Custom Expanded Kingdom Events Table


Kingmaker

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I know there were a few murmurs as to making an expanded Kingdom Events table for the Event Phase, but I haven't heard anything more on it. Rather than have it get lost on the Kingdom Building Thread, I decided a fresh brainstorm would be in order.

So I thought I'd break down the existing list to get brains started:

Extant Event List + Probability:

Extant Events_____Probability Width(%)
Assassination Attempt[-]_____3%
Bandit Activity[-]_____9%
Disaster[-]_____7%
Economic Boom[+]_____5%
Feud[-]_____5%
Food Shortage[-]_____3%
Food Surplus[+]_____7%
Good Weather[+]_____5%
Monster Attack[-]_____5%
Natural Blessing[+]_____5%
Outstanding Success[+]_____7%
Plague[-]_____3%
Political Calm[+]_____3%
Public Scandal[-]_____10%
Sensational Crime[-]_____8%
New Vassals[+]_____7%
Visiting Celebrity[+]_____8%

Danger: Math Involved:

Number of Positive Events: 8/17
Number of Negative Events: 9/17
Probability of a Positive Event: 47%
Probability of a Negative Event: 53%
Most Probable Positive Event: Visiting Celebrity (8%)
Most Probable Negative Event: Public Scandal (10%)
Distribution of results (absolute value):
3%: 4 events
5%: 5 events <-Median, Mode; mean is known and useless, since the total should be 100%; it should be 1/events, 5.88%
7%: 4 events
8%: 2 events
9%: 1 event
10%: 1 event

Notes and Results
Notes
Looking at our distribution, it can tell us a few things. For the most part, positive and negative events as a whole are fairly close to each other, with negative events have the slight lead. The normal distribution around 5% tells us that so long as there’s a few outlying (probably negative) events that are more probable than most, we can fairly easily keep the same sort of bell curve.
SeverityOddly enough, there appears to be no hard and fast correlation between the severity of a given event and its chances of occurring. While Assassination Attempt and Plague are both continuous negative events with a mere 3% each, Bandit Activity is a pretty severe continuous event that has a whopping 9%. Political Calm is a powerful positive event (-6 Unrest!), but Visiting Celebrity is both powerful (+2d6 BP, exploding sixes) and the most probable positive event.
Miscellany
•With the exception of 8% and 10%, the remaining events have an odd percent chance of occurring.
•The total number of events is both odd and prime. Not sure if this any significance.

Okay, so what does that all mean?
Since severity is not proportional (inversely or otherwise) to the chance of a given event, that gives us as GMs and players, a lot more freedom. So long as events slightly favor negative events, are bell curvy (perhaps slightly biased towards a few more likely events), and add up to 100%, we can toss in more delicious random events while preserving the spirit and general mechanics of the table.

But wait!, you say,rolling 2d10 isn’t the same probability as rolling one die, and those silly d100’s never roll right, and computer programs are pseudorandom at best and—
You’re over thinking this. Humans are pretty decent at pattern recognition, but tend to suck at random recognition. Add in a host of other factors, and it’s well beyond the scope of this thread. The Kingmaker Kingdom Rules were designed to be fast and useful. There’s a d% chart. How you roll on the chart is your business.


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The Separated Negative/Positive Event List
The existing events list is alphabetical, and features positive and negative results mixed in willy-nilly. I believe another forumgoer requested a list in which positive and negative results were shuffled to either end of the spectrum. So, I present just that. Probabilities have not been adjusted, but I’ve tried to shuffle “more severe” events to the far ends of the spectrum: bad juju is closer to 1, while beneficent omens are closer to 100. I’ve otherwise not adjusted the chances from the list’s original appearance in Rivers Run Red. Enjoy.

d%_=_Event
1-5 = Monster Attack(continuous)
6-8 = Plague(continuous)
9-11 = Assassination Attempt
12-20 = Bandit Activity(continuous)
21-27 = Disaster
28-35 = Sensational Crime
36-40 = Feud
41-50 = Public Scandal
51-53 = Food Shortage
-----
54-60 = Food Surplus
61-65 = Good Weather
66-70 = Natural Blessing
71-77 = Outstanding Success
78-82 = Economic Boon(exploding 6's)
83-85 = Political Calm
86-92 = New Vassals(exploding 6's)
93-100 = Visiting Celebrity(exploding 6's)


Very nice! Thanks for this, I'll definitely be using it.


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New Event: Smuggler Activity
Whether importing pesh and poisons or merely legal goods through questionable means, your kingdom has seen a short-term boom in smuggled goods before the market niche collapsed. Increase the treasury by 2d6 BP (each time you roll a 6, reroll that die and its results to the total), but the kingdom Unrest increases by 1 for every 2 BP gained in this way, to a maximum of 6. A successful Loyalty check reduces the Unrest to 1, but also reduces the BP gained by half. (A kingdom may willingly fail this Loyalty check if desired).

New Event: Surveyor
A wandering surveyor offers to improve your maps of your kingdom. Make a Stability check; on a success, the surveyor reveals a hidden site on any claimed hex or hex the PC's have explored, or if they've found all sites on their explored hexes, the surveyor fully explores a new hex adjacent to the kingdom's borders, the PCs getting the exploration XP as normal. On a failed check, the surveyor is chased off by bad conditions or monsters, and tales of his expedition increase Unrest by 2.

New Event: Population Boom
News of one of your cities' greatness has inspired a new wave of immigrants to become vassals. Although they don't bring much in the way of wealth, they do help the local markets and workforce. Choose an empty city block in one of your City Districts; that block becomes a free House on your next Improvement Phase (this does count towards your global limit of Houses built in one Kingdom Turn). If you have no empty blocks in your prepared City Districts, this event is wasted.

New Event: Varisian Caravan
A wandering Varisian caravan visits one of your cities, along with a few suspected Sczarni. You gain a +2 bonus on Economy and Loyalty checks but suffer a -4 penalty on all Stability checks until your next Event Phase. In addition, until your next Event Phase, one random City District has 1 additional minor item slot and 1 medium item slot; these generate magic items on your next Upkeep Phase and can be bought by PC's or sold via the Income Phase as per normal; these slots and any unsold items disappear during the next Event Phase.


