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Help me make a Random History Events Table
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<blockquote data-quote="Stormonu" data-source="post: 6044177" data-attributes="member: 52734"><p>A long time ago, I was making a Birthright campaign game. This was the list I came up with:</p><p></p><p>Event</p><p>Accident</p><p>Adventure</p><p>Alignment Shift, Government</p><p>Alignment Shift, People</p><p>Alignment Shift, Religous</p><p>Alliance Broken</p><p>Alliance Made</p><p>Ancient Civilization</p><p>Ancient Evil</p><p>Ancient Good</p><p>Appearance, Army</p><p>Appearance, Burueacracy</p><p>Appearance, City</p><p>Appearance, Nobility</p><p>Appearance, Populace</p><p>Appearance, Priest</p><p>Appearance, Town</p><p>Appearance, Wizard</p><p>Artifact/Relic</p><p>Bad Harvest</p><p>Bad Weather</p><p>Bandits</p><p>Betrayal</p><p>Betrothal</p><p>Birth</p><p>Building</p><p>Call to Arms</p><p>Charlatan</p><p>Child to Adult</p><p>City Becomes A Town</p><p>City Becomes Ruins</p><p>City Declares Independance</p><p>City Problems</p><p>Competitions</p><p>Corrupt Official</p><p>Crime, Daring</p><p>Crime, Major</p><p>Crime, Minor</p><p>Crisis, Major</p><p>Crisis, Minor</p><p>Crisis, Personal</p><p>Cult Appears</p><p>Cult Destroyed</p><p>Curse Laid</p><p>Curse Lifted</p><p>Death</p><p>Decadence</p><p>Decree</p><p>Demand for Justice</p><p>Dethroned</p><p>Disappearance, Army</p><p>Disappearance, Burueacracy</p><p>Disappearance, City</p><p>Disappearance, Nobility</p><p>Disappearance, Populace</p><p>Disappearance, Priest</p><p>Disappearance, Town</p><p>Disappearance, Wizard</p><p>Discovery</p><p>Dissatisfied Army</p><p>Dissatisfied Burueacracy</p><p>Dissatisfied Estate</p><p>Dissatisfied Merchants</p><p>Dissatisfied Nobility</p><p>Dissatisfied Peasantry</p><p>Dissatisfied Populace</p><p>Dissatisfied Religion</p><p>Dissatisfied Slaves</p><p>Divine Intervention, Evil</p><p>Divine Intervention, Good</p><p>Divine Intervention, Witness</p><p>Divorce</p><p>Earthquake</p><p>Escapades of Army</p><p>Escapades of Bureacracy</p><p>Escapades of General</p><p>Escapades of Official</p><p>Escapades of Priest</p><p>Escaped Convict</p><p>Estate Arises, Other</p><p>Estate Falls, Other</p><p>Excess Goods</p><p>Experience, Army</p><p>Experience, Bureacracy</p><p>Experience, Church</p><p>Experience, Estate</p><p>Experience, Leader</p><p>Extra Income</p><p>Famous Person</p><p>Festival</p><p>Fire, Major</p><p>Fire, Minor</p><p>Flood</p><p>Framed, vs. Army</p><p>Framed, vs. Estate</p><p>Framed, vs. Populace</p><p>Framed, vs. Religion</p><p>Fued Begins</p><p>Fued Ends</p><p>Gift</p><p>Good Fortune</p><p>Good Harvest</p><p>Good Weather</p><p>Guild Destroyed</p><p>Guild Formed</p><p>Guild War</p><p>Hatred</p><p>Haunting</p><p>Heresy</p><p>Holiday Observance</p><p>Holy War Ends</p><p>Holy War, Major</p><p>Holy War, Minor</p><p>Holy War, Threat</p><p>Horrendous Monster</p><p>Humiliation, Army</p><p>Humiliation, Estate</p><p>Humiliation, Noble</p><p>Humiliation, Official</p><p>Humiliation, Priest</p><p>Humiliation, Religion</p><p>Humiliation, Ruler</p><p>Income Gain</p><p>Income Loss</p><p>Incursion, Major</p><p>Incursion, Minor</p><p>Injustice</p><p>Inquisition</p><p>Justice</p><p>Kidnapping</p><p>Landslide</p><p>Legendary Hero</p><p>Lost City</p><p>Magic Item</p><p>Magic Spell</p><p>Magical Beast</p><p>Magical Item</p><p>Maiden of Virtue</p><p>Maneater</p><p>Marriage</p><p>Mercenaries Change Alligence</p><p>Mercenaries For Hire</p><p>Migration In</p><p>Migration Out</p><p>Miracle</p><p>Misfortune</p><p>Murder</p><p>Mystery</p><p>Name Change, Political</p><p>Name Change, Religious</p><p>New Religion</p><p>Notorious Criminal</p><p>Palace Plot</p><p>Personal Challenge</p><p>Philisophical Debate</p><p>Plague, Magical</p><p>Plague, Major</p><p>Plague, Minor</p><p>Population Decrease</p><p>Population Increase</p><p>Power Structure Addition</p><p>Power Structure Reorganization</p><p>Power Structure Subtraction</p><p>Prophesy</p><p>Prophesy Fulfilled</p><p>Propoganda</p><p>Protest by Army</p><p>Protest by Merchants</p><p>Protest by Nobility</p><p>Protest by Officials</p><p>Protest by Peasants</p><p>Protest by Populace</p><p>Protest by Religion</p><p>Protest by Slaves</p><p>Public Indifference</p><p>Public Outrage</p><p>Public Support</p><p>Ransom</p><p>Reformation</p><p>Refugees</p><p>Relic</p><p>Religous Reformation</p><p>Religous Schism</p><p>Renegade Assassinated</p><p>Renegade Bureaucrat</p><p>Renegade General</p><p>Renegade Mercenary</p><p>Renegade Noble</p><p>Renegade Official</p><p>Renegade Priest</p><p>Resource Found</p><p>Resource Loss</p><p>Revolt, Major</p><p>Revolt, Minor</p><p>Rumors</p><p>Scandal</p><p>Special!!!!!