Chapter 10: Events & Encounters
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The Calendar
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Yearly Events
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Monthly Events
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Daily Events
Encounter Tables
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OA


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The world of Kara-Tur is rich and varied, filled with wondrous palaces, decaying shrines, and stout
castles. It is a land where many different things can and do happen, from the exotic to the mundane. It is also a
world of change. People die, children are born; earthquakes shatter villages, new homes are built; nations
conquer their neighbors, rebellions are crushed. With each event, the face && history of Kara-Tur changes.
These events and the changes they bring are an important part of the daily life of characters in Kara-Tur.
Some events are grand in scope, sweeping across entire provinces or empires. Such events seldom
involve the PCs directly. The power and force of a great earthquake is more than can be contained
by a handful of PCs, although they can certainly try (and under special circumstances may even
succeed). However, such an event cannot be ignored. Crumbled buildings and shitted riverbeds will affect the
characters in what they know and possibly what they own. Such grand events are rare but create profound
shockwaves when they occur. Major events happen only once a year at most.

Of more concern to the PCs are events that happen infrequently, but have more impact on the PCs.
When a group of bandits decides to establish a base in the PCs' home
province, it is quite possible the PCs may become involved. Caravans will need guards and
rewards may be offered for the heads of the villains. Still, such events do not happen every day or life would
become just too exciting. Secondary events occur at most once a month.

On the road and at home, many events occur daily. Often these are insignificant and trivial. Sometimes
they provide the characters with information, ideas, help, or clues. More often than not, they lead to action and
adventure. A bandit party descends on the PCs as they camp and a sharp skirmish ensues. The
man-eating tiger prowls the forest looking for a kill. Such events are checked for daily, or perhaps several times
a day in particularly dangerous areas.

Finally, there are places where the PCs are involved in time-consuming and thorough
investigation. In these places, several things may happen to the PCs in the course of an hour.
Sneaking through a ninja village or poking around the ruins of a haunted temple are particularly dangerous
activities. Things happen at a much quicker pace. In such situations, encounter checks are made several times an
hour.

The encounter system in OA combines events of a grand scale with those of everyday
occurrence. All events are organized into groups that determine how often they are checked for. Major events
occur once a year, if at all. Secondary events are checked for every month. Daily and hourly events are checked
for as needed.

Of these events, the DM should determine the major and secondary events at the start of play and at the
beginning of every game year thereafter. The DM has the freedom to do many things by determining the events
in advance. He can prepare new campaign materials in anticipation of the event (preparing modified maps for a
major earthquake), minimizing the amount of delay and "winging it" that would occur. He can begin to
introduce the factors leading up to the event into his campaign (the different forces in a war and the rumors of
impending war). He can arrange to have the PCs in the right place at the right time. It may be that
the player characters are soldiers or commanders of an army about to go to war or courtiers of a prince soon to
be assassinated. In this way the player characters are prepared to take their roles in the coming action. Finally,
determining the events in advance allows the DM to appear omniscient fate, divination, and other spells can be
answered with a certain degree of confidence.

The Calendar

In ancient times, one of the great emperors of Shou Lung devised a calendar to fix the occurrence of
regular holidays and festivals. This calendar has been highly successful and is commonly used throughout all
the civilized lands of Kara-Tur. Listed below are the months of the calendar and some of the special holidays
and festivals of the various lands of Kara-Tur. The first of the year falls sometime in modern-day February or
March.
 
 
Month No. of Days Festivals, Fests, and Holy Days
Tsou 30 New Year's Festival, God of Heaven, Feast of Lanterns, God of Spring, God of Wealth, Fertility Festival, God of Happiness, God of Learning
Ju 30 God of North, Goddess of Mercy
Yu 30 God of Central Mound, Queen of Heaven, Cherry Blossom Festival
Kao 30 God of Medicine, God of South
Kao II 29 Thunder God, Dragon Boat Festival, God of War
Chu 30 -
Hsiang 29 God of Fire, Purification Festival
Chuang 30 Moon Feast Festival, God of Land and Grain, God of Furnace, Great Sage's Birthday
Hsuan 30 Wine God, Yang Feast, Polar Gods, God of Wealth
Yang 29 God of Disease
Ku 30 -
Tu 29 King's Festival

Festivals are celebrations that last several days, possibly even weeks.
Feasts are just that, reasons to gather together for as sumptuous a banquet as can be afforded.
Holy days may or may not be observed--thisgreatly depends on the religion of the area and the character of the inhabitants.
Observances are simple, often used as an excuse to have a feast.

Q: The calendar on page 107 is about
two weeks short. Where did the
extra time go?

