MyNinjaSword
12-27-2017, 06:17 AM
So I have book of the manor, and I enjoy the idea that some unique and interesting calamity's and benefits could happen at a knights manor. But I wasn't a fan of all the listings on the tables and the way they are generated.
BTW all page numbers are for 5.2
For example having a dragon raid is as likely as a bandit raid.
So I made my own and took out what I didn't like and added stuff I do like!
I also made these tables keeping in mind the percentage chances on a 3d6, if you would like to see those chances then here: http://anydice.com/program/1
New Manorial Calamities
3d6
3: Giant moves into area, roll 1d20 (1-10 small; 11-18 standard; 19-20 Huge)
4-5: No Training this year
6-7: Village elder dies! Gain 1d6+3 Fate
8-9: Dispute among peasants, Justice Event!
10-11: Increase Hate Landlord by 1d3. Why? Because peasants are finicky like that.
12-13: Bad omen! Gain 1d6 Fate
14-15: Make a new enemy!
16-17: Bandits have moved into the area, and will continue to cause problems, +1d6 Fate, and +2 to Hate Landlord
18: A Faerie from the Other World comes to visit….
New Manorial Benefits
3d6
3: Liege gives you Hardened Chain-mail (12 Armor)*
4-5: Mentor rests in your manor over winter. Choose 2 training options this year.
6-7: Make a new friend!
8-9: Excellent accounting! +1d6 to Stewardship roll this year
10-11: Liege visits and gifts £1d6.
12-13: Good omen! Loose 1d6 Fate
14-15: Wandering Merchant offers half price on tapestries which double in value as treasure.
16-17:Builders owe you a favor. £1d6 of the next improvement is paid for.
18: A Faerie from the Other World comes to visit….
*Will have to change this as armor/time advances.
Now you'll notice that both of them have an option for a Faerie coming to visit. If a player rolls an 18 on the Benefit table then the Faerie will be a boon, but on the calamity table it'll be a hindrance. Now I enjoy having Faerie Beings from The Other World being incredibly strange and weird. I also think that if the player rolls an 18 on either table, the Faerie should cause some big change at least for a period of time on the land or character.
For inspiration on the Faeries, who they are, what they do, how they help or hurt the knights, I use a book called Fire on the Velvet Horizon
http://www.lulu.com/shop/scrap-princess-and-patrick-stuart/fire-on-the-velvet-horizon/paperback/product-22807768.html
https://www.youtube.com/watch?v=hPKe_YeYZAE Here's a review of the book that also gives some examples of the stuff in it.
This book is filled with weird ideas that I love. Just has an example if the player rolls an 18 on the Benefit table, I'll have them meet a Cryptospider. Which is a tiny, puny, weak spider that makes a deal with the knight. If the knight feeds the spider then the spider will make it's web near the players bed.
The Cryptospider's web can't catch flies but it can catch forgotten memories.
So while the Cryptospider lives near the player's bed I'll give the player 2 chances to increase skills that they failed the roll too increase and were checked during play (not by improvements). This is representative of when the player got a critical success they were able to do the task very well but maybe didn't cement it into memory.
I don't know how long the spider will live, but there's only a .5 or something chance that the players will see it, so i can afford to figure it out later.
Now another thing to note is that the tables have a meet a friend/enemy entry.
https://gspendragon.wordpress.com/2010/02/15/book-of-solos/
This chart is a little hard to read but if you look at the middle-top area on the first page it says "Enemy". That table has a bunch of stuff to figure out info about how the knight made a new enemy, who they are, and how angry they are. If you just flip the words from "hate" to words that mean the opposite this also works for figuring out who the Knights new friend is.
Now under Manorial Calamities there's an entry for having bandits in the area. I read somewhere in one of the books that the only way to handle bandits is through play! So I thought it would be cool if this would be an opportunity to use skirmish rules. But I need to know about the Bandits first, and it would help if the process was random so that I don't need to keep making new bandits, and it would have some nice cool rare moments, which are fun for me as the GM to think of.
So here's what I've come up with:
First roll a 2d6 to determine the amount of bandits in the area
2-100 Strong
3- 50 Strong
4- 40 Strong
5- 30 Strong
6-8- 20 Strong
9- 30 Strong
10- 40 Strong
11-50 Strong
12- 100 Strong
If even the 6-8 (most common results) seem too big, which they kinda do to me. I justify it by the fact that bandits are probably a common problem but they're only a serious one that need to be dealt with by the players like this when they are big, and there isn't that much of a chance this will happen either.
