Thursday, November 7, 2019

Historical Events - Building Level

Building events are events that occurred within the last 1d6 days. It is what the building occupants are gabbing about. The GM shouldn't bother pre-rolling them, just roll when the characters enter the building in question.

Mundane Buildings

Table 1: Generic Building Events
1d6
Event
01
Criminal Activity
02
Famous Visitor
03
Fire
04
Infestation
05
Sickness
06
Tax Collector

Table 2: Merchant Guildhall
1d6
Event
01
Increased Taxes
02
Infighting
03
Prosperity
04
Renovations
05
Rival Guild problems
06
Unfair Practices

Table 3: Mundane House Events
1d6
Event
01
Buried treasure/relic
02
Fight with neighbor
03
Fire
04
Foundation Shifting
05
Haunting
06
Vandalism

Table 4: Inn Events
1d6
Event
01
Famous Visitor
02
Fighting
03
Food/Drink shortage
04
Strange Guest
05
Suddenly Popular
06
Thefts

Table 5: Player's Guild Events
1d6
Event
01
Fire
02
Empty performances
03
Fire
04
Packed performances
05
Prima Donna
06
Visiting Troupe

Table 6: Shop Events
1d6
Event
01
Busy Day
02
Embezzler
03
Protection Racket
04
Robbery/Burglary
05
Slow Day
06
Shoplifter

Table 7: Smithy Events
1d6
Event
01
Deadly Accident
02
Exotic Metal
03
Forced Commission
04
Supply Problem
05
Special request
06
Valuable Ore

Table 8: Stable Events
1d6
Event
01
Crazed horse
02
Emergency request
03
Famous Visitor
04
Horse Thieves
05
Predators
06
Stable Fire

Table 9: Tavern Events
1d6
Event
01
Brawl
02
Contest
03
Notorious Visitor
04
Protection Racket
05
Rousing Performance
06
Taproom trouble

Table 10: Thieves Guild Events
1d6
Event
01
Big Heist
02
Crackdown
03
Crime Spree
04
Entrapment
05
Mutiny
06
Rivalry

Religious Building Events

Table 11: Lawful Temple Events
1d6
Event
01
Ceremony Request
02
Healing Request
03
Important Visitor
04
Minor Miracle
05
Sacred Ritual
06
Scandal

Table 12: Militaristic Order Events
1d6
Event
01
Competition
02
Duel
03
Famous Alumnus
04
Scandal
05
Spoiled Student
06
Unexpected Guest

Table 13: Monastic Order Events
1d6
Event
01
Holy Day
02
Inquisitor
03
Productive Day
04
Scandal
05
Travelling Priest
06
Visiting Relic

Table 14: Scholastic Order Events
1d6
Event
01
Bookworm Infestation
02
Famous Scholar
03
Fire
04
Strange Visitor
05
Rotten/Burned Books
06
Stolen Books


Magical Building Events

Table 15: Alchemist Events
1d6
Event
01
Accidental Poisoning
02
Affliction
03
Astrological Problems
04
Discovery
05
Explosion
06
Poisoning

Table 16: Caster Tower Events
1d6
Event
01
Arcane Breakthrough
02
Catastrophic Mishap
03
Concerned Citizens
04
Dangerous Surge
05
Desperate Visitor
06
Mysterious Item


Table 17: Magical Academy Events
1d6
Event
01
Bitter Student
02
Experiment Awry
03
Explosion
04
Hazing Incident
05
Magical Backfire
06
Unexpected Grant

Government Events

Table 18: Castle Events
1d6
Event
01
Grand Feast
02
Inadequate Defenses
03
New Servant
04
Offensive Jester
05
Training Drill
06
Uprising/Mutiny

Table 19: Mercenary Company Events
1d6
Event
01
Brawl
02
Duel
03
Mutiny
04
Rivalry
05
Scandal
06
Schism

Festival Events

Table 20: Secular Festival Events
1d6
Event
01
Competition
02
Dancing
03
Skilled Musicians
04
Stage Collapse
05
Sweaty Pox
06
Wild night

