#BattleBraunstein Pt.1: Blood in the Streets.


I've split the #BattleBraunstein posts into 2.
This Part 1 will be for the set-up side of things, and Part 2 will be for the execution.
Shout out to Night Danger.


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.

Thus my first thought was to run some sort of Gangs of New York going on in the background. However, 5e can't really be used to flesh out the quantity of forces under each players command. 



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.

**********
First thing first I needed, as the theatre kids say, an inciting incident.

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:

Factions:

69 - Pilgrim, Rake
 
96 - Tradesmen, Werewolf

72 - Rake, Rakshasa

11 - Beggars, City Guard

59 - Merchant, Merchant

42 - Illusionist, Wererats (rolled as Giant Rats)


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
"Sly Pimp: If encountered in the Trades wards the Pimp will hail potential clients from within a hired carriage, he will be accompanied by 1d4+3 working girls. If encountered in the Dock wards the Pimp will be hanging out on a street corner, enticing clients into a nearby building with 1d10 working girls."

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:

"Thick Fog (Between Midnight and Noon: Treat Encounter Distance as Forest), Heavy Rain (Between Noon and Midnight: Treat Encounter Distance as Scrub)"

In 5e Heavy Rain reduces visibility to 60ft, while Thick Fog reduces visibility to 30ft. I thought the easiest way to model this in 1e was to change the Encounter distances.

**********
The overall objective was as follows: The two major gangs of the city have been cleared from one of the City's Wards. This was done during a heavy crackdown by the City Watch. Leaving fertile ground for some of the minor and lesser gangs within the city to gain a foothold.

The Ward in question was randomly determined to be the Castle Ward, which is the hub of the city and houses both the bureaucracy (city hall, courts, military headquarters etc) and the city's largest market.

Now, at the table game we use a rather handy interaactive map of Waterdeep.

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.

And the fact that many locations were already marked, made it even better when it came to assigning specific locations to the factions. Locations which would constitute something of a personal objective.


[Light Blue: City Property, Red: Inns, Yellow: Temples, Green: Guildhalls, Pink: Businesses, Dark Blue: Warehouses, White: Streets]

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:

"Win Condition: Scoring the most Victory Points (VP) from held locations, at the end of the Braunstein.
            • Hold a Location: +2VP
            • Hold a completed Personal Goal: +5VP
In the case of Alliances, Victory Points for holding a location are divided amongst every Faction that controls it.

A Faction can be removed from play by destroying their starting "Domain", provided they do not control any other locations. If they do, they may designate any location they hold as their new HQ. Any treasure left at the location will be looted.

Controlling a location is done in much the same way one would secure a larger domain. The current occupants must be defeated, driven off or subdued. As such, a Faction need only move to the location marker (checking for any Encounters enroute) and, as an "encounter" is guaranteed, roll on the appropriate d100 encounter chart.

If the location is already controlled by another Faction, or two Factions attempt to control the same location at the same time. You shall be informed and should move to another VC to resolve the matter. Making the Referee aware of the outcome."

I took some inspiration from Gelatinous Rube's Chill Mist Valley campaign.

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.

The Full List is Below.

**********




Character generation was done using the method for generating NPCs, while also keeping to the Intelligence noted in the Monster Manual.

Normal Men were treated as General Characters. Those with Classes were treated as Special, as were the more monstrous of the Patrons.

The last thing of note is that the server would be operating on 1:1 time pacing when it was opened on the 2nd of May. This gave prospective Patrons a full month to plan, scheme, and get to grips with AD&D.

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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