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New Event: Trade Route
A political envoy from one of your neighbors has come looking to set up trade relations. The players may choose to spend 4 BP and make a stability check. If successful, the kingdom gains a permanent +1 to economy checks. If the check fails, the kingdom gains 2 unrest as caravans are lost. If the players choose not to roll, they must make a loyalty check or risk insulting the foreign diplomat and angering local immigrants from the area, causing 1 unrest.


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Daviot wrote:

New Event: Smuggler Activity

Whether importing pesh and poisons or merely legal goods through questionable means, your kingdom has seen a short-term boom in smuggled goods before the market niche collapsed. Increase the treasury by 2d6 BP (each time you roll a 6, reroll that die and its results to the total), but the kingdom Unrest increases by 1 for every 2 BP gained in this way, to a maximum of 6. A successful Loyalty check reduces the Unrest to 1, but also reduces the BP gained by half. (A kingdom may willingly fail this Loyalty check if desired).

New Event: Surveyor
A wandering surveyor offers to improve your maps of your kingdom. Make a Stability check; on a success, the surveyor reveals a hidden site on any claimed hex or hex the PC's have explored, or if they've found all sites on their explored hexes, the surveyor fully explores a new hex adjacent to the kingdom's borders, the PCs getting the exploration XP as normal. On a failed check, the surveyor is chased off by bad conditions or monsters, and tales of his expedition increase Unrest by 2.

New Event: Population Boom
News of one of your cities' greatness has inspired a new wave of immigrants to become vassals. Although they don't bring much in the way of wealth, they do help the local markets and workforce. Choose an empty city block in one of your City Districts; that block becomes a free House on your next Improvement Phase (this does count towards your global limit of Houses built in one Kingdom Turn). If you have no empty blocks in your prepared City Districts, this event is wasted.

New Event: Varisian Caravan
A wandering Varisian caravan visits one of your cities, along with a few suspected Sczarni. You gain a +2 bonus on Economy and Loyalty checks but suffer a -4 penalty on all Stability checks until your next Event Phase. In addition, until your next Event Phase, one random City District has 1 additional minor item slot and 1 medium item slot; these generate magic items on your next Upkeep...

I love them. Specifically the Surveyor and the Varisian Caravan (wich I've already used to harrow my players, to warn them and give them bonuses).

Now the question is... What percent should we assign them? And what events should "give" them the points?
I mean: I target for a 3% of possibility of each event occurrence for each event. So I would reduce events with more possibilities to appear. So, using your interesting table I sould suggest:

d%_=_Event
1-5 = Monster Attack(continuous)
6-8 = Plague(continuous)
9-11 = Assassination Attempt
12-20 = Bandit Activity(continuous)
21-24 = Disaster
25-27 = Smuggler Activity

28-35 = Sensational Crime
36-40 = Feud
41-50 = Public Scandal
51-53 = Food Shortage
-----
54-57 = Food Surplus
58-60 = Surveyor
61-62 = Good Weather
63-65 = Population Boom
66-69 = Natural Blessing
70-72 = Varisian Caravan

73-77 = Outstanding Success
78-82 = Economic Boon(exploding 6's)
83-85 = Political Calm
86-92 = New Vassals(exploding 6's)
93-100 = Visiting Celebrity(exploding 6's)

What do you think?


Lycanthropos wrote:
What do you think?

Frankly, it's good for now; I was hoping to solicit and gather a few more suggestions for new events before I started compiling new tables or put rigorous math behind anything.

That said, my fellow GMs and Kingmakers, any suggestions~?


I have a suggestion, but it is hardly a helpful one, unless you like that sort of morale boost.

BACK TO THE DESK WITH YOU! PRODUCE MORE!

Seriously, this is good stuff. Now that my Savage Tide game finally hit Farshore and the election event, Kingmaker rules are now in effect. I must see if I can think up a good contribution to this.

Again, really great work so far.

Grand Lodge

Daviot wrote:
Lycanthropos wrote:
What do you think?

Frankly, it's good for now; I was hoping to solicit and gather a few more suggestions for new events before I started compiling new tables or put rigorous math behind anything.

That said, my fellow GMs and Kingmakers, any suggestions~?

Good stuff Daviot!! Thanks!


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I'll have a few more sometime later todarrow (Monday), but until then, here's a fun new one:

New Event: Meddling Do-Gooders (continuous)
A group of well-meaning Lawful adventurers, a notable paladin, or a hellknight 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 +4 bonus on Stability checks, but take a -2 on Economy and Loyalty checks. They can be convinced to leave, but you must make a Loyalty check or the nation gains 2 Unrest as they leave on unfavorable terms.


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Delayed a day, but up nonetheless. A hearty cheer to Alex, one of my players, for tag-teaming ideas with me.

New Event: Omen of the Faith
Despite being the Age of Lost Omens, a sign or portent of unusual veracity appears in your kingdom, with significance to a specific faith. Worshippers and priests of that god temporarily flock to your nation. Roll 1d8 to determine which deity is involved; your kingdom gains 1 Unrest as the populace grows nervous and uneasy about the omen, in addition to the listed effect. (If your kingdom has a temple or cathedral to that deity, or at least a shrine and a significant following, ignore this 1 Unrest, but further effects still happen).
1d8
1-Calistria:
You gain a +2 to Economy and Loyalty checks until the next Event phase; if none of your Districts contain a Brothel or Luxury Store, gain another 1 Unrest.
2-Cayden Cailean: You gain a number of BP equal to the total number of Breweries, Inns, and Taverns in your City Districts (minimum 2 BP).
3-Desna: You gain a +1 on Loyalty checks for every Academy and Monument your kingdom contains (minimum +2) until your next Event Phase.
4-Gorum: Until your next Event Phase, the Consumption cost to maintain your armies is halved, and all of your armies gain a +2 bonus on Morale checks.
5-Gyronna: Lose 2d6 BP, gain another 2 Unrest.
6-Hanspur: Gain 2d6 BP, gain another 2 Unrest.
7-Norgober: Each of your Alchemist and Herbalist buildings gains a temporary minor magic item slot until your next Event phase (see the Varisian Caravan event). 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 one of the above, another deity prominent in your kingdom, or another faith to your liking.

Note: Some of these events are marked as "foreign policy", as they influence not only your kingdom, but the opinions of neighboring kingdoms. Some GMs may choose to exclude using them, and if they choose to use them, probably should not determine the countries involved randomly.