A: The Kara-Tur calendar is 356 days long,
making it nine days short when compared
with the calendar of the FORGOTTEN
REALMS setting on the very same planet.
"Just Making Time," an article in
DRAGON® issue #123, provides a quick
solution for this problem. A nine-day
festival is held between the consecutive
months of Tu and Tsou, belonging to no
month, which can be extended for one day
every four years by imperial decree (accounting
for leap years). The Kara-Tur
zodiac has a celestial space unclaimed by
any other constellation, matching this gap
in the calendar.
(151.9)

YEARLY & MONTHLY EVENTS

Yearly Events

Table 71: YEARLY EVENTS
 
Die Roll Event
1-10 Ambassador
11-15 Assassination of a Lord
16-30 Birth
31 Comet
32-40 Death of a Lord
41-43 Earthquake, Major
44-47 Famine
48-52 Fire, Major
53-57 Flood
58 Incursion, Major
59-68 Marriage
69 New Religion
70-74 Plague
75-78 Political Plot
79-85 Rebellion
86 Tsunami
87 Visitation
88 Volcano
89-00 War

When determining events, the yearly event (if there is any) must always be determined first. Once it is
known, it remains in effect for the entire year-there is only one yearly event in a given year. The yearly event
will often determine the type of monthly events that occur.

Yearly events are normally figured only for the campaign area. Thus if the player characters are on the
island of Kozakura, a yearly event is determined for Kozakura only. However, if the player characters are
expected to travel a great deal or if there are several groups of player characters at different points in the
campaign world, the DM should determine the yearly event for every land where the player characters are
involved. If the PCs begin in Kozakura but are expected to travel to Shou Lung, a yearly event
should be determined for both lands.

Once the DM knows the yearly event, 1d12 should be rolled to find the month the event occurs in or
begins. Some events, such as an earthquake, occur in a short period of time. A war, however, can last several
months for a single campaign season. The exact description of the event will give a range of time over which it
will occur. After determining what month the yearly event occurs in, check to see what the monthly events will
be, if any.

Monthly Events

Table 72: MONTHLY EVENTS
 
Die Roll Assassination, 
Incursion, 
Political Plot, 
Rebellion, War
Natural 
Disaster
Other
01-05 Accident Accident Accident
06-07 Bandit Activity Bad Harvest Bad Harvest
08-10 Bandit Activity Bad Harvest Bad Harvest
11-15 Birth Bad Harvest Bandit Activity
16-20 Death Bad Weather Birth
21-22 Excessive Taxes Bad Weather Birth
23-25 Excessive Taxes Bandit Activity Birth
26-27 Famous Person Bandit Activity Death
28 Fire, Major Bandit Activity Death
29-30 Haunting Bandit Activity Death
31-32 Horrendous Monster Bandit Activity Famous Person
33 Horrendous Monster Birth Famous Person
34-35 Incursion, Major Birth Famous Person
36-37 Incursion, Major Birth Fire, Minor
38-40 Incursion, Major Death Fire, Minor
41 Incursion, Major Death Haunting
42-43 Incursion, Minor Death Haunting
44 Incursion, Minor Death Injustice
45-49 Incursion, Minor Earthquake, Minor Injustice
50 Incursion, Minor Excessive Taxes Injustice
51 Incursion, Minor Excessive Taxes Maiden of Virtue
52-54 Injustice Excessive Taxes Maiden of Virtue
55 Major Battle Fire, Minor Maiden of Virtue
56-60 Major Battle Fire, Minor Maneater
61 Notorious Criminal Flooding Marriage
62-65 Recruiting Flooding Marriage
66 Recruiting Flooding Marriage
67-68 Troop Movements Haunting Marriage
69 Troop Movements Haunting Notorious Criminal
70-71 Troop Movements Horrendous Monster Notorious Criminal
72-73 Uprising Horrendous Monster Notorious Criminal
74-78 Uprising Injustice Notorious Criminal
79-80 Vengeful Stranger Landslide Vengeful Stranger
81-82 No Event Landslide Vengeful Stranger
83 No Event Maneater Vengeful Stranger
84-87 No Event Maneater VIP Visit
88-92 No Event Plague VIP Visit
93 No Event Uprising No Event
94 No Event VIP Visit No Event
95-100 No Event No Event No Event

Table 72: Monthly Events is organized into three columns. The first column is used during months of
armed violence or its potential-war, uprisings, assassinations, and political power plays. The second column is
used in months of natural disasters and their aftermaths (as specified by the exact description)--floods,
typhoons, droughts, famines, plagues and the like. The third column is used when all is right with the world, no
calamities or armed insurrections are occurring. As each event is determined, the DM should note it down on a
sheet of paper next to the proper month. The DM is free to change any event he feels is inappropriate, especially
when compared to the other events of the year. In addition, the list of events given is only a small selection. The
DM is, as always, encouraged to add his or her own creativity to the possible selections.

The events of a year for a group of PCs in the empire of T'u Lung might be constructed as
follows: The DM first rolls for the main event of the year and obtains an 82, Rebellion. The month of the
outbreak is determined on 1d12, obtaining a 5. One of the provinces of T'u Lung will rise in rebellion during the
month of Kao II. Looking at the calendar, the DM decides the plotters of the rebellion will time their uprising to
coincide with the Dragon Boat Festival, hoping to catch the government off-guard. Reading the description of
Rebellion, he finds that it will last for 1d6 months and rolls a 3. He decides the outcome will be that the rebels
will be beaten in the end by the government troops. The events for the first four months of the year are
determined on the third column of Table 72: Monthly Events. The next three months are determined on the first
column and the last months use the third column again. Making the appropriate die rolls, the DM determines the
following events for the year.
 
