Village Events Table - Chinese Shao-Lin Center of AlbuquerqueSettlement Events – Village...

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Settlement Events – Village (Littlemonk) 1 · · V V I I L L L L A A G G E E E E V V E E N N T T S S · · 11 THROWN OUT Your Warrior's wild behaviour attracts the attention of the Settlement authorities and he is thrown out of town. He must wait outside the Settlement gates for the other Warriors. See the Out in the Sticks rules. In addition, roll 1D6. On a score of 1 your Warrior is fleeced by the gate guards as he is thrown out and has all his gold stolen! 12 AN ADVENTURE! Roll on the Adventure Table to see what exploit the Warriors might participate in next! 13 HUNTING Your Warrior is invited by a group of locals to go on a nocturnal hunt. Meeting them just before sunset, he is informed that tonight's prey is the great Quarg - a beast of fearsome temper and foul disposition. His task in the group is to take the hunting tools a net, a small pole with a bell on it and a bag full of garlic - and wait in the middle of the woods while the rest of the hunters spread out into the forest and drive the Quarg towards him. As the sun rises the next morning, and the owls return to their nests, there is still no sign of the Quarg, your Warrior begins to wonder if someone is being made a fool of... 14 UNEVENTFUL DAY 15 WITCHCRAFT Your Warrior is accused of witchcraft, and is chased through the streets by an angry mob. Roll 1D6 on the following table (the Witch Hunter may add +1 to his score): 1-3 Your Warrior escapes by jumping over the Settlement wall and into the filthy water of the moat. Pelted with eggs and rotten fruit, he staggers out onto the far side, and out into the sticks. See Out in the Sticks rules. 4-5 Your Warrior ducks down a side alley and escapes, but from now on must wear a disguise when out in public! 6 Your Warrior turns angrily on the mob, demanding an explanation. Shouting down the leader of the mob, he establishes his authority over the crowd, who sheepishly return to their hovels, pausing only to give him 100 gold as way of compensation. 16 NIGHTMARE As the Warrior retires for the evening he falls into a deep slumber. He begins to dream that he is fighting a terrifying gorgon; her hair composed of vicious snakes and her eyes hold the ability to turn men a person into stone. With a horrendous scream the gorgon attacks! Roll 1D6 to see how the dream ends. 1 No matter how many times or how hard he strikes the creature with his weapon, the beast seems invulnerable. With a terrifying scream the gorgon shoots an arrow directly into the Warrior’s heart! When the Warrior wakes, he finds that he has permanently lost 1 Wound! If the Warrior is ever reduced to 0 Starting Wounds because of this dream, he is dead. Make a note on your Record Sheet: tomorrow night the nightmare returns and he must roll on this table again! 2-5 The battle is brutal and neither the Warrior nor the creature seems to get the upper hand. The Warrior wakes in a cold sweat. Make a note on your Record Sheet: tomorrow night the nightmare returns and he must roll on this table again... 6 The Warrior courageously stands his ground and with a blood-curdling scream dispatches the wretched beast! When the Warrior awakes he discovers that he is +1 to his Starting Wounds! The nightmare ends and he does not have to roll on this table again, unless he encounters this Settlement Event again! If your Warrior leaves the Settlement before the dream resolves itself, the nightmare ends. At the next Settlement, however, it returns! 21 WISHING WELL Strolling alongside a dilapidated old house the Warrior spies an old, stone well, the bottom of which cannot be seen. She may throw 20 gold into the well and make a wish. 1-5 Nothing happens. 6 The Warrior gains one extra Luck point for the next Adventure!

Transcript of Village Events Table - Chinese Shao-Lin Center of AlbuquerqueSettlement Events – Village...

  • Settlement Events – Village (Littlemonk)

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    ·· VVIILLLLAAGGEE EEVVEENNTTSS ··

    11 THROWN OUT Your Warrior's wild behaviour attracts the attention of the Settlement authorities and he is thrown out of town. He must wait outside the Settlement gates for the other Warriors. See the Out in the Sticks rules.

