TEXT: Anatomy of a Village  
   
   
  A SCRAWL supplement by Stuart Lloyd 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Anatomy of a Village (A SCRAWL supplement) 
  Text copyright © 2017 by Stuart Lloyd 
  All illustrations in this book, including the cover are public 
  domain.  
   
  Many thanks to all of the followers of and contributors to Lloyd 
  of Gamebooks and of course my lovely wife Nicky and my 
  adorable children.  
   
  For the SCRAWL core rulebook go here to get it for PWYW. 
   
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  awesome site by Sophia Brandt. 
   
   
   
  
  Ah, the village. Not the M. Night Shyamalan film (which I thought was OK), but just a small 
  settlement that, in medieval times, was mainly all about agriculture. In my attempt to build up 
  the world of SCRAWL, I have made tables for the village – what it sells, what you can do 
  there and what events might take part there. When you arrive at a village, you can make 
  notes on each one, such as its name, what it offers and what events are taking place there 
  at any one time. 
  Village names 
  You can make up your own. Go on, why should I have all the fun/do all the work (depending 
  on your point of view). You can theme the villages however you want, based on the country 
  and time period you want. Or if you really want to, you could go all sophisticated and call 
  them something like Poo or something. Here are some name generators: 
  http://www.mithrilandmages.com/utilities/CityNames.php  
  http://www.rpgtools.us/town.aspx  
  http://fantasynamegenerators.com/town_names.php#.WIpon32oORM  
  http://www.namesmade.com/fantasy-place-name-generator.php  
  Personalities in the village 
  If you want to flesh the place a bit more, you could come up with some interesting people. 
  These have no effect in game terms, unless you want to evoke the rule of simplicity and 
  serendipity or the rule of voluntarily complexity (maybe there’s a master blacksmith that sells 
  weapons or the mayor is off his rocker and decides to enforce a window tax). 
  Here are a couple of NPC generators: 
  https://roleplayingtips.com/one-sentence-npc-generator/ 
  http://scott.maclure.info/character-traits/  
  And here is a name generator - https://donjon.bin.sh/name/markov.html  
  Anyway, now that you’ve fleshed out your village, here are some mechanics! 
   
  
   
   
  All villages offer the following items and services. 
  Weapons 
  Weapon 
  Cost (gold pieces) 
  Damage type 
  Encumbrance 
  Dagger 
  1 
  Piercing 
  1 
  Staff 
  0 
  Bludgeoning 
  2 
  Club 
  0 
  Bludgeoning 
  2 
  Sling 
  2 
  Bludgeoning  
  1 
  Spear 
  2 
  Piercing 
  2 
  Axe 
  3 
  Slashing 
  2 
  Bow 
  15 
  Piercing 
  2 
   
  Equipment 
  Item 
  Cost (gold pieces) 
  Encumbrance 
  1 day’s food 
  1 
  1 
  Torch 
  1 
  1 
  Oil 
  1 
  1 
  Lantern 
  5 
  1 
  Shovel 
  2 
  1 
  Furs 
  3 
  1 
  Waterskin 
  1 
  1 (full) or 0 (empty) 
  Rope 
  5 
  1 
  Iron spikes 
  3 
  1 
  Mallet 
  2 
  1 
  Flint and steel 
  1 
  0 
  Paper 
  2 
  0 
  Chalk 
  1 
  0 
  Charcoal 
  1 
  0 
   
  Alchemical items 
  Item 
  Cost (gold pieces) 
  Encumbrance 
  Healing salve 
  25 
  1 
  Potion of clarity 
  5 
  1 
   
  Services 
  Service 
  Cost (gold pieces) 
  Night at inn 
  1 
  Healer 
  10 
   
  
   
   
  Work 
  You may look for work in a village every 30 days. If you do, make a Fate roll. If you 
  roll a 6, there is a job that requires your specific talents (if you are a bard, people 
  want an entertainer. If you are a Fighter, they want a guard. If you are a Traveller, 
  they want a guide. If you are a priest, they may need you to do a particular religious 
  ceremony. If you are a wizard, they need a teacher or someone to translate a book. 
  If you are a trickster, you might not find an employer, but you will find an easy mark). 
  You will get 50 gold pieces for 7 day’s work. 
  If you roll 1-5, there are no jobs particular to your talents, but you can get a 
  labourer’s job that pays 15 gold pieces for 7 day’s work. 
  You do not restore Will whilst working unless you pay for an inn. 
  Note the day that you looked for work. You can only look for work again 30 days 
  later. 
   
