House Rules: Nation Building Events

Listed below are unusual events that can happen during a nation's Event Phase. Most events occur immediately and are instantaneous or terminate at the end of the Event Phase. Unless otherwise stated, the effects from the events last until the end of the next Event Phase.

Some events impact the whole nation, while others are centered on a specific settlement or hex. Roll on Table: Event Type and Danger Level to determine the type of event and whether it is beneficial or harmful. Then roll on the appropriate beneficial or dangerous settlement or nation event table. If this results in an invalid event (such as a pilgrimage when there are no Cathedrals, Shrines, or Temples in the nation), roll again.

Any time an event requires the Ruler to make a check, the Consort or Heir may make the check instead with a -4 penalty.

Continuous Events: A continuous event's effects continue each turn during the Event Phase until you resolve the event (as explained in the event description, usually by succeeding at a Leadership check).

Localized Events: Some events are listed as "settlement" or "hex." The effect of these events are localized to a single settlement or hex. Randomly select a settlement or hex for the location of that event. Some events (such as a feud) could be confined to a settlement or start in one settlement and spread to affect the entire nation, depending on whether they're rolled on one of the Nation Events tables or one of the Settlement Events tables.

Settlement Modifiers: Some events adjust settlement modifiers (Crime, Lore, etc.). If an event is localized to 1 settlement, its settlement modifier adjustments apply only to that settlement; if it's localized to a hex, it affects only settlements in that hex. If the GM is using settlement modifiers for the entire nation and the event is not localized, its adjustments apply to the final modifier for the entire nation. For example, the new subjects event increases Society and Stability for the entire nation by 1.

Hiring Adventurers: Once per Event Phase, you can hire NPC adventurers to help deal with an event, gaining a bonus on one Economy, Loyalty, or Stability check made as part of that event. Adventurers of levels 1–2 grant a +2 bonus on the check and cost 4 BP; adventurers of levels 3–5 grant a +5 bonus on the check and cost 8 BP; adventurers of level 6+ (but never higher than your APL) grant a +10 bonus on the check and cost 16 BP.

Table: Event Type and Danger Level

d% Event
01–02 Natural blessing and roll again1
03–04 Good weather and roll again1
05–25 Beneficial nation event (Table: Beneficial Nation Events)
26–50 Dangerous nation event (Table: Dangerous Nation Events)
51–75 Beneficial settlement event (Table: Beneficial Settlement Events)
76–96 Dangerous settlement event (Table: Dangerous Settlement Events)
97 Bandit activity and roll again2
98 Squatters and roll again2
99 Monster attack and roll again2
100 Vandals and roll again2
1If the reroll indicates the same event, ignore the duplicate event and do not reroll again.
2If the reroll indicates the same event, the second event occurs elsewhere in the nation.

Table: Beneficial Nation Events

d% Event
01–07 Archaeological find
08–12 Diplomatic overture
13–20 Discovery
21–31 Economic boom
32–39 Festive invitation
40–53 Food surplus
54–66 Good weather
67–75 Land rush
76–85 Natural blessing
86–90 New subjects
91–100 Political calm

Table: Dangerous Nation Events

d% Event
01–05 Assassination attempt
06–18 Bandit activity
19–28 Feud
29–41 Food shortage
42–51 Improvement demand
52–59 Inquisition
60–64 Large disaster
65–76 Monster attack
77–84 Plague
85–92 Public scandal
93–100 Smugglers

Table: Beneficial Settlement Events

d% Event
01–14 Boomtown
15–26 Discovery
27–40 Justice prevails
41–46 Noblesse oblige
47–58 Outstanding success
59–66 Pilgrimage
67–72 Remarkable treasure
73–81 Unexpected find
82–93 Visiting celebrity
94–100 Wealthy immigrant

Table: Dangerous Settlement Events

d% Event
01–10 Building demand
11–17 Crop failure
18–25 Cult activity
26–33 Drug den
34–41 Feud
42–49 Inquisition
50–54 Localized disaster
55–61 Monster attack
62–66 Plague
67–74 Sensational crime
75–80 Slavers
81–90 Squatters
91–100 Vandals

Events

Archaeological Find: A well-preserved ruin is found in your nation, with historical artifacts connected to the people who lived in your land long ago. Effect: Lore +1. If you have a Museum, the discoverers donate 10,000 gp worth of historical artifacts to its collection (if you have multiple Museums, choose one as the recipient).

