There is a 25% chance that a
random event occurs during an Kingdom Event phase each month.
This increases to 75% if no event was rolled during the previous Event
phase.
LEADERSHIP
(1) Ad
Naturalem Mortum: A member of the your leadership counsel dies of natural
causes. As a result the position will
suffer from the penalties for a vacant post until it is filled.
(2) Ambitious Politician [continuous]: A merchant starting up a trade guild is eyeing the
position of Councillor, Treasurer or Viceroy.
If you succeed at a Stability check (with a -2 penalty to the roll), the
merchant will desist, otherwise the upstart will increase Unrest by 1 each
month until they are granted a position on the council or are dealt with. Dealing with the merchant in a violent manner
will end the event but increase Unrest by 1d4 and reduce Loyalty by 1.
(3) Assassination Attempt (lesser): One of your leaders (determined
randomly) is the target of an assassination attempt. If the target is a PC, the assassin is PC
level -1. If the target is an NPC, make
a Stability check (with a +1 bonus to the roll) to negate the attempt. If the leader is assassinated, the nation
gains 1d6 Unrest points and immediately suffers the penalties for not having a
leader in that role.
(4) Assassination Attempt (greater): As above, but assassin is PC level +1,
Stability check at -1 penalty.
(5) Family Emergency: Someone important to one of
the NPC council leaders has become deathly ill, suffered a fatal (or
near-fatal) accident, or died. As a
result that council member will take a leave of absence and is unable to
perform their duty until after the next event phase. The benefit that they provide to the Kingdom
does not apply until after the next event phase.
(6) Public Scandal: One of your
leaders is implicated in a crime or an embarrassing situation, such as an
affair with another leader’s spouse. If you fail a Loyalty check, increase
Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event
phase.
(7) Suitor: An attractive noble sent by
Brevoy/Pitax tries to seduce a member of the leadership counsel into marriage,
in an obvious ploy to increase their influence. If accepted, increase Loyalty by 2 for as long
as the marriage and position of leadership are maintained. If rebuffed, increase Unrest by 1d2.
POLITICS
(8) Border Skirmish: Pitax and Brevoy engage in border skirmishes;
make a Loyalty check to keep your citizens from aggravating the situation. Failure reduces Stability by 2.
(9) Diplomatic
Overture: A nearby kingdom sends an ambassador to you to negotiate an embassy
(01–60), treaty (61–90), or alliance (91–100), as if using a Diplomatic Edict. The ambassador bears 1d4 BP worth of gifts for
your kingdom.
(10) Diplomatic Boon from Brevoy: Brevoy
offers you favourable trade. Your
Treasury increases by 2d6.
(11) Diplomatic Boon from Pitax: Pitax funds
a festival to foster better relations with you.
This raises the level of Holidays/Festivals by one level, granting an
Increase in Loyalty, but the extra raise does not cost BP/Consumption for 12
months.
(12) Diplomatic Pressure from Brevoy: In
order to secure both nations’ borders from outside forces, Brevoy requests that
your kingdom sets up militia patrols along the South Rostland Road. Doing so will increase Stability by 1 and
Consumption by 2. Not agreeing to the
request increases Unrest by 1 and requires a Stability check. If you fail the Stability check, increase
Unrest by a further 1d4, no Trade or Diplomatic Edicts may be made with Brevoy
for the next 12 months.
(13) Diplomatic Pressure from Pitax: Pitax requests
favourable trading rights with your kingdom.
This will decrease Economy by 2 and reduce Unrest by 2. If rebuffed, make a Loyalty check. Failure will result in Pitax convincing traders
to charge your kingdom more, reducing the kingdom’s BP by 1d6.
(14) Festival Invitation: Your kingdom's
leaders are invited to a festival in a neighbouring kingdom. If you attend and bring 1d4 BP worth of gifts,
you gain a +2 bonus on edict checks relating to that kingdom for the next year
and reduce Unrest by 2.
(15) Foreign Spy: A spy from a foreign kingdom
is discovered trying to find out the kingdom’s weaknesses. Increase Unrest by 1.
(16-17) Political Calm: A sudden absence of political machinations
coincides with an increase in public approval. Unrest decreases by 1d6. Until
the next Event Phase, you gain a +2 bonus on checks to resolve continuous
events. If your kingdom has no Unrest
and no continuous events, both Loyalty and Stability increase by 1.
(18) Request for Aid: A neighbouring kingdom
requests 10 BP from you in aid due to an unforeseen event. Providing such aid reduces Unrest by 1,
whilst refusing the request reduces Loyalty by 1.
(19) Spies from Brevoy [continuous]: Make two Economy checks to uncover and arrest a spy
network within your kingdom. If both
succeed, increase Economy by 1. Failing
one roll increases Unrest by 2. Failing
both rolls increase Unrest by 1d4 and reduces Economy and Loyalty by 1.
(20) Spies from Pitax [continuous]: Make two Economy checks to uncover and arrest a spy
network within your kingdom. If both succeed,
increase Economy by 1. Failing one roll
increases Unrest by 2. Failing both
rolls increase Unrest by 1d4 and reduces Economy and Stability by 1.
