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Sandbox Generator Example Part 2

This document summarizes the key details generated for several locations using a Sandbox Generator tool. It describes two hamlets, including their names, layouts, populations and secrets. It then summarizes a medium-sized village called Dun Hospital, including its defenses, notable locations, rulers and an upcoming festival. Finally, it provides an overview of a small city called Truebone, noting its occupations, appearances, buildings of interest, defenses and rulers.

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Terry Williams
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0% found this document useful (0 votes)
346 views

Sandbox Generator Example Part 2

This document summarizes the key details generated for several locations using a Sandbox Generator tool. It describes two hamlets, including their names, layouts, populations and secrets. It then summarizes a medium-sized village called Dun Hospital, including its defenses, notable locations, rulers and an upcoming festival. Finally, it provides an overview of a small city called Truebone, noting its occupations, appearances, buildings of interest, defenses and rulers.

Uploaded by

Terry Williams
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sandbox Generator Example

Part 2
In this four-part example, we go Hamlet 2
through the different procedures
described in our Sandbox Generator. Procedures and tables used: pp. 28-
31 (name), pp. 32-33 (hamlet).
In the first part, we generated the
three layers of the hex map and the • Name: Helen’s Forest (7: C H, 8:
landmarks. You can check it here. In Helen, 25: Forest, variation: C’s
this second part, we take a look at H)
the settlements. The dungeons, the
lair and the hex map for sea • Buildings: mill (2), 5 peasants
adventures will be generated in houses (6)
parts 3 and 4.
• Layout: heap (1)
On the hex map, we see that we have
seven settlements in total: two • Disposition: enthusiastic (12)
hamlets, a village, a city, a castle, a
tower and an abbey. • Secret: yes (1), murderers (5)
The second hamlet is called Helen’s
Hamlet 1 Forest and is a bit bigger: 5 houses
and a mill are arranged in a heap
Procedures and tables used: pp. 28- layout. The inhabitants are
31 (name), pp. 32-33 (hamlet). enthusiastic to have visitors but
since they are secretly murderers,
• Name: Nisme Cross (9: D A, 14: maybe that is not a good thing.
Nisme, 11: Cross)
• Buildings: chapel (2), 2 peasants
houses (3)
• Layout: row (3)
• Disposition: neutral (6)
• Secret: none (3)
The first hamlet generated is named
Nisme Cross. 3 peasants houses and
a chapel are built along the road.
The inhabitants are neutral towards
travelers.
Village blacksmith, the market, a tavern (see
below) and a well. A church and a
Procedures and tables used: pp. 28- guard post are also found here.
31 (name), pp. 34-37 (village), pp.
136-146 (tavern). The village is built on a motte and is
surrounded by a palisade. 12 guards
• Name: Dun Hospital (9: D A, 4: are protecting the village. The
Dun, 17: Hospital) villagers are welcoming and so are
their leaders, a guild of merchants.
• Size: medium (2) Notable NPCs in the village are a
sick child and a talented craftsman.
• Additional occupation: none (4) A festival is going to be held in the
near future. The villagers are
• Layout: round (4) actually enthralled by the wizard
living in the tower nearby (see
• Special locations*: church (7), example part 1). That is why they
guard post (11) are so welcoming and organize this
• Defense*: motte (5), wooden festival: they are trying to get
palisade (3), 12 guards visitors to come for the wizard to
((3+3)x2*) enslave.

