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  1. #1
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    Help me make a Random History Events Table

    Like many of you, I find random tables useful in stimulating the creative process, as your subconscious figures out interesting ways for random results to work together. I'm a big fan of Richard Baker's "World Builder's Guidebook," a fun AD&D 2e worldbuilding book. One of the really cool things about that book was in one of the last chapters there was table of generic random historical events. It had entries like "Empire rises/falls," "Kingdom Growth," "Revolution" Plague," "Monster incursion," "Religious supremacy." I used this table to generate neat histories for the dwarf clan in the main nation of my world, and the general outlines of the history of the human countries.

    I'd like to build a larger table for inspiration when writing histories in my D&D game (or any fantasy game), and thought I'd ask the community for help. Entries can be as specific or generic as you want.

    I'll start off with a few so you get the idea:

    Generic ideas:

    Major rival of nation is ascendant/descendant
    Internal political strife (could be expanded- is it local or capital politics?)
    Internal economic strife (could be expanded- mass poverty or trade wars?)
    Internal religious strife (could be expanded- crusade or inquisition or something else?)
    Planar incursion

    Specific ideas:

    The heir of a neighboring kingdom (or other important noble) marries the heir of your kingdom
    A young priest has gained a large following and local secular and religious authorities are oppressing the upstart religion
    The heir of a recently conquered empire has been slain in battle, and his generals fight over the spoils
    The commoners in the capital city have gone on strike and are demanding more representation in government
    The rival nation has launched a successful invasion of the country and have won several battles, establishing a fortified position in mountains. (could be expanded to a sub-table of what happens next? Allies assist freedom fighters in driving out the rival, years of oppression followed by a slave revolt, fall of the nation?)

    I'm just brainstorming, but over time this could become a whole series of tables, with sub-tables to expand upon certain ideas (like the course of a war), and flesh out major historical personages and families.
    "If it doesn't fit, bend it. If it still doesn't fit, break it." -Old Dwarven saying.

    "My sword is still in the dire shark? I jump back in and get it out!" -myself playing Balrog, a half-orc barbarian. It was a *really* nice sword.

 

  • #2
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    If you're gonna make a table, we have a whole system designed especially for it!

  • #3
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    OK - how about a few here:

    1) A mysterious plague strikes the kingdom, killing many before a combined effort of the clerics of many deities stops the spread.
    2) A rich vein of silver was found in a mountain range, leading the local Duke to become the wealthiest lord in the kingdom. The wealth later led this Duke to rebel against the king, winning several battles before being killed. In retribution, the King had the Duke and his entire line wiped out (or did he?)
    3) Nearly 300 years ago, a benevolent gold dragon took up residence in a remote area of the kingdom, with several small villages and towns paying homage to the dragon. The dragon even helped the kingdom fend off a horde of orc invaders once. 100 years later, the dragon disappeared without a trace, with no evidence of foul play left behind. Divination spells could not find any trace, either.
    Valar Morghulis

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    Princess Kidnapped Random Table:

    D20
    1. A princess has been kidnapped by an evil wizard.
    2. 1d6+1 princesses have been kidnapped by an evil wizard.
    3. A princess has been kidnapped by 1d6+1 evil wizards.
    4. A wizard has been kidnapped by an evil princess.
    5. A princess has been kidnapped by an evil princess.
    6. A princess has eloped with a wizard, and made it look like kidnapping.
    7. A princess has eloped with a princess, and made it look like kidnapping.
    8. A princess has been kidnapped by an evil prince with a wizard sidekick.
    9. A prince has been kidnapped by an evil wizard princess.
    10. A prince, a princess, and a wizard walk into a bar. Roll 1d3 to see which of them gets kidnapped.
    11. A princess has been turned into a golden table. The table has been stolen by a wizard. Before revealing where he hid the table the wizard was kidnapped by an evil prince.
    12. Two rival nations are due to carry out a kidnapped princesses swap meet. An evil wizard is expected to interrupt the exchange.
    13. Kidnapped Princesses Anonymous is holding an annual banquet. Disguised princesses from all over the world are expected to arrive there, and the organizers are seeking bodyguards for the event.
    14. An evil wizard is on trial for serial kidnapping. There is a rumour going around that his prince is about to set in motion a plan to break him free.
    15. A princess is getting married to the wizard who kept kidnapping her, and then setting her free. Jealous princes from all over the world are arriving to the event.
    16. An evil wizard has spent decades trying to kidnap the same princess. The princess is getting tired with this and is calling for adventurers to solve the situation.
    17. After being caught faking her own kidnapping several times a princess has now genuinely been kidnapped. Only her wizard believes that she has really been taken.
    18. A princess, a prince, and a court wizard have been kidnapped. The king is still refusing to pay the ransom for some reason.
    19. A wizard is masquerading as the princess who has been kidnapped.
    20. A princess is kidnapping princes from rival nations, who are now threatening her with war. She is unperturbed as she has an army of wizards.

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  • #5
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    On a more serious note I have a few ideas for a course of war random table, but I'll have to think about it a bit more.

    My sarcasm detector is fusion powered. Yeah, that's powerful enough.

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  • #6
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    I'd be inclines to roll a d1000 and see what happened that year.