1. Tsou Famous Person
2. Ju VIP Visit
3. Yu Bandit Activity
4. Kao Bandit Activity
5. Kao II Rebellion; Incursion, Minor
6. Chu Bandit Activity
7. Hsiang Recruiting
8. Chuang Injustice
9. Hsuan Accident
10. Yang Haunting
11. Ku Bandit Activity
12. Tu Marriage

Finally, after reading the description of each event, the DM creates a story framework to explain the events.
At the beginning of the year, a powerful wizard, leader of a secret society, visits the province where he and his
fellow members lay the groundwork plans for the rebellion to come. After his visit, an imperial censor (a
powerful official somewhat like a member of the secret police) pays call on the ruler of the province to check
out reports of discontent, but learns little. In the next two months, bandits in the mountains become more
aggressive and dangerous. Actually they are members of the secret society, testing the defenses and fighting
ability of the soldiers of the province.

In the month of Kao II, these bandits are joined by a strong force of soldiers from a neighboring warlord and
together they arouse dissatisfied peasants and blackguards to rise against the government. At first they are
successful, however, they quickly suffer setbacks.

In the month of Chu, the rebels retreat into the mountains and continue their raids, harrying the
government forces. Finally, the government conscripts all the able-bodied men it can find and drives the rebels
out of their mountain strongholds. The rebellion is broken, although many rebels escape. With the end of the
rebellion, the government launches reprisals against those suspected of aiding the rebels-executing, imprisoning
and banishing entire families. Alas, many use this as an excuse to settle old scores or steal property. Many
innocent people are accused.

In the month of Hsuan, a bridge collapses and several unfortunates plunge to their death. The next
month rumors abound that the site of the bridge, now being rebuilt, is haunted by those who died. The bridge
cannot be completed until the matter is resolved.

In the month of Ku bandits once again return to the hills, sponsored by the same neighboring warlord
who secretly aided the rebellion. Finally, all is put to right as the governor of the province manages to arrange a
marriage between one of his daughters and one of the sons of the warlord. It is an occasion of great celebration
and feasting, ending the year on a happy tone.

The events of the above year provide many opportunities for player character involvement at all levels.
High-level characters may become caught up in the intrigue of the rebels and the visit of the imperial censor or
may command forces sent to crush the rebellion (or be part of the rebellion). Mid-level characters may be
rebels, secret aides of the censor, commanders of smaller units of government troops, supervisors of the
rebuilding of the bridge, or ambassadors to arrange the marriage. Low-level characters may be guarding a
caravan attacked by bandits, spying for the rebels, impressed into government service, or present when the
bridge collapses. By knowing these events in advance, the DM is able to prepare adventures for his characters
that involve these events.

Always remember that the events of a year do not take into account the actions of the PCs.
It is possible (and not unlikely for high-level PCs) that the PCs could change the
outcome of many events. In the above example, the PCs might dig up enough evidence for the
censor to prevent the rebellion, lead the rebellion to success, prevent the outbreak of cruelty and injustice that
follows it, or spoil the marriage plans of the governor and the warlord. When the PCs do cause a
change of events, the DM should be ready and willing to change the course of events for the remainder of the
year. Often the new events will be obvious and the DM can decide what the changes will be. Other times the
events can simply be rerolled. However, the yearly event is never rerolled. If the PCs manage to
prevent the yearly event (the rebellion in the above example), no yearly event occurs for that year.

Explanation of Yearly Events

Ambassador: An ambassador arrives from (50%) or is sent to (50%) another land. The ambassador
remains for 3d10 months. Ambassadors are sent for a variety of reasons-to prevent war, form a .military
alliance, arrange a marriage, pay tribute, promote trade, or gain culture. Their arrival is always a major event for
those of the court, accompanied by ceremonies and banquets. There is a 10% chance that any arriving
ambassador is a gajin from the distant lands beyond Kara-Tur.

Assassination of Lord:

A high-ranking lord is assassinated.
High ranking lords include emperors, princes, chieftains, daimyos, governors, PMs, and ministers of state.
If the PCs are vassals of the one slain or have had dealings with that NPC, they may fall under suspicion.
They are automatically suspected if they are known enemies of the one assassinated.
There is a 30% chance the assassin <(ninja)> is taken alive and a 1% chance he accuses the PCs (if they have any connection to the one slain).
There is a 20% chance the one assassinated has no clear successor and a power struggle ensues, lasting for 1d6 months (this may result in war if the DM desires).
Otherwise, the court is in turmoil for 1d6 months after which things return to normal.

Birth:

http://www.yozone.fr/spip.php?article10060

A high-ranking noble's family has given birth to a child, thereby ensuring the continuation of the line.
This is a cause for celebrations both by the noble and those under him.
The event is a happy one and feasting and ceremonies last for several days.

<image>

Comet: A bright comet is sighted in the sky for 1d4 weeks. This is a portent of some great event. A
second yearly event is chosen by the DM and occurs shortly after the comet passes.

Death of Lord: A high-ranking noble dies, either in battle, through misadventure, disease, or peacefully
in bed. The effects of succession are the same as those given for Assassination.

