Randomizing My Way Through Tomb of Annihilation

The past month, I’ve been running Tomb of Annihilation, in 5E D&D, for two different groups. The first group includes my daughter, step-daughter, and their friends. The second group includes friends from high school and college. I also have a 3rd campaign in the mix as well; A Labyrinth Lord game for my step-daughter and her 6 to 9 other theater friends (and not Tomb of Annihilation).

Tonight, my daughter and step-daughter’s group left Port Nyanzaru. This coming Thursday, I assume the other group will also leave Port Nyanzaru.

With my daughter and step-daughter’s group, I used the recommended hooks for character backgrounds to steer them to Chult. For my friend’s group, they all decided that they were a musical band benefiting from the patronage of Syndra Silvane.

While in Port Nyanzaru, each group learned different information (via a rumor table). They received guidance from different people (via random side quests). They have three things in common:

  1. They both went to Watangu and got the same quest (one gets a spellbook the other a bag of holding). Oddly, they both attempted to persuade him and each group rolled a 1.
  2. They both opted to stay at the Thunderous Lizard, each getting a free night stay (one through a swindle, the other through a rocking performance).
  3. Chaos is the predominate alignment; The high school group is all chaotic, the other group is all chaotic except the roadie and the band manager.

As they journey into the jungle, I’m sure the random encounters will push further divergence. Already the high school group encountered two formative random encounters; a tabaxi hunter and a red wizardess. In the book, these encounters are rather sparse. However, with some role-playing and an odd bargain, the tabaxi joined the group to help them navigate the jungle.

The odd bargain emerged from rolling a random Tabaxi Quirks and Motivations from Volo’s Guide to Monsters. String of Yarn, the tabaxi hunter, sought to find lost civilizations. And never wore the same clothing more than once. With a bit of back and forth, String of Yarn will wear the characters clothes (and costumes) as they travel. In return, he’ll help them navigate through the jungle.

And the party wouldn’t have learned about the tabaxi hunter had they not had a random encounter with flying monkeys. The party did not escalate to violence and instead the bard cast speak with animals learning that they were being followed.

Random encounters are the lifeblood of any and all adventures that I now run. In Tomb of Annihilation, each group will experience a similar game, but the details will vary. And in that variation, we’ll find surprises to which we must all react.

Guess Who’s Coming to Bitterweed Barrow?

Since our first session at Better World Books – Goshen, players have tested their mettle through four 0-level character funnels.

Surviving characters have joined in the larger campaign. I’ve decided that each of these adventures started in Bitterweed Barrow. And with such drastic changes, I need a procedure to emulate the gold rush.

The Procedure

With the news of grave goods in the Bitterweed Barrow environs, many aspirants are seeking their fortunes or at least opportunities in Bitterweed Barrow.

For each two weeks of in-game time that has passed and for each session that has passed since the character’s have been in Bitterweed Barrow, roll on the following table to see who has begun coming to Bitterweed Barrow:

d30 Guess Who’s Coming to Bitterweed Barrow?
1-12 1d8 0-level commoners (50/50 chance of adventuring or seeking work)
13 A merchant peddler with supplies for sale
14 Adventurers: 1 – a group of 1d3 + 1d5 adventurers (level 1), 2 – a lone adventurer (level 1d3+1) and 1d6 hirelings, 3 – a group of 1d7 adventurers and 1d4 hirelings
15 1d6 acolytes of: 1 – Set, 2 – Orcus, 3 – Justicia, 4 – Nergal, 5 – Ramat, 6 – Other
16 A traveling bard with other tales
17 A tax collector and 2d6 soldiers in the name of Duchess Zelene Oči
18-19 Raiding party (2d12): 1 – Orcs, 2 – Human brigands, 3 – Hirot, 4 – Another kingdom
20* Jarl Henrick, his thegns, and Sylle Ru (from Hirot)
21* Sylle Ru and 1d3 thegns of Jarl Henrick (from Hirot)
22* Master Jenks, Oleen the Imp, Catkins, Wee Tocs, and Wolf (from Hirot)
23* Lloré and Morgan Haverson (from Hirot)
24* Brother Aker (from Hirot)
25* 1d3+1 of Iraco’s hunters and 50/50 chance Iraco (from Hirot)
26* A time traveller
27* An astrologer with outlandish prophesies
28-29* A journeyman smith and 3 laborers; Replace with a trained craftsman
30* A chronicler from the great city (Punjar, Lankhmar, etc)
* – When rolled, replace with a new entry