    I'll try it. Rolled 918

    http://en.wikipedia.org/wiki/918

    -- A tribal nomadic people decides to set up a capital, and build a mighty wall to protect the town it choses.

    -918 BC = nothing

    1918 = http://en.wikipedia.org/wiki/1918

    Whole lot of stuff going in this pivotal year:
    --- A revolution with a completely new, radical ideology is tearing an ancient empire apart. Its territories are declaring independence and most are embroiled in their own civil wars, as a larger conflict wages between each separatist new realm, the old empire, and foreign powers that are sucked into the conflict.

    --- Major battles are fought as the Great War -- the greatest war the world has ever seen (so far) -- draws to its conclusion, a new great power having entered and brought decisive victory to one of two exhausted alliances. Over the next 30 years, this new great power will rise to become the greatest power in the world, but the victorious alliance will be eventually be broken as two of its members (Japan and Italy) ally with the old enemy.


    --- A plague kills millions of people (Spanish flu).

    -- A famous magician dies in demonstrating his craft.

    -- A famous musician is arrested as a spy, but he's probably innocent.

    -- A very famous warrior nobleman (the Red Baron) is killed in battle, but there are arguments about who actually killed him.

    -- A young soldier (Sergeant York) single-handedly defeats a company-sized enemy formation.

    I think real history beats fake history . . .
    Last edited by haakon1; Thursday, 8th November, 2012 at 08:55 AM.

  • #7
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    A long time ago, I was making a Birthright campaign game. This was the list I came up with:

    Event
    Accident
    Adventure
    Alignment Shift, Government
    Alignment Shift, People
    Alignment Shift, Religous
    Alliance Broken
    Alliance Made
    Ancient Civilization
    Ancient Evil
    Ancient Good
    Appearance, Army
    Appearance, Burueacracy
    Appearance, City
    Appearance, Nobility
    Appearance, Populace
    Appearance, Priest
    Appearance, Town
    Appearance, Wizard
    Artifact/Relic
    Bad Harvest
    Bad Weather
    Bandits
    Betrayal
    Betrothal
    Birth
    Building
    Call to Arms
    Charlatan
    Child to Adult
    City Becomes A Town
    City Becomes Ruins
    City Declares Independance
    City Problems
    Competitions
    Corrupt Official
    Crime, Daring
    Crime, Major
    Crime, Minor
    Crisis, Major
    Crisis, Minor
    Crisis, Personal
    Cult Appears
    Cult Destroyed
    Curse Laid
    Curse Lifted
    Death
    Decadence
    Decree
    Demand for Justice
    Dethroned
    Disappearance, Army
    Disappearance, Burueacracy
    Disappearance, City
    Disappearance, Nobility
    Disappearance, Populace
    Disappearance, Priest
    Disappearance, Town
    Disappearance, Wizard
    Discovery
    Dissatisfied Army
    Dissatisfied Burueacracy
    Dissatisfied Estate
    Dissatisfied Merchants
    Dissatisfied Nobility
    Dissatisfied Peasantry
    Dissatisfied Populace
    Dissatisfied Religion
    Dissatisfied Slaves
    Divine Intervention, Evil
    Divine Intervention, Good
    Divine Intervention, Witness
    Divorce
    Earthquake
    Escapades of Army
    Escapades of Bureacracy
    Escapades of General
    Escapades of Official
    Escapades of Priest
    Escaped Convict
    Estate Arises, Other
    Estate Falls, Other
    Excess Goods
    Experience, Army
    Experience, Bureacracy
    Experience, Church
    Experience, Estate
    Experience, Leader
    Extra Income
    Famous Person
    Festival
    Fire, Major
    Fire, Minor
    Flood
    Framed, vs. Army
    Framed, vs. Estate
    Framed, vs. Populace
    Framed, vs. Religion
    Fued Begins
    Fued Ends
    Gift
    Good Fortune
    Good Harvest
    Good Weather
    Guild Destroyed
    Guild Formed
    Guild War
    Hatred
    Haunting
    Heresy
    Holiday Observance
    Holy War Ends
    Holy War, Major
    Holy War, Minor
    Holy War, Threat
    Horrendous Monster
    Humiliation, Army
    Humiliation, Estate
    Humiliation, Noble
    Humiliation, Official
    Humiliation, Priest
    Humiliation, Religion
    Humiliation, Ruler
    Income Gain
    Income Loss
    Incursion, Major
    Incursion, Minor
    Injustice
    Inquisition
    Justice
    Kidnapping
    Landslide
    Legendary Hero
    Lost City
    Magic Item
    Magic Spell
    Magical Beast
    Magical Item
    Maiden of Virtue
    Maneater
    Marriage
    Mercenaries Change Alligence
    Mercenaries For Hire
    Migration In
    Migration Out
    Miracle
    Misfortune
    Murder
    Mystery
    Name Change, Political
    Name Change, Religious
    New Religion
    Notorious Criminal
    Palace Plot
    Personal Challenge
    Philisophical Debate
    Plague, Magical
    Plague, Major
    Plague, Minor
    Population Decrease
    Population Increase
    Power Structure Addition
    Power Structure Reorganization
    Power Structure Subtraction
    Prophesy
    Prophesy Fulfilled
    Propoganda
    Protest by Army
    Protest by Merchants
    Protest by Nobility
    Protest by Officials
    Protest by Peasants
    Protest by Populace
    Protest by Religion
    Protest by Slaves
    Public Indifference
    Public Outrage
    Public Support
    Ransom
    Reformation
    Refugees
    Relic
    Religous Reformation
    Religous Schism
    Renegade Assassinated
    Renegade Bureaucrat
    Renegade General
    Renegade Mercenary
    Renegade Noble
    Renegade Official
    Renegade Priest
    Resource Found
    Resource Loss
    Revolt, Major
    Revolt, Minor
    Rumors
    Scandal
    Special!!!!!
    Spies
    Stranger
    Substandard Goods
    Succession
    Superior Goods
    Symbol of Approvement
    Symbol of Dissatisfaction
    Symbol of Mystery
    Tax Problem
    Technological Increase
    Technological Loss
    Town Appears
    Town Becomes City
    Town Becomes Ruins
    Town Declares Independance
    Treason
    Treaty
    Treaty Broken
    Trouble Rating Decrease
    Trouble Rating Increase
    Unemployment
    Unexplained Event
    Uprising, Major
    Uprising, Minor
    Upstart Against Estate
    Upstart Against Religion
    Upstart Against Ruler
    Upstart Desires Throne
    Vandals
    Vanished Official
    Vengeful Stranger
    VIP
    Wandering Priest
    Wild Magic
    Wise Man
    Wizard