(21) Sleeper Agent [continuous]: A prominent NPC in your
capital is under foreign influences - this can be as simple as a bribe or a charm effect, or something more sinister
such as possession or them having been replaced by a doppelganger. Make two Loyalty checks with a -2 penalty to
the rolls. If both rolls succeed you
discover and discretely resolve the situation.
Failing one roll decreases Stability by 1 and increases Unrest by 1 as
the agent remains undiscovered but is unable to do much damage. Failing both rolls decreases Economy, Loyalty
and Stability by 1 and increases Unrest by 1d4.
If the Spymaster role is vacant, the penalty to the Loyalty checks
increases to -5. If after three months
the event has not been resolved, the PCs begin to suspect something is amiss
and may investigate/resolve through role-playing.
(22) Trade Route: A political envoy from one
of your neighbours has come looking to set up trade relations. You may choose
to spend 1d6 BP and make a Stability check. If you succeed, increase Economy by
1. If you fail, increase Unrest by 2 as
caravans are lost. If you choose not to
take the venture make a Loyalty check to avoid insulting the foreign diplomat
and angering local immigrants from the area.
Failing the Loyalty check increases Unrest by 1.
(23) Visiting Diplomats: You invite diplomats
from neighbouring kingdoms to participate in an event held in their
honour. The number of attending diplomats
depends on your kingdom’s size: 3-5 hexes= 1d2, 6-9 hexes = 1d4, 10-14 hexes =
1d6+1, 15-20 = 2d4+1, 21-27 = 2d6+2, 28-35 = 3d6, with an additional diplomat attending
for every 10 hexes in size beyond 35. Until
your next Event phase, Economy increases by 1 for every 2 diplomats and
Consumption will increase by 1 for every 5 diplomats. For every 10 attending diplomats, your Unrest
decreases by 1.
(24) Wedding in the Wilds: A noble from
another country wishes to use your kingdom’s facilities for their wedding,
possibly owing to political or religious issues back home. If accepted, improve the disposition of that
country’s leaders by one step, gain 2 BP from increased business, but gain 1
Unrest and a -2 penalty to Loyalty and Stability checks until your next Event
phase from the commotion. If rejected, your
Ruler or Grand Diplomat must make a Diplomacy skill check to try and smooth the
matter over; success subtracts 1 BP from the treasury as a wedding present,
while failure worsens that country’s disposition towards your kingdom by one
step.
RELIGION
(25) Faithful Omens: A sign
or portent of unusual veracity appears in your kingdom with significance to a
specific faith, temporarily drawing worshippers of that god to your nation. Roll 1d8 to determine which deity is involved
and the effects it has. In addition,
increase Unrest by 1 (unless your kingdom has a Temple to that deity) as the
populace grows nervous and uneasy about the omen:
1: Calistria: You gain a +2
bonus to Economy and Loyalty checks until the next Event phase. If your Capital does not contain a Brothel or
Luxury Store increase Unrest by 1.
2: Cayden Cailean: You gain
a number of BP equal to the total number of Breweries, Inns, and Taverns in
your Capital.
3: Desna: You gain a +1 bonus
on Loyalty checks for every Academy, Monument and Observatory your kingdom
contains until your next Event phase.
4: Gorum: For the next
three months the Consumption cost to maintain your armies is halved, and all of
your armies gain a +2 bonus on Morale checks.
5: Gyronna: Increase Unrest
by 2 and take a -2 penalty to Loyalty and Stability checks until your next
Event phase.
6: Hanspur: Flowing water within your kingdom gains
healing properties; when drawn from a fresh and natural water source a cup of
water heals 1d8+1 hp. Water loses this
healing property 1 minute after being drawn from its source. This phenomenon lasts until your next Event
phase.
7: Norgober: Every Alchemist
and Herbalist building in the kingdom gains a temporary minor magic item slot
until your next Event phase. You take a
-6 penalty to Stability until your next Event phase; if none of your Districts
contain an Alchemist or Herbalist, gain another 1 Unrest.
8: Other/GM’s Choice:
Choose a deity prominent in your kingdom.
(26) New Religion: Roll 1D20; on 1-5 an evil
religion is secretly trying to gain a foothold in the kingdom, 6-11 has a neutral religion arriving in the
capital who will provide half the cost of a Temple but want a council position
in return, 12-18 results in a good aligned religion joining your kingdom who
will provide half the cost of a Temple, 19-20 sees the arrival of monks looking
to set up a Monastery for which they will pay the entire cost, but in return
they seek the council’s Marshal role.
(27) Witch Finder: If the Council contains a
Witch or Sorcerer, they find themselves accused of corrupting officials and
unlawfully gaining their position by rabble rousers preying on rumour and
superstition. The council’s Magister
must make a Diplomacy check (DC 18 + 1 per Witch/Sorcerer lvl) to quash the
rumours, or the kingdom’s Unrest increases by an amount equal to half the level
of failure, up to a maximum of 6 (e.g. if the Magister’s Diplomacy check fails
by 4, you would increase Unrest by 2).
NATURAL
(28-29) Bad Weather: Snow, thunderstorms or
torrential winds persist for several days slowing the productivity of many
businesses and keeping potential clients and customers inside their homes. You take a -4 penalty to Economy checks until
your next Event phase. A Stability check
halves this penalty, while failing by more than five doubles it. Increase
Unrest by 1 as people complain about failing business.