• Disposition: welcoming (10) Tavern


• Ruler’s disposition: same as • Name: Hag Pub (13: Hag, 24:
villagers Pub)
• Notable NPCs*: sick child (14), • Decoration: 1 decoration (1),
talented craftsman (16) fishing trophies (5)
• Rulers: merchants • Bartender: grumpy (8), retired
adventurer (15)
• Event: yes (1), in the future (6),
festival (7) • Servers: no common trait (5)
*Village size = 2 • Specific server: unusual outfit
(19), funny (5)*
Dun Hospital is a medium-sized
village of more or less 100 people, • Most customers: bandits (8)
where the only occupations are
farming and cattle breeding. Farms, • Specific customer: three goblins
crop fields and meadows are found in disguise (18)
all around the round village.
Notable locations are the • Entertainers: bard (7)
• Activities: bingo (4) servers wears an unusual outfit and
is a funny person. Patrons of the
• Best room available: cozy, with a tavern are mostly bandits, plotting a
view (3) bad move that is to take place during
the festival. A customer stands out
• Special room: yes (1), freezing from the rest and is actually 3
cold (2) goblins in disguise. Bored customers
• Outside: 1 amenity (1), well (20) can listen to a bard or play bingo.
The best room available is cozy, with
*Rolling on the first bartender table a view, the complete opposite of the
room at the other end of the
Menu: Specials of the day corridor, which is freezing cold. A
well can be found outside the tavern.
• Main dish: roast (10), chicken (2)
The sign outside the tavern is a
• Soup: asparagus cream (2) wooden shield mounted on the
facade with the help of iron studs. It
Rumor has a sub-panel where the words
“Pets Welcome” are written. On the
Someone important is coming to the main panel, the name of the tavern
village (13), true (6) can be read. A lamp is hung on the
sign.
Sign
The specials of the day are:
• Shape: shield (19)
• Chicken roast with fried
• Material: wood (3) potatoes and salad,
• Position: on the facade (5) • Asparagus cream with a piece of
bread.
• Mounting: iron studs (2)
Everybody in the tavern is talking
• Subpanel: catchphrase (4), pets about the possible arrival of
welcome (12) someone important in the village.
That rumor is true.
• Main panel: tavern name (3)
• Special: lamp (17)
The tavern located in this village is
named the Hag Pub. The main hall
is decorated with fishing trophies
and the grumpy bartender is a
retired adventurer. One of the
City • Entrance 2: East (2), portcullis
(5)
Procedures and tables used: pp. 28- • Guards: (1+3)x5x2*
31 (name), pp. 38-43 (city), pp. 125-
129 (guild). • Enough food and water to resist
a siege for 11 months. (11)
• Name: Truebone (25: E H, 37:
True, 6: Bone, variation: EH) • Notable NPCs*: shady diplomat
(16), distracted scholar (8)
• Size: small (4)
• Ruler: noble (1)
• Main occupations: hunting
(tannery) (5), mining (mine) (8) • Disposition: hostile (4)
• Characteristics: narrow (13), • Ruler’s disposition: same as
unsafe (19) villagers (3)
• Appearance: red bricks (14) • Event: none (6)
• Special locations*: park (17), *City size = 2
monument (16)
Truebone is a small city of almost
• Buildings of interest: 6 1000 inhabitants which is known for
buildings (3x2*) its tanneries and mines. Streets of
the city are narrow and unsafe for
▪ Business, jeweler (9, 59) the most part. Buildings are made
▪ Housing, boarding house with red bricks. Two of the
(3,10) following can be found in the city:
blacksmiths, cemeteries, churches,
▪ Business, cartographer (8, general stores, libraries, markets,
35) stables, taverns. Other buildings of
interest are the following: a jeweler,
▪ Public, public baths (15, 17) a boarding house, a cartographer,
public baths, an armory and a zoo. A
▪ Military, armory (17, 1) park and a monument can also be
found.
▪ Public, zoo (16, 20)
• Defense: walled (22), 2 The city is protected by walls and
entrances* has two entrances: the first, a
wooden door, is located in the
• Entrance 1: South (3), wooden southern part of the city and the
doors (2) second one, a portcullis, in the
eastern part. Both entrances are
protected by two towers. 40 guards and a special asset: a blessing they
are garrisoned in the city to protect received from a god. The main
it. There is enough food and water motivation of the guild’s founders is
in the city to resist a siege for 11 money. The members do not have to
months. Notable NPCs in the city go through an initiation rite. They
are a shady diplomat and a can be recognized because of a
distracted scholar. The city is ruled similar work injury and for rarely
by a noble who is hostile to speaking. Every year, the guild takes
newcomers, just like the citizens. part in a worldwide crafting contest.
The main problem of the guild is
Guild the work accidents that happen a bit
too often.
• Field: crafts (2), tanning (6)
Castle
• Expertise: expert (5)
• Name: The Tanner’s Club (8) Procedures and tables used: pp. 44-
48 (castle), pp. 112-116 (coat of
• Renown: unknown (2) arms).

• Resources: low (4) • Name: Fire Herd (13: Fire, 7:


Herd)
• Guildhouses: only one building
(5) • Condition: aged (5)
• Special asset: blessing (8) • Keep: square (1), 4 levels (3)
• Motivation: wealth (2) • Defensive feature: none (3)
• Initiation: none (5) • Non-defensive feature: banners
(7)
• Appearance: work injury (20)
• Jails: 10 commoners and 1 noble
• Quirk: never speak (16) (10, 1)
• Event: crafting contest (5) • Enough food and water for the
castle to resist a siege for 3
• Problem: work accident (6) months. (3)
The Tanner’s Club is one of • Treasure: 8 pieces of jewelry
Truebone’s guilds. It is unknown at (17, 8)
the moment, only has one building
and low resources. It might get • Defense: 1 defensive structure
more powerful in the future, though, (1), stone walls and towers (2),
as it has a high level of expertise towers: square (1), wall: circle
(8), 6 towers (3+3) • 8 cavaliers: medium horse, plate
& shield, spear,
• Defensive feature of the walls:
ballista (7) • 8 cavaliers: medium horse,
chainmail, short bow,
• Non-defensive feature of the
walls: none (2) • 32 footmen: chainmail & shield,
sword,
• Gatehouse: drawbridge (5)
• 8 footmen: chainmail, polearm,
• Garrison: 80 fighters (8)
• 8 footmen: chainmail, crossbow,
• Lord level 10 (9+1 level/60
fighters) • 8 footmen: chainmail, longbow.
• Disposition: hostile (4) The lord is a level 10 fighter and is
followed by their level 8 lieutenant
• Event: none (3) and six level 7 bodyguards. They are
hostile to travelers.
The Fire Herd castle is an aged
square keep of 4 levels. Banners
with the lord’s coat of arms (see
below) can be seen floating in the
wind. Jails contain 10 commoners
and 1 noble. There is enough food
and water in the castle to resist a
siege for 3 months. The treasure
room is almost empty and only
contains 8 pieces of jewelry, which
have been in the lord’s family for
generations.