    RANDOM EVENT TABLES

    ACCIDENT CHART

    2D10 ROLL RESULT SPECIAL EFFECTS
    2 Construction Related Accident Add +1D10 months to any construction underway
    3 - 5 Mob Overrun Reduce population by 1d10 x 10 people
    6 - 8 Accidental Fire Reduce population by 1d10 x 10 people
    9 - 12 Building/Structure collapse Reduce population by 1d10 x 10 people; 3 ic must be paid for repair
    13 - 15 Minute Plague Breakout Reduce population by 1d10 x 10 people; general fear increases TROUBLE by one if reaction roll is bad
    16 - 18 Breakout of Violent Crime Reduce population by 1d10 x 5 people; decrease BUR by 1
    19 Army Training Mishap Lose 1d4 stands of troops; decrease morale by 1
    20 Army Turns on the Public Reduce population by 1d10 x 10 people; Army loses 1d4-1 stands; TROUBLE +1, BUR -1, morale -2


    ADVENTURE CHART

    The level of the adventure is rolled on 1d10. If a 10 is rolled, another 1d10 is rolled and added to 10. A quest for an artifact is always a level 20 adventure. Subtract the average level of the adventuring party + of the number of characters in the party (round down) from the adventure level. Then subtract the result from a roll of 1d20 on the chart below.

    2D10 ROLL RESULT SPECIAL EFFECTS
    less than 1 Expedition Fails Utterly All adventurers slain, any money invested lost, increase TROUBLE by one as the creatures attacked go on a rampage
    1 - 2 Expedition Fails Miserably All adventurers slain, any money invested lost
    3 - Expedition Fails 1d4 adventurers slain, any money invested lost
    8 - 10 Expedition Fails Minorly Any money invested lost
    11 - 13 Expedition Succeeds Minorly Recieve back x1.5 times money invested
    15 - 1 Expedition Succeeds Recieve back x2.0 times money invested and 1d4-1 magic items
    18 - 19 Expedition Succeeds Greatly Recieve back x3.0 times money invested and 1d4 magic items; 1d4 party members advance a level
    20 Fantastic Success All Party members advance a level; Recieve back x4.0 times money invested and 2d4 magic items
    greater than 20 Amazing Success As 20, and reduce the estate's TROUBLE by 1

    Magic items found are given to the ruler if Tax F is being levied by the estate.
    When questing for an Artifact, only the result of obtaining at least one magic item (which will be the artifact) will result in the recovery of the artifact.


    ANCIENT EVIL

    2D10 ROLL RESULT SPECIAL RESULT
    2 - 3 Tanar'ri Cult 1d4+1 Random Tanar'ri appear in the estate and cause 1d10 deaths per month until stopped, and cause 1 event per month due to their actions
    4 Evil Avatar Stalks the Land A random evil dietie's avatar stalks the land, slaying all in one hex per month until stopped or 1d10 months pass
    5 Shape-Changing Assassin A powerful, shape-changing being from the past is accidently unearthed. Each month, it slays one member of the estate, slowly working its way up the power structure (each month roll 1d6 - on a roll of 6, it moves up the ladder, slaying someone in a position above it and taking their place). It continues until found and caught.
    6 Powerful Beast A 10+ HD intelligent creature of evil alignment appears in the land. It has 1d4+1 special abilities that seperate it from a normal being of its kind. It remains until slain
    Destroyer Cult A band of priests of Tuma appear in the land and unleash 1d4+1 random Tuma's Relics into the land, causing 1d10 deaths per item until the items are destroyed
    8 Undead An army of undead (value of 1d10 ic's starting) appears in the estate and remains until destroyed
    9 Evil Awakened A group of 1d4 10+ HD creatures are awakened from an ancient sleep and rampage for 1d10 months, slaying 1d10 x 10 people per month
    10 Horde A mass army of 1d100 stands of evil creatures appears in the land and attack until destroyed
    11 - 12 Evil Civilization A Chaotic Evil City-State with a mysterious power base is in the estate and remains and grows until destroyed
    13 - 15 Spellfire A powerful humanoid or demi-human of 10th level or greater gains the power of special, evil magic and uses it against the estate
    16 Conversion Cult An evil cult slowly attempts to overtake members of the estate. The victim must fail a ZEAL roll to fall victim to the cult. If failed, the victim follows the evil desires of the cult (i.e., overthrow of the estate)
    1 Yugoloth Cult 1d4+1 random Yugoloths appear in the land, causing trouble whereever they pass until slain or employed (as mercenaries - at exhorbant fees of 1d10 ic's per month)
    18 Baetzu Cult 1d4+1 random Baetzu appear in the estate and began systematic attempts to subvert the rule of the estate and replace it with a rule under their power
    19 Jalah's Devourers 1d4+1 random Devourer Of Souls appear in the land. Each one visits a random hex and slays 1d10 x 100 people per month slain or driven away
    20 Alien Race A never-before-encountered race of beings infiltrates the estate, using its bizzarre power to overthrow the government. The race has 1d4+1 random abilities