(30) Crop Blight [continuous]: Swarms of Vermin (spiders, locusts, etc.) have become
a problem for 2d6 of your kingdom’s Farm hexes. Each turn make a Stability check for these
Farm hexes to determine if they were able to protect the crops and fend off the
invading pests in that area. Failure for
that hex means that the farm provides no Consumption benefit, whilst success
means that the farm was able to protect their crops for this month. Once a Farm has achieved two successful
Stability checks the pests are completely driven or destroyed from that
hex. PCs use of appropriate Druidic
magic may help purge a single hex of its infestation. Increase Unrest by 1 each Turn for as long as
this Event persists.
(31) Crop Failure: Pests, blight and weather have resulted in a food
shortage this month. Make two Stability checks.
If both succeed the problem is fixed.
If only one succeeds Consumption is increased by 1d6 in the next Upkeep
phase. If neither succeed, Consumption
is increased by 2d6 in the next Upkeep phase.
(32) Disaster: A natural disaster hits your kingdom. Roll 1d6 to determine the type of disaster:
1-2: Hurricane: A hurricane
strikes your kingdom and affects 1d4 city blocks in one city. Make a Stability check for each affected city
block - every failure results in that city block’s destruction.
3-4: Flood: A flood strikes your kingdom and
affects 1d4 claimed hexes located next to a river. Make a Stability check for each affected hex
- every failure results in damage. Damaged
hexes will cost ½ the original build cost and time to repair.
5-6: Earthquake: An earthquake strikes your kingdom, roll a D20 to
determine the epicentre; 1-10 = a distant unclaimed hex is affected, 11-15 = a
farmland hex, 16-17 = a claimed hex that is not farmland or a settlement, 18-19
= a settlement, 20 hits the capital. If
the capital or a settlement is hit, 1d6 city blocks are affected. Make a Stability check for each affected city
block with a -2 penalty - every failure results in that city block’s destruction.
(33-34) Good Weather: Good weather raises spirits and productivity. You
gain a +4 bonus on Loyalty checks until your next Event phase.
(35) Natural Blessing: A natural event, such as a bloom of rare
beautiful wildflowers or good omens in the stars, raises your kingdom’s
morale. Gain a +4 bonus on Stability
checks until the next Event phase.
(36) River Spawning: A sudden increase in
Trout or Salmon spawning has resulted in plentiful fishing in your
kingdom. Treat every claimed river hex
as if it were a Farm for the next three months.
(37) Tears of Curchanus: An infrequent meteor shower known as the Tears of
Curchanus is visible for much of the month. Some sages claim that these falling stars
represent the ill-fated battle between Curchanus (the fallen deity of beasts)
and the Mother of Monsters. For good or
for ill, the event has a subtle influence on beasts. Roll d% to determine the
effect:
1-20: Tainted Tears: Until
your next Event phase, animals, magical beasts, and monstrous humanoids gain a
+2 profane bonus on attack and damage rolls against non-evil humanoids.
21-70: Tears of Rage. Until
your next Event phase, the chance of all wilderness random encounters increases
by 20%.
71-91: Blessed Tears: Until
your next Event phase, non-evil humanoids gain a +2 sacred bonus on attack and
damage rolls against animals, magical beasts, and monstrous humanoids.
91-100: Starfall: A small
meteorite strikes a random explored hex in your kingdom, bringing with it a
small but notable chunk of skymetal. Increase your Treasury by 4d6 BP (each time
you roll a 6, reroll that die and add the result to the total). The GM may determine the type and worth of the
skymetal should the PCs wish to claim it for their own use.
(38) Unusual Migration: Animals that are not
typically native to the Stolen Lands unexpectedly appear in large numbers. Make a Stability check; if successful you gain
a +1 bonus to Economy until the next Event phase and 1d4 BP. On a failure you take a -2 penalty to Economy
until the next Event phase, as the animals wreak havoc on local crops and scare
off native game.
TERRAIN
IMPROVEMENTS
(39) Detour [continuous]: Choose a random Road hex that connects to your Capital.
A catastrophe renders the road in this
hex unusable for 1d4 turns as it is cleared; during this time treat that hex as
if it does not have a Road, treating your overall number of Road hexes as one
lower and suffering a -2 penalty to Economy check for an equal number of
turns. This event can be ended early by
spending a number of BP equal to what it would normally cost to build a Road in
that hex.
(40) Industrial Accident [continuous]: Choose a random Mine hex
in your kingdom - there has been a horrible accident resulting in the death of
employees at this hex and as a result it does not provide any benefits to your kingdom
until reopen. If you succeed at an
Economy check, the Mine can be operational almost immediately at the cost of 2
BP, whilst failure results in the need for 2d6 BP to be spent to rebuild and
open the Mine. Increase Unrest by 1 for
each Turn that the mine is closed. If
you abandon this hex before it is rebuilt reduce your kingdom’s Economy,
Loyalty and Stability by 2 as citizens are appalled by your lack of tact and
respect.
(41) Mine Sweep: The next time you claim a
new Hex without Settlements or habitably structures upon it, you will discover
an abandoned Mine in that hex which can be put to use immediately. Roll 1d20 to determine type and the one-off
benefit in addition to the usual benefits of having a Mine:
01-09: Iron:
Increase Treasury by 1d2 BP. Increase Economy by 1.
10-12: Tin:
Increase Treasury by 1d4 BP.
