Random Domain/Kingdom encounters.

Post/Author/DateTimePost
#1

zombiegleemax

Jul 27, 2005 16:19:59
As the thread title says lookign for more added variance to random generated encounters for my upcoming Birthright campaign.


I have no difficulty creating them or inventing them, i just seem to get stuck in ruts or make it revolve aroudn the same kind of things?

So just asking for my fellow runners and birthright fans, for any ideas or hooks i could use.

Thanks for any assistance.
#2

Raesene_Andu

Jul 28, 2005 5:33:16
Many moons ago I created this expanded random events table for my game. Feel free to use what you wish.

Expanded Random Events Table

This document takes the original random events table from page 40 of the Birthright rulebook and expands it, adding a large number of different events and effects. See below for the descriptions of each event.

Table1: Random Events
1d100 Roll Event 1d100 Roll Event

01 Blood Challenge 45 Shipwreck
02-05 Ambassador 46-50 Minor Natural Disaster
06-08 Crime Wave 51 Intrigue
09-10 Spy Discovered 52-53 Assassination Attempt
11 Minor Magical Event 54 Important Kidnapping
12-14 Corruption 55-60 Minor Raid
15 Major Natural Disaster 61-67 Bumper Crops
16-20 Festival 68 Major Magical Event
21 Major Raid 69-70 Accident
22-23 Rioting/Unrest 71-73 Important Wedding
24 Diplomatic Incident 74 Rebellion
25 Invention 75 God Trouble
26-27 Murder/Assassination 76-78 Refugees
28 Religious Unrest 79-81 Supernatural Event
29-30 Tournament 82-84 Treason
31 Noble/Important Birth 84-86 Feud
32-34 Trade Matter 87-89 Disease/Plague
35-36 Great Captain 90 Astronomical Event
37-38 Matter of Justice 91-94 Imperial Event
39-41 Pest Infestation 95 Cataclysmic Natural Event
42-43 Important Death 96-99 Labour Dispute
44 Theft 00 DM's Choice



Event Descriptions



1: Blood Challenge.

This is as described in the rulebook (pg. 40)

2: Ambassador.

Another realm has sent an ambassador to speak with the PC regent on matters of importance. The ambassador wishes to speak with the regent as once. If the PC does not meet with the ambassador then it will likely result in trouble for the regent with the nation the ambassador comes from. The ambassador could have been sent for any number of reason such as offering an alliance, demanding concessions, or just to ask for permission to move troops through the PCs territory.
This could also be a permanent ambassador arriving from a NPC nation. The new ambassador will of course want a place to stay, and unlimited access to the PC regent to press his realms demands.

3: Crime Wave.

A much large number of crimes than usual are being reported. These could be the result of general lawlessness in the province, a new thieves guild, or even a serial killer. If the regent does nothing about the problem then it may result in an loss of loyalty in the province.

4: Spy Discovered.

A spy has been discovered inside the regent's household. A minor household servant has been sending important information to one of the PCs enemies. It may only be the one servant, or an entire ring of enemies spies may have been set up inside the regents household.
This event can also be used if one of the PCs spies has been discovered in another nation. Either way it could lead to a diplomatic incident.

5: Minor Magical Event.

This covers visits by a wizard or famous magician to the PCs lands. Perhaps the wizard is seeking employment in the PCs court of he may be a regent seeking to expand his source holdings into the PCs realm. If a magician then he may be a popular illusionists or even a major oracle who was come to seek either the PCs patronage or may be just passing through.
This event could also mean that an enemy wizard has begun an expansion into the PCs realm. Perhaps a new source holding has been created in one of the PCs provinces.

6: Corruption.

A member of the PCs court, or treasury staff has either embezzled, or stolen outright a chunk of the treasury. The regent tax collection is lower by 1d3 GB each turn until the culprit is discovered. Unless dealt with quickly and quietly it could also lead to a loss of loyalty.

7: Major Natural Disaster.

This event covers all major natural disasters, including such things as flooding, forest fires, earthquakes, famine, etc. The disaster strikes an entire province, reducing its income by 1d6 GB for the turn. A relief effort, costing 1d3 GB is also required or the effected province will lose one population level from deaths.