Unless they are coming from somewhere specific, where are they coming from?

d10 Where are they coming from?
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest
9-10 [Roll again 1d8] of Hirot

For each adventuring party send them through the Paul Wolfe’s Virtual Funnel in Gong Farmer’s Almanac 2015 (Consolidated p332) in between sessions.

Preparation for Session 2 of DCC Better World Gaming

Between the 0-level funnel of Nebin Pendlebrook’s Perilous Pantry and the first session of Doom of the Savage Kings, I did some preparation. I didn’t publish this as I didn’t want to tip my hand. I scratched together two random tables to seed the start of the session. These are things that still could be happening.

With a map and deed, I assumed the characters would be leaving the village. I spent a bit of time laying out a flow-chart of distances to nearby locations. After the second session, the geography set a bit more and I’m working on a localized map.

D8 In Bitterweed Barrow
1 A small troop of dwarves (1d4+1) arrive in Bitterweed Barrow to claim their ancestral gold. The have come from the nearby foothills of the Trolltooth Mountains.
2 Varooth Moss sends a letter asking to meet at midnight at the well outside Nebin’s house; He has important news and needs help. To help him, he needs Sylle Ru captured or killed.
3 Nebin Pendlebrook’s ghost haunts the village; food is going missing.
4 A druid has come to learn of the sprite fountain. A foul corruption is growing in the west.
5 Chip, slain potato farmer, rises to seek vengeance for his death (see Ensorcelling Corpse Plague).
6 Last night, the village sot and goat herder helped birth a two-headed goat. He swears that before it died it said “Beware, Beware the Eyes of Green.”
7 Hearing of the fountain, a band of reavers assumes that Bitterweed Barrow may be the resting place of the Abbot in the Woods.
8 Roll 1d7 twice.
D10 Leaving Bitterweed Barrow
1 Lionel Left-Leg, a seasoned peddler warns that Hirot is on edge; They are sacrificing each other to appeas a demon.
2 Constable Landria is on the trail of a poacher. She may conscript the party.
3 Elianda, a pilgrim on a vision quest. She seeks a lone tower to free an ensnared angle.
4 A small road-side shrine with a clay bowl and 5 silver coins on offer.
5 A group of brigands heading to Bitterwood Barrow to lay claim to the wealth.
6 Evidence of a massive hound having shred an elk
7 Farmer Chip gives pursuit; He is getting stronger
8 A band of performers setting up camp. They invite you to share their food for the afternoon and evening.
9 Varooth Moss meets you on the road insisting that he travels this side of the mirror.
10 Roll 1d9 twice.

 

Random Tables to Help Preparation for the Unexpected

At the end of my last DCC session, we left off with the players saying “We are leaving the village in the morning.”

I’m not entirely certain where they are going. They have two similar looking maps with minimal information. I spend a few minutes drawing those up as handouts.

I’m spending an hour whipping up a random encounter table for the region.

Random Encounters near Bitterweed Barrow and Hirot

Every 5 mile hex, roll 1d6. On a 6, see below. Outside of the Barrow Ward, roll 1d7. Inside the Barrow Ward roll 1d7+3.

d7 Random Encounter
1 Devil Frog (1) [DCC 402]
2 redacted
3 redacted
4 Orcs (1d6x5 and Boss) [DCC 423]
5 Troll (1) [DCC 429]
6 Witch (95% 1; 5% 12) [DCC 434]
7 Men, Bandits (2d6) [DCC 432]
8 redacted
9 Varooth Moss (1) [Nebin Pendlebrook’s Perilous Pantry]
10 redacted

In addition to the above table, I’m looking at the introduced cast of characters and setting a few of them in motion. I’m using Sine Nomine’s An Echo Resounding and Wizard of the Coast’s Birthright as a rough planning tool. Regardless I want to make sure a few things happen behind the scenes.