13-15: Copper: Increase Treasury by 1d4 BP. Increase Economy by 1.
16-17: Silver: Increase Treasury by 2d4 BP.
18-19: Gold:
Increase Treasury by 2d6 BP.
20: Platinum: Increase Treasury by 3d6 BP.
(42) Rich Vein: Gain an extra 1BP for every
Mine in your kingdom until your next Event phase.
(43) Sudden Settlement: Randomly select a
claimed hex that does not have a Settlement or habitable structure upon it. A village formed by immigrants and locals springs
up in this hex. Roll 1d6:
1: Den of Thieves: The village is little
more than a hideout for bandits, rogues, and smugglers and counts as a
Tenement, increasing your Unrest by 2.
2-5: Ordinary Hamlet: The village counts as
having one House lot.
6: Cottage Industry: The village counts as
having one House lot. One of the
following opens up in the village; Alchemist, Exotic Artisan, Luxury Store or
Smithy (Players’ choice).
BUILDINGS
(44) Barbarian Burial Ground: Whilst digging
the foundations for future structures in your capital, workers have
accidentally uncovered an ancient cairn and unleashed a curse upon the
populace. Whilst you wait for a
diminutive lady to arrive and cleanse the area, you take a -2 penalty to
Economy, Loyalty and Stability checks until the next Event phase and increase
Unrest by 1d4.
(45) Demand for Building [continuous]: The population demands that
a particular building be built (01-75) or demolished (76-100). If the demand is not met by the next Event
phase increase Unrest by 1, then by 1D4-1 for the second month, 1d4 the third
month and 1d4+1 in the fourth month.
After this the population give up on their demand. Alternatively you can suppress the citizens'
demands and negate the event by succeeding at a Loyalty check, but attempting this
reduces Loyalty by 2 and increases Unrest by 1 (regardless of whether you
succeed or fail the check).
(46) Eureka!
A prominent scientist/magician makes a fantastic discovery involving
slimes that will forever benefit your kingdom’s sewerage system! The Sewerage System now costs 18 BP to
build. After a Sewerage System is built
(or if you already have one built when this event takes place) the cost of the
next Cistern, Dump and Everflowing Spring built within that city is reduced by
an additional 1 BP.
(47) Good vintage: If your kingdom does not
have a Brewery you may purchase one immediately for 4 BP. If a Brewery already exists in your kingdom,
its owners have stumbled upon a new recipe that generates a lot of interest and
becomes a major new export; gain a +4 bonus to Economy checks until the next
Event phase, gain 1d3 BP and increase Unrest by 1.
(48) Indecent Proposal: A slum lord offers
to build 5 Tenements at no cost to you, increasing Unrest by 8. These Tenements cannot be upgraded for at
least six months.
(49) Ker-Boom!: If your kingdom does not
have an Alchemist you may purchase one immediately for 10 BP. If an Alchemist already exists in your
kingdom, its inhabitants have just discovered a more potent form of Alchemist’s
Fire (3d6 direct damage and 5 splash damage within 10 feet, 200gp per flask). Unfortunately this comes at the cost of the
Alchemist building, which was destroyed in the process.
(50) Noblesse Oblige: A noble family offers
to construct a Monument (01–50) or Park (51–100) in your kingdom at their expense.
If you allow it, the building provides its normal benefits to your kingdom.
(51) Universal Truths: If your kingdom does not have a University
you may purchase one immediately for 50 BP.
If a University already exists in your kingdom, its most promising
students have just made a colossal mistake involving a Wish and a kingdom-wide Zone
of Truth spell. For the next 6
months no-one within your kingdom’s borders may tell a lie (including the PCs)! Increase your Economy and Loyalty by 1,
reduce your Stability by 1 and increase Unrest by 1d4 every Turn for the next
six months.
(52) Wealthy Immigrant: A rich merchant or a
noble from another land is impressed with your kingdom and asks to construct a
Mansion (01–75) or Noble Villa (76–100) within its boundaries at no cost to
you. If you allow it, the building provides its normal benefits to your kingdom.
TRADE
(53) Economic Boom: Trade is thriving in your kingdom. Increase your Treasury by 2d4 BP and gain a
+2 bonus to Economy checks until the next Event phase.
(54) Entrepreneur: A travelling tradesman
who is a master of his craft has come to your kingdom and is willing to pay half
of the expenditure for his new business premises. You may immediately build either a Luxury
Shop, Shop, Smithy, or Trade Shop, for half the usual BP cost.
(55) Fell off a Wagon: A healthy cache of
rare materials (GM’s choice) is found and put to use by local craftsmen,
artisans, and smiths. Until the next
Event phase, PCs may waive the special material cost of any items commissioned
using this material, up to a limit of 2000 gp x 2d4.
(56) Food Shortage: Spoilage, treachery, or simple bad luck have
resulted in a food shortage this month. If you fail a Stability check, your
Consumption is doubled during the next Upkeep phase.
(57) Food Surplus: Farmers produce an unexpected windfall! Consumption is halved during the next Upkeep
phase.
(58) Magic Item Sale: All shops in your
kingdom reduce the cost of magic items until the next Event phase. You can buy an item for 80% of its usual
price, however you cannot sell magic items for gp or BP during this period.
