Random Events



The Random Events


At the end of each Season, the GM should roll one dice for each player. On a roll of 1 or 2 a Random Event occurs to that player.

Roll a twenty sided dice, the result will show what Random Event has occurred.

1 - Plague
2 - Orc Attack
3 - Heavy Storms
4 - Lady’s Blessing (Faith 50%+ players only)
5 - Fire!
6 - Brigand Raid
7 - Special Visitor (Players with Inns only)
8 - Special Visitor (Players with Inns only)
9 - Orc Encampment
10 - Brigand Raid
11 - Dark Elf Raid
12 - Fire!
13 - A Gift from the King (Players with 50%+ King’s Favour only)
14 - The King’s Demands
15 - The King’s Demands
16 - Heavy Storms
17 - Danger in the Forests
18 - Bad Water
19 - Unquiet Dead
20 - Plague


Plague: A foul, lethal malady has spread to your realm, striking down your peasantry and devastating your lands. Each turn that the Plague is in affect, you lose 1d3 Townsfolk for every 10 Townsfolk, Miners, Farmers, Workers and Men-At-Arms who live in your town (so a realm of 60 Townsfolk would lose 6d3 Townsfolk per turn). Plagues have a random turn duration, which is decided by rolling a six-sided dice at the end of each turn that the Plague is in affect. At the end of the first turn of Plague, a 6 will cause the Plague to end, otherwise, it continues. At the end of the second turn of Plague, a 5 or a 6 will cause the Plague to end, otherwise, it continues. At the end of the third turn of Plague, a roll of 4, 5 or 6 will cause the Plague to end, otherwise, it continues, ect. A 1 always means the Plague continues.

Plagues cause a population to become fearful and melancholy, as they see the dreadful result of the Plague’s wrath. Each turn that the Plague is in affect, Subject’s Loyalty will decrease by 2%.

Orc Attack: A tribe of Greenskins attempts a raid into your lands, if your Men-At-Arms are unable to defend your province from their brutal attack, you citizens will pay dearly. 3d6 Men-At-Arms are killed in the Orc Attack. If this takes your forces of Men-At-Arms to 0, or if your number of Men-At-Arms when the attack occurred was 0, the Orcs cut a bloody trail of destruction through your province. 1d3 of your Land Squares are reduced to Ruined Land Squares, 2d6x5 Townsfolk are slaughtered in the attack, 2d6x10 Food Stocks are pillaged and, lastly, the Subject’s Loyalty of the attacked realm falls by 5%.

Attacks that are fully defended against (i.e. there is still at least 1 Man-At-Arms left alive after the 3d6 Men-At-Arms have died in the attack) give the people of a realm courage, and a (perhaps false) belief that they are fully protected from further attacks of that type. Therefore, an Orc Attack that is fully defended against will increase the Subject’s Loyalty of the attacked player by 5%.

Orc Encampment: A tribe of Greenskins has set up residence just outside of your realm. This foul menace will continue to plague your lands until it is forcefully removed from the surrounding territory. Each turn beyond the first that the Orc Encampment exists, an Orc Attack will occur (as above). To remove an Orc Encampment, a player declare that he is sending his Men-At-Arms to clear out the Orcs. It takes one Season to find the offending Encampment and attempt to clear it away with all present Men-At-Arms. 4d6 Men-At-Arms perish in the battle, if at least 1 Man-At-Arms is still alive, the Orcs are forced out of your lands and the Encampment is destroyed and plays no further part in the game.

If a Orc Encampment is successfully cleared, the clearing player’s Subject’s Loyalty increases by 5%.

Brigand Raid: A band of outlaws and brigands stages a raid on your realm, attempting to push aside your defences and sack the valuables that your realm holds. 2d6 Men-At-Arms are killed in the attack. If 0 Men-At-Arms remain after the attack, or if no Men-At-Arms were present at the start of the attack, the brigands raid the town, carrying away 2d6x10 Revenue and 2d6x10 Food Stocks to fuel their unlawful careers, as well as reducing Subject’s Loyalty by 5%, due to the fear caused by the attack.

If the attack is successfully defended against (i.e. at least 1 Man-At-Arms is still alive after the 2d6 Men-At-Arms have perished.), your subjects gain a sense of safety from such attacks, and the Subject’s Loyalty of the attacked player increases by 5%.

Heavy Storms: Particularly heavy storms rage across your realm, with thunder and lightning causing damage to the surrounding countryside. 2d6 Townsfolk die from falling trees, lightning strikes and other storm-related unfortunate accidents. 1d6x5 Revenue is spent repairing storm damage. If it is the end of Spring, 1 random Field Square’s crop is destroyed by the storms, and yields no Food Stocks in the following Summer.

