#BattleBraunstein Pt.1: Blood in the Streets.
This Part 1 will be for the set-up side of things, and Part 2 will be for the execution.
The BRO side of twitter has been a buzz for the past 3-4 months, fully putting this years new hotness: The #BattleBraunstein, through its paces. True to Bdubs challenge, none of the Bro's want to get mogged and T-posed on.
Already, we've seen armies clash. Chthonic date nights ruined, City's reduced to irradiated wastelands by Aunties, Races to lost ruins and distant markets. Battling Gods, conquering Planets, reclaiming Baronies, planting the flag of Orkmerica and so much Goblin gen...war crimes.
However, I had a problem.
The BRO's were out here moving armies around. Using unit scaling to resolve diplomatic situations from their various campaigns through exercising both hard and soft power.
But my current campaign, the one I'd be using this Braunstein to shake up, was solely urban focused. Its difficult to move armies around unless the City is being besieged.
Don't get me wrong, I managed to make it work (barely) for the current Patrons. Though that lent heavily on pulling their forces from the module.
I thought of using the XGE - Urban encounter tables, but after a few test rolls I was unsatisfied with the outcomes. (1 Commoner and d6 Goats hardly felt like a challenge for 1 Bandit Captain and 5d10 Bandits all on Riding Horses - or maybe I'm just not creative enough)
As such I turned back to an old staple: [AD&D WINS AGAIN].
The Urban Encounters in the DMG are thematic, varied and can be easily built out to encapsulate what I felt I was looking for.
Well, BDubs gave us until June, why not set it then.
And would you look at that, it just so happens that there is an event on the 1st of June that could serve as the perfect light to set off this powder keg.
Next I was going to need Factions.
From the way the BRO's were talking I figured somewhere between 6-12 faction options would be about right. So I rolled 6 times on the Urban Encounters table and took the results for both Day and Night:
This also meant that each of the City Wards would each be the home base for 2 of these minor gangs. I took a leaf from the Domain level and let each Faction control 6 (contiguous) city blocks within their Wards.
With the loose Factions in place, I returned to fleshing out the overall objective. I really thank the BRO's like Vomitron, and Jon Mollison who showed clear win conditions were key.
I spent most of the prep phase making as much of the event as player facing as possible, being very green with AD&D 1e this also helped me get a bit more of a grasp upon it. However, I must agree with the common sentiment: that book is both non-Euclidian and Vancian in nature.
I re-tooled the entire Urban Encounter chart to fit the setting, as well as making it (for myself at least) more straight forward to roll up encounters with.
From the sublime "any City-watch encountered in the Field Ward is to be re-roll", to the ridiculous: the Harlot table was now broken down by City Ward.
- Field Ward: Slovenly Trull
- Dock Ward: Brazen Strumpet (75%), Cheap Trollop (25%)
- Southern Ward: Typical Streetwalker
- Trades Ward: Saucy Tart
- Castle Ward: Wanton Wench
- North Ward: Expensive Doxy
- Sea Ward: Haughty Courtesan
The next thing in question was the Weather, our campaign makes heavy use of the weather conditions and I needed a good way to represent them during the event. I rolled up the weeks weather conditions as usual, and adapted them thusly:
A nifty little thing with many of the city's sights and landmarks already keyed. It also has a handy feature which allows one to plot a route from A to B, and returns both the time required and the distance travelled.
Very handy for when your wandering encounter checks are to be done every 30 minutes.
Thus the overall goal of the Braunstein was to have your faction control the most locations within the Castle Ward, additional points would be awarded if at the end of the event the Faction was able to complete its own personal objective:
- Hold a Location: +2VP
- Hold a completed Personal Goal: +5VP
Each of the Personal Goal locations would provide that Faction a particular boon, and naturally there was overlap of these hotly contested locations between different Factions. I tried to make them so they could be used for not just pure mechanical purposes.
The Beggars can effectively change the landscape by securing two of the main thoroughfares through the Ward. Thus changing how Factions interact with the Encounter checks (take a longer route or negotiate with the Beggar Patron).
The City Guards could put pressure on the other Factions to resolve things through other means then direct confrontation.
The Pilgrims could control access to magical healing, a resource that can reduce the time Factions are out of the competition through healing naturally. Or even put their thumb on the scale when dealing with legal matters.
It also gave me time to iron out any snags and also get more comfortable with AD&D.
