SoOF:Events

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  1. Accident
    • Random noble gets into a horrible accident. Roll for casualty. Randomized noble, if alive after, gains 200xp.
  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. Loss of a child
  5. Loss of a child
    • Select random noble. If this is expecting mother or father of an unborn child, that pregnancy ends in miscarriage. If this noble is a child who is 3 years old or younger, he or she dies. Randomized noble, if alive after, gains 200xp.
  6. Serious sickness
  7. 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. Randomized noble, if alive after, gains 200xp.
      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.
  8. 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 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.
  9. Surprise pregnency
  10. 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.
  11. Economic misfortune
    • Random noble family suffers d6 * 10% reduced income this year.
  12. Economic fortune
    • Random noble family gains extra d6 * 10% income this year.
  13. Population growth
  14. Population growth
  15. Population growth
    • Random city grows by 5%
  16. Plague
    • Random city loses d10% of it's inhabitants
  17. 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). Noble who attempts this check gains 250xp and another 500xp if successful.
  18. Noble studies
    • Random noble gains 2d6 * 100xp
  19. Noble inspired
  20. Noble inspired
    • Random noble gets extra research action this year with +5 bonus. Randomized noble gains 200xp.
  21. Noble encounters a monster
    • Random noble and d6-1 guards encounter a monster. Knowledge to identify before choosing to fight or evade it. Evasion works on d6/2+. If defeated, noble does not share the experience with the guards.
  22. Noble falls in love
  23. 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. Randomized noble gains 200xp.
  24. 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.) Randomized noble, if alive after, gains d6 * 100xp.
  25. 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.
  26. 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.
  27. 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.
  28. Pirates
    • As with bandits, but targets a random coastal town instead.
  29. Raiders
    • Random coastal region is targeted by foreign attackers.
  30. Uprising
    • Random repressed faction revolts
  31. Fire
    • Major fire in random city. d20 * 5% of the city burns down. Suffer that much permanent economic loss that recovers at the rate of 0.5 moneys worth of % per year.
  32. Mild winter
    • +10% income this year for all families.
  33. Harsh winter
    • -10% income this year for all families.
  34. Enlightening experience
    • Random player distributes 2d6 * 100xp among any number of nobles.
  35. Wave of enlightening experiences
    • Each player distributes 1d6 * 100xp among any number of nobles.
  36. Good hire
    • Random noble house may hire a retainer without spending a project action.
  37. Adoption
    • Random noble house may adopt d6-1 year old orphaned distant relative without spending a project action. Randomize gender before choosing.
  38. Masterpiece
    • Random noble acquires an item (of type of his or her choosing) with a +1d4 to rolls becoming a heirloom. Randomized noble gains 200xp.
  39. Change of heart
    • A random noble is no longer bound by class level requirements, and can advance in any class he or she chooses. Except his or her original class. Choose new favored class. Randomized noble gains 500xp.
  40. Roll twice.