible events (the GM is manage to sew patches over the holes attribute
welcome to create more). To identify an enough to stop the rain and wind from 70-79 Plus 2 to one paticular Morale loss of 5 or below will have no affect on your
event, roll 1d4 to select a bracket then ruining your sleep, Reduce all Supply and attribute. Morale Score.
1d20 to determine the event. Morale loss by half.’
80-89 Plus 2 to one paticular Broken Upgrades will be repaired the following week by
attribute. a Random NPC.
success or failure by the d20 roll. Events
that occur Instantly and Later are re- 90-99 Plus 3 to one paticular Upgrades that provide bonuses to specfic Roles will
solved when they happen, while Continu- attribute. double their effect.
ous events last until resolved, and may 100 Plus 4 to one paticular All effects (#2) from 70+ are considered active.
cost gold as well as a skill check to fix. attribute.

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18 Caravans Caravans 19
removed from that role. reduced that loss by half. If the group wishes to make upgrades specify a bonus for the cook and improve
they must first donate the funds into their role. The Racks do not specify any
STAYING AWAY TOO LONG NEGATIVE ACTIONS their Camp Funds, rewarding the camp role, and therefore they only improve the
The followers notice if the PCs are absent Each time a player commits an action with the Morale increase. The pot may camp’s overall Score.
for long periods of time. They may as- that is considered ‘wrong’, ‘unlawful’, or similarly fund item repairs, too.
sume the party has died or perhaps aban- ‘dishonorable’ in the eyes of the Camp CAMP XP
doned the camp. To avoid this issue the NPCs, the camp suffers a huge Morale re- Events sometimes cost gold. If the funds Camps rank from level 1 to 10, and gain
PCs should make their presence known. duction. The GM must decide when this is are empty, the camp must give away an XP from events, adventures initiated in-
An assigned leader can fulfill the party’s applicable as these effects are completely equal number of supplies as an alterna- side the camp, and otherwise at the GM’s
role by maintaining an inspiring pres- situational. tive form of payment, making it impor- discretion.
ence. The important thing to consider is tant to keep healthy funds.
that the PCs are the reason the NPCs left ACTION MORALE LOSS LEVEL XP REWARD
their lives and joined the quest. Having a Murder Minus 50 Morale UPGRADES 1 0 Buy Supply for
reason to stay is important to them. To make your camp run as well as pos- 1d10, Sell for 1d4.
Exile Minus 10 Morale sible, the party should invest in upgrades.
2 600 Free upgrade for
It is up to the GM to decide when the (Increase total by 10 Unlike the Tavern running module, earn-
camp, worth 100 gp
party’s absence becomes an issue. When each time, Max 100) ing gold is not the strongest attribute. The
or less.
the camp feels this sense of loss it suffers party must fund the camp by working
Accidental Minus 25 Morale 3 1 000 2 skill points can
a collective decrease in Morale. Each day other jobs or investing their spoils from
Death be awarded to one
the party is absent, Morale decreases by 1. adventuring.
A successful DC15 Prestige check restores Theft Minus 15 Morale skill of the Camp
half of the lost Morale immediately when A critical failure during any event or task (Quality or
Conspiracy Minus 25 Morale
the party returns. results in a broken upgrade related to the Prestige)
Blasphemy Minus 25 Morale event, as determined by the GM. To fix 4 3 000 1 skill point can
Example Necromancy Minus 25 Morale a broken upgrade the party must pay a be awarded to the
The camp is told the party may be away percentage of the upgrade’s original price Camp (Qaulity or
for a while as they go off to fight a villain. Rebellion Minus 25 Morale to repair it. The upgrade will not be avail- Prestige).
The party travels one way for four days. Breaking the Minus 10 Morale able until the week following repair. See
5 6 000 The Camp gets two
Once they arrive they become trapped Law the table above for examples. While the
free upgrades and
in a network of tunnels for three days, upgrade is broken the camp receives no
one Legendary
and then return after four more days of benefits from it.
CAMP FUNDS NPC.
travel, making it 11 days there and back.
The Camp has its own pool of gold that
Because the camp had not received any Example 6 10 000 Sell Supply for 1d6
the PCs build through donations of ad-
contact from the party, they assumed Morale has been low at camp so the party and buy for 1d8.
venture funds. For every 100 gp donated
the worst after 4 - 5 days. Each day the purchased ‘A Party’ for 50 gold. They
to the pot, the camp gains 1 Morale. The 7 20 000 1 skill point can
party was assumed dead, the camp lost 1 increase the Morale by 5 (1d10) help-
party can also take from the Camp funds, be awarded to the
Morale, losing a total of 6 Morale points. ing recover the loss from a recent event.
and for every 100 gp taken, the camp Camp (Quality or
Upon their return, and with a successful They also decide to buy some ‘Fine Steel
loses 5 Morale. Prestige).
Prestige check, the party immediately Knives’ and ‘Drying Racks.’ The knives

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20 Caravans Caravans 21
LEVEL XP REWARD overall quality of life and sense of fulfill- 1d6 Morale.
ment grows through admiring such fear-
8 30 000 3 skill points can
lessness and strength. To them, the PCs Prestige Check: Represents the mental
be split between
are heroes, the very thing their parents state of your camp. Failure again results
the Camps Quality
told them stories about at bedtime to in 2d6 Morale loss. Success results in an
or Prestige Score.
scare away the monsters. increase of 1d6 Morale.

9 40 000 2 Legendary NPCs THE MISSION BOARD Supply Check: Represents the state of
join the camp. To support the idea of writing missions your supply, as well as the stability and
connected to your camp, we propose the durability of your wagon and storage.
10 60 000 Sell Supply for ‘Mission board.’ For every two roles filled Failure results in a loss of 3d6 Supply.
1d10. Buy for 1d4. by NPCs, potentially one mission or ad-
venture gets posted on the board. This is Example
a simple way to get your players to main- The party must travel to a new region in
tain a pattern of adventure from and re- order to carry out their quest. They must
turn to, camp. Your NPCs will keep their travel to a mountainous region, which
With the GM’s approval, whenever a party
ears to the ground regarding potential will take a week. The DC is high (16). The
undertakes a job from the camp or sim-
quests, issues, and all things regarding first check is a Quality Check, in which
ply spends a great deal of time engaging
the local area. the players succeed and receive no loss
with the camp, it receives an XP bonus.
to Morale. The second check is a Prestige
The camp earns XP at a rate of 50% of the
Example Check, in which the players fail and re-
XP gained by the party (Note: This per-
With two starting NPCs in your camp, one ceive a loss to Morale. They lose 5 (1d10)
centage does not deduct from the party’s
of them is aware of a local creature infes- Morale points. The last check is a Supply
XP). XP can be awarded after successful
tation that is causing issues for the local Check, in which the players succeed and
events as well.
town - a perfect quest for level one heroes. thus suffer no loss to Supply.
Upon return, the Camp is awarded a 50%
Example
value of the total XP gained. Travel: While traveling your caravan is
The party is given 1000xp for an encoun-
vulnerable to attack. It has 50 Hit Points
ter initiated from within the camp, and
MOVING CAMP and an armor class of 10. When it drops
thus the camp earns 500xp. This brings
When you want to move camp, you will to zero your camp is destroyed. Utilize
the camp closer to a level up, but not close
need to make three checks for the whole your Hostler to increase your AC and HP.
enough, so the party spends a few days
journey. Check the Camp’s Stats against a
successfully performing tasks and events
DC set between 12 and 19, depending on Make sure your camp is ready and happy
for the camp, and the GM awards another
the weather and terrain. to go. The modifiers make a huge
500xp for their work.
difference!
Quality Check: Determines the overall ef-
The camp gains XP as NPCs follow the
fort of everyone in camp and their ability
heroes on their journey, listening to the
to travel. Failure results in a loss of 2d6
tales of the many bold adventures. As
Morale. Success results in an increase of
they celebrate the party’s successes, their
1d6 Morale.
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22 Caravans Caravans 23

UPGRADES Item
WOOD WORKING
TOOLSET
Cost (GP)
1000
Effect
Plus 2 to Hostler Rolls
Repair Price
10%

FINE STEEL KNIVES 1000 Plus 2 to Cook Rolls 20%


Item Cost (GP) Effect Repair Price
SIMPLE TENTS 500 Plus 1 to Prestige Score. 10% REINFORCED 1000 Plus 2 to Trapper Rolls 10%
TRAPS
QUALITY TENTS 1000 Plus 2 to Prestige Score, replaces Simple Tents. 10%
SPEAKING STAND 1000 Plus 2 to Leader Rolls 10%
INSULATED TENTS 2000 Plus 4 to Prestige Score, replaces Quality tents. 20% FINE HORSES 1000 Plus 2 to Trader Rolls 100%
LANTERNS AND 500 Plus 1 to Prestige Score. 10% IMPROVED CROP 1000 Plus 2 to Trader Rolls 10%
DECOR BASKETS
FOOD SMOKERS 500 Plus 2 to Supply Score. 20% MATHEMATICS 1000 Plus 2 to Quatermaster Rolls N/A, Applied to
IMPROVED DRYING 750 Plus 2 to Supply Score and plus 1 to Quality 20% TRAINING NPC
RACKS Score. TELEPORTATION 2000 Allow the camp to relocate instantly to a new One use
BASIC COOKING 800 Plus 1 to Quality Score. 10% SCROLL location.
GEAR
WOODEN 500 When performing the Task ‘Campfire Gathering’ One use
FINE COOKING 1500 Plus 2 to Quality Score, 20% DRINKING MUGS automatically add 2d4 Morale on a success.
GEAR
TRAVELLER’S PACK 1000 When relocating, checks are done with Three Uses
PORTABLE 2000 Plus 4 to Quality Score, replaces Basic Cooking 20% advantage.
KITCHEN Gear.
EARTHING WIRE 2500 All weather/fire related events are rolled with Three Uses
IMPROVED WAGON 500 Plus 1 to Trader Supply Score 10% AND FLAME advantage.
RESISTANT CLOTH.
DELUXE LARGE 1000 Plus 2 to Trader Supply Score, replaces Deluxe 20% MAKESHIFT 1000 Doubles the amount of supply generated by the 50%
WAGON Large Wagon. HYDROPONICS Herbalist.
REINFORCED 500 Supply is protected from loss during next event One Use
BARRELS fail or relocation.