    In addition, roll 1D6. On a score of 1 your Warrior is fleeced by the gate guards as he is thrown out and has all his gold stolen!

    12 AN ADVENTURE! Roll on the Adventure Table to see what exploit the Warriors might participate in next!

    13 HUNTING Your Warrior is invited by a group of locals to go on a nocturnal hunt.

    Meeting them just before sunset, he is informed that tonight's prey is the great Quarg - a beast of fearsome temper and foul disposition. His task in the group is to take the hunting tools a net, a small pole with a bell on it and a bag full of garlic - and wait in the middle of the woods while the rest of the hunters spread out into the forest and drive the Quarg towards him. As the sun rises the next morning, and the owls return to their nests, there is still no sign of the Quarg, your Warrior begins to wonder if someone is being made a fool of...

    14 UNEVENTFUL DAY

    15 WITCHCRAFT Your Warrior is accused of witchcraft, and is chased through the streets by an angry mob. Roll 1D6 on the following table (the Witch Hunter may add +1 to his score):

    1-3 Your Warrior escapes by jumping over the Settlement wall and into the filthy water of the moat. Pelted with eggs and rotten fruit, he staggers out onto the far side, and out into the sticks. See Out in the Sticks rules.

    4-5 Your Warrior ducks down a side alley and escapes, but from now on must wear a disguise when out in public!

    6 Your Warrior turns angrily on the mob, demanding an explanation. Shouting down the leader of the mob, he establishes his authority over the crowd, who sheepishly return to their hovels, pausing only to give him 100 gold as way of compensation.

    16 NIGHTMARE As the Warrior retires for the evening he falls into a deep slumber. He begins to dream that he is fighting a terrifying gorgon; her hair composed of vicious snakes and her eyes hold the ability to turn men a person into stone. With a horrendous scream the gorgon attacks! Roll 1D6 to see how the dream ends.

    1 No matter how many times or how hard he strikes the creature with his weapon, the beast seems invulnerable. With a terrifying scream the gorgon shoots an arrow directly into the Warrior’s heart! When the Warrior wakes, he finds that he has permanently lost 1 Wound! If the Warrior is ever reduced to 0 Starting Wounds because of this dream, he is dead. Make a note on your Record Sheet: tomorrow night the nightmare returns and he must roll on this table again!

    2-5 The battle is brutal and neither the Warrior nor the creature seems to get the upper hand. The Warrior wakes in a cold sweat. Make a note on your Record Sheet: tomorrow night the nightmare returns and he must roll on this table again...

    6 The Warrior courageously stands his ground and with a blood-curdling scream dispatches the wretched beast! When the Warrior awakes he discovers that he is +1 to his Starting Wounds! The nightmare ends and he does not have to roll on this table again, unless he encounters this Settlement Event again!

    If your Warrior leaves the Settlement before the dream resolves itself, the nightmare ends. At the next Settlement, however, it returns!

    21 WISHING WELL Strolling alongside a dilapidated old house the Warrior spies an old, stone well, the bottom of which cannot be seen. She may throw 20 gold into the well and make a wish.

    1-5 Nothing happens. 6 The Warrior gains one extra Luck point for

    the next Adventure!

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    22 FESTIVAL As the Warrior strolls through the village center it is abuzz with the preparations for tomorrow’s festival. Roll 1D6 to see what festival is being celebrated and another 1D6 to see what effect it has on ALL of the Warriors.

    1D6 Festival 1 A Beer festival 2 A Food festival 3 A festival for the Deceased 4 A Religious festival 5 A Music festival 6 A Cultural festival

    1D6 Effect

    1 In recognition of the festival, all locations will be closed for the next 1D6 days. Warriors who are training will find their instruction interrupted during the period and they must add on those extra days to their training time.

