The Hackmaster PHB has an option where a player character starts only with their money, and has to roleplay buying their equipment. I've written a method to combine "spending the grubstake" with exploring a large city via free public carriage stops. The GM generates parts of the city as a player character asks passengers where to buy stuff. Stops and routes are discovered on the ride, and shops the character needs are generated by the GM near the stops. The player characters' destinations are influenced by their honor and glean information skill. I designed this for buying basic items in a campaign where gunpowder, monsters, spells, and magic items exist but aren't in shops. I had Svohmani or Bet Kalamar in mind as possible backdrops.
As the players ride on carriages, random walk-on NPC passengers also share the carriage with them. Every NPC knows where one item is sold. A PC in the party can ask an NPC passenger where to buy any item in the PHB. The NPC tells them how many stops away, the stop name, and the type of store it's in. The GM puts the destination and its intermediate stops on a map, then saves the map as a neighborhood for the campaign. The same NPC's can be encountered in the future if the players like them.
Additional random shops get added ("announced by the driver") at carriage stops as players ride around town.
Carriage passengers could also be used for finding hirelings, inns, temples, dungeon entrances, and adventure sponsors. The information/mapgen system can be worked into non-shopping adventures and minigames.
The neighborhood details created by the carriage quest can be squeezed into a partially explored/written city.
General descriptions of random landmarks and buildings are on another page.
All public carriages are 4-wheeled and 6-horsed. Each can fit 8 armored humans plus the 2 drivers. All carriage rides are free. Carriage drivers are issued staves for security. Drivers who are "bad mofos" might convert their staves to spears. Carriages arrive at their stops within d10p game-time minutes of waiting.
The players characters are outside in the street. They are all good friends or mutually-trusting colleagues. The GM creates the first stop marker on this spot, and also rolls up a random shop. When the characters are finished at the first stop, a carriage will arrive d10p minutes later.
A party stays in phases 3-5, possibly changing stops, or circling around, or going back and forth, until they have shopped enough. They can ask new NPC's about where to buy goods, which creates the place on the map to buy it. The trip keeps creating new stops and random buildings around new and existing stops.
Kinds of Stops | |
Justice | |
01 | Scolds' post |
02 | Dunking Stool |
03 | Stocks |
04 | Gibbet |
05 | Gallows |
06 | Gaol |
Security | |
07 | Guard Tower |
08 | Barbican |
09 | Guardhouse |
10 | Barracks |
Utility | |
11 | Well |
12 | Fountain |
13 | Lanternpost |
14 | Bell Tower |
Attention | |
15 | Statue |
16 | Obelisk |
17 | Covered Stage |
18 | Banner |
19 | Arch |
20 | Tree |
Justice stops can be named after types of criminals (Brigand's Gibbet). Stops can be named after any random animal, historic figure, monster, or job (Seer's Arch).
e.g.: The GM puts a stop on the city map and rolls a 12, making it a fountain. The GM decides to name it "Bluffer's Fountain" after an obscure historic figure. The GM writes the name down so it doesn't get reused for some other fountain.
When a character asks a passenger where their sought-after item is sold, the player rolls [3d6p+their character's honor] to find out what the business is.
Type of seller | |
Sum of 3d6p+honor | Business that is guaranteed to sell the item |
Under 14 | Mendicant with tarp |
14-18 | Wholesaler or bulk trader who has a few tons of the item |
19-25 | General store |
26-28 | Open market |
29-34 | Applicable guild |
35+ | Specialized retailer |
The player then rolls d100 and adds their character's Glean Information skill.
Number of stops until shop | |
Character's d100 + Glean Information | "Passenger's knowledge" |
Over 100 | "It's at the next stop." |
75-99 | "The one I've been to is in d4p stops". |
50-74 | "In d4p stops, you have to get on a [new route] at [stop name]. Then you stay on that carriage for d4p stops." |
01-49 | "Get off in d4p stops, switch to [new route 1], take it for d4p stops, switch to [new route 2], take that for d4p stops". |
The GM fills in the route & stop names as necessary. |
For a newbie character in a brand-new campaign, any mundane item priced in the HM5 PHB, discovered through generated carriage passengers, is guaranteed to truly exist and be for sale, available to the character. The item may be shoddy, or unaffordable, but it will be real and up for sale. Armor will need fitted (which takes 1-3 days for humans iirc). Players can seek more items or ask new passengers where else to buy the item they want, if they want to. Again, each NPC passenger will only know a single ware's location, but it always be the one a PC asks for.
Drivers add a random store to every stop they take a PC party. The GM rolls d100. One column is for "zoned" cities where residential, administrative, and industrial buildings are in different neighborhoods. The other is zoneless. The GM picks which city layout they like better.