A PARTY 250 Gather some food, drink, and music to increase One Use
morale by 1d10. One per week.

LINEN BEDS 400 Reduce all future morale loss by 5 20%

COTTEN BEDS 800 Reduce all future morale loss by 10, replaces 20%
Linen Beds.

ENCHANTED BEDS 1600 Reduce all future morale loss by 15, replaces 50%
Cotten Beds.

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TASKS
ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
PLAYER Chores Help out Camp and show you can get your hands dirty. Quality 16 Gain 1d6 + 3 Morale Gain 2d6 Morale Gain 2d6 + 3 No
Increase Morale by 1d6. (Dex) instead. instead. Morale instead.

PLAYER Hunt Assist the Trapper. Success grants the Trapper a +1 to Quality 16 Trapper gets +2 instead Trapper gets +3 instead Trapper gets +3 and advan- No
their roll. (Dex) tage instead
PLAYER Help the Assist the Cook. Success Prestige 16 Cook gets +2 instead Cook gets +3 instead Cooks gets +3 and No
Cook grants the Cook a +1 to their roll. (Cha) advantage instead

PLAYER A trip to Assist the Trader, help them sell or buy supply by tagging Supply 16 Trader gets +2 instead Trader gets +3 instead Trader gets +3 and advan- No
town along. Success grants the Trader a +1 to their roll. (Int) tage instead
PLAYER Tend to Assist the Herbalist. Success grants the Trader a +1 to Supply 16 Herbalist gets +2 instead Herbalist gets +3 instead Herbalist gets +3 and ad- No
the plants their roll. (Int) vantage instead

PLAYER Mind the Assist the Hostler. Success grants the Trader a +1 to their Quality 16 Hostler gets +2 instead Hostler gets +3 instead Hostler gets +3 and advan- No
Horses roll. (Dex) tage instead
COOK Daily The Cook will prep ingredients and prepare daily meals Prestige 12 Increase Morale by 1d6 +2 Increase Morale by 1d6 Increase Morale by 2d6 per No
Meal Prep for 1d4 days, increasing morale by 1d6 per day and using (Cha) per day +2 per day, reduce Sup- day, reduce Supply use by
1d6 Supply per. ply use by 1d6 2d6.
COOK Simple The Cook will creates a simple broth using scraps, Prestige 14 Increase Morale by 1d6 +1 Increase Morale by 1d6 Increase Morale by 2d6 per No
Broth increasing morale by 1d6 and using 1d6 Supply. (Cha) per day. +2 per day. day.

COOK Some- Inspiration takes hold of the cook who comes up with a Prestige 16 Increase Morale by +4 Increase Morale by +8 Reduce Supply use by half Yes
thing New new recipie. Players can select 10 - 20 Supply and on suc- (Cha)
cess Morale will increase by that much.
COOK Mighty Using 30 Supply the cook can increase Morale by 5d6, a Prestige 16 Increase Morale by 6d6 Reduce Supply use by 10 Increase Morale by +10 No
Roast glorious feast will fill the camp with joy! (Cha) instead
COOK Desperate (Requires the Camp’s Supply score to be 10 or less and Prestige 18 Increase Morale by 6d6 Increase Morale by 6d6 Increase Morale by 6d6 + Loss of
Times Morale to be less than 50) One of the NPC’s will sacrifice (Cha) +5 10 Limb
a limb to feed the camp. Morale increases by 5d6.
COOK Missing One of your NPC’s goes missing (Murdered by the cook) Prestige 18 Increase Supply by 30 Increase Supply by 35 Increase Supply by 40 Yes
Person but the Supply score increases by 20. Failure results in a (Cha)
Murder Morale drop and the NPC leaves.

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ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
COOK Left Overs Recycle any left over food to create compost for the Prestige 18 Plus 3 instead Plus 5 instead Plus 7 instead No
Herbalist giving them a plus one to their next roll. (Cha)

COOK Potent Tea The Cook brews a mix of herbs and spiced tea to create Prestige 20 Two players instead All players 2d6 instead No
a power potion, this will award temporary hit points to (Cha)
one player equal to 1d6.
COOK “Special” (Requires a succesful “Acquire the very best.” and “Fine Prestige 20 8d6 + 8 Morale 8d6 + 10 Morale 10d6 Morale Yes
Stew Cooking Gear” upgrade)The Trapper finds some “special” (Cha)
meat that the Cook manages to coax into a stew, success
increases Moral by 6d6

TRAPPER Setting For 1d4 days the Trapper will set off and place traps, they Quality 12 1d6 + 2 Supply per day 2d6 Supply per day 2d6 + 2 Supply per day Yes
Traps. will return with Supply from their previous run. Earning (Dex) instaed
1d6 Supply per day.
TRAPPER Big Game The Trapper will head off to hunt some big game, on Quality 14 Return with 3d6 Supply Return with 3d6 + 3 Sup- Return with 3d6 + 3 Sup- Yes
Hunt success they will return with 2d6 Supply. (Dex) Instead. ply Instead. ply Instead and increase
Morale by 2d6.

TRAPPER Improving The trapper uses up 20 Supply to lure new prey to the Supply 15 Reduce Supply use by 2 Reduce Supply use by 4 Reduce Supply use by 5 Yes
bait area, granting them advantage on their next task. (Int)
TRAPPER Being Pre- Using their knowledge of the land, the trapper builds de- Supply 16 Plus two to event roll Plus three to event roll Plus four to event roll Yes
pared fense, traps to fend off intruders, and shares their knowl- (Int) instead instead instead
edge of the area. Success provides a plus one bonus to
event rolls this week.
TRAPPER A Trip Far The Trapper leaves returning in 2 weeks with a random Quality 18 50 Supply instead Free Upgrade worth 100 Supply instead Yes
Away reward. Roll upon their return, Success grants 20 Supply. (Dex) 1000gp

TRAPPER Hunters Give the Trapper a chance to be alone and enjoy the local Quality 18 Plus 4 instead Plus 5 instead Plus 6 instead Yes
Holiday area, they will return and provde the Herbalist with a (Dex)
plus three to their roll this week.
TRAPPER Acquire The Trapper goes away for 2 weeks and attempts to lo- Supply 18 The Cook gains advan- The Cook can perform The Cook can perform the Yes
the very cate a rich and tender meat for the Cooks "Special" Stew. (Int) tage when performing the the "Special" Stew Task "Special" Stew Task three
best. This will allow the Cook to perform the "Special" Stew "Special" Stew Task. twice. times.
Task once.
TRAPPER Tips and The Trapper knows a thing or two about being stealthy. Quality 20 Two players instead Plus 3 instead Plus 4 instead Yes
Tricks They provide a +2 to any Stealth checks made by one (Dex)
player.

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ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
TRAPPER Killing The Trapper knows a thing or two about Offense. They Quality 20 First and Second Player Plus 2 instead Plus 3 instead Yes
Blow provide a +1 to the first attack roll during combat by the (Dex)
first player in the turn order.

TRAPPER Sharper Let the Trapper tinker with your weapons to give them Supply 20 Also gain a 1d4 to damage Instead, during the next Both effects are applied Yes
and Better a temporay benefit. On Success weapons are repaired if (Int) 1d4 battles reduce en-
broken. emey AC by 1
HERBALIST Process- for 1d4 days, the Herbalist will trim, dry, and organize Supply 12 1d6 + 2 Supply per day 2d6 Supply per day 2d6 + 2 Supply per day No
ing components. Gain 1d6 Supply per day. (Int)
Ingredi-
ents

HERBALIST Scented Create bait for the Trapper, increasing the effectivness of Supply 14 Plus 2 instead Plus 3 instead Plus 4 instead No
bait "Setting Traps" or "Big Game Hunt". Plus 1 to Trapper roll (Int)
this week.
HERBALIST Sweet Conversing with the crops might make them grow a little Prestige 15 Gain 2d6 Supply instead Gain 4d6 Supply instead Gain advantage on next No
Talking stronger. Gain 1d6 Supply. (Cha) Task

HERBALIST Trading A trip to the local farms will help the Herbalist improve Prestige 16 Plus 2 instead Plus 3 instead Plus 4 instead No
Secrets their ablity to grow, plus 1 to next Herbalist Task roll. (Cha)
HERBALIST Rare Cost 200gp. Using a collection of rare and mysterious Supply 18 Gain 3d6 Supply instead Gain 4d6 Supply instead Gain 5d6 Supply instead Yes
Seeds seeds the Herbalist attempts to grow a big bounty. Gain (Int)
2d6 Supply.
HERBALIST Flowers The Herbalist spends the week populating the area with Supply 18 Increase Morale by 3d6 Increase Morale by 3d6 Gain Supply equal to half No
for the wild seeds to spread flowers. Increase Morale by 2d6 Us- (Int) instead. + 2 instead. Morale gained form Task.
Camp ing 1d6 Supply.
HERBALIST Recovery The Herbalist will spend the week tending to another Supply 18 The effect is ignored for 2 The injury is cured. The injury is cured and Yes
and Treat- NPC with a Major injury. On success the effect is ignored (Int) weeks. the NPC gets advantage on
ment the following week. Failure causes another injury to the their next Task.
targeted NPC. (This does not apply to Death, Loss of a
Limb, Ruptured Organ, and Scar.)

