Showing posts with label the Reik. Show all posts
Showing posts with label the Reik. Show all posts

Friday, September 10, 2021

Collected Riverine Resources & Modules (*Updated*)

This is a growing list which I'll add over time, and I welcome suggestions...
(this is a revision of an older original post with further initial ideas on riverine adventures)

The following RPG products provide useful material for a river-borne campaign, some have formal reviews or I have discussed / may end up discussing in separate posts as required.

Rivers and River Encounters PDF

    This excellent resource is really the only one of its type in terms of being a general treatise on riverine encounters.

Death on the Reik (WFRP adventure)

    • River Life of the Empire booklet (WFRP 1e) - the essential resource 
    • The Enemy Within: a Companion (TEWAC, fan creation) has a section for DotR
    • My "River Life Encounter Generator" based on DotR1e (Google Docs spreadsheet)
  • "Chapter II: Life & Death on the Reik" (WFRP Companion 2e)
  • The Cubicle 7 version of WFRP / 4th edition has a revision of The Enemy Within including:

Other notable riverine adventures:

  • Rivers of Blood (DUNGEON #89) - Slavic riverine adventures why not?
  • Dolm River (Labyrinth Lord) - somewhat silly if truth be told but hey, it's OSR and Bryce rates it LOL...


The following threads and articles/posts are also of interest:

Sunday, November 4, 2018

Vistula Encounter Tables Analysis - the Character of a River


Apart from the random tables in Death on the Reik, the only usable riverine random encounter tables I've come across so far are those from the T2k adventure Pirates of the Vistula. Let's then have a look at the "General" Encounter tables for each of the 4 main sections of the stretch of the Vistula covered by the module to see what can we extrapolate:

Pirates of the Vistula General Encounter Tables 

Note: there are more specific tables for minor stretches of the river in the module, usually associated with the riverine towns or particular geographical areas, but I'm not going to analyse that here. Likewise, I'm not looking at the "Shore" section of the tables as the module notes these are intended for use in the hinterland sections when the party is exploring ashore, not for the riparian sections.     

Looking at these section River General Encounter tables, based on the distribution of a 2D6 roll, there are a few common features and associated probabilities:

  • 2 is always a Hazard 2.78%
  • 5-7 is always No Encounter 41.67%
  • 9-12 are always Hazards 27.78%

This accounts for ~73% of the "encounters", although effectively ~40% (~5/12 or ~4/10) are actually no encounter. Hazards as a group, however, are encountered at least 30% (4/12 or 3/10) of the time, which seems quite high on first thought, although I guess the Vistula could be considered "remote" and "unimproved" - if anything it could be considered "hazardous" (worse than "unimproved") due to the numerous ruined structures and other post-apocalyptic debris (more on different waterways in a later post, however). 

Two outcomes show some minor variability, but I'm unsure if this was intentional or not.

  • 3 is usually Hazard except for Section 2 (No Encounter) 5.56%
  • 4 is No Encounter except Section 4 (Mud shoal) 8.33%

Both of these outcomes are relatively rare on a 2D6 distribution.

Only one of the outcomes has any real variability across the tables, resulting in "No Encounter" for the first and third sections of the river, alternating for the other 2 sections.

  • 8 is variable across sections (No encounter, Mud shoal or Boat) 13.89% 

It's this particular outcome that influences the tables given the high frequency on a 2D6 roll. This is effectively the "discretionary" outcome of the table, used to increase the probability of one of the three outcomes by about 10%, either as No Encounter, Hazard or Encounter.

Three Examples 

From herein the maths is not exact and I'm rounding to 5% (1 in 20) intentionally here for ease.

Let's assume for a first example that the 8 result outcome is an Encounter for the set of calculations below. So the base table without the variability then roughly leaves the base chance of outcome as:

  • No Encounter     ~50%
  • Hazard                ~35%
  • Encounter           ~15%  

Using these estimates, a party travelling down the Vistula will note that hazards are about twice as common as actual encounters with humans. As per the module, checks are done for the morning and the evening when travelling (unlike DotR, there is no default option for night travel or a separate table), which results in the following combinations for each day:

  • A Hazard 36%
  • Uneventful 25%
  • An Encounter 16%
  • 2 Hazards 12%
  • An Encounter & a Hazard 10%
  • 2 Encounters 2%

This means there's about a ~60% chance (6 in 10) each day of at least one Hazard, a 28% chance (3 in 10) of at least one Encounter, and a 25% chance (1 in 4) of an Uneventful journey each day.

In a second example, let's assume the 8 result is a "No Encounter" ie. a less populated region.

So the base table without the variability then roughly leaves the base chance of outcome as:

  • No Encounter     ~60%
  • Hazard                ~35%
  • Encounter             ~5%  

With these estimates, a party travelling down the Vistula will note that hazards are much more common than actual encounters with humans. As per the module, checks are done for the morning and the evening when travelling (unlike DotR, there is no default option for night travel or a separate table), which results in the following combinations for each day:

  • A Hazard 42%
  • Uneventful 36%
  • An Encounter 10%
  • 2 Hazards 12%
  • An Encounter & a Hazard 4%
  • 2 Encounters 0%

This means there's about a ~60% chance (6 in 10) each day of at least one Hazard, a 14% chance (1 in 10) of at least one Encounter, and a 36% chance (4 in 10) of an Uneventful journey each day.

