This article continues on from "Make the World a Happening Place" and "Annual Events".
Monthly events are rolled up one of three tables, depending on what yearly event was rolled up. As with yearly events the tables and following explanations are taken from the monthly events which appear in Oriental Adventures, but are modified for western style campaigns, plus a few original contributions.
Monthly events are more local, where annual events affect an entire area, monthly events usually affect one community and its surroundings. The DM can also use the table for when your adventurers enter a community for the first time. The DM can roll to see what particular crisis the village or town is currently suffering.
| Table: | Table One: | Table Two: | Table Three: |
| Annual Event is: |
Assassination, Incursion, Political plot, Rebellion, War |
Natural disaster | Other. |
| Monthly Event | Table One | Table Two | Table Three |
|---|---|---|---|
| Accident | 01-05 | 01-05 | 01-05 |
| Bandit activity | 06-10 | 06-12 | 06-10 |
| Bad Harvest | 11-12 | 13-20 | 11-12 |
| Bad weather | 13-14 | 21-29 | 13-14 |
| Birth | 15-17 | 30 | 15-23 |
| Death | 18-21 | 31-35 | 24-27 |
| Earthquake, minor | 22 | 36-39 | 28-29 |
| Excessive taxes | 23-25 | 40-44 | 30 |
| Famous person | 26-27 | 45 | 31-35 |
| Fire, minor | 28-29 | 46-50 | 37-40 |
| Flooding | 30 | 51-55 | 41-42 |
| Haunting | 31-32 | 56-57 | 43-44 |
| Horrendous monster | 33-35 | 58-60 | 45-47 |
| Incursion, major | 36-43 | 61 | 48 |
| Incursion, minor | 44-53 | 62-63 | 49-50 |
| Injustice | 54-56 | 64-67 | 51-55 |
| Landslide | 57 | 68-71 | 56 |
| Major battle | 58-63 | 72 | 57 |
| Maiden of virtue | 64 | 73 | 58-62 |
| Maneater | 65 | 74-78 | 63-67 |
| Marriage | 66 | 79-80 | 68-76 |
| Notorious criminal | 67-68 | 81 | 77-85 |
| Plague | 69 | 82-86 | 86 |
| Recruiting | 70-76 | 87 | 87-88 |
| Troop movements | 77-86 | 88-89 | 89 |
| Uprising | 87-92 | 90-91 | 90 |
| Vengeful stranger | 93-95 | 92-95 | 91-95 |
| VIP visit | 96-00 | 96-00 | 96-00 |
Explanation of Monthly Events:
Accident: Some type of terrible accident occurs in the area. A bridge across a raging river may collapse, lightning may strike a building, a horse-drawn cart may plough into a crowd of people, a levee may break etc. The DM must decide what accident occurs. The accident at best causes inconvenience and at worst causes substantial loss of life. It will be the topic of conversation for some time afterward. [top]
Bad Harvest: Poor weather, lazy farmers, bad luck and greedy cows have combined to yield a poor crop. Farm income in the area is reduced by 25%. There is a 5% chance of a famine occuring, and the price of food increases by 50% for the rest of this month and the following two months. The peasants/lower class are dissatisfied and there is considerable grumbling about bad luck and ill fates. Often the poor harvest is blamed on the ruler of the land. Supposedly the poor crop is punishment for his/her evil actions. [top]
Bad Weather: The weather throughout the month is particularly foul. During winter roads are choked by blizzards and the air is freezing cold. In spring and autumn, the rains are particularly heavy, turning everything into a sodden morass. In summer the weather is exceptionally hot, broiling the community uncomfortably. All movement is reduced by 50% with a like effect on trade. Armies in the field suffer a 15% desertion rate during the month as the common soldiers decide they have had enough. During the farming season crops are damaged, reducing farm income by 15%. [top]
Bandit Activity: A force of 20-200 bandits has moved into the area and is being particularly active. The bandits may have been driven out of a neighbouring region or may have naturally gravitated here. They establish a stronghold in some remote place, preferably deep in the mountains. They have spies and informers in the towns and villages, appraising them of the movements of merchant caravans and treasury shipments. There is a base 50% chance that any caravan moving through the region is attacked, unless escorted by a strong force. Lone travelers and unescorted or poorly escorted caravans are attacked/robbed 80% of the time. Should any merchant or official be so indiscreet as to publicaly let out that he is transporting a valuable cargo, the caravan is automatically attacked. Of course, mercenary guards are in great demand. If the government of the area is effective, troops are called out to drive the bandits from the region. Merchants and travellers are suspicious of strangers. If the government troops are ineffective, the bandits stage raids on small villages, robbing their grain stores shortly after each harvest. The bandits remain in the area until they are defeated or the pickings become too slim to be profitable. [top]