Earthquake, Major: A powerful earthquake strikes the land, causing extensive destruction in a 50-mile-radius area.
The DM chooses the center point of the earthquake.
Before and after the earthquake there are a series of lesser tremors, causing slight damage (as decided by the DM).
The major quake destroys cities, reshapes lakes, coastlines, and rivers, causes great fires, and possibly kills hundreds of people.
The effects on PCs and their property if in the radius is equal to an earthquake spell (severity chosen by the DM).
There is a 70% chance that a major fire occurs in any town or city and a 40% chance that a plague will occur in a populated AREA.
The quake lasts only a few hours.

Famine: Drought and poor harvest result in the region undergoing famine. The signs of impending
famine are obvious--crops wither, animals die, the poor begin to hunger, etc. The famine lasts for 2-7 months.
During this time, the price of food skyrockets 10, 50, or even 100 times its normal price. Marauder groups
appear, scavenging for food of any type--cattle, sheep, dogs, horses, etc. Farms in the region produce no income
for the year and only 25% of their normal income in the next year. There is a 60% chance of an uprising by the
peasants unless steps are taken to relieve the suffering. The population of the area is reduced by 5% per month
of famine. There is a 20% chance of a plague occurring.

Fire, Major:

A huge conflagration sweeps a major city of the land, destroying 50% to 80% of the city.
Property of the PCs is burned to the ground at the percentage chance =equal= to the amount of the city destroyed.
The city's population is reduced by 10% to 40%.
There is a 20% chance of a plague outbreak and
a 10% chance of famine.
The price of lumber and building materials is 10 times normal for the next four<4> months.
The price of food doubles for one<1> month.

Flood:

A major flood sweeps the region.
If on the coast, severe storms cause the waters to flood the coastal regions.
If along a river, a series of heavy rains cause the river to rage and overflow its banks, flooding the bottom land.
The waters rise 5-30 feet (5d6).
Signs of the impending flood are obvious 2-5 days in advance and levees and dikes can be built to protect against it.
Once the flood begins, the waters rise at the rate of 1 /2 foot an hour until the max. is reached.
They remain at their high point for 4d6 hours and then subside at the rate of 1 foot per day.
Buildings are extensively damaged, although only those in the path of the raging waters are destroyed.
The population of the AREA is reduced by 1 % to 10% and the price of all goods is doubled for 2-5 months.
Normal movement across the flooded areas is impossible.
If the flood strikes during the planting season, income from farms in the AREA is reduced by 50% for the year.
If it strikes during the harvest season, 80% of all farm income is lost and there is a 40% chance of a famine in 1-3 months (unless steps are
taken to prevent it).
In addition, all floods have a 20% chance of causing a plague.
Floods do not occur in desert or arid regions.

Incursion, Major: A major migration of creatures enters the kingdom from outside its borders.
Although this migration is not war it is not necessarily peaceful. The size of the incursion should be in
proportion to the size of the kingdom. Thus several hundred creatures would be a major incursion for a small
province, while several thousand creatures would migrate into a large kingdom. The creatures may be humans,
humanoids, or monsters. The migration might be a barbarian horde driven from its homeland or a race of
hobgoblins expanding its territory. The newly arrived creatures attempt to live life as they always have,
retaining their old habits and speaking their own language. If given to violence and raiding, they continue these
practices. The creatures remain until driven out. If allowed to stay, they will, over the years, adopt some of the
habits and practices of the new land until they are considered a regular part of life. This migration occurs over a
period of 1d12 months.

Marriage: The ruler of the land has arranged an important diplomatic marriage involving either himself || his children.
Such marriages are used to secure alliances, gain control over smaller kingdoms, settle disputes, or appease overlords.
The marriage is a cause for festivals && feasting.

New Religion: A new religion or a new sect of an established religion appears in the land, quickly
gaining converts and followers. There is a 75% chance that this causes hostility and feuding between it and the
established religions, leading to skirmishing, temple burning, and battles between warrior monks. Both sides
attempt to gain the support of the ruler of the land. There is a 60% chance the ruler comes out in favor of the
new religion. If so, there is a 40% chance the ruler bans the other religions, burning their temples, forbidding
their practices, and killing or banishing their clerics. Rulers often find it convenient to support new religions as
a tool for breaking the political power of established religions. The initial arrival of the new religion takes from
2-7 months, while the feuding between different sects and religions may last for centuries.

Plague:

A terrible disease sweeps the land faster than the clerics<shukenja> can check it with their spells. <note names of diseases, cf. Fantasy Needs Reality, Too>
The plague lasts for 2d6 months.
There is a 40% chance per month spent in the plague-ridden lands of contracting the disease and a 60% chance of contracting it if in the company of a diseased person.
The population of the AREA is reduced by 5% per month.
Those untouched by the disease and those of neighboring lands are suspicious of strangers. <TALK modiier = ?>
Traders do not enter plagued lands and the cost of imported goods increases five<5> times and the cost of normal goods doubles.
When a plague strikes, the entire country (unless small) does not become diseased all at once.
Rather, the plague moves about, sweeping from town to town like a moving scythe.
Thus a town may not yet have been hit by the plague, may currently be in the throes of the disaster, or may have suffered and survived through it already.

