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

Event

01-03

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

04-07

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

08-10

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

11-14

Bane – Rustlers attack tribal herds, stealing 2d20 livestock

15-18

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

19-21

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

22-25

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

26-29

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

30-32

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

33-36

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

37-39

Discovery – Tribe discovers entrance to underground ruin

40-42

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

43-46

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

47-50

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

51-53

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

54-57

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

58-60

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

61-63

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

64-67

Discovery – Tribe finds a previously unknown settlement in the region

68-71

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

72-75

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

76-79

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

80-83

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

84-87

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

88-90

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

91-93

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

94-96

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

97-99

Roll again, rolling two times, both events happen

00

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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