    ASSASSINATION CHART

    This table is modified positively by the level of the assassins and negatively by the target Estate's BUR. A roll of 2d10 is then made, with the above modifier added in, and the results discerned from the chart below. Assassination attempts can be roleplayed out, if desired.

    2D10 ROLL RESULT SPECIAL EFFECTS
    less than 1 Expedition Fails Utterly All assassins slain, any money invested lost, increase TROUBLE by one as the creatures attacked go on a rampage
    1 - 2 Expedition Fails Miserably All assassins slain, any money invested lost
    3 - Expedition Fails 1d4 assassins slain, any money invested lost
    8 - 10 Expedition Fails Minorly Any money invested lost, assassins escape
    11 - 13 Expedition Succeeds Minorly assassins manage to take a random hostage from the city level political structure hostage
    15 - 1 Expedition Succeeds assassins manage to take a random hostage from the political structure
    18 - 19 Expedition Succeeds Greatly assassins manage to take a random hostage from the upper political structure
    20 Fantastic Success 1d4 assassins advance a level; The leader of the country is taken hostage
    greater than 20 Amazing Success All assassins advance a level; The leader of the country and one other political member is taken hostage


    BAD WEATHER

    2D10 ROLL RESULT SPECIAL RESULT
    2 Tornado Storm kills 3d10 x 10 people, causes 3d4 ic damage to estate
    3 - 4 Hurricane Storm causes 2d4 ic damage to the estate
    5 - Gale Storm causes 1d4 ic damage to the estate
    8 - 12 Thunderstorms Subtract -1 from Adventure, Catch a Theif, or Detection chart
    13 - 15 Thick Rain/Blizzard/Sandstorm Subtract -2 from Adventure and Catch a Theif chart
    16 - 18 Heat Wave/Cold Wave Weather kills 1d10 x 10 people
    19 Strange Weather Unusual weather pattern strikes the area, but causes no deaths or ic loss
    20 Magical Storm Great and bizarre damage kills 1d100 x 10 people, causes 1d20 ic damage to estate


    BENEFICIAL DIVINE INTERVENTION

    2D10 ROLL RESULT SPECIAL RESULT
    2 - 3 Gift of The Gods Gain a random special ability that corresponds to alignment
    4 - 5 Great Wisdom Gain a level
    6 - 8 Goods of The Gods Gain a beneficial magic item
    9 - 11 Consent of the Gods Double all Resource TURNOVER rates
    12 - 13 Retribution of the Gods Half TROUBLE rating
    14 - 15 Skill of the Gods +2 to prime requisite scores
    16 - 1 Gods Smile Grant one Wish spell
    18 - 19 Gods Smite Kill 5d10 stands of enemy troops of estate's greatest enemy
    20 Gods Followers Gain 1d10 stands of extraplanear followers


    BENIGN DIVINE INTERVENTION

    2D10 ROLL RESULT SPECIAL RESULT
    2 - 3 Smite of the Gods Struck by a Random Divine Curse
    4 - 5 Theft of the Gods Lose a level
    6 - 8 Revenge of the Gods Lose best magical item
    9 - 11 Gods Disapproval Half BUR rating and ZEAL
    12 - 13 Retribution of the Gods Double TROUBLE rating
    14 - 15 Deficiency of the Gods -2 to prime requisite scores
    16 - 1 Gods Frown Grants worst enemy of estate one wish to use against this estate
    18 - 19 Gods Smite Kill 5d10 stands of estate's army
    20 Gods Revenge Attacked by 1d10 stands of extraplanear followers


    BUILDING


    2D10 ROLL RESULT SPECIAL RESULT
    2 - 3 Temple Increase ZEAL by +1d6; worth 10d10 ic
    4 - 5 Palace Increase BUR by +1d6; worth 10d10 ic
    6 - City Wall One city is now surrounded by a barricade
    8 - 9 Road One city is now connected to another by a paved road
    10 Residential Building Increase population by 1d10 x 100; if TROUBLE is 10 or more, reduce TROUBLE by 1
    11 - 12 Church Increase ZEAL by +1; worth 2d10 ic
    13 - 14 City Hall Increase BUR by +1; worth 2d10 ic
    15 - 16 Warning Device A device to warn a random city of attack is created. City cannot be attacked or taken by suprise
    1 - 18 Defensive Structure A wall, fortification or other structure is built in a random hex with a DEF of x1.5
    19 Estate Fortress A castle is built for a random member of the political structure worth 8d10 ic
    20 Ruler Fortress A castle is built for the ruler worth 10d10 ic

    Items rolled on this chart cost the country nothing, and are assumed to have their cost deferred to other sources than the estate's personal funds. Normal construction times apply.