New Event: Just Passing Through (foreign policy): A neighboring country needs to move its troops, import personnel or war materiel or important personnel through your lands. If your kingdom allows this, increase the disposition of said kingdom’s leaders towards your kingdom’s leaders by one step, but if said disposition was not already at Indifferent or better, increase Unrest by 1 and you take a -2 penalty to all Stability and Loyalty checks until the following Event phase. If your kingdom refuses, decrease the disposition of said country’s leaders towards your country’s leaders by one step.

New Event: Party Time! Excellent!: The populace decides to throw a major celebration on its own initiative. Until your next Event phase, treat the Festivals Edict as if it were one step higher at no additional Consumption cost.

New Event: Detour (continuous): Chose a random hex with a road that (eventually) connects to one of your cities. A catastrophe renders the road in this hex unusable until cleared and/or rebuilt. Unless action is taken, treat that hex as if it did not have a road for 1d4 turns, treating your overall number of road hexes as one lower and suffering a -1 penalty to Loyalty and Economy checks for an equal number of turns. This event can be ended early either by in-character action—such as directing troops or using magic to restore the region (as the GM sees fit)—or by spending an BP equal to what it would normally cost to build a road in that hex.

New Event: They All Meet in a Tavern: Someone else in your kingdom decided they needed the aid of adventurers, and hired a party of them on the side to deal with a hopefully minor problem. Their success or failure can have a ripple effect on the region: make an Economy, Stability, or Loyalty check, GM’s choice; success adds a +2 bonus to that given check until your next Event phase, while failure instead adds a -2 penalty for the same duration.


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More events, courtesy of Alex (me) and Alex (player):

New Event: Look What I Found!: A citizen finds a small cache of treasure, perhaps with connections to Iobaria, Numeria, or previous attempts to colonize the Stolen Lands, including a notable magic item. Roll 1d10 to determine the effect that this discovery has on your kingdom:
d10
1:
The item is cursed. The GM chooses an appropriate (and nasty) cursed item to unleash on the innocent discoverer, and potentially the locals. Make a Stability check: on a success, the kingdom or PCs deal with the item; on a failure, increase Unrest by 2.
2-6: Add a temporary minor item slot to one random District until your next Event phase, immediately filling it. This item can be bought by PC’s or sold via the Income Phase as per normal; this slot and any unsold item disappear during the next Event Phase.
7-9: As 2-6, but the temporary item slot is a medium magic item.
10: As 2-6, but the temporary item slot is a major magic item.

New Event: Unusual Migrations: Animals that are not typically native to The Stolen Lands unexpectedly appear in large numbers. Make a Stability check; if successful, you gain 1d4 BP due to additional trade in furs, leather, and meat. On a failure, reduce your kingdom’s Treasury by 1d4 BP as the animals wreak havoc on local crops and scare off native game.

New Event: Tears of Curchanus: An infrequent meteor shower (first described by the astronomers of Skywatch) 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 the fallen deity of beasts and the Mother of Monsters, and for good or for ill, the event has a subtle influence on beasts. Roll d% to determine the effect:
d%
1-19: Tainted Tears
. Until your next Event phase, animals, magical beasts, and monstrous humanoids have a +2 profane bonus on attack and damage rolls against non-evil humanoids.
20-80: Tears of Rage. Until your next Event phase, the chances of all wilderness random encounters increases by 10%.
81-99: Blessed Tears. Until your next Event phase, non-evil humanoids have a +2 sacred bonus on attack and damage rolls against animals, magical beasts, and monstrous humanoids.
100: Starfall. A small meteorite strikes a random claimed or explored hex in your kingdom, bringing with it a small but notable chunk of skymetal. Increase your Treasury by 2d6 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.

New Event: Are You Asking for a Challenge?: Select one of the PCs at random, and select 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. Assume the expert has a modifier of +12 to that given skill; accepting the contest means a series of best-out-of-three opposed skill checks between the two, with no outside aid allowed. Success bolsters the PC’s reputation and makes their words and deeds carry that much more weight in the short term; double the bonus the PC grants to their kingdom from their chosen position until the following event phase. Failure disheartens the people, and more than likely the PC themselves; halve the bonus the PC grants instead (rounded down), and make a Stability check or gain 1 Unrest. If the challenge is outright rejected, make a Stability check or gain 2 Unrest, as the would-be challenger slanders the PC on his or her way back out of the region.

New Event: Was That Here Yesterday?: Select a claimed hex that does not currently have a City District or Farm (or Mine, Mill, Logging Camp, Fort, etc.). A village springs up here, formed by immigrants and locals alike; it initially has a population of 1d4x20 and add the result of the 1d4 to the kingdom’s Treasury in BP. Should a City District be developed on this hex, it starts with a free House. In addition, roll 1d6:
d6
1: Den of Thieves:
The “village” is little more than a hideout for bandits, rogues, and smugglers. Increase Unrest by 2.
2-5: Ordinary Hamlet: There is nothing of significant interest in the village.
6: Cottage Industry: An Exotic Craftsman, Shop, Smithy, or Tradesman opens in the village, away from the hustle and bustle, at the GM’s choice. Should a City District be developed on this hex, the chosen building is added for free, adjacent to the above House.

New Event: Maybe It Fell off a Wagon: A healthy cache of a rare material of the GM’s choice is found and put to use by local craftsmen, artisans, and smiths. Increase your kingdom’s Treasury by 1d4 (each time you roll a 4, reroll than die and add the results to the total), and until the next Event Phase, PCs may waive the special material cost of any items commissioned using that special material, up to a limit of 2000 gp x the BP gained in this fashion.

New Event: Vanished Without a Trace: A ship or wagon is found near a major route, damaged and devoid of crew. No corpses or survivors are found, and no clear sign of what actually happened can be gleaned. This…unnerves the populace as rumors and theories spread like wildfire. Make a Stability check; a success means you curtail hearsay and gain just 1 Unrest; on a failure you gain 1d4 Unrest.

New Event: Dueling Diplomats (foreign policy): Diplomats from two at-odd powers decide to use your kingdom as neutral ground and an audience. Their bickering is both frustrating and puts the future of diplomatic relations with both countries at risk. The PCs may either intervene directly (with roleplaying or Diplomacy checks as appropriate) or you may make a Stability check. Success raises the disposition of either both countries towards you by one step OR if you choose to take sides, one country by two steps. Failure lowers the dispositions of both countries’ leaders towards your kingdom by one step, increase Unrest by 2, and imposes a -2 penalty on Stability checks until your next Event phase.