(59) Outstanding Success: One of your kingdom’s citizens creates an
artistic masterpiece, constructs a particularly impressive building, or
otherwise brings fame to your kingdom. You gain 1d6 BP and a +4 bonus on Economy
checks until your next Event phase. Reduce Unrest by 2.
(60) Trend Setter: Some aspect of the upper
class has set a new and radical fashion trend in your kingdom and its style has
expanded to neighbouring lands. Gain 1d4
BP and a +2 bonus to Economy checks until your next Event phase as people try
to outfit themselves with the latest fashion craze.
(61) Strike [continuous]: Workers in a building within your capital are revolting against work
conditions (roll for Academy, Arena, Bank, Garrison, Jail, Military Academy,
Mint, Town Hall and Waterfront). You
lose the benefits of all buildings of this type and increase Unrest by 1 each
Turn, until the issue is resolved by either paying 3d4 BP to improve working
conditions, or succeeding at a Loyalty check (with a -4 penalty to the
roll). If you fail the check increase
Unrest by 2 and continue the Strike Event.
(62) Unexpected Find: A citizen finds a
small cache of treasure, including a notable magic item. Roll 1d10 to determine
the effect that this discovery has on your kingdom:
1: The item is cursed! The GM chooses an appropriate cursed item to
unleash on local citizens. If you succeed at a Stability check, the kingdom is
able to deal with the item without incident.
On a failed check, increase Unrest by 2 and suffer a -2 penalty to
Loyalty until your next Event phase.
2-5: A random Minor Magic Item (not a Potion or
Scroll) is available to purchase at half price.
6-8: A random Medium Magic Item (not a
Potion or Scroll) is available to purchase at half price.
9-10:
A random Major Magic Item (not a Potion or Scroll) is available to purchase
at half price.
POPULACE
(63) Demand for more Law/Freedom [continuous]: Citizens demand that the
kingdom becomes 1 step more lawful (01-50) or chaotic (51-100) than it already
is. If the demand is not met by the next
Event phase increase Unrest by 1, then by 1D4-1 for the second month, 1d4 the
third month and 1d4+1 in the fourth month.
After this the population give up on their demand. Alternatively you can suppress the citizens'
demands and negate the event by succeeding at a Loyalty check, but attempting this
reduces Loyalty by 2 and increases Unrest by 1 (regardless of whether you
succeed or fail the check). If the
kingdom is already lawful/chaotic, gain a +2 bonus to Loyalty and Stability
check until the next Event phase.
(64) Feud: Nobles in your cities are bickering and unless you can smooth
over ruffled feathers with a Loyalty check, the feud increases Unrest by 1d6.
(65) Justice Prevails: Authorities shut down
a major criminal operation or thwart a plot against the settlement. Increase
Loyalty by 1 and reduce Unrest by 2.
(66) New Subjects: A small group of indigenous creatures joins your
kingdom and submits to your rule. Reduce Unrest by 1 and gain 1d6 BP (each time
you roll 6, reroll that die and add the result to the total).
(67) Plague (lesser) [continuous]:
A contagion strikes your kingdom! Randomly
select a City hex as the epicentre and make a Stability check to curtail the
plague’s spread (add the Hospital’s bonus, if that city has one). If that city doesn’t have a Sewerage System,
you suffer a -4 penalty to the check.
For each Dump in the city you suffer a -1 penalty to the check. If you fail the check, increase Unrest by 1d4
and reduce your treasury by 1d4 BP as you expend resources in a failed attempt
to stop the plague.
(68) Plague (greater) [continuous]:
A deadly contagion strikes your kingdom!
Randomly select a City hex to act as the epicentre and make two Stability
checks. The checks suffer a penalty
equal to the number of Barracks, Brothels, Dumps, Foreign Quarters, Inns,
Jails, Menageries, Orphanages, Piers, Stables, Taverns, Tenements and
Waterfronts in that hex. The checks gain
a bonus equal to the number of Cathedrals, Herbalists and Temples and double
the bonus for the number of Hospitals within that hex. If you succeed at both checks, the event ends
but decrease your Stability by 2 and Treasury by 1d3 BP. If you fail one check decrease your Stability
by 1 and Treasury by 1d6 BP and increase Unrest by 1d3 as the plague continues. If you fail at both checks decrease your Economy
and Stability by 2 and Treasury by 1d6 BP and increase Unrest by 1d6 as the
plague spreads to an adjacent hex. You
cannot construct terrain improvements or buildings in a hex that is infected
with the plague.
(69) Population Boom: News of your cities'
greatness has inspired a new wave of immigrants to become vassals and although
they don't bring much in the way of wealth, they do help the local markets and
workforce. You may immediately build one
House in any city district at no cost.
(70) Protest [continuous]: Fanatical protesters demonstrate publicly, either
refusing to eat, unclothing themselves, or dousing themselves in oil and
threatening to set themselves alight. The
activists find something being done (or not being done) by the council to be
offensive to their core beliefs and demand a removal or creation of an edict or
law. Increase Unrest by 2 for each
Kingdom Turn that this Event continues.
If the protest is quelled through force increase Unrest by 2d4 and
decrease your Loyalty and Stability by 1.