8: Festival.

A major festival is being conducted where the regents presence is required. This may be an annual event, or a special celebration held to honour the regent or a particular god. Although not as important as a noble wedding or funeral, the regent is expected to attend and will suffer a loss of loyalty if he doesn't turn up, or spend at least 1d3 GB on arrangements.

9: Major Raid.

A large force of bandits or enemy troops has raided one of the regents provinces, stealing 1d6 GB from the regents holdings. This may be the beginning of a military campaign by a NPC nation, or just a one off event. Either way the regent is forced to take action either to punish the raiders or to give a show of strength or he will suffer a major loss of regency at the end of the turn. It is also possible that the raiding will continue until the PC takes actions, with similar effects each season.

10: Rioting/Unrest.

An agitator in one of the regents major town or cites has stirred up trouble and started a series of riots against the regent. Will not as serious as a rebellion it may grow into a full scale rebellion if the regent lets it drag on for too long. The rioting results in a drop in loyalty by one grade at the end of the turn, unless the regent takes action.

11: Diplomatic Incident.

Something the regent, or one of his lieutenants has done has offended one of the PCs neighbors. That nation is now demanded an apology, retribution, or land to settle the issue. The diplomatic incident may have been caused by an accidental crossing of the border by the PCs troops, a badly worded speech, an intrigue action by a third regent, or may just be an excuse for the NPC nation to declare war. If the PCs takes ignores the incident then he suffers a minor loss of regency in the adjustment phase.

12: Invention.

Someone in the PCs lands has completed a new invention, spell, etc. The effects of this could vary from no effect at all to a possible new industry being formed. The DM can use this event to introduce anything new that is to be added to the campaign.

13: Murder/Assassination.

An important official or lieutenant working for the PC has been either murdered or assassinated. If the regent does not take action to find the killer then he suffers a major loss of regency, and a drop of loyalty in the province in the murder occurred.

14: Religious Unrest.

Again this covers a wide range of things. A local temple may be attempting to drive out all other religions with a campaign of harassment, or a new religion may have been formed. If the PC is a temple regent then this is an important occurrence and he must respond or suffer a loss of regency. If however he is a province (or other holding) ruler then it may not be of great importance and he may not even need to do anything. The required response is left up to the DM.

15: Tournament.

The regent has been invited to a tournament in another lands, and has either been asked to personally compete, or send a champion to represent his nation. He suffers no consequences if he decline the offer, but as other regents from the region are likely to be present it is a good opportunity for diplomacy.
It the PC chooses to attend then he will need to spend a character action. If he chooses to compete personally then the DM can create some opponents to battle. A tournament is not usually deadly, but assassins could be lurking around, or an accident could occur.

16: Noble/Important Birth.

A major noble family, or other important family in the PCs domain has recently been blessed with a birth. The PCs has been invited to attend a celebration in honour of the new child and is expected to come. The regent must spent 1d6 GB for gifts and arrangements. If he does not attend, or at the very least send a lieutenant with gifts then he will offend the noble family. This brings no immediate trouble, but may in the future. If the PC is a priest regent then he may be asked to conduct the naming ceremony or something similar. If the PC priest refuses then he will suffer a major loss of regency.

17: Trade Matter.

This covers all matters of trade that effect the PCs domain. Perhaps a new trade route has been opened to the PCs kingdom, or an old one closed down. If the PC is a thief regent then this indicates a major event, effecting one of his trade routes. Roll 1d6 and on a roll of 1-5 reduce the income of the trade route by 1d6 GB, while on a roll of 6, increase the income for this turn by 1d3 GB. Failure to respond to this event by a thief regent causes a major loss of regency during the adjustment phase of every turn the event is ignore, or even the closure of the trade route all together.

18: Great Captain/Heresy.

This is the same as the event described in the rulebook (pg. 43).

19: Matter of Justice.

This is as described in the rulebook (pg. 43).

20: Pest Infestation.

A plague of rats, locusts or other pests has infested one of the PCs provinces eating everything in sight. The tax collection of that province will be reduced by 1d4 GB until the problem is dealt with. It is up to the PC to come up with a good way of dealing with the pests. If he is successful with the first turn of the infestation then the loyalty of the effected province will rise by one grade. If however it is left unfixed for more than two turns then the PC suffers a minor loss of regency and the loyalty of the province decreases by one grade. The same effects will occur even turn following the second.