Assassination Attempt: One of your leaders (determined randomly) is the target of an assassination attempt. If the target is a PC, the GM should run the attempt as an encounter, using an assassin of a CR equal to the targeted PC's level. If the target is an NPC, the Spymaster must succeed at a Stability check to prevent the assassination. If the assassination occurs, Unrest increases by 1d6 and the nation immediately incurs the penalties for not having a leader in that role.

Bandit Activity (Continuous): Bandits are preying upon those who travel through your nation. The Marshal must attempt a Stability check. If you succeed, your nation's defenses stop the bandits before they cause any harm. If you fail, the bandits reduce your nation's Treasury by 1d6 BP (each time you roll a 6, add the result to the total and roll again), and the event continues in the next Event Phase.

Boomtown (Settlement): Randomly select one settlement. Commerce booms among that settlement. Until the next Event Phase, Economy increases by the number of buildings in the settlement that grant an Economy bonus, and Corruption increases by 1d4 in that settlement.

Building Demand (Settlement, Continuous): The citizens demand a particular building be built (01–75) or demolished (76–100). Select the building type randomly from those available for the settlement. If the demand is not met by the next Event Phase, Unrest increases by 1. Alternatively, you can suppress the citizens' demands and negate the event by having the Ruler succeeding at a Loyalty check, but this reduces Loyalty by 2 and increases Unrest by 1.

Crop Failure (Settlement): Pests, blight, and weather ruin the harvest in the settlement's hex and all adjacent hexes. The Ruler and the Councilor must each attempt a Stability check. If both succeed, the problem is fixed before your nation takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep Phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep Phase.

Cult Activity (Settlement, Continuous): A religious cult of an alignment opposed to the nation's alignment begins kidnapping, converting, or even publicly sacrificing citizens. The High Priest must attempt a Loyalty check, and the Warden must attempt a Stability check. If both succeed, the cult is disbanded before your nation takes any penalties from the event. For each of these checks you fail, Unrest increases by 1 and Productivity, Society, and Stability decrease by 1. If both checks fail, the event continues in the next Event Phase.

Diplomatic Overture: A nearby nation sends an ambassador to you to negotiate an embassy (01–60), treaty (61–90), or alliance (91–100), as if using a diplomatic edict (see Special Edicts). If the GM doesn't have an appropriate nation in mind when this event occurs, determine the nation's alignment randomly; it may be hostile or friendly. The ambassador bears 1d4 BP worth of gifts for your nation.

Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.

Drug Den (Settlement, Continuous): One of your Houses or Tenements becomes a hive of illicit drug trade. The Enforcer must attempt a Loyalty check, and the Warden must attempt a Stability check, each with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, you eliminate the drug den before your nation takes any penalties from the event. If you fail at one check, Crime and Unrest increase by 1. If you fail at both checks, Crime and Unrest increase by 1; Economy, Loyalty, and Stability decrease by 1; and on the next Event Phase, a second drug den event occurs in the same settlement (01–50) or the nearest settlement (51–100).

Economic Boom: Trade is booming in your nation! Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Entertainers’ Troupe: A traveling circus or entertainers’ troupe from a neighboring nation visits your realm. You gain 1d4 BP and a +4 bonus on Stability checks until your next Event phase. Reduce your Unrest by 2.

Festive Invitation: Your nation's leaders are invited to a festival in a neighboring nation. If you attend and bring 1d4 BP worth of gifts, for 1 year Society increases by 1, Fame increases by 1 for any check relating to that nation, and you gain a +2 bonus on edict checks relating to that nation.

Feud (Settlement, Continuous): Nobles (or other influential rival groups) are bickering. The Ruler or Councilor must attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.

Food Shortage: Spoilage, treachery, or bad luck has caused a food shortage this turn. The Ruler must attempt a Stability check. If you succeed, Consumption in the next Upkeep Phase increases by an amount of BP equal to half of your nation's Size. If you fail, Consumption in the next Upkeep Phase increases by an amount of BP equal to your nation's Size.

Food Surplus: Farmers produce an unexpected windfall! In the next Upkeep Phase, the nation's Consumption is halved (but returns to normal on the next turn).

Foreign Spy: A spy from a foreign nation is discovered trying to find out the nation’s weaknesses. The Spymaster must attempt a Stability check. If you succeed, you halt the spy in the middle of their plans, and Unrest increases by 1. If you fail, the spy completes his objective and escapes, and Unrest increases by 1d4+1.

Good Weather: Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event Phase.