HERBALIST Green The Herbalist can create a dose of posion to cover weap- Prestige 20 Create two does instead. Create five does instead. Posion deals 2d4 damage Yes
Thumb ons, this posion last for 1d6 hours when applied to a (Cha) instead.
Offensive weapon and deals 1d4 poison damage on top of any natu-
ral damage. (one dose, one weapon or 5 arrows)
HERBALIST Spell Cast- The Herbalist can grow and acquire all items needed for Supply 20 15% off 20% off 25% off Yes
ing Items one spell at a 10% discount. (Int)

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ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
HERBALIST Healing (Requires Improved Crop Baskets) At the camp owners Supply 20 The party gains 1d4 The party gains 1d4 The party gains 1d6 No
Potions request the Herbalist is able to fashion some healing (Intelli- Healing potions Greater Healing Potions Greater Healing Potions
potions for the owners to use on their adventures. gence)
Success increases morale by 1d4.
QUARTER- Guarding This Task will occur every week unless the Supply 12 Reduce Supply loss from Reduce Supply loss from Reduce Supply loss from No
MASTER the Supply Quartermaster does otherwise, decrease Morale by 2d6 (Int) Events by 1d6 instead. Events by 2d6 instead. Events by 3d6 instead.
but reduce Supply loss from Events by 1d6.
QUARTER- No Treats! Reduce Supply Check this week by 1d6, as the camp is Supply 14 Reduce Morale loss by 1d6 Reduce Supply Check Reduce Supply Check this Yes
MASTER limited to what they need and not what they want. (Int) instead. this week by 2d6 in- week by 3d6 instead.
Morale decreases by 2d6. stead.
QUARTER- Limiting Supply Checks this week are lowered to 1d4, failure will Supply 15 Ignore 1 NPC's Supply Ignore 2 NPC's Supply Ignore 3 NPC's Supply Yes
MASTER Resources result in a small riot injuring 2 NPCs and increasing (Int) check check check
Supply Checks to 1d20. Reduce Morale by 4d6.
QUARTER- Repurpos- Taking the current Supply total the Quartermaster can Supply 16 Increase Supply by 15%, Increase Supply by 15%, Increase Supply by 20%, No
MASTER ing increase it by 10% but decrease Morale by 30%. (Int) Decrease Morale by 25% Decrease Morale by 20% Decrease Morale by 20%
instead. instead. instead.

QUARTER- Recording The Quartermaster spends a day recording everything in Supply 18 Gain 1d6 Supply Gain another 1d6 Supply No Morale loss No
MASTER Inventory supply. Which puts the camp on edge reducing Morale by (Int)
1d6. Any Supply loss from Events are reduced by 2d6
QUARTER- Bring Any Supply loss this week will be taken from Morale Supply 18 Reduce Morale loss by 2. Reduce Morale loss by 4. Reduce Morale loss by 6. No
MASTER Your Own instead. (Int)
Lunch!
QUARTER- Extra for Allocate more supplies for the camp, increase all Sup- Supply 18 Give one Role Advantage Give Two Roles Advan- Increase Morale by 10. No.
MASTER Supper ply cost this week by double by increase all Morale by (Int) this week. tage this week.
double. Takes effect after this Task has been performed
succesfully.
QUARTER- Acquiring Players can buy Weapons for 10% less if the Supply 20 15% off 20% off 25% off No
MASTER Weapons Quartermaster can locate a good deal. (Int)
QUARTER- Acquiring Players can buy Items for 10% less if the Quartermaster Supply 20 15% off 20% off 25% off No
MASTER Items can locate a good deal. (Int)

QUARTER- Acquiring Players can buy Armor for 10% less if the Supply 20 15% off 20% off 25% off No
MASTER Armor Quartermaster can locate a good deal. (Int)

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ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
HOSTLER Helpful With some inspiration, the Holster crafts a prosthetic Supply 12 NPC gains +1 to next NPC gains +2 to next NPC gains +3 to next Task. No
Hand limb for one of the NPCs who have a Loss of Limb Major (Int) Task. Increase Morale by Task. Increase Morale Increase Morale by 2d6.
Injury. This ignores any negative effects caused by Loss 1d6. by 1d6.
of Limb.
HOSTLER Reshod- The Hostler spends 1d4 days cleaning and trimming the Quality 14 Caravan gains 1d6 Temp Caravan gains 2d6 Temp Caravan gains 4d6 Temp Yes
ding the horse hooves. (Dex) HP when relocating. HP when relocating. HP when relocating.
Horses
HOSTLER Repair Attempt to repair a broken upgrade, failure results in Prestige 15 Fix two items Fix three items Fix four items Yes
and another breakage. (Cha)
Maintain

HOSTLER Better Add plus 2 to all rolls made during a relocation this Supply 16 Plus 3 instead Plus 4 instead Plus 5 instead Yes
Prepared week, this event can only be performed three times. (Int)
HOSTLER Horse The Trader gets a +1 to any roll involving Buying or Prestige 18 Plus 2 instead Plus 3 instead Plus 4 instead No
Blinds Selling Supply. (Cha)

HOSTLER Makeshift Add some protection to the wagon, defending them dur- Prestige 18 Plus 2 instead Plus 3 instead Plus 4 instead No
Armor ing transport. Plus 1 to AC, temporary bonus. (Cha)
HOSTLER Using Re- Using 250 Supply the Hostler can really improve the Quality 18 Use 200 Supply instead Use 150 Supply instead Use 100 Supply instead Yes
sources camp improving the Camp's Quality or Prestige Score. (Dex)
HOSTLER Crafting Using an appropriate amount of Supply, the Hostler can Quality 20 Use half as much Supply Make Twice as much Add an elemental bonus to No
Simple create ammunition for Crossbows (light), Darts, Short- (Dex) Ammo 5 of this Ammo type
Ammo bows, and Slings.

HOSTLER Crafting Using an appropriate amount of Supply, the Hostler can Quality 20 Use half as much Supply Make Twice as much Add an elemental bonus to No
Martial create ammunition for Blowgun, Crossbow (Hand and (Dex) Ammo 5 of this Ammo type
Ammo Heavy), and a Longbow.

HOSTLER Adventur- Using an appropriate amount of Supply, the Hostler can Quality 20 Use half as much Supply Make two pieces of Gear Make three pieces of Gear No
ing Gear create a piece of Adventuring gear. (Dex)

TRADER Buy Sup- Send the Trader into the nearest settlement to acquire Supply 12 Get 1d6 Supply for free. Get 2d6 Supply for free. Get 3d6 Supply for free. No
ply Supply, Select total amount, roll appropriate dice, and (Int)
pay the amount. Failure results in no Supply as the store
is closed. This takes 1d4 days.

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ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
TRADER Sell Sup- Send the Trader into the nearest settlement to Sell Sup- Supply 14 Sell 1d6 Supply for twice Sell 2d6 Supply for Sell 3d6 Supply for twice Yes
ply ply, Select total amount, roll appropriate dice, and re- (Int) as much. twice as much. as much.
ceive the amount. Failure results in loss of 50% of supply
no sale and decrease Morale by supply loss.
TRADER Scouting The Trader will head out on the road, seeking potential Supply 15 Target two specfic NPC Target three specfic NPC Target four specfic NPC No
for Talent recruits for the camp. Allows the Players to target one (Int) instead, select only one instead, select only one instead, select only one
specfic NPC for recruitment this week. with a coin flip. with a d6 divided by 2. with a d4.
TRADER Trade The Trader can acquire Trade Goods for the party using Supply 16 Acquire goods with 10% Acquire goods with 20% Acquire goods with 30% No
Goods Camp funds. (Int) discount discount discount
TRADER Sell Trade The Trader can sell Trade Goods for the party to gain Supply 18 Sell goods for 10% more Sell goods for 20% more Sell goods for 30% more No
Goods Camp funds. (Int)

TRADER Acquire The Trader can acquire a vehicle for the party this Supply 18 Acquire Vehicle with 10% Acquire Vehicle with Acquire Vehicle with 30% No
Vehicle includes any Tack, Harness, and Drawn Vehicles. (Int) discount 20% discount discount
TRADER Acquire The Trader can acquire a waterborne vehicle for the Supply 18 Acquire Boat with 10% Acquire Boat with 20% Acquire Boat with 30% No
Water- party, this includes any Galley, Keelboat, Longship, Row- (Int) discount discount discount
borne boat, Sailing Ship, and Warship.
Vehicle

TRADER Steal Sup- The Trader takes a questionable approach to gathering Supply 20 Steal 5d6 Supply Instead. Steal 6d6 Supply In- Steal 10d6 Supply Instead. Yes
ply Supply, stealling it from those who pass by. Steal 3d6 (Int) stead.
Supply. Failure will force the Camp to relocate.

TRADER Robbery The Trader heads into the nearest settlement to rob a Supply 20 Steal 10d6 + 50 Supply Steal 10d6 Supply + 100 Steal 10d6 Supply + 200 Yes
store, this costs 200 gp to acquire a group of thugs but (Int) Instead. Instead. Instead.
rewards the party with 10d6 Supply on success. Failure
will force the Camp to relocate.
TRADER Bank Rob a bank to aquire a large sum of gold, Provide 500 gp Supply 25 Steal 1d20 x 100 gold. Steal 1d20 x 200 gold. Steal 1d20 x 250 gold. Death
Robbery up front to start this Task. Failure will force the Camp to (Int)
relocate and lose the gold.
LEADER Task Del- The Leader takes charge of the camp, they attempt to Prestige 12 Two Roles will recieve a Two Roles will recieve Three Roles will recieve a No
egation oversee all tasks. On Success one Role will recieve a +1 to (Cha) +1 to their roll this week. a +2 to their roll this +2 to their roll this week.
their roll this week. week.