Pilgrims - 3d4 Normal persons. The alignment of pilgrims is
variable {35% LG, 20% CG, 10% N, 15% CE, 20% LE}, but that of a group is always
homogeneous. For every 4 pilgrims there will be 1 of unusual type {25% chance
that a 5th (50%) or 6th level monk will be with the party, a 10% chance that
there will be a fighter of 1d8 level, a 10% chance that there will be a thief
of 1d6+1 level, and a 5% chance that a magic-user of 1d4+5 level is with the
group}.
If the pilgrims are Lawful Good, the fighter will be a
paladin. If the party is Chaotic Good the fighter will be a ranger. If the
pilgrims are Lawful Evil, all of the pilgrims will fight as Berserkers,
although they will be armed only with daggers. If the party is Chaotic Evil the
thief will be an assassin of the level indicated.
As pilgrims are non-descript, it is quite probable that they
can be confused with other groups (bandits, laborers, and so on).
Pilgrims and monks will carry treasure type J. Fighters will
carry types L and M. Magic-users will have treasure types, L, N, and Q, thieves
types J, N, and Q.
There is a 5% chance that some high level member of the band
of pilgrims is carrying a religious artifact (TABLE (I.E.) Special). Any such
artifact will be carefully hidden and well guarded by traps and/or magic
devices.
[Personal Goal] - Control all the Temples in the
Ward:
- Spires of the Morning^
- Font of Knowledge^
- Halls of Justice^^
- Temple of the Seladrine^
- House of Two Hands^^^
^ [Special] - Holding any of these will allow you to charge
for certain Clerical services as per DMG pg.103/104.
^^ [Special] - Holding this may allow you to exercise some
discretionary power over any court proceedings.
^^^ [Special] - Holding this at the end of the week, you may
make 3 checks on the City/Town Encounters, and save for one, the others are
ignored. From the encounter, if applicable, you may collect from them a 10%
tithe.
Rakes - 1d4+1 young gentlemen fighters of 1d6+4
level. The rakes will always be aggressive, rude, and sarcastic. There is a 25%
chance per encounter they will be drunk.
The drunk character(s) will become sober roll of 10% or less
(out of 100%) if threatened, check each turn or melee round. (See Effects of Alcohol and Drugs in the DAMAGE subsection of COMBAT.)
Any Fighter will have an additional 5d4x10gp.
[Personal Goal] - Control all the trendiest locations
within the Ward:
- Shadow Alley^
- Mother Salinka's House of Pleasures
- Mother Tathlorn's House of Pleasure
- Phalantar's Philtres & Components^^
- Lightsinger Theater
- The Smiling Siren
^ [Special] - While this is held, you can collect fees from
anyone wishing to settle a duel within the City. The City Watch will turn a
blind eye, as long as there are no excessive deaths.
^^ [Special] - While held, you can fence stolen goods for
40% market value. If this service is offered to other Factions, you may decide
to keep the item in question. In which case they only receive 40% of its market
value. If you choose to sell the item; they receive 40% and you receive the
remaining 60% of its market value.
Tradesmen - 2d4 non-descript tradesmen (use DMG -
SECONDARY SKILLS TABLE, rerolling for 68-00). They are greatly valued citizens
and generally friendly with City Guards and City Watch, gaining a +5% bonus on Reaction Roles with
them for being a good will associated group.
Use the Standard Hirelings Table of Daily and Monthly Costs to determine weekly wages gained.
[Personal Goal] - Control all these profitable
locations within the Ward:
- The Market Hall
- Crammer's Warehouse
- Guildhall of the Order
- Diloontier's Apothecary^ {Potions}
- Halls of Hilmer, Master Armorer^^
^ [Special] - The first time the location is held, and again
if it is held at the end of the week. Roll on the accompanying Treasure table.
^^ [Special] - If held at the end of the Week use the Expert Hireling Monthly Cost to determine weekly profit gained. The additional +10% is determined by Skill Level and rolling to determine what piece was completed that week.
d3: Ring, Scale, Studded. d4: Ring, Scale, Studded, Splint.
d5: Ring, Scale, Studded, Splint, Chain.
d12: Banded mail, Chain mail, Great Helm, Small Helmet, Leather armour, Plate mail,
Ring mail, Scale mail, Large shield, Small shield, Splinted Mail, Studded
Leather armour.