Lady’s Blessing: Only realms with 50% or more Faith may receive this Random Event. If a realm with 49% or below Faith rolls this Event, Heavy Storms (as above) occur instead. For realms with 50% or more Faith, however, the Lady of the Lake bestows her blessing upon the crops of the lucky lord. See the Blessing of the Lady for further details (you can find the Blessing of the Lady sub-section inside the Lords and Peasants section above).

Fire!: For one reason or another, a fire has spread to one of the unlucky lord’s Land Squares and was not put out until it had caused major damage to the realm’s lands. D3 Land Squares are reduced to Ruined Land Squares by the flames. 2d6 Townsfolk perish from smoke inhalation and collapsing buildings.

Special Visitor: This Random Event may only happen to realms which own an Inn. If a player without an Inn rolls this, the result is a Dark Elf Raid instead. There are many different types of Special Visitor, and which exactly visitor it is, is randomly determined on a 1d6.
1 - Exotic Merchant: A Tilean, Arabian or Kislevite merchant comes to the lucky (or unlucky) player’s court, offering an exotic mystical magic item to the lord for the price of 2d6x5 Revenue. Should the player accept, he buys the magic item, which may have one of three effects. Roll a d3. On a 1, the item is a fake, and does nothing. On a 2, the item is a symbol of rulership, and increases the buying player’s Subject’s Loyalty by 2% per turn. On a 3, the item gifts the buying lord with great battle-prowess and strength, making him seem blessed by the Lady, increasing Faith by 1% per turn.
2 - Questing Knight: A great Questing Knight enters your realm and, after a short stay at your Inn, comes to your lord, with a request for aid. If the player gives him 2d6 Men-At-Arms, 2d6x5 Food Stocks and 1d6x5 Revenue for the long journey ahead of him, he will be forever grateful. If the player accepts, the Knight takes the things he asked for and leaves. Roll a d6. On a 1, 2, 3 or 4, the Questing Knight is never heard from again and perishes on his journeys. On a 5 or 6, he returns in 2d6+2 turns, and gives 2d6x10 Revenue and everything he was given when he left (minus the Men-At-Arms, they perished along the way) back to the charitable lord who supplied him with the needed goods. The player will only know if the Questing Knight will ever return, on the turn that he returns, if he ever does, that is.
3 - Grail Knight: A Grail Knight, making his way around Bretonnia during some unfathomable quest, passes through the player’s town. He does not ask the lord for anything, but his mere presence is an example the true power of the Lady of the Lake. Faith is given a one-time increase of 20%.
4 - Priests: A sect of priests of another god (not the Lady of the Lake) enter your town, asking to be able to build a temple amongst the buildings of your realm. They offer to pay the lord in question 10 Revenue per turn for the right to build a temple in one of the Shelter Squares of his realm (which they do for free). If the player accepts, the priests set up their temple and pay 10 Revenue per turn to the agreeing lord. However, the presence of another god’s temple weakens the faith in the Lady of the Lake of the peasantry, reducing Faith by 4% per turn. A player may only have one temple to another god in his realm.
5 - Nobleman: A nobleman comes to stay in your realm, and asks that he be treated according to his status during his visit to your realm. If the player agrees to give the noble all of his quite expensive wishes, it will cost him 3d6 Revenue to do so. If the player does not agree to the (unreasonable) demands of the noble, he speaks badly of the player to everybody he meets, reducing the player’s King’s Favour by 5%.
6 - Damsel of the Lady: A Damsel of the Lady comes to your realm, asking that you give her aid in the search for a holy relic, which is rumoured to be held in the surrounding area of the player’s realm. It will cost 4d6 Revenue to perform the search. If the player agrees to aid the fair Damsel, roll a six-sided dice. On a 1, 2 or 3, the search fails, the Damsel thanks the lord, and continues elsewhere in her search. On a 4, 5 or 6 the search is successful and the relic is found!!! News spreads of this great find, and the player’s King’s Favour is increased by 10%, as well as Faith, which is increased by 20%.

Dark Elf Raid: Dark Elf raiders land on the shores of Bretonnia in their sleek, dark ships. From there they launch attacks upon their hapless targets. Unluckily for the selected player, the dark kin of the Elves have turned their evil eyes upon his realm. 3d6+3 Men-At-Arms perish in the raid. If 0 Men-At-Arms remain after the attack, or if no Men-At-Arms were present when the attack occurred, the Dark Elves take away slaves, to work away their lives in the service of their new, foul masters. 2d6x10 Townsfolk are stolen away as slaves and, due to the utter terror caused by such a raid, Subject’s Loyalty drops by 5%.

