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 Post subject: Adjudicating Random Events
PostPosted: 22 Jan 2010, 07:05 
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Joined: 13 Jan 2010, 08:25
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Roll 2d10 and add the numbers together - e.g., 5 and 7 = 12, not 57.

Results:

2: Blood Challenge

3: Assassination Attempt

4: Festival

5: Feud

6: Natural Event

7: Diplomatic Matter

8: Corruption/Crime

9 - 12: No Event

13 - 14: Monsters or Brigandage

15: Trade Matter

16: Intrigue

17: Unrest or Rebellion

18: Matter of Justice

19: Great Captain/Heresy

20: Magical Event

After the random event is determined and you choose a course of action, the GM rolls on the event response table to see how the regent fairs based on their actions.


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 Post subject: Random Event Descriptions
PostPosted: 22 Jan 2010, 07:24 
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Random Event Descriptions

Blood Challenge
An NPC or awnshegh comes looking for the regent's bloodline. The challenge may be in the form of a ritual invitation to a duel, a provocative military action, or a stinging insult. It may even come in the form of an ambush or assassination attempt. The GM will determine what NPC or creature seeks the character's bloodline and how it will attack the PC. Typically it will come in the form of an adventure or vignette.

Assassination
An attempt is made on the regent's life (can be played in a one scene adventure). Assassins may be agents of a foreign power or dissatisfied subjects. Conspiracies almost always underlie assassination attempts. A successful response by the PC reveals the perpetrator and arrangements of the attempt.

Festival
The regent's presence is required at a celebration or ceremony - it may be a wedding between two important families, a religious ritual, or the public observance of an important event. Preparations and attendance for such an event require a character action (see Domain Turns). The regent must spend 1d6 Gold Bars (GB) for gifts and arrangements. If the regent chooses not to attend or refuses to spend money, a failed event response means the regent offends someone important.

If a Priest regent neglects a festival, he suffers a major regency loss during the adjustment phase.

Feud
Two Important families within the character's domain become embroiled in a feud. One of the PC's law holdings is decreased by one level as a result of armed supporters roaming the streets to kill each other. A regent who ignores the event suffers a minor loss of regency during the adjustment phase. The law holding is restored by a successful event response.

Natural Event
Roll percentile dice. A roll of 01-17 indicates a boon, 18-66 a small natural nuisance, 67-98 a major natural disaster, and 99-100 indicates a natural catastrophe. A boon includes such possibilities as fair weather, a decline in natural pests, or a bumper crop (add 1d6 GB to the regent's treasury). A nuisance such as a blizzard, minor landslide, or minor flooding that restricts travel, reduces the collections of one of the regent’s holdings by 1 GB, delays asset construction, or temporarily interrupts a trade route. Minor problems correct themselves automatically. Major disasters such as reduced crops, a major flood or fire, or a major earthquake require regent action. Major disasters reduce taxes and collections for all holdings in one province by 1d6 GB for one month. A regent must spend a standard action and 1d3 GBs to bring relief effort to correct this loss or face a major loss of regency. A natural catastrophe reduces the taxation and collections of all holdings in 1d3 provinces for 1d6 months. Each standard action and 1d3 GB of relief decreases the recovery time in one province by one month. Any regent in affected provinces that does not aid in the relief faces a major loss of regency. A province ruler that ignores a natural catastrophe will quickly find his domain in rebellion.

Diplomatic Matter
An ambassador from another domain wishes to discuss an alliance, trade issue, or other matter of mutual concern. The GM decides who wishes to talk to the regent and the importance of the issue to that character. Diplomacy might involve threats and brow-beating, or it may be a delicate affair of understatement and suggestion. If a regent wishes to conduct the negotiations personally, he must spend his action do so; in either event, a court action is required to receive the diplomatic party appropriately.

Corruption or Crime
The regent's followers are caught in dishonest dealings. The corruption could be as small as the acceptance of a bribe or perhaps as large as an attempt to sell off holding property for personal gain. Corruption directly affects a regent's treasury. The gold production of the affected holding is reduced by 2 GB/domain turn until the regent responds successfully.

