added Monthly Campaign Events WIP
This commit is contained in:
233
issue06/events
233
issue06/events
@@ -1,3 +1,4 @@
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.\" vim: filetype=groff
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.H1
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Yearly Campaign Events
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.2C
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@@ -70,7 +71,7 @@ Flood
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Earthquake
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.IP 10.
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Kaiju
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.H2
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Other Subtable
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.IP 1.
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Visitation
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@@ -124,7 +125,7 @@ population by 5%.
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.IP Flood:
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major flooding hits region, population reduced by 1-10%, 40% of
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famine at harvest season, 20% of plague
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.IP Good Omen:
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.IP "Good Omen:"
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an omen generally seen as a good one appears, a new star in
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the sky, a dead tree lives again, etc. The harvest is bountiful.
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Population in the area grows by 5% over the next year.
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@@ -146,7 +147,7 @@ political alliance. This is cause for public celebrations and feasting
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if a disaster was ongoing it is either completely undone (1/6)
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or significantly reduced in results. If completetly undone treat results
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like Visitation
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.IP Political intrigue:
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.IP "Political intrigue:"
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(5-6/6) causes tumult for 1d6 months, or
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assassionation (5-6/6), see entry for Death. There is a 20% chance an
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intrigue will develop into a rebellion per month which adds to the time
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@@ -165,7 +166,7 @@ with established cults/religions. Establishment of the new faith takes
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.IP Plague:
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a deadly disease scours the land for 2d6 months. Population of
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region decreases by 5% each month of plague. Prices of goods quadruple.
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.IP Strange Phenomenon:
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.IP "Strange Phenomenon:"
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Something very notable but otherwise categorizable
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happens
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.IP Undead:
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@@ -188,3 +189,227 @@ chance). If affected causes famine in 1/3rd of cases. The war lasts 1d8
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months. A war that lasts more than 4 months will not end this year, but
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will flame up again during the next spring.
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.Au kyonshi
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.H1
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Monthly Campaign Events
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.2C
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.PP
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Note: There are three tracks of monthly events here that depend on the
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yearly event. If this event is still going on (e.g. a War) use the
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respective table for it (either social or disaster). If nothing
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currently fits use Other table.
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.H2
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Social
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.IP 1.
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Accident
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.IP 2.-3.
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Bandit Activity
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.IP 4.
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Birth
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.IP 5.
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Death
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.IP 6.
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Avenger
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.IP 7.
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Inferno
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.IP 8.
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Haunting
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.IP 9.
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Monster
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.IP 10.
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Incursion, Major
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.IP 11.
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Incursion, Minor
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.IP 12.
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Excessive Taxes
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.IP 13.
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Injustice
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.IP 14.
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Major Battle
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.IP 15.
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Military Activities
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.IP 16.
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Uprising
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.IP 17.-20.
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No Event
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.H2
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Disaster
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.IP 1.
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Accident
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.IP 2.-3.
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Bad Harvest
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.IP 4.-5.
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Bad Weather
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.IP 6.-7.
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Bandit Activity
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.IP 8.
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Birth
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.IP 9.
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Death
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.IP 10.
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Earthquake, Minor
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.IP 11.
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Excessive Taxes
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.IP 12.
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Fire
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.IP 13.
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Flooding
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.IP 14.
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Haunting
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.IP 15.
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Monster
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.IP 16.
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Injustice
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.IP 17.
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Landslide
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.IP 18.
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Maneater
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.IP 19.
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Plague
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.IP 93
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Uprising
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.IP 20.
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No Event
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.H2
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Other
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.IP 1.
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Accident
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.IP 2.
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Bad Harvest
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.IP 3.
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Bad Weather
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.IP 4.
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Bandit Activity
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.IP 5.-6.
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Birth
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.IP 7.
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Death
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.IP 8.
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VIP
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.IP 9.
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Fire
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.IP 10.
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Haunting
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.IP 11.
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Injustice
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.IP 12.
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Maneater
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.IP 13.
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Marriage
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.IP 14.-15.
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Criminal
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.IP 16.
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Avenger
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.IP 17.-20.
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No Event
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.H2
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Explanations
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.IP Accident:
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a terrible accident occurs causing severe disruption of daily
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life, if not death. This is big enough people will talk about it for months.
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.IP Avenger:
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a stranger comes to town, looking for revenge. If the PCs have
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wronged someone before they will look for them. If not the stranger
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might enlist their help to find the offending party.
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.IP "Bad Harvest:"
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for various reasons yields are simply not as big as they
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normally are. 1/20 there's gonna be a Famine, food prices increase by at
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least 50%.
