Friday, August 1, 2025
Friday Encounter: Tithe Collection
Friday, January 24, 2025
Friday Encounter: Double Agents
Background
Like many small feudal subjects, the village of Rielenberg answers directly to its lord. Also like many small feudal subjects, the results of this arrangement depend heavily on how reasonable this particular lord is. Rielenberg, as it so happens, is under the thumb of Baroness Gloria von Habischem, a woman who believes it is the right of all nobility to do as they will, unfettered by the voices of the peasantry. After all, they should be grateful the nobles even allow them to stay on their land - who are they to complain?
Recently, Baroness Gloria's forces repelled a bandit raid elsewhere in her territory, but the cost of maintaining and raising a sufficient army put strain on her coffers. In response, she subjected the people of Rielenberg to crippling taxes in order to make up the cost. For the people of Rielenberg, who have long felt that the nobles were uncaring and indifferent to their concerns, this was the last straw. The people are planning a revolt in secret, uniting around the leadership of the blacksmith Lorenz Bahr, a charismatic visionary who feels the time is right for the peasants to fight for their freedom. Though they are sure they don't stand a chance in a head-on assault of the Baroness's castle (not knowing how meager the garrison is), they have begun stockpiling weapons and plotting movements to disrupt her patrols in what they hope will be the first step in a long guerilla war.
However, the forces of the Baroness have picked up rumors of these plans. And when the PCs arrive on the scene, it'll soon be realized that their status as outsiders could be valuable to either side...
The Encounter
While traveling, the PCs should come upon either the village of Rielenberg or Baroness Gloria's castle, which is located about a mile to the northeast. Decide which location you would prefer to use. The players may be swayed by whichever side they hear from first, so keep that in mind.
If they go through the village first, they will find the people are struggling to sustain themselves under the burden of taxation - their fields are poor, they don't have much to sell at the market, and they can barely scrounge together enough food to offer a meal at the local tavern. If the PCs enquire about this, the people will explain that they are suffering under the Baroness's taxes. They will direct them to Lorenz, who they explain is forging weapons on the side and hiding them at caches around the village (in barrels, under hay bales, and the like). Lorenz sees an opportunity in the party - as experienced fighters, they might stand more of a chance in taking on the Baroness's forces than any of them could alone. If they seem trustworthy, he will let the party know of the location of his weapon caches and inform them that he is planning on ambushing a patrol of the Baroness's guards under the cover of night in three days' time, where he plans to hold the guards for ransom. He invites them to participate if they wish.
If the party visits the castle first, they will similarly discover that it is facing hard times. The castle's halls are empty and the guards are few in number, making it clear that it was built to hold a larger garrison than it currently does, and everything is covered in dust, as there are not enough servants to attend to its upkeep. If the party seeks an audience with the Baroness, it will be granted; alternatively, if there are any nobles in the party, one of the Baroness's knights will invite them to the castle, hoping that they might be sympathetic to her cause. There, the Baroness will explain her situation, noting that she suspects that the peasants are planning an uprising under her nose - they have, after all, been speaking in whispers whenever the guards are around, and moving around barrels and hay bales for seemingly no reason. The castle surely will not be able to defend itself against a revolt unless it is crushed soon - and she hopes the PCs might be able to turn the tide. She requests that the PCs gather information on any potential revolts, reporting back to her on their movements or leaders. She emphasizes that under no circumstances can the peasants learn that the castle is undermanned, or they would surely be emboldened to attack.
For this encounter to work properly, the PCs should have the opportunity to visit both parties and hear both sides of the story. Both factions feel the party would be able to help them - as outsiders, they would hold no preconceived loyalties. Naturally, this makes for the perfect opportunity for the PCs to act as double agents - they have information on each side that the other side would want. It's only a matter of choosing which side to aid.
Further Developments
If you want, you could easily extend this encounter with the PCs performing missions for whichever side they choose. The peasants, for instance, might request the party's aid with transporting weapons to potential allies, while the nobles might need them to set a trap for the peasants during one of their mobilizations. To make things really interesting, both sides can give the PCs missions as long as they believe they're on their side, and the PCs can aid or sabotage them accordingly. You can keep this going as long as you, and your players, find it entertaining.