New Event: They Got too Old for This: A war hero from a neighboring country seeks a quiet corner of the world to retire to and picks one of your cities. Choose a City District at random; the war hero’s experience and advice permanently increases the Defense value of that District by 1.

Liberty's Edge

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Love these!!! Great work so far. I've been hoping to find others interested and able to come up with more of these since I first started my campaign.

Here's a few that I would like to contribute:

Bad Weather
Either snow, rainstorms, thunderstorms or torrential winds persist for several days - this slows down the productivity of many businesses and keeps potential clients and customers locked safely inside their homes. Economy suffers a -4 during the next economy roll. A stability check halve's this penalty, while failing by more than five doubles it. Increase Unrest by 1 as the people complain about failing businesses.

Pests (continuous)
Bug swarms (spiders, locusts etc) have become a problem for nearby farms. Roll 2d6 to determine how many farm hexes are affected. Make a stability check for each hex to determine if they were able to protect the crops and fend off the invading pests in that area. Success on the Stability check halve's the Consumption benefit of the farm (from 2 to 1); failure for that hex means that the farm provides no Consumption benefit. Two consecutive Stability checks will remove the pest from that hex, while a failure following a success in a hex will reduce the consumption benefit back to 0. This continues until all hexes are purged of pests, or until PC intervention such as wide use of druidic magic removes the vermin threat. Until the Pests are removed completely, the kindom suffers 1 Unrest each turn.

Protest (continuous)
Fanatical protesters demonstrate publicly; whether they refuse to eat, clothe themselves, or cover themselves in oil and threaten to light themselves on fire. These protesters find something being done (or not being done) by the government leaders to be offensive to their core beliefs or desires. They demand a change in policy (or removal or addition of one). Make a Loyalty check. Success indicates that the general populace finds these protesters to be out of touch with reality and disregard their public outcry. Make a stability check then - a success indicates that you have able to disuade continuous protests and the demonstraters disband. Failure to the Loyalty check indicates a large amount of the people agree or at least empathize with the protesters demands. Unrest increases by 2, while a successful stability check reduces the unrest to 1. If the initial Loyalty check failed, continue to attempt loyalty checks each turn until it succeeds, or the PCs handle the protesters demands by giving in, or through diplomatic interactions. If the protesters are removed by public force, increase Unrest by 2d4.

Industrial Accident
Choose a hex dedicated to a mine (or camp or fishery etc); there has been a horrible accident involving the death of one or more employees. The hex provides no benefit to the kingdom until the next Event phase. Make a Stability check. Success indicates that the kingdom has been able to minimize the damage, requiring half the amount of BP to have the mine working to its effectiveness again. Failure indicates that full BP expenditure is required to gain effectiveness of that mine. Until rebuilt, the kingdom suffers 1 Unrest. (alternate: BP spent on edict ceremony commemorating the lost lives could perhaps remove the Unrest and provide double the bonus to the Loyalty check from the festival).

Eureka!
A mine hex (or camp etc) digs into a surplus vein of minerals (or wood etc as appropriate). This provides a bonus of 1d4 BP.

Family Emergency
Someone closely related or important to one of the NPC leaders has become deathly ill, suffered a fatal (or near-fatal) accident, or died (either from natural or unnatural reasons. The leader must take a leave of absence and is unable to perform their duty until the next event phase. Their attribute that contributes to the city's rolls do not apply until the next event phase.

Hometown Hero
Someone who calls the kingdom their hometown became a popular and famous adventurer of sorts (perhaps s/he joined the Pathfinder Society or other benevolent cause, or became a powerful adventurer) The tales and exploits of the pride and joy of the kingdom reaches the ears of the community and to his intent of his homecoming visit. Any celebrations (festival) to honor him/her double the benefit. Also increase the treasury by 1d4 as he brings with him coin and items from his travels and introduces them into the economy. Increase Loyalty and Stability checks by +2 until the next event phase.

Jon Brazer Enterprises

You know guys, these are really, really awesome. I'm currently working on collecting the rules and expanding the tables. I would very much like to add many of these to the list (because they are just that awesome). If you wrote some of these (and maybe want to add more), please ...

Spoiler:

send me an email at submissions AT jonbrazer DOT com and put submissions in the subject line. We do pay for submissions.


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A couple I just threw together.

Mischievous Fey
Some local Fey become annoyed with all of the new humans traveling through their woods. They decide to take matters into their own hands by interfering with travel and trade. -2 to Economy until you make a successful stability check and increase unrest by 2 .

The Dead Rise Again
A Necromancer from another kingdom starts up shop in your city. If your city has a graveyard you lose the bonuses from the Graveyard until you make a successful stability check and unrest increases by 2 as the dead sometimes wonder out into the street. If no Graveyard is present in any of your cities unrest increases by 4 until you make a successful stability check to remove the villain.

RPG Superstar 2011 Top 16

These are really, really good. I especially liked Tears of Curchanus, that was very flavorful!

Daviot wrote:
New Event: Omen of the Faith

I'm sad that Erastil isn't on this list. (How did Desna make the cut? she's not referenced anywhere in the mod.) Also: the Gyronna penalty is REALLY HARSH. (3 unrest and up to 12 BP loss?)


Erik Freund wrote:

These are really, really good. I especially liked Tears of Curchanus, that was very flavorful!

I'm sad that Erastil isn't on this list. (How did Desna make the cut? she's not referenced anywhere in the mod.) Also: the Gyronna penalty is REALLY HARSH. (3 unrest and up to 12 BP loss?)

I was going by the prevalent River Kingdom faiths as a whole, and kind of ran out of d8, though the event could be expanded to a d10, adding in Erastil and Pharasma (for presumably Rostlanders moving to the Stolen Lands) to taste.

As for the Gyronna bit, well, this would be the random equivalent of the Cult of Gyronna event from Rivers Run Red: having a huge chunk of the clergy of the CE goddess of spite, hatred, and extortion running amuck in your kingdom is both going to involve a lot of murders/child kidnappings, and well, extortion and blackmail to say the least, hence the unrest and BP loss.

The converse being the Hanspur event, which presumably ups trade, but also brings a few unfortunate "involuntary sacrifices" to the demigod in question.