LEADER Sad to Say One of your NPCs is underperforming or is no longer Prestige 14 Reduce Morale loss by 1. Reduce Morale loss by 3. Reduce Morale loss by 5. No
needed, the leader breaks the news and evicts them. (Cha)
Reduce Morale by current "Exile" cost.

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ROLE TASK EFFECT ROLL DC SUCCESS +3 SUCCESS +3 SUCCESS +3 INJURY?
LEADER Time The Leader needs a break, so they pack up some supplies Prestige 15 Return with 2d6 Supply. Reduce Morale loss by Reduce Morale loss by 2d6. No
Alone and head out for 1d4 days to regather their thoughts. (Cha) 1d6.
Each day they are gone Morale drops by 1d6. They gain
advantage on their next roll.
LEADER Adventur- Seeking their own glory the leader decides to take up Prestige 16 Plus 1 to Trader rolls Plus 1 to Trapper Roles Plus 1 to event rolls Yes
ing some simple tasks to help the community. Increase Mo- (Cha)
rale by 1d6.
LEADER Campfire Everyone gathers for a night under the stars, on success Prestige 16 Gain 2d6 Morale Gain 3d6 Morale Gain 4d6 Morale No
Gathering the camp will gain 1d4 Morale which increases every (Cha)
level of success.
LEADER Manage- The leader organizes and directs the Campers on their Prestige 18 2 Roles gets advantage. 3 Roles gets advantage. 3 Roles gets advantage. No
ment duties. giving advantage to each role on their next Task (Cha) Reduce Morale by 2d6 Reduce Morale by 1d6
check. The Camp is a tad annoyed by the over the shoul- instead. instead.
der eye of their leader. Reduce Morale by 3d6.
LEADER Mourning After the death of an NPC, the camp can come togther to Prestige 18 Increase Morale by +4 Increase Morale by +8 Increase Morale by +10 No
perform a service to celebrate and remember their fallen (Cha)
friend. Increase Morale by 1d6.
LEADER Pep Talk After a quick chat the Leader provides a temporary boost Prestige 20 Plus 2 to next Charisma Plus 3 to next Charisma Plus 4 to next Charisma No
to Charisma. +1 to next Charisma Roll for one player. (Cha) Roll. Roll. Roll.

LEADER Strong After a quick debate the Leader provides a temporary Prestige 20 Plus 2 to next Wisdom Plus 3 to next Wisdom Plus 4 to next Wisdom No
Mind boost to Wisdom. +1 to next Wisdom Roll for one player. (Cha) Roll. Roll. Roll.
LEADER Book After a quick study session the Leader provides a tempo- Prestige 20 Plus 2 to next Intelligence Plus 3 to next Intelli- Plus 4 to next Intelligence No
Smart rary boost to Intelligence. +1 to next Intelligence Roll for (Cha) Roll. gence Roll. Roll.
one player.

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38 Caravans Caravans 39

EVENTS
TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
PLAYER Recruitment, Success rewards the party with a Later Prestige 15 Silver NPC Instead Gold NPC Instead Legendary NPC 1 No
EVENT random Bronze NPC. (Cha) Instead

PLAYER Training, Success will Improve one specified skill Later Quality 20 Next training Event is Skill increases by 2 Skill increases by 3 in- 2 Yes
EVENT (before the roll) by 1 on success. (Dex) rolled with advantage. instead. stead.
PLAYER Camp Meeting. Speak with the Camp to help improve Instant Prestige 12 Plus two to Task roll Plus three to Task role Plus four to Task roll 4 No
EVENT their production, select a role and provide the follow- (Cha) instead. instead. instead.
ing bonus: Plus one to Tasks for the following week.
PLAYER Emergency Supply Run, select the total supply and Instant Supply 10 Get 1d6 Supply extra Reduce cost to 1d4 Supply is donated by a 4 No
EVENT roll 1d6 per Supply, the party must pay for each (Int) for free. instead of 1d6. nearby settlement, cost
Supply with the Camp Funds. (This event cannot be free.
performed at any other time and is used as an emer-
gency.)
SUDDEN The hideaway of a wanted criminal has been spotted Instant Prestige 15 Your presence forces You're able to identify You cut off the 5 Yes
nearby while setting up camp! Decrease Morale by (Cha) them to leave before the criminal by name criminal's escape,
1d6. they can grab their and record, and can leaving their fate in your
belongings. Gain 1d6 track them. hands.
Supply
CRITICAL Thieves loot your camp in the middle of the night! Instant Supply 15 You scare them off You get them in time You are able to capture 6 Yes
Decrease Supply and Morale by 2d6. (Int) enough to only lose and lose no Supply! the crminals.
1d6 Supply and Morale
instead.
CONSTANT Moths and vermin have eaten away at the tents, Continuous Quality 16 You manage to sew You finely sew patches With some clever trad- 7 No
leaving them pockmarked with holes. Lose 1d6 (Dex) patches over the holes on tents, repairing ing, you replace the
Supply and Morale for each week this is left unfixed. enough to stop the rain them to an tents with higher qual-
and wind from ruining almost-new state and ity tents. Clear penalties
your sleep, Reduce all clearing any penalties and gain the Quality
Supply and Morale loss Tents upgrade if you
by half. don't already have it.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
SUDDEN A bard wishes to play for your camp for the evening. Later Prestige 13 The bard's tune raises The bard sings tunes Before leaving, the bard 8 No
Gain 2d6 Morale. (Cha) everyone's spirits a bit. inspired by your is grateful for the com-
Gain 2d6 + 3 Morale group. Gain 3d6 pany and crafts a song
Morale just for you. Gain 2d6 + 2
Morale
CRITICAL Food is low and the meat racks and vegetable baskets Instant Supply 12 There is a small har- The rabbit in the trap The local fauna are ripe 9 Yes
are looking scarce. Time to check the traps and do (Int) vest, gain 1d6 Supply is especially juicy to- with fruits and berries.
some foraging! Lose 1d6 Morale. and gain Gain 1d6 day! Gain 2d6 Supply Gain 3d6 Supply and
Morale. and Gain 1d6 Morale. Gain 2d6 Morale.
CONSTANT Someone's gotta do it -- Time to dig a latrine! Insant Quality 14 Functional and Smart use of the Some clever woodwork- 10 No
(Dex) effective, and most of landscape gives a little ing and a extra elbow
all sanitary! Gain 1d6 more privacy and grease yields a couple
Morale efficiency. Gain 2d6 fully functional out-
Morale. houses. Gain 3d6 Morale
SUDDEN A messenger approaches, leaving you with an evic- Instant Prestige 14 You pay the fines at a Your leader is able to You catch an odd detail; 11 No
tion notice and fine from the nearby settlement on (Cha) discount for your quick negoitiate an the seal on the notice is
grounds of unlawful refuge. Lose 4d6 Supply and response and move the agreement with the falsified, and its clear
Decrease Morale by 2d6. camp into neutral settlement for your someone forged the
territory. Reduce right to stay. No notice to get you out of
Supply loss by 2d6. Morale loss. the area. No Supply or
Morale loss.
CRITICAL Some of the supplies have rotted away due to various Instant Quality 12 Repair the damaged One of your NPCs Thankfully no Supply 12 No
reasons, this will reduce your Supply by 3d6. (Dex) barrels and recover 1d6 discovered this and had been lost as the
Supply. managed to acquire smell turned out to be
2d6 Supply to replace a rotting animal corpse
what was lost. stuck in a nearby tree.
CONSTANT A group of scholarly wizards have set up camp near- Instant Prestige 14 The wizards share what One of the wizards Instead of a spell scroll, 13 Yes
by. Maybe a chance to gain valuable knowledge? Gain (Cha) they know about the offers a spell scroll to you are offered a Accu-
1d6 Morale. area. Gain some basic help your journey. rate Maps upgrade as a
map clarity and beast token of good faith and
information around the fair travel.
area.
SUDDEN A mystical healer approaches the camp offering to Instant Prestige 20 One Major Injury is One Major Injuries is Two Major Injuries is 14 No
treat those with Major Injuries. Success means that (Cha) healed, Increase Morale healed, Increase healed, Increase Morale
one Major Injury is healed by medical or magical by 2d6. Morale by 3d6. by 3d6.
means. Gain 1d6 Morale.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
CRITICAL Wildfire breaks near the camp, quickly pack up and Instant Quality 15 Lose 1d6 Supply and Lose No Morale. Gain 2d6 Morale, lose no 15 Yes
relocate! Lose 2d6 Supply and 2d6 Morale. (Dex) 1d6 Morale instead. Supply.

CONSTANT There is a lot of work to do today organizing supplies Instant Quality 14 Getting your camp in The organization does Where was that hiding? 16 No
and finishing tasks. Put your back into it! Task Rolls (Dex) order really a lot for appearances. Gain 2d6 + 2 Supply for
will be reduced by 1 until this has been resolved. streamlines the work. Gain 2d6 Supply finding a lost box.
Gain 1d6 Supply
SUDDEN Traders from distant lands stop by your campsite. Instant Prestige 15 Gain a free Upgrade Your next prestige roll Increase the value of the 17 No
Now is a perfect trade opportunity! Gain 1d6 Morale. (Cha) valued 100gp or less is rolled at advantage free Upgrade up to 250

CRITICAL A flood threatens your camp! Move to high ground! Instant Quality 13 Lose 1d6 Supply and Lose No Morale. Gain 2d6 Morale, lose no 18 Yes
Lose 2d6 Supply and 2d6 Morale. (Dex) 1d6 Morale instead. Supply.

