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<blockquote data-quote="LostSoul" data-source="post: 5895584" data-attributes="member: 386"><p>I have a system that covers most of that (save encounter table design) but I'm not sure it's what you're looking for. It's pretty tied into the rest of the game.</p><p></p><p>Basically the guiding principle is this: as the PCs adventure "naturally" they come back to town and spend some money. The money they spend changes the town. That way you get a clear relationship between adventure and a change to the setting.</p><p></p><p>Here are some samples:</p><p></p><p>Table R-VI: Population and Industry by Settlement Level</p><p>Level Population Industries</p><p>1 100 10 Lackies, Limners, Porters, or Linkboys</p><p>2 300 Fletcher, Tailor, Jeweler, Blacksmith, Carpenter, Tavern, Mason</p><p>3 600 Herbalist, Leatherworker, Weaponsmith I, Merchant, Teamster, Inn</p><p>4 1500 Barber Surgeon, Weaponsmith II, Ostler</p><p>5 2500 Armoursmith I, Priest, Hunter/Scout, Warrior's Guild</p><p>6 4000 Alchemist, Sage, Thieves' Guild, Healer</p><p>7 6000 Weaponsmith III, Armoursmith II, Spy Guild, Druid, Noble House</p><p>8 8000 Bank, Cultists, Temple</p><p>9 10000 Assassin's Guild</p><p>10 12000 Wizard's Guild</p><p></p><p>o Barber Surgeon: Sells Healing Potions, makes Healing Salves, and provides minor surgery (the surgical techniques possible depend on tech level). Barber surgeons can make Healing Salves from raw herbs. If the settlement has access to raw herbs, characters can buy Healing Salves from the barber surgeon at a 1:1 exchange rate. There's no limit to the supply of Healing Salves. Barber surgeons have the following available for sale: </p><p>Curatives & Rituals Cost</p><p>Antivenom 20 gp</p><p>Beastbane 160 gp</p><p>Clarity Salts 40 gp</p><p>Clearsense Powder 20 gp</p><p>Delay Affliction 50 gp</p><p>Embalm 20 gp</p><p>Healing Potion 50 gp</p><p>Woundpatch 30 gp</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5895584, member: 386"] I have a system that covers most of that (save encounter table design) but I'm not sure it's what you're looking for. It's pretty tied into the rest of the game. Basically the guiding principle is this: as the PCs adventure "naturally" they come back to town and spend some money. The money they spend changes the town. That way you get a clear relationship between adventure and a change to the setting. Here are some samples: Table R-VI: Population and Industry by Settlement Level Level Population Industries 1 100 10 Lackies, Limners, Porters, or Linkboys 2 300 Fletcher, Tailor, Jeweler, Blacksmith, Carpenter, Tavern, Mason 3 600 Herbalist, Leatherworker, Weaponsmith I, Merchant, Teamster, Inn 4 1500 Barber Surgeon, Weaponsmith II, Ostler 5 2500 Armoursmith I, Priest, Hunter/Scout, Warrior's Guild 6 4000 Alchemist, Sage, Thieves' Guild, Healer 7 6000 Weaponsmith III, Armoursmith II, Spy Guild, Druid, Noble House 8 8000 Bank, Cultists, Temple 9 10000 Assassin's Guild 10 12000 Wizard's Guild o Barber Surgeon: Sells Healing Potions, makes Healing Salves, and provides minor surgery (the surgical techniques possible depend on tech level). Barber surgeons can make Healing Salves from raw herbs. If the settlement has access to raw herbs, characters can buy Healing Salves from the barber surgeon at a 1:1 exchange rate. There's no limit to the supply of Healing Salves. Barber surgeons have the following available for sale: Curatives & Rituals Cost Antivenom 20 gp Beastbane 160 gp Clarity Salts 40 gp Clearsense Powder 20 gp Delay Affliction 50 gp Embalm 20 gp Healing Potion 50 gp Woundpatch 30 gp [/QUOTE]
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