In either case, the second bit of Unrest could probably be avoided with a Stability check as desired, and/or the lost BP reduced to 1d6, if we wanted to go that route.

Liberty's Edge

Erik Freund wrote:


I'm sad that Erastil isn't on this list.

Doesn't mean you can't add it yourself. True, Erastil makes as much sense if not more than any of the others, but by all means I'm sure he's okay with you changing it a bit for your own preferences.

I did.

Robert

Liberty's Edge

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SLUMS (continuous)
One undeveloped city-block (one square) has become a haven to a rash of homeless street urchins; destitute, coinless, or disabled. This has become both an eyesore and a concern for local business and homeowners. (The kingdom gains 2 Unrest. A successful Loyalty Check will reduce the Unrest to 1. A Stability Check can be made to police the people out of the area, or developing a building will displace them, but doing either of these doubles the Unrest for the following turn. Building a house in that square however will remove the Unrest completely.

Scarab Sages

In terms of working these into the current probability chart, would it be easier to maybe re-design it into two charts?

On the first chart, organize the initial roll by the type of outcome. Devastating Event, Bad Event, Annoying Event, Beneficial Event, Amazing Event, etc.

Then have various groups of other events to roll on once the type is determined.

It seems like, with so many events, two tables are needed to really accommodate all the new events.


Karui Kage wrote:

In terms of working these into the current probability chart, would it be easier to maybe re-design it into two charts?

On the first chart, organize the initial roll by the type of outcome. Devastating Event, Bad Event, Annoying Event, Beneficial Event, Amazing Event, etc.

Then have various groups of other events to roll on once the type is determined.

It seems like, with so many events, two tables are needed to really accommodate all the new events.

That's actually fairly close to what I was ultimately planning to do, as well as offer a list of substitutions for people who only want to swap-in/swap-out an event or three. And naturally, there should probably be a compiled list with a total set size of greater than 100, for people who want to use a die roller or similar program.

Liberty's Edge

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TRENDSETTER
Some aspect of your upper class has set a fashion trend for the kingdom, and it's style has expanded via visitors and trade to neighboring lands. As a result, your economy sees a spike as people try to outfit themselves with the latest fashion: whether it be a type of fabric, a style of jewelry, a hairstyle, or a custom designed suit or dress. (Treasury increases by 1d6 BP).

ENTREPRENEUR
A travelling tradesman who is a master of his craft has come to the kingdom with a promising business opportunity that is sure to be an economic boom. He is so sure of his success he is willing to front half of the expenditure of his business. (The kingdom may build a Luxury Shop, Shop, Smith, or Tradesman, for half the usual BP cost before the next Event Phase).

Robert

Sovereign Court

Daviot wrote:
Karui Kage wrote:

In terms of working these into the current probability chart, would it be easier to maybe re-design it into two charts?

On the first chart, organize the initial roll by the type of outcome. Devastating Event, Bad Event, Annoying Event, Beneficial Event, Amazing Event, etc.

Then have various groups of other events to roll on once the type is determined.

It seems like, with so many events, two tables are needed to really accommodate all the new events.

That's actually fairly close to what I was ultimately planning to do, as well as offer a list of substitutions for people who only want to swap-in/swap-out an event or three. And naturally, there should probably be a compiled list with a total set size of greater than 100, for people who want to use a die roller or similar program.

Keep us informed when you do get that chart finalized, I would like to use it (if you have in an Excel format, that would be spectacular!) The group I am running hasn't started building anything yet, but I am lookingforward to running a looser-style adventure after the first book.

Liberty's Edge

Okay so I've got all of the dev published ideas and the player contributed ideas all listed on a excel.

Now the question is how to stratify them?

Alphabetically [this is the simplest - just assign a number to each.]
Bad to Good (or reverse) [putting the more severe on the edges and having middle be filled with the smallest effects giving them the largest random range; this allows for modifiers to the random event to sway it towards good or bad - based on whatever the DM wishes to arbitrarily favor it towards.]
Categorize by severity [have a sub-dice rolled first to determine the severity chart such a 1 Really Bad, 2-3 moderately bad 4-6 slightly bad, 7-9 slightly good, 10-11 moderately good, 12 really good]
Affected kingdom aspect (i.e. economy, loyalty, stability) [roll a sub-dice roll first 1-2 Ec, 3-4 Lo, 5-6 Sta; then list the events in one of the aforementioned orders]

or something else entirely.

Robert

Liberty's Edge

These are the Dev published events. I have stratified them as either good or bad (easy to indentify) and as minor, moderate, or major as it applies to how it affects the kingdom (not as easy to identify).

If any on here feel strongly that one of the events if stratified erroneously, please let me know. I am not a wiz when it comes to determining how one affects the kingdom compared to how another one does or how one may be worse/better in the long run; so I will not pretend that this will be perfect. Some of it is subjective. (by rule of thumb - anything that can be continuous I automatically excluded it from being minor).

Assassination Attempt / maj / bad
Bandit Acitivity / min / bad
Disaster / maj /bad
Economic Boon / mod /good
Feud / min / bad
Food Shortage / mod / bad
Food Surplus / min / good
Good Weather / min / good
Monster Attack / mod / bad
Natural Blessing / min / good
Outstanding Success / mod / good
Plague / mod / bad
Political Calm / maj / good
Public Scandal / min / bad
Sensantional Crime / mod / bad
New Vassal / mod /good
Visiting Celebrity / maj / good

Liberty's Edge

Okay so I went through all of the posts and listed them below (in order that they were posted). I labeled them good or bad or (thanks to Daviot for having add a new element) indifferent.

If the event had a random sub roll that some may be good and some may be bad, I broke it out to include both good and bad so that it could appear on either chart (in case that is the way we want to set up our charts). Events that have a variable outcome due to PC intervention (good OR bad), or that have simultaneously both good and bad aspects, are labeled "indifferent" for a possible third column/chart to roll on.

What I have not done yet is stratify the events based on severity (yet).