CONSTANT Strong winds keep knocking over the furniture, Instant Quality 10 Lose 1d6 Morale in- Lose No Morale. Gain 1d6 Morale. 19 Yes
putting out the fire and pulling up the tents. Morale (Dex) stead.
decreases by 2d6.

SUDDEN A group of knights approach and ask to rest with you Instant Prestige 17 The Knights also leave The Knights inform The Knights Gift the 20 No
for the night. Increase the Morale of your camp by (Cha) behind 2d6 Supply. you of a useful piece party with a free up-
3d6 on success. of information. grade.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
CONSTANT A thunderstorm rolls in drenching your campsite and Instant Quality 16 At least the breads were Some wise use of ex- Quick hands and a cour- 1 Cold
ruining some supplies! Lose 1d6 Supply, 1d6 Prestige, (Dex) saved! Lose 1d6 Morale tra rags and Prestigi- age aginst the downpour
and 2d6 Morale. instead. tation at least keeps sees the vulnerable sup-
the mud away. No plies secured safely. No
Prestige loss instead. Supply loss instead.
SUDDEN A sinkhole has swallowed one of your storage tents! Instant Quality 17 You manage to recover Thanks to some rope Quick-thinking and 2 Yes
Lose 2d6 Supply. (Dex) 1d6 Supply, though the work you were able to plenty of teamwork was
rest remain lost to the retrieve 1d6 + 2 Supply enough to save critical
earth. supplies. No Supply loss.
CRITICAL Someone has poisoned the nearby water source, Instant Supply 15 Reduce the number of Discover a clue as to No NPCs suffer from 3 Yes
making all those who drank it suffer an immediate (Int) NPCs affected by this who was responsible. this Event.
'Fever'. Success on this event means no one suffers a by half.
Critical Injury. Failure results in 1d6 NPCs suffering a
Critical Injury.
CONSTANT Rats have decided to make as nest in your camp, con- Continuous Supply 12 You manage to find 1d6 The rats feel bad for The Rats will not help 4 No
suming supplies and reducing your Supply by 1d6 per (Int) Supply stolen by the any harm they have you but they offer a
week. Success will allow you to locate the nest and rats. caused you and offer random item (Magical or
eliminate the problem by any means. to help assist your not) as tribute.
Trapper/Herbalist by
giving them advan-
tage on their next roll.
SUDDEN One of your NPCs must leave on an important task. Later Prestige 18 You learn how long You may convince They will not leave and 5 No
Success means they will inform you of the reason. (Cha) they will be away them to stay and put put the task in your
Decrease Morale by 2d6 and lose an NPC for 1d4 which can be up to 1d4 off their task for 1d4 hands, completing the
weeks. weeks. weeks. task will reward your
camp with an increase
of 3d6 Morale.
CRITICAL The latest inventory list has come up short, and no Instant Guard 18 It appears that at least You discover the You apprehend the thief 6 No
one seems to know why. Time to investigate! Lose 2d6 Bonus some of the missing missing items cached in the nearby wilderness
Supply, lose 2d6 Morale. items were simply mis- away, but with no sign just in time and see that
placed. Lose 1d6 Supply of the thief. Lose no yours isn't the first camp
and Morale instead. Supply instead. they've stolen from. Gain
1d6 Morale and 1d6
Supply instead.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
Constant Time to set up snacks for another session of Clerics & Instant Prestige 10 Good company always Everyone pitched in The team flows better 7 No
Cabeiri! Gain 1d6 Morale, lose 2d6 Supply. (Cha) makes a game better! on food this time from after a night of grand
Gain 3d6 Morale their personals. No storytelling and tense
instead. Supply loss. gameplay. Your next
Prestige roll is made
with advantage.
Sudden A guard informs you that an orc scout has been Later Quality 15 You're able to move the An extra moment to Not only did you mange 8 Yes
spotted, but got away before they could be stopped. (Dex) camp far enough to hide the tracks makes to dodge the war party,
It’s just a matter of time. before the war party finds safety. Lose 2d6 morale it look like you were but the thrill increases
your camp! Lose 3d6 Morale. instead. never here. No morale Morale by 2d6.
loss.
Critical A Bear stumbles upon the camp and goes berserk! Instant Guard 15 The Bear drops 1d6 The Bear drops 1d6 + 3 The Bear is killed, gain 9 Broken
(Guard Event) Bonus Supply. Supply. 3d6 Supply. Bone

Constant Some kind of minor illness has been spreading lately, Instant Supply 17 You're able to get the Better medicinals You're able to stop the 10 Fever
putting people on bedrest for a day or two at a time. (Int) right medicinals you means better tools to spread dead in its tracks.
Lose 2d6 Morale and 2d6 Prestige. need to treat the combat infection. No Gain 1d6 Morale instead.
symptoms. Lose 1d6 prestige loss instead.
Morale and 1d6 Prestige
instead.

Sudden An abandoned campsite has been found nearby. Quality 17 Gain 1d6 Supply and Gain an additional Gain a Teleportation 11 Yes
There must be something worthwhile left behind? (Dex) 1d6 Morale. 1d6 Supply and 1d6 Scroll
You must earn a minimum +3 success to find any- Morale
thing that can be used.

Critical The wagon wheel finally snapped, causing one of Continuous Supply 16 Thanks to some fair A little bit of humor You're able to fix the 12 No
your wagons to be immoblized until it can be fixed or (Int) haggling, you're able does a lot to take the wheel and take an extra
replaced for 35gp. Lose 2d6 Morale. to get a new wheel at edge off a stressful moment to make some
break-even. moment. No Morale ciritcal improvements.
loss instead. Gain the 'Improved
Wagon' upgrade for free.

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48 Caravans Caravans 49
TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
Constant The guards' gear is falling apart! Time to focus on im- Instant Guard 14 No Supply Loss No Morale Loss 1d6 increase on the next 13 No
proving maintenance routines. Lose 1d6 Supply, lose Bonus Guard Bonus roll
2d6 Morale

Sudden A huge black shadow of a winged beast blankets the Later Guard 17 You can identify where You recognize the As it passes, the dragon 14 No
camp for a moment, and a great winged silhouette is Bonus the dragon came from, type of dragon and telepathically invites
seen against the sun before flying out of sight... where its generally recall any relevant you to meet at its lair...
Success recognizes this shadow as a dragon, and it headed, and roughly lore about this specific
knows you're here. how much time you dragon.
may have to leave if
needed.

Critical A falling lantern splashed one of the tents with fire! Instant Quality 17 No cost in materials to No Prestige Loss No Morale loss 15 Yes
Failure means new tents will need to be purchased. (Dex) repair.
Lose 4d6 Morale and 1d6 Prestige. Lose 25gp in raw
materials to fix the tent and replace the lantern on a
Success.
Constant The guards have decided to go on strike, they feel un- Continuous Quality 15 Convince 2 guards to Convince 3 guards to Gain 2 new guards. 16 No
appreciated by the camp. 1d4 Guards leave. (Dex) stay. stay.

Sudden A freak electrical storm hits, your camp is set alight Instant Quality 18 Minus 4 to injury roll Minus 3 to injury roll Minus 2 to injury roll 17 Yes
by a stray strike. 1d4 NPCs are injured. (Dex)

Critical You hear a rumor that one of your NPCs is an assas- Later Supply 20 You discover who the You discover who the You discover who the 18 Death, 1
sin sent to kill one of your fellow party members. (Int) assassin is. assassin is. They give assassin is, they give up NPC.
Decrease Morale by 2d10. up their employer. their employer, and vow
to protect you if they are
spared. (+1 to all of the
NPC's scores).

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
CONSTANT A constant banging sound drives everyone insane, Instant Quality 5 The noise turns out to The noise turns out to The noise is a 19 Yes (On
reducing Morale by 1d6. Failing the event results in (Dex) be a stampede of be a really bad travel- woodpecker, everyone fail or
double the effect 5-7, nothing happens. mammoths, 1d4 NPCs ing improv comedy deals with it. 8-10)
are injuried. group, decrease mo-
rale by another 1d6.

SUDDEN The Latrine has broken causing a rather unsavory Instant Quality 10 You manage to fix the You fix the issue and You fix the issue and 20 No
smell, who blocked the pipes?! Decrease Moral by 1d6. (Dex) issue quickly, no improve the latrine, improve the latrine,
decrease to Morale. increase Morale by increase Morale by 2d6.
1d6.
CONSTANT A rampant iguana is harassing your camp, stealing Continuous Prestige 12 You capture the iguana You capture the You capture the iguana 1 Yes
Supply and decreasing Morale. Increase Supply check (Cha) and cook it in revenge, iguana and convince and train it, it will assist
by 1d6 and decrease Morale by 1d6 each week. increase Supply by 1d6. it to leave. It brings one role by giving it +1
back 2d6 Supply as an to Quality rolls.
apology.
SUDDEN When faced with a choice, chicken or beef? "Which Instant Supply 15 1d6 increase. 2d6 increase. 3d6 increase. 2 No
would you rather have with your noodles?" the Cook (Int)
asks. Chicken. Increase to Morale. Beef. Increase to
Supply.

CRITICAL One NPC challenges your authority, claiming that you Instant Prestige 12 You manage to calm You manage to calm You manage to talk 3 No
are all terrible leaders. 1d4 NPCs will refuse to work (Cha) the instigator, one NPC a few people, two through the issue, all
the following week. will return from strike. NPCs will return from NPCs will return from
strike. strike.

CONSTANT A Sisterhood of traveling nuns have decided to join Continuous Prestige 18 Increase all morale Increase all morale The Nuns stay for the 4 4 No
your camp. For 1d4 weeks, increase any Morale boosts (Cha) boosts by 2. boosts by 3. full weeks.
next week by 1.

