Monthly Events

Over the course of the castle’s construction, things may not always go as planned. Each month, the referee should roll 1d100 on the following table to check for unplanned hazards and events. Referees are encouraged to add to this chart or customize it to better fit their own campaign.

No Unusual Event

More often than not, nothing out of the ordinary will occur during the course of the month. In such cases, a full four weeks of construction is completed without major accidents or mishaps.

Bad Weather

Depending on the area in question, this could be anything from a sandstorm to a bad series of thunderstorms or a blizzard. In any case, no work is possible for the entire month. Note that the bad weather is not assumed to last the entire month, but rather that much of the work done during this period is spent countering the event. For example, waiting for the land to dry after a severe rainfall, removing the sand or snow following a sandstorm or blizzard, and so forth.

Severe Weather

Severe weather conditions are dangerous indeed. They not only halt work for the month, just as bad weather would do, but set the project back by 2-8 (2d4) weeks. In order to keep things simple, just roll 2d4 and add that many weeks to the completion date of the project.

Monster Attack

Some sort of monster or great beast is stalking the area! The construction crew will lose 2-20 (2d10) laborers to its hunting or evil manipulations. Funeral expenses will be 100 gold pieces for each man. Once that is out of the way, the player characters must seek out and destroy the beast. The DM should make this a separate adventure. No work on the castle can be done until after the beast is hunted down and destroyed or otherwise pacified.

Highwaymen

A band of thieves and murderers has started stalking the supply routes to the castle. Because of their pillaging, work is reduced to half speed (that is, one week of work is done every two weeks) until they are dealt with. As with the previous entry, the DM should make resolving this an adventure of its own.

Local Unrest

The actions of the work force or player characters have stirred up the local population and they no longer support the construction of the castle. In fact, they demand that all work be stopped and the existing constructions be torn down. Work will stop for 1d4weeks. After that time, construction may continue, but if the problem is not resolved it will be at half speed (one week of work every two weeks). Restoring the public’s faith in the project should be handled by role-playing and may or may not require an outlay of cash as a “sign of good intentions.”

Labor Dispute

The workers are up in arms about something. Perhaps it’s the player characters doing so much work with their magical items that they look bad or maybe it’s the working conditions. Whatever the reasons, their pay must be increased or all work will stop for 3-18 (3d6) weeks while new workers are recruited. In order to avoid the shut down, an additional 5 gold pieces per week must be paid to each man on the work force for the remaining duration of construction. For instance, a 1,500 man labor pool with 12 weeks to go on a project would require an additional 90,000 gold pieces in compensation. The money can be spent as a lump-sum at this point to avoid ongoing paperwork.

Raid

A neighboring power, whether another kingdom or just a powerful orc tribe, stages an attack on the castle. Their number will be roughly equal to the work force at the castle, making it a fair fight.

There are a number of ways to resolve such a struggle, but the one we recommend is with the BATTLESYSTEM miniatures rules and the supplemental material presented in this book. If the group is not interested in resolving the conflict en masse, then set it up as an adventure. At least a portion of the major battle should be fought, however, with the PCs playing an important role.

If the DM wishes, the event can simply be resolved with the elimination of 33-90% (30 + 3d20) of the laborers. These heroes died defending their castle and are entitled to a good burial and pensions for their families. The remaining portion of their wages is assumed to count for this. In addition, new workers must be hired at 10 gold pieces each per week for the rest of the project. Figure out this cost right now and pay it in advance to avoid long term accounting.

Call to Arms

The kingdom is at war! The king calls upon all of his vassals to send him aid in the form of troops or money. The PCs can decide that they will contribute.

If the PCs opt to send gold, they are expected to send gold equal to 5% of the castle’s total projected cost. Thus, a castle worth 2,500,000 gold coins would require a donation of 125,000 gold pieces.

If the PCs decide to send forces, they must give up 25% of their laborers for the rest of the project. Regardless of the new number of workers, construction on the castle slows to half speed (one week of work every two weeks) because of reductions in supplies and concern over the future of the kingdom.

It is also possible that the PCs may refuse the order, although this is a violation of their oaths to the king. If they do this, they will branded as rogues and subject to anything from an outright attack by the king’s forces to a revolt by the local populace and laborers. It is doubtful that the king’s enemies would treat them much better, for they have proven themselves to be untrustworthy.

In any of the above cases, the PCs are expected to travel to the king’s

castle and inform him of their choice in person. This should be an adventure planned out and run by the DM.

Civil War

One of the king’s vassals is in revolt! The PCs are bound by their oaths of fealty to aid the king in the war. Their choices are much the same as they are in case of a call to arms, save that they can opt to support either the existing ruler or the usurper. Making the wrong choice will cost them dearly in the end. If they support the king, and he is defeated, then they will be in a bad position to negotiate with the new ruler. If they support the usurper and he loses, then they are traitors to the crown and will probably be executed or banished from the kingdom.

Adventure possibilities run rampant here, and the good DM will require much role-playing before the civil war draws to a close. Just as with the call to arms (above), the PCs will be expected to appear before their king (and possibly his rival) to explain their actions and give their decision.

Royal Visit

The king is coming to inspect work on the castle. His visit makes for an excellent role-playing environment as the PCs attempt to prove their gratitude for the right to build this castle in the king’s name and stay on his good side. However, the royal presence has a negative impact on the work in progress, as everyone must stop working to make the area look as nice as possible for his royal highness. A total of 1-4 (1d4) weeks of work will be lost.

Bad Omens

Perhaps the stars are aligned poorly, or a black cat has been hanging around the construction site. Whatever the case, the PCs are advised to stop all work on the castle for 1 to 6 (1d6) weeks.

If they opt to ignore this warning, they must roll on the event table once per week for the duration of the crisis. In addition, any roll of 10 or less is re-rolled while the portents are unfavorable. An additional roll of “bad omens” increases the duration of the danger period and requires all rolls of 20 or less to be re-rolled. Further results of “bad omens” increase the hazardous time, but do not further modify the die rolls.

Natural Disaster

The most horrible of events, a natural disaster might range from an earthquake or volcanic eruption to a flood, tornado, or meteor impact. Whatever the case, the castle is in ruins. All work to date is lost and clean-up costs will consume the entire budget remaining for construction. In short, it’s back to square one.

Because of the severity of this event, the DM is encouraged to allow the characters a chance to thwart the calamity (or lessen its effects) with an adventure. Their quest should not be an easy one, as they are playing for keeps (sorry about the pun).

1d100 Event
01 - 65 No unusual event
66 - 75 Bad weather
76 - 81 Severe weather
82 - 83 Monster attack
84 - 85 Highwaymen
86 - 87 Local unrest
88 - 89 Labor dispute
90 - 91 Raid
84 - 85 Highwaymen
92 - 93 Call to arms
94 - 95 Civil war
96 - 97 Royal visit
98 - 99 Bad omens
100 Natural disaster

Comments

Please Login in order to comment!