   
   
   
   
   
  
  Random village events 
  When you arrive at a village, make 2 fate rolls to determine a random event in the 
  village. Also if you return to a village 30 days or more after you left, make another 2 
  fate rolls to determine a new random event. 
  If your first Fate roll is a 1 
  Fate  
  roll 2 
  Village trait 
  1 
  One of the blacksmiths in the village has made several weapons. 
  You may buy any weapon for the next 7 days. 
  2 
  One of the villagers falls sick with a rare illness. The healer says 
  that they need a lot of uncommon plants from the forest. If you have 
  3 herbs, you can give them to the healer. If you do, gain 1 
  experience point. If you don’t, you can search for them. If you can 
  succeed at two survival ability tests with a difficulty of 3 (Traveller), 
  you can find the plants and gain 1 experience point. 
  3 
  Someone in the village dies. There is a funeral and everyone there 
  is asked to contribute 10 gold pieces towards costs. 
  4 
  There is a hut for sale in the village for 50 gold pieces. If you buy it, 
  you don’t need to pay for an inn to restore Will points. It will stay on 
  the market for 7 days, 
  5 
  The villagers need a religious ceremony to be performed. If you can 
  succeed at two religion ability tests with a difficulty of 3 (Priest, 
  Bard), you do it and get 1 experience point. 
  6 
  A noble arrives at the village. He will pay 25 gold pieces for falcon 
  or eagle eggs, antlers or animal skins. 
   
   
   
   
  
  If your first Fate roll is a 2 
  1 
  An armourer comes to the village – they can sell light armour, heavy 
  armour or a shield. 
  2 
  Something has found its way into the water, making people sick. 
  Make a Fate roll. If you roll 1-3, lose 2 Will points. 
  3 
  An obnoxious brute comes to the village and starts eating, drinking 
  and sleeping in the inn without paying. A couple of villagers who 
  challenge him get beaten up. He has a difficulty of 3 and 3 vitality 
  points. If you beat him in combat, you get 1 experience point and you 
  can stay at the inn over the next 30 days for free. 
  4 
  A priest has a vial of holy water for sale. 
  5 
  A travelling alchemist comes through the village – you may but 1 vial 
  of acid, 1 flask of alchemist’s fire and 1 smoke bomb from them. 
  6 
  A local bard has found a large book he does not completely 
  understand. If you can succeed at two lore tests with a difficulty of 3 
  (Wizard, Bard), you can glean its knowledge and gain 1 experience 
  point. 
   
   
   
   
   
   
   
  
  If your first Fate roll is a 3 
  1 
  An adventurer arrives at the village with a large book they found in 
  some ruins. If you succeed at two lore ability test with a difficulty of 3 
  (Wizard, Bard), you can explain the meaning of the book to them. 
  They thank you. Gain 1 experience point. 
  2 
  There is a crime in the village – someone damages a local 
  monument. If you can succeed at two perception ability rolls with a 
  difficulty of 3 (Trickster), you can catch the perpetrator and gain 1 
  experience point. 
  3 
  Sickness in the village. Make a fate roll. If you roll 1-3, you get sick 
  and lose 2 Will points.  
  4 
  A merchant arrives at the village and begins to bewilder them with 
  jargon and costs. If you can succeed at two trading ability tests with 
  a difficulty of 3 (Trickster, Bard), you can negotiate and good deal 
  and gain 1 experience point. 
  5 
  The local knight demands 25 gold pieces tax from everyone who 
  hasn’t got a title. 
  6 
  A massive tavern brawl breaks out. Make a melee combat ability 
  test with a difficulty of 4 (Fighter). If you fail, lose 1 Vitality point. 
   