    CALL TO ARMS

    2D10 ROLL RESULT SPECIAL RESULT
    2 - 5 Attack The Religion! War is declared against one of the estate's random religions
    6 - 12 Attack Enemy Estate War is declared against a random estate
    13 - 18 Attack Enemy Race War is declared against a hated foe of the vassal
    19 - 20 Attack Enemy Vassal War is declared against a random member of the political structure


    CATCH A THEIF

    This chart can be adjusted by taking the estate's BUR and subtracting 10. The remaining result is added (if positive) or subtracted (if negative) from the roll below. Each 2 ic's spent adds +1 to the roll as well.

    2D10 ROLL RESULT SPECIAL RESULT
    less than 1 Got Away Clean The government accuses the wrong person! A random member of the estate is charged with the crime and punished, and the true culprit gets away! Decrease BUR by 1d6, increase TROUBLE by 2
    1 - 2 Afar and Away The government is unable to solve the crime. The culprit gets away with the crime, his identity unknown. Decrease BUR by 1d4, increase TROUBLE by 1
    3 - 5 Got Away The government cannot solve the crime. Missing pieces of evidence prevent true identification of the criminal, but suspisions are strong as to who sent him. Decrease BUR by 1, increase TROUBLE by 1
    6 - 8 Got Away but Identified The government solves the crime, but the criminal escapes. The identity of the criminal is known, as is who sent him, decrease BUR by 1
    9 - 12 Caught! The government captures the criminal, but not before the criminal has spent all money stolen. BUR and TROUBLE not affected
    13 - 15 Apprehended! The government captures the criminal and manages to recover of the stolen money. BUR is increased by 1
    16 - 18 Arrested! The government captures the criminal and manages to recover of the stolen money. BUR is increased by 1d4
    19 - 20 Caught Red-Handed! The government captures the criminal, recovering all the stolen money and making an example of the criminal. BUR increases by 1d6, and TROUBLE is decreased by 1.
    greater than 20 Caught in the Act! The government captures the criminal, recovering all the stolen money and makes an example of the criminal. BUR increases by 1d8, and TROUBLE is decreased by 2.


    CULTS
    Whenever the CULT APPEARS is rolled when a cult already exists, rather than another cult appearing, there is a 50% chance a cult already in existance commits some act towards the realization of its goals. The note after the semicolon indicates what sort of action the cult will take to realize its goal. Cults can be destroyed by rolling CULT DESTROYED or by "declaring war" on the cult. Roll on the Destroy Cult Table for results

    2D10 ROLL RESULT SPECIAL RESULT
    2 - 3 Political Cult Desires to Replace Government; Attempts to replace Policial member (ZEAL roll to avoid)
    4 Religious Cult Desires to Replace Religion; Attempts to replace Religious member (ZEAL roll to avoid)
    5 - 6 Pleasure Cult Desires to spread vices; Attempts to seduce estate member (ZEAL roll or lose 1 BUR)
    Slayer Cult Desires to slay certain people/race; Attempts to slay estate member (BUR roll vs. 1d20 roll by cult. If cult rolls higher, slaying successful)
    8 - 12 Thought Cult Desires to promote certain philisophical ideal; Attempts to instil ideal into political structure (if cult of same alignment as state, BUR +1, if opposite, BUR -1)
    13 Sadist Cult Desires to cause pain; Attempts to mercilessly beat a member of the estate (BUR roll vs. 1d20 roll by cult. If cult rolls higher, member is rendered bedridden for 2d4 months)
    14 - 15 Zealot Cult Desires to promote new religous ideal; Attempts to influence church (if cult same alignment as religion, +1 to ZEAL else -1 to ZEAL)
    16 - 1 Oppression Cult Desires to cause TROUBLE; Causes one random event for the month due to actions
    19 - 20 New Thought Cult Desires to cause change in the estate; Attempts to rearrange power structure (BUR roll vs. 1d20 roll by cult. If cult roll higher, moves a random office up or down the political structure.


    CURSE

    2D10 ROLL RESULT SPECIAL RESULT
    1 Transformation A random member of the Political or Religous structure is transformed into something else (90% harmless, 10% raging monster)
    2 - 3 Hereditary Curse A random member of the estate has a curse placed upon its heir, rendering the heir incapable of taking office if needed
    5 Deformation A random member of the estate is cursed with a horrendous deformity
    6 - 8 Annoying Curse A minorly annoying curse (terrible body odor, dripping with water, deaf, etc.) is bestowed on a random member of the estate
    9 - 11 Marked Curse A random member of the estate falls under a curse as per the DMG cursed scroll entry
    12 - 13 Miserable Curse An annoying and troublesome curse (swarms of flies, rotting touch, boils, etc.) affects a random member of the estate
    14 - 16 Hatred Curse A random member of the estate falls under a curse that causes the victim to become hated by all
    1 - 19 Magical Sickness A random member of the estate falls under a curse that causes him to be continously sick
    20 Killing Curse A random member of the estate falls to a curse that causes the victim to eventually die (mummy rot, followed by a phantom killer, weakness, etc.) if not countered in 2d4 months (a roll of 8 means the character will linger another 2d4 months. For each additional 8, 2d4 more months are added to the victim's life).