    2 In recognition of the festival, all traders will close up shop for the next 1D3 days.

    3 The population of the Village will double as it welcomes visitors from all over. For the next1D3 days all Warriors must roll on the Town Events Table instead of the Village Events Table. In addition, Warriors may make all stock rolls as if in a Town (2D6).

    4 Vendors, merchants, and traders will make their way into the Village tomorrow and any Warrior may visit the Peddler, who is treated exactly as the Travelling Hazard Peddler from the Roleplay Book. Visiting the Peddler takes an entire day during which a Warrior may do nothing else except rolling for Settlement Events.

    5 In celebration (but mostly to lure in new customers) all locations will offer one item in stock at 50% off!

    6 In celebration (but mostly to lure in customers) all locations will offer 10% off all items in stock!

    If any Warrior rolls this Settlement Event again during this stay, treat it as an Uneventful Day.

    23 FAMILY HEIRLOOM A randomly determined Treasure Item that the Warrior is carrying is identified by a wealthy, influential member of the local citizenry as his family heirloom, stolen last year by wanton burglars. The local Watch confiscates the item and you must discard it immediately. If your Warrior has no Treasure Item the local accuses your Warrior of hiding it and demands 1D6x50 gold in restitution instead.

    24 RUNAWAY While walking along the main street, your Warrior hears a disturbance just around the corner. A moment later a huge runaway bull charges down the street, wrecking market stalls and causing panic. Your Warrior can let it pass by hiding down a side alley, or try to stop the enraged animal. If your Warrior hides down the alley and lets the bull pass, roll 1D6 on the following table:

    1-3 Your Warrior skulks in the shadows, waiting for the action to die down. As he peeps round the corner, a mugger's metal bar hits him over the head. When he regains consciousness, his purse is 100 gold coins lighter.

    4-6 After waiting nervously in the dark for a few minutes, your Warrior sees the bull roar past and career off down a side street. The danger is passed and your Warrior may carry on about his business.

    If your Warrior tries to stop the bull, roll 1D6 on the following table:

    1-2 Your Warrior waves the passers-by aside and leaps out in front of the bull, sword drawn. The bull hesitates for half a second or so, and then tramples him into the dirt before carrying on its way. The crowd then stomps all over him in the rush to follow the bull, leaving him to nurse his injuries alone in an empty street.

    3-4 A single sword thrust stops the bull dead in its tracks literally. As its carcass twitches spasmodically, the crowd roar in approval and shower your Warrior with 100 gold. Then the bull's enraged owner arrives, and relieves him of 150 gold - it was his prize stud, and he wanted it stopped, not slaughtered!

    5-6 Your Warrior gives the bull a hard stare and it skids to a halt, snorting and pawing the ground. Putting a rope around its neck, he leads it back to its stall. The crowd cheer and shower him with 150 gold.

    25 ILLNESS A terrible illness strikes the Settlement, and your Warrior falls prey to it. He must spend the next two days in bed, paying 10 gold per day for medication as well as the normal Living Expenses. While your Warrior is in bed, you do not have to roll on for Settlement Events.

    26 AN ADVENTURE! Roll on the Adventure Table to see what exploit the Warriors might participate in next!

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    31 UNEVENTFUL DAY

    32 TEMPLE DONATION Much taken with the teachings of the local priest, your Warrior pledges 1D6x50 gold to his cause, selling equipment if necessary to meet the cost of the donation. The next time your Warrior is in a fight and fails to hit his opponent, the sect's deity shines on him and he may re-roll the attack. He may only do this once for each donation he makes (i.e., each time he rolls this result on this table.)

    33 FISHERMANS’ PLIGHT Your Warrior overhears that the local fisherman are complaining of a giant aquatic monster that has been terrorising them down by the river. Upon investigation your Warrior discovers a massive creature that has somehow managed to find its way inland. After a few patient hours your Warrior spots the beasts and a small battle for water rights ensures. Roll 1D6:

    1 The strange creature is too much for the Warrior. Razor-sharp teeth and a piercing snout tear at the Warrior and soon he is running from the river at top speed, much to the chagrin of the locals. Your bested Warrior is -1 Toughness for the next Adventure.

