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Sir Pramalot
06-10-2009, 11:42 PM
To add a bit more colour to my end of year manor rolls I've expanded the Manorial Events table found in the Book of the Manor, and thought I'd share it here. I'm trying to get to 60 events so any suggestions please add! I've tried to keep to the general flavour of Greg's original. Also I've made some events quite trivial (such as the fallen tree or dead lead dog) which I'll reflect in the good luck table once I get onto it. (The Luck roll that I mention is a personal campaign thing; my PCs have a Luck attribute for use in certain situations.)

Random Manorial Events (Bad Luck)
==========================
01 - Liege Lord Visits. Cost= ?1d6+1. Subtract now from Treasure of this will be an expense.
02 - Unusual dispute among your peasants. A Justice Event is *required* this year.
03 - Bandit Raid! +1d6 to Fate, and see the Property Destruction Table.
04 - Steward Dies! The knight (or wife) *must* do the Stewardship.
05 - A wandering Faerie cursed the land. +2d6 to Fate.
06 - Wyrm Raid! A terrible flying Wyrm ravages the land. +1d6+1 to Fate and see the Property Destruction Table.
07 - Pestilence struck the Manor. +5 to Fate
08 - Disease strikes the peasants. +1d6 fate. Population reduced by 10 to 30%.
09 - Well runs dry. Permanent +1 Fate until rectified.
10 - A Common Structure burned down. Roll to determine which. Apply Hate Landlord, loss of income, etc,.
11 - A Manorial Building burned down. Roll to determine which.
12 - An Enhancement is destroyed by fire, vandals, etc,. Roll to determine which.
13 - An Investment is destroyed by fire, bandits, weak foundations etc,. Roll to determine which.
14 - Disease strikes your horse herd. +1d6 to Fate and no horses may be replaced this year.
15 - Disease strikes your dog herd. +1d6 to Fate and no dogs may be used this year.
16 - Part of your Manor is damaged by wear and tear, subsiding ground etc,. -1DV until fixed (half cost to repair).
17 - Disease strikes the animals. +1d6 Fate. -10% to -30% from all farm animals. Permanent +1 Fate until replenished.
18 - Member of Retinue dies. Roll to determine who.
19 - Member of Retinue steals an item of treasure or ?1-3 Librum of food. (may increase if culprit not dealt with).
20 - Your Lord (Roderick) Requires Aid - Preparation for the wedding of Lady Jenna (?8)
21 - Your Lord Requires Aid - Preparation for the knighting of Lord Robert (?5)
22 - Your Lord Requires Aid - Ransom Fund payments. (?1-10)
23 - Land suffers heavy flooding (river breaks banks etc) - +1d6 Fate and no construction may be started this year.
24 - A wandering soothsayer predicts that you will bring doom to the peasants. +1-3 Hate Landlord.
25 - Your squire is killed in an accident on the Manor.
26 - Knights of Silchester attack your land. You must prepare your defences!
27 - A neighbour attacks your land. You must prepare your defences!
28 - Your Levy or 1 unit of troops revolt and leave. Check property destruction. They are gone until replaced.
29 - Your Reeve has a disastrous year and miscalculates income (-?1 to -?3 Librum) and no squeezes can be made this year.
30 - A monster (determine randomly) prowls the forests of your Manor. +1d6 Fate until removed.
31 - A group of monks/druids (opposite religion of the PC) try to convert the village. Roll Luck or be considered an "alien" Landlord.
32 - Your best clothes are ruined by moths! They must be replaced.
33 - A tree collapses blocking a road (+1 Fate).
34 - Someone has been logging your trees. Make logging check.
35 - A wicked old hag curses you and your manor (Roll Luck or suffer -3 Luck for the whole year).
36 - Bandit Raid! +1D6+3 to Fate, and see Property Destruction Table.
37 - Vermin infest the manor +1d6 to Fate this year and +1d3 to Fate next year.
38 - Disease strikes the manor! Roll vs Luck or roll on the Statistics Lost table.
39 - Father Dewi and Father Brugyn visit. Cost ?1d3. Subtract now from Treasure. Check Piety.
40 - Your wife falls very ill. Roll luck to survive. No childbirth rolls this year.
41 - Your Blacksmith dies. +2 Fate. No weapons can be replaced this year and armour cannot be repaired.
42 - A group of mischievous pixes cause havoc in the village (+1D3 Fate).
43 - Your lead hunting dog dies (+1 Fate).
44 - Another Knight of Salisbury attempts to recruit your peasants! (Roll vs 10+1D10 to keep them or +1d6 fate - p.26 BoM)
45 - Bandit Raid! +1d3 Fate, and see Property Destruction Table.
46 - The village wise woman dies. +2 Fate. Roll Justice event this year and next.
47 - Your Steward over taxes the peasants. You must make a Squeeze on them this year.
48 - Insects ravage your crops. Income level shifted down by one result.
49 - Father Brugyn fails to visit your manor all year. +3 Fate. Check to Worldly.
50 - Countess Ellen and her retinue visit. Cost ?1d3+1. Subtract now from Treasure of this will be an expense.
51 - Your Miller dies. +3 Fate. Food is scarce. Keep income the same and check to Selfish, or shift income down one level.
52 - Refugees arrive. You can keep them as extra peasants but this will cost. Turn them away gives a check to Cruel.