In a third example, let's assume the 8 result is a "Hazard" ie. a treacherous stretch.

So the base table without the variability then roughly leaves the base chance of outcome as:

  • No Encounter     ~50%
  • Hazard                ~45%
  • Encounter             ~5%  

In this example party travelling down the Vistula will note that hazards are even more common than actual encounters with humans. As per the module, checks are done for the morning and the evening when travelling (unlike DotR, there is no default option for night travel or a separate table), which results in the following combinations for each day:

  • A Hazard 46%
  • Uneventful 25%
  • An Encounter 4%
  • 2 Hazards 20%
  • An Encounter & a Hazard 6%
  • 2 Encounters 0%

This means there's about a ~70% chance (7 in 10) each day of at least one Hazard, a 10% chance (1 in 10) of at least one Encounter, and a 25% chance (2 in 10) of an Uneventful journey each day.

An Alternate Distribution Method


Let's look at using an alternative "d4+d8 roll" distribution on the same table to generate a flatter distribution for the first example above (a result of 8 is an Encounter and reflects a 12.5% probability):

  • No Encounter     ~40%
  • Hazard                ~40%
  • Encounter           ~20%  

This is calculated using the "Anydice" website and its probabilities mapped from above.

This seems a lot neater somehow and is similar enough to the standard method - again Hazards are about twice as common as encounters with humans but equal to No Encounter and this results in the following distribution of probabilities:

  • A single Hazard 32%
  • 2 Hazards 16%
  • An Encounter & a Hazard 16%
  • An Encounter 16%
  • Uneventful 16%
  • 2 Encounters 4%

This second distribution then results in a 64% chance each day of at least one Hazard (4 in 6),  a 36% chance of at least one Encounter (2 in 6) and a 16% chance (1 in 6) of an uneventful journey for that day. The overlap of a Hazard and an Encounter is also neatly 16% (1 in 6). Even with the adjusted probabilities, a cruise down the Vistula is going to be quite eventful and full of hazards.

The other two examples result in an Encounter chance 10% and either No Encounter or Hazard of either 40% or 50% depending on what the result of the "8 outcome" is chosen to be. I won't work these out in full here, but they similarly give options for either a more desolate or treacherous stretch of river respectively.

Note: Interestingly, the 2 in 6 chance correlates with the chance of a random encounter (hazard or creature) in an OSR style game such as Labyrinth Lord for rivers (2 in d6), although the original rules suggest checking against this chance 2-3 times per day. This actually generates a much higher 46% chance (3 in 6) or 31% chance (2 in 6) of "No Encounter" each day (based on 2 and 3 rolls respectively). The split between Hazards and creature encounters isn't specified in older games, although traditionally early encounter tables were exclusively creature based.

Comparisons with the Reik


Using either distribution, these three examples provide significant variation from the base layout of the table but by extrapolation from the module as written, regardless of which stretch of the river is being travelled, a cruise down the Vistula is still going to require a lot of random obstacles dodging or debris clearing, with only infrequent stretches of an uninterrupted waterway and some occasional human encounters (river-borne or on the shore).

All this is without the set-piece encounters at narrows, townships and bridges (intact or ruined).

Compared to the stretch of the River Reik presented in Death on the Reik, with a calculated 30-40% encounter rate per check during the day (refer to the "River Life of the Empire" booklet), the Vistula is therefore much, much less busy but with a lot more potential hazards (the Reik has only a <10% calculated Hazard rate). This makes sense as the Reik is densely populated, highly patrolled and significantly improved and maintained without many natural hazards, whereas the post-WW3 version of the Vistula portrayed in the module is only sparsely settled, virtually unpatrolled (except for the Korsarz near Warsaw) and not only littered with ruined structures (bridges and docks) but seems intrinsically treacherous by nature (mud shoals, sandbars and rocks). 

The two rivers have vastly different characters in terms of population, control and improvements and this is therefore appropriately reflected by their random encounter tables. They are not quite at the extremes but provide a good contrast at different ends of the spectrums of character.

I think this helps explain what makes each river feel different in terms of "personality".

Concluding Thoughts


So what then makes up a river's character?

Let's see if we can pick out some common themes from the analysis above. A river can be...

  1. Navigable vs Unavigable
  2. Populated vs Remote
  3. Patrolled vs Unpatrolled
  4. Improved vs Unimproved
  5. Tame vs Hazardous

These dimensions should allow me to model a few key characteristics of rivers (as waterways ie navigable) that will help construct different riverine encounter tables going forward. 

For example, the upstream Utdoo section of the river winding through the Amedio in UK6 is:

  1. Unavigable
  2. Remote
  3. Unpatrolled
  4. Unimproved
  5. Tame

However, the Black River from Corvis to Merywyn in the Iron Kingdoms is likely:

  1. Navigable
  2. Neither Populated nor Remote
  3. Patrolled
  4. Unimproved
  5. Neither Tame nor Hazardous

It's a start in any case and something I'll pick up on in a later post...