Improvement Demand (hex): This event is identical to the building demand event, but the citizens want the construction or destruction of a terrain improvement in the hex.

Inquisition (settlement, continuous): Zealots mobilize public opinion against a particular race, religion, nation, behavior, or nation leader. The Ruler or High Priest must attempt a Loyalty check. If you fail, the zealots run rampant; Infamy and Law increase by 1 and Lore, Loyalty, Productivity, and Stability decrease by 2. If you succeed, the zealots are somewhat suppressed; Lore, Loyalty, Productivity, and Stability decrease by 1. Two successful checks in a row end the event (if a check ends the event, no penalties from it occur that turn).

Justice Prevails (settlement): Authorities shut down a major criminal operation or thwart a plot against the settlement. Law and Loyalty increase by 1 and Crime and Unrest decreases by 1.

Land Rush: Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your nation, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. The Ruler or Marshal must attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Edict Phase, remove this event's changes to Productivity, Society, and Stability.

Large Disaster (Hex): A fire, storm, earthquake, flood, massive sabotage, or other disaster strikes! Roll 1d6; on a result of 1–5, the disaster threatens only 1 improved hex. On a result of 6, the disaster is widespread and threatens 1d6 additional improved hexes adjacent to the target hex. The Marshal must attempt a Stability check for each threatened hex; failure means the disaster destroys one terrain improvement in the hex and Unrest increases by 1. (This Stability check represents your nation's ability to prepare for or react to the disaster as well as the structure's ability to withstand damage.)

Localized Disaster (Settlement): A fire, a flood, a storm, an earthquake, massive sabotage, or another disaster strikes the settlement! Roll 1d6 to determine how many buildings are threatened by the disaster. On a result of 6, the disaster is widespread and affects 1d6 additional buildings. The Warden must attempt a Stability check for each threatened lot; failure means the disaster destroys the building in that lot and Unrest increases by 1. (This Stability check represents your nation's ability to prepare for or react to the disaster as well as the structure's ability to withstand damage.)

Mercantile Contacts: The Magister or the Treasurer can attempt to use merchant contacts to find a specific magic item, making an Economy check for each item. If successful, a merchant finds the items and delivers them at the beginning of the next build phase. These items are available for purchase at the market price and are only available until the end of the month. Artifacts are not available through mercantile contacts.

Table: Mercantile Contacts

Nation Size Minor Magic Items Medium Magic Items Major Magic Items
1-10 1
11-25 2
26-50 3 1
51-100 4 2
101-200 5 3 1
(+100) (+1) (+1) (+1)

Monster Attack (Settlement, Continuous): A monster (or group of monsters) attacks the nation. The GM picks a claimed hex in the nation in which the monster is active. The CR of the monster encounter is equal to the party's APL + 1d4 – 1. You can personally deal with the monster (earning XP and treasure normally for your efforts) or the Marshal must succeed at a Stability check to eliminate it (which doesn't affect you or the nation's statistics). If the monster is not defeated this turn, Unrest increases by 4. If the monster is not defeated on the next turn, the monster's hex becomes unclaimed—this is in addition to losing control of hexes in the Upkeep Phase because of the nation's high Unrest score.

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your nation's morale. You gain a +4 bonus on Stability checks until the next Event Phase.

New Subjects: A small group of indigenous intelligent creatures joins your nation and submits to your rule. Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Noblesse Oblige (Settlement): A noble family offers to construct a Monument (01–50) or Park (51–100) in your settlement at the family's own expense. The nobles pay all costs and Consumption for this purpose.

Outstanding Success (Settlement): One of your nation's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your nation. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on Economy checks until the next Event Phase.

Pilgrimage (settlement): Randomly select one settlement with a Cathedral, Shrine, or Temple. Pious religious folk journey to your settlement, holding a religious festival in that settlement at no BP cost to you.

Plague (Hex or Settlement, Continuous): A deadly sickness strikes the target hex or settlement. You cannot construct terrain improvements or buildings there while plague persists. The High Priest and the Magister must each make a Stability check, each with a penalty equal to the number of Brothels, Foreign Quarters, Highways, Inns, Piers, Roads, Stables, Stockyards, Tenements, and Waterfronts in the hex, and a bonus equal to the number of Alchemists, Cathedrals, Herbalists, Hospitals, and Temples in the hex. If you succeed at both checks, the event ends, but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event Phase the plague spreads to an adjacent hex.