All told, I’m not entirely certain where we’ll start the session; Some players may need to level up their characters.

Concluding the Doom of the Savage Kings [Session #4]

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This Thursday was the conclusion of “DCC #66.5 Doom of the Savage Kings” by Harley Stroh.

Dungeon Crawl Classics - Doom of Savage Kings by Harley Storh

Dungeon Crawl Classics – Doom of Savage Kings by Harley Storh

My instincts told me this session could be a bit challenging; I would be starting the session after the now open-ended conclusion of chaotic scheme of distraction, misdirection, arson, and ultimately triumph. We had ended on a high note, and we would need to work together to draw the characters together.

The situation was:

  • Ungo the Thief and Obexo the Dwarf were captive of Iraco.
  • Arrick was with the Jarl.
  • Someone burned two buildings.
  • Someone attempted to burn the palisade.
  • The adventurers had slain the Hound of Hirot (Quinlynn, Ralph, Odin, Eustice, Snips and other villagers)
  • Unbeknownst to Iraco, the adventurers reclaimed the Wolf-Spear.

I spent a bit of time during the week thinking on this charged situation, and came up with some potential directions. At the start of the session the players would roll a d6 three times. Each number that came up would be one piece of information that the Jarl and villagers would piece together.

Details proved in the body of the blog post

A mind map and random table for session 4

d6 The NPCs learn the following
1 Jarl Henrick learns of Nori talking with Arrick at the house
2 Jarl Herick learns from Merric of Arrick and others coming over the wall (except Quinnlyn as he had charmed Merric)
3 Iraco has a chance of finding a trace of Ralph being in his house (Ralph will need to make a Luck check)
4 The armorer Armond comes to the Jarl saying he believes the adventurers robbed him
5 Sylle Ru has consulted the portents and places the fires occurrence on Quinlyn
6 Roll 2d4 – 1) Oleen the Imp, 2) Catkins, 3) Wee Tocs, or 4) Wolf will approach the Jarl or Iraco with information about who they saw earlier that night (namely Arrick causing mayhem at the house).

With a charged situation, and many players, I also knew I wanted to plan out some relationship graph (who would betray whom) as well as write up instincts motivating each major player.

Instincts and Relationship Graph

Starting the Session

The players rolled 2, 2, 6:

  • Jarl Herick learns from Merric of Arrick and others coming over the wall (except Quinnlyn as he had charmed Merric).
  • Oleen the Imp and Wee Tocs would approach the Jarl or whomever with information about seeing Arrick and other villagers (Oleen and Wee Tocs did not see Ralph).

The players didn’t know what the results were, but it helped frame the situation. Poor Arrick, all signs pointed to him.

At the standing stones, the adventurers debated on what to do next:

  • Return the soul net to the King of Elfland.
  • Have the villagers deliver the body of the hound.
  • Approach the gates.

There was a bit of deliberation and they settle on returning to Hirot. A quick reconnoiter reveals the guards on the wall to be half their earlier count. They carry the hound to the gates of Hirot, and announce their victory.

The nightwatch opens the gates. In the town square the whole town gathers in a semi-circle behind:

  • Jarl Henrick
  • Sylle Ru
  • Iraco

Behind them are the Thegns, Nothan the Elder, and Iraco’s hunters. They have bound Arrick, Ungo, and Obexo. The gist of the conversation is:

  • The Jarl agrees that the hound may be dead; They will find out tomorrow evening.
  • The Jarl requests a payment of 3 cattle for the mischief caused by the adventurers.
  • Iraco requests a trial by combat of Arrick; The Jarl approves.
  • Odin accepts the trial.
  • The Jarl sets the time for mid-morning the next day.
  • All the while Sylle Ru is whispering in the Jarl’s ear.
  • There is a tentative peace and fragile optimism.