Table 21: Religious Festival Events
1d6
Event
01
Apostate punished
02
Blasphemy committed
03
Image problem
04
Portent
05
Popular Ritual
06
Schism



Wednesday, November 6, 2019

Historical Events - Settlement Level

Monthly Events are events that take place on the settlement level. That is the village or town.  Everyone in the settlement is probably aware of the events. Whenever reasonably possible the GM should try to link the events to Kingdom Events and Seasonal Events and/or reorder them to make sense.
  • Roll 1d4 to determine how many events occur each season.
Then for each event:
  1. Roll 1d4 to determine the season
  2. Roll 1d8 on the Event table
  3. Roll1d6 on the Table the corresponds to the result of Event table.
Table 1: Events Table
1d8
Event
01
Arrival
02
Departure
03
Conflict
04
Conflict
05
Guards/Nobles/Gov
06
Guards/Nobles/Gov
07
Other
08
Other

Table 2: Arrival/Departure
1d6
Event
01
Ambassador/Emmisary
02
Bard
03
Caravan
04
High Level Cleric
05
Specialist
06
Tax Collector
 
Table 3: Conflict
1d6
Event
01
Noble Feud
02
Guild War
03
Social Clash
04
Religious Clash
05
Thieves War
06
Wizard's War


Table 3: Guards/Nobles/Gov
1d6
Event
01
Alcoholic
02
Hunting Accident
03
Missing Patrol
04
Patrol Accident
05
Rivalry
06
Training Accident


Table 4: Other
1d6
Event
01
Crimewave
02
Disease/Sickness
03
Holy Man Emerges
04
Livestock Rustlers
05
Founding of Chantry/School/Order
06
Fire

Unfinished Business
Some events, if not dealt with, could/should lead to events the following year at the GM's discretion.

Tuesday, November 5, 2019

Historical Events - Seasonal Events

Seasonal Events are events that take place on the provincial level. That is the Shire or County.  Everyone in the realm is probably aware of the events, and neighboring realms if the Shire or County shares a border as well. Whenever reasonably possible the GM should try to link the events to Kingdom Events or other Seasonal Events and/or reorder them to make sense. If there is no war that year and war results on the province level it's a local issue.
  • Roll 1d4 to determine how many events occur each season.
Then for each event:
  1. Roll 1d4 to determine the season
  2. Roll 1d8 on the Event table
  3. Roll1d6 on the Table the corresponds to the result of Event table.
Table 1: Events Table
1d8
Event
01
Other 
02
Other
03
Natural Events
04
Natural Events
05
Visitation
06
Visitation
07
War
08
War

Table 2: Other
1d6
Event
01
Accident
02
Baby Boom
03
Birth
04
Corruption
05
Death
06
Haunting
 
Table 3: Natural Events
1d6
Event
01
Bad Harvest
02
Bad Weather
03
Excess Taxes
04
Flooding
05
Injustice
06
Landslide


Table 4: Visitation
1d6
Event
01
Bandits
02
Famous Person
03
Monster/Maneater
04
Notorious Criminal
05
Vengeful stranger
06
VIP visit


Table 5: War
1d6
Event
01
Major Incursion
02
Minor Incursion
03
Major Battle
04
Recruiting
05
Troop Movements
06
Uprising

Monday, November 4, 2019

Historical Events - Yearly Events

When creating a sandbox the GM should create some history to make the place real. The color that makes things a bit more believable, that is where Historical Events come in. I would recommend going back at least 5 years to detail history and forward one year. Going forward?

Yes, going forward. The GM knowing what's going to happen in the near future means they can have oracles predict the future, or foreshadow events to create a build-up as the historic event gets closer and closer. Events for the future, if appropriate, should be written up as Events. That is temporary changes to all of the encounter tables including possible associated adventure hooks. This might be part of the foreshadowing, maybe the characters will notice.