Birth: Should any of the characters be married, the character learns at this time that he or she is to have a child. The actual birth will occur in nine months. If this does not apply, a local noble or government official has a child (95%) or there are reports of a miraculous birth of a child to a peasant/lower class family (5%). Should the child be born of a noble, it is an occasion for feasting and celebration for the noble and his retainers. If the birth is a miraculous one, it is an event of great wonder. The child is found in a vegetable patch, appears from the waters of a pool or spring, is found at a local shrine, etc. The peasant family is always honest, hard-working and pious. As the child grows through the years, he or she will prove to be exceptional in some way - great strength, cleverness, magical ability etc. Meanwhile the fortunes of the peasant family will rise and they will become leaders within their community. [top]
Death: A local noble or government official dies, either of natural causes, war, or misadventure. If the position vacated is hereditary, it is filled by his son (or daughter if an equal or matriarchal society). If the noble has no heirs, there is a 30% chance some other person has inherited the property, either through adoption or assignment of rights. In this case the succession goes smoothly. If the succession is unclear and there is a strong government in the area, the fief is assigned to a new lord by the court. At the court there is political manoeuvering to gain the fief on a scale appropriate to the value of the province (furious struggles erupt for control of a rich farming province, for eg). If the central government is weak or non-existent, neighbouring lords attempt to seize the fief through force of arms. This can lead to armed clashes across the province or land. If the vacated position is a government post, the central government appoints a new official who arrives in 2-7 weeks unless a local is appointed, in which case the waiting period is 2-16 days. During the interim no government duties relating to the post can be resolved. Thus, upon the death of a magistrate for example, no cases could be heard or resolved until the new magistrate arrived. [top]
Earthquake, Minor: The region is striken by a minor earthquake, affecting a five mile radius from the centre point chosen by the DM. Although loss of life is minor, 50% of the buildings in the area of the quake will be damaged. There is a 20% chance of a major fire occurring, and a 30% chance of a minor fire. The earthquake is preceded by tremors identical to those that precede a major quake. After the earthquake, the cost of building materials doubles for 1-2 months. [top]
Excessive Taxes: A new edict comes from the ruler of the land or area, setting the taxes upon the peasants at a high, perhaps impossible rate. The ruler may need to finance a military campaign, rebuild sections of the kingdom destroyed in a natural disaster, or may just be a corrupt, licentious spendthrift. If the taxes are at an impossible rate, poorer peasants are driven into poverty or debt-slavery (if such a thing exists in the area). Many may be forced to sell their lands at low prices and take up begging. Everyone tries to find ways to avoid the new taxes - petitioning for special exemptions, or smuggling or hiding their goods. There is a 30% chance of an uprising occurring and a 70% chance of an increase in bandit activity as the impoverished peasants flee to the hills. If the taxes are not impossibly high, there will be just a lot of grumbling by all classes, and the normal attempts at tax evasion as previously mentioned above. [top]
Famous Person: A person of great renown, but no official position, has arrived in the area. The person is noted for exceptional skill in some art, craft or other skill, or may be a famous adventurer. The person may also be a sage of repute. The person may have extraordinary skill at painting in a certain style, mastery of a particularly difficult type of poetry, superb form in a fighting style (maybe even the inventor of a type of fighting style), brilliance as a philosopher, or a reputation for pious behaviour while not being a priest - Ghandi for example. The person may have a class and level, or may just be a 0 level, or may have skills unavailable to normal characters. The famous visitor will attempt to arrive quietly and pass her time without arousing notice. However, rumours soon get about of his presence and his reputation. In addition, the famous person may have secret reasons for being in the area. The DM can create and add whatever complications she desires. The person remains in the area for 1d6 weeks. [top]