If you seek a diplomatic solution make two Loyalty checks. If you succeed at both checks the event ends
as you are able to persuade the protestors into disbanding. If you fail one check the event continues as
you are unable to convince the protestors to cease, but their protests do not
grow in size this Turn. If you fail both
checks you take a cumulative -2 penalty to Loyalty and Stability checks (this penalty stacks each Turn that
the Protest event continues and lasts until the next Event phase after the
event has ended) and increase Unrest by 2, as the protest grows in size due to
more members of the populace sympathising with ‘the cause’.
(71) Sensational Crime [continuous]:
A serial killer, arsonist, or daring thief plagues your kingdom. Make two Stability checks. If you succeed at both checks, the criminal is
caught and the event ends. If you fail
one check increase Unrest by 1 as the criminal escapes and the event continues. If you fail both checks decrease your Loyalty
by 1 and Treasury by 1d3 BP and increase Unrest by 2 as the criminal makes a
fool out of the authorities and continues their spate of activities.
(72) Slavers [continuous]: Criminals have begun kidnapping citizens and selling
them into slavery. Make a Loyalty check
and a Stability check, each with a penalty equal to the number of Brothels,
Piers, Tenements and Waterfronts in your kingdom. If you succeed at both checks the slavers are
caught and citizens are rescued, ending the event. If you fail one check the event ends but
decrease your Loyalty and Stability by 1 as authorities stop the practice but
fail to capture some key felons. If you
fail both checks decrease Loyalty and Stability by 1 and increase Unrest by 1d4
as the illegal activities continue.
(73) Slums [continuous]: One undeveloped city-block (one square) has become a
haven to the homeless, street urchins and prostitutes. This has become both an
eyesore and a concern for local businesses and homeowners, increasing Unrest by
1 for each Turn that this event continues.
To resolve the situation you can build a House in that block (usual
costs) or make a Stability check to remove the undesirables. A successful check increases Unrest by 1 but
ends the event, whilst failure provides a -1 penalty to Economy and Stability
checks until the next Event phase and increases Unrest by 1.
(74) Smuggler Activity: Whether importing
pesh and poisons or legal goods through questionable means, your kingdom has
seen a short-term boom in smuggled goods. Increase your Treasury by 2d6 BP (each time
you roll a 6, you may choose to reroll that die and add its results to the
total), but increase Unrest by 1 for every 3 BP gained in this way.
(75) Vanished Without Trace: A ship or small
merchant caravan is found near a major route, damaged and devoid of crew with
no signs of bodies, no tracks and no clear sign of what happened. This unnerves
the populace as rumours and theories spread like wildfire. Make a Stability check; a success means you
curtail hearsay and only increase Unrest by 1
Failure increases Unrest by 1d4+1 and you suffer a -2 penalty to
Stability checks until the next Event phase.
GROUPS
(76) Barbarian Vassals: A group of
barbarians from Numeria offer their services in battle. They can form two ‘Half-Orc Beserkers’ units
(see Ultimate Combat, page 249) with a combined Consumption cost of 3 when
deployed. If kept in reserve they will
increase your Consumption by 1 each Kingdom Turn. If dismissed they will instead offer their
services to one of your neighbours.
(77) Gypsy Caravan: A large caravan of
gypsies and nomads visit the kingdom. Increase
the Treasury by 2d6 BP, but increase Unrest by 1 for each whole 3 BP gained
this way.
(78) Mercenary Company: A group of battle-ready mercenaries offer
their services to your kingdom. They can form an ‘Elite Army Commandos’ army
unit (see Ultimate Combat, page 248) with a Consumption cost of 3 when
deployed. If kept in reserve they will
increase your Consumption by 1 each Kingdom Turn. If dismissed they will instead offer their
services to one of your neighbours.
(79) Merchant Caravan: A globe travelling
convoy of merchants visit the kingdom.
There is an increased 28% / 16% / 6% chance to obtain a
minor/medium/major item for the next month.
(80) Practical Peripatetic
Pedagogy: A famous-in-their-field scholar has come to your kingdom to study
something of interest to their suitably obscure sub-discipline of knowledge. Make a Stability check with a -5 penalty; On a
failed check no benefit is gained. On a
successful check the scholar’s fieldwork brings new insight into their work - roll
a d10 to determine the researched skill and benefit:
1: Knowledge (arcana) – PCs
gain +2 to attack and damage rolls, a +2 bonus to overcome Spell Resistance and
increase their Spells’ DCs by 2 against Fey, Dragons and Magical
Beasts
2: Knowledge (dungoneering) – Each PC can use Alarm,
Darkvision, Feather Fall, Find Traps,
Identify and Spider Climb once per day. A
PC’s level serves as the caster level for the spell.
3: Knowledge (engineering) – Each PC gains a random Medium Magic Item.
4: Knowledge (geography) – Each PC can use Endure
Elements, Expeditious Retreat, Feather Fall, Jump and Spider Climb
once per day. A PC’s level serves as the
caster level for the spell.
5: Knowledge (history)
– Each PC gains a single feat of their choice (they must meet pre-requisites).
6: Knowledge (local) – PCs
gain a +4 bonus to social skills when within their kingdom’s borders.
7: Knowledge (nature) – PCs
gain +2 to attack and damage rolls, a +2 bonus to overcome Spell Resistance and
increase their Spells’ DCs by 2 against Animals, Fey, Plants
and Vermin.
