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#Bandits
 
#Bandits
 
#*A random road is targeted by bandits. Cities connected by this road suffer -10% economic loss until these bandits are dealt with. Each year left unchecked, power of this group grows: economic loss increases by -5% and difficulty of resulting adventure increases.
 
#*A random road is targeted by bandits. Cities connected by this road suffer -10% economic loss until these bandits are dealt with. Each year left unchecked, power of this group grows: economic loss increases by -5% and difficulty of resulting adventure increases.
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#Pirates
 +
#*As with bandits, but targets a random coastal town instead.

Versio 26. lokakuuta 2016 kello 04.59

  1. Accident
    • Random noble gets into a horrible accident. Roll for casualty.
  2. Assassination attempt
    • Random noble and 1d6-1 guards are ambushed by 1d10 attackers. Should the noble survive he does not share the experience gained with the guards.
  3. Kidnapping attempt
    • As with assassination, but goal of the attackers is to take the noble alive and ransom him or her for 3d6 money.
  4. Serious sickness
    • Random noble gets terribly ill. If cure disease is not cast on this noble within 1d10 days, he or she makes fortitude DC 15 save or suffers one of the following effects
      1. Dead
      2. Shattered health, -4 con, permenent fatigue. Fatigue now causes exhaustion and exhaustion causes passing out.
      3. Crippled, -4 dex, movement speed halved
      4. Loss of fertility, cannot have children
      5. Bedrest will fix it, misses project for this year, but recovers.
      6. False alarm, recovers quickly.
  5. Dementia
    • Random noble succumbs to dementia. Dementia cannot be cured by magic and demented characters cannot be controlled anymore, yet take up 50% their former upkeep unless gotten rid of. If random hits selects younger than middle age noble, no effect. Middle aged nobles are affected on d6/1-3 only. Older than middle aged nobles are automatically affected.
  6. Surprise pregnency
  7. Surprise pregnency
    • Select a random adult noble. If married, there is 50% chance that the pregnancy is with spouse. If female noble is randomized, the treat this as if getting pregnant this year. If a male is randomized, bastard is born the next year.
  8. Economic misfortune
    • Random noble family suffers d6 * 10% reduced income this year.
  9. Economic fortune
    • Random noble family gains extra d6 * 10% income this year.
  10. Population growth
  11. Population growth
  12. Population growth
    • Random city grows by 5%
  13. Plague
    • Random city loses d10% of it's inhabitants
  14. Civil unrest
    • Unrest in a random city. A DC 20 diplomacy or intimidate check is required to calm things down. This check can be only attempted by member of that city's ruling family, head of that family has +2 on this check. Failing the check by 5 or more causes a revolt. For each number the check fails by, suffer -10% reduced income of the year (can cause negative income).
  15. Noble studies
    • Random noble gains 2d6 * 100xp
  16. Noble falls in love
    • A random noble falls in love. If married noble is randomized, he or she takes on a lover (Consider this as a character who takes "Family time" action with this randomized noble with +5 bonus until dealt with or rolling d20/1-3 on this check). Unmarried noble gets engaged without consulting his or her family.
  17. Noble takes a break
    • A random noble takes a break form his or her responsibilities and disappears for the year. (Runs away from home, retreats to a cabin etc. Details vary.)
  18. Discovery
    • Wonderful discovery is made and a spell is made available for a random family (d6/1-5) or the whole nation (d6/6+). This spell is selected and named by DM.
  19. Monster
    • A terrible monster roams the countryside and causes havoc to random city until dealt with. Each year left unchecked, this monster rolls 4d6, each d/1-3 causes -10% economic loss for the year. If no damage is caused, the monster wanders back into the wilds and causes no further damage.
  20. Bandits
    • A random road is targeted by bandits. Cities connected by this road suffer -10% economic loss until these bandits are dealt with. Each year left unchecked, power of this group grows: economic loss increases by -5% and difficulty of resulting adventure increases.
  21. Pirates
    • As with bandits, but targets a random coastal town instead.