Monday, December 7, 2020

Birthright Revised Solitaire Random Tables (AD&D 2nd Edition)

Update: Last edit on Dec 6th, 2021. Major overhaul of Random Events Table.

After playing around for some full turns in my solo Birthright AD&D campaign, and starting a PBP game with a few online friends I wanted to modify the tables I posted earlier to try to figure out what surrounding Regents and their Kingdoms do for each turn. In my solo game too I handwaved a lot, and I want to be a little more exact and specific with other players.


D100 REVISED RANDOM EVENTS TABLE

1-2 Assassination* (1D6: 1-3 Assassin from Another Kingdom, 4 Assassin from Your Kingdom, 5 Assassins' Guild Activity Increases, 6 New Conspiracy Against Regent Forms).

3 Blood Challenge* (1D6: 1-2 NPC, 3-6 Awnshegh)(1D6: 1-3 Duel, 4-5 Military Action, 6 Grievous Insult).

4-7 Border Events (1D6: 1-3 Border Dispute, 4 Border River Changes Course, 5 Refugees, 6 Settlers).

8-12 Corruption / Crime* (1D8: 1 Crime Wave, 2 Kidnapping, 2-3 Lieutenant, 4-5 Priests 6-7, 8 Thieves' Guild Activity Increases).

13-18 Diplomatic Matter* (1D8: 1-2 Alliance, 3-4 Peace Agreement, 5 Political Plot, 6 Threats, 7 Trade Issue, 8 Your Choice).

19-22 Discovery (1D10: 1- 2 Ancient Ruins, 3 Archeological Find, 4-5 Magical Source, 6 New Building Technique, 7 New Farming Technique, 8 New Resource, 9 Shipwreck, 10 Treasure).

23 Drug Epidemic

24-27 Festival* (1D12: 1 Birth, 2-3 Feast, 4 Funeral, 5 Harvest, 6 Heroic Deed, 7 Holy Day, 8 Games in an Arena, 9 Marriage, 10 Remembrance, 11 Sacrificial, 12 Seasonal).

28-29 Feud*

30-33 Great Captain / Heresy* (1D10: 1-2 Cult Activity, 3-5 Great Captain, 6-7 Heretic, 8 New Religion, 9 Holding Destroyed, 10 Temple Razed).

34-35 Illness (1D8: 1-3 Lieutenant, 4 Noble, 5-6 Plague / Pestilence, 7-8 Regent)(Death Chance = 10%).

36-41 Intrigue*

42 Lieutenant (1D4: 1-2 Dies, 3-4 Leaves Your Service).

43-45 Magical Event* (1D20: 1-2 Artifact Found, 3-5 Haunting, 6 Leyline Destroyed, 7-8 Leyline Moves or Shifts, 9-15 Shadow World Gate Opens, 16-17 Realm Spell Cast, 18-19 Strange Rituals, 20 Weird Event of Your Choice).

46-50 Matter of Justice*

51-55 Military (1D6: 1-2 Berserkers, 3 Invasion from the Sea or by River, 4 Pirates, 5-6 Troops Disband).

56-65 Monsters or Brigandage* (1D12: 1-2 Deformed Animals, 3 Demons, 4 Devils, 5 Dragon, 6-7 Gnolls, 8 Mysterious Beast, 9-11 Orogs, 12 Vermin Hordes).

66-76 Natural Events* (1D6: 1-5 Problem, 6 Advantageous)(1D20 Problems: 1 Roll Twice & Combine Results, 2 Avalanche / Landslide, 3 Blizzard, 4 Cave-in, 5 Cold Snap, 5 Dust Storm, 6 Drought, 7 Earthquake, 8 Famine, 9 Floods / Monsoon, 10 Hail / Ice Storm, 11 Heatwave, 12 Hurricane, 13 Sandstorm, 14 Strange Clouds / Mist, 15 Thunderstorm, 16 Tornado, 17 Tsunami, 18 Volcano, 19 Wildfire, 20 Roll Again and Somehow it us Beneficial).

77-85 No Event*

86-88 Religion (1D10: 1-2 Divine Rituals, 3-4 Founding a New Order, 5 Holy Person / Cleric Emerges, 6-7 Holy War, 8 Inquisition / Witch Hunt, 9 New Temple Built, 10 Realm Spell Cast).

89-91 Signs in the Sky (1D12: 1 Arcane Storms, 2-3 Asteroid Storm, 4 Comet, 5 Eclipse, 6 Firestorm, 7-8 Flock of Birds Dies and Falls, 9 Great Conjunction, 10-11 Strange Stars, 12 Weird Cloud Predators).

92-97 Trade Matter* (1D6: 1-5 Problem, 6: Advantageous)(1D8 Problems: 1-2 Closure of Trade Route, 3-5 Economic Bust, 6-7 Increases in Duties / Tariffs, 8 Labor Dispute).

