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| + | ====== Campaign Events Chart ====== | ||
| + | Roll on this chart twice for each month of the season. | ||
| + | |||
| + | |||
| + | ^ Roll (d100) | ||
| + | | 1-3 | Accident | ||
| + | | 4 | Astral Conjunction | ||
| + | | 5 | Avalanche! | ||
| + | | 6-7 | Bad Weather | ||
| + | | 8-10 | Beached Whale | | ||
| + | | 11 | Bear Attack | ||
| + | | 12-13 | Blood Feud | | ||
| + | | 14-15 | Bragging Rights | ||
| + | | 16 | Death | | ||
| + | | 17 | Destruction of property | ||
| + | | 18-19 | Dire Omens | | ||
| + | | 20-21 | Disappearance | ||
| + | | 22 | Earthquake | ||
| + | | 23-24 | Enemy Among Us | | ||
| + | | 25-26 | Favor of the Gods | | ||
| + | | 27-28 | False Identity | ||
| + | | 29-31 | Fire | | ||
| + | | 32-33 | Food Shortage | ||
| + | | 34-36 | Foreigners! | ||
| + | | 37 | Gold Rush | | ||
| + | | 38-39 | Great Weather | ||
| + | | 40-41 | Herd of Caribou | ||
| + | | 42-44 | Inflation | ||
| + | | 45 | Injustice | ||
| + | | 46-47 | It Came from the Ice | | ||
| + | | 48 | Long Live the King | | ||
| + | | 49 | Magic! | ||
| + | | 50-51 | Marvel Team-Up | ||
| + | | 52-53 | Massacre | ||
| + | | 54-55 | Meteor | ||
| + | | 56-57 | Missionary | ||
| + | | 58 | New Sub Level | | ||
| + | | 59 | New Trade Route | | ||
| + | | 60 | New Trade Town | | ||
| + | | 61 | Notorious Crime | | ||
| + | | 62-63 | Pod of Whales | ||
| + | | 64 | Population Change | ||
| + | | 65-66 | Prize Fishing | ||
| + | | 67 | Rampaging Monster Back Home | | ||
| + | | 68-69 | Rescue Mission | ||
| + | | 70 | Rival Wizard | ||
| + | | 71-72 | Robbery | ||
| + | | 73-74 | Ship Lost at Sea | | ||
| + | | 75-77 | Sickness | ||
| + | | 78 | Skilled Laborer | ||
| + | | 79 | Stolen Map | | ||
| + | | 80 | Stormy Seas | | ||
| + | | 81-82 | Supply Problems | ||
| + | | 83 | Vengeful Stranger | ||
| + | | 84-85 | Vermin | ||
| + | | 86 | Visiting Ship | | ||
| + | | 87 | Wandering Monster | ||
| + | | 88 | Wars and Rumors of Wars | | ||
| + | | 89 | Where’ | ||
| + | | 90 | Whirlpool | ||
| + | | 91-99 | No Event | | ||
| + | | 100 | Combine Two | | ||
| + | |||
| + | |||
| + | ==== Explanation of events ==== | ||
| + | |||
| + | === Accident === | ||
| + | A major accident of some form occurs in the area. Perhaps an building collapses. Animals might stampede through the streets, a ship sinks in the harbor. At best the incident causes inconvenience (20% chance). At worst d100 people die. There is a percentage chance equal to the number of deaths that a friend, relative or ally of the PC’s is among the casualties. | ||
| + | |||
| + | === Astral Conjunction === | ||
| + | A celestial alignment lasting 1-3 days empowers the spirit world. | ||
| + | |||
| + | === Avalanche! === | ||
| + | A major avalanche happens while an expedition is headed to or from the ruins of the City. There’ | ||
| + | |||
| + | === Bad Weather === | ||
| + | 3-8 days of unseasonable downpours create deep mud and limit excavation in the ruins. | ||
| + | |||
| + | === Beached Whale === | ||
| + | A whale is beached 2-5 miles from Trade Town. It’s up to the DM to determine the type of whale; suggested issues that could arise - the group that finds it might claim it, creating conflict; a whale is a valuable food source for Trade Town, provides valuable oil, attract predators, and might attract an unusual wandering monster. | ||
| + | |||
| + | === Bear Attack === | ||
| + | The camps are on alert after a sentry is mauled by a polar bear. Is the bear a rogue animal, just passing through, or controlled by magic? | ||
| + | |||
| + | === Blood Feud === | ||
| + | Violence erupts into a full scale blood feud between two ship crews at the camps. | ||
| + | |||
| + | === Bragging Rights === | ||
| + | An NPC group gets farther into the dungeons than the PCs and starts bragging about their exploits. | ||
| + | |||
| + | === Death === | ||