   
   
   
   
  
  If your first Fate roll is a 4 
  1 
  Someone has left a vicious snare trap in the woods. If you can 
  succeed at two disarming tests with a difficulty of 3 (Trickster), 
  you disarm it. You get 1 experience point. 
  2 
  A wizard arrives in the village. They can sell you a scroll with 
  any spell you want in exchange for a potion or for 100 gold 
  pieces. You can do this once. 
  3 
  A master blacksmith arrives in the village. They have one 
  masterwork weapon of your choice that you can buy for its 
  normal price. 
  4 
  There is a lack of food. For the next 7 days, the cost of food and 
  a night in an inn costs 5 gold pieces each instead of 1. 
  5 
  Some travellers come to the village. One of them is a thief. 
  Make a perception ability roll with a difficulty of 4 (Trickster). If 
  you fail, lose 10 gold pieces. 
  6 
  A shady character comes into town and offers to sell and iron 
  key for 50 gold pieces. 
   
   
   
   
   
   
   
  
  If your first Fate roll is a 5 
  1 
  You see a valuable art item in a shop for only 20 gold pieces. 
  The shopkeeper clearly does not know its worth. If you buy it, 
  roll on the art objects table to determine its encumbrance and 
  value. 
  2 
  A travelling weaponsmith comes to the village. You may buy 
  any normal weapon. 
  3 
  Someone in the village has a suit of light armour and a shield to 
  sell. 
  4 
  Two shopkeepers break out into a fight. If you manage to make 
  two successful persuasion ability tests with a difficulty of 3 
  (Bard), you can persuade them to make peace. Gain 1 
  experience point. 
  5 
  Fire! One of the buildings catches fire. You help to put it out. 
  Make a Fate roll. If you roll a 1-3, you are caught in the fire and 
  lose 1 Vitality point from fire damage. 
  6 
  A man comes to the town with several suits of light armour and 
  shields to sell.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  If your first Fate roll is a 6 
  1 
  The food does not agree with you. Make a Fate roll. If you roll 1-3, 
  lose 2 Will points. 
  2 
  Some pilgrims come to the village. You may buy a vial of holy water. 
  3 
  There’s a cheese rolling competition. Make two running ability tests 
  with a difficulty of 3 (Fighter, Trickster, Traveller). If you succeed at 
  both, you win the competition and get 1 experience point. 
  4 
  A travelling priest arrives at the village. For the next 7 days, you may 
  purchase a blessing. 
  5 
  An alchemist arrives – you may buy 1 vial of acid, 1 flask of 
  alchemist’s fire and 1 smoke bomb. 
  6 
  A woodsman comes back with lots of healing herbs. For the next 7 
  days, healing salves cost 10 gold pieces each. 
   
   
   
   
   
   
   
   
   
   
   
  
  Village sheet 
  You can print this out and fill it in for every village you enter. 
   
   
  Village name 
   
  Location 
   
  Personalities 
  in the village 
   
  Last day you 
  looked for 
  work 
   
  Current event 
  in the village 
   
  
  Build your own villages, stay in them, 
  get to know the people, and have a 
  jolly old time! 
   
  A village is a great place to relax and recover from your last 
  bout of monster murdering and looting and this supplement will 
  tell you what you can do and buy at each village you grace with 
  your presence and how to give a little character to that village. 
  This is a supplement for SCRAWL. For more SCRAWL 
  products, go to my RPGNow page. 
  For insights into the creation of SCRAWL and to get products 
  before anyone else, you can support me on Patreon. 
  For more news and articles on gamebooks, visit 
  www.lloydofgamebooks.com.  
   
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/World & Planet Building/City, Village, & Town/Anatomy-of-a-Village.pdf