</p><p>Spies</p><p>Stranger</p><p>Substandard Goods</p><p>Succession</p><p>Superior Goods</p><p>Symbol of Approvement</p><p>Symbol of Dissatisfaction</p><p>Symbol of Mystery</p><p>Tax Problem</p><p>Technological Increase</p><p>Technological Loss</p><p>Town Appears</p><p>Town Becomes City</p><p>Town Becomes Ruins</p><p>Town Declares Independance</p><p>Treason</p><p>Treaty</p><p>Treaty Broken</p><p>Trouble Rating Decrease</p><p>Trouble Rating Increase</p><p>Unemployment</p><p>Unexplained Event</p><p>Uprising, Major</p><p>Uprising, Minor</p><p>Upstart Against Estate</p><p>Upstart Against Religion</p><p>Upstart Against Ruler</p><p>Upstart Desires Throne</p><p>Vandals</p><p>Vanished Official</p><p>Vengeful Stranger</p><p>VIP</p><p>Wandering Priest</p><p>Wild Magic</p><p>Wise Man</p><p>Wizard</p><p></p><p> RANDOM EVENT TABLES</p><p> </p><p> ACCIDENT CHART</p><p> </p><p> 2D10 ROLL RESULT SPECIAL EFFECTS</p><p> 2 Construction Related Accident Add +1D10 months to any construction underway</p><p> 3 - 5 Mob Overrun Reduce population by 1d10 x 10 people</p><p> 6 - 8 Accidental Fire Reduce population by 1d10 x 10 people</p><p> 9 - 12 Building/Structure collapse Reduce population by 1d10 x 10 people; 3 ic must be paid for repair</p><p> 13 - 15 Minute Plague Breakout Reduce population by 1d10 x 10 people; general fear increases TROUBLE by one if reaction roll is bad</p><p> 16 - 18 Breakout of Violent Crime Reduce population by 1d10 x 5 people; decrease BUR by 1</p><p> 19 Army Training Mishap Lose 1d4 stands of troops; decrease morale by 1</p><p> 20 Army Turns on the Public Reduce population by 1d10 x 10 people; Army loses 1d4-1 stands; TROUBLE +1, BUR -1, morale -2</p><p> </p><p> </p><p> ADVENTURE CHART</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL EFFECTS</p><p> 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</p><p> 1 - 2 Expedition Fails Miserably All adventurers slain, any money invested lost</p><p> 3 - Expedition Fails 1d4 adventurers slain, any money invested lost</p><p> 8 - 10 Expedition Fails Minorly Any money invested lost</p><p> 11 - 13 Expedition Succeeds Minorly Recieve back x1.5 times money invested</p><p> 15 - 1 Expedition Succeeds Recieve back x2.0 times money invested and 1d4-1 magic items</p><p> 18 - 19 Expedition Succeeds Greatly Recieve back x3.0 times money invested and 1d4 magic items; 1d4 party members advance a level</p><p> 20 Fantastic Success All Party members advance a level; Recieve back x4.0 times money invested and 2d4 magic items</p><p> greater than 20 Amazing Success As 20, and reduce the estate's TROUBLE by 1</p><p> </p><p> Magic items found are given to the ruler if Tax F is being levied by the estate.</p><p> 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.</p><p> </p><p> </p><p> ANCIENT EVIL</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 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</p><p> 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</p><p> 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.</p><p> 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</p><p> 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</p><p> 8 Undead An army of undead (value of 1d10 ic's starting) appears in the estate and remains until destroyed</p><p> 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</p><p> 10 Horde A mass army of 1d100 stands of evil creatures appears in the land and attack until destroyed</p><p> 11 - 12 Evil Civilization A Chaotic Evil City-State with a mysterious power base is in the estate and remains and grows until destroyed</p><p> 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</p><p> 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)</p><p> 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)</p><p> 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</p><p> 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</p><p> 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</p><p> </p><p> ASSASSINATION CHART</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL EFFECTS</p><p> 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</p><p> 1 - 2 Expedition Fails Miserably All assassins slain, any money invested lost</p><p> 3 - Expedition Fails 1d4 assassins slain, any money invested lost</p><p> 8 - 10 Expedition Fails Minorly Any money invested lost, assassins escape</p><p> 11 - 13 Expedition Succeeds Minorly assassins manage to take a random hostage from the city level political structure hostage</p><p> 15 - 1 Expedition Succeeds assassins manage to take a random hostage from the political structure</p><p> 18 - 19 Expedition Succeeds Greatly assassins manage to take a random hostage from the upper political structure</p><p> 20 Fantastic Success 1d4 assassins advance a level; The leader of the country is taken hostage</p><p> greater than 20 Amazing Success All assassins advance a level; The leader of the country and one other political member is taken hostage</p><p> </p><p> </p><p> BAD WEATHER</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 Tornado Storm kills 3d10 x 10 people, causes 3d4 ic damage to estate</p><p> 3 - 4 Hurricane Storm causes 2d4 ic damage to the estate</p><p> 5 - Gale Storm causes 1d4 ic damage to the estate</p><p> 8 - 12 Thunderstorms Subtract -1 from Adventure, Catch a Theif, or Detection chart</p><p> 13 - 15 Thick Rain/Blizzard/Sandstorm Subtract -2 from Adventure and Catch a Theif chart</p><p> 16 - 18 Heat Wave/Cold Wave Weather kills 1d10 x 10 people</p><p> 19 Strange Weather Unusual weather pattern strikes the area, but causes no deaths or ic loss</p><p> 20 Magical Storm Great and bizarre damage kills 1d100 x 10 people, causes 1d20 ic damage to estate</p><p> </p><p> </p><p> BENEFICIAL DIVINE INTERVENTION</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 - 3 Gift of The Gods Gain a random special ability that corresponds to alignment</p><p> 4 - 5 Great Wisdom Gain a level</p><p> 6 - 8 Goods of The Gods Gain a beneficial magic item</p><p> 9 - 11 Consent of the Gods Double all Resource TURNOVER rates</p><p> 12 - 13 Retribution of the Gods Half TROUBLE rating</p><p> 14 - 15 Skill of the Gods +2 to prime requisite scores</p><p> 16 - 1 Gods Smile Grant one Wish spell</p><p> 18 - 19 Gods Smite Kill 5d10 stands of enemy troops of estate's greatest enemy</p><p> 20 Gods Followers Gain 1d10 stands of extraplanear followers</p><p> </p><p> </p><p> BENIGN DIVINE INTERVENTION</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 - 3 Smite of the Gods Struck by a Random Divine Curse</p><p> 4 - 5 Theft of the Gods Lose a level</p><p> 6 - 8 Revenge of the Gods Lose best magical item</p><p> 9 - 11 Gods Disapproval Half BUR rating and ZEAL</p><p> 12 - 13 Retribution of the Gods Double TROUBLE rating</p><p> 14 - 15 Deficiency of the Gods -2 to prime requisite scores</p><p> 16 - 1 Gods Frown Grants worst enemy of estate one wish to use against this estate</p><p> 18 - 19 Gods Smite Kill 5d10 stands of estate's army</p><p> 20 Gods Revenge Attacked by 1d10 stands of extraplanear followers</p><p> </p><p> </p><p> BUILDING</p><p> </p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 - 3 Temple Increase ZEAL by +1d6; worth 10d10 ic</p><p> 4 - 5 Palace Increase BUR by +1d6; worth 10d10 ic</p><p> 6 - City Wall One city is now surrounded by a barricade</p><p> 8 - 9 Road One city is now connected to another by a paved road</p><p> 10 Residential Building Increase population by 1d10 x 100; if TROUBLE is 10 or more, reduce TROUBLE by 1</p><p> 11 - 12 Church Increase ZEAL by +1; worth 2d10 ic</p><p> 13 - 14 City Hall Increase BUR by +1; worth 2d10 ic</p><p> 15 - 16 Warning Device A device to warn a random city of attack is created. City cannot be attacked or taken by suprise</p><p> 1 - 18 Defensive Structure A wall, fortification or other structure is built in a random hex with a DEF of x1.5</p><p> 19 Estate Fortress A castle is built for a random member of the political structure worth 8d10 ic</p><p> 20 Ruler Fortress A castle is built for the ruler worth 10d10 ic</p><p> </p><p> 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.