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.IP "Bad Weather:"
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the weather is notably worse than usual for this time of
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year. Movement is reduced by half. During Summer treat also as Bad Harvest.
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.IP "Bandit Activity:"
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a notable force of bandits or raiders (2d10x10) has
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moved into the area and established a base. At least 50% chance of
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attack for any caravan. If government is effective a punitive expedition
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will be sent (causing /rpg/wargame scenarios determined by DM). If
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ineffective (e.g. currently affected by social chaos) will raid local
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villages, treat as Bad Harvest. Bandits stay in area until defeated.
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.IP Birth:
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if married PC learns of expected child. Otherwise either child of
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local notable (1-19/20), or miraculous birth (20/20) in peasant family
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.IP Criminal:
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An notorius criminal is rumored to be in the area. There
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might be a reward, although the presence of the criminal might be
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nothing but a rumor.
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.IP Death:
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a notable person of the region has died for one reason or
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another. A successor/heir is in place after 1d8 weeks. If government
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authority is weak there's a 25% chance of neighboring lords trying to
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usurp this position.
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.IP Earthquake:
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minor earthquake strikes area in 5 mile radius, damaging
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buildings. Building materials double price for 1d6 months. 20% chance of
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inferno, 30% chance of Fire.
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.IP "Excessive Taxes:"
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taxes levied are impossible to meet. 1-3/10 Uprising
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occurs, 1-5/10 impoverished populace turns to Banditry.
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.IP Fire:
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large fire affects settlement, destroying 1d4*10% of a city, twice
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that of a town, or a complete village. Building material costs double
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for 1d4 months.
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.IP Flooding:
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less severe than a Flood, mostly limited in scope, this still
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can cause severe damage, deaths, and destruction. Can make areas unpassable.
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.IP Haunting:
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a specific place in the region is rumored to be haunted. This
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might or might not be true.
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.IP Monster:
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a being of great power moves into the area or becomes apparent,
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and starts terrorizing the populace. Lair is hidden but generally known
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to populace. If not dealt with populace starts arranging itself with it,
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bringing sacrifices. If left unchecked might cause more to appear.
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.IP "Incursion, Major:"
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a force has moved into the area intending to establish
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a home here, e.g. soldiers. refugees, monsters, or other transients
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.IP "Incursion, Minor:"
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a smaller force has entered the area for their own
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reasons, e.g. a raiding party or a group of spies.
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.IP Injustice:
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Outright and open corruption in a settlement in the region.
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Innocent people are being oppressed, imprisoned, and murdered by people
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out to enrich themselves at the cost of others. There is a 1/20 chance a
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character is wrongfully accused of a crime. 1-10/20 if the chracter has
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enemies.
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.IP Landslide:
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A major road in the region is blocked by a landslide or
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avalanche. Clearing it takes at least half a month, if workers are
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mobilized at all. Otherwise road remains blocked.
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.IP "Major Battle:"
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important battle is fought in the region. This event can
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only take place during a time of social upheaval, so the GM will have to
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decide who is fighting and why. Battle can be resolved with appropriate
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wargaming rules. Prior and after battle all encounters are with troops
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moving/fleeing/scouring through area. After the battle losers are forced
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to retreat.
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.IP Maneater:
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a creature with a taste for human flesh has moved into the
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area, striking twice a week and dragging off victims into the
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woods.Locals are paralyzed by fear (no work outside is being done).
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Maneater remains active until dealt with (captured, killed, or driven off).
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.IP Marriage:
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a PC's proposal is accepted or they receive a proposal.
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Otherwise VIP in region marries and PCs are invited. In any case
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feasting and celebration is in order.
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.IP "Military Activity:"
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The area is gearing up for war in one way or another.
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Armies are openly recruiting soldiers, troops are moving, goods are
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levied for the war effort (maybe by force). There is a 1-5/20 chance PCs
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are accosted by a recruiting gang. There is a 1/10 chance any character
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is accused of espionage.
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.IP Plague:
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see entry in yearly events.
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.IP Uprising:
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The peasants are revolting to protest against injustice,
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excessive taxes, or other appropriate reason. The Uprising lasts 1d4
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months, and has a 20% chance per month to become a proper rebellion. It
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has a 1-7/10 chance of bandit activity after it's end as surviving
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rebels turn to a life of crime.
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.IP VIP:
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An important person has arrived on a visit to the place. This
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person might be in disguise to investigate a matter (33%). Otherwise the
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PCs might be invited to official banquets.
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.Au kyonshi
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