8: Knowledge (nobility) – Each
PC gains a +1 increase to a stat of their choice.
9: Knowledge (planes) – PCs
gain +2 to attack and damage rolls, a +2 bonus to overcome Spell Resistance and
increase their Spells’ DCs by 2 against Fey and Outsiders
10: Knowledge (religion) –
Each PC can cast Cure Light Wounds
(at 1st lvl), Cure Moderate
Wounds (3rd), Cure Serious
Wounds (5th), Cure
Critical Wounds (7th) and Restoration
(9th) once per day provided they are at the right level. A PC’s level serves as the caster level for
the spell.
The researched knowledge skill becomes a class
skill for all PCs, for the next year all skill checks pertaining to that Knowledge
skill receive a +2 circumstance bonus when you are within the borders of your
kingdom. In addition, the scholar leaves
an extra copy of their journal as a gift; this is a physical object that can be
consulted with 10 minutes of work and allows the user to gain a +4 circumstance
bonus to the researched Knowledge skill.
(81) Surrender: A group of bandits (4d10+10
of them) turn themselves in to the authorities in the hope of clemency and
honest work. If you choose to punish
them increase your Loyalty by 1 and decrease Stability by 1. If you are lenient, increase your Economy by
1 and decrease Loyalty by 1.
(82) Visiting Celebrity: A celebrity from elsewhere on Golarion visits
your kingdom, causing a sudden influx of visitors and spending. Increase your Treasury by 2d6 BP (each time
you roll a 6, reroll that die and add its results to the total).
(83) Visiting Superstar Bard: A bardic celebrity from elsewhere on
Golarion visits your kingdom for a month, causing a sudden influx of visitors
and spending. Reduce Unrest by 1 and increase
your Treasury by 3d6 BP (each time you roll a 6, reroll that die and add its
results to the total). If your capital has
a Theatre, the Bard stays for three Turns and grants this benefit on each of
these Turns.
HEROES
(84) Hometown Hero: Someone who calls your kingdom their
hometown has become a popular and famous adventurer of sorts and is returning
home this month. Any celebrations
(festival) in honour of him double their benefit. Increase
your Treasury by 1d4 BP and gain a +2 bonus to Loyalty and Stability checks
until the next Event phase.
(85) Meddling Do-Gooders [continuous]: A group of well-meaning lawful
adventurers with a notable paladin takes up post in your kingdom. While this helps keep your kingdom stable,
their ways don't mesh well with the River Freedoms and they frequently impede
trade. You gain a +2 bonus on Stability
checks but take a -2 penalty on Economy checks for as long as the party are in
your kingdom. The group can be convinced
to leave with a Loyalty check, but failure results in an increase in Unrest by
2.
(86) Skillz: Select a
random PC on the Council and a skill they excel in or prefer. An expert in that field comes to your kingdom
to challenge them in a public contest of that skill. The expert has the same level of skill as the
PC with a modifier on each roll based on a D6 (1= -2, 2= -1, 3-4= 0, 5= +1, 6=
+2) and proposes that they engage in a series of best-out-of-three opposed
skill checks, with no outside aid allowed.
Success bolsters the PC’s reputation and makes their words and deeds
carry more weight whilst failure will dishearten the people and the loser. Winning the challenge results in doubling the
council position’s bonus that the PC grants their kingdom until the next event
phase. Failure results in halving the
bonus that the PC provides until the next event phase and increase Unrest by
1. If the PC wins all three checks, give
them a permanent +2 misc. bonus to that skill.
If the challenge is declined, make a Stability check; failure results in
1d4 unrest as the would-be challenger slanders their reputation.
(87) They All Meet in a Tavern: Someone in your kingdom has
decided that they need the aid of adventurers and has hired a party of them to
deal with their problem. The party’s success or failure can have a ripple
effect on your kingdom. The Ruler must
choose to make either an Economy, Loyalty or Stability check (with a -4 penalty
to the check), with success resulting in a +2 bonus and failure resulting in a
-2 penalty for that check until the next Event phase.
(88) Too Old for This: A war hero from a neighbouring
country has come seeking a quiet corner of the world to retire in and picks
your capital. Choose a City District for
them to move to; their experience and advice grants Defence +2 to that
district. If they are given a position
on the council they will instead grant Defence +1 to the whole of your Capital
(on top of the bonuses granted in their position).
ATTACKS
(89) Bandit Activity [continuous]: Bandits are preying upon those who travel through your
kingdom. Make a Stability check. If you succeed, your kingdom’s defences stop
the banditry before they cause harm. If you fail, the bandits reduce your
kingdom’s Treasury total by 1d6 BP (each time you roll a 6, reroll that die and
add the result to the total).