Smuggler Activity / indifferent
Suveyor / indifferent
Population Boom / good
Varisian Caravan / indifferent
Trade Route / indifferent
Meddling Do-Gooders / indifferent
Omen of the Faith (beneficent god) / good
Omen of the Faith (malevolent god) / bad
Just Passing Through (nation on good terms) / good
Just Passing Through (nation on bad terms) / bad
Party Time / good
Detour / bad
Adventurers Hired / indifferent
Treasure Uncovered / good
Unusual Migration / indifferent
Tears of Curchanus (good) / good
Tears of Curchanus (bad) / bad
Challenge to a Skill / indifferent
Spontaneous Village (thieves) / bad
Spontaneous Village (non-thieves) / good
Special Material Found / good
Vanished / bad
Dueling Diplomats / indifferent
Retiring War Hero / good
Bad Weather / bad
Pests / bad
Protest / bad
Industrial Accident / bad
Eureka / good
Family Emergency / bad
Hometown Hero / good
Michievious Fey / bad
Dead Rising Again / bad
Slums Rising / bad
Trendsetter / good
Entrereneur / good

Liberty's Edge

With the way I have them broken out now - there are 53 potential event results.

Of those:
.
.
.

23 good
21 bad
9 indifferent

(49 results if we combine the four that have good or bad possible sub-charts)

Robert

RPG Superstar 2011 Top 16

Proposal:

Create a master table that allows you to select from the following:
- maj bad
- mod bad
- min bad
- min good
- mod good
- maj good
Keep the ratios the same as the published table. This allows GMs to do the whole "you get +X% to your next die roll" thing if they want to bless/curse the PCs. We should keep that option open.

Then create a sub table for each of these 6 categories. I would not attempt to organize these by intensity, so alphabetical is probably fine for this level.
However, for every table I would make the top 5% of the list "special" (similar to how on the Reincarnate table you have "GM's Choice" for "00")

This leads to a seperate table for particularly rare or unique events, and this is where we put all of the indifferent or the good/bad results. Also events that just shouldn't happen too often, for flavor reasons.
This slightly undermines the +X% blessing the GM is trying to hand out: but that's a bit intentional: it allows for luck despite your curse (and the GM can always ignore it).

To be clear: this results in a total of 8 tables.

Scarab Sages

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I played around with the numbers a bit and came up with the below.

https://spreadsheets.google.com/ccc?key=0AuIV7u18FlAtdHhwV2d5NmFBXzZuc3Q3bW 93X00wT2c&hl=en&authkey=CK3JousB

The percentages for Good-Bad events are roughly the same ratio to each other, though the actual percentages had to be shifted to account for the new Neutral category. I lumped good and bad MAJOR events into one category that has a rare percentage. This does make the most common Good event a lot less common, but that's going to be the case with all these new ones anyhow.

Let me know what you think, being on Google Docs I can easily edit it to adjust for good suggestions.

RPG Superstar 2011 Top 16

Nice work Karui!

Convention is that the percentages should be to the left of the event (you have it reversed).

It occurs to me that there are basically two kinds of events: those that are the result of human actors, and those that are the result of nature / forces of the gods. Would it be worth explicitly seperating these out into two seperate charts? That way, if a GM felt so inclined, he could have the PCs "blessed" in a certain context (and not blessed, or even cursed, in another). I could see GMs choosing to give temporary bonuses/penalties, and wanting that level of granularity. It's all about empowering them to make choices. :-)

I'm not 100% comfortable with some of the allocations (as some events are a "mixed bag"), but it looks you did a pretty decent job of eyeballing it. Bravo.

I might make "Omen of the Faith" a Major Event though: it can be really swingy.

Why did you make "Major Event" to be more-than-likely positive?

((If anyone has played the game Artesia: Adventures in the Known World, I'm starting to get a lifepath vibe here: "I rolled Great Adventure!"))

Scarab Sages

Erik Freund wrote:

Nice work Karui!

Convention is that the percentages should be to the left of the event (you have it reversed).

It occurs to me that there are basically two kinds of events: those that are the result of human actors, and those that are the result of nature / forces of the gods. Would it be worth explicitly seperating these out into two seperate charts? That way, if a GM felt so inclined, he could have the PCs "blessed" in a certain context (and not blessed, or even cursed, in another). I could see GMs choosing to give temporary bonuses/penalties, and wanting that level of granularity. It's all about empowering them to make choices. :-)

I'm not 100% comfortable with some of the allocations (as some events are a "mixed bag"), but it looks you did a pretty decent job of eyeballing it. Bravo.

I might make "Omen of the Faith" a Major Event though: it can be really swingy.

Why did you make "Major Event" to be more-than-likely positive?

((If anyone has played the game Artesia: Adventures in the Known World, I'm starting to get a lifepath vibe here: "I rolled Great Adventure!"))

In response to your last question, it's because that, while the original chart did skew things in favor of Negatives more then Positive, the event Visiting Celebrity was at a higher percentage than Assassination or Disaster. So I figured I'd just make the Good Major events happen a bit more often then the Bad Major Events. :)

Liberty's Edge

Karui Kage wrote:

I played around with the numbers a bit and came up with the below.

https://spreadsheets.google.com/ccc?key=0AuIV7u18FlAtdHhwV2d5NmFBXzZuc3Q3bW 93X00wT2c&hl=en&authkey=CK3JousB

The percentages for Good-Bad events are roughly the same ratio to each other, though the actual percentages had to be shifted to account for the new Neutral category. I lumped good and bad MAJOR events into one category that has a rare percentage. This does make the most common Good event a lot less common, but that's going to be the case with all these new ones anyhow.

Let me know what you think, being on Google Docs I can easily edit it to adjust for good suggestions.

Personally I think you did a great job.

For my own tastes I would probably move the percentages a tad bit. For instance make the first category 15% chance (instead of 16) and the last category 5% (instead of 4)

Also I would prefer that the neutral category have events that are BOTH good and bad simultaneously. And those that can either be good or bad, be added to the respective list (For instance if you rolled Migration in bad column, it winds up being the worse of two potential results). This makes the neutral list shorter, and also elimininates a lot of secondary rolling. The Omen of the Faith for instance should be in both good and bad; have 5 evil gods or 5 good gods associated with it, and a roll of a 6 is DMs choice or other on each list.

But again - that's just my preference - part of which is that I want less onus on "neutral" occurances. There's nothing saying that the way you have it is wrong. I will copy your charts and perhaps just tweak the numbering just a little bit.

Thank you so much for doing this. Nice to see so many good events in there. Glad to have contributed on this one - it was a good and productive thread for the Kingmaker campaigns.