</p><p> </p><p> </p><p> CALL TO ARMS</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 - 5 Attack The Religion! War is declared against one of the estate's random religions</p><p> 6 - 12 Attack Enemy Estate War is declared against a random estate</p><p> 13 - 18 Attack Enemy Race War is declared against a hated foe of the vassal</p><p> 19 - 20 Attack Enemy Vassal War is declared against a random member of the political structure</p><p> </p><p> </p><p> CATCH A THEIF</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 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</p><p> 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</p><p> 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</p><p> 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</p><p> 9 - 12 Caught! The government captures the criminal, but not before the criminal has spent all money stolen. BUR and TROUBLE not affected</p><p> 13 - 15 Apprehended! The government captures the criminal and manages to recover « of the stolen money. BUR is increased by 1</p><p> 16 - 18 Arrested! The government captures the criminal and manages to recover « of the stolen money. BUR is increased by 1d4</p><p> 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.</p><p> 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.</p><p> </p><p> </p><p> CULTS</p><p> 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</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 - 3 Political Cult Desires to Replace Government; Attempts to replace Policial member (ZEAL roll to avoid)</p><p> 4 Religious Cult Desires to Replace Religion; Attempts to replace Religious member (ZEAL roll to avoid)</p><p> 5 - 6 Pleasure Cult Desires to spread vices; Attempts to seduce estate member (ZEAL roll or lose 1 BUR)</p><p> 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)</p><p> 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)</p><p> 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)</p><p> 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)</p><p> 16 - 1 Oppression Cult Desires to cause TROUBLE; Causes one random event for the month due to actions</p><p> 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.</p><p> </p><p> </p><p> CURSE</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 1 Transformation A random member of the Political or Religous structure is transformed into something else (90% harmless, 10% raging monster)</p><p> 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</p><p> 5 Deformation A random member of the estate is cursed with a horrendous deformity</p><p> 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</p><p> 9 - 11 Marked Curse A random member of the estate falls under a curse as per the DMG cursed scroll entry</p><p> 12 - 13 Miserable Curse An annoying and troublesome curse (swarms of flies, rotting touch, boils, etc.) affects a random member of the estate</p><p> 14 - 16 Hatred Curse A random member of the estate falls under a curse that causes the victim to become hated by all</p><p> 1 - 19 Magical Sickness A random member of the estate falls under a curse that causes him to be continously sick</p><p> 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).</p><p> </p><p> 2D10 ROLL CURSE CAUSE</p><p> 2 Divine Retribution</p><p> 3 - 5 Revenge, Own Religion</p><p> 6 - 8 Revenge, Own Estate</p><p> 9 - 11 Revenge, Other Estate</p><p> 12 - 15 Revenge, Other Religion</p><p> 16 - 19 Malice</p><p> 20 Enemy Priest/Wizard</p><p> </p><p> </p><p> DESTROY CULT</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> less than 1 Cult Succeeds The cult may immediately take one action free as explained on the CULT table</p><p> 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</p><p> 3 - Cult Withstands The cult survives the attack</p><p> 8 - 12 Cult Weakened The cult loses several key members and cannot be active for 2d4 months</p><p> 13 - 16 Cult Broken The cult is disbanded and considered destroyed, but could be reformed later</p><p> 1 - 19 Cult Destroyed The cult is smashed and destroyed. Other cults tremble in fear and will delay any activities for 1d4 months</p><p> 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</p><p> </p><p> </p><p> DETECTION</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 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</p><p> 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</p><p> 3 - 5 Unseen If a treasonous person is in the ranks, he is not discovered. Decrease BUR by 1 and increase TROUBLE by 1</p><p> 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</p><p> 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</p><p> 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</p><p> 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</p><p> 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</p><p> 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.