Plague (i2 - i/p) +

Yurtrus (god of plague) +
Morgion (god of plague) +
Incabulos (god of plagues) +
 
 

Political Plot:

A plot to overthrow the present government is discovered or the ruler of the land is convinced that such a plot exists.
Many nobles and government officials are stripped of their rank, banished, or executed.
If the PCs hold positions within the government or are involved in political affairs, there is a 40% chance they are accused of complicity.
If the characters have powerful enemies, this chance is increased to 80%.
They must either prove their innocence or suffer the consequences.
There is a 20% chance that a noble or group of nobles rises in rebellion.
Spies and secret police are everywhere, ready to arrest people on the slightest evidence.
The political turmoil lasts for 1-3 months.

Rebellion:

A powerful lord, secret society, religious sect, army commander, or army of peasants attempts to overthrow the government in the AREA.
The purpose of the rebellion may be to gain independence from the government, avoid taxation and brutal treatment, gain special privileges, or seize the throne. The exact cause of the rebellion is left to the DM.
Likewise the exact strength of the rebellion and the final outcome are left for the DM to decide.
If the rebellion involves the PCs in military battles, it is strongly recommended that the DM use the BATTLESYSTEM™ Fantasy Combat Supplement to create and play several battles with his players.
If these rules are used, the DM can give the players responsibility for the management and strategy of either the rebels or the government troops.
This, in itself, will create an entire series of adventures for the PCs.
If the BATTLESYSTEM™ Fantasy Combat Supplement rules are not used, the rebellion lasts for 1d6 months before succeeding (highly unlikely) or failing. Captured and defeated rebels can expect no mercy from their masters.

Tsunami:

A great wave (as per the spell tsunami) strikes a 50-mile section of coastline.
The effects are the same as the spell. The wave is 100 to 200 feet high when it hits. It strikes with little warning.
The population of the area is reduced by 70%. Countries without coastlines treat this event as no event for the year.
In its aftermath, there is a 10% chance of plague occurring.
The price of building materials triples and the price of all other goods doubles in the area.
While the tsunami strikes quickly, the effect on prices lasts for 1-2 months.

Visitation:

A major deity appears somewhere in the land, either for good or ill.
News of the appearance travels FAST and the site is revered || despised depending on the nature of the visitation.
If the site is revered, it becomes the object of pilgrimages by the faithful.
The religion or sect orders the construction of a temple || shrine on the site.
If the site is despised, the fortunes of those in a 5-mile radius fall.
Common folk move away if possible and the AREA is generally shunned.
It becomes the secret meeting place of evil followers && monsters.

<Chinese: Shang-Ti, Chi Sung-Tzu, Chung Kuel, Kuan Yin, Lei Kung, Shan Hai Ching, Yen-Wang-Yeh>
<Japanese: Amaterasu Omikami, Raiden, Susanowo, Tsukiyomi>

Volcano:

Either a dormant volcano erupts (70%) || a new volcano appears (30%).
In either case, the eruption is preceded by tremors && rumblings identical to those that precede a major earthquake.
When the eruption occurs, it is of exceptional violence.
All within a 5-mile radius is destroyed and clouds of thick ash rain down up to 30 miles downwind.
The volcano spews smoke && ash for the remainder of the month.
Thereafter, the volcano remains active for 1d12 months, with a 10% chance per month of another major eruption.
<1. revise image, 2. make precise links to the WSG, 3. make some minor alteration of the above text>

War:

Either the ruler of the kingdom launches a campaign against a neighboring land (50%) or
the kingdom is invaded from a neighboring land (50%).
The size of the armies range into the thousands || tens of thousands.
As with rebellion, the exact causes, forces, and outcome of the war are left for the DM to determine.
If the DM has the BATTLESYSTEM™ Fantasy Combat Supplement, he may wish to involve the PCs in the war by giving them commands in one of the armies. One major campaign is fought per year and lasts from 2-5 months (generally in the summer).
The war lasts for 1-3 years.
PCs are readily accepted into the ranks of the army and, depending on their actions, may be able to quickly rise to high rank.
The effects of war are many and varied.
Prices on {the campaign} trail double II triple, farm incomes in the AREA fought over are reduced by 50%, and the civilian population generally moves away.
Away from the front, other groups may take advantage of the situation and stage a rebellion or uprising.
Press gangs roam the countryside, seeking new "recruits:"
The younger sons of peasants desert their homes, seeking fame && fortune as soldiers.
 
 
Tobadzistini (god of war) Ishtar (goddess of war) Morrigan (goddess of war) Nuada (god of war) Huitzilopochtli (god of war)
Chao Kung Ming (god of war) Huan Ti (god of war) Anhur (god of war) Ares (god of war) Karttikeya (god of war)
Hachiman (god of war) Tyr (god of war) Enlil (god of war) Inanna (goddess of war) Clangeddin (god of war)
Kiri-Jolith (god of war) Hextor (god of war) Tempus (god of war) - -

Explanation of Monthly Events

Accident:

Some type of terrible accident occurs in the AREA.