EDIT: Just passing through is another one that I would put on both good and bad lists. Either it's an allied/friendly neighbor or not so much - dependant on which list it's rolled on.
Robert


Here's a couple events I came up with:

Cattle rustlers (continuous): Thieves are stealing livestock from your farms. Make a Stability check; success means your kingdom’s marshal has broken up the ring, with no cost to the kingdom. A failed check reduces your kigdom’s Treasury by 1d4. Increase Unrest by 1 for each Event Phase that this event continues.

Cavalry Raid: A rival kingdom sends a small, mobile force across the border to disrupt your kingdom and inspire terror in your populace. A successful Stability check indicates your kingdom’s defenses have repulsed the attack without significant loss. Failing the Stability check costs your kingdom the reduction to Consumption from 1d4 farmland hexes until the next Event Phase, and your kingdom gains 1 Unrest for each hex affected by the raid.

EDIT: It occurrred to me that the Cavalry Raid is an event the PCs could visit on a rival kingdom, such as Pitax, once things heat up.

Have the General (or ruler, if the General is an NPC) make an opposed Profession (soldier) or Ride check against the rival kingdom's Stability. Success brings BP equal to 1/2 the other kingdom's Consumption loss. Alternately, the raid delays the arrival of an enemy army by 1d3 days as they have to deal with obstacles, ambuscades, refugees, and other disruptions as they march to battle.

Please pardon the threadjack, I just wanted to throw that out there.


Thanks guys, I printed this stuff out and am eager to use it!


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New Event : Strike! (Continuous)
The workers of a building decided that they have enough with their work conditions. To resolve the issue, you can either pay 1d6 BP to improve their working conditions, or try a loyalty check to convince them to return to work. On a successful loyalty check, the workers return to work. On a failed roll, you temporarily loose the building bonuses and gain +2 unrest.

This can be applied to the following buildings : Academy, Arena, Brothel, Guildhall, Jail, Market, Noble Villa, Piers, Stable, Theater, Town hall, Waterfront.


Perhaps it would be handy if there would be a summary on the second page of the Google Maps Sheet?
Coz I just printed 17 pages , might be a lot of work for some?
If it were combined, it would be easier to work with?

The Exchange

These are great! Dotted for reference.


1 person marked this as a favorite.

And just to irritate my fellows in their efforts in collating things, here's four more events from my game table:

New Event: Ghosts of Kingdoms Past (continuous)
A ghost of a figure from the region’s past appears to haunt travelers; choose a hex with a road or a city district randomly; this is where the ghost appears. The kingdom gains a -4 penalty to Stability checks until resolved; after this, the PCs or their agents can attempt to make contact with the spirit or otherwise exorcise it. Roll 1d4:
1d4
1:
The spirit is hostile, tortured, or otherwise unreasonable; if left to its own devices, violence and further unrest are the outcome. Add 2 Unrest that cannot be removed by any other means until the spirit is dealt with (either by through combat or by a Stability check). Once removed, this 2 Unrest and the Stability penalty from this event immediately disappear.
2-3: The spirit is neutral, confused, or simply cannot move on to its eternal reward on its own. It may have unfinished business or simply not understand how to leave. If the spirit is aided (via a Stability check or roleplaying) and crosses over, it blesses the kingdom. Remove the Stability penalty from this event and gain a +2 bonus on all kingdom rolls until your next Event phase.
4: The spirit is helpful, skillful, and not willing to cross over until it has taught its secrets to the living. While this could be a great boon, its ghostly nature and ancient mannerisms don’t mesh well. The spirit’s aid immediately reduces Unrest by 2 and produces one free BP every turn during Step 1 of the kingdom’s income phase (as if by a deposit) for the duration of one year, after which the ghost departs…but make a Loyalty check. On a success the Stability penalty is removed; failure, the Stability check penalty persists for the same one year duration.

New Event: It’s More Likely Than You Think
A prominent NPC in one of your cities is revealed to be under foreign influences—this can be as simple as a bribe or a charm effect, or something more sinister such as the NPC being possessed or replaced by a doppelganger. Make a Stability check; if you succeed by five or more, you successfully defuse the situation; if you succeed by less than five, you smooth over the situation, but lose the NPC’s benefit to your kingdom (whether through defection, retirement, death, etc.); if you fail, your kingdom gains 1d4 Unrest and loses the NPC’s benefits.
Special: A kingdom with a Spymaster adds that Spymaster’s associated ability modifier as a bonus to the Stability check (this can stack if the Spymaster was already modifying Stability).

New Event: Wedding in the Wilds (foreign policy)
A noble from another state wishes to use the 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 as compensation and 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, the kingdom’s ruler or grand diplomat must make a Diplomacy skill check to convince them why not; success subtracts 1 BP from the treasury as a wedding present, while failure worsens that country’s disposition by one step.

New Event: Practical Peripatetic Pedagogy
A famous-in-their-field scholar, sage, or theoretical mage lacking in foresight and self-preservation has come to your kingdom to study something of interest to their suitably obscure subdiscipline of knowledge for their alma mater. Make a Stability check at a -5 penalty; on a success, the scholar’s fieldwork brings new insight into their art; increase the Kingdom’s Treasury by 1d4 BP, and roll on the following table:
1d10
1-Knowledge (arcana)
2-Knowledge (dungoneering)
3-Knowledge (engineering)
4-Knowledge (geography)
5-Knowledge (history)
6-Knowledge (local)
7-Knowledge (nature)
8-Knowledge (nobility)
9-Knowledge (planes)
10-Knowledge (religion)

Due to increased awareness of the topic, until your next Event phase, all checks for the Knowledge skill in question made within the borders of your kingdom receive a +2 circumstance bonus. 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 to allow a Knowledge check to the same skill rolled on the d10 at a +5 circumstance bonus, but only if pertaining to the scholar’s research topic; like a library, this research journal allows for retries, provided they are on the research topic contained in the book. On a failed Stability check, the scholar is unable to finish, and the resulting fallout and the political weight of their patron causes 2 Unrest and a -2 on Loyalty checks until your next Event phase.
Special: The cost of Hiring Adventurers during this Event Phase is halved if they’re put to work escorting the scholar (i.e. used to modify this event’s Stability check).


Shieldknight wrote:
Dotted for reference.

I see this frequently on these boards. What does it mean? Sorry for the noob question.


NeoFax wrote:
Shieldknight wrote:
Dotted for reference.
I see this frequently on these boards. What does it mean? Sorry for the noob question.