Thursday, October 18, 2018

Life (and Death) on the River Teufel (WFRP)

River Teufel (Lower) map circa IC 2500
(excerpt from Death on the Reik)
So despite being intrigued for years based on its reputation, I've only just picked up a DriveThruRPG PDF copy of Death on the Reik (DotR), the classic second part of "The Enemy Within" WFRP 1e campaign. Hailed by many as one of the best RPG adventures for WFRP (if not of all time), it's not only a decent adventure, but also a resource for a potential riverine campaign set on and around the Empire's largest navigable river, the mighty Reik.

I'm still working my way through reading the actual main adventure, but the major appeal is the 16-page booklet "River Life of the Empire" - a resource that contains various travel guidelines and details of possible encounters and characters.

Although there's some distillation of the concepts within this slim booklet in the later WFRP editions (Chapter 2 of the Hogshead 2e corebook, "Life and Death on the Reik" and a brief few pages of the Cubicle 7 4e corebook), this really seems to be the definitive treatment of RPG river travel and a great sandbox resource.

Despite the "sandbox" elements, the majority of the gazetteer detail contained within the supplement is focussed on first the lower River Bogen to Weissbruck and then to Altdorf via the Weissbruck Canal and on to the main channel of the Reik. There are details of a minor excursion up the gorge of the River Stir and the River Narn into the Barren Hills, but otherwise the adventure sticks to the main channel.

The other main tributaries, the Talabac and the Teufel, are left undetailed - the former could easily come into play through the details in the 2e supplement Terror in Talabheim, but the southern tributary (see the inset map to the left, 5 miles per hex scale, excerpted from the main DotR map) seems somewhat neglected in the supplements to date.

Death on the Teufel?


Although I've managed to code a Google Docs Spreadsheet that generates the random encounters and first sentence of the corresponding text from the "River Life in the Empire" booklet, I think there's an opportunity to explore some implied set encounters. In particular, apart from the treacherous Reiker Marshes, there is a long stretch of river from Grünsburg to Auerswald that passes through the Reikwald Forest beneath the Hagercrybs that is far less populated than other stretches upriver and downriver. This would make the region rich in potential for adventures either on the waterway or in the forested riparian hinterland of the Reikland...

Looking at the included DotR map, there are several river "stretches" of the Teufel to be considered:

The Lower Teufel

  • The Reik to Grünsburg
    • Prieze & the Grünsburg Canal* 
  • Grünsburg
  • Grünsburg to Auerswald

*Note: although commissioned originally by Luitpold I, the father of the current Emperor, Karl Franz, the canal was only finished after his death in 2506. This stretch is not complete at the time of the original "The Enemy Within" campaign adventures (circa IC 2500, as opposed to the IC ~2520 starting date of later editions), although much of the channel accompanying the first part of the Great Northern Road has been dug and the locks partially built. 

River Teufel (Upper) map circa IC 2500
(excerpt from Death on the Reik)


The Upper Teufel

  • Auerswald
  • Beyond Auerswald
    • Auerswald to Ubersreik
    • Auerswald to Stimmigen

Note: the Cubicle 7 website teases that Ubersreik, the main setting of the first Vermintide computer game, will be detailed in the WFRP 4e Starter Kit boxed set (supposedly available October 2018).


Reikland Map by Andy Law
(Gitzman's Gallery)









Thursday, October 11, 2018

Death on the Reik Riverine Encounter Generator

The One and Only, the Original...
As a precursor to working on the "Riverbank KNeE Table" for the Indicara jungle encounters I've been looking into riverine adventures and encounters in particular, so I went to one of the more famous adventures, the WFRP 1e module Death on the Reik, part of the fabled "The Enemy Within" campaign.

Note: the RPG module, *not* the Vermintide DLC!

The Cubicle 7 reprint is available in PDF from DriveThruRPG and includes OCR text thankfully, which made generating a Google Docs Spreadsheet encounter generator for the included random river encounters much easier to develop.

The generator is available via this link here or thanks to Jesse Burke, is also accessible over at Glitzmans Gallery in the "WFRP Resources" section (thanks to Jesse for his prompt posting at my suggestion - check out the amazing character sheets and the high-resolution world map).

The encounters and first paragraph descriptive text is drawn from the "River Life of the Empire" booklet included in the module - an excellent resource for any riverine based adventure or campaign. I'll definitely be returning to this slim booklet in the future, but for now, enjoy!


Design Notes


The generator was a bit fiddly to develop given the Boolean logic functions needed to account for not only Yes/No for encounters according to different frequencies depending on Day vs Night / Populated vs Remote. Also, the "centile" basis of the tables is mainly just a d20 roll expanded to 5 point intervals except for some rarer "Special" or "Hazard" encounters which required a sub-nested structure to work. The end result isn't as pretty as I'd like as I don't want to remap all the dependent cells just for cosmetic sake but it's functional and hopefully simple enough to use in play.