</p><p> </p><p> </p><p> 2 </p><p> FATE OF VANISHED PEOPLE </p><p> 2D10 ROLL RESULT</p><p> 2 - 3 Slain by enemy estate</p><p> 4 - 6 Commited Suicide</p><p> - 8 Escaped to another land under different name</p><p> 9 - 11 Taken Prisoner</p><p> 12 - 13 Escaped into estate and changed name</p><p> 14 - 15 Amnesia</p><p> 16 - 1 Victim of a vicious creature</p><p> 18 - 19 Victim of magical experiment</p><p> 20 Spirited away to another plane of existance</p><p> </p><p> </p><p> FORTUNE</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> less than 1 You get a Wish granted Wish spell for immediate use</p><p> 1 - 2 Gain a level due to experiences +1 level</p><p> 3 - 5 Gain a free follower One follower of player's choice</p><p> 6 - Special Ally Gain a special ally who will aid you once as desired</p><p> 8 - 11 Money! Gain 2d10 ic's</p><p> 12 - 14 People's approval +1 to BUR</p><p> 15 - 16 Spread of Fame Ignore one event for next month</p><p> 1 - 19 Quick News See random estates orders for next month</p><p> 20 Lucky occurance gain +05% to all ability checks for this month</p><p> greater than 20 You're Lucky Something Bad Doesn't Happen!</p><p> </p><p> GIFTS</p><p> </p><p> 1D20 ROLL RESULT</p><p> 1 - 4 Gain Income of 1d4</p><p> 5 - Gain One Common Resource</p><p> 8 Gain One Hex of Land</p><p> 9 - 11 Gain Income of 1d6</p><p> 12 Gain One Semi-Precious Resource</p><p> 13 - 14 Gain 1d6 Hexes of Land</p><p> 15 - 1 Gain Income of 1d10</p><p> 18 Gain One Precious Resource</p><p> 19 Gain 2d6 Hexes of Land</p><p> 20 Gain A Magical Item</p><p> </p><p> </p><p> KIDNAPPING</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL EFFECTS</p><p> 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</p><p> 1 - 2 Expedition Fails Miserably All kidnappers slain, any money invested lost</p><p> 3 - 7 Expedition Fails 1d4 kidnappers slain, any money invested lost</p><p> 8 - 10 Expedition Fails Minorly Any money invested lost, kidnappers escape</p><p> 11 - 13 Expedition Succeeds Minorly Kidnappers manage to take a random hostage from the city level political structure hostage</p><p> 15 - 17 Expedition Succeeds Kidnappers manage to take a random hostage from the political structure</p><p> 18 - 19 Expedition Succeeds Greatly Kidnappers manage to take a random hostage from the upper political structure</p><p> 20 Fantastic Success 1d4 kidnappers advance a level; The leader of the country is taken hostage</p><p> greater than 20 Amazing Success All kidnappers advance a level; The leader of the country and one other political member is taken hostage</p><p> </p><p> MISFORTUNE</p><p> </p><p> 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.</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> less than 1 General Misfortune Feel Bad, but no other effects</p><p> 1 - 2 Misfortune -05% to all ability checks for this month</p><p> 3 - 5 Loose Tongues Every Estate gets to read your orders for this turn</p><p> 6 - 7 Infamy Evil tales (or rumors) spread, decrease BUR by 1</p><p> 8 - 11 Money Loss Lose 1d10 income for this month</p><p> 12 - 14 Make an enemy You make an enemy of a random estate's member (including your own!)</p><p> 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</p><p> 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.</p><p> 20 Yikes! Roll 1d4 personal events that occur to the leader</p><p> 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</p><p> </p><p> </p><p> REVENGE</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 Curse Roll on Curse Chart against leader</p><p> 3 - 4 Evil Gift Roll random cursed item for leader</p><p> 5 - 7 Bringer of Ill Tidings Attempts assassinnation; use the kidnapping chart, but treat "kidnap successful" as assassination successful</p><p> 8 - 10 Discredit Causes one random event to occur next month, then disappears</p><p> 11 - 12 Spy Willingly spies for an enemy nation on estate; a successful BUR roll thwarts his attempts for the month</p><p> 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</p><p> 16 - 17 Jealous Speaks out against ruler but does not commit any action</p><p> 18 - 19 Daring Theft Stays for 1d4 months then commits a Daring Crime</p><p> 