Random Tribal Seasonal Events Chart

I’ve structured First Cities game sessions around seasons, whereby two game sessions equal one calendar season passing. I find this focus on the longue durée helpful for impressing upon my players the broader scope of the game. It also allows me to do things like the chart below.

Between each calendar season in the campaign, I have a player roll on the Random Tribal Seasonal Events chart. The purpose of this chart is to add a bit of lived randomness to the tribe’s long-term campaign. Stuff happens between the seasons, after all. Most of the entries on the chart muck with tribal assets and resources, but some of the entries also create circumstances or plot hooks the elder moot can or must deal with in some way.

For help interpreting what some of the monetary notations mean in this chart, see my previous post on the economic system I’m using for First Cities.

Random Tribal Seasonal Events

Die Roll



Bounty – Tribe has good foraging; increase tribal Food Resources by 1d4 X .25 points


Discovery – Tribe discovers hidden cache of ancient bronze weapons (1d6 sm value)


Disaster – Foul weather & flash floods hit tribe; 1d8+4 tribal members & 4d8 livestock killed


Bane – Rustlers attack tribal herds, stealing 2d20 livestock


Bounty – Seasonal cultivation successful; increase wheat or barley assets by 1d4 X 15 bariga


Discovery – Tribe discovers a hidden cache of clay tablets, some of magical origin


Bane – Tribal foraging is poor; decrease tribal Food Resources by 1d4 X .25 points


Discovery – Tribe locates the lair of a regional monster or animal


Disaster – Tainted water hole sickens tribe; 1d6+2 tribal members & 4d6 livestock die


Bounty – Tribe discovers ruins of recent settlement & able to scavenge 1d4 sm of material goods


Discovery – Tribe discovers entrance to underground ruin


Disaster – Freak weather hits region, lasting for 2d8 +3 days; decrease all tribal resources by 1d4 X .5 points each for weather damage


Bane – Passing refugees speak of the imminent coming of the Horde, causing panic in the tribe


Bounty – Tribe encounters trading caravan & has success trading; increase of tribal assets of: 1 – unworked copper; 2 – wool cloth; 3 – spices; 4 – clay or copper tools; 5 – beer; 6 – wheat – by 1d6 sm


Disaster – Disease sweeps through livestock; 2d20+10 livestock die


Bane – Regional warlord threatens tribe & demands tribute for living on his lands


Bounty – Tribe discovers remains of attacked caravan & scavenges 1d4 sm worth of gemstones from an overlooked cache


Disaster – Disease sweeps through the tribe; decrease population due to death by 2d12 +10


Discovery – Tribe finds a previously unknown settlement in the region


Bane – Wild animals periodically attack tribal herds; 2d8 livestock killed


Bounty – Wandering refugee and family joins tribe & brings craft knowledge (1 – metalworking; 2 – leatherworking; 3 – pottery; 4 – weaponsmithing); increase Tech Resources by 1d4 X .25 points


Bane – Experiments w/ craftwork fail; decrease Tech Resources by 1d4 X .25 pts


Disaster – Clan feuding leads to a purge; decrease number of tribal clans by 1d2, resulting in population and asset loss


Discovery – Investigation of nearby caves reveal mineral resources: 1 – gold; 2 – silver; 3-4 – copper; 5 – tin; 6 – iron ore


Bane – Internal feuding between two clans affects tribal security; decrease Security Resources by 1d4 X .5 points


Discovery – Tribe discovers a small ruin that contains a secret treasure


Bounty – Wandering nomads join tribe; increase tribal population by 1d20, plus resources


Roll again, rolling two times, both events happen


Disaster – Regional raiders attack tribe; tribe broken and scattered (end of tribe as distinct unit; tribal resources gone)


Featured Image: “Bride Kidnapping,” used by Creative Commons License from Wikimedia Commons.


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