| + | A friend, ally, henchman or relative of one of the PC’s has died, either due to natural causes, war, murder or misadventure. If the person concerned has no heirs there is a 30% chance of a dispute over the dead characters wealth and a 15% chance that one of the PC’s will inherit instead. Otherwise, the dead characters property is seized by the jarl. If the dead character held an important post or owned a business concern then the post remains vacant for D12 weeks until a successor is trained or appointed. Until that time, no duties relayed to the post may be performed and no decisions made. | ||
| + | |||
| + | === Destruction of property === | ||
| + | For some reason, something breaks. It could be a fishing pier swept away by a rain-swollen river, a stretch of road collapsing into a sink hole, a statue shattered, or the local cemetery defiled. Depending on the exact nature of the damage, the townsfolk might pitch in to repair the damage, demand the jarl take action, or sit around grumbling that “things aren’t what they used to be.” PCs who pitch in or pay to help repair the destruction will earn the respect of the residents. Those who were nearby when the damage occurred will be watched carefully and whispered about. | ||
| + | |||
| + | === Dire Omens === | ||
| + | A godi arrives bearing dire news that ill luck hangs over the camps after seeing a terrible omen. (The superstitious might suffer saving throws at -1 until the omen is resolved). | ||
| + | |||
| + | === Disappearance === | ||
| + | Someone goes missing from the camp. Roll a d6: | ||
| + | <WRAP indent parchment> | ||
| + | ^ d6 ^ Result | ||
| + | | 1-3 | Taken | | ||
| + | | 4 | Eaten | | ||
| + | | 5 | Murdered | ||
| + | | 6 | Missing | ||
| + | |||
| + | == Taken == | ||
| + | The inhabitants of the Tower of Pain, who wish to learn about the camp, have carried off a subject for experimentation. | ||
| + | |||
| + | == Eaten == | ||
| + | An appropriate wandering monster (either from the city or the wilds) has come hunting and mauled a Northman. | ||
| + | |||
| + | == Murdered == | ||
| + | A body is found murdered and dumped, setting off an inquiry or investigation. | ||
| + | |||
| + | == Missing == | ||
| + | Perhaps a drunken raider falls in the ocean, passes out in the cold, or otherwise suffers a normal accident (the body may never be found). | ||
| + | </ | ||
| + | |||
| + | === Earthquake === | ||
| + | A minor earthquake strikes the region. d10% of structures are damaged (starting with those of poorest quality) and D4% of the local population become casualties. Half of whom are killed, the other half injured or maimed. There is a 20% percent of a minor fire (as per the monthly result) occurring and a 5% chance of a serious fire (as per the yearly event) occurring. After the earthquake the cost of building trebles for D6 months. | ||
| + | |||
| + | === Enemy Among Us === | ||
| + | Trade Town represents an isolated outpost of humanity at the top of the world… ideal for a menacing anthrophage. | ||
| + | |||
| + | Examples might be a vampire or nosferatu (especially one that can survive in the weak northern daylight), a werewolf or lycanthrope, | ||
| + | |||
| + | === Favor of the Gods === | ||
| + | Opposite of dire omens, a godi pronounces a period of divine favor due to favorable omens; good luck is experienced by all the believers (+1 to saving throws during the favorable period). | ||
| + | |||
| + | === False Identity === | ||
| + | The players are falsely accused by an NPC group – this could trigger a blood feud, require mediation, lead to a duel or a Thing. | ||
| + | |||
| + | === Fire === | ||
| + | Fire is a deadly hazard; roll d6: | ||
| + | <WRAP indent> | ||
| + | ^ d6 ^ Result | ||
| + | | 1 | Affects the players directly (their camp or ship) | | ||
| + | | 2-4 | Affects an NPC camp or ship | | ||
| + | | 5-6 | Affects a building in Trade Town | | ||
| + | </ | ||
| + | |||
| + | === Food Shortage === | ||
| + | Food scarcity, roll a d6: 1-4 affects Trade Town, 5-6 affects the camps. | ||
| + | |||
| + | === Foreigners! === | ||
| + | Interlopers from a foreign country have shown up on Thule. | ||
| + | |||
| + | === Gold Rush === | ||
| + | A trader group returns to town with stories of a mother lode roll d6: 1-2 gold 3-4 gems 5-6 crystals - in a ruined building. | ||
| + | |||
| + | === Great Weather === | ||