21: Important Death.

A powerful lord, important merchants, etc in the RPs kingdom, or domain, has died and the PC is expected to attend the funeral, and also bring 1d4 GB in gifts for the grieving relatives. Depending on the importance of the person a state funeral may also be called for. Failure to respond to this results in a minor loss of regency, and the PC has offended the dead persons family.

22: Theft.

This does not cover minor theft, but rather something major. Something important to the PC has been stolen, perhaps a magical items or piece of jewelry. If the PC does not respond then nothing occurs, he does not get the item back either.
If the item stolen was the crown jewels (or similar) of the PCs kingdom then he must respond and recover the items or suffer a major loss of regency due to the loss of the symbols of his rule. Other effects could also come into play here as well depending on exactly how important the item was.

23: Shipwreck.

If the PC owns any ships then one of them has been involved in a shipwreck, roll 1d4. On a roll of 1-3 then the ship has been swept against the rocks and destroyed total, with the loss of 25-50% of the sailors, or troops who were on board at the time. If a 4 is rolled then Nesirie has been forgiving and the ship has only run aground on a sand bar and requires only 1d2 GB for repairs.
If the ship involved in the shipwreck was one on a trade route at the time then the trade routes income will be reduced for this turn by the amount the ship would have carried. It will return to normal next turn, assuming the PC can send another ship on the route.

24: Minor Natural Disaster.

A minor natural disaster such as a blizzard, landslide, or minor flooding has hit one of the PCs provinces. Tax collection has been reduced by 1 GB and any road, bridge, or castle construction has been halted for this turn due to the problem. The problem will usually correct itself automatically by the end of the turn.

25: Intrigue.

The description in the rulebook (pg. 42) covers this event.

26: Assassination Attempt.

The description in the rulebook (pg. 40) covers this event.

27: Important Kidnapping.

A lieutenant, vassal, or important official of the PCs realm has been kidnapped and a ransom is being demanded. The ransom may be as small as a few GBs or the kidnappers may be demanding a holding or province be handed over. If the PC fails to respond at all then he suffers a major loss of regency and the victim is killed. If he gives in to the kidnappers demands, or the victim dies in a rescue attempt then he suffers a minor loss of regency. If however he is successful and personally rescues the kidnapped lieutenant then he has a minor gain of regency (+1 bloodline pt, +25% RP).

28: Minor Raid.

A small collection of bandits or monsters has raided a single province in the PCs kingdom (or holding if he controls no provinces). The problem will usually only be short term, but if the PC ignores it then he suffers a minor loss of regency due to his inaction. It is also possible that the minor problem may grow into a major raid if the PC takes no action as the raiders or monsters grow less cautious.

29: Bumper Crops.

Good condition in the kingdoms farms has led to an increase in tax collection (for province rulers), guild income, and temple collection (from grateful farmers) of 1d6 GB for the affected province.

30: Major Magical Event.

This covers a wide range of happenings, including duels between wizards and the like. If the PC is a source regent then this indicates the discovery of a new ley-line that has been forged by an enemy regent, or an attempt by another wizard to claim the PCs holdings. Ignoring this event causes a major loss of regency for PC wizards.

31: Accident.

Again this covers many different things and can be used for bridge collapses, landslides destroying areas of a road or even the deaths of an army unit in a barracks fire or something like that. The lasting effects of this event depend on what the accident was. A collapse of a castle wall would lead to the reduction of the level of that castle, and a destroyed bridge must be rebuilt.
It is also possible that the accident was the results of sabotage by enemy agents. That is up to the DM though.

32: Important Wedding.

This action is similar to the Important Death event. A wedding in a noble family, or other important family is to be conducted and the PC has been asked to attend. Gifts of 1d4 GB are expected. If the PC is a priest regent then he will have been asked to perform the ceremony and arrangements will cost 1d3 GB. Failure by the PC priest to do this will lead to a major loss of regency. Other regents will simply offend the noble family if they do not accept the invitation.

33: Rebellion.