On rolls of 2 or 12 the Bandits are considered serious, regional threats, and the knights liege will send some knights (maybe friends of the players or famous knights like Sir Lycus) along with 1d3 librum for mercenaries to assist.
Otherwise this is a matter for the player knight to solve. The player should on their own be encourage to ask friendly NPC knights for help, and of course the other players, and otherwise take initiative on their own to protect their lands.
Now we need to know who the leader of the bandits is. Who's the guy that will be leading them into battle?
2d6
2-Renegade Knight, Battle Skill 20
3-Chieftain* Battle Skill 15
4-Warrior* Battle Skill 13
5- Above Average Bandit Battle Skill 9
6-8-Above Average Foot Soldier Battle Skill of 7
9- Above Average Bandit Battle Skill 9
10- Warrior* Battle Skill 13
11-Chieftain* Battle Skill 15
12- Renegade Knight, Battle Skill 20
*Use Saxon Chieftain, Saxon Warrior, or Pictish Warrior stats. You can also use the tables found on pages 247-251 to try to help find some stats for the leader.
Now we'll also determine the average quality of the bandits.
1d20
1-10: Low Quality, Peasants, see page 246 for stats
11-18: Medium Quality, Foot Soldiers page 206
19-20: High Quality, Warriors page 206 or 207
Alright one last homebrew rule!
If the knights outnumber the enemies enough to receive a bonus (See page 249, I know these are technically for big battles but I think applying them to skirmishes makes sense) such as 2:1, then give the enemy commander a modifier bonus to their Battle Skill equal to the bonus the knights receive for having a larger army, but the bonus only applies to the first tactics roll.
The logic behind this is that this would mean the bandits are quicker and probably don't want to engage with the larger army, that will probably win. So to reflect the difficulty the knight commander had in forcing a confrontation, while also making sure they were in a tactically sound position, we can give a bonus to the bandits.
But that's it!
I hope you at least enjoyed reading this and I really hope maybe someone might use these or at least hold on to some of the ideas.
Please feel free to critique the stuff here, maybe there's stuff I missed, or I'm just dumb and made a bad decision somewhere. Either way I would love to hear what anyone has to say.
BTW all page numbers are for 5.2
For example having a dragon raid is as likely as a bandit raid.
So I made my own and took out what I didn't like and added stuff I do like!
I also made these tables keeping in mind the percentage chances on a 3d6, if you would like to see those chances then here: http://anydice.com/program/1
New Manorial Calamities
3d6
3: Giant moves into area, roll 1d20 (1-10 small; 11-18 standard; 19-20 Huge)
4-5: No Training this year
6-7: Village elder dies! Gain 1d6+3 Fate
8-9: Dispute among peasants, Justice Event!
10-11: Increase Hate Landlord by 1d3. Why? Because peasants are finicky like that.
12-13: Bad omen! Gain 1d6 Fate
14-15: Make a new enemy!
16-17: Bandits have moved into the area, and will continue to cause problems, +1d6 Fate, and +2 to Hate Landlord
18: A Faerie from the Other World comes to visit….
New Manorial Benefits
3d6
3: Liege gives you Hardened Chain-mail (12 Armor)*
4-5: Mentor rests in your manor over winter. Choose 2 training options this year.
6-7: Make a new friend!
8-9: Excellent accounting! +1d6 to Stewardship roll this year
10-11: Liege visits and gifts £1d6.
12-13: Good omen! Loose 1d6 Fate
14-15: Wandering Merchant offers half price on tapestries which double in value as treasure.
16-17:Builders owe you a favor. £1d6 of the next improvement is paid for.
18: A Faerie from the Other World comes to visit….
*Will have to change this as armor/time advances.
Now you'll notice that both of them have an option for a Faerie coming to visit. If a player rolls an 18 on the Benefit table then the Faerie will be a boon, but on the calamity table it'll be a hindrance. Now I enjoy having Faerie Beings from The Other World being incredibly strange and weird. I also think that if the player rolls an 18 on either table, the Faerie should cause some big change at least for a period of time on the land or character.