(90) Barbarian Raiders [continuous]: Several large bands of barbarian raiders attack your
farms causing you to lose the benefits provided by 2d4 Farms each Turn until
they are dealt with. They form three
‘Half-Orc Beserkers’ units (see Ultimate Combat, page 249)
(91) Deadly Serious [continuous]: A powerful necromancer has
moved into your kingdom. Your Capital
loses all the benefits granted by its Graveyards; each Turn increase Unrest by
2 for each Graveyard affected this way, as the undead occasionally rise from
their rest to pester your citizens. Make
two Stability checks, each with a -2 penalty for each Graveyard in your kingdom
[yes, kingdom]. If you succeed at both
checks the Event ends as you raid the necromancer’s base and put a stop to his
schemes; reduce Unrest by 1d4, increase your Treasury by 1d6 and gain Bracers of Armor +5, Cloak of the Bat and a Stone of Good Luck. If you fail one check, the event ends as you
foil the necromancer’s schemes and force him to move on without confronting the
villain. If you fail both checks the
event continues. In order to weaken the
necromancer you may wish to destroy some of your Graveyards and can do so at
the cost of 2 BP per Graveyard, increase your Unrest by 2 for each Graveyard
you destroy. If after 5 turns the
necromancer still persists, he will emerge with several armies of undead
(Skeleton Hordes and Zombie Hordes) in order to take control of the Capital.
(92) Ghosts of Kingdoms
Past [continuous]: A figure from the
region’s past has appeared in Ghost form (APL+4) and is terrifying travellers
and the populace – it appears on a random city hex or road connected to the
capital and each turn moves in a random direction to a connecting road or city
hex. You take a -4 penalty to Stability
checks, -2 penalty to Economy and Loyalty checks and increase Unrest by 2 for
each turn that this event persists. Roll
1d4 to determine the spirit’s motives:
1: Hostile: The Ghost is a
hostile tortured soul and cannot be reasoned with. The penalties and Unrest generated by this
event cannot be negated or reduced until the Event ends. Make two Stability checks to put the spirit
to rest – both checks must succeed in order to end the Event.
2: Neutral: The Ghost is
confused and unable to cross over. Make
a Stability check to help the spirit come to terms with its demise; Success
results in a blessing from the spirit as it disappears, granting you a +2 bonus
to all kingdom Checks until the next Event phase. A failed check means that the Event continues
as you must carry out more research and prepare rituals for the next attempt.
3: Warning: The Ghost has
been trying to warn travellers about impending doom coming from another world
with fangs of thorns and wings of fire. A
member of the council must find the spirit and make a Diplomacy check (DC
14+APL) to convince the spirit that it has been heard and that it can cross
over. Success ends the Event and grants each
member of the current council one die reroll (taking the new result
over the original) that they can make in relation to any kingdom roll or Event
check (but not for determining which Event is rolled).
4: Benevolent: The Ghost
wants to help your kingdom and is not willing to cross over until it has
imparted its wisdom. The above penalties
do not apply, instead gain a +1 bonus to Economy and Loyalty checks and gain 1
BP each Turn, but you take a -2 penalty to Stability checks and increase Unrest
by 1d3 each turn, as the spirit’s ghostly nature does not mesh well with modern
culture. You may convince the spirit to
cross over at any point by succeeding on a Loyalty check.
(93) Mischievous Fey [continuous]: Local Fey have become
annoyed with the number of humans travelling through their woods and wilds and
have decided to interfere with travel and trade. You suffer a -4 penalty to Economy checks and
increase Unrest by 2 on each Turn that this event continues. You can try and make peace with the Fey by
sending an available member of your council to make diplomatic overtures; the
council member must make a Diplomacy check (DC 10 + 1 for each hex connected to
your capital) with a bonus +4 to the check if you have any Fey vassals that can
also attend the meeting and a bonus +1 for each 2,000gp of goods (wine, natural
materials, saplings) sent as a good will gesture. A successful check results in good
negotiations and peaceful terms that removes the Economy penalty. Failing the check by less than 5 reduces the
Economy penalty to -2 (for the time being), next turn you may attempt the
Diplomacy check with a cumulative +5 bonus to it. Failing the check by 5 or more results in
poor dialogue and insults; if the Economy penalty was reduced to -2 it will
rise back to -4, any bonuses to the Diplomacy checks gained from previous
attempts will be lost as the Event continues with the same vigour as when it
initially began.
(94) Monster Attack [continuous]:
A monster (or group of monsters) attacks the kingdom – The GM picks a claimed
hex to determine which hex the monster is active in. The CR of the monster encounter is equal to
the party's APL + 1d4 – 1. If the PCs
don’t set out to defeat the monster, a Stability check removes the threat. If the monster is not defeated, Unrest
increases by 4. If your kingdom’s Unrest
is 5 or higher, the hex the monster dwells in becomes unclaimed at this time
(this is in addition to losing control of hexes during Upkeep due to high
Unrest).
(95) Treasury Heist [continuous]: The Visitor, a renowned thief, is targeting your
treasury! Make two Stability checks,
each with a -1 penalty for every 5 BP in your Treasury (having 54 BP would
result in a -10 penalty). If you succeed
at both checks the Event ends as you to stop the Visitor’s schemes and catch
her; reduce Unrest by 1d6 and increase your Treasury by 4d4 as rewards pour
in. If you fail one check, your
heightened security has forced the thief to re-evaluate her strategies and she
makes no attempts to steal from you on this Turn, but will wait for another
opportunity – the Event continues. If
you fail both checks, increase Unrest by 1d4 as the thief strikes and makes off
with 10% of your unspent BP – the event ends as the Visitor leaves your kingdom
to find new exciting opportunities.
(96) Roll twice, GM selects the event from
these two results
(97) Roll twice, Players select the event
from these two results
(98) Roll twice, take both results
(99) The GM may pick any one event
(100) Players may pick any one event
No comments:
Post a Comment