aramis
06-11-2009, 07:36 AM
53, 54 Visit from a Faerie knight. All the forms are observed, until just after dinner. He then insults the host by his actions towards the lessers in the manor. on 53, he's looking to reward defending the lessers; on a 54 looking to reward a coward. Reward is ?1 in food.

bigsteveuk
06-11-2009, 10:24 AM
Animal/s (Wolves, Bear) worrying sheep, cattle +1d3 Fate until hunted

Refugees arrive, support cost 1d6+1 and tick generous & merciful, get off my land tick cruel & selfish.

Bard visits hall cost ? 1d3+1 and tick intrigue (news) or faerie lore (tale)

Troll takes up residence under bridge (+1d3 hate land lord till & +1d6 fate till dealt with)

Sir Pramalot
06-11-2009, 12:13 PM
I love them! :) My player's will certainly have some fun here.

The roads on your manor need extra maintenance (clearing brush, improving drainage etc). +1 Fate until repaired.

aramis
06-12-2009, 11:06 AM
Redcap comes and moves into your orchard. You either lose ?1 in food, or 1 peasant a month (check selfish), until he's coerced to go elsewhere.

Ve haff vays ov makingk hyu talk... a group of 2d6 mainland saxon raiders shows up, and tries to capture a knight or two. Any real resistance results in a small battle. They have ?1d6 each in loot. If given information about juicy targets and weaknesses, they come back and pay ?1/2 each, in thanks, along with appropriate checks. A challenge to single combat can also get rid of them.

Sir Pramalot
07-09-2009, 07:34 PM
I've finished the Good Luck expanded table, here are are my humble ideas, added to Greg's originals;

Random Manorial Events (Good Luck)
==================================

01 - Liege Lord Visits and gives a gift of ?1d3. Add to Treasury.
02 - Good hunting this year. Add +?1 to Treasury.
03 - Steward has an excellent year. Critical success to Stewardship this year.
04 - A wandering faerie blesses the land. -1d3 Fate.
05 - Your bull was particularly virile. All cows had calves. +3 Stewardship.
06 - The peasants were, for the most part, healthy this year. -1d6 Fate.
07 - Great year for cabbage and turnips. +1d3 Stewardship.
08 - A wandering merchant offers half price on tapestries. Spend up to ?4 and double it in Treasure Value.
09 - Great year for pigs. +1d3+1 Stewardship.
10 - Your horse flourishes this year, regardless of living standard. +1 CON +1 MV.
11 - Great year for cows. +1d3+2 Stewardship.
12 - Your scarecrow really worked this year. Vermin cleared from manor. -1d3 Fate.
13 - Great year for sheep. +1d6 Stewardship.
14 - Builders owe you a favour. ?1d3 free Improvements next year.
15 - A new spring appeared near your fields. Permanent -1 to Fate.
16 - Builders owe you a favour. ?1d6 free Improvements next year.
17 - Father Dewi and Father Brugyn visit and bless the fields and crops. -1d6 Fate.
18 - Your peasants don't squable as much this year, -1d3+1 Fate. Check Folk Lore.
19 - The forests of your manor grow strong this year. You may attempt logging for free.
20 - Excellent builders. You may build two structures with no penalty or chance of failure this year.
21 - Your Lord and his retinue visit and you hunt together. Check to Hunting and all creatures/monsters cleared from manor.
22 - The peasants hear good things about you from travelling monks. -1 Hate.
23 - Your Reeve has an excellent year. You may squeeze once with no penalty.
24 - Your wife is very fertile this year. She has a healthy baby and lives.
25 - You are blessed by a travelling priest. Reverse aging rolls this year or offset till 36.
26 - A group of goodly monks spend time with the peasants. All Justice Rolls this year are successful.
27 - You have a bumper harvest! Harvest Result shifted up one level.
28 - Your hunting dogs are fit and well this year (Check to Hunting. -1 Fate).
29 - Your Horse is particularly sure footed this year. +3 Horsemanship all year.
30 - Your peasants dig up some ancient treasure while working in the fields;
1=2 Libra, 2=3 Libra, 3=4 Libra, 4=5 Libra (All in Roman Coin) 5=Finns Harp. 6=Anceint Gold Serpent Armband.
31 - An excellent Steward arrives and offers his services (18 Skill).
32 - The local pond or river has an abundance of fish. Get a Fish Pond for free. -1 Fate.
33 - A random retinue member arrives and offers his services for half price. (15 skill).
34 - The population of your village seems to have swelled. Check natural population growth.
35 - You uncover valuables in the cellar;
1=Gold Brooch, 2=Silver Brooch, 3=Gold Earring, 4=Silver Earring, 5=Gold Ring, 6=Silver Ring
36 - A group of troubadours visit and entertain the village. Check to Intrigue and -1 Fate.
37 - A goose on your manor lays a golden egg! +1 Libra. Check Faerie Lore.
38 - Your house cat catches all the rats this year. +1 Librum. All vermin cleared.
39 - A traveling druid or priest blesses you and your manor. +3 Luck all year. -1d3 Fate.
40 - You catch a poacher trying to hunt your deer. +1 Librum. Check to Awareness.
41 - Your village wise woman gives good advice this year. -1d2 Fate.
42 - A neighboring knight says his family owes yours a favour which has never been claimed. He will send aid for free. Once.
43 - A fabulous group of merchants set up market near your village for a week. City price and items list may be used.
44 - The peasants keep the manor roads clear and the carts well oiled this year. -1d3 Fate. (and clears all roads).
45 - The peasant Levy from an overrun manor to the east offer to join you for free.
46 - Your clothes are particularly fashionable this year. +3 APP.
47 - Your wife has the Gentlewoman bonus this year.
48 - A wandering minstrel entertains your household and teaches you how to sing and dance. Check to Singing and Dancing.
49 - A faerie whispers a premonition in your ear while you're sleeping. Re-roll any roll once this year.
50 - Your sister/wife finds a four leafed clover. -1d3+1 Fate. Check Folk Lore.
51 - A Blackbird nests in your manor this year. -1D6 Fate. +1 Luck all year.
52 - Your cat senses the weather well this year. -5 Weather Strength.
53 - You reclaim another crop field from the waste. +1 Librum permanent (til fire).
54 - Your trees bear abundant fruit this year. +1d2 Libra.
55 - A merchant offers exquisite clothing for sale at a reduced price. Spend up to ?6 Libra and double it in value.
56 - You have a vivid holy vision. Roll vs. Piety. Success grants religious bonus for the year or check to Piety.
57 - The Gods of War look favourably on your lands. Ignore all raid/attack rolls for the next 3 years.
58 - You catch a fish! Check Boating and Hunting.
59 - The villagers swear they saw the Questing Beast (Faeire Lore to know it, and Check Faerie lore). -1d6 Fate
60 - Sir Elad visits for the Winter. He discusses war and battle tactics with you. Check Battle and Siege.

bigsteveuk
07-10-2009, 08:16 AM
Nice work, like em.

Did you finish the bad luck one also or is that the next job?

Sir Pramalot
07-10-2009, 10:31 AM
oops. Yes here are the last few Bad Luck events I used.

50 - Countess Ellen and her retinue visit. Cost ?1d3+1. Subtract now from Treasure of this will be an expense.
51 - Your Miller dies. +3 Fate. Food is scarce. Keep income the same and check to Selfish, or shift income down one level.
52 - Refugees arrive. You can keep them as extra peasants but this will cost. Turn them away gives a check to Cruel.
53 - The roads on your manor need extra maintenance (clearing brush, improving drainage etc). +1 Fate until repaired.
54 - Bard visits hall cost ?1d2+1 and tick intrigue (news) or faerie lore (tale).
55 - Animal/s (Wolves, Bear) worrying sheep, cattle +1d3 Fate until hunted.
56 - Shody builders. Pay ?1-3 to repair your last built structure or it is lost. Counts as your build for this year.
57 - Bishop Roger and his retinue visit. Pay ?1-3 in cost or check Worldy.
58 - Peasants are demotivated, even if happy. Successful Orate or +1-3 Fate.
59 - Fire destroys your crops! Shift *two* income levels down. There is virtually no food. (Orate gives -1 Hate Landlord!)
60 - Saxon Marauders ravage your land! Prepare for battle!

Hambone
07-16-2009, 02:15 AM
very well done! ;D