    2-3 The mighty fish tosses your Warrior about and leaves him on the bank in a heap. His hand is badly injured in the struggle and he is -1 Weapon Skill for the next Adventure.

    4-5 Your Warrior thrashes about in the water as the creature snaps and stabs at him with his long duck-like bill. Eventual your Warrior drives the creature away returns to the applause of the fisherman who thank him with 1D6x25 gold.

    6 As the giant fish leaps out of the water, the Warrior fells it with one swift and accurate blow. The fishermen are ecstatic as they haul the beast out of the water. They regard your Warrior as a hero giving him 1D6x50 gold. In addition, they use the creature to prepare 1D6 Provisions for the Warrior. Treat them like normal Provisions from the General Store.

    34 POTTER’S STORE As your Warrior passes by a store, a man comes running out hollering about a poisonous snake that has slipped in. He immediately hires the Warrior to rid his shop of the snake, but he warns him not to break any of his wares which line the walls and shelves. If your Warrior accepts roll 1D6 on the following table:

    1-2 The venomous snake is much harder to catch or kill than anticipated and the Warrior breaks many pieces of pottery before finally corralling the reptile. Angrily, the shop owner demands 1D6x100 gold in payment for his loses.

    3-4 Just as the Warrior slips the snag into a burlap sack, he stumbles backward into a rare and expensive pot which falls to the ground with a loud crash. After deducting his pay for catching the snake, the Warrior still must pay the merchant 1D6x20 gold for the damage.

    5 Stepping into the potter’s shop your Warrior spies the cold-blooded creature coiled up in the rafters. He manages to bring it down along with a few cups hanging on the wall. The potter is elated and after deducting for the damage he pays the Warrior 1D6x10 gold.

    6 No sooner than the Warrior enters the store does he pounce upon the terrifying reptile, snatching it with his bare hands. As he brings the beastie back out the potter is elated that nothing in the store was damaged. He pays your Warrior 1D6x25 gold for his services.

    35 ACCIDENT As your Warrior helps an old crone to cross the busy main street, a beer wagon unexpectedly crashes into him. She carefully peels him off the heavy, iron-shed wheel, and takes him to the infirmary to be patched up. Your Warrior cannot buy anything or visit any Special Locations for 1D6 days while he recovers. While he is recovering you do not have to roll for him on this table.

    36 PACIFIST Seeing him armed and battle-hardened, a pacifist approaches your Warrior, attempting to convert him to the ways of non-violence. The young lady is passionate and convincing and you must roll 1D6 and add your Warrior’s Willpower. Consult the following table to see what effect her words have on your Warrior.

    2-4 The Warrior is convinced to relinquish one of his weapons (your choice).

    5-6 The Warrior ponders the words of the young woman deeply and in the next Adventure he promises that, aside from his regular Attacks, he will not use any special skills or abilities that cause Damage.

    7-8 The Warrior ponders the words of the young woman deeply and in the next combat he refuses to make an Attack in the first Warriors’ Phase.

    9+ Your Warrior is unaffected by the words of the young lady.

    41 PICKPOCKET As your Warrior rushes through the busy streets, his money pouch is stolen.

    Your Warrior loses 1D6x20 gold.

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    42 BETROTHED Due to a mistake in identity, your Warrior finds himself surrounded by a gang of angry young men who insist that he is betrothed to marry their sister. Your Warrior agrees, albeit at knife point, and pledges his troth to a farmer's daughter of ample charms.

    The marriage is arranged for tomorrow, so your Warrior must either leave the Settlement immediately, or get married...