98-100 Unrest or Rebellion*

*Listed in the Birthright rules. The other results are left up to the GM's interpretation.



REVISED FREE ACTIONS

Ω Optional Actions from the Regency book


Allied Kingdom

1-7 Build  

8-9 Decree  

9-10 Disband  

11 Finances  

12 Grant  

13 Move Ships Ω (or No Action)  

14-15 Move Troops  

16 Move Troops by Sea Ω (or No Action)  

17 Muster Armies  

18-20 No Action


Neutral Kingdom

1-6 Build  

7-10 Decree  

9 Disband  

10 Finances  

11 Grant  

12 Move Ships Ω (or No Action)  

13-15 Move Troops  

16 Move Troops by Sea Ω (or No Action)  

17-18 Muster Armies  

19-20 No Action


Enemy Kingdom 

(They Declared War in the last 4 turns or they were attacked by your Regent's kingdom in the last 4 turns and not an Ally)

1-2 Build  

3-4 Move Ships Ω (or No Action)  

5-12 Move Troops  

13-14 Move Troops by Sea Ω (or No Action)  

15-19 Muster Armies  

20 No Action


Untamed Kingdom / Wilderlands

Example: The Giantdowns

1 Build

2-3 Move Ships Ω (or No Action)

4 Decree

5-6 Grant

7-9 Move Troops

10-12 Move Troops by Sea/Waterway Ω (or No Action)

13-15 Muster Armies

16-20 No Action




REVISED CHARACTER, DOMAIN, & REALM ACTIONS

Ω Optional Actions from the Regency book


Allied Kingdom

1-4 Adventure (1D20. 1: Lieutenant or Regent dies, 2-3: Lieutenant or Regent wounded - loses 1 Domain Action recovering, 4-6: Break even/no treasure, 7-9: Treasure: 1d2 GBs, 10-12: Treasure: 1d4 GBs, 13-15: Treasure: 1d6 GBs, 16-19: Magic Item Found, 20: Artifact Found)

5-6 Break Alliance  

7-11 Agitate (Another Kingdom)  

12-15 Contest (Another Kingdom)  

16-20 Create Holding (1D6: 1-2 Guild, 3-5 Law, 6 Source or Temple)  

21-22 Declare War (Another Kingdom)  

23-24 Diplomancy (Another Kingdom)  

25-26 Espionage (Another Kingdom)  

27 Exploratory Trade Ω (Or No Action)  

28-29 Forge Ley Line (Or No Action)  

30-35 Fortify (1D6: 1-3 Border Province, 4 Internal Province, 5-6 Capital)  

36-39 Gift (1D4 Gold Bars to Your Kingdom)  

40-45 Investiture (Another Kingdom)  

46 Ley Link Ω (Or No Action)  

47-50 Lieutenant (1D6: 1-4 Create New, 5-6 Lieutenant Takes Character or Domain Action)  

51-60 No Action  

61-63 Ply Trade  

64-68 Progress Ω  

69-74 Realm Spell (Or No Action)(1D6: 1-3 Your Kingdom Benificial Spell, 4-5 Their Kingdom, 6 Another Kingdom)  

75 Research (Or No Action)  

76-86 Rule (1D6: 1 All Holdings of One Type, 2-3 One Holding, 4-6 Province)  

87 Sea Trade Route Ω (Or No Action)  

88-89 Trade Chain Ω (Or No Action)  

90-98 Trade Route (Or No Action)  

99-100 Trade Services Ω (Or No Action)


Neutral Kingdom

1-3 Adventure (1D20. 1: Lieutenant or Regent dies, 2-3: Lieutenant or Regent wounded - loses 1 Domain Action recovering, 4-6: Break even/no treasure, 7-9: Treasure: 1d2 GBs, 10-12: Treasure: 1d4 GBs, 13-15: Treasure: 1d6 GBs, 16-19: Magic Item Found, 20: Artifact Found)

4-8 Agitate (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

9-15 Contest (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

16-20 Create Holding (1D6: 1-2 Guild, 3-5 Law, 6 Source or Temple)  

21-28 Declare War (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

29-34 Diplomancy (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

35-36 Espionage (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

37 Exploratory Trade Ω (Or No Action)  

38 Forge Ley Line (Or No Action)  

39-46 Fortify (1D6: 1-3 Border Province, 4 Internal Province, 5-6 Capital)  

47-48 Gift (1D2 Gold Bars to Your Kingdom)  

49-55 Investiture (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

56 Ley Link Ω (Or No Action)  

57-60 Lieutenant (1D6: 1-4 Create New, 5-6 Lieutenant Takes Extra Character or Domain Action)  

61-65 No Action  

66-67 Ply Trade  

68-70 Progress Ω  

71-74 Realm Spell (Or No Action)(1D6: 1 Your Kingdom, 2-4 Their Kingdom, 5-6 Another Kingdom)  

75 Research (Or No Action)  

76-86 Rule (1D6: 1 All Holdings of One Type, 2-3 One Holding, 4-6 Province)  

87 Sea Trade Route Ω (Or No Action)  

88 Trade Chain Ω (Or No Action)  

89-97 Trade Route (Or No Action)  

98-100 Trade Services Ω (Or No Action)  


Enemy Kingdom

(They Declared War in the last 4 turns or they were attacked by your Regent's kingdom in the last 4 turns and not an Ally).