  • A bridge across a raging river may collapse,
  • lightning may strike a building,
  • a horse-drawn cart may rampage through the streets,
  • a levee may break,
  • etc.

  • The DM must decide what accident occurs.
    The accident at best causes inconvenience and at worst causes substantial loss of life.
    It will be the topic of conversation for some time afterwards.
     

    Beshaba (Goddess of Accidents)
     

    Bad Harvest: Poor weather, lazy farmers, bad luck, and greedy crows have combined to yield a poor
    crop. Farm incomes of the area are reduced by 25%. There is a 5% chance of famine occurring. The price of
    food increases by 50%. The peasants become dissatisfied and there is considerable grumbling about ill luck and
    bad fates. Often the poor harvest is blamed on the actions of the ruler of the land. Supposedly, the poor crop is
    punishment for his evil actions.

    Bad Weather: The weather throughout the month is particularly foul. During winter, roads are choked
    by blizzards. The air is freezing cold. In monsoon season, the rains are particularly heavy, turning everything
    into a sodden morass. In hot weather, the weather is exceptionally hot, broiling the characters uncomfortably.
    All movement is reduced by 50% with a like affect on trade. Armies in the field suffer a 15% desertion rate
    during the month as the common soldiers decide they have had enough. During the farming season crops are
    damaged, reducing farm income by 15%.

    Bandit Activity: A force of 20-200 bandits have moved into the area and are being particularly active.
    They may have been driven out of a neighboring region or may have naturally gravitated here. They establish a
    stronghold in some remote place, preferably deep in the mountains. That' have spies and informers in the towns
    and villages, appraising them of the movements of merchant caravans and treasury shipments. There is a base
    5096 chance that any caravan moving through the region is attacked. Lone travelers are robbed 80% of the time.
    Should any merchant or official be so indiscreet as to publicly let out that he is transporting a valuable cargo,
    the caravan is automatically attacked. Of course, mercenary guards are in great demand. If the government of
    the area is effective, troops are called out to drive the bandits from the region (possibly leading to several
    encounters suitable for use with the BATTLESYSTEM™ Fantasy Combat Supplement). Merchants and
    travelers are suspicious of strangers. If the government troops are ineffective, the bandits stage raids on the
    small villages, robbing their grain shortly after each harvest. The bandits remain in the area until they are
    defeated or the pickings become too slim to be profitable.

    Birth: Should any of the PCs be married, the character learns at this time that he or she is
    to have a child. The actual birth will occur in nine months. If this does not apply, a local noble or government
    official has a child (95%) or there are reports of the miraculous birth of a child to a peasant family (5%). Should
    the child be born of a noble, it is an occasion for feasting and celebration for the noble and his retainers. If the
    birth is a miraculous one, it is an event of great wonder. The child springs from a piece of cut bamboo, appears
    from the waters of a spring, is found in a local shrine, etc. The peasant family is always hard-working, honest,
    and pious. As the child grows through the years, he will prove to be exceptional in some way-great strength,
    cleverness, magical ability, etc. Meanwhile, the fortunes of the peasant family will rise and they will become
    leaders of their community.

    Death: A local noble or government official dies, either of natural causes, war, or misadventure. If the
    position vacated is hereditary, it is filled by his son. If the noble has no heirs, there is a 30% chance some other
    person has inherited the property, either through adoption or assignment of rights. In this case the succession
    goes smoothly. If the succession is unclear and there is a strong central government in the land, the fief is
    assigned to a new lord by the court. At the court there is political maneuvering to gain the fief appropriate to
    value of the province (furious struggles erupt for the control of a rich farming province). If the central
    government is weak or nonexistent, neighboring lords attempt to seize the fief through force of arms. This can
    lead to armed clashes across the province. If the vacated position is a government post, the central government
    appoints a new official who arrives in 2-7 weeks. During the time before he arrives, no government duties
    relating to the post can be resolved. Thus, upon the death of a magistrate, no cases could be heard or resolved
    until the new magistrate arrived.

    Earthquake, Minor: The region is stricken by a minor earthquake, affecting a 5-mile radius from a
    center point chosen by the DM. Although loss of life is minor, 50% of the buildings in the area of the quake will
    be damaged. There is a 20% chance of a major fire occurring and a 30% chance of a minor fire. The earthquake
    is preceded by tremors identical to those that precede a major quake. After the earthquake, the cost of building
    materials doubles for 1-2 months.

    Excessive Taxes: A new edict comes from the ruler of the land, setting the taxes upon the peasants at an
    impossible rate. The ruler may need to finance a military campaign, rebuild sections of the kingdom destroyed
    in a natural disaster, or may just be a corrupt, licentious spendthrift. Poorer peasants are driven into poverty or
    debt-slavery. Many are forced to sell their lands at low prices and take up begging. Everyone tries to find ways
    to avoid the new taxes--petitioning for special exemptions or hiding their goods. There is a 30% chance of an
    uprising occurring and a 70% chance of an increase in bandit activity as the impoverished peasants flee to the
    hills.