Any threads you have posted on get a dot next to them on the main list so you can easily identify threads you are participating in. In this case, he is noting it so he can come back later. Its annoying to see something you like and then not be able to find it when you come back. Sometimes the dots disappear, so its not foolproof, but it usually works.

Also Daviot, I like your new ones.

Scarab Sages

I do too. I might have to add them to the events table and add a second tab with all the descriptions. :D


I'm about to start GMing this AP tomorrow night, so I thank everyone
who has made suggestions. I'll be using a lot of other people's ideas.
Thanks!


Karui Kage wrote:
I do too. I might have to add them to the events table and add a second tab with all the descriptions. :D

If you want to save yourself some work, PM me and I will send you my version (combined all but the last one for easy reference).

Scarab Sages

Thanks Rick, I should have checked this before hand. :) As it is though, I updated the excel sheet. It now includes a few new events from M. Balmer, Eminence Grise, and Daviot (except M. Balmer's Cavalry Raid, I wasn't sure how well that would work in everyone's games [I don't even know opposing kingdom's Stability rolls] so I left it off for now). I also added a comment to every event with all the details on it, giving credit to whoever submitted it.

Probably the last update to my sheet for a bit, but hopefully it is useful to everyone. :)

EDIT: The names of some events differ occasionally from events listed here, if the original names were a bit too long and wouldn't fit well. It shouldn't be too hard to figure out which are which though :)


Karui Kage wrote:


Probably the last update to my sheet for a bit, but hopefully it is useful to everyone. :)

Rock, Rock on, sir.


For those of you that use an away-from-the-computer-attitude during your roleplays, you can always PM me and i can send you an easier to use version :)
(No offense Kage, it's awesome what you did ^^)


My group is just about to start up their kingdom, so I've used Karui Kage's excel sheet to run up a year's events in advance (thanks for the excel work, BTW). I thought people might be interested in how it worked out in play.

I think doing this in advance really adds to the feel for things, since I can integrate the events to make them feel more 'organic'. For example, my group is going to start their Barony in Sarentith (June), and I rolled the following events up to the end of the year:
Sarenith: New Vassal
Erastus: Smuggler Activity
Arodus: Eureka
Rova: Plague
Lamashan: Food Shortage
Neth: Ghosts of Kingdoms Past
Kuthona: Trade Route

Since New Vassal didn't make sense so early in the Barony's history, I substituted another 'Good' Event, Economic Boom.

Knowing the events ahead of time, I can create a narrative:
-Upon the founding of the new Barony, there is a sudden influx of immigrants as there is a 'land rush' to be part of the new kingdom (Economic Boom in Sarenith).
-Restov, deciding all the traffic into the new Barony will hide the transaction, arranges a large purchase of weapons and armor from one of the River Kingdoms. While the barges that are grounding near the Stag Keep are doing nothing illegal, the rough and secretive men make the locals nervous, even though they are spending widely for quick labor and discretion (Smuggler Activity in Erastus). One of the Smugglers, however is in the early stages of Shakes (disease, Core Rulebook p557), which the group will only discover if they deal with the Smugglers directly rather than through Loyalty Check.
-While Shakes begins to spread, the Barony is once again lucky, as the Sootscale Kobolds, hearing of all the trade going through the capital, come to trade silver in bulk (Eureka in Arodus).
-In Rova, the spread of Shakes becomes noticeable, with serious outbreak in the Capital (Plague in Rova). If the party noticed the Shakes with the Smugglers, and took proactive measures, they will receive a +5 bonus to the Stability Roll to control the outbreak. If they don't make the Stability check, Erastil Harvest Feast during the week of the Equinox will be ruined.
-With the Shakes outbreak in Rova, harvest of the crops is running well behind, resulting in (Food Shortage in Lamashan).
...
For Story reasons, I switched around Trade Route and Ghosts of Kingdoms Past, resulting in:
-During mid-Neth, a Mivonese trade envoy comes to speak to the PCs (Trade Route in Neth). He wants to get a trade agreement signed on Neth 23, the holiday Seven Veils, which is supposed to be a 'Celebration of brotherhood between all civilized races' (from the Inner Sea guide). If they invest and fail, the Unrest will be generated by immigrants from Restov upset that the Barony is making deals with the hated Mivonese, and if they refuse, the Unrest will be generated by Mivonese immigrants who feel Mivon has been slighted by the Restov-backed PCs.
-Finally, on Kuthona 31, the 'Night of the Pale', when prior year's dead walk by people's homes (again, Inner Sea Guide), the party will meet the ghost of Baronet Eurys Arostel (Ghost of Kingdoms Past). I rolled him as the type 4 'teaching' variety ghost, so he is a former councillor from a failed Taldan attempt to colonize the area ages ago. Aside from all the normal effects of this event, if the Barony still has an unfilled Leadership position at this point, he will offer to fill that position (if appropriate...hard to be Marshal as a ghost) or he will act as an advistor, adding a +1 or +2 to whichever Kingdom Statistic seems to need it. He'll then become an NPC in the 'Royal Council' for one year.

Pre-rolling allowed me to make more complex events than I ever could have created on the fly :)


Ramarren wrote:
...what you said...

Brilliant! I like the idea, as well as what you've done.

I may just...yoink...nothing to see here...move along, move along...

Keep it up - as I'd love to hear more of these ideas. Haven't come to
this part of the AP yet, but forewarned is fourarmed...no wait... I
meant forearmed... :)

Liberty's Edge

Ramarren wrote:


EXCELLENT Info.

Great job! Thanks for sharing. That's precisely the kind of depth and creativity that I like to do with my events. I usually have 6-10 months rolled ahead of each game just in case, so that I can do some storywriting narrative for each event.

Your ideas are brilliant.

Hopefully others will be similarly inspired.

Robert


Ramarren wrote:
Pre-rolling allowed me to make more complex events than I ever could have created on the fly :)

That's exactly why my players and I originally thought about adding on more events: with a smidge of forethought, they're a GM's easy way to extra kingdom-wide narrative. On a related note, although some people obsess over building optimization, the improvement portions of a kingdom turn can also be great narrative/roleplaying opportunity. My players built their first noble villa, and thus there was RP about why the minor nobles of Hanvaki family moved from Brevoy to this new border march (the short answer: their holdings were on the Issia-Rostland border, and any uprising or civil war would get them the torch first).

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