1-2 Adventure (1D20. 1: Lieutenant or Regent dies, 2-3: Lieutenant or Regent wounded - loses 1 Domain Action recovering, 4-6: Break even/no treasure, 7-9: Treasure: 1d2 GBs, 10-12: Treasure: 1d4 GBs, 13-15: Treasure: 1d6 GBs, 16-19: Magic Item Found, 20: Artifact Found)

3-15 Agitate (Your Kingdom)  

16-25 Contest (Your Kingdom)  

26-28 Create Holding (1D6: 1-3 Law, 4-6 Source or Temple)  

29-60 Declare War (Your Kingdom)  

61-63 Diplomancy (1D6: 1-4 Another Kingdom, 5-6 Your Kingdom)  

64-70 Espionage (Your Kingdom)  

71-75 Fortify (1D6: 1-4 Border Province, 5-6 Capital)  

76-81 Investiture (Your Kingdom)  

82-84 Lieutenant (1D6: 1-4 Create New, 5-6 Lieutenant Takes Extra Character or Domain Action)  

85-90 Declare War on another kingdom (not yours).

91-96 Realm Spell (Or No Action)(1D6: 1-4 Your Kingdom, 5-6 Their Kingdom)  

97-98 Rule (1D6: 1 All Holdings of One Type, 2-3 One Holding, 4-6 Province)

99-100 Theft! They steal 1D10 gold bars from your treasury!


Untamed Kingdom / Wilderlands

Example: The Giantdowns

1-15 Adventure (1D20. 1: Lieutenant or Regent dies, 2-3: Lieutenant or Regent wounded - loses 1 Domain Action recovering, 4-6: Break even/no treasure, 7-9: Treasure: 1d2 GBs, 10-12: Treasure: 1d4 GBs, 13-15: Treasure: 1d6 GBs, 16-19: Magic Item Found, 20: Artifact Found)

16-18 Agitate (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

19-21 Contest (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

22-24 Create Holding (1D6: 1-2 Guild, 3-5 Law, 6 Source or Temple)  

25- 30 Declare War (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

31-34 Diplomancy (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

35 Espionage (1D6: 1-2 Your Kingdom, 3-6 Another Kingdom)  

36 Exploratory Trade Ω (Or No Action)  

37-40 Forge Ley Line (Or No Action)  

41 Fortify (Border Province)

42-43 Gift (1D2 Gold Bars to Your Kingdom)  

44-48 Theft! They steal 1D4 gold bars from your treasury!

49 Ley Link Ω (Or No Action)  

50-60 Lieutenant (1D6: 1-4 Create New, 5-6 Lieutenant Takes Extra Character or Domain Action)  

61-80 No Action  

81 Ply Trade  

82-83 Progress Ω  

84-88 Realm Spell (Or No Action) (Their Kingdom)  

89 Research (Or No Action)  

90-93 Rule (1D6: 1 All Holdings of One Type, 2-3 One Holding, 4-6 Province)  

94 Sea Trade Route Ω (Or No Action)  

95-96 Trade Route (Or No Action)  

97-98 Trade Services Ω (Or No Action)  

99-100 Mercenaries join your service (1D4 random units).



For the sake of completeness here is that Oracle again.

D20 ORACLE (When in doubt, ask a question, apply the modifier, then roll and interpret the results).


Modifiers

Impossible -6

Highly Unlikely -3

Unlikely -2

Possible 0

Likely +3

Highly Likely +5

A Certainty +7


D20 Oracle

*Zero is the lowest possible result*

Natural 1: Interrupt. Roll on the Random Events Table. Lose 1 Domain Action.

0-3 No, And...

4-8 No

9-10 No, But...

11 Maybe. Roll again or use GM Fiat.

12-13 Yes, But...

14-17 Yes

18-20+ Yes, And...

Natural 20 Interrupt. Roll twice on the Random Events Table and pick one. Gain one more Domain Action.


Other links

http://fan_of_enoch.tripod.com/general_rules/expanded_random_events_table.htm


2 comments:

  1. Replies
    1. Thanks. I just added tables for Untamed Kingdom / Wilderlands. Example: The Giantdowns. :D

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