Fire, Minor: A large fire sweeps a city, town or village. If the fire occurs in a city 10-40% of the buildings are destroyed. If the fire is in a town, 50-70% are burned. If the fire is in a village 80-100% of the buildings are burned to the ground. Costs of building materials in the area are double the normal price for 1-3 months. Fortunately loss of life from the fire is minimal. Minor fires are a useful tool for the DM when he wishes to make some change in the buildings or day-to-day affairs of an established place. [top]
Flooding: Flooding is a sudden and less severe event than Floods in the Yearly Event table. Flooding is caused by the collapse of a levee, dam or dyke, or by a sudden cloudburst upstream. The water rushes over the countryside in a great wave 5d4 feet high. The wave is 101-200 feet wide, centered about the riverbed of its source. The wave rushes downstream for 1d6 miles before losing force. It can easily snap trees, tear down buildings, and sweep men and livestock away. All those caught in the path of the wave are swept downstream and will drown 75% of the time, unless they have some type of raft or other flotation device. After this passes the water level quickly drops. If the flooding is from a collapsed dam, dyke or levee, a water level of 3d12 inches remains in the area until the collapsed construction is rebuilt. Otherwise apart from some deep pools of water, the water level in the area is only 1d6 inches higher than normal, and will evaporate 1 inch per day (2 inches if the temperature is over 75 degrees F). [top]
Haunting: It is rumoured that some site in the region has recently been the centre of strange and supernatural events - often the site of a great battle, murder or accident. The DM decides whether the haunting is real or not. This event can be used to provide the party with a ready-made adventure. Hauntings may be a simple affair, or quite elaborate with the spirit returning to complete some arduous task left unfulfilled or to right some wrong (perhaps committed by a government official), or may just be nasty. [top]
Horrendous Monster: Some creature of great evil and power moves into the area and begins terrorizing the local communities. The DM should select the monster, either from those presented in the Monstrous Compendium/Manual, or a unique monster of his own creation. The lair of the monster is some secluded site hidden from its hunters. However, the general location of the lair is known to the local peasants. They do not attack the monster, afraid of its power. If the monster is not defeated or driven away soon, the villagers make offerings to it, hoping to appease it. In addition, others of its type (or young) appear in the same area and the infestation becomes stronger. Alternatively, the monster may gain evil human, humanoid or monster followers. Remember to play the monster as intelligently as its intellect allows. This event may be as simple or elaborate as the DM wishes. [top]
Incursion, Major: A strong force has moved into the region, with the intent of establishing a permanent home here. The force may or may not be friendly and good. Like the yearly event, this incursion is relative to the size of the territory. Unlike the yearly event, this incursion is not a gradual process but a rather sudden arrival of people or creatures from another area. Typical incursions are soldiers invading or retreating, refugees escaping disaster or war, bandits or monsters driven from another territory, nomads following game, or even hordes of prospectors attracted to a recent mineral find. [top]
Incursion, Minor: This is identical to a major incursion except that the forces involved are much smaller. Such incursions may be a band of thieves, reinforcements to a bandit gang, the punitive expedition of a neighbouring territory, the raiding party of a tribe of humanoids, etc. [top]
Injustice: Wickedness has seized control of the local government and/or courts. Corrupt and greedy magistrates and/or government officials are jailing and punishing innocent people. This evil may occur because the official has been bribed, wants to steal the property of the accused, is cruel, or is exacting official vengeance on rebels or traitors and their sympathisers. Such injustice can be stopped if evidence can be brought to higher officials (assuming they are not corrupt), or the player characters decide to act as protectors of the innocent. There is a 5% chance that a player character is wrongfully accused of a crime (20% if the player character has a powerful enemy). Optionally the injustice may be unintended, and the party could search for proof of this misunderstanding. [top]