For inspiration on the Faeries, who they are, what they do, how they help or hurt the knights, I use a book called Fire on the Velvet Horizon
http://www.lulu.com/shop/scrap-princess-and-patrick-stuart/fire-on-the-velvet-horizon/paperback/product-22807768.html
https://www.youtube.com/watch?v=hPKe_YeYZAE Here's a review of the book that also gives some examples of the stuff in it.
This book is filled with weird ideas that I love. Just has an example if the player rolls an 18 on the Benefit table, I'll have them meet a Cryptospider. Which is a tiny, puny, weak spider that makes a deal with the knight. If the knight feeds the spider then the spider will make it's web near the players bed.
The Cryptospider's web can't catch flies but it can catch forgotten memories.
So while the Cryptospider lives near the player's bed I'll give the player 2 chances to increase skills that they failed the roll too increase and were checked during play (not by improvements). This is representative of when the player got a critical success they were able to do the task very well but maybe didn't cement it into memory.
I don't know how long the spider will live, but there's only a .5 or something chance that the players will see it, so i can afford to figure it out later.
Now another thing to note is that the tables have a meet a friend/enemy entry.
https://gspendragon.wordpress.com/2010/02/15/book-of-solos/
This chart is a little hard to read but if you look at the middle-top area on the first page it says "Enemy". That table has a bunch of stuff to figure out info about how the knight made a new enemy, who they are, and how angry they are. If you just flip the words from "hate" to words that mean the opposite this also works for figuring out who the Knights new friend is.
Now under Manorial Calamities there's an entry for having bandits in the area. I read somewhere in one of the books that the only way to handle bandits is through play! So I thought it would be cool if this would be an opportunity to use skirmish rules. But I need to know about the Bandits first, and it would help if the process was random so that I don't need to keep making new bandits, and it would have some nice cool rare moments, which are fun for me as the GM to think of.
So here's what I've come up with:
First roll a 2d6 to determine the amount of bandits in the area
2-100 Strong
3- 50 Strong
4- 40 Strong
5- 30 Strong
6-8- 20 Strong
9- 30 Strong
10- 40 Strong
11-50 Strong
12- 100 Strong
If even the 6-8 (most common results) seem too big, which they kinda do to me. I justify it by the fact that bandits are probably a common problem but they're only a serious one that need to be dealt with by the players like this when they are big, and there isn't that much of a chance this will happen either.
On rolls of 2 or 12 the Bandits are considered serious, regional threats, and the knights liege will send some knights (maybe friends of the players or famous knights like Sir Lycus) along with 1d3 librum for mercenaries to assist.
Otherwise this is a matter for the player knight to solve. The player should on their own be encourage to ask friendly NPC knights for help, and of course the other players, and otherwise take initiative on their own to protect their lands.
Now we need to know who the leader of the bandits is. Who's the guy that will be leading them into battle?
2d6
2-Renegade Knight, Battle Skill 20
3-Chieftain* Battle Skill 15
4-Warrior* Battle Skill 13
5- Above Average Bandit Battle Skill 9
6-8-Above Average Foot Soldier Battle Skill of 7
9- Above Average Bandit Battle Skill 9
10- Warrior* Battle Skill 13
11-Chieftain* Battle Skill 15
12- Renegade Knight, Battle Skill 20
*Use Saxon Chieftain, Saxon Warrior, or Pictish Warrior stats. You can also use the tables found on pages 247-251 to try to help find some stats for the leader.
Now we'll also determine the average quality of the bandits.
1d20
1-10: Low Quality, Peasants, see page 246 for stats
11-18: Medium Quality, Foot Soldiers page 206
19-20: High Quality, Warriors page 206 or 207
Alright one last homebrew rule!
If the knights outnumber the enemies enough to receive a bonus (See page 249, I know these are technically for big battles but I think applying them to skirmishes makes sense) such as 2:1, then give the enemy commander a modifier bonus to their Battle Skill equal to the bonus the knights receive for having a larger army, but the bonus only applies to the first tactics roll.
The logic behind this is that this would mean the bandits are quicker and probably don't want to engage with the larger army, that will probably win. So to reflect the difficulty the knight commander had in forcing a confrontation, while also making sure they were in a tactically sound position, we can give a bonus to the bandits.
But that's it!
I hope you at least enjoyed reading this and I really hope maybe someone might use these or at least hold on to some of the ideas.
Please feel free to critique the stuff here, maybe there's stuff I missed, or I'm just dumb and made a bad decision somewhere. Either way I would love to hear what anyone has to say.