The end goal for the peasants will be storming the Baroness's castle and deposing her from the throne, while the end goal for the nobles will be stamping out the leaders of the rebellion. Ultimately, the conflict should culminate in one of these things, and the PCs may well be involved on the front lines.
If the PCs sided with the peasants, the people of Rielenberg will have little to offer them, but they will be hailed as heroes every time they return to town, and the people will be happy to provide them aid. Any of the townsfolk will give them a bed for free if they need to stay the night, and they will lend their services if called upon to the best of their ability. Lorenz will also offer to forge each of the PCs an enchanted weapon of their choosing - it has +1 to all to-hit and damage rolls, or +2 if the attacks are made against a noble or similar authority figure.
If the PCs sided with the nobles, Baroness Gloria will be thankful for their aid and grant them all knighthood, with all the privileges that entails. They will be able to stay at the castle as welcome guests whenever they wish, and she will provide them land on which to establish a manor of their own. This could be a good introduction to domain-level play, if one so desires.
Regardless of the outcome, the status quo will surely be shaken up, and this can be used to fuel further adventures. If the Baroness is deposed, it will leave a power vacuum that must be filled at some point - and her feudal masters might step in, not wanting to leave such a powerful peasant levy unchecked. If the rebellion is crushed, it might well inspire another such group to take up arms some time down the line, seeing the attacks on the people of Rielenberg as a gross abuse of power they are motivated to fight against. And the bandits that plagued the Baroness's forces might well return, too...
Friday, March 29, 2024
Friday Encounter: The Magnificent Party
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If I had a nickel for every time I blogged about a guy named Akira who inspired me, I'd have two nickels, which isn't a lot, but... |
I don't think it's a coincidence that Kurosawa's work - and Seven Samurai in particular - has been adapted into so many different genres. The basic framework can just as equally be applied to a Western like The Magnificent Seven, a space opera like Battle Beyond the Stars, and whatever A Bug's Life is. I think they can easily apply to medieval fantasy too, and that's what this encounter looks to investigate. Not only would it be a fun scenario for a tabletop session, it also flips the script to allow the PCs to be defending an adventure site rather than invading it, keeping things fresh!
The Magnificent Party
The easiest way to run this encounter is to have the PCs stumble upon a beleaguered village while on a road, but it could just as easily see the townspeople go to find the PCs elsewhere while seeking aid. While you could drop it into an existing campaign, it might also work as a one-shot scenario, in which case the party could be brought together from a number of different backgrounds, all recruited for a common goal. Alternatively, one could use it as the first session of a campaign to serve as the origin story for the party (it worked for the TV series), though it might be a bit deadly at lower levels.
Background
For a long time now, the village of Tracenka has been under the grasp of a maraudng band of orcs, who demand tribute from the townspeople in the form of crops and other goods. The village is far from the authority of its feudal lord, and the townspeople are growing tired when help has not arrived. Recently, the village elder has received intelligence that the orcs are planning on attacking the village at nightfall - but this time, he intends things will be different. This time, he hopes to recruit the PCs to defend the town against the orcs. But the orcs will surely not surrender without a fight...
The Encounter
This encounter is essentially split into two parts. When the PCs arrive in Tracenka, they will have twelve hours before the orcs attack. This will give them time to prepare for the battle.
Use the map below to plan the encounter and to run the battle. It is helpful to provide it to the players to aid in their planning efforts as well.
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Click to enlarge |
I recommend using this encounter with my terrain rules for a more interesting experience. I marked a few areas on the map with terrain tags that would apply:
A. Well (Climbable, Concealing, Three-Quarters Cover, High Ground, Pit)
B. Barrels and crates (Concealing, Three-Quarters Cover)
C. Fences (Climbable, Concealing, Three-Quarters Cover, High Ground, Impassible, Ledge)
D. Balconies (High Ground)
E. Sheep flocks (Wildlife)
Here are some options for preparatory work the PCs may do before the attack:
- Fortifications:
- A high barricade spanning ten feet can be constructed in two man-hours (ie. a single PC can construct the barricade in two hours, or two PCs can construct it in one). The barricade provides full cover and is impassible. A creature can destroy the barricade in two rounds using their action to attack it, or two creatures can destroy it in one round. A large creature can destroy the barricade in one round.