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</p><p> </p><p> </p><p> SABOTAGE</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 Major Fire Target Estate loses 1d10 x 1000 persons in its most populate city repairs cost 1 ic/Target Estate's TROUBLE rating</p><p> 3 Accident A fabricated "accident" occurs in the target estate - see accident chart for details</p><p> 4 Major Crime Committed A major crime is pulled off in the target estate - see major crime for details</p><p> 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</p><p> 6 Corruption A random member of the target estate goes corrupt unless a successful BUR roll is made</p><p> 7 Political Plot A random member of the target estate begins plotting against another member of the target estate</p><p> 8 Renegade A random member of the target estate becomes a renegade unless a BUR roll is succeeded</p><p> 9 - 12 Nothing No Effect</p><p> 13 - 14 Confidence Loss The target estate loses 1 point of BUR</p><p> 15 - 16 Protest A random member of the target estate's grouping protests unless a BUR rating is succeeded by the target estate</p><p> 17 - 18 Event A random event is triggered in the target estate by the sabatoge attempt</p><p> 19 - 20 Backfire The target estate learns of the sabatoge attempt and may sabatoge the attacking estate instead</p><p> </p><p> </p><p> SPECIAL</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 Comet Next person in estate that will is attacked in some manner will be slain</p><p> 3 - 4 War of the Gods 2d4 random dieties begin fighting; lasts 2d12 turns and causes 1 event to each estate per month</p><p> 4 - 5 Major Beneficial Event A major event of great import to the estate occurs</p><p> 6 - 7 Minor Beneficial Event A minor event of inconsquencial value occurs to estate</p><p> 8 - 9 Major Evil A major evil being and its followers ravages the land for 2d12 months or until stopped somehow</p><p> 10 - 11 Tarrasque The tarrasque comes and attacks </p><p> 12 - 14 Minor Beneign Event A minor event of inconsquencial value occurs to estate</p><p> 15 - 17 Major Beneign Event A major event of great import to the estate occurs</p><p> 18 - 19 Dragon Rage 2d12 dragons erupt across the estates in full fury</p><p> 20 Eclipse ZEAL drops by 1d6 due to fear, and 1d4-1 events occur related to eclipse</p><p> </p><p> </p><p> VIP</p><p> </p><p> 2D10 ROLL RESULT SPECIAL RESULT</p><p> 2 Assassin in disguise Attempts assassination - roll on Kidnapping chart treating "kidnapped successful" as a successful assassination</p><p> 3 - 5 Spy The VIP is actually a spy; if unmolested returns to home estate and reports all that was seen</p><p> 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")</p><p> 9 - 11 Message Bearer Bears some message, ultimatum or other decree from home estate; once spoken, will leave</p><p> 12 - 13 Peace Bearer Comes to offer a secret alliance with factions in home estate</p><p> 13 - 16 Gift Bearer Bears some random gift (could be cursed, if magical) from home estate, roll random treasure type</p><p> 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)</p><p> 20 Defector Has fled home estate in the hopes of joining target estate; starting BUR « that of old estate, ZEAL same as old state</p><p> </p><p> 2D10 ROLL RESULT SPECIAL EFFECTS</p><p> 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</p><p> 1 - 2 Expedition Fails Miserably All kidnappers slain, any money invested lost</p><p> 3 - 7 Expedition Fails 1d4 kidnappers slain, any money invested lost</p><p> 8 - 10 Expedition Fails Minorly Any money invested lost, kidnappers escape</p><p> 11 - 13 Expedition Succeeds Minorly Kidnappers manage to take a random hostage from the city level political structure hostage</p><p> 15 - 17 Expedition Succeeds Kidnappers manage to take a random hostage from the political structure</p><p> 18 - 19 Expedition Succeeds Greatly Kidnappers manage to take a random hostage from the upper political structure</p><p> 20 Fantastic Success 1d4 kidnappers advance a level; The leader of the country is taken hostage</p><p> greater than 20 Amazing Success All kidnappers advance a level; The leader of the country and one other political member is taken hostage</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6044177, member: 52734"] 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 [/QUOTE]
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