416 lines
13 KiB
Plaintext
416 lines
13 KiB
Plaintext
.\" vim: filetype=groff
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.H1
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Yearly Campaign Events
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.2C
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.PP
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The inspiration for this is of course the Campaign Event table in
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Oriental Adventures, which I have to say is one of the few parts of that
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book that can stand on it's own without reservations. Nevertheless,
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while it is in general the most useful part of the book, it also is too
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long, too wordy, and focused on the Eastern Asia inspired setting
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presented in that book. This is a table more geared towards a generic
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fantasy setting (yes, even though I added Kaijus). The table in the book
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also had a monthly chart, my adaption of which is to follow, and a Daily
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chart, which I found to be quite superfluous in that article. The
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results of the monthly table are nested in the yearly one, and both can
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interact with one another.
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.PP
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As always, don't see the results of this table as holy writ, but use it
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to flesh out the background of your campaign with events, stories, and
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rumors. In my experience you get the best results if you trust your
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dice, but if something just does not fit, don't make it fit by force.
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.PP
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.H2
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Procedure
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.PP
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.BU
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Roll 2d6 to determine yearly event
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.BU
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Roll 1d12 (or an appropriate other die, depending on how many months are
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in your campaign to determine when in the year this takes place.
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.PP
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Some events take longer, roll how many months this event takes. This
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influences which table to roll on to determine monthly events.
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.H2
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Yearly Table
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.IP 2.
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Good Omen
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.IP 3.
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Birth
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.IP 4.
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Envoy
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.IP 5.
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Death
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.IP 6.
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Marriage
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.IP 7.
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Religion
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.IP 8.
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Disaster (roll Disaster Subtable)
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.IP 9.
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War
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.IP 10.
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Rebellion
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.IP 11.
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Political Plot
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.IP 12.
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Other (Roll Other Subtable)
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.H2
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Disaster Subtable
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.IP 2.
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Volcano
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.IP 3.
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Undead
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.IP 4.
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Inferno
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.IP 5.-6.
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Famine
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.IP 7.-8.
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Flood
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.IP 9.
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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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.IP 2.
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Incursion
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.IP 3.
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Comet
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.IP 4.
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Miracle
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.IP 5.
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Strange Phenomenon
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.IP 6.
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Dungeon!
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.H2
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Explanations
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.IP Birth:
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a high-ranking person in the region or beyond (in a larger
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realm) has a child, this is cause for public celebrations and feasting
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(1d6 days)
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.IP Comet:
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a comet apears in the sky, roll again. New yearly event will
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happen within 1d6 months.
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.IP Death:
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a high-ranking person in the region dies, either naturally
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(1-4/6) or by assassination (5-6/6). This involves kings, dukes,
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high-priests, and other personages of at least regional importance. This
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causes disorder in the court for 1d6 months, or with 20% likelhood a
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violent struggle due to an unclear inheritance situation (treat like
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result for War/Rebellion)
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.IP Dungeon!:
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The location of a heretofore unknown dungeon full of treasure,
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traps, and dangerous monsters becomes known.
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.IP Earthquake:
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takes only a few hours, but causes destruction in 50 mile
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radius. 70% causes Fire, Major. 40% causes plague. (compare Earthquake
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spell)
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.IP Envoy:
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an envoy is sent to another country (1-3/6) or received in the
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local country (4-6/6). This can be an ambassador or an important other
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figure that will stay in the host country for 1d10 months to talk about
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matters. There is a 1/10 chance the envoy is from a very exotic location
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and a 1/20 chance the envoy is in fact a conman.
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.IP Famine:
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Famine due to drought, war, or other reasons. Lasts 1d6+1
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months, food prices double each passing month and will take the same
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amount to recover (Plague and Rebellion extend this). Marauders raid for
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food. 60% chance of Rebellion (see result Conflict, Internal), 20%
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chance of Plague following Famine. Every month of famine reduces
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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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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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.IP Incursion:
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A large number of creatures enters the region from outside,
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driven to migrate either peacefully or aggressively.
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.IP Inferno:
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a major city is partially destroyed 2d4x10% by a huge fire.
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This can cause famine (20%) and plague (10%). Prices are doubled for a
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month, building material is 10x as expensive for 1d6 months.
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.IP Kaiju:
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a giant monster (e.g. the Tarrasque) or multiple ravage the land
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for 1d3 months. Effect like Earthquake, but repeated each month.
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.IP Marriage:
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the ruler of the land or his children are married in a
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political alliance. This is cause for public celebrations and feasting
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(1d6 days)
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.IP Miracle:
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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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(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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it takes.
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.IP Rebellion:
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A rebellion (1-4/6) or political intrigue (5-6/6) causes
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tumult for 1d6 months. There is a 20% chance an intrigue will develop
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into a rebellion per month which adds to the time it takes. There is a
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5% chance per month it causes a Civil War. Treat like Conflict
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(external) except without foreign enemy.
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.IP Religion:
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A new religion appears, or a notably different sect of an
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established one shows itself. There is a 75% chance this causes strife
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with established cults/religions. Establishment of the new faith takes
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1d6 months. 50% chance they convert the local ruler.
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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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Something very notable but otherwise categorizable
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happens
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.IP Undead:
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The dead rise again, either by the hand of necromancy or just
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due to ill fate (50% chance of each)
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.IP Visitation:
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A god, angel, demon, or other being of considerable power is
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encountered at a location in the region. If seen as positive this causes
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a new place of worship to come in existence (20% of new religion/sect),
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if seen as negative this causes everyone to move away and the whole
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surrounding hex becomes a place of bad reputation.
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.IP Volcano:
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dormant (1-3/4) or new (4/4) volcano erupts, destroying
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everything in 5 mile radius. Volcano stays active for 1d12 months. Every
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month 10% chance of new eruption.
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.IP War!:
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War erupts for reasons to be determined. Either local country
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against other country/tribe/polity, or the other way around (50%
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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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