| + | The weather becomes unseasonably sunny and warm (reaching the 40’ | ||
| + | |||
| + | === Herd of Caribou === | ||
| + | A herd wanders within a few miles of camp, creating an opportunity for hunting and laying in supplies. | ||
| + | |||
| + | === Inflation === | ||
| + | As summer wears on, success in the ruins creates wealth with the raider and prices in the Trade Town begin to cycle higher. | ||
| + | |||
| + | === Injustice === | ||
| + | A corrupt official has knowingly punished or imprisoned an innocent citizen, whether due to bribery, cruelty or a desire for something the wronged person has in their “possession” - such as riches or the wronged persons husband/ | ||
| + | |||
| + | === It Came from the Ice === | ||
| + | A group hunting in the hills or mountains nearby finds something of general interest. | ||
| + | |||
| + | Roll d6: | ||
| + | <WRAP indent> | ||
| + | ^ d6 ^ Result | ||
| + | | 1 | Entrance to a lost Hyperborean temple | ||
| + | | 2 | Cave lair of a monster | ||
| + | | 3 | Standing stones of the hidden people | ||
| + | | 4 | Crater with a chunk of meteorite (star rock) | | ||
| + | | 5 | Crater with a fragment from deep space (satellite, probe, or ship fragment) | ||
| + | | 6 | Encampment of berserkers | ||
| + | </ | ||
| + | === Long Live the King === | ||
| + | The king is dead. News reaches the islands via ship that a king back home has died, and the various jarls are competing for the succession and choosing a new king. 20-30% of the ship crews make ready to sail home early (there will be like 4-5 distinct Northmen kingdoms). | ||
| + | |||
| + | === Magic! === | ||
| + | A magical event occurs to brighten up the dreary lives in Trade Town. A wandering wizard comes to town with his pyrotechnics show, a local mage inadvertently transforms himself into a strange form or blows up his lab, or a magic artifact is discovered in the course of daily life. | ||
| + | |||
| + | === Marvel Team-Up === | ||
| + | An NPC party approaches the group to team-up for equal shares. | ||
| + | <WRAP indent> | ||
| + | ^ d6 ^ Result | ||
| + | | 1-2 | They want to help the party explore their current area | | ||
| + | | 3-4 | They want the player’ | ||
| + | | 5-6 | The NPC’s want to ambush the group in the ruins | | ||
| + | </ | ||
| + | |||
| + | === Massacre === | ||
| + | Stories drift back to town about a prominent NPC group being massacred in the ruins or dungeons; some kinsmen of the group offer a reward for justice. | ||
| + | |||
| + | === Meteor === | ||
| + | A meteor, drawn by the Beacon (see letter F - Central Command), streaks towards the island and crashes somewhere in the mountains near the city. Was it just a star rock, or did it bring a space devil with it to menace the earth? | ||
| + | |||
| + | === Missionary === | ||
| + | A foreign priest from the continent arrives on one of the longships - perhaps the captain is a convert to the new religion. | ||
| + | |||
| + | === New Sub Level === | ||
| + | An NPC party returns to town with news that they’ | ||
| + | |||
| + | === New Trade Route === | ||
| + | The Northmen have discovered a habitable island to the south and west of Thule and a colony is being established there. | ||
| + | |||
| + | === New Trade Town === | ||
| + | A competing Jarl from another kingdom sends a force of Northmen to create a second beach head on Thule. | ||
| + | |||
| + | === Notorious Crime === | ||
| + | A particularly heinous crime or series of crimes in the region is either blamed on one or more PC’s (50% chance) or results in the death/ | ||
| + | |||
| + | === Pod of Whales === | ||
| + | A small pod of whales is seen off the coast, or perhaps in a nearby fjord, bay or estuary. | ||
| + | |||
| + | === Population Change === | ||
| + | There’ | ||
| + | |||
| + | === Prize Fishing === | ||
| + | One of the groups that does a lot of fishing comes back with a prize catch - cheap food for all. | ||
| + | |||
| + | === Rampaging Monster Back Home === | ||
| + | A ship arrives bringing news of trouble back home - a rampaging monster(s). | ||
| + | |||
| + | === Rescue Mission === | ||