Landslide: This event can only occur in mountainous or hilly regions. A major landslide or avalanche has blocked one of the main roads of the province. The road cannot be used until the landslide is cleared. The community must be mobilised to clear the road and the work takes 1-2 weeks unless magic is used to speed the task. Maiden of Virtue: (Although this event is written for a female, there is no reason why the person could not be male with some minor modifications). A young woman of exceptional grace, wit and beauty has appeared in the region. She may be the daughter of a powerful noble (50%), a maiden of mysterious or magical origin (30%), and exiled princess (10%) or simply a commoner (10%). She charms and impresses all who meet her. She has 1-4 artistic talents which may include an exceptionally fine writing style that reveals a pure nature, skillful playing of a musical instrument(s), and/or a clear singing voice. She is properly respectful of her parents (if she has any). If the maiden is any but the daughter of a powerful noble, she can be courted (and possibly wed) without the full formalities. However, being aware (but not vain) of her own qualities, whe does not accept just anyone. Her accepted suitor must posses exceptional qualities of his own. He should be a model of virtue and preferably be likewise skilled in the arts. He must also posses heroic qualities. To even attract her attention he must produce some artistic item of quality - a poem, painting, carving or similar. He must also have a charisma of at least 13. A player character who does not fit all these requirements may still court her, but it will be very difficult for him. Maidens of mysterious origin or princesses may set impossible tasks as a condition for any successful suitor. The social rank of the character is not as important as the qualities mentioned above. The handling of the courtship, the degree of attraction between the two, and the final result of any courtship are left in the capable hands of the DM. [top]
Major Battle: A large and important battle is fought in the region. As with war and similar events, the DM must decide the forces involved on each side and the site of the battle. Use of the BATTLESYSTEM Fantasy combat supplement or any similar rules, can be used to resolve this battle, possibly giving the player characters command of units on one side. If this approach is not used, the DM must determine the outcome of the battle. Prior to the engagement, there are many troops moving through the area (possibly creating interesting encounters). After the battle, the losers are forced to retreat, possibly in flight. During this retreat, many peasants take up arms to protect their farms and/or villages and hunt down the losers. Patrols of the victorious force scour the countryside looking for stragglers, deserters and small bands of the enemy. [top]
Maneater: A bear, wolf, tiger or similar creature has acquired a taste for human flesh and is raiding the local village, carrying off women, children, and farmers in their fields. The animal strikes once or twice a week, killing its prey and dragging it off into the woods. The villagers are paralysed by fear, unwilling to venture outside alone or after dark. They petition the government, a powerful NPC, or the player characters for aid. The maneater remains active until captured or killed. [top]
Marriage: Should one of the player characters currently be courting a member of the preferred sex, his or her proposal of marriage is accepted (unless the DM rules this does not happen for other reasons). If this is not the case, an important or influential person in the region either marries or completes marriage arrangements for one of his children. If the player characters are known to the NPC, they are invited to attend the wedding. In any case the wedding is cause for feasting and celebration. [top]
Notorious Criminal: A wanted villian is rumoured to be in the area. He/she may be a banished Lord/Lady who has secretly returned, a traitor fleeing the wrath of a ruler, an escaped convict, a famous bandit, etc. There may be a reward posted for the capture or slaying of the criminal. His/her prescence may only be a rumour, leading to nothing but a wild goose chase. [top]
Plague: See Plague in yearly events - although this is more localised. [top]
Recruiting: Men (and/or women, depending on the type of society) are needed to shoulder arms, and special measures are taken to recruit soldiers. These include conscription of the lower classes, bounties offered to capable officers, and recruiting gangs. If the characters do not want to be hustled off to the front line, they will have to do some fast talking (or something!) [top]