Random-add businesses. | ||
Zoned d100 | Zoneless d100 | Business |
Special - (add 10 to roll if non-existent) | ||
01 | 01 | Harbor |
02 | 02 | Waterfronts |
03 | 03 | Slavers |
04 | 04 | City Hall |
05 | 05 | University |
06 | 06 | City Carriage Yard |
07 | 07 | Public Post Office |
08 | 08 | Bulk Traders' Guild |
09 | 09 | City Armory |
10 | 10 | Navy Shipyard |
Random-adds for any stop | ||
11 | 11 | Pawn shop |
12 | 12 | Tavern |
13 | 13 | Grocer |
14 | 14 | Food Wagon |
15 | 15 | Food Stall |
16 | 16 | Open Market |
17 | 17 | Peddler Wagon |
18 | 18 | General Store |
19 | 19 | Peddler Shop |
20 | 20 | Merchant's Manor |
21 | 21 | Noble's Manor |
22 | 22 | Temple |
23 | 23 | Shrine |
24 | 24 | Monastery |
25 | 25 | Barber |
26 | 26 | Basket Weaver |
27 | 27 | Dog Catcher |
28 | 28 | Rat Catcher |
29 | 29 | Locksmith |
30 | 30 | Tinsmith |
Residential | ||
31-66 | 31-33 | Houses |
67-78 | 34-35 | Culvert (max 2 culverts per stop) |
79-90 | 36-37 | Park - Arboretum (max 2 parks per stop) |
91-100 | 38-39 | Park with Houses (max 2 parks per stop) |
Services | ||
31-35 | 40-41 | Couriers & Messengers |
36-40 | 42-43 | Launderer |
41-50 | 44-45 | Town Criers |
51-66 | 46 | Moneylender & Money changer |
67-77 | 47 | Lawyers & Bookkeepers |
78-86 | 48 | Scribes, Limners |
87-91 | 49 | Translator |
92-94 | 50 | Cartographers, Navigators, Astronomers |
95-98 | 51 | Library |
99-100 | 52 | Sage |
Retailer: shop, wagon, or stall | ||
31-36 | 53-54 | Cafe |
40-44 | 55-56 | Bakery |
44-48 | 57-58 | Potter |
48-51 | 59-60 | Rugmaker |
51-54 | 61-62 | Toys, Charms, Dolls |
55-58 | 63-64 | Tailor |
59-62 | 65-66 | Weaver |
63-66 | 67-68 | Satchel maker |
67-68 | 69 | Candy |
69-72 | 70 | Tobacconist |
73-77 | 71 | Herbalist |
78-82 | 72 | Leatherworker, saddlemaker |
83-87 | 73 | Wicker/Bamboo Furniture |
88-92 | 74 | Wood Furniture |
93-94 | 75 | Apothecary |
95-96 | 76 | Metal Furniture |
97-98 | 77 | Jeweler |
99 | 78-79 | Hunting, mountaineering, expedition supply |
100 | 80 | Glassblower |
Wholesalers outfitted for bulk orders | ||
31-35 | 81-83 | Guild: school, offices, workshop, & shop (GMG Table A1.1) |
36-40 | 84 | Wainwright |
41-45 | 85 | Farrier |
46-50 | 86 | Mineral Dealers (Precious & Common Metal, Sand, Clay, Salt, Gem, Stone...) |
51-55 | 87 | Wood Burners (Charcoal, Ash, Lye) |
56-60 | 88 | Sundries |
61-65 | 89 | Mount sellers |
66-70 | 90 | Coopers |
71-75 | 91 | Framers |
76-80 | 92 | Smiths |
81-85 | 93 | Stonecutters |
86-90 | 94 | Fletchers |
91-95 | 95 | Bowyers |
96-100 | 96 | Tanners, Furriers |
Bulk Traders | ||
31-98 | 97-98 | Warehouses with random goods by the ton |
99-100 | 99 | Empty warehouses |
Public Works | ||
31+ | 100 | Warehouses and workshops, mostly stoneworkers and framers (city-owned). |
To save time you can make a group of NPC's with all the same characteristics.
d10 | |
1-4 | male |
5-8 | female |
9-10 | can't tell |
d100 | |
01-65 | human |
66-71 | dwarf |
72-79 | halfling |
80-84 | elf or half-elf |
85-90 | gnome |
91-95 | hobgoblin |
96-98 | sil-karg |
99-00 | half-orc |
d10 | |
1-7 | local |
8-10 | foreigner |
(these traits could be disguises) |
General occupation |
[old person|worker] holding <tool|pet|child|lamp|nothing> |
apprentice or student |
<armored> mercenary |
<off-duty> guards or soldiers |
messenger |
priest, aesthete, monk |
beggar, wanderer |
nondescript person in <modest|flashy|skimpy|undyed|ballroom|ragged> clothes |
Route names based on building types.
Here are some suggested names if you've already used all the obvious ones you can think of.
You can also derive special routes like a carriage that goes to every city gate.
A PC party of Amos the fighter, Betsy the mage, Charo the cleric, and Darryl the thief are at a carriage stop called Wigeon's Barbican (a real barbican in the middle of the city). The random buildings at Wigeon's Barbican are houses and a moneylender.
The party boards a public carriage that pulled up to the barbican. An NPC half-elf in a burlap robe with a rope belt gets on too. His name is Quoper. Two other monkish NPC's get on, named Roopy and Sobous.