    43 VILLAGER As your Warrior heads back to the inn for a bit of relaxation, he encounters a villager who welcomes him to the Settlement heartily and insists on taking him to the nearest tavern for a drink (make a roll on each of the following tables):

    1D6 The person is the Village… 1 Idiot 2 Drunk 3 Loudmouth 4 Bard 5 Gate Guard 6 Elder

    Now roll another 1D6 and add the number rolled above to see the result.

    Total Result 2-3 Upon entering the tavern, your Warrior is

    immediately surrounded by ruffians. He finds out that the villager owes a huge debt to the owner of the establishment and he was told not to return until his debt was paid in full. Before being thrown out with his new friend your Warrior is relieved of 1D6x50 gold. If he does not have that amount, the owner takes one item of Dungeon Room Treasure as compensation.

    4-5 As your Warrior struts into the tavern with the villager it is apparent that they are not welcome here. After being roughed up and thrown out, your Warrior finds out that one of the enforcers made off with one piece of equipment (determined at random). Discard it immediately.

    6-8 Your Warrior spends the next few hours politely listening to the boring history of the settlement after which the villager leaves him to foot the bill, amounting to 1D6x10 gold.

    9-10 The patrons cheerfully greet your Warrior and the villager as they walk through the door. Apparently a bit of a celebrity, your Warrior and the villager are given free food and drink. Your Warrior does not need to pay for living expenses today.

    11-12 The villager is well known and well respected. Seeing your Warrior with him, the villagers in the tavern pay all of the living expenses for the rest of his stay in the Settlement and donate 1D6x25 gold toward his next Adventure.

    44 AN ADVENTURE! Roll on the Adventure Table to see what exploit the Warriors might participate in next!

    45 CIRCUS There is a travelling circus in town, and your Warrior spends the rest of his day wandering from sideshow to sideshow. Having met the bearded woman and the two-headed goat, he decides to have his fortune read. Perhaps the sign above the door to that particular wagon should say 'Have your fortune stolen', as for a cost of 2D6x10 gold, your Warrior is told nothing more than that his destiny lies with a tall, dark stranger from Erengrad!

    46 GAMBLING Your Warrior visits a local inn and gets involved in a dubious game of dice. Roll 1D6 on the following table:

    1 Your Warrior loses badly, and must forfeit one piece of treasure of your choice.

    2 Your Warrior loses 1D6x20 gold. 3-4 Your Warrior comes out of the game even. 5 Your Warrior wins 1D6x10 gold. 6 Your Warrior wins 3D6x10 gold.

    51 BEGGARS Your Warrior is accosted by beggars and, overwhelmed by the sadness of their plight, gives each of the 1D6 pitiful wretches 5 gold. If your Warrior cannot pay he is a beggar himself, and you must roll 1D6 on the following table:

    1 Your Warrior is thrown out of the Settlement – see Settlement Event 11.

    2-6 Your Warrior gains 1D6x10 gold by begging.

    52 FISTICUFFS As you peruse through the Village your Warrior comes upon some local wrestlers tossing each other about in a sand pit. Perhaps catching sight of your Warrior’s garb and equipment they immediately hail you to join them in a friendly bout, albeit with much public jeering and taunting. Your Warrior has no choice but to uphold his reputation by accepting the locals’ challenge.

    Stepping up to meet your Warrior is Bamwig, local wrestling champion and prize fighter. The local customs are unique and strange and your Warrior is given a list of rules and regulations that he must adhere to.

    To determine the winner of this ‘friendly’ wrestling match, add your Warrior’s Strength and Toughness together for a “Fight Total’. The local champion’s ‘Fight Total’ equals 8 (add +1 if your Warrior’s Battle-Levels is 3-5, add +2 if he’s Battle-Level 6-8, and add +3 if Level 9-10). Roll 1D6 for your Warrior and then roll another 1D6 for the local wrestling champion, deducting the score from each one’s ‘Fight Total’. Keep a running total on a piece of paper. The first contestant who’s “Fight Total’ first reaches zero or below is victorious. If both contestants’ score reach zero or below at the same time the lowest score prevails. If both end with the same score, the match is considered a draw.

