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General Tabletop Discussion
*Pathfinder & Starfinder
Caravan adventure ideas
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<blockquote data-quote="BriarMonkey" data-source="post: 6113047" data-attributes="member: 95387"><p>Well, as you already mentioned. There is the roving bands of X that may be shadowing the caravan - which will raid for plunder, booty, or slaves. And depending on the strength of the caravan, these raids will be either skirmish events or full on assaults. And deriving from that, there is always the possibility for lost livestock, or wagons, or persons, that could fall victim to said bandits - especially if they get lost further away from the caravan or inadvertantly are left behind after the night's camp.</p><p> </p><p>You could also have unrelated events such as the caravan route coming within eye-shot of ruins or an old fort or tower. This would give the PCs a choice of mayhaps giving in to their inner curiosity and investigating the ruins, and having to decide how long they could do so and still catch back up with the caravan. Playing into this same idea, that distant item could even be another caravan under attack, a hamlet being overrun, or a natural formation (hill, cave, etc.) that the caravan drivers swear wasn't there the last time they came through the area.</p><p> </p><p>Ghost towns can be usefull too. Especially if they were way-stops on the route that had been used before for food and a night's rest. Depending on the frequency and duration of the caravan, these places needn't be any bigger than maybe a tavern/saloon and a merchant or so. (In the horse trader days, camps and towns were often no more than a day's ride apart by horseback and often consisted of nothing more than a church.) So, such a place that was fine on the last trip, may now be abandoned - or haunted.</p><p> </p><p>Of course, wandering encounters.</p><p> </p><p>And, at least for right off the top of my head, I can't think of much more. Hope that helps some!</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 6113047, member: 95387"] Well, as you already mentioned. There is the roving bands of X that may be shadowing the caravan - which will raid for plunder, booty, or slaves. And depending on the strength of the caravan, these raids will be either skirmish events or full on assaults. And deriving from that, there is always the possibility for lost livestock, or wagons, or persons, that could fall victim to said bandits - especially if they get lost further away from the caravan or inadvertantly are left behind after the night's camp. You could also have unrelated events such as the caravan route coming within eye-shot of ruins or an old fort or tower. This would give the PCs a choice of mayhaps giving in to their inner curiosity and investigating the ruins, and having to decide how long they could do so and still catch back up with the caravan. Playing into this same idea, that distant item could even be another caravan under attack, a hamlet being overrun, or a natural formation (hill, cave, etc.) that the caravan drivers swear wasn't there the last time they came through the area. Ghost towns can be usefull too. Especially if they were way-stops on the route that had been used before for food and a night's rest. Depending on the frequency and duration of the caravan, these places needn't be any bigger than maybe a tavern/saloon and a merchant or so. (In the horse trader days, camps and towns were often no more than a day's ride apart by horseback and often consisted of nothing more than a church.) So, such a place that was fine on the last trip, may now be abandoned - or haunted. Of course, wandering encounters. And, at least for right off the top of my head, I can't think of much more. Hope that helps some! [/QUOTE]
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