Political Calm: A sudden absence of political machinations coincides with an increase in public approval. Unrest decreases by 1d6. Until the end of the next Event Phase, you gain a +2 bonus on checks to resolve continuous events. If your nation has no Unrest and no continuous events, both Loyalty and Stability increase by 1. Law increases by 1 for the entire nation.

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader's spouse. Infamy increases by 1. The Councilor must attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a –4 penalty on all Loyalty checks until the next Event Phase.

Remarkable Treasure (Settlement): The settlement immediately fills one of its open magic item slots (selected randomly) with a better than normal item (medium if a minor slot, major if a medium slot). Treat the settlement's base value as 50% higher than normal for determining the item's maximum price. If the settlement doesn't have any open magic item slots, treat this event as Unexpected Find.

Sensational Crime (Settlement, Continuous): A serial killer, arsonist, or daring bandit plagues your nation. The Marshal and the Warden must each attempt a Stability check, adding the settlement's Law and subtracting its Crime. If you succeed at both checks, the criminal is caught before your nation takes any penalties from the event. If you fail at one, the criminal escapes, Unrest increases by 1, and the event is continuous. If you fail at both, the criminal makes a fool of the authorities; Law and Loyalty decrease by 1, Treasury decreases by 1d4 BP, Unrest increases by 2, and the event is continuous.

Slavers (Settlement, Continuous): Criminals begin kidnapping citizens and selling them into slavery. The Spymaster must attempt a Loyalty check, and the Warden must attempt a Stability check, each with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If both checks succeeds, the slavers are caught before your nation takes any penalties from the event. If you fail at one of the checks, Loyalty, Stability, and Unrest decrease by 1, but the event is not continuous. If you fail at both checks, Loyalty, Stability, and Unrest decrease by 2, and the event is continuous.

Smugglers (Continuous): Unscrupulous merchants are subverting legitimate businesses. The Treasurer must attempt a Loyalty check, and the Warden must attempt a Stability check, each with a penalty equal to the number of Piers, Waterfronts, and trade routes in the nation. If both checks succeed, the smugglers are stopped before your nation takes any penalties from the event. If you fail at one of the checks, Corruption increases by 1d2 in each settlement, Crime increases by 1 for the nation, Productivity for the nation decreases by 1d3, Treasury decreases by 1d3 BP, and the event is not continuous. If you fail at both of the checks, Corruption increases by 1d4, Crime for the nation increases by 1, Productivity for the nation decreases by 1d6, Treasury decreases by 1d6 BP, and the event is continuous.

Squatters (Settlement, Continuous): All of the free area in the settlement is taken over by beggars, troublemakers, and people unable to find adequate work or housing; they camp there with tents, wagons, and shanties. The cost to construct buildings in the settlement increase by 50% of the base price. Fame and Stability decrease by 1, and Unrest increases by 2. The Warden may try to disperse the squatters with a Stability check. Success means the squatters are dispersed and the event is not continuous, but if a House or Tenement is not built in the settlement on the next turn, Infamy increases by 1 and Unrest by 2. Failing the Stability check means the event is continuous.

Unexpected Find (Settlement): Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01–70) or medium (71–100) magic item slot that is automatically filled in the next Upkeep Phase. This slot and the item go away if the item is purchased or in the next Event Phase, whichever comes first.

Vandals (Settlement): Thugs and dissidents riot and destroy property. The Enforcer must attempt a Loyalty check, and the Warden must attempt a Stability check. If both succeed, the vandals are stopped before your nation takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. a damaged building provides no benefits until half its cost is spent repairing it.

Visiting Celebrity (Settlement): A celebrity from another nation visits one of your settlements, causing a sudden influx of other visitors and spending. Fame increases by 1 and Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Visiting Diplomats: Diplomats from neighboring nations arrive to participate in a fete held in their honor. If the nation size is between 3 and 25 hexes, the nation rulers can invite one diplomat; between 26 and 50 hexes, two diplomats; 51 and 100 three diplomats; and over 100 hexes, an additional diplomat for every 100 hexes. Whether or not the diplomats show up depends on the relationships between the nations (the GM is encouraged to roleplay this out). You gain a +2 bonus on Economy checks for every diplomat that shows up to the fete until your next event phase.

Wealthy Immigrant (Settlement): A rich merchant or a noble from another land is impressed with your nation and asks to construct a Mansion (01–75) or Noble Villa (76–100) in the settlement at no cost to you. If you allow it, the building provides its normal benefits to your nation.

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