    2D10 ROLL CURSE CAUSE
    2 Divine Retribution
    3 - 5 Revenge, Own Religion
    6 - 8 Revenge, Own Estate
    9 - 11 Revenge, Other Estate
    12 - 15 Revenge, Other Religion
    16 - 19 Malice
    20 Enemy Priest/Wizard


    DESTROY CULT

    This chart can be adjusted by taking the estate's BUR and subtracting 10. The remaining result is added (if positive) or subtracted (if negative) from the roll below. Each 2 ic's spent adds +1 to the roll as well.

    2D10 ROLL RESULT SPECIAL RESULT
    less than 1 Cult Succeeds The cult may immediately take one action free as explained on the CULT table
    1 - 2 Cult Entrenched The cult cannot be removed and gains immediate following. The cult gains a +1 to all action rolls in the future
    3 - Cult Withstands The cult survives the attack
    8 - 12 Cult Weakened The cult loses several key members and cannot be active for 2d4 months
    13 - 16 Cult Broken The cult is disbanded and considered destroyed, but could be reformed later
    1 - 19 Cult Destroyed The cult is smashed and destroyed. Other cults tremble in fear and will delay any activities for 1d4 months
    20 or more Cult Obliterated All cult members are put to the sword and the cult is destroyed for good. The cult type cannot be reformed later, and all related cults are disbanded


    DETECTION

    This chart can be adjusted by taking the estate's BUR and subtracting 10. The remaining result is added (if positive) or subtracted (if negative) from the roll below. Each 2 ic's spent adds +1 to the roll as well.

    2D10 ROLL RESULT SPECIAL RESULT
    less than 1 Bungle! The government blames the wrong person or sees a crime where there is none. A random member of the estate is blamed. Decrease BUR by 1d6 and increase TROUBLE by 2
    1 - 2 Blind to the Truth If there is a crime or treasonous person in the ranks, the culprit is not located. Any framed individual is made to seem exceptionally guilty. Decrease BUR by 1d4 and increase TROUBLE by 1
    3 - 5 Unseen If a treasonous person is in the ranks, he is not discovered. Decrease BUR by 1 and increase TROUBLE by 1
    6 - 8 Uncovered If a treasonous person is in the ranks, it becomes known to the estate that something is not right, though the culprit is not uncovered. Any spies are uncovered, but idenities are not revealed
    9 - 11 Found out If a treasonous person is in the ranks, he is discovered. If a person is being framed for a crime, his innocence is discovered but the true culprit is not uncovered. Any Spies are uncovered. BUR and TROUBLE are unaffected
    12 - 15 The Truth Comes Out If a treasonous person is in the ranks, he is captured. If a person is framed for a crime, his innocence is proven and the true culprit is uncovered. Any spies in the estate are captured. BUR increases by 1
    16 - 18 The Sweep of Justice If a treasonous person is in the ranks, he is captured. If a person is framed for a crime, his innocence is proven and the true culprit is captured. Any spies in the estate are captured. BUR increases by +1d4
    19 - 20 The Long Arm of the Law As 16-18, and any spies captured will reveal 1d4 things about the estate they work for that will be of use to the estate that captures them. BUR increases by +1d6 and TROUBLE drops by 1
    greater than 20 Justice Prevails As 19-20, and the estate may disregard any traitorous acts in the next month. BUR increases by +1d6 and TROUBLE drops by 1.


    2
    FATE OF VANISHED PEOPLE
    2D10 ROLL RESULT
    2 - 3 Slain by enemy estate
    4 - 6 Commited Suicide
    - 8 Escaped to another land under different name
    9 - 11 Taken Prisoner
    12 - 13 Escaped into estate and changed name
    14 - 15 Amnesia
    16 - 1 Victim of a vicious creature
    18 - 19 Victim of magical experiment
    20 Spirited away to another plane of existance


    FORTUNE

    Charaters rolling on this chart add their reaction check to the roll for what occurs. A roll of 20 is always unmodified, as a roll of 2.

    2D10 ROLL RESULT SPECIAL RESULT
    less than 1 You get a Wish granted Wish spell for immediate use
    1 - 2 Gain a level due to experiences +1 level
    3 - 5 Gain a free follower One follower of player's choice
    6 - Special Ally Gain a special ally who will aid you once as desired
    8 - 11 Money! Gain 2d10 ic's
    12 - 14 People's approval +1 to BUR
    15 - 16 Spread of Fame Ignore one event for next month
    1 - 19 Quick News See random estates orders for next month
    20 Lucky occurance gain +05% to all ability checks for this month
    greater than 20 You're Lucky Something Bad Doesn't Happen!