| + | Survivors stumble back to camp with stories of how the rest of their group was captured in the ruins. | ||
| + | |||
| + | === Rival Wizard === | ||
| + | A rival wizard arrives on Thule, begins staying in Trade Town and organizing expeditions into the Black City. Unlike Shafat, this wizard might accompany some parties personally and see the city firsthand. | ||
| + | |||
| + | Alternatively, | ||
| + | |||
| + | === Robbery === | ||
| + | A prominent robbery takes place - roll d6: 1-3 the players are targeted, 4-6 it happens to another group. | ||
| + | |||
| + | === Ship Lost at Sea === | ||
| + | News of a missing ship reaches camp and could generate searches or rescues. | ||
| + | |||
| + | It’s up to the DM whether the group had friends, enemies, or another interest in the ship and it’s cargo, and thus a reason to be concerned about the loss. | ||
| + | |||
| + | === Sickness === | ||
| + | Disease spreads through the camps near Trade Town, or an acute illness strikes down a lot of men at once. Obvious choices might be dysentery or a gastro disease, severe flu, or something new and alien (brought out of the ruins). | ||
| + | |||
| + | === Skilled Laborer === | ||
| + | A new skilled craftsman arrives on an incoming ship and begins offering work in Trade Town: | ||
| + | <WRAP indent> | ||
| + | ^ d6 ^ Result | ||
| + | | 1 | Alchemist / Healer | ||
| + | | 2 | Bowyer | ||
| + | | 3 | Carpenter and Shipwright | ||
| + | | 4 | Cook | | ||
| + | | 5 | Goldsmith and Jeweller | ||
| + | | 6 | Leatherworker | ||
| + | |||
| + | === Stolen Map === | ||
| + | A jealous NPC group makes a concerted effort to steal the player’ | ||
| + | |||
| + | === Stormy Seas === | ||
| + | Rough seas and bad winds make leaving the island impossible or extremely treacherous for a period of 3-10 days. There’ | ||
| + | |||
| + | === Supply Problems === | ||
| + | Critical supplies in Trade Town or amongst the camps become rare, causing problems with daily life or making it harder to restock between expeditions. | ||
| + | |||
| + | === Vengeful Stranger === | ||
| + | A mysterious stranger seeking vengeance for some perceived wrong arrives in the region, looking for a specific individual or small group (50% chance the target of this vengeance happens to be one or more PC’s). He finds the foe he seeks 70% of the time and, even if not looking for the PC’s in particular, they may find themselves caught up in the action, either as by-standers during an attack or as hired bodyguards for one of the intended victims. | ||
| + | |||
| + | === Vermin === | ||
| + | The camps become infested with vermin - rats or mice brought on a ship eat food stores, chew backpacks and adventuring gear in the night, spread disease. | ||
| + | |||
| + | === Visiting Ship === | ||
| + | Unlike some of the entries that imply colonization and competition ( like New Trade Town or Foreigners!), | ||
| + | |||
| + | === Wandering Monster === | ||
| + | A massive wandering monster visits Southern Thule like a force of nature - identify an appropriate monster, something with 20 HD+, like a dragon turtle, ancient dragon, massive kraken or sea monster, or equivalent. | ||
| + | |||
| + | === Wars and Rumors of Wars === | ||
| + | News reaches Thule that two Northman kingdoms back home are at war. (Assuming there are 4-5 different loose nationalities represented in the crews of Thule, this could plunge 40% of the camp into immediate conflict). | ||
| + | |||
| + | === Where’ | ||
| + | One morning, the tower of Shafat at Trade Town is completely gone, with no trace of the wizard. | ||
| + | |||
| + | === Whirlpool === | ||
| + | Real-world whirlpools often form in the confluence of estuaries and channels between islands; a large whirlpool forms somewhere in the archipelago. | ||
| + | |||
| + | === No Event === | ||
| + | Nothing out of the ordinary happens this period. | ||
| + | |||
| + | === Combine Two === | ||
| + | Roll twice on this table and combine the results into one event! | ||
| + | |||
| + | |||
| + | \\ | ||
| + | |||
| + | Most of this is adapted [[https:// | ||
| + | |||
| + | |||
| + | {{tag>dm chart}} | ||