The crowd disperses. The adventurers settle in the Wolf Spear Inn and have a night of drinking. Odin insists on drinking through the night but Quinlynn instead drops his healing sleep and Odin gets a nice nights sleep. That evening, everyone dreams of old and ancient things; The world is turning, the ancient is awakening.

Trial by Combat

Morning, crows have gathered to witness. Ralph gives his ill-fitting leather armor to Odin (bumping Odin from AC 8 to AC 10); After all Ralph had burned down the house that held Odin’s chain mail and shield.

  • Iraco and Odin square off.
  • Iraco wins initiative and strikes quick (for 10 points of damage); Odin is at 1 HP.
  • Odin swings back, going for a disarm, but misses.
  • Pivoting and with a quick down thrust, Iraco drives his sword through the collar bone of Odin.
  • Odin collapses.
  • The murder of crows begins cawing and brazenly approaching the body.

As this was a trial by combat and to the death, there was no recovering the body. Odin was dead. Iraco claimed the wolf-spear.

At this point Thomas and Amy arrive; I help walk him through advancing Snips to 1st level. No longer a barber, Snips has learned of magic through Eustace and Quinlynn.

Meeting the King of Elfland

They travel to an ancient grove and find a cleric waiting – we introduce Ah-mal from theRuins of Ramat adventure.

  • Ah-mal is a cleric of Cthulhu.
  • Ah-mal sees the adventurers could use healing and joins their cause.
  • After a few failed healing checks (and creeping disapproval) the Quinlynn invokes the King of Elfland.
  • The focal tree shudders and the King arrives.
  • He exudes ancient and primal power.
  • Quinlynn delivers the soul net; The King has been waiting for this for a long time.
  • Thomas and I have a good role-playing scene:
    • He is role-playing Snips hesitancy at his newly discovered powers
    • I’m standing, he’s sitting, and as the King of Elfland, I hang over him, speaking with arrogance and goading.
  • Quinlyn binds Snips and Ralph to the King of Elfland, picking up a couple of +2 bonus for his next invoke patron.
  • Ralph converts from Lawful to Neutral alignment.
  • God have mercy, there are now two spell-casters in my group that with the King of Elfland as their patron.

Iraco Requires Wergild

Iraco learns that Arrick was likely responsible for burning his house (and the neighboring house). The Jarl, frustrated at his villager, orders Arrick to pay a fine of 6 cattle (120 GP). Failure to pay by the next evening would result in being the Jarl’s thrall.

Ralph offers and pays the fine on behalf of Arrick. He produces 5 green emeralds (at 20 gp each) and 20 gold coins. The Jarl accepts payment and heads to the manor, where he will collect his portion and pay the rest to Iraco.

Step One of Framing of Iraco

Ralph hatches a plan to frame Iraco.

  • Arrick and Ungo catch up with the Jarl.
  • Arrick throws himself on the Jarl, extolling his benevolence and issuing soothing platitudes. I call for a Personality test (DC 10). Arrick comes up 4 short, but burns luck to ensure the distraction works.
  • Ungo succeeds in a now easy Pick Pocket to get 4 of the emeralds from the Jarls coin pouch.

Meeting the Armorer

Armond the Armorer approaches the adventurers demanding the remainder of payment for the armor or the return of the armor; The armor that Ralph had likely burned when he set fire to Iraco’s house.

  • The adventurers are cash poor.
  • After some conversation, Armond reveals that he loathes Iraco. If the curse is lifted and the heroes were to drive out Iraco, he’d forgive any debt.
  • Ralph decides to see if the armor is destroyed (it was in the house he burned). A successful Luck check and some scrounging and they find the armor undamaged.