- A low barricade spanning ten feet can be constructed in one man-hour. The barricade provides three-quarters cover and has the Climbable, High Ground, and Ledge terrain tags.
- A trench spanning ten feet in length and five feet deep can be dug in two man-hours. The trench provides three-quarters cover to creatures inside of it and serves as difficult terrain for creatures passing it. It also has the Climbable, High Ground, and Ledge tags.
- A pile of trash serves as difficult terrain for creatures passing it. It can be constructed in one man-hour.
- Traps:
- Caltrops can be made out of nails and cover a 5-foot square area. It takes thirty minutes to lay 5 square feet of caltrops.
- Grease can be laid over a 5-foot square area and behaves as the spell. It takes thirty minutes to lay 5 square feet of grease.
- Tar can be laid over a 5-foot square area. Creatures passing through tar, or starting their turn in it, must make a DC 12 Strength saving throw or be grappled until their next turn. It takes thirty minutes to lay 5 square feet of tar.
- The village has access to three hunting traps which may be placed anywhere on the map. For the purposes of balance, it takes thirty minutes to lay a hunting trap, including any owned by the PCs.
- Training:
- There are twelve able-bodied men who might be able to be trained into a reasonable fighting force to defend the town. They can be armed and given rudimentary combat training at a rate of one man-hour per villager. For each villager trained in this way, add an NPC scout to the party during the combat.
Round 1: 2d6 goblins
Round 2: 2d6 goblins
Round 3: 2d4 hobgoblins
Round 4: 1d6 orcs
Round 5: 1 ogre
Round 6: 2d6 orcs
Round 7: 1d4 bugbears
Round 8: 1d4 orcs and 1 orc Eye of Gruumsh
Round 9: 2d6 goblins and 1d4-1 (minimum 1) orogs
Round 10: See below
At Round 10, the leader of the band - an orc war chief named Orgha Broken-Tusk - decides that any fighters who can hold out this long against his army must be worthy challengers and descends to the village with his retinue of bugbear bodyguards, equal in number to the number of PCs minus one. He demands the fighting pause so that he and his retinue may engage the party man-to-orc in single combat. If Orgha is killed, however, the battle will immediately resume with the rest of the orcs joining in.
At five rounds after Orgha is killed, or 20 rounds after the start of combat (whichever comes first), the orcs realize the fighting is futile and retreat. The battle has been won!
Further Developments
If the orcs are successfully driven off, the village elder will thank the PCs and agree to provide them with 30 GP and five rations for each party member, plus a single ring of evasion. He admits that it isn't much and apologizes that he didn't have more to give. Still, the party will be hailed as heroes whenever they return to town, and any villager will gladly provide them a free bed and meals. You may want to mark the location of the village on a hex or point map, if using one, to keep note of it in case the PCs revisit it.
The orcs will not attack Tracenka again, having been shown how fierce its defenders are. However, they will not forget how formidable of foes the party was. It is possible they will send another champion to challenge them at some point - or perhaps Orgha himself, if he survived the battle, may become a recurring adversary, seeking a rematch.
Tuesday, November 1, 2022
Historical Versimilitude for Fun and Profit
Some time ago, I wrote a post explaining the phenomenon of Flintstonism - the idea of ostensibly setting a story in historical era (or something resembling a historical era), but with the conceptions of modern times. As I stated there, there's nothing wrong with that - it can make topics more relatable and more relevant for modern-day readers, or in this case, players. However, if you would like your ancient or medieval fantasy game worlds to feel more authentically historical - or just add some color to your setting - here's a few simple examples of things you can play with. For each, I've included a couple of adventure seeds to show how you can exploit these differences for interesting gaming sessions (and introduce them to players in the process), but of course, the possibilities are limitless.