SUDDEN The camp wants to have a fireworks night, you Instant Supply 15 You found the You found the fire- You found the fireworks 5 Yes
attempt to gather some fireworks on short notice for (Int) fireworks and put on works and put on and put on a godfound
tonight. an awesome display the best display ever, show of love and danger,
increasing Morale by 5. increasing Morale by increasing Morale by 15.
10.
CRITICAL Every member of your camp (excluding you) have Instant Quality 12 Decrease Save DC by 2. Decrease Save DC by Decrease Save DC by 5 6 -
contracted a Fever. Attempt to treat them to reduce (Dex) 4. and roll with advantage.
the DC. Success will reduce the Save DC by 1.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
CONSTANT An oil lamp breaks and causes one of your tents to go Instant Quality 15 Decrease Save DC by 1. Decrease Save DC by Decrease Save DC by 3 7 -
up in flames, thankfully the fire was only small but (Dex) 2. and roll with advantage.
one NPC will suffer a Burn.

SUDDEN A God appears before the camp granting you a bless- Continuous Prestige 18 Increase Supply by 1d6. Increase Supply by Increase Supply by 8d6. 8 No
ing. Success will reduce Supply loss by half for next (Cha) 4d6.
week only.

CRITICAL A Demon appears and places a curse on the camp, Continuous Prestige 18 Ignore 2 effects. Ignore 3 effects. Ignore all effects and 9 -
Success will prevent one of the following effects, (Cha) trigger the "A God ap-
which will take place next week only; Increase all Mo- pears" event.
rale loss by twice, Decrease Supply Gain by half, and
1d4 NPCs will suffer from the Plauge.
CONSTANT Your camp attracts the notice of a pair of pixies. Continuous Quality 13 Increase DC by 5 when Increase DC by 3 Increase DC by 1 when 10 Yes
These little creatures are curious and sometimes de- (Dex) performing a task. when performing a performing a task.
structive. They need an NPC to be vigilant before they task.
leave in 1d4 weeks. The NPC chosen for this will re-
cieve an increase to their DC when performing Tasks,
otherwise the pixies will break 1d6 upgrades. Increase
DC by 6 when performing a task.

SUDDEN A man appears in camp claiming to know where Instant Supply 16 2d6 x 2 gp 4d6 x 2 gp 8d6 x 2 gp. Add 1d6 for 11 Yes
there's some buried treasure. Send one NPC out for (Int) every 3 points above 26.
1d4 weeks and they return with a tale about how the
man actually was a ghost and the treasure was buried
with him. 1d6 x 2 gp.

CRITICAL One of your NPCs is displaying a variety of symptoms Continuous Supply 10 The NPC returns in half The NPC is healthy, The NPC is fit as a fiddle, 12 Death
that cannot be properly diagnosed, without proper (Int) the time. giving them a +1 to giving them a +2 to task
care they may die. Failing this event will cause the task rolls for 1d4 rolls for 1d4 weeks upon
NPCs to die. NPC is out of camp for 1d4 weeks. weeks upon their their return.
return.
CONSTANT A merry band of dwarves, decides to join your camp Instant Prestige 15 Increase Morale by 1d6. Increase Morale by Increase Morale by 3d6, 13 Stressed
for a night of song and drink. 1d4 NPCs suffer the (Cha) 3d6. ignore Stressed injury.
injury, Stressed from drinking too much.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
CRITICAL While on a trip out to town, the Cook suddenly stands Instant Quality 15 Instead, 4d6 Supply is Instead, 2d6 Supply is Instead, 1d6 Supply is 15 Burn
up in shock "Did I leave the fire on?!" 5d6 Supply is (Dex) burned to the ground. burned to the ground. burned to the ground.
burned to the ground. Morale drops by 2d6. Morale drops by 2d6. Morale drops by 2d6. Morale drops by 1d6.
Ignore Burn injury.

CONSTANT Everyone is suffering from a sort of shared Continuous Supply 12 Find the item and re- Destroy the item and Purify the item and re- 16 Stressed
nightmare, you figure it must be a cursed item (Int) store 3d6 Morale. restore 5d6 Morale. store all Morale.
collected on on your journey. Until found, the Camp
suffers a 5d6 Morale drop each week.

SUDDEN Two of your NPCs have fallen in love giving them both Continuous Prestige 14 Plus 2, Minus 4 instead. Plus 3, Minus 4 in- Plus 4, Minus 3 instead. 17 No
a plus 2 to Tasks, roll this event each week to (Cha) stead.
maintain their relationship, upon fail they will lose
their connection and suffer a minus 5 to Tasks while
both in the camp.
CRITICAL Two NPCs have had a huge falling out, failing this Later Prestige 18 4d6 Morale decrease 3d6 Morale decrease No Morale Decrease. 18 No
event means one or both must be exiled. Reduce (Cha) instead. instead.
Morale by 5d6, Minus 5 to Tasks untill resolved.

CONSTANT A raiding party enters your camp, time to fight back Instant Guard 15 No Morale decrease. Increase Morale by Increase Morale by 4d6. 19 yes
and protect the camp. 2d6 Morale decrease. Bonus 2d6.

SUDDEN You hear rumors of traps on the roads to town, the Instant Guard 16 Recover 3d6 Supply Recover 5d6 Supply Recover 5d6 x 2 Supply 20 Yes
Trader needs protection and so does the camp. Fail Bonus from the bandits. from the bandits. from the bandits.
results in 5d6 Supply stolen, 5d6 Morale decrease, and
1d4 Injured NPCs.

CONSTANT One of your NPCs has been stealing from the camp, Continuous Guard 12 Quatermaster gets Quatermaster gets Quatermaster gets a plus 1 No
increase Supply check by 2d6 untill resolved. Bonus a plus 1 to rolls next a plus 2 to rolls next 3 to rolls next week.
week. week.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
SUDDEN One of your NPCs has not returned from a trip to Later Guard 15 You discover the NPC You discover the NPC You discover the NPC 2 Yes
town. Decrease Morale by 10. 1 NPC goes Missing, Bonus but they still have 2 but they still have 1 with no injury.
presumed dead if the event is failed. On success they injuries instead. injury instead.
are found with three injuries, roll injures (reroll any
duplicates).
CRITICAL A tornado sweeps through the area. Decrease Morale Instant Quality 16 Decrease Morale and Decrease Morale and No Supply or Morale 3 Yes
and Supply by 3d6. (Dex) Supply by 2d6 instead. Supply by 1d6 instead. loss.

CONSTANT A sudden miracle appears in you camp, increase Mo- Instant Prestige 18 Increase Supply 2d6 as Increase Morale by Increase Supply 4d6 as 4 No
rale by 2d6. (Cha) well. 4d6 instead. instead.

SUDDEN A fortune teller arrives in your camp to read your Instant Prestige 15 Every level of success All task that take All task that take place 5 No
fortune. Requires a +3 success. (Cha) stacks, all task that take place next week have next week have a plus 1.
place next week have a a plus 1.
plus 1.

CRITICAL One of your NPCs is found dead in the morning, no Instant Supply 18 You discover the cause. You discover the cause You are able to 6 Death
clear reason, cause, or motive for their death. (Int) and reason. resurrect the NPC, they
suffer from the Major
Injury Weakened.

CONSTANT Everything goes really well for 1 week, no Morale Instant Prestige 14 All Morale decrease All Morale decrease All Morale decrease is 7 No
decrease can occur. (Cha) is ignored for 1 more is ignored for 2 more ignored for 3 more
week. weeks. weeks.

SUDDEN Nothing bad happens today, nothing good happens Instant Any 10 Nothing happens. Nothing still happens. Guess what...increase 8 No
today. Morale by 5d6. Increase
Supply by 5d6.

Critical Everything goes horribly wrong for 1d4 weeks. All Instant Prestige 12 All Morale increase is All Morale increase All Morale increase is 9 Yes
Morale increase is ignored. (Cha) ignored for 1 less week. is ignored for 2 less ignored for 4 less week.
weeks.

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TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
CONSTANT A thick, ominous purple fog rolls in around your Continous Supply 18 2d6 Morale decrease No Morale Loss You're able to clear the 10 Yes
camp, lowering visibility and casting an errie shade at (Int) fog after 1d4 days of ef-
all hours. Lose 4d6 Morale. For 2d6 days, roll Quality fort and spellcasting.
(Dexterity) Checks at disadvantage.

SUDDEN Apparently your camp was set up over a warren of Instant Guard 14 No Morale Loss Increase Morale by You're able to fix the 11 Yes
burrowing creatures that have started popping up Bonus 2d6 holes, leaving the camp
and attacking campers! Lose 2d6 Morale. generally unaffected.
CRITICAL One of your NPCs breaks their arm in a freak ac- Instant Quality 17 2d6 Morale loss instead No Morale Loss Reduce Rest period by 12 No
cident during a mundane task! Lose 4d6 Morale, a (Dex) 1d6
random NPC gets the Broken Bone injury.

CONSTANT An overnight drizzle turned the ground to thick mud! Continous Quality 18 No Morale Loss No Prestige loss Some wood planks 13 Yes
For 1d6 days, minus 5 from all Quality and Prestige (Dex) and clever spellcasting
checks. Lose 2d6 Morale and 2d6 Prestige. makes the land func-
tionally normal in 1d4
days.

SUDDEN A tree has fallen over, crushing some supplies! Lose Instant Quality 17 2d6 Supply Loss No Morale Loss Harvest tree and recover 14 Yes
4d6 Supplies and 2d6 Morale. (Dex) 2d6 Supply

CRITICAL A violent earthquake shakes the camp, causing tents Instant Supply 16 2d6 Morale Loss No Morale Loss No Supply Loss 15 Yes
to collapse, tables thrown into disarray, and wagons (Int)
to knock over. Lose 4d6 Morale and 2d6 Supply.