Of course not ever Event will change the encounter tables and the GM should be flexible to take character actions into account. If the characters do something that might change or kill the event the GM should do just that no matter how much work went into preparing the thing.

These following tables assumes a 12 month calendar with four seasons of three months each. You can make a more alien world but it's really not worth the bother, even Tolkien used the well known months in the Hobbit and Lord of the Rings.

Yearly Events
Yearly Events are events that take place on the national level. That is the kingdom, emperor or whatever.  Everyone in the realm, and in the neighboring realms as well. Whenever reasonably possible the GM should try to link the events and/or reorder them to make sense.
  • Roll 1d4 to determine how many events occur each year.
Then for each event:
  1. Roll 1d12 to determine which month
  2. Roll 1d8 on the Event table
  3. Roll1d6 on the Table the corresponds to the result of Event table.


Table 1: Events Table
1d8
Event
01
Noble Business 
02
Natural Disaster
03
Peace
04
Peace
05
Religious
06
War
07
War
08
War

Table 2: Noble Business
1d6
Event
01
Birth
02
Death
03
Feud
04
Marriage
05
Scandal
06
Visitation
 
Table 3: Natural Disaster
1d6
Event
01
Earthquake
02
Famine
03
Fire
04
Heat Wave
05
Plague
06
Storms


Table 3: Peace
1d6
Event
01
Nothing Happens
02
Nothing Happens
03
Nothing Happens
04
Ruins Discovered
05
Fashion Trend sweeps the nation
06
Trade Route Opens


Table 3: Religious Events
1d6
Event
01
Major Celebration
02
Minor Celebration
03
Inquisition
04
New Leader
05
Heretical Leader
06
Purge/Schism


Table 4: War
1d6
Event
01
Civil War (Nobles fighting)
02
Dynastic War (Royals fighting)
03
Holy War (Recruiting/Crusade)
04
Peasant Revolt/Uprising
05
War, invading other
06
War, Invaded by others

When creating a bunch of events it helps if the GM has a list of names appropriate for nobles as well as the name of the realm, Shire/County/ and settlement.

Friday, November 1, 2019

Best of the Web - Dave's Maps, Bookmarks, and Random Caves

Dave's Mapper
I've never really liked the examples I've seen because they always create a hodge-podge of maps made from different artists, I have no imagination that way, but Dave's mapper has a button in which you can create a map only by a select artists. Of course they had that feature, I just didn't look. It's pretty awesome. I'm a fan now.

Bookmark Map?
Dungeoneering has an interesting idea in the post Bookmark Dungeon: Shrine of Odolric the Cruel.
A dungeon map on a standard 2"x6" bookmark. In this format you can move the card to wherever you have the appropriate room descriptions.
Instead of having a removable cover with map the way they did it in the old days. I guess any size printout map could work the same way but this seems extra cool to me for some reason although the shape would be a challenge.

Random Cave Maps
Delta's D&D Hotspot has an interesting post called Cave Dice on using 6-sided die to generate simple caves.

I like this as it allows a GM to rapidly create a small cave lair in the wilderness.

I ran across something I thought would help make a slightly larger system. Brialle pips. In most cases the pips indicate  tunnels/corridors but as in Delta's Cave dice a group of four (as in g and q) indicate a chamber.

Roll 1d4 to determine how many braille letters to use, then roll 1d20 that many times to determine which letters.

Table 1: Braille Caves
1d20
Braille Letter
01
a
02
b
03
d
04
e
05
f 
06
g
07
h 
08
i
09
j
10
l
11
n
12
o
13
p
14
q
15
r
16
s
17
t
18
v
19
w
20
y
Lastly roll 1d4 to determine the vertical connections between the letters:

Table 2: New letter is...
1d4
Above/Same
01
Same level
02
Same level
03
Below
04
Below 

And roll 1d4 to determine the nature of any vertical differences:

Table 3: Connection is...
1d4
Above/Same
01
Hole in the floor/roof
02
Drop/cliff
03
Steep but navigable slope
04
Shallow slope