Help me make a Random History Events Table

skinnydwarf

Explorer
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.
 

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NewJeffCT

First Post
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.
 

jonesy

A Wicked Kendragon
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.
 

jonesy

A Wicked Kendragon
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.
 

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 . . .
 
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Stormonu

Legend
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
 

Hand of Evil

Hero
Epic
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.
 
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