Non-Adventure Events

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TPK - The Pirates
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Non-Adventure Events

Post by TPK - The Pirates » Mon Aug 17, 2020 12:14 pm

Random Event Options: d20
Adventure - 1-11
Festival (Important Wedding, Religious Holiday, Event) - 12
Matter of Justice - 13
Diplomatic Incident - 14
Great Captain - 15
Intrigue - 16
Assassination - 17
Undead Incursion! - 18
Military (incl. Brigands/Monsters) - 19
Natural Disaster/Plague! - 20
[+] Non Adventure Events
Festival: Regent Action +2 OR LT Action +1/+1 per GB spent/+2 for a leadership nwp check (once). [u]You may spend GB without attending this event[/u]
Type Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Landed Rebellion Loyalty Drop 1 step Nothing Loyalty Increase/Shift Province Alignment if High
Unlanded Event: Great Captain Lose a Lieutenant Nothing Shift Province Alignment
Diplomatic Incident: Regent Action +2 OR LT Action +1 / gift +1 per gb / +2 for a Diplomacy and/or Etiquette nwp check of attending character (Once only each; therefore max +4)
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Event: 2x Military Event: Great Captain Nothing Foreign Aid: +d6 GB or RP
Matter of Justice: Regent Action +2 OR Lieutanant Action +1 / +1 per gb / +2 for a Diplomacy nwp check (once only)
Type Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Landed Major Failure Minor Failure Loyalty Drop Nothing
Unlanded Major Failure Minor Failure Event: Great Captain Nothing
NB: Matter of Justice can be resolved by a choice as well; Side with the Law: Great Captain, Side with the accused: Lose 1 Bloodline

Great Captain: Regent Action +2 OR LT Action +1 / gift +1 per gb / +2 for a Diplomacy nwp check of attending character
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Event: Great Captain [Spreads + Lose 1 holding level] Lose 2 holding levels Lose 1 holding level Gain a Lieutenant
Intrigue: Regent Action +2 OR LT Action +1 / +1 per GB / +2 Intrigue nwp Check (once)
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Event: Great Captain, 2d4+1GB stolen 2d4+1 GB stolen 2d2+1 GB stolen Nothing
Assassination: Regent investigates +4 OR LT Action +2/+1 per GB spent/+2 for an intrigue nwp check (once)
Terrible (2-4) Bad (5-8) Average (9-11) Good (12+)
Regent is Assassinated Lieutenant is Assassinated Local NPC is Assassinated (Event: Diplomatic Incident) Nothing
NB: GB Expenditure Capped at 5GB

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Undead/Military: 2d2+2 units appear
Will assault / pillage holding type listed if not dealt with; Brigands will have 2 Tier 4, 2 Tier 3, the rest irregulars
Monsters will have 1 Ogre, and 3-5 Gnoll, equivalent units
Undead will have 4-6 Undead units
--------

Plague: Automatic death check for everyone who has their capital in a plagued province.  NB: Plagued provinces cannot be ruled/settled in turn of a plague.  Unless province blessed, plague doesn't go away.
Natural Disaster: Potentially Building Damage, Roads Washed Away; Holding Reduced 1 level; +10% chance of death check if in your capital. Cost: 1GB per holding and building/fortification you have in the province struck, or they reduce a level.

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TPK - The Pirates
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Re: Non-Adventure Events

Post by TPK - The Pirates » Mon Aug 17, 2020 12:27 pm

Festival - Can Spend GBs without attending. Minimal expenditure ensures no negative impact save one province losing one level of loyalty. While not everyone has Leadership NWP, likely no impact really.

Diplomatic Event - Seems well-balanced and definitely a need to attempt to resolve.

Matter of Justice - Spending an action and GBs can still result in significant failure. Siding with the law is the de facto decision by most anyone. This costs nothing and turns a tough event into something more desirable (ie opportunity for a blooded LT in following turn). No upside to siding with accused (not worth the Bloodpoint loss).

Great Captain - Definitely needs to be resolved (particularly as one of primary mechanisms to gather blooded LTs now).

Intrigue - Little incentive to solve. If you expend an action and 5 GBs (and have the right skill), no impact. Better to play the odds and take the 2d4+1 (6 GB) loss. It's effectively cheaper to ignore in almost all cases (and actually many probably want it to roll low for the Great Captain opportunity).

Assassination - Definitely needs to be resolved.

Undead/Military - Fine as is.

Plague - Add in a chance for spread based on roads and trade routes (sea and land)? Plague should scare the crap out of people :)

Natural Disaster - Fine as is.

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TPK - The Pirates
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Re: Non-Adventure Events

Post by TPK - The Pirates » Mon Aug 17, 2020 12:28 pm

Biggest gaps - Festival, Intrigue, Matter of Justice.