If a leatherworker, tailor and/or woodworker are also
required, add the Weekly wages from their entry in the Standard Hirelings Daily
costs.
Werewolf - 1d4+1 werewolves. All day, and 50% of the night,
will be in their human form.
Any humanoid creature bitten by a lycanthrope for damage
equal to or greater than 50% of its total potential, but not actually killed
(and eaten), is infected by the disease of lycanthropy. If the person is
carrying belladonna there is a 25% chance that this will cure the affliction if
eaten within one hour. Note that this infusion will incapacitate the person for
d4 days and there is a 1% chance of the poison in it killing the creature.
Otherwise, a cure disease spell from a 12th or higher level
patriarch must be placed upon the creature within 3 days or it will become a
lycanthrope in d2 weeks.
Treasure Type: B
[Personal Goal] - Control all these hunting locations
within the Ward:
- Blushing Nymph^
- Guildhall of the Order
- Thayan Embassy^^
- Asmagh's Alley
- Sorynth's Silverware
^ [Special] - While this is held you may summon another pack
of Werewolves to assist you. They will scatter if this location is lost.
^^ [Special] - While held Non-Human Soldiers can be
recruited.
Rakshasa - 1d3 Rakshasa capable of using both magic user's
spells (up to 3rd level) and cleric's spells (1st level), which must be diced
for. They are not affected by spells under the 8th level. Rakshasas cannot be
harmed by non-magical weapons, magical weapons below +3 do one-half damage,
but hits by crossbow bolts blessed by a cleric kill them.
Fond of a diet of human meat, and as masters of illusion
they can easily gain this end. Rakshasas are able to employ ESP and then create
the illusion of what those who have encountered them deem friendly.
They can then withhold attack until their prey can be taken
off-guard.
TREASURE TYPE: F
[Personal Goal] - Control a web of intrigue within the Ward.
- Sharkroar: Harth Shalark's Broadsheets
- Thayan Embassy^^^
- Syndra Wands' Tower^^ {Rods, Staves & Wands}
- The Curious Past^
- Aurora's Realms Shop, Waterdeep Way Catalogue Counter
^ [Special] - While held you gain the services of 4d6 spies.
Use the Thieves' follower tables to flesh them out, they are still bound by the
Spy (Hirelings) rules.
^^ [Special] - The first time the location is held, and
again if it is held at the end of the week. Roll on the accompanying Treasure
table.
^^^ [Special] - While held Non-Human Soldiers can be
recruited.
Beggars - 1d10+1 person(s) (young or old; maimed, diseased,
or whole; religious or otherwise; male or female) beseeching alms. There is a
20% chance that a beggar will be a thief of d4+7 level.
A beggar has a slight chance (d8%) of knowing information of
interest to the character encountering him or her, but payment must be made.
Any Thief also carries 2d6x10gp.
[Personal Goal] - Control the most lucrative begging spots
within the Ward:
- The House of Two Hands^^
- The Red-Eyed Owl
- The Market^^
- The Street of the Sword^
- The Street of Silver^
^ [Special] - While these are held, you gain a 2nd unit of
Beggars, and any other Faction moving through must 'give alms' or be harassed
by d10-1 other nearby beggars.
^^ [Special] - Holding this at the end of the week, you may
make 3 checks on the City/Town Encounters, and save for one, the others are
ignored. From the encounter, if applicable, you may collect from them a 10%
donation.
City Guard* - 2d8 mercenary soldiers in the employ of the city as gate and wall guards. There will always be 1 higher level leader; 2 if more than 8 guards; or 3 if more than 12 - in addition to the 0 level guardsmen. Leaders are of d4+1 level fighting ability {attack/save as fighter of equivalent level, but with a d6 hit points}.
They will question suspicious persons, arrest law breakers, etc. In addition, the guard party will always be accompanied by a magic-user of d4 level who is indentured for 1 year for some service rendered to him or her by the city which was not repayable in some other manner (bad debts, resurrection, infraction of city rules, non-payment of taxes, etc.).
The Magic-user is also carrying 2d4x10gp.
[Personal Goal] - Control all these strategic locations within the Ward:
- Tower of the Order [Magic-user encounter]
- Bell Tower^
- Watch Tower 1^
- Watch Tower 2^
- Guard Smithy^^
- Guard Barrack 2^^
- Guard Barrack 3^^
^ [Special] - While both of these are held; City Watch patrol % chance per combat round is doubled.
