.\" vim: filetype=groff .H1 Yearly Campaign Events .2C .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 monthly chart, my adaption of which is to follow, and 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 .IP 2. 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 .IP 2. Volcano .IP 3. Undead .IP 4. Inferno .IP 5.-6. Famine .IP 7.-8. Flood .IP 9. Earthquake .IP 10. Kaiju .H2 Other Subtable .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 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. .Au kyonshi .H1 Monthly Campaign Events .2C .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 .IP 1. 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 .IP 1. Accident .IP 2.-3. Bad Harvest .IP 4.-5. Bad Weather .IP 6.-7. Bandit Activity .IP 8. Birth .IP 9. Death .IP 10. Earthquake, Minor .IP 11. Excessive Taxes .IP 12. Fire .IP 13. Flooding .IP 14. Haunting .IP 15. Monster .IP 16. Injustice .IP 17. Landslide .IP 18. Maneater .IP 19. Plague .IP 93 Uprising .IP 20. No Event .H2 Other .IP 1. 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