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.H1
Campaign Events
.2C
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.PP
The inspiration for this is of course the Campaign Event table in 
Oriental Adventures, which I have to say is one of the few parts of that 
book that can stand on it's own without reservations. Nevertheless, 
while it is in general the most useful part of the book, it also is too 
long, too wordy, and focused on the Eastern Asia inspired setting 
presented in that book. This is a table more geared towards a generic 
fantasy setting (yes, even though I added Kaijus). The table in the book 
also had a Daily 
chart, which I found to be quite superfluous in that article. The 
results of the monthly table are nested in the yearly one, and both can 
interact with one another.
.PP
As always, don't see the results of this table as holy writ, but use it 
to flesh out the background of your campaign with events, stories, and 
rumors. In my experience you get the best results if you trust your 
dice, but if something just does not fit, don't make it fit by force.
.PP
.H2
Procedure
.PP
.BU
Roll 2d6 to determine yearly event
.BU
Roll 1d12 (or an appropriate other die, depending on how many months are 
in your campaign to determine when in the year this takes place.
.PP
Some events take longer, roll how many months this event takes. This 
influences which table to roll on to determine monthly events.
.H2
Yearly Table (2d6)
.IP 2. 5
Good Omen
.IP 3. 
Birth
.IP 4. 
Envoy
.IP 5. 
Death
.IP 6. 
Marriage
.IP 7. 
Religion
.IP 8. 
Disaster (roll Disaster Subtable)
.IP 9. 
War
.IP 10. 
Rebellion
.IP 11. 
Political Plot
.IP 12. 
Other (Roll Other Subtable)
.H2
Disaster Subtable (1d8)
.IP 1.
Volcano
.IP 2. 
Undead
.IP 3. 
Inferno
.IP 4. 
Famine
.IP 5. 
Flood
.IP 6. 
Earthquake
.IP 7. 
Kaiju
.IP 8.
Eldritch Manifestation
.H2
Other Subtable (1d6)
.IP 1. 
Visitation
.IP 2. 
Incursion
.IP 3. 
Comet
.IP 4. 
Miracle
.IP 5. 
Strange Phenomenon
.IP 6. 
Dungeon!

.H2
Explanations
.IP Birth:  
a high-ranking person in the region or beyond (in a larger 
realm) has a child, this is cause for public celebrations and feasting 
(1d6 days)
.IP Comet: 
a comet apears in the sky, roll again. New yearly event will 
happen within 1d6 months.
.IP "Eldritch Manifestation:"
Grim portents manifest of an entity men was not meant to know. It might just
be their earthly acolytes but it could also be the cosmic monstrosity itself,
a multi-tentacled behemoth from outer space, from another dimension or from
the ninth hell ...
.IP Death: 
a high-ranking person in the region dies, either naturally 
(1-4/6) or by assassination (5-6/6). This involves kings, dukes, 
high-priests, and other personages of at least regional importance. This 
causes disorder in the court for 1d6 months, or with 20% likelhood a 
violent struggle due to an unclear inheritance situation (treat like 
result for War/Rebellion)
.IP Dungeon!: 
The location of a heretofore unknown dungeon full of treasure, 
traps, and dangerous monsters becomes known.
.IP Earthquake: 
takes only a few hours, but causes destruction in 50 mile 
radius. 70% causes Fire, Major. 40% causes plague.  (compare Earthquake 
spell)
.IP Envoy: 
an envoy is sent to another country (1-3/6) or received in the 
local country (4-6/6). This can  be an ambassador or an important other 
figure that will stay in the host country for 1d10 months to talk about 
matters. There is a 1/10 chance the envoy is from a very exotic location 
and a 1/20 chance the envoy is in fact a conman.
.IP Famine: 
Famine due to drought, war, or other reasons. Lasts 1d6+1 
months, food prices double each passing month and will take the same 
amount to recover (Plague and Rebellion extend this). Marauders raid for 
food. 60% chance of Rebellion (see result Conflict, Internal), 20% 
chance of Plague following Famine. Every month of famine reduces 
population by 5%.
.IP Flood: 
major flooding hits region, population reduced by 1-10%, 40% of 
famine at harvest season, 20% of plague
.IP "Good Omen:" 
an omen generally seen as a good one appears, a new star in 
the sky, a dead tree lives again, etc. The harvest is bountiful. 
Population in the area grows by 5% over the next year.
.IP Incursion: 
A large number of creatures enters the region from outside, 
driven to migrate either peacefully or aggressively.
.IP Inferno: 
a major city is partially destroyed 2d4x10% by a huge fire. 
This can cause famine (20%) and plague (10%). Prices are doubled for a 
month, building material is 10x as expensive for 1d6 months.