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YK - Yuri Khavlor
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Re: Non-Adventure Events

Post by YK - Yuri Khavlor » Mon Aug 17, 2020 12:44 pm

Matter of Justice: I have taken the Blood point hit for matter of Justice in the past. I generally try to pick the ruling based on the description, only taking the action if its something that can think up an outside the box decision for the issue. Treated as a pure mechanical issue, I would agree with the assessment otherwise.

Undead/Military: Should scale based on the Turn of the game (I think Juan does this anyways)

Plague - Maybe affects all domains with holdings in province. Risk to regent is no longer rare, being an issue only if a capital is struck. Consider preventing muster actions, morale checks are required for units to enter the plagued province. Death check at end of turn, if holdings not disbanded or Plague 'resolved'.

Natural Disaster- Seems like a mild Tax. Early game few buildings to impact. Mid-Late is equivalent of reducing income barely. Does not feel like a disaster. Consider scaling by turn, and create the possibility of outright destroyed holdings or buildings. Possibly a penalty or prohibition on rule /build actions until a 'special' build project is completed.

Intrigue: Should not be resolved until it is addressed. Rolling for consequences every turn it remains unaddressed, by converting to an ongoing "corruption" event.

Great captains: Consider, Great Captain events that are the result of ignored/failed events, are not recruitable as Lieutenants by the events targeted domain (or its allies), regardless of how well the matter is resolved.
Last edited by YK - Yuri Khavlor on Mon Aug 17, 2020 12:47 pm, edited 1 time in total.
YK - Yuri Khavlor
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“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"

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AaH - Avicerra al Hamam
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Re: Non-Adventure Events

Post by AaH - Avicerra al Hamam » Mon Aug 17, 2020 12:47 pm

Like all the suggestions from SAS. Good ideas!

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TPK - The Pirates
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Re: Non-Adventure Events

Post by TPK - The Pirates » Mon Aug 17, 2020 12:52 pm

I like Intrigue just continuing -- essentially a perma tax until an action is expended.

Great Captain - I'd like if they can't be brought on as a LT by anyone (if from failed/unresolved events). Saying just not by allies has too many work arounds as well as the option of outside parties to adversely impact.

Plague - Having it expand by trade routes, roads, etc would be fun. Definitely one of the events most try to resolve actively.

Natural Disaster - Definitely should scale with where the game/affected region is at.

Matter of Justice - Still needs tweaking, even if side with Blood is being chosen it is a minimal impact compared to what can potentially happen with major or minor loss.

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CIC - Duke Cicero
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Re: Non-Adventure Events

Post by CIC - Duke Cicero » Mon Aug 17, 2020 1:00 pm

I like those SAS ideas too, generally. I also like the TPK idea of (natural) plagues spreading via trade routes.

I really like the intrigue ideas. If thieves still from you, and you do nothing to stop it, why should they stop?
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A man so quick, he's even fast asleep!

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YK - Yuri Khavlor
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Re: Non-Adventure Events

Post by YK - Yuri Khavlor » Mon Aug 17, 2020 1:04 pm

It would be nice if some plague events could be addressed with other means then bless


Other Realm Magic (Dispel, Ward, others)
Self pillage to burn it out
Fortify Province to quarantine
'Special build' to obtain clean water source
(re)Settle Province to move populous away from desease sources
Research a cure
Adventure for a cure or eliminate the source

Like the adventure modifiers (ie. +2 EPL Class), these options can be added as a Plague modifier.
YK - Yuri Khavlor
Lord Mayor of Lyssan
“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"

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TPK - The Pirates
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Re: Non-Adventure Events

Post by TPK - The Pirates » Mon Aug 17, 2020 1:17 pm

Fortify province to quarantine -- only viable if no actual fortification comes of it. Otherwise you're essentially just redirecting a build action (or not if it is a strategic location).

Ward - I could see this, provided province or holdings are reduced (people dying and all).

Research a Cure -- So long as a Lab III+ and Hospital III+ are required this could work.

Self-Pillage - Very reasonable given past mechanisms for dealing with plague outbreaks.

Dispel - Shouldn't work if it is non-magical plague.

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TH - The Hunt
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Re: Non-Adventure Events

Post by TH - The Hunt » Mon Aug 17, 2020 2:25 pm

In the book, attending festival events was more important for priest regents than for everyone else... if we're keeping that, if they just spend gold and blow it off they suffer a regency failure.

I think the best incentive to solve an intrigue event is that if you don't, it will keep sucking your GB out turn after turn. Embezzlers usually aren't the sort of people who know when to stop. (Though, to start with, 'I have better things to do than stop a little corruption' isn't better than saying 'I have better things to do than defend a village'.)

Maybe a good way to balance Matter of Justice/Side with Law would be to have the Great Captain event trigger the same turn and at a penalty.

Natural Disaster could be more costly for higher-level provinces...
Last edited by TH - The Hunt on Mon Aug 17, 2020 2:31 pm, edited 1 time in total.
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