A note before we begin: these are obviously complex subjects, and there was immense variation between different eras and regions. This isn't meant to be an educational piece, more of just some examples of historical details and practices that can create fun opportunities in an RPG and allow for worldbuilding. Those more interested in the subject are encouraged to research further.
Inns
On my last post, the esteemed Solomon VK of World Building and Woolgathering (a blog worthy of a look!) described how he forced his PCs to share a room at the inn in order to shake up their expectations of what inns were like. That's a good example of using historical versimilitude to provide new challenges in gameplay.
The inn is a staple of medieval fantasy, and it's particularly close to the heart of many a gaming group - "you all meet at an inn" is such an oft-used start to a campaign that many DMs have gone out of their way to look for alternatives. Unfortunately, the inns most D&D players think of have more in common with a modern-day hotel than anything from the Middle Ages. Most often, every patron will have a private room with their own bed, or perhaps two beds to a room, enough for everyone to comfortably split up. It's the sort of convenience we're used to - but your average medieval peasant would likely find it an incredible luxury.
Some inns might have private rooms, particularly larger ones in larger cities or well-traveled roads. But it'd be more common for patrons to retire to a common room with multiple beds, and often, they'd pack as many people into each of those beds as possible. Sharing a bed with a complete stranger seems unthinkable now, but when space and money was scarce it was simply the most practical thing to do. Even then, sometimes travelers wouldn't even have that - after the bar on the ground floor closed, the tables would be turned into sleeping spaces for the patrons. With the idea of the quaint, rustic, comfortable inn so ingrained in the popular imagination, forcing a party to cram onto the same mattress as a couple of strangers is sure to shake up expectations, and would likely provide for a memorable experience - certainly more so than the everpresent inn cliches would.For that matter, the concept of inns as a discrete business was far less common than those raised on RPGs would be likely to believe. Many times, an inn was simply the house of one of the townspeople who opened their doors for travelers, who shared the same living space and accommodations. Other times, travelers would have to settle for sleeping in a barn. This might seem risky, but it was generally agreed to be a serious crime to betray hospitality, and many cultures respected this; for an excellent exploration of the concept of the guest-right in a fantasy setting, check out this post from Rosalind Chapman. Another interesting detail is that the conversations between travelers and their hosts were often how news spread in times before mass media and widespread literacy - which means it would be a great opportunity to sprinkle in rumors and adventure hooks, or even have the exploits of the PCs grow into tall tales. Perhaps their stories of recovering treasure from a sleeping dragon's hoard pass from their host to others, drawing the attention of curious villagers who end up drawing that dragon's ire!
For more information, Annwn Magazine published a quite extensive review on the subject, available here.
Adventure Seeds
- At an inn, the PCs must share a communal bed with a few other patrons - one of whom is an old enemy of theirs from the past. Are they plotting something, or will they respect the guest-right? Can they be trusted?
- When their travels take them to a remote village far from any major roads, the PCs find that there hasn't been enough traffic to justify the construction of an inn - and the townsfolk are slow to trust outsiders. How will the party win their good graces?
- An ally of the PCs can't pay tithes to their lord, and now they risk being cut off from their protection - and with threats afoot, that's too great a risk to afford. Will the PCs solve the problem keeping them from their duties? Will they appeal to the lord instead?
- Two minor nobles covet each others' land, but they're both vassals to a count who would like things to stay peaceful. When one of them has his men disguise themselves as bandits to wage war under their masters' nose, will the PCs discover there's something bigger at play?
- The PCs are in a village where the local cult of the cleric's patron deity practice a form of trial by ordeal - but the cleric finds they (or others they know should be) aren't protected. Has the village fallen out of favor with the god, or is it all a ruse to control the populace?
- An outlaw takes shelter in a temple, insisting that they're wanted for a crime they didn't commit. An angry mob has surrounded the temple waiting for them to emerge, and the priests are growing impatient. Can the PCs clear their name before the oath of sanctuary is broken?