Amos decides to let Charo ask about chainmail since her honor is higher, which may lead to a better shop.
Betsy (9 honor) asks Quoper where to get a scroll case.
Charo (whose honor is 12) asks Roopy where they can get chainmail.
Darryl (honor 7) asks Sobous where the merry band can buy some clubs.
Because the current route includes a barbican, armorers, and a moneylender, the GM decides to call the carriage's route "The Earl's Route". The armorers'-warehouse route the GM calls "The Clerks' Route".
The GM rolls the random-added place at the next stop (coincidentally a noble's manor) and names it. The driver informs the passengers that the next stop, Smelter's Gallows, is also close to the home of Earl Hulmar.
The party's plan is to get off at the next stop, buy chainmail, then take another carriage to Mordant Lamppost for a scroll case. Last they'll go to Bastard's Dunk to buy clubs from Bolrus . They hope to get some shopping done along the way by coincidence.
The carriage stops at the gallows. The party says bye to the monks, and buys chainmail from the armor guild. The fitting takes 10 minutes (0 seconds real life) and the suits will be ready tomorrow. They then wait by the gallows 5 in-game minutes (0 seconds real life), and board the carriage going to Mordant Lamppost.
Two NPC farriers are already aboard, taking the carriage somewhere. For this short example, the party doesn't ask for more places to go.
The driver informs the party of the random-added store at Mordant Lamppost: A wooden furniture maker. The GM puts it on the map. The carriage gets to Mordant Lamppost in 16 minutes.
The PC's get out at the lantern post and walk 5 blocks away to a warehouse storing hundreds of satchels. There is no shopfront. A stevedore is bribed to sell them a scrollcase on the sly.
The party waits 18 minutes for the next carriage heading to Bastard's Dunk. They board and four elves in splintmail are also taking the carriage (they're guards going across town).
The driver informs the passengers of a random store at Smelter's Gallows: horse dealers named The Rosy Buckaroos.
The carriage arrives at to Smelter's Gallows, everyone stays on. The driver tells them a randomly-rolled business at Bastard's Dunk: glassblowers named The Sublime Associates.
The party gets off at Bastard's Dunk, and buys some clubs out of Bolrus's Barrel of Bludgeons.
(Made with Dia)
Meeting shopkeepers is a good path to get hired to solve problems, which is a way for a party to get EP. Shopkeepers can have simple problems like
The party could start an adventure as shop security, big game hunters, or collectors of monster bounties. Another thing could be two shopkeepers who despise each other; the PC's could pick a side or try getting them to cooperate. Merchants can be a brokers who introduce adventure sponsors. A rare random passenger could also need an adventuring party for something.
The GMG describes story rewards as "pieces of candy", and "not $20 bills". EP is typically rewarded for overcoming life-or-death stuff, or doing something the GM didn't expect. Roleplaying is already a way for PC's acquire and maintain honor. If they also get EP they're getting 2 things for the price of 1.
Although it is dicky and counterproductive, you can technically let the party earn EP before they're fully equipped:
These brawls are all with people who "belong" in a city which gives them a bit of legitimacy. NPC guards and cleric retinues should try to break up such brawls within 8-15 seconds so you don't kill a noob party with them.
Cities built around rivers and lakes can have ferries. Each ferry can either take people back and forth across water, or to any stop contiguous to water. Ferry stops can be at bridges or boardwalks. Boardwalks could have communities and secret doors under them. Ferries could go to islets. An islet can have a fortress, a nice park with desserts, or ruins full of skeletons.
Player characters could take a rural carriage that goes village to village. Villages should get more random-shops per stop (at least one per character) and have some non-randomized necessities close by. The trips also take d10p hours rather than minutes.
There is vehicle and pedestrian traffic that shares the poorly-planned roads with public carriages. Guild Lorries cart big groups of people off to mines, ranches, orchards, and mills. Random rich people drive aggressively all over town.
If the GM has a dungeon prepared, they have the option of placing an entrance to it at a carriage stop. The dungeon could be hidden in a graveyard, abandoned church, sewer grate, etc. The dungeon could be under a shed or lived-in house.
Unscrupulous carpenters steal carriages to turn into desks and cabinets. Beggars steal carriages to sleep in. Multiple horses' legs are being broken by shoddy roadwork. The roadwork is bad because monsters and evil men are tunnelling around under the city. The masons' guild is being blamed.
Actuaries from the drivers' guild have tracked down an accident-prone pair of drivers. One driver is a normal competent driver. The other is a faker that cannot actually handle horses. The faker will go to drastic lengths to maintain the lie that they are competent. The good driver is unaware of the fakery. Both drivers think they get into the "normal" amount of accidents. The party is paid to observe them for a day.
From their public carriage seats, the party sees an elephantine spider dragging a lanky butler down a web-filled alley. The butler's escort of halberdiers have succumbed to venom.
One carriage stop has a good view of a vast chasm. Nothing is known to emerge and hunt, the inhabitants only kill people who go in. There are ancient furnished rooms and laboratories within the chasm, as well as gold and poorly-understood magic relics.