Roll a D10 and see what type of caravan meets your party.
1 – Poor Caravan:
A meager caravan with little to trade. The caravan master, Ali, explains that
they were attacked mid-route by a set of bandits with a sorcerer. This caravan
has little to trade and is desperately low on vital supplies like water.
2 – Foreign Caravan:
A caravan of foreigners arrives with goods that cannot normally be acquired in
this area. Communications tends to be a problem due to different native
languages and customs. If a trade is conducted, roll a d10. On a 1, there is a
misunderstanding that is grave and dangerous. A duel or contest of strength might
be required to resolve the conflict. On a 10, there is a misunderstanding that
is beneficial, if not comical for the PCs. Maybe one accidently marries someone
in the caravan with a really cool hat, or does not understand that the trade
comes with a herd of livestock. On a 2-9, the trade proceeds as normal.
3 – Seer Caravan:
A caravan with a powerful Hakima (Wise Woman) arrives and is willing to help
the PCs in their endeavor. They will host the PCs up to three days with food
and lodging and any wounded will be treated. The final night the PCs are in
camp the Hakima will coax Fate and try and provide insight to each of the PCs.
These predictions can be pleasant, or possibly painful, the DM is encouraged to
come up with appropriate messages for the players. If you want to randomize the
message, roll D6, 1-3 a pleasant prediction, 4-5 and mixed result, and 6 a
painful message.
5 – Nomadic Caravan:
A desert tribal caravan appears in the distance. They will act with extreme
caution sending out a scout party to investigate the PCs. The caravan will
start as mildly hostile, but with clever role-play the PCs could be welcomed in
for the night. The tribal caravan knows the terrain extremely well and can
answer any questions the PCs might have about the nature of the area they are
traveling. They know places to avoid, the best oasis, the types of dangers that
might be posed, etc.
6 – Thieves Caravan:
A false caravan approaches full of bandits and thieves. The bandit gang will
pretend to be an honest caravan looking to trade. Careful PCs will notice
certain things out of place, like the bandits not knowing how to read their
accounting books, blood on some of the goods, often the caravan animals will
react as if they do not know the bandits, etc. If the PCs do not discover the
ruse, at night the bandits will attempt to rob them of their goods and make
off.
7 – Undead Caravan:
A caravan of the dead approaches. From a distance this caravan looks like any
other, but as it grows nearer PCs might notice that something is not right. The
caravan might be run by a powerful Ghul-Sorcerer, or possibly a Ghul
Overlord themselves. The undead use the caravan as a disguise to lure travelers to
trade then add them to their horde, or feast upon them. The caravan
consists of 2d10 skeletons, 1d8 Ghuls, and a Ghul-Sorcerer or Ghul Overlord.
8 – Illusory Caravan:
A caravan mirages is in the distance, if the characters choose to approach it
they will discover it does not exist in 1d6 hours. The time to discovery can be
halved if traveling with an expert in desert terrain that succeeds at a WIS check.
9 – Multiple
Caravans: A large group of caravans are off in the distance is in camp. The
camp has at least 2d100 + 50 people in attendance. As the PCs approach it seems that the caravans
are celebrating a high holiday/wedding/local festival etc. As long as the PCs
show no ill intentions, they are invited to join the revelry. If the PCs decide
to provide a gift/donation to the event, the caravans will be so honored they
will return the gift/donation in some other form with twice the value. The
celebration will last 1d10 days.
10 – Extradimensional
Caravan: A caravan of genies approaches rapidly upon the dunes. Roll a d8.
On a 1-3 it is a caravans of Jann, on a 4 Djinn, on a 5 Efreeti, on a 6 Marid,
on a 7 Dao. If you roll an 8, roll again twice and combine the results. If the
PCs choose to engage with this caravan the results will vary greatly depending
on which type of genie they encounter. Jann and Djinn are generally helpful, if
not playful. Marid believe themselves above all mortal affairs, and might just
ignore the PCs. Efreeti and Dao have a tendency to enslave mortals, but might
want to have fun with cruel pranks. If the PCs can trick them, they might earn
their respect though.
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