Use the description in the rulebook (pg. 42/43) for this event.

34: God Trouble.

One of the Gods is causing trouble in the PCs domain. Perhaps the PC has offended the God in someway, or the maybe an avatar of the God has arrived to spread the word. If the PC is a priest regent and he fails to respond to this action then his temple in the province automatically loses 1 level (0 level destroyed), and he suffers a major loss of regency. These effects continue until the PC takes action to set things right. If the trouble is actually a visitation by the PCs god then the temple will gain 1 level (reducing other temples if necessary), if the PC can show he is in the Gods favour.
Other regents suffer a minor loss of regency if they fail to respond to this event.

35: Refugees.

A war in another nation has led to a flood of refugees into the PCs kingdom, roll 1d6. On a roll of 1-3 the refugees are just passing through the PCs kingdom and will require 1d3 GB in food and supplies. The PC faces a minor loss of regency if he fails to provide the supplies. On a roll of 4-5 the refugees with to remain in the PCs domain until the trouble in their homeland has died down. In this case it will cost 1d2 GB a turn for the PC to keep them supplied with food etc. If he chooses not to help them and sends them on their way then he suffers a minor loss of regency. On a roll of 6 the refugees want to settle in the PCs kingdom, and any rule action that turn will be automatically successful.
NOTE: The losses of regency only occur if the refugees are of the same ethnic group as the majority of the PCs citizens. There is no loss if Vos refugees travel to Brecht lands.

36: Supernatural Event.

Undead from the Shadow World are rampaging across the PCs lands. They may have either been summoned by an evil priest, or it may be a natural occurrence. If the PC allows this to continue then he suffers a major loss of regency each turn until the problem is solved. If the PC is responsible for the problem and this is discovered then he suffers a major loss of regency, and a drop in loyalty across his entire domain.

37: Treason.

Some of the PCs followers, perhaps even and entire unit of soldiers has turned against him and gone over to the side of an enemy. The PC must respond to punish those who have committed treason or he will be shown up a weak ruler and suffer a minor loss of regency as well as drop in loyalty across the PCs realm.

38: Feud.

Use the description in the rulebook (pg. 41) for this event.

39: Disease/Plague.

A horrible disease has broken out amongst the people of a province in the PCs kingdom. If now action is taken to cure the plague then the PC will suffer a major loss of regency, as well as drop of loyalty in the province. Also the plague will spread to an additional province each turn, with similar effects for each province if the PC ignores the effects.
The result of the plague on the people causes the province level to drop by 1 each turn the plague is left uncured. Finding a cure may result in special quest on the PCs part to find the cure.

40: Astronomical Event.

A meteor shower, comet, or similar event leads to the discussion among the people of the PCs domain on the omens that it foretells. This may have little effect on the PC, but the oracle could just as easily decide that the meteor means that the PC is an unfit regent and should be replace. This event allows the DM to put in anything that he wishes.

41: Imperial Event.

This should only occur in Anuire, and indicates an event relating to the entire Empire. Perhaps the Imperial Chamberlain is coming to visit the PCs kingdom, or maybe the Gorgon is invading again and the PC has been asked to contribute troops to help fend off the invasion. Even a meeting to consider someone for the position of Emperor could be occur.

42: Cataclysmic Natural Event

A great natural disaster has struck the PCs kingdom. This could be a major earthquake, volcano, hurricane or similar. The result of this is that 1d3 provinces produce no income this turn, and the PC must spend 1d4 GB on a relief effort for each effected province. Failure to respond to the disaster results in a loss of 1 level for each province effected as well as a major loss of regency.

43: Labour Dispute.

A workers uprising or strike has stopped all construction or trade in a province for this turn. No building is done on any castles or other structures in the province or all trade routes have been closed down until the dispute in solved. If the PC ignores the problem it will continue with similar effects, and the PC will suffer a minor loss of regency.
#3

zombiegleemax

Jul 28, 2005 8:27:59
Now thats the kind of things i'm talking about.

Good and Bad encounters/events.

I certainly will be using a few of those indeed.

If you have any more ideas, don't hesitate to post or let me know.

Thank you again kind sir.
#4

elven_warriorxx

Aug 02, 2005 19:44:21
this is good stuff