Monsters or Brigandage
Raiders, bandits, or hungry beasts move into the regent's territory and make life unpleasant. A single monster such as a giant or griffin is generally only a nuisance, but if the regent ignores it, he'll suffer a minor loss of regency at the end of the domain round. A truly noble regent doesn't allow a village to be eaten because he can't be troubled to defend it.

Large-scale raiding reduces the income of the affected province/holding by 1d6 GB and causes a major loss of regency. The losses take effect each domain turn until the regent successfully responds.

Trade Matter
Roll 1d6: a roll of 1-5 indicates a problem, but a 6 grants an unexpected boon or surplus that nets the regent 1d3 extra Gold Bars during the taxation phase. Trade problems include labor disputes, increases in tariffs or duties, or the closure of trade routes due to war or piracy. A single trade route in the regent's territory closes down and he loses 1d6 GB from one province or holding's production. In addition, the affected guilds’ regents suffer a major loss of regency at the end of every domain turn until they successfully respond to an event.

Intrigue
The regent's court or bureaucracy becomes involved in an intrigue. A person who wants to discredit, displace, or blackmail another person initiates intrigues. Intrigues can be ignored, but when a valued lieutenant is suddenly exposed as a criminal or deviant, a regent might have no choice but to terminate his services.

Worse yet, intrigues may be aimed at gaining control of the government. A regent who fails to respond to such a plot suffers a loss of regency during the adjustment phase of each domain turn and must reduce the base loyalty of all his provinces by one grade.

Unrest or Rebellion
This affects only realm rulers. The populace’s attitude towards the regent drops in one or more geographic areas (or demographic populations). Usually this will be the areas with the current lowest loyalty rating. If the province is already Hostile, then the area falls into rebellion; peasant militias may form and occupy the province, possibly destroying holdings or attacking military units and fortifications belonging the to regent. Decrees have no effect on unrest; the regent must expend a standard action such as diplomacy, war (and then occupy the province), or espionage to address the situation. Alternately, the DM may allow an adventure to address the situation.

Matter of Justice
An issue of justice or legality arises with serious implications for the regent. The population may demand justice of the action of a noble, a craftsman may be infringing on the rights of another craft guild, or a priest may be walking the fine line between heresy and brilliance. Important decisions must be made that require the regent's personal attention. If the regent fails to respond he risks unrest throughout his domain. The loyalty of every province will drop by one level every domain turn until the issue is resolved.

Dealing with matters of justice is a significant part of a regent's duty and the consequences of the regent's actions are significant. If the regent uses a character action to address the situation and devise a mutually acceptable solution or compromise then the regent receives a minor gain of regency. If the regent responds by acceding to popular demand, he suffers a major loss of regency. If he makes a decision in favor of the throne, the attitude of his domain is reduced by one. This can happen even if the decision is the "right" decision. Being a just and fair ruler does not mean that one is necessarily well loved.

Great Captain or Heresy
The inhabitants of a domain are swayed into placing their trust in someone other than the regent. This event usually indicates the appearance of a charismatic hero with dangerous views. The rise of a great captain neutralizes one holding of a regent's domain, which becomes loyal to the captain instead of the regent. Rulers of realms lose one law holding if they have one, or an entire province if they don't! The ruler of the domain collects taxes normally, but collects no RP from the affected holding/province.

Each domain turn, the great captain claims another holding or province from the regent's domain unless solved. The regent can use a domain action to contest the captain's influence. The regent can use a character action to attempt to convert the captain into a lieutenant thereby restoring the caption's followers to the regent's fold. The regent can also treat the disloyal holdings and provinces as if they were rebelling and try to quell the unrest with military action.

Arresting or assassinating the captain automatically sends the affected holding and provinces into rebellion.

Magical Event
Some bizarre event takes place. A conjunction with the Shadow World could create a plague of restless undead; a rival wizard could move into a regent's domain and contest the resident wizard's control of the source. This event is a catch-all for any kind of weird occurrence that doesn't fall into the other categories. A horrible blight that destroys farmland could appear or a series of portents and omens might terrify the populace or lead to an adventure action.

Regardless of the event, it should require the regent to investigate it personally.


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