    GIFTS

    1D20 ROLL RESULT
    1 - 4 Gain Income of 1d4
    5 - Gain One Common Resource
    8 Gain One Hex of Land
    9 - 11 Gain Income of 1d6
    12 Gain One Semi-Precious Resource
    13 - 14 Gain 1d6 Hexes of Land
    15 - 1 Gain Income of 1d10
    18 Gain One Precious Resource
    19 Gain 2d6 Hexes of Land
    20 Gain A Magical Item


    KIDNAPPING

    This table is modified positively by the level of the kidnappers and negatively by the target Estate's BUR. A roll of 2d10 is then made, with the above modifier added in, and the results discerned from the chart below. Kidnapping can be roleplayed out, if desired.

    2D10 ROLL RESULT SPECIAL EFFECTS
    less than 1 Expedition Fails Utterly All kidnappers slain, any money invested lost, increase TROUBLE by one as the creatures attacked go on a rampage
    1 - 2 Expedition Fails Miserably All kidnappers slain, any money invested lost
    3 - 7 Expedition Fails 1d4 kidnappers slain, any money invested lost
    8 - 10 Expedition Fails Minorly Any money invested lost, kidnappers escape
    11 - 13 Expedition Succeeds Minorly Kidnappers manage to take a random hostage from the city level political structure hostage
    15 - 17 Expedition Succeeds Kidnappers manage to take a random hostage from the political structure
    18 - 19 Expedition Succeeds Greatly Kidnappers manage to take a random hostage from the upper political structure
    20 Fantastic Success 1d4 kidnappers advance a level; The leader of the country is taken hostage
    greater than 20 Amazing Success All kidnappers advance a level; The leader of the country and one other political member is taken hostage

    MISFORTUNE

    Charaters rolling on this chart add their reaction check to the roll for what occurs. A roll of 20 is always unmodified, as a roll of 2.

    2D10 ROLL RESULT SPECIAL RESULT
    less than 1 General Misfortune Feel Bad, but no other effects
    1 - 2 Misfortune -05% to all ability checks for this month
    3 - 5 Loose Tongues Every Estate gets to read your orders for this turn
    6 - 7 Infamy Evil tales (or rumors) spread, decrease BUR by 1
    8 - 11 Money Loss Lose 1d10 income for this month
    12 - 14 Make an enemy You make an enemy of a random estate's member (including your own!)
    15 - 16 Accident The ruler has a terrible accident that lays him up for 2d4 months. A regent must rule in your place until you are better
    17 - 19 Mismanagement Make a reaction roll instantly against a random member of of your own political/religious order (use the nuetral column). If reactions are friendly, keep the member. If cautious, or nuetral, the member leaves the estate. If threatening, the member turns against you as a renegade. If violent, the member leaves and joins another estate.
    20 Yikes! Roll 1d4 personal events that occur to the leader
    greater than 20 Assassination Attempt Someone sees you as weak, incompetant, or plain hellacious to have around and seeks to have you killed Unfortunately, when the assassin arrives, there is no one around to defend you! Fight it out as a personal battle against a hired NPC party


    REVENGE

    2D10 ROLL RESULT SPECIAL RESULT
    2 Curse Roll on Curse Chart against leader
    3 - 4 Evil Gift Roll random cursed item for leader
    5 - 7 Bringer of Ill Tidings Attempts assassinnation; use the kidnapping chart, but treat "kidnap successful" as assassination successful
    8 - 10 Discredit Causes one random event to occur next month, then disappears
    11 - 12 Spy Willingly spies for an enemy nation on estate; a successful BUR roll thwarts his attempts for the month
    13 - 15 Upstart Attempts to unseat ruler; secretly gathers an army of 1d4 stands per month for 2d12 months, then strikes at most opportune time
    16 - 17 Jealous Speaks out against ruler but does not commit any action
    18 - 19 Daring Theft Stays for 1d4 months then commits a Daring Crime
    20 Revenge Seeks out ruler and challenges him to personal combat; if refused, commits a different act the next month then again challenges ruler until one is slain


    SABOTAGE

    2D10 ROLL RESULT SPECIAL RESULT
    2 Major Fire Target Estate loses 1d10 x 1000 persons in its most populate city repairs cost 1 ic/Target Estate's TROUBLE rating
    3 Accident A fabricated "accident" occurs in the target estate - see accident chart for details
    4 Major Crime Committed A major crime is pulled off in the target estate - see major crime for details
    5 Assassination Attempt A random member of the political structure of the target estate is picked off unless a successful BUR roll is made by the target estate
    6 Corruption A random member of the target estate goes corrupt unless a successful BUR roll is made
    7 Political Plot A random member of the target estate begins plotting against another member of the target estate
    8 Renegade A random member of the target estate becomes a renegade unless a BUR roll is succeeded
    9 - 12 Nothing No Effect
    13 - 14 Confidence Loss The target estate loses 1 point of BUR
    15 - 16 Protest A random member of the target estate's grouping protests unless a BUR rating is succeeded by the target estate
    17 - 18 Event A random event is triggered in the target estate by the sabatoge attempt
    19 - 20 Backfire The target estate learns of the sabatoge attempt and may sabatoge the attacking estate instead


