Tuesday, August 18, 2009

Weekly Fortress Events

A number of events are possible over the course of the two months of the PCs' stay. The original adventure required Charisma checks each week to determine what happens during that period. This conversion uses similar checks, though with a different results table to account for the shifted math in how ability checks are made (and to adjust a few of the events themselves).

At the beginning of each of the PCs' first seven weeks at Fort Rannick during the winter, have the PC appointed Lord or Lady roll a Charisma check and compare it to the table below.

  • 1 - 7: Attack. The fort is attacked by brigands. See the section entitled Brigands Attack Fort Rannick for details on running this event.
  • 8 - 9: Fire. A structure within the fort catches fire. See the section entitled Fire in the Fort! for details on running this event.
  • 10: Fouled waters. The keep's old water source becomes contaminated. See the section entitled Filth Fever Outbreak for details on running this event.
  • 11 - 13: No event. Nothing noteworthy happens this week. The party receives an automatic victory point.
  • 14: Stalking monsters. Bloodthirsty humanoids threaten roads near Fort Rannick. See the section entitled Stalking Monsters for details on running this event.
  • 15: Snake oil salesman. A traveling con artist appears at the fort. See the section entitled Silas Tor and His Wondrous Trinkets for details on running this event.
  • 16 - 17: Hero problems. A local legend decides to grace Fort Rannick with his presence. See the section entitled Earthbreaker for details on running this event.
  • 18 - 20: Haunted crypt. One of the fort's staff discovers the ghost problem in the fort's caverns. See the section entitled Who You Gonna Run Screaming to for Help? for details on running this event.
  • 21 - 27: No event. Nothing noteworthy happens this week. The party receives an automatic victory point.
  • 28 - 30: Beneficial travelers. A group of merchants, performers, nobles or other helpful individuals arrives at the fort. The party receives two victory points.
  • 31+: No event. Nothing noteworthy happens this week. The party receives an automatic victory point.
If the same result is rolled more than once (note that each of the three "No event" results can be rolled once) move down the chart to the next highest result.

On the eighth (and final) week of the party's stay at the fort, a tremor uncovers a hidden passageway previously undiscovered beneath the keep. See the section entitled Secret Chamber for details on running this event.

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