.IP Kaiju: 
a giant monster (e.g. the Tarrasque) or multiple ravage the land 
for 1d3 months. Effect like Earthquake, but repeated each month.
.IP Marriage: 
the ruler of the land or his children are married in a 
political alliance. This is cause for public celebrations and feasting 
(1d6 days)
.IP Miracle: 
if a disaster was ongoing it is either completely undone (1/6) 
or significantly reduced in results. If completetly undone treat results 
like Visitation
.IP "Political intrigue:"
(5-6/6) causes tumult for 1d6 months, or 
assassionation (5-6/6), see entry for Death. There is a 20% chance an 
intrigue will develop into a rebellion per month which adds to the time 
it takes.
.IP Rebellion: 
A rebellion (1-4/6) or political intrigue (5-6/6) causes 
tumult for 1d6 months. There is a 20% chance an intrigue will develop 
into a rebellion per month which adds to the time it takes. There is a 
5% chance per month it causes a Civil War. Treat like Conflict 
(external) except without foreign enemy.
.IP Religion: 
A new religion appears, or a notably different sect of an 
established one shows itself. There is a 75% chance this causes  strife 
with established cults/religions. Establishment of the new faith takes 
1d6 months. 50% chance they convert the local ruler.
.IP Plague: 
a deadly disease scours the land for 2d6 months. Population of 
region decreases by 5% each month of plague. Prices of goods quadruple.
.IP "Strange Phenomenon:"
Something very notable but otherwise categorizable 
happens
.IP Undead: 
The dead rise again, either by the hand of necromancy or just 
due to ill fate (50% chance of each)
.IP Visitation: 
A god, angel, demon, or other being of considerable power is 
encountered at a location in the region. If seen as positive this causes 
a new place of worship to come in existence (20% of new religion/sect), 
if seen as negative this causes everyone to move away and the whole 
surrounding hex becomes a place of bad reputation.
.IP Volcano: 
dormant (1-3/4) or new (4/4) volcano erupts, destroying 
everything in 5 mile radius. Volcano stays active for 1d12 months. Every 
month 10% chance of new eruption.
.IP War!: 
War erupts for reasons to be determined. Either local country 
against other country/tribe/polity, or the other way around (50% 
chance). If affected causes famine in 1/3rd of cases. The war lasts 1d8 
months. A war that lasts more than 4 months will not end this year, but 
will flame up again during the next spring.
.H2
Monthly Events
.PP
Note: There are three tracks of monthly events here that depend on the 
yearly event. If this event is still going on (e.g. a War) use the 
respective table for it (either social or disaster). If nothing 
currently fits use Other table.
.H2
Social (1d20)
.IP 1. 9 
Accident 
.IP 2.-3. 
Bandit Activity 
.IP 4. 
Birth 
.IP 5. 
Death
.IP 6. 
Avenger
.IP 7. 
Inferno
.IP 8. 
Haunting
.IP 9. 
Monster
.IP 10. 
Incursion, Major
.IP 11. 
Incursion, Minor
.IP 12. 
Excessive Taxes
.IP 13. 
Injustice
.IP 14. 
Major Battle
.IP 15. 
Military Activities
.IP 16. 
Uprising
.IP 17.-20. 
No Event
.H2
Disaster (1d20)
.IP 1. 9
Accident
.IP 2. 
Bad Harvest
.IP 3.-4.   
Bad Weather
.IP 5.-6. 
Bandit Activity
.IP 7. 
Birth
.IP 8. 
Death
.IP 9. 
Earthquake, Minor
.IP 10. 
Excessive Taxes 
.IP 11. 
Fire
.IP 12. 
Flooding
.IP 13. 
Haunting
.IP 14. 
Monster
.IP 15. 
Injustice
.IP 16. 
Landslide
.IP 17. 
Maneater
.IP 18. 
Plague
.IP 19.
Uprising
.IP 20. 
No Event
.H2
Other (1d20)
.IP 1. 9
Accident
.IP 2. 
Bad Harvest
.IP 3. 
Bad Weather
.IP 4. 
Bandit Activity
.IP 5.-6.
Birth
.IP 7. 
Death
.IP 8. 
VIP
.IP 9. 
Fire
.IP 10. 
Haunting
.IP 11. 
Injustice
.IP 12. 
Maneater
.IP 13. 
Marriage
.IP 14.-15. 
Criminal
.IP 16. 
Avenger
.IP 17.-20. 
No Event
.H2
Explanations
.IP Accident: 
a terrible accident occurs causing severe disruption of daily 
life, if not death. This is big enough people will talk about it for months.
.IP Avenger: 
a stranger comes to town, looking for revenge. If the PCs have 
wronged someone before they will look for them. If not the stranger 
might enlist their help to find the offending party.