    Famous Person: A person of great renown, but no official position, has arrived in the area. The person
    is noted for exceptional skill in some art or craft. It may be extraordinary skill at painting in the classical style,
    mastery of a particularly difficult poetry form, superb form in a fighting style, brilliance as a philosopher, or a
    reputation for pious behavior. The person may have a character class and level, like a normal player character,
    or may be an NPC with some skill other than those of the player characters. The famous visitor attempts to
    arrive quietly and pass his time without arousing notice. However, rumors soon get about of his presence and
    his reputation. In addition, the person may have secret reasons for being in the province. The DM can create and
    add whatever complications. The person remains in the area for 1d6 weeks.

    Fire, Minor:

    A large fire sweeps a city, town, or village. If the fire occurs in a city, 10%-40% of the
    buildings are destroyed. If the fire is in a town 50%-70% are burned. If the fire is in a village 8096-10046 are
    burned to the ground. Costs for building materials are double the normal price. Fortunately, however, loss of
    life from the fire is minor. Minor fires are a useful tool for the DM when he wishes to make some change in the
    buildings or day-to-day affairs of an established place.

    Flooding:

    Flooding is a sudden and less severe event than Floods (on Table 70: Yearly Events).
    Flooding is caused by the collapse of a levee, dam or dike, or by a sudden cloudburst upstream. The water
    rushes over the countryside in a great wave 5d4 feet high. The wave is 101-200 feet wide, centered about the
    riverbed of its source. The wave rushes downstream for 1d6 miles before losing force. It can easily snap trees,
    tear down buildings, and sweep men away. All those caught in the path of the wave are swept downstream to
    their deaths-unless they have some type of raft or other flotation device. After this passes the water level
    quickly falls to a height of 3d2 inches. It remains at this height until the collapsed construction is rebuilt or the
    water naturally evaporates.

    <rename images for flood and flooding, so that they are consistent with the text>

    Haunting:

    It is rumored that some site in the region has recently been the center of strange supernatural events--often the site of a great battle, murder, or accident.
    The DM decides whether the haunting is real or not.
    A number of creatures listed in this book are suitable for a haunted site. <(kuei, et al.)>
    This event can be used to provide the PCs with a ready-made source of adventure.
    Hauntings may be simple affairs, or quite elaborate, with the spirit returning to complete some arduous task left unfulfilled or to right some wrong (perhaps
    committed by the magistrate of the province).

    Horrendous Monster:

    Some creature of great evil and power moves into the AREA and begins terrorizing
    the local villages. The DM should select the monster, either from those presented in this book or from previous
    books. The lair of the monster is some secluded site hidden from its hunters. However, the general location of
    the lair is known to the local peasants. They do not attack the monster, afraid of its power. If the monster is not
    defeated or driven away soon, the villagers make offerings to it as an evil god, hoping to appease it. In addition,
    others of its type (or young) appear in the same area and the infestation becomes stronger.

    Incursion, Major:

    A strong force has moved into the region, with the intent of establishing a permanent
    home here. The force may or may not be friendly and good. Like the yearly event, the size of the incursion is
    relative to the size of the territory. Unlike the yearly event, this incursion is not a gradual process but a rather
    sudden arrival of people or creatures from another area. Typical incursions are soldiers invading or retreating,
    refugees escaping disaster or war, bandits or monsters driven from another province, nomads following game,
    or even prospectors attracted to a recent mineral find.

    Incursion, Minor:

    This is identical to a major incursion except that the forces involved are much
    smaller. Such incursions may be a band of ninjas sent to spy out the province, reinforcements to a bandit gang,
    the punitive expedition of a neighboring warlord, or the raiding party of a tribe of monsters.

    Injustice:

    Wickedness has seized control of the local government and courts. Corrupt and greedy
    magistrates and court officials are jailing and punishing innocent people. This evil may occur because the
    magistrate has been bribed, wants to steal the property of the accused, has been tricked by others, is cruel, or is
    exacting official vengeance on rebels or traitors. Such injustice can be stopped if evidence can be brought to
    higher officials (assuming they are not corrupt) or the PCs decide to act as protectors of the
    innocent. There is a 5% chance that a PC is wrongfully accused of a crime (20% if the PC has a powerful enemy).

    Landslide: This event can only occur in mountainous or hilly regions. A major landslide or avalanche
    has blocked one of the main roads of the province. The road cannot be used until the landslide is cleared. The
    peasants must be mobilized to clear the road and the work takes 1-2 weeks unless spells are used to speed the
    task.

    Maiden of Virtue: A young woman of exceptional grace, wit, and beauty has appeared in the region.
    She may be the daughter of a powerful noble (50%), a maiden of mysterious and magical origin (30%), an
    exiled princess (10%), or simply a commoner (10%). She charms and impresses all who meet her. She has an
    exceptionally fine writing style that reveals her pure nature. She is skilled in the playing of musical instruments
    and other artistic accomplishments. She is properly respectful of her parents (if she has any). If the maiden is
    any but the daughter of a powerful noble, she can be courted (and possibly wed) without the full formalities.
    However, being aware (but not vain) of her own qualities, she does not accept just anyone. Her accepted suitor
    must possess exceptional qualities of his own. He must also be a model of virtue and likewise skilled in the arts.
    He must possess heroic qualities. To even attract her notice, he must produce some artistic item of quality-a
    poem, painting, exceptional handwriting, etc. He must also have a Comeliness and Charisma of at least 13 each.
    Maidens of mysterious origin or princesses may set impossible tasks as a condition for any successful suitor.
    The social rank of the character is not as important as the qualities mentioned above. The handling of the
    courtship, the degree of attraction between the two, and the final result of any courtship are left in the capable
    hands of the DM.