However, should the Darkling raider’s plan be foiled by a valiant defence, and the attack fail (which occurs if at least 1 Man-At-Arms is left alive after 3d6+3 Men-At-Arms have perished in the raid) then the victorious player’s Subject’s Loyalty increases by 5%. The people have great faith in a ruler who can defend them from such evil creatures.

A Gift from the King: This Random Event only applies to players with King’s Favour of 50% or more. Players with King’s Favour of 49% or below, the The King’s Demands Random Event occurs instead. However, should the lucky lord’s King’s Favour be 50% or above, he receives a cart loaded with gifts from the King of Bretonnia himself! Urns, gold items and jewellery to the value of 2d6x5 Revenue arrive, along with a shipment of 2d6x5 Food Stocks to feed the populace.

The sight of this action from the King himself strengthens the faith the population have in their lord, giving Subject’s Loyalty a boost of 5%.

The King’s Demands: This event applies to all players, not just the one who rolled it as a Random Event. The King sends out a call to all of his lands, requiring all lords to send troops, food or Revenue to him, to aid in some war-effort or other action. Roll a d6. The result will show what it is that the King asks for.
1 or 2 - Food Stocks: The King requires Food Stocks from all of his lords. Each lord must supply 2d6x5 Food Stocks to the King. Failure to do so will result in a loss of 1% King’s Favour per 5 Food Stocks that were not supplied.
3 or 4 - Revenue: The King requires Revenue from all of his lords. Each lord must supply 2d6x5 Revenue to the King. Failure to do so will result in a loss of 1% King’s Favour per 2 Revenue not supplied.
5 or 6 - Men-At-Arms: The King requires a force of Men-At-Arms from all of his lords. Each lord must supply 1d6x5 Men-At-Arms to the King. Failure to do so will result in a loss of 1% King’s Favour per 1 Man-At-Arms not supplied.

Danger in the Forests: Unnatural creatures of Chaos have infested the forests near the unlucky lord’s realm. These beast-headed fiends perform continual raids on the towns unfortunate enough to fall under their evil glare. 2d6 Men-At-Arms are killed per turn in continual attacks from the beast-creatures. Should the number of Men-At-Arms be reduced to 0 by these attacks, or the number of Men-At-Arms be at 0 when an attack occurs, the Beastmen slay 1d6x5 Townsfolk, carry away 2d6x5 Food Stocks and 1d6x5 Revenue as trophies and reduce Subject’s Loyalty by 5% from the sheer fear caused by the attack. Should an attack be successfully defended against (which happens when at least 1 Man-At-Arms is left alive after the 2d6 Men-At-Arms have been killed in the attack), the people of a town become imbued with a sense of safety from such attacks, and Subject’s Loyalty increases by 5%.

The only way to clear out the infestation of Beastmen is to send your Men-At-Arms into the forest to find the herdstone that they gather at and, by force of arms, destroy the Beastmen and their herdstone. 4d6 Men-At-Arms die in such an attempt. If at least 1 Man-At-Arms is left alive once the 4d6 Men-At-Arms have perished, the attack is successful and the Beastmen are all killed, and shall trouble the victorious lord no more, in addition, a successful attack increases Subject’s Loyalty by 5%.

Bad Water: A poison or water-dwelling disease has found its way, either by malice or cruel fate, and causes a large amount of deaths in the local population, before a new fresh water source is found. Bad Water acts as a sort of one-turn Plague, with the Random Event only lasting one turn. For every 10 Townsfolk, Miners, Workers, Farmers and Men-At-Arms in the realm, 1d3 Townsfolk perish from the poisoned waters. (So a realm of 100 Townsfolk would lose 10d3 Townsfolk) It is assumed that a new fresh water source is found in the following turn.

Unquiet Dead: A Necromancer hides in the realm of the unfortunate lord to roll this Random Event. The Necromancer’s fell magics cause the dead to rise from their graves and walk once again, to haunt the living. 1d3 Men-At-Arms or, if no Men-At-Arms are present, 2d6 Townsfolk, perish each turn from the endless assaults the dead strike from the graveyards of the realm. This Random Event has a random duration. At the end of each turn that the Unquiet Dead Random Event is in affect, roll a d6. On a 6, the Necromancer is found and slain, putting a stop to all the unliving being’s attacks. At the end of the following turn, a roll of 5 or 6 sees the foul Necromancer slain. At the end of the third turn of the Unquiet Dead, a 4, 5 or 6 sees the end of the Necromancer. Ect.

Each turn that the Unquiet Dead Random Event is in affect, Subject’s Loyalty falls by 2%, as the fear spreads and people begin to act rashly out of frustration.

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This game is only fan rules, and no challenge is intended to any of the rights of Games Workshop. As I said, these rules are merely fan rules. Enjoy!