CONSTANT A bad bug breaks among the camp giving 1d4 NPCs Continous Supply 15 Cure 1 NPC. Cure 2 NPCs. Cure all NPCs. 16 No
a bug which is treated as a Infection Injury with no (Int)
Save DC. Until a success is made, the Injury persists.

Sudden A magical blizzard breaks out over camp, preventing Continous Quality 16 Only two roles are Only two roles are Only two roles are 17 No
the Herbalist, Trapper, and Trader from working for (Dex) affected, determined by affected, determined affected, determined by
1d4 weeks. the GM. by the GM. the GM.

Critical A wayward wagon rampages through your camp, two Instant Quality 18 - - - 18 Death
NPCs are currently in the way. You could redirect the (Dex)
wagon but it will surley hit someone else. (Make a
choice and roll, success will result in one NPC
suffering from Death, as opposed to two).

58 Caravans Caravans 59
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60 Caravans Caravans 61
TYPE EVENT DURATION ROLL DC SUCCESS +3 SUCCESS +6 SUCCESS +10 D20 INJURY
SUDDEN A local claims you have settled on their land, pay 4d6 Later Prestige 15 Pay only 3d6 Supply Pay only 2d6 Supply Pay only 1d6 Supply 20 No
Supply each week or move. (Cha) instead. instead. instead.

NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply

CARAVAN NPCS
(Dex) (Cha) (Int)

BRIMMIT Gnome Bronze. You can never have too much 3 (-3) 11 (+0) 13 (+1)
SPARKLEFIRN stuff, at least that’s what Brimitt al-
ways says! Some may call him a pack
NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply rat, but he considers himself a con-
(Dex) (Cha) (Int) noisseur of unappreciated gems. Its
not a shared sentiment by most.You
JOJKA Tiefling Bronze. Jojka is the daughter of ranch- 12 (+1) 10 (+0) 4 (-3)
can count on Brimitt to have a lot of
ers and she happened to be of the
something, but not necessarily a lot
generation that revealed her fiendish
of something helpful – and that’s only
heritage. Her dark red skin and eyes
after you get his attention over the
are both alluring and frightening to
tinkering. Trait: Lazy.
the simple folk of the countryside. She
decorates her long twisted horns with LARN Human Bronze. Larn graduated from a school. 4 (-3) 10 (+0) 12 (+1)
beads and ribbons and is an otherwise BUDDEL At least he makes sure everyone who
content heart when she isn't worrying he comes in contact with understands
that people are staring at her. She pre- that he is a well educated man. He's
fers the company of horses and those held jobs at various warehouses and
who are kind to horses. On the road dockyards, so many jobs one might
you'll find Jojka a help in keeping your think his claims of expertise might
mounts in order but she lacks those be slightly exaggerated. Larn is your
people skills to really join in with the average human and physically unre-
campfire conversation. Give her space markable save for a very large fore-
and don't stare too much and she just head. It's his pride and joy and he dabs
might relax a little. Trait: Cowardly. at it with a hanky every so often. It
helps him count, so he says.
Trait: Unpleasant.

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62 Caravans Caravans 63
NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply
(Dex) (Cha) (Int) (Dex) (Cha) (Int)

RAHIA Human Bronze. Determined and strong, Rahia 13 (+1) 4 (-3) 11 (+0) does seem to go through more sup-
LAHAW comes from a Smithing family in the plies than necessary. A prudent party
mountains. She has spent a great would do well to be on guard so as not
deal of time lifting heavy stone and to end up surrounded by cookies with
mastering the craft of sculpting and no other supplies left. Trait: Savory &
smithing. She always wanted more Wasteful.
from life and left to study the Arcane SAWNOSE Lizardfolk Silver. Sawnose is an uncommon 11 (+0) 1 (-4) 14 (+2)
arts but she's hit a roadblock and sight, as LIzardfolk rarely wear
seeks a place to belong. Trait: Shy. clothes and rarely suits. Sawnose
large, reptilian eyes blink behind
thick lenses as his spectacles sit high
GRONK Half-Giant Bronze. Big and strong, Gronk is not on his snout. Though an odd sight for
13 (+1) 11 (+0) 4 (-3)
the smartest of the bunch. He tends to his people, Sawnose has become a
hide behind acts of strength as regular among the local markets. He
opposed to talking about his feelings. has a knack with numbers and farret-
Deep down Gronk has a burning ing out good deals. But Sawnose isn't
passion for stitching little dolls, which happy with being the big tadpole in
he creates dramatic stories with. the small pond, he and his giant book
Trait: Pefectionist. of "Tings" are itching for greater pools
of commerce. A mindful party would
MARINUS Half-Elf Silver. Marinus is the son of a Sea Elf 12 (+1) 15 (+2) 2 (-4) do well to set aside the occasional fish
LYON and a ship's cook. Strangly enough, or slab of fresh meat though, just to
Marinus suffers from sea sickness. So, keep their flesh eating friend happy.
instead, Marinus seeks out land trav- Trait: Tenacious.
eling adventurers along his journeys. KERRIGAN Drow / Silver. Kerrigan stands a little 10 (+0) 15 (+2) 3 (-4)
Marinus is a good natured man, near- / NEVELLIA Ghost hunched over, a thin frame cloaked
ly 30, and takes pride in his slightly SHADELIGHT in dark robes and supported by a tall
blue tinged skin. His pride and joy staff. A pendant of dark bone, etched
though is cooking. From dawn til dusk into the visage of a beautiful woman
he can be found crafting all manner of framed by roses, dangles from the
edible treats and snacks and can even end of a long chain. Mute on his own,
be convinced to stew up a lamb if the Keriggan lets the ghost of Nevellia
party springs for the lamb. While he's Shadelight, a
a more than a decent cook, Marinus

62 Caravans Caravans 63
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64 Caravans Caravans 65
NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply
(Dex) (Cha) (Int) (Dex) (Cha) (Int)

spirit of a gentle drow woman, appear SNURT VIG Kobold Gold. Snurt, like most Kobolds, was 17 (+3) 12 (+1) 4 (-3)
from the pendant and speak for him. born underground but rather than be
They work together, seeking honest comforted by the nearness of his kind
work and comfort from a tired past. he itched to escape the warrens that
Kerrigan is quite the equestrian care- smelled so foul. At only two feet tall
giver, connecting and calming with and covered in rough bronze scales,
only a gentle touch and a moment of Snurt doesn't appear to be all that
silent understanding. Trait: Achey. helpful to a party of brave adventur-
ers. Sure, he isn't all that couragous
and really not all that much of a
SHANDRI Human Silver. Shandri is the daughter of people Kobold. Instead, Snurt prefers
15 (+2) 11 (+0) 2 (-4)
SILVER servants of a very prestigious and to range about whatever lands he's
wealthy family. Growing up in sight traveling and find the plants and roots
of unreachable wealth can affect that hide in the dark shadows. With
people differently. For Shandri, she his better than average nose leading
took to the woods that surrounded the way, your party can benefit greatly
the property and was a quick study from Snurt's penchant for finding
when it came to plants and fungi. She healing herbs but don't expect much
found her joy in nature and discover- in the way of a bedside manner.
ing what the green mother provides. Trait: Cowardly and Hard Working.
Shandri left home at a young age and GORIZAK Half-Orc Gold. One of the best in the game, 14 (+2) 4 (-3) 16 (+3)
at 19 she is wise beyond her years. old Gorizak has spent his long years
She now travels the roads and woods studying the habits and patterns of
and will work with you if you respect the forest creatures. He knows of the
nature. Trait: Big Ego. lands ripe with game and of rivers
DEE DEBORA Elf Silver. A full blood elf raised in the leaping with the fattest fish. He might
2 (-4) 11 (+0) 14 (+2)
city by high-born nobles who see Dee come off a little rough, but he's just
as a curiosity though adopted as their impatient to get back to the hunting
her own child. She seeks to explore ground where he is most comfortable.
the world, the rough mystery of Trait: Hearty and Overthinker.
lowborn life, and all it has to offer
with her refined knowledge of high
society. Trait: Wasteful.

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66 Caravans Caravans 67
NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply
(Dex) (Cha) (Int) (Dex) (Cha) (Int)

DYNO Dwarf Gold. Brother of Brynnora Bruhkek, 13 (+1) 4 (-3) 17 (+3) -ally ostracized for being undersized.
BRUHKEK Dyno has always been in his sister's Kesi loves being around others and
shadow. He has worked hard to gather is a great storyteller but where she
a small name for himself and decided really excels is hunting and trapping
to open his own restaurant, sadly the little furry animals that taste so good.
increasing rent forced him into bank- Trait: Isolated & Elegent.
ruptcy and then poverty. Dyno has KIRYU TATSU Human Gold. A mighty hero long past his 8 (-1) 19 (+4) 16 (+3)
been travelling far and wide cooking prime, he once served with a large
for people on the road for free, help- organized crime family but left that
ing everyone he can. Trait: Champion life to pursue other things. He is
& Burn Bright. strong, capable, and feared by those
NEELA Halfling Gold. A petite lightfoot halfling, with 3 (-3) 15 (+2) 16 (+3) who know his name. Now he lives
LONGRIVER bright red hair and deep brown eyes, amongst common folks in hopes
she grew up in a small community on to keep away from a life that keeps
a major travel route where her grand- drawing him back. Trait: Champion &
mother was the local healer. Neela Hard Working.
picked up the healing skills as well JAH Half-Orc Legendary. Sneaky and smart, a 19 (+4) 7 (-1) 12 (+1)
as a tolerance for the many differ- former investigative journalist who
ent travelers who passed through the exposed highborns who abused and
community, and now she uses those exsploited those 'beneath' them. Jah
skills to support anyone who employs has been banned from every major
her. An expert healer with a warm establishment and a price has been
and caring nature. Trait: Educated & placed upon his head by one very an-
Abrupt. gry noble. Living in the woods is not
KESI Minotaur Gold. Kesi's tribe are nomads and she 17 (+3) 10 (+0) 4 (-3) an unknown feat for this impressivly
was never one to stay still for long. For cunning and strong Half-Orc. Trait:
a Minotaur, Kesi is on the small side Energetic & Smart.
at only 5'5", with her horns neatly filed BRYNNORA Dwarf Legendary. Every noble and traveler 14 (+2) 19 (+4) 8 (-1)
down, she doesn't let her lack of size BRUHKEK of renown dreams of tasting a dish
get her down though and has a sunny crafted by the illustrious Brynnora
disposition most days. She tells people Brukhek, a dwarven chef said to have
she left her tribe to find her "Kitra" or once cooked a meal so incredibly
Spiritual Way but there's a sadness exquisite. Now a hard audience to
to her eyes that only the sharpest of keep, her name is often dropped
observers will spot. Don't press her among the upper echelons of society
though, it's never a good idea to poke a and purveyors
Minotaur, especially if she was actu-
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68 Caravans Caravans 69
NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply NAME RACE RANK/BACKSTORY/TRAIT Qaulity Prestige Supply
(Dex) (Cha) (Int) (Dex) (Cha) (Int)