The keep is protected by circular


stone walls and 6 square towers.
Ballistas have been built on top of
the latter. The gatehouse is
protected by 2 additional towers and
a drawbridge.

A garrison of 80 fighters is
stationed here:

• 8 cavaliers: heavy horse, plate &


shield, sword,
Coat of arms Tower
• Escutcheon: heater-shaped (1), Procedures and tables used: pp. 49-
beveled (7) 52 (tower), pp. 147-149 (wizard).
• Field division: pall (25) • Apprentice: yes (14), level 5 (5)
• Tincture: argent (43), or (68) • Aboveground levels: 4 (8)
• Charges: 2 (given the field • Underground levels: 1 (7)
division)
• Levels connection: spiral
• Charge 1: harp (11), gules (21) staircases (4)
• Charge 2: animal (1), spider (17), • Outside appearance: wood (8),
argent (47) tilted (16)
• Helm: open-visored (3) • Details: 1 detail (2), climbing
• Material: gold (6) plants (14)

• Facing: sinister (3) • Inside appearance: moldy (7)

• Crest: crossed weapons (8), • Special equipment: none (2)


swords (6) Levels usage:
• Supporters: trees (19)
• Top level: beacon (2)
• Compartment: pavement (13)
• +4: archives (2)
• Banner: date (3)
• +3: bedroom (4)
The coat of arms of the lord’s
family is a beveled escutcheon • +2: library (7)
divided in pall: argent and or. There • +1: art room (10)
are two charges: a harp and a spider,
gules and argent, respectively. • Ground level: reception desk (4)
Above the escutcheon can be seen a
gold open-visored helm facing • -1: cellar (3)
sinister, topped by crossed swords.
The escutcheon is supported by • Bottom: mine (12)
trees and is resting on pavement.
Under the compartment, a banner A level 9 wizard and their level 5
shows an important date for the apprentice live in this tower. It is
family. tilted, made of wood and covered
with climbing plants. It has four It is curved, cracked, and its top is
aboveground levels and one shaped like a deer head. The
underground level, which makes a wizard’s goal is to become rich.
total of eight levels. The inside of
the tower is moldy and the different Abbey
levels are connected thanks to spiral
staircases.
Procedures and tables used: pp. 53-
57 (abbey).
A reception desk is found on the
ground level. The upper levels are
respectively occupied by an art • Name: Our-Lady-of-the Poor (7,
room, a library, bedrooms and an 3)
archives room. A magic beacon that • Size: major (6)
can be seen from the village was
built on the top level. Underground, • Monks: 190 (10x10+90)
a cellar can be found and, at the
bottom, the entrance of a mine. The • Abbot level 10 (9+1 level/100
wizard uses the magic beacon to monks)
control the village inhabitants and
make them work in the mine to find • Additional locations: fountain
precious gemstones. (2), physician’s residence (3),
chapter house (1), barns and
Wizard stables (2)
• Activities: barley (beer) (1),
• Specialty: none (5) sheep (meat and wool) (10)
• Appearance: mysterious (10) • Workshop: candle makers (1)
• Goal: money (11) • Other: catering (3)
• Staff: otherworldly material (5) • Fame: architecture (2)
• Top: deer head (4) • Event: yes (1), now (2),
• Bottom: plain (4) disappearance of the abbot (4)

• Shape: curved (6) • History: destroyed then rebuilt

• Detail: cracked (2) “Our-Lady-of-the Poor” is a major


abbey led by a level 10 abbot where
The wizard has no specialty and 190 monks live.
studies all kinds of magic. They
look mysterious and their staff is The abbey buildings are protected
made of an otherworldly material. by a stone wall with a large gate.
Outside the walls are found the in a new architectural style. The
fields and the buildings related to abbot has disappeared, and the
farming (barns, mills, etc.). The area abbey’s residents are very troubled.
protected by the walls is 3 acres.

The following core locations are


found inside the walls:

• Abbot’s room,
• Cellars,
• Cemetery,
• Church,
• Cloisters and garden,
• Infirmary,
• Kitchen and refectory,
• Monks cells,
• Necessarium (latrines),
• Servants, laborers and
tradesmen quarters,
• Storehouses.
Additional locations are also found
inside the walls: a fountain, the
physician’s residence, the chapter
house, the barns and the tables.

The monks grow barley to make


beer and breed sheep for their meat
and wool. They also make candles
and do catering on the side.

The abbey is known in the country


for its architecture. Long ago, it was
entirely destroyed, then built again
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