^^ [Special] - While all 3 of these are held; you may
mobilise a 2nd unit of City Guard under your control. This unit is
disbanded/reassigned immediately should you lose control of any of these 3
locations. Regaining the lost location assigns a completely new 2nd Unit to
your command.
Merchant - 1d3 purveyors or factors with 2d4 mercenary guards (d4+3 hit points) with the merchant(s). Guards will be 0 level, with one Leader of d4 level.
A merchant will fear robbery, but is 10% likely to have useful knowledge for a price. 10% of merchants encountered will be rich, thus indistinguishable from an important city official or noble.
Merchants will individually have J, K, L, M, N, and Q treasures with them. The mercenaries will individually have type K, leaders type M.
[Personal Goal] - Control the whole Market in the Ward:
- The Market^
- The Market Hall
- Sharkroar: Harth Shalark's Broadsheets
- The Singing Sword
- The Cynosure
- Eilean's Maztican Delights
^ [Special] - If this is held at the end of the week. You may make 3 checks on the Temperate And Sub-Tropical Conditions: Inhabited And/or Patrolled Areas - Plains , and save for one, the others are ignored. From the encounter, if applicable, you may collect from them a 2% Duty tax, a 5% Tariff on Luxury Goods (10% of total merchandise value), and a 10% Sales tax from the Merchandise value.
Illusionist* - An illusionist of d4+6 Level with d4-1 apprentice illusionists of d4 level 50% of the time or d3 fighter guards of d6 for level 50% of the time. The illusionist typically wishes to be left alone.
Initial spells of the Master Illusionist are determined by rolling a d12 on the table of 1st level illusionist spells three times, and ignoring any rolls that result in duplication. They gain 1 spell of their choice per level of experience above 1st level, but other subsequent spells (Min/Max number per level) are diced for using the % Chance to Know.
Any apprentice will know the same overall repertoire as their master, but their own % Chance to Know will give their specific skill set.
Each Illusionist will also have 2d4x10gp, while any Fighter will carry an additional 5d4x10gp.
[Personal Goal] - Control the flow of magic-items within the Ward:
- Tower of the Order [Magic-user encounter]
- Syndra Wands' Tower^ {Rods, Staves & Wands}
- Blackwell's Fine Books and Good Tomes^ {Scrolls}
- Phalantar's Philtres & Components^ {Potions}
- Balthorr's Rare & Wondrous Treasures^ {Miscellaneous}
^ [Special] - The first time the location is held, and again
if it is held at the end of the week. Roll on the accompanying Treasure table.
For Miscellaneous roll a d6 to determine which Treasure table to roll on: 1 -
E.1, 2 - E.2, 3 - E.3, 4 - E.4, 5 - E.5, 6 - H.
Wererats – 1d4+1 of the creatures. In daylight, it is 90% likely that the wererats are in human form, at night it is 50% likely they will be in human form, 50% for giant rat form.
They are capable of summoning and controlling giant rats, each wererat doing so with 2d6 of the creatures. The summoned rats will aid the wererat by whatever means they possess, staying until a fight is over, a specific mission is finished, the wererat is safe, he or she sends them away, etc.
Any humanoid creature bitten by a lycanthrope for damage equal to or greater than 50% of its total, but not actually killed (and eaten), is infected by the disease of lycanthropy. If the person is carrying belladonna there is a 25% chance that this will cure the affliction if eaten within one hour. Note that this infusion will incapacitate the person for d4 days and there is a 1% chance of the poison in it killing the creature.
Otherwise, a cure disease spell from a 12th or higher level patriarch must be placed upon the creature within 3 days or it will become a lycanthrope in d2 weeks.
Treasure Type: C
[Personal Goal] - Control all these warren locations within
the Ward:
- Crammer's Warehouse
- Blushing Nymph^^
- Balthorr's Rare & Wondrous Treasures^
- Phalantar's Philtres & Components^
- Paethier's Pipeweed
^ [Special] - While held, you can fence stolen goods for 40%
market value. If this service is offered to other Factions, you may decide to
keep the item in question. In which case they only receive 40% of its market
value. If you choose to sell the item; they receive 40% and you receive the
remaining 60% of its market value.
^^ [Special] - While held, you can summon another 'unit' of
Wererats. They scarper should this location be lost.
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