.IP "Bad Harvest:" 
for various reasons yields are simply not as big as they 
normally are. 1/20 there's gonna be a Famine, food prices increase by at 
least 50%.
.IP "Bad Weather:" 
the weather is notably worse than usual for this time of 
year.  Movement is reduced by half. During Summer treat also as Bad Harvest.
.IP "Bandit Activity:" 
a notable force of bandits or raiders (2d10x10) has 
moved into the area and established a base. At least 50% chance of 
attack for any caravan. If government is effective a punitive expedition 
will be sent (causing /rpg/wargame scenarios determined by DM). If 
ineffective (e.g. currently affected by social chaos) will raid local 
villages, treat as Bad Harvest. Bandits stay in area until defeated.
.IP Birth: 
if married PC learns of expected child. Otherwise either child of 
local notable (1-19/20), or miraculous birth (20/20) in peasant family
.IP Criminal: 
An notorius  criminal is rumored to be in the area. There 
might be a reward, although the presence of the criminal might be 
nothing but a rumor.
.IP Death: 
a notable person of the region has died for one reason or 
another. A successor/heir is in place after 1d8 weeks. If government 
authority is weak there's a 25% chance of neighboring lords trying to 
usurp this position.
.IP Earthquake: 
minor earthquake strikes area in 5 mile radius, damaging 
buildings. Building materials double price for 1d6 months. 20% chance of 
inferno, 30% chance of Fire.
.IP "Excessive Taxes:" 
taxes levied are impossible to meet. 1-3/10 Uprising 
occurs, 1-5/10 impoverished populace turns to Banditry.
.IP Fire: 
large fire affects settlement, destroying 1d4*10% of a city, twice 
that of a town, or a complete village. Building material costs double 
for 1d4 months.
.IP Flooding: 
less severe than a Flood, mostly limited in scope, this still 
can cause severe damage, deaths, and destruction. Can make areas unpassable.
.IP Haunting: 
a specific place in the region is rumored to be haunted. This 
might or might not be true.
.IP Monster: 
a being of great power moves into the area or becomes apparent, 
and starts terrorizing the populace. Lair is hidden but generally known 
to populace. If not dealt with populace starts arranging itself with it, 
bringing sacrifices. If left unchecked might cause more to appear.
.IP "Incursion, Major:"
a force has moved into the area intending to establish 
a home here, e.g. soldiers. refugees, monsters, or other transients
.IP "Incursion, Minor:" 
a smaller force has entered the area for their own 
reasons, e.g. a raiding party or a group of spies.
.IP Injustice: 
Outright and open corruption in a settlement in the region. 
Innocent people are being oppressed, imprisoned, and murdered by people 
out to enrich themselves at the cost of others. There is a 1/20 chance a 
character is wrongfully accused of a crime. 1-10/20 if the chracter has 
enemies.
.IP Landslide: 
A major road in the region is blocked by a landslide or 
avalanche. Clearing it takes at least half a month, if workers are 
mobilized at all. Otherwise road remains blocked.
.IP "Major Battle:"
important battle is fought in the region. This event can 
only take place during a time of social upheaval, so the GM will have to 
decide who is fighting and why. Battle can be resolved with appropriate 
wargaming rules. Prior and after battle all encounters are with troops 
moving/fleeing/scouring through area. After the battle losers are forced 
to retreat.
.IP Maneater: 
a creature with a taste for human flesh has moved into the 
area, striking twice a week and dragging off victims into the 
woods. Locals are paralyzed by fear (no work outside is being done). 
Maneater remains active until dealt with (captured, killed, or driven off).
.IP Marriage: 
a PC's proposal is accepted or they receive a proposal. 
Otherwise VIP in region marries and PCs are invited. In any case 
feasting and celebration is in order.
.IP "Military Activity:" 
The area is gearing up for war in one way or another. 
Armies are openly recruiting soldiers, troops are moving, goods are 
levied for the war effort (maybe by force). There is a 1-5/20 chance PCs 
are accosted by a recruiting gang. There is a 1/10 chance any character 
is accused of espionage.
.IP Plague: 
see entry in yearly events.
.IP Uprising: 
The peasants are revolting to protest against injustice, 
excessive taxes, or other appropriate reason. The Uprising lasts 1d4 
months, and has a 20% chance per month to become a proper rebellion. It 
has a 1-7/10 chance of bandit activity after it's end as surviving 
rebels turn to a life of crime.
.IP VIP: 
An important person has arrived on a visit to the place. This 
person might be in disguise to investigate a matter (33%). Otherwise the 
PCs might be invited to official banquets.
.Au kyonshi
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.KE
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