Hey folks!
We will be starting the Battle of Brindol next week, based on my previous conversion, and in our last session I ended up writing some impromptu rules for adjudicating their final preparations!
For context, they arrived with 1 day to spare (having wasted time in the Witchwood, slowly traversed the Blackfens, returned to Brindol, spend several days at the Hammerfist Holds, and then dealt with the Ghostlord), so I decided to basically give them one last chance to make an impact! Here's what that looked like.
Framework
The PCs had 1 day to prepare. Just as with my overland travel rules, we measured things in 4-hour Watches. This meant that they could either spend 3 Watches preparing, or spend 4 but potentially be interrupted if the army decided to attack before Dawn (spoilers: they're absolutely going to).
Individual conversations, meals, shopping, etc. didn't take up enough time to be worth tracking.
Options for more significant ways to spend time included:
- Reunite the Hellriders! Two things needed to happen: the last two Hellriders (Miriam and Bertram) needed to be convinced to join in order to have a solid enough core, and other recruits needed to be pulled from the broader forces to bolster their numbers (since the PCs only really recruited the Lucents). They needed 2 successes at DC 25, or 1 at DC 30, to gather enough recruits.
- Improve Defenses! I tracked "Defense Points," and decided that for every 3 Defense Points the PCs earned, they would accrue 1 additional Victory Point. I again gave them a choice of a lower DC (base 25) to earn 1 DP, or a higher one (base 30) to earn 2 DP, adjusting the DC as needed based on the method.
- Socializing with Lady Kaal! She basically offered to call in favors for them to get them extra supplies (100gp/watch, I reduced the base from 1,000 to 800), and if the PCs had engaged with it more I would have given them other opportunities for dealmaking/etc. The upside for her is largely being associated with the Heroes of the Vale, and potentially earning larger favors from them down the line.
If the PCs had more than 1 day, I probably would have done checks day by day and adjusted things a bit though I'm not sure how - for Defenses, they might just earn 1 VP/day? I'd probably institute a maximum of 5 or 10 total VP earned this way.
Improving the Defenses
The PCs could have spent time Improving Fortifications with Crafting, Inspiring the Troops with a social skill or similar, Organize Logistics with Society or a relevant Lore, Aid Medical Preparations by making supplies with Medicine (or maybe other things), or help Immerstal create magical wards with Arcana or Occultism (or Nature/Religion if the PCs have a clever idea).
My PCs didn't end up doing any of this, instead focusing on the Hellriders.
Socializing with Lady Kaal
Lady Kaal would love to show the PCs around the city (and show them off to the people in the city). She talks a lot about building up their relationship/partnership, and asks questions like "What do you want the power to do?" Both for this boost in reputation/relationship and to help the city, she will give the PCs 100gp per watch that they can use to purchase additional items by calling in favors.
In addition, each Watch that the PCs spend with her, she tries to get the PCs involved in her world of wheeling and dealing! This is partially because I think it's fun/in character, partially because it sets up nicely for Descent Into Avernus where deals are central, and partially to give the PCs another chance to pursue their own goals! She's happy to follow where the PCs want to lead, but possible deals include:
- Promise later mercenary work for silver weaponry or silver salve
- Promise speaking arrangements at the Church for bonus heals in combat from nearbyb clerics
- Inspire the troops for some magical arrowheads (this also doubles as Improving Defenses)
- Make appearances at a local bazaar/merchant stall for a level 7-8 magic i tem
In addition, I thought it would be fun for each NPC to have a different thing they were grateful to Lady Kaal for! Things like:
- Set up a profitable marriage
- "Kept my Sasha's honor intact" by chasing off a bad match
- Loaned money in a moment of crisis (research might reveal that she caused the crisis)
- "Cleared up those nasty rumors" (you decide what of, it's probably both bad and true)
- Recovered lost merchandise
- Scared off "that lousy malefactor" (a successful business competitor)
- Procured those "devilish delicacies" (something illegal? immoral? who knows!)
- "Kept my Johnny's nose clean" (by getting charges dropped for a crime he 100% committed)
How'd It Go?
One of my players had the clever idea to scout the Red Hand! I gave them a bunch of general information, including naming all the monsters they would eventually fight and giving them confidence that they had at least today to prepare. If she'd rolled better on her checks to position the clairvoyance spell, I might have given her details about Kharn's abilities, details about the crisis points to come, or give them confirmation of what time the army was going to attack.
One of my players had made a deal with a devil (Gargauth from DiA) to kill Jarett Nurth after she escaped a few times, so he had to basically steal from a beggar in order to create little infernal disruption talismans to put in all the places of worship, which will help with the plot-started that will kick of DiA, basically. The problem was, all the civilians had left! So he basically went to Lady Kaal and she brought him to one of her debtors, made him beg, and then he did the thing!
Everyone else basically focused on reuniting the Hellriders! After a Nat 1 to sway Bertram and several failed checks to inspire recruits, things were looking rough - until one PC, a Hellrider-to-be, decided to use Crafting to help people with their everyday problems, talk to them about the upcoming battle, and show them what the true meaning of a Hellrider's service is! In addition, the party Sorcerer rolled a Nat 20 to make a final push for volunteers, calling on the already new recruits of the Hellriders to gather everyone that could ride well enough to fight and lift high their banner!
In response, someone in the crowd started singing this song, modified from Descent Into Avernus:
Oh sing a song of Rhestilor,
Of water, woods, and hill
The sun dawns on her towers tall
And fields both green and still.
This land of long-abiding joy
Home of the strong and brave
Renowned by all, across the realms,
And never once a slave.
Oh sing a song of Rhestilor,
When foes are at her door
Her fields are torn by cloven feet
From some infernal shore.
Arise the mighty Hellriders
Take up your swift, keen swords
Then charge into the hellish fray
And scatter devil hordes.
Oh sing a song of Rhestilor
It’s name lives ever on
Not crumbled walls nor shattered hearts
Could make it truly gone.
Now stand ye, folk of Ol’ Brindol,
Stare down the face of death
We’ll sing the name of Rhestilor
Until our final breath!
That's all folks! We're really in it now - relationships have blossomed and broken, deals have been made (for better or worse), and the battle starts in earnest next session! Can't wait!!
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