Step Two of Framing Iraco

  • The day passes to evening and the community gathers for services from Brother Meacom.
  • Brother Meacom delivers a pontificating and bloviating sermon extolling the victory of Justicia.
    • An about face considering his previous doom and gloom at an unwinnable situation.
  • Ungo disguises as an altar boy, accepting offerings, intent on planting the 4 emeralds in Iraco’s purse.
    • Iraco pretended to donate to Justicia by tapping the bottom of the offering plate to make it sound as though he donated coins.
  • As the service concludes Iraco exits, while much of the congregation remains; Discussing if the adventures lifted the curse.
  • Arrick approaches the Jarl telling him that Iraco was in the Three Rats Flophouse bragging about nicking some emeralds; The persuasion all holds together.
  • Jarl Henrick strides out the door and confronts Iraco. Demanding to see his coin purse.
  • Iraco produces the purse, opens it to reveal 4 emeralds. In shock, he drops the purse, and attempts to flee.
  • Initiative – Iraco loses the initiative. The Jarl grapples him (natural 20).
  • Iraco is taken into custody.

The Road Goes Ever Ever On

Back at the tavern, as evening settles, the adventurers are drinking and planning to leave Hirot. Bull offers to provision them for a few days travel. As evening drifts past midnight, the adventurers pull out the deed and Bull identifies it as a Three Rats (Flophouse). Ralph, without hesitation, rolls it up and says he’s going to deliver it to the Jarl.

As Ralph walks up to the great hall; The villagers, all staying awake, realize the hound is dead. The village breaks into song and celebration. The adventurers have vanquished the Hound of Hirot.

The door to the great hall is open. Ralph approaches the Jarl, and offers the deed as a small token of contrition and in homage to the Jarl. (Ralph notes that Sylle Ru is not present in the great hall)

Morning arrives, and the Heroes of Hirot head down the dusty road.

Dungeon Crawl Classics – A Deal is Made [Session #3]

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The plan was to meet on Thursday for our third session. We would perhaps conclude “DCC #66.5 Doom of the Savage Kings” by Harley Stroh. The majority of spoilers start later on (and I’ll give you warning)

This week there were scheduling conflicts and illness. At the start of the session we had the Judge (me) and a player (Erich).

In the last session, Erich’s elf Quinlyn died. I also realized that I had not given him the opportunity to bond with a patron (they had a week), nor did he have an extra spell for his high intelligence. With everyone new to the game, I wanted to correct this.

We did a bit of retroactive play. Erich bonded with the King of Elfland, sacrificing an emerald for a +1, taking minor corruption for a +2, and spell burning for 2. Quinlyn gained infravision as his minor corruption. He also chose Woodland Stride as his spell.

A bearded wizard with crown and otherworldly eyes

“The King of Elfland” by Diesel Laforce. From Dungeon Crawl Classics RPG

From there, we played through his death. As Quinlyn’s body expired, the King of Elfland whisked him away to convalesce in Elfland (for a week), but at cost. Prior the session, I whipped up the following table of demands for the King of Elfland.

d10 What does the King of Elfland require of you
1 The hound must die, but you must capture its soul. He gives you a net made of individual blonde elf hair. As you slay the hound, cast the net over it. Then bring the net to the wooded grove.
2 He has seen the strands of your fate. He wants you to bond 1d3+1 to him by the next full moon.
3 The Devil’s Tithe is soon due. For the cost of restoring you, I need two human souls in payment.
4 There is a wife of a devil in this village. Bring her, alive, to the wooded grove.
5 Nearby, an emerald enchanter is leeching power from Elfland. You must stop him.
6 There is a wizard not of your world. He is still weakened from his recent captivity. He is traveling and exploring nearby. His patron is the foul Bobugbubilz. Dispatch the wizard.
7 The drinking horn was a gift to a long dead friend. I wish it returned to me, so I may honor his memory.
8 The standing stones near Hirot have bound the surrounding lands to Chaos. You must unbind them.
9,10 Roll 1d8 twice on the chart.