Troop Movements: Organised groups of soldiers, either friendly or enemy (or perhaps both at different times) sweep through the territory. In either case there may be a fair amount of looting and collection of food, utility items and transport. No repayment can be expected for this, although notes may be issued for items taken. There is a 10% chance a member of the party is arrested as a spy. Ranger characters may be given orders to spy on the enemy 40% of the time. Neither friendly nor enemy troops engage in wholesale pillaging (unless the enemy troops are on a raid). Barbarians and enemies on raids burn buildings and cause as much damage as possible in addition to carrying off anything of value. [top]
Uprising: Dissatisfied with their poor lot, the peasants/lower classes rise spontaneously in rebellion. They may be protesting an injustice, excessive taxes, or their general misfortune. The uprising may begin in one or two communities and spread quickly to the other rural areas of the region, or may be purely local. The peasants/lower classes will arm themselves with whatever is at hand - farm implements and weapons gathered from soldiers/guards they have hunted down. Only 10% of the peasants involved have proper armour. There is a 60% chance any evil or chaotic neutral temple in the area supports them, giving them troops, shelter and aid. If the current government is an evil one, the same is true for all good and neutral temples. The rebel peasants involved have no military plan or strategy, simply attacking and ambushing any troops and officials of the government they find. If a strong leader should arrive in their midst, they can be trained into an effective fighting force in 2-4 months. Of course, uprisings are dealt with severely by the government, and reinforcement troops (if available) are despatched to deal with it. No mercy or quarter is usually shown by evil governments, a fact which causes rebels to fight to the death. When an uprising occurs, there are many positions the player characters can fill - leaders of the uprising or commanders of the government forces being the most common. The party could go on a hurried quest to find a person or a magic or holy item the rebels or government need to win. Unless the player characters or outside influence manages to swing the balance of power, the uprising is doomed to failure. An evil government will execute all who took part (and their families for good measure), while neutral and benevolent governments will usually only execute the rebel leaders. The rebellion may not be a total waste, as there is a 70% chance that even an evil government will listen and react to the complaints of the lower classes, possibly lowering taxes or replacing the corrupt officials in the area. There is a 70% chance that there is increased bandit activity in the area for 1-3 months after the uprising, as the surviving peasants take to the hills to escape punishment. As with war and rebellion, the DM must determine the size and type of the forces involved. [top]
Vengeful Stranger: A mysterious NPC arrives in the area, searching for a particular person. He/she travels through the region making discreet inquiries in the villages and towns. He or she seeks revenge for some past wrong (possibly a murder or insult). If the player characters have offended or wronged some family or person in the past, the stranger is looking for her/him/them. He learns their whereabouts 70% of the time. The GM can use this as as basis for an adventure for his/her player characters. If the stranger is not looking for the player characters he/she may enlist their aid in the search (or the hunted person may do the same). Most often the local government is neutral in the matter, but if the GM decides, the local officials may decide to intervene. Should the stranger be hunting for the player characters and they kill him/her, this may be the cause of an ancestral feud between families. The stranger may also be an assassin, psychopath, or vengence seeker hired or deliberately misinformed by the party's enemies. [top]
VIP Visit: An important official comes on a formal visit to the territory. The purpose of his/her visit is left to the GM to decide. If the VIP has arrived to investigate the misdeeds of the local officials, they may try to eliminate him/her. However, in this case the VIP will be travelling in disguise. Player characters may be hired to protect the VIP or do away with him/her. Otherwise the visit is marked by official banquets and feasts (which the player characters may be invited to attend or be hired as bouncers/guards/entertainment). [top]
See Also:
Daily Events (coming)