    If the Warrior wins the match he receives one item of Dungeon Room Treasure. If he is defeated the local champion and his cohorts relieve him of half his gold!

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    42 INHERITANCE A town official approaches your Warrior and, after asking him to identify himself, informs him that a distant relative has just passed away and has left him an inheritance. Roll 1D6 to see what the inheritance is:

    1 The inheritance is a debt and the head villager has come to collect! The Warrior must forfeit 1D6x50 gold selling items and treasure if necessary!

    2-3 The inheritance is actually a pet dog. See #36 above. If your Warrior already has a pet dog, see result #1 above.

    4-5 The inheritance is a small sum of money in the amount of 1D6x50 gold!

    6 The inheritance is an item of Dungeon Room Treasure!

    54 FOOLED Your Warrior must discard any one purchase he has made in this Settlement, as it was a fake and is worth nothing!

    55 RIOTOUS LIVING Taken with the joys of hot food and a comfortable bed after so long out in the wild, your Warrior overspends on such luxuries by 30 gold.

    56 AN HONEST DAY’S WORK Your Warrior is employed by a local farmer to carry bales of cotton to the riverside area for the day. This task earns him 20 gold.

    61 FIRE As the Warrior passes by a small house he sees smoke seeping out from under the front door. Rushing inside he drags out the lifeless bodies of the inhabitants as he calls for help. Almost the entire village turns out to fight the blaze and the house is saved with no casualties. Your Warrior is being congratulated as a hero, especially from the surviving family who ply him with 2D6x20 gold.

    62 BARD A colourfully-dressed minstrel notices your Warrior as he passes by. With an exasperated laugh he follows your Warrior, loudly strumming his harp and singing a ballad all about the Warrior’s exploits. Roll 1D6:

    1-2 The raucous tune is an insulting account of all of your Warrior’s follies; from his missteps in combat to spilling his drink at the tavern. The bard also recounts the unfortunate encounter with the miller’s daughter down by the river which angers some of her close male relatives. They wait for your Warrior around a corner and, throw a sack over his head, and beat him severely. Your Warrior is -1 Strength for the next Adventure.

    3-4 The ballad is all about the Warrior’s exploits but no one seems to even notice or care.

    5-6 The bard embellishes upon all of the Warrior’s good deeds and heroics! Soon a large group gathers and they are giving three cheers! Your Warrior’s inner spirit is bolstered and is he is +1 Strength for the next Adventure.

    63 PET DOG Your Warrior is adopted by a small dog. It follows him around everywhere, skulking in the shadows while the fighting goes on and then emerging after the adventure is completed to shower his new master with adoration. Roll on the Pet Dog Event Table to see exactly which type of canine has attached himself to you.

    Your Warrior can kill the dog if you want, but it would be a cruel and heartless thing to do and it will cost him 1,000 gold to pay for a decent burial for the hound!

    If your Warrior already has a pet dog, roll on this table again. If not, name him and note him down on your Warrior's Adventure Record sheet.

    64 CRIME Your Warrior is accused of murder and thrown in jail. The matter is sorted out eventually, but only after your Warrior's companions have bailed him out. Each Warrior in the party except the accused must pay 1D6x5 gold to the authorities.

    If his companions do not have the money, your Warrior must spend 1D6 days in jail. While in jail he doesn't have to pay Living Expenses or roll on this table.

    65 AN ADVENTURE! Roll on the Adventure Table to see what exploit the Warriors might participate in next!

    66 SUPERSTITION Your Warrior is carrying a Magic Item (determined randomly) that the villagers see as unlucky, unholy or taboo. The local Watch is immediately summoned and the Warrior must either leave the Settlement immediately or surrender the item to the authorities (after which it is properly destroyed in a ceremony involving a bonfire, a catapult, a ten pound hammer and a large squash).