of fine cuisine – but rarely to truth. ROLLI Gnome Epic. Rolli is a good gnome. He was a 14 (+2) 12 (+1) 18 (+4)
Trait: Energetic. YULMASS good boy when he was young. He fol-
FAL- Dragon- Legendary. It is known that some 12 (+1) 8 (-1) 19 (+4) lowed his father's lessons and obeyed
MUATHINU- born dragonborn lean upon their ancient his mother's orders. He took care of
ASH heritage more than others, hoarding his seven brothers and sixteen sis-
CALUJURIM legendary treasures in secluded lands. ters and was always the good boy. He
This is the rumor of Falmauthinuash, learned a lot growing up with such a
a dragonborn said to have access to large family. One thing he excelled at
the rarest items and tools, whispered was making everyone feel like they
in darkened corners and underground were seen and heard. His heart is so
markets. Be careful what you say, much bigger than he is and he's left
however, as a dragon’s ire is not to be home with his parent's blessing to
trifled with. He is said to work with share his love for people with all the
those who wield great power to grow great people of the world. He may or
his collection. Trait: Confident & may not annoy those with less than
Smart. sunny dispositions. Trait: Champion
HYPO Human Legendary. Born during a market day 12 (+1) & Energetic.
8 (-1) 18 (+4)
DUERDAN festival, it is said Hypo negotiated his PILORICK Halfling Epic. The thing about Pill is, he’s re- 16 (+3) 13 (+1) 19 (+4)
own birth so as to bring a greater prof- "PILL" ally good. Too good. He can sell ice
it to his family. Large in every sense of PELONAE to a white dragon and then steal it
the word, Hypo carries himself with a back before it melts. Whatever he has
presence that makes all believe he is to sell is great, but what he steals is
capable of wringing every last copper better. What can he say? Pill’s a man
from an unwary merchant. He bullies of the game and does what he does
and cajoles even beggars, if their cop- for the sheer pleasure of money and
per is good. Hypo is the robber baron sport. What else is there? He can make
of his time, except no self respecting any venture a business venture, and
robber baron would throw in with most importantly he’s not afraid to
a band of adventurers. The truth of color outside the lines. Trait: Cham-
Hypo is that he craves glory, by proxy, pion & Hearty.
more than he covets gold. If he can SIGNY ORVIS Satyr Epic. Born of the woods and to the 18 (+4) 13 (+1) 12 (+1)
fund a proper party, perhaps he can be woods, Signy is a child of nature and a
more than the merchant he was born lover of... anyone willing. It isn't every
to be. Trait: Hearty & Confident. day you see a Satyr pacing about a
camp but if it's Signy, that is how you
know this camp is special. So long as

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70 Caravans Caravans 71

INJURY
NAME RACE BACKSTORY Qaulity Prestige Supply
(Dex) (Cha) (Int)

no one makes fun of his little horns,


Signy is an uplifting spirit who enjoys
sojourns into the wilderness just as
much as hanging around camp and D20 INJURY EFFECT Major Save DC
checking in to see if anyone needs
some quality listening abilities. He’s a 1 Plague Failure to beat Save results in death. Yes 8 - 10
hero. Trait: Musical & Hearty.
2 Severe Fracture Minus 5 to all rolls Yes 13 - 15
JEAN-PIERRE Giant Epic. This curious calamari (never say 12 (+1) 19 (+4) 17 (+3)
GANGON Octopus that to his face) appears to be inhab- 3 Severe Illness Increase Supply drain by an additional 1d4 Yes 13 - 16
ited with intelligence, claiming to be
4 Severe Fever Minus 5 to all Dex rolls Yes 12 - 14
the famous and deceased chef Jean-
Pierre Gangon. This creature even 5 Minor Fracture Minus 3 to all rolls No -
speaks, emanating a thickly accented
and highly disappointed voice from 6 Internal Bleeding Instant Perm Injury Yes -
an unknown source. Stranger still is
7 Broken Bone Minus 4 to all Dex rolls Yes 12 - 14
the skill with which this creature can
run a kitchen. He will direct others to 8 Dislocation Minus 3 to all rolls No -
guide him, with appropriate quanti-
9 Burn Minus 3 to all Cha rolls Yes 6-8
ties of water, to their kitchens where
this octopus cooks with incredible 10 Complication Roll Injury table again, minus 2 No -
prowess. Trait: Shy & Confident.
BREEZE Wood Elf Epic. A soft wind, not even the au- 11 Cut Minus 3 to all Dex rolls No -
18 (+4) 13 (+1) 15 (+2)
tumn leaf disturbed; a whistling 12 Infection Minus 2 to all rolls Yes 16 - 18
through thick everglades. When
the hunters listen upon the shifting 13 Prominent Scratch Minus 2 to all Cha rolls - -
breeze, they follow the guidance of the
14 Fever Minus 2 to all Dex rolls Yes 10 - 14
legendary huntress herself. There are
no hunting grounds that Breeze 15 Unconscious Minus 2 to all Cha rolls No -
cannot dominate, no traps that can
keep her, and no environment that 16 Cold Minus 1 to all Dex rolls No -
can stop her. In person, Breeze is 17 Scatched Up Minus 1 to all Cha rolls No -
warm and friendly, yet highly
analytical and perceptive. 18 Stressed Minus 1 to all Int rolls No -
Trait: Energetic & Confident:
19 Shocked Plus 3 on next Injury roll No -

20 Bruised - - -

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72 Caravans Caravans 73

MAJOR INJURY
LEVEL XP REWARD LEVEL XP REWARD
4 3 000 1 skill point can be 7 20 000 1 skill point can be
awarded to the Camp awarded to the Camp
(Qaulity or Prestige). (Qaulity or Prestige).

D10 MAJOR INJURY EFFECT 8 30 000 3 skill points can be


5 6 000 The Camp gets two split between the
free upgrade and one Camps Qaulity or Pres-
1 Death NPC Dies, Morale decreases by 3d6
Legendary NPC. tige Score.

2 Loss of a Limb Minus 1 to rolls per limb loss, advantage on injury rolls. 9 40 000 2 Legendary NPCs join
6 10 000 Sell Supply for 1d6 and the camp.
3 Ruptured Organ Minus 3 on future Injury rolls, disadvantage
buy for 1d8. 10 60 000 Sell Supply for 1d10.
4 Weakened Minus 2 to Dex rolls Buy for 1d4.

5 Damaged Vision Minus 2 to all Dex rolls


TIER EFFECT #1 EFFECT #2
6 Damaged Nerves Minus 1 on future Injury rolls 0 - All NPCs will disband the camp and refuse to return un-
less the PCs roll a critical success on a Pretige check or
7 Reduced Movement Minus 1 to all Dex rolls
complete a task set by the NPCs.
8 Scar Minus 1 to all Cha rolls 1-9 Minus 3 and disadvantage All Morales Increase will double during the time you are
to all rolls in this tier.
9 Severly Stressed Minus 1 to all Int rolls
10-19 Minus 3 to all rolls 1d4 Upgrade will be broken, for reasons unknown.
10 None -
20-29 Minus 2 to all rolls 1d4 NPCs will refuse to perform any Tasks and cannot
be removed from their role.

ACTION MORALE LOSS LEVEL XP REWARD 30-39 Minus 1 to all rolls -

1 0 Buy Supply for 1d10,


40-49 Minus 1 to all rolls -
Murder Minus 50 Morale
Sell for 1d4. 50-59 - -
Exile Minus 10 Morale
(Increase total by 10 each 2 600 Free upgrade for camp, 60-69 Plus 1 to one paticular -
time, Max 100) worth 100 gp or less. attribute

Accidental Death Minus 25 Morale 70-79 Plus 2 to one paticular Morale loss of 5 or below will have no affect on your
3 1 000 2 skill points can be
attribute. Morale Score.
Theft Minus 15 Morale
awarded to one skill of 80-89 Plus 2 to one paticular Broken Upgrades will be repaired the following week by
Conspiracy Minus 25 Morale
the Camp (Qaulity or attribute. a Random NPC.
Blasphemy Minus 25 Morale Prestige)
90-99 Plus 3 to one paticular Upgrades that provide bonuses to specfic Roles will
Necromancy Minus 25 Morale attribute. double their effect.
Rebellion Minus 25 Morale 100 Plus 4 to one paticular All effects (#2) from 70+ are considered active.
Breaking the Law Minus 10 Morale attribute.

72 Caravans Caravans 73
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