    SPECIAL

    2D10 ROLL RESULT SPECIAL RESULT
    2 Comet Next person in estate that will is attacked in some manner will be slain
    3 - 4 War of the Gods 2d4 random dieties begin fighting; lasts 2d12 turns and causes 1 event to each estate per month
    4 - 5 Major Beneficial Event A major event of great import to the estate occurs
    6 - 7 Minor Beneficial Event A minor event of inconsquencial value occurs to estate
    8 - 9 Major Evil A major evil being and its followers ravages the land for 2d12 months or until stopped somehow
    10 - 11 Tarrasque The tarrasque comes and attacks
    12 - 14 Minor Beneign Event A minor event of inconsquencial value occurs to estate
    15 - 17 Major Beneign Event A major event of great import to the estate occurs
    18 - 19 Dragon Rage 2d12 dragons erupt across the estates in full fury
    20 Eclipse ZEAL drops by 1d6 due to fear, and 1d4-1 events occur related to eclipse


    VIP

    2D10 ROLL RESULT SPECIAL RESULT
    2 Assassin in disguise Attempts assassination - roll on Kidnapping chart treating "kidnapped successful" as a successful assassination
    3 - 5 Spy The VIP is actually a spy; if unmolested returns to home estate and reports all that was seen
    6 - 8 Troublemaker The VIP is not from where he says he is; he has come to cause trouble between target estate and another random estate (possibly his own, acting as a "double counter")
    9 - 11 Message Bearer Bears some message, ultimatum or other decree from home estate; once spoken, will leave
    12 - 13 Peace Bearer Comes to offer a secret alliance with factions in home estate
    13 - 16 Gift Bearer Bears some random gift (could be cursed, if magical) from home estate, roll random treasure type
    17 - 19 Trade Has come to purchase 1d6 ic's of resources from target estate for 2d6 ic's (personal funds not part of old estate's money)
    20 Defector Has fled home estate in the hopes of joining target estate; starting BUR that of old estate, ZEAL same as old state

    2D10 ROLL RESULT SPECIAL EFFECTS
    less than 1 Expedition Fails Utterly All kidnappers slain, any money invested lost, increase TROUBLE by one as the creatures attacked go on a rampage
    1 - 2 Expedition Fails Miserably All kidnappers slain, any money invested lost
    3 - 7 Expedition Fails 1d4 kidnappers slain, any money invested lost
    8 - 10 Expedition Fails Minorly Any money invested lost, kidnappers escape
    11 - 13 Expedition Succeeds Minorly Kidnappers manage to take a random hostage from the city level political structure hostage
    15 - 17 Expedition Succeeds Kidnappers manage to take a random hostage from the political structure
    18 - 19 Expedition Succeeds Greatly Kidnappers manage to take a random hostage from the upper political structure
    20 Fantastic Success 1d4 kidnappers advance a level; The leader of the country is taken hostage
    greater than 20 Amazing Success All kidnappers advance a level; The leader of the country and one other political member is taken hostage
    "If it has stats, we can kill it." - T.G. Jackson, intro to 3rd ed Hackmaster

  • #8
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    Magsman (Lvl 14)

    Hand of Evil's Avatar

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    13th AgeZEITGEISTGen ConENniesO.G.R.E.I Defended The Walls!

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    My communities:

    Farmer's Almanac or any almanac is a great tool for events, just change the event to make it more fantasy and campiagn friendly. Fact is stranger that fiction.

    Just look what has happened on Nov 8th...with just a little work...

    392 Theodosius of Rome passes legislation prohibiting all pagan worship in the empire.

    1226 Louis IX succeeds Louis VIII as king of France.

    1576 The 17 provinces of the Netherlands form a federation to maintain peace.

    1620 The King of Bohemia is defeated at the Battle of Prague.

    1685 Fredrick William of Brandenburg issues the Edict of Potsdam, offering Huguenots refuge.

    1793 The Louvre opens in Paris. But wasn't it already a Palace and it merely opens to the people?

    1861 Charles Wilkes seizes Confederate commissioners John Slidell and James M. Mason from the British ship Trent.

    1864 President Abraham Lincoln is re-elected in the first wartime election in the United States.

    1887 Doc Holliday, who fought on the side of the Earp brothers during the Gunfight at the O.K. Corral 6 years earlier, dies of tuberculosis in Glenwood Springs, Colorado.

    1889 Montana becomes the 41st state of the Union.

    1900 Theodore Dresier's first novel Sister Carrie is published by Doubleday, but is recalled from stores shortly due to public sentiment.

    1904 President Theodore Roosevelt is elected president of the United States. He had been vice president until the shooting death of President William McKinley.

    1923 Adolf Hitler attempts a coup in Munich, the "Beer Hall Putsch," and proclaims himself chancellor and Ludendorff dictator. .

    1938 Crystla Bird Fauset of Pennsylvania, becomes the first African-American woman to be elected to a state legislature.

    1942 The United States and Great Britain invade Axis-occupied North Africa.

    1966 Republican Edward Brooke of Massachusetts becomes the first African American elected to the Senate in 85 years.

    1983 Wilson B. Goode is elected as the first black mayor of the city of Philadelphia.

    1922 Christiaan Barnard, South African surgeon, performed the first human heart transplant operation.
    Last edited by Hand of Evil; Thursday, 8th November, 2012 at 01:40 PM.
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  • #9
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    Acolyte (Lvl 2)

    skinnydwarf's Avatar

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    I Defended The Walls!

    Ignore skinnydwarf
    Wow, thanks guys! I'll try to come up with some more stuff later.

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