He rolled a 1; With soul net in hand, the King whisked Quinlyn back. No other players arrived, so we took a brief intermission and played Boggle with another game night attendee.

After 45 minutes of fun, and a serious drubbing, two other players arrived. Thomas from the prior week; who’s surviving character “Snips” was also captured.

They each rolled up 4 new 0th level characters for them, and we got started.

Spoilers ahead…

Dungeon Crawl Classics - Doom of Savage Kings by Harley Storh

Dungeon Crawl Classics – Doom of Savage Kings by Harley Storh

In the previous session, Iraco the Hunts Master and his goons captured the adventurers. In the confusion and dim light, they missed Ralph.

Seeing Iraco and the hunters heading out, the 8 characters waited and followed a bit later. They heard the calls of Lloré (“The sun sets. Come out.” a long pause “You promised! The sun sets, it’s time to free Morgan.”). They waited. They hear the Iraco’s ambush sprung (“Bind them and take the to Hirot.”) They wait several minutes and head to the mound.

There they see Quinlyn, the elf, tending to Ralph. Quinlyn attempts to heal Ralph through by casting Sleep. He fumbles, and demon claws grow from his fingers. Spellburning, Quinlyn regains and casts sleep; healing Ralph for 5 hit points. The villagers, tired of Iraco and the Jarls inaction want to help the heroes. They plan to sneak into Hirot to free their friends and get their gear.

At the palisade, Arrick strikes up a conversation with Naven (a night watchman).

  • Naven lowers a rope and the villagers climb up
  • At the top, Naven grouses about Iraco, and noting the elf, he’s about to say something
  • Quinlyn casts Charm Person, and Naven buddies right up
  • Naven informs the adventurers where Iraco is as well as where the captives are being held
  • They hatch a quick plan
    • On Quinlyn’s signal, Naven will create a diversion – yelling something about an elf and halfling over the wall.
    • They’ll free the captives and then get the weapons

Ralph, the halfling, sneaks through the dim streets of Hirot; The adventurers back several stone throws.

  • Ralph sees the building, two guards at one door, another door barricaded with one guard on watch.
  • He sneaks to the side window, peers in and sees his companions, beaten and bruised. Two guards are inside drowsing.
  • Ralph scampers back

Naven creates the distraction on the wall, the two guards in the house come out. They go to the wall. The other guard heads out in the opposite direction.

  • Arrick approaches and strikes up a conversation with Nori.
  • Quinlyn arrives and casts Charm Person; Nori and Quinlyn are best buddies!
  • Quinlyn casts Sleep on Nori (with the primary goal of healing the captives). Nori saves and Quinlyn heals the captives.
    • Iraco must’ve poisoned the thief and dwarf as they do not awake (I don’t have their character sheets so I leave them there, in a drugged state)
  • The distraction draws to a close with the guards returning

The adventurers beat a hasty retreat and work their way towards Iraco’s

  • As they approach the the south gates, they see light from the great hall on motte. In the doorway stands the Jarl, his Thegns, and Sylle Ru.
  • A quick decision, Ralph and the villagers will remain inside the palisade. Quinlyn, Eustic, Odin, Lloré, and “Snips” will head out to the standing stones.
  • But, they’d need a distraction.
  • Ralph scampers up a ladder, throws some oil onto the burning brazier, splashing it on the palisade! How about a little fire.
  • The Jarl and crew working their way from the motte into the bailey, let out a cry of fire!

