Baggage Trains

Combat | DM / Character | Equip

Replaces Detailed Accounting: The Baggage Train, as a mechanic, is another means of trying to deal with the mundane day-to-day life elements of having a band of “adventurers”. Like bannermen, sponsorship or patronage, the goal is to account for the daily costs without becoming an inventory management exercise. This assumes the group and/or GM does not want to deal with most of the issues around it, though managing these elements may be part of the fun for some groups. Detailed management of resources can also facilitate roleplaying and adventure hooks rather than detract. Each play group must decide how to handle it.

Source of Supplies & Services: A “Baggage Train” is really just a group of individuals and materials that travel with the Player Characters and provide logistical support. It is a type of Sojourners Kit/Package. Depending on the measure of it, it ranges from simple shelter and services to extensive shelter, specialized services, and constant resupply. Munitions refills, mundane equipment of all kind, and armament repair can be made, rest is safe and healthy (where the locale allows), riding horses/vehicles and fuel/feed and camp travel is covered, etc. The members handle materials/equipment related to their role, inventory, ordering and interfacing with locals. Each time the group stops to make a camp (either by literal camping or finding some place to rent and securely store their goods to create a base of operations) the members work to set up spaces for each PC and to process any related job members have within the camp. The PCs will allocate funds each month based on a setting’s Cost Portion and will not have to track monthly supplies. A baggage train mechanic exchanges money/cost for ease of use and ignoring some of the more realistic management of resources.

  • Simplify Encumbrance: Let the PCs have a way to effectively manage loot and equipment that accounts for the ability to secure it, store it, examine it, and move it when needed without doing inventory management.
  • Sets a slow, predictable & consistent travel rate. It moves at slowest and/or safest rate of constituent parts – vehicles, mounts, etc.
Common Roles & Crew/Positions

A central Quartermaster is not required, inventory is managed by subject and role. Such a role can be added to manage items of value stored with the Baggage Train.

  • Teamster: Managing shelter arrangements and setup; Hauling, moving, lifting, and outfitting for sojourns, etc.
    > These people ensure the kits, packs, and other personal gear are ready any time PCs leave camp (ex: Fantasy Starting Trek Package).
  • Greaser: Managing travel means – acquisition & maintenance of mounts and/or vehicles
  • Steward: Managing small/portable livestock, provisioning sustenance and mundane supplies and meal preparation/cooking; health & safety, cleanliness & waste/garbage + guest service
  • Mender: Acquire and maintain armaments and defensive elements – crafter, tinker, etc. for differing materials & technology

Rudimentary Baggage Train

Staffing: PCs fulfills all staff roles and wrangles setup and tear down.

Breakdown/Setup: 1 hour

Level of Benefits

  • Security: None
    > All loot in secure containers with locks

  • Travel Conveyance:
    • Train: 4 mules/donkeys & cart or equiv. (covered) + spares = Must be supplied by PCs.
    • Personal: Must be supplied by PCs. + spares = Must be supplied by PCs.
  • SKILLS: None
  • Health: Standard Healing rate
  • Armaments: Light armaments only, light shields and weapons, a backup for each PC weapon.
    • Repair Rates: None

Baseline COST = [cost-portion] x 1 per month
> Costs Covered Initially = 3 months

Minor Baggage Train

Staffing: 2 NPCs in staff roles that wrangles setup and tear down.

Breakdown/Setup: 2 hours

Level of Benefits

  • Security: Partial Cover
    > All loot in secure containers with locks

  • Travel Conveyance:
    • Train: 6 mules/donkeys & 2 carts or equiv. (covered) + spares = half
    • Personal: 1 donkey per PC + spares = None
  • SKILLS: (NPCs have some measure of) Cooking, Appraising, Influence, Athletics, Tinkering
  • Health: Standard Healing rate
  • Armaments: Medium armaments only, most simple weapons, a backup for each PC weapon.
    • Repair Rates: 1 Resilience/Short Rest

Baseline COST = [cost-portion] x 2 per month
> Costs Covered Initially = 6 months

Major Baggage Train

Staffing: 3 NPCs in staff roles that wrangles setup and tear down.

Breakdown/Setup: 2 hours

Level of Benefits

  • Security: Partial Cover + Mundane Alarms
    > All loot + supplies in secure containers with locks

  • Travel Conveyance:
    • Train: 8 horses & 2 wagons or equiv. (covered) + spares = Half
    • Personal: Riding horses (or equiv.) + spares = None
  • SKILLS: (NPCs have some measure of) Cooking, Appraising, Influence, Athletics, Tinkering, Crafting (wood and leather)
  • Health: Standard Healing Rate + Portable Healing (non-cumulative per Short Rest): 5 pts Health per character – must be near a Settlement for resupply.
  • Armaments: Medium Armaments, all Shields, all simple weapons and a backup for each PC main weapon
    • Repair Rates: 2 Resilience/Short Rest; Must be near a Settlement for resupply.

Baseline COST = [cost-portion] x 3 per month
> Costs Covered Initially = 6 months

Exceptional Baggage Train

Staffing: 5 NPCs in staff roles that wrangles setup and tear down.

Breakdown/Setup: 2 hours

Level of Benefits

  • Security: Partial Cover + Mundane Alarms, Sentinel Animals/Robots/etc. (will automatically attack and have commands/priority)
    > All loot + supplies in secure containers with quality locks (+4) & set with alarms

  • Travel Conveyance:
    • Train: 10 horses & 2 wagons, 1 cart or equiv. (covered) + spares = Half
    • Personal: Riding horses (or equiv.) + spares = Half
  • SKILLS: (NPCs have some {max level 3} measure of) Cooking, Appraising, Influence, Athletics, Crafting (wood, leather, and metal)
  • Health: Better Healing rate + Portable Healing (non-cumulative per Short Rest): 5 pts Health per character for 3 Short Rest cycles – must be near a Settlement for resupply.
    + Covers needs for diet/Sensitive Digestion.
  • Armaments: Heavy armaments, all defensive and offensive measures available by setting, a backup for each PC weapon.
    • Repair Rates: 4 Resilience/Short Rest; Must be near a Settlement for resupply.

Baseline COST = [cost-portion] x 4 per month + 5% of all mundane real wealth gained by PCs
> Costs Covered Initially = 1 year


i20™ Baggage Train Details

Survive Attack/Party TPK: Suggested (this is not required) > If there has to be a battle to return home/to base, escape being cut off or taken captive, etc. each character in the Baggage Train should make a death save (modified by Perception). Failure indicated Wounded condition and a permanent -1 Health with a scar to show for it.

iCore iCore™ Baggage Train Details

Survive Attack/Party TPK: