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.
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.