We divvy up character sheets and split the action (so everyone has at least one character)

First, Ralph and the villagers:

  • They sneak to Iraco’s house, stumbling upon some men playing dice
  • As Ralph draws close, Iraco steps out of the door. Ralph dives into the shadows, avoiding detection from Iraco
  • Iraco, with scabbard, bow, and arrows heads to the village square
  • Arrick approaches Iraco and convincingly gives a partial truth; They captives have escaped and are fleeing
  • Iraco insists that Arrick talk to the Jarl
  • Ralph sneaks in, grabs the wolf spear, the deed, map, jewels, and longsword of the dwarf
  • Ralph then knocks over the small oil lamp and the house begins to smolderWe cut to the standing stones:
  • Morgan was on the altar straining against her bonds
  • Lloré and Morgan reunite and share a passionate kiss and embrace
  • They retreat to the tree line to observe

Back to the village:

  • Arrick heads to the Jarl and convinces him as well
  • As Iraco’s thatched roof ignites the other villagers and Ralph beat a retreat over the palisade

They unite at the tree line and set an ambush for the hound

  • There is hope that the wolf spear is in fact the real one
  • The butcher puts their side of beef on the altar hoping to buy a bit of time in their ambush

The hound, in its malignant evil approaches the altar, arrogant

  • The adventures ambush the hound.
    • Eustace fires a magic missile.
    • Quinlyn burns the hound with flaming hands (with Ralph burning another point of luck).
    • Three villagers charge, one of them hitting, as Odin follows to deliver the killing blow with the wolf spear.
    • Odin, declares a Might Deed to Trip the Hound of Hirot.
    • The roll…3 on the d3 and 20 on the d20. Odin pinned the hound, breaking it’s leg, as he delivered the killing blow.
  • Quinlyn takes the soul net and casts it over the hound. The blonde hair turns crimson as it works its magic.

We draw to a close, parts of Hirot burning.

Life During a Wartime Random Table Redux

Every great man built himself a castle and held it against the king; and they filled the whole land with these castles. They sorely burdened the unhappy people of the country with forced labour on the castles; and when the castles were built, they filled them with devils and wicked men. [1]

By Henry of Huntingdon (Historia Anglorum) [Public domain or Public domain], via Wikimedia Commons

By Henry of Huntingdon (Historia Anglorum) [Public domain or Public domain], via Wikimedia Commons

I’m preparing for an upcoming Burning Wheel campaign. I am using the Anarchy of England as the backdrop.

If the characters crawl the English countryside, I want some more random generators. Five years ago, I was gearing up to run a campaign set during a war. I wrote up a random wartime village generator; I may reuse some of that.

Fortifications

In response to a weak crown, the barons are consolidating their personal power.

What is the State of the Fortifications?

2d6 Roll
2 Wooden palisade
3-5 Major enhancements beginning
6-8 Major enhancements wrapping up
9-11 Earthen motte and bailey
12 Stone castle

Were these Fortifications Sanctioned by the King?

An unsanctioned castle may draw the ire of the king; Though he has numerous irons in the fire.

1d6 Roll
1-5 Unsanctioned
6 Sanctioned

Loyalties

Taking a page from Zzarchov Kowolski‘s Scenic Dunnsmouth (review), I’m establishing a campaign attribute “King’s Popularity”.

When a person’s loyalty to the king is unknown, the GM rolls 2d6 to get their “Loyal to the King” score. Then compare that score to the current “King’s Popularity”:

Loyal to the King is… Resulting Allegiance
Less than King’s Popularity Loyal to the King Stephen
Equal to King’s Popularity Hedging bets
Greater than King’s Popularity Loyal to Empress Matilda

Throughout the course of play as the “King’s Popularity” rises and falls, this will adjust a person’s allegiance.

Example: The current “King’s Popularity” score is 7. The players encounter Herald FitzJohn, an unknown. The GM secretly rolls 2d6 and gets a 6. Herald FitzJohn’s allegiance is to King Stephen. If the “King’s Popularity” drops to 5, the Herald FitzJohn’s allegiance will shift to Empress Matilda.

More Randomizations

  • Village/city events – lift from Torchbearer
  • Countryside events – drawing a blank right now

Citations

1: The Angle-Saxon Chronicle, placed as the entry for the year 1137, but written in the 1150s. This section comes from The Peterborough Chronicle 1070-1154, ed. C Clark, 2nd edn. (Oxford, 1970); translations include The Anglo-Saxon Chronicle, ed. D. Whitelock et al. (London, 1962)