    Major Battle: A large and important battle is fought in the region. As with war and similar events, the
    DM must decide the forces involved on each side and the site of the battle. Use of the BATTLESYSTEM
    Fantasy Combat Supplement is strongly recommended to resolve this battle, possibly giving the player
    characters command of units on one side. If this approach is not used, the DM must determine the outcome of
    the battle. Prior to the engagement, there are many troops moving through the area (possibly creating many
    interesting encounters). After the battle, the losers are forced to retreat, possibly in flight. During this retreat,
    many peasants take up arms to protect their villages and hunt down the losers. Patrols of the victorious force
    scour the countryside looking for stragglers, deserters and small bands of the enemy.

    Maneater:

    A leopard, tiger,wolf, or similar creature has acquired a taste for human flesh and is raiding
    the local villages, carrying off women, children, and farmers in their fields. The animal strikes once or twice a
    week, killing its prey and dragging it off into the woods. The villagers are paralyzed by fear, unwilling to
    venture outside alone or after dark. They petition the government, a powerful NPC, or the player characters for
    aid. The maneater remains active until captured or killed.

    Marriage: Should one of the PCs currently be courting a member of the opposite sex, his
    or her proposal of marriage is accepted (unless the DM rules this does not happen for other reasons). If this is
    not the case, an important or influential person in the region either marries or completes the marriage
    arrangements for one of his children. If the PCs are known to the NPC, they are invited to attend
    the wedding. In any case, the wedding is cause for feasting && celebration.

    Notorious Criminal:

    A wanted villain is rumored to be in the AREA.
    He may be a banished lord who has secretly returned,
    a traitor fleeing the wrath of the emperor,
    an escaped convict, a famous bandit, etc.
    There may be a reward posted for the capture or slaying of the criminal.
    His presence may only be a rumor, leading to nothing but a wild goose chase.

    Plague: See Plague in yearly events.

    Recruiting: Men are needed to shoulder arms and special measures are taken to recruit soldiers. These
    include enforced levies of peasants, bounties offered to capable officers, and recruiting gangs. There is a 2046
    chance the characters are swept up by one of these gangs. If the characters do not want to be hustled off to the
    front line, they will have to do some fast talking (or something!).

    Troop Movements:

    Organized groups of soldiers, either friendly or enemy (or perhaps both at different
    times) sweep through the province. In either case there is a fair amount of looting and collections of rice, grain,
    and horses. No repayment can be expected for this, although notes may be issued for items taken. There is a
    10% chance any character is arrested as a spy. Ninja characters are given orders to spy on the enemy 40% of the
    time. Friendly troops do not engage in wholesale pillaging and neither do enemy troops (most of the time).
    Barbarians and enemies on raids burn buildings and cause as much damage as possible in addition to carrying
    off anything of value.

    Uprising:

    Dissatisfied with their poor lot, the peasants rise spontaneously in rebellion. They may be
    protesting against injustice, excessive taxes, or their general misfortune. The uprising begins in one or two
    villages and spreads quickly to the other rural areas of the region. The peasants arm themselves with whatever is
    at hand-farm implements and weapons they have gathered from samurai they have hunted down. Only 1096 of
    the peasants involved have proper armor. There is a 60% chance that any monastery in the area supports them,
    giving them troops, shelter and aid. The peasants have no military plan or strategy, simply attacking and
    ambushing any troops and officials of the government they find. If a strong leader should arrive in their midst,
    they can be trained into an effective fighting force in 2-4 months. Of course, uprisings are dealt with severely by
    the government and reinforcement troops are dispatched to deal with them. No mercy or quarter is shown, a fact
    that causes the peasants to fight to the death. When an uprising occurs, there are many positions the player
    characters can fill-leaders of the uprising or commanders for the government troops being the most common.
    Unless the PCs manage to swing the balance of power the uprising is doomed to failure and all
    who took part (and their families) are executed if captured. However, the effort may not bra futile, as there is a
    70% chance the government listens and reacts to the complaints of the peasants, possibly lowering taxes or
    replacing the officials of the area. There is a 70% chance that there is increased bandit activity in the area for
    1-3 months after the uprising, as the surviving peasants take to the hills to escape punishment. As with war and
    rebellion, the DM must determine the size and type of the forces involved and use of the BATTLESYSTEM™ Fantasy Combat Supplement is recommended.

    Vengeful Stranger: A mysterious NPC arrives in the area, searching for a particular person. He travels
    through the region making discreet inquiries in the villages and towns. He seeks revenge for some past wrong
    (possibly a murder or insult). If the player characters have offended or wronged some family or person in the

    past, the stranger is looking for them. He learns their whereabouts 70% of the time. The DM can use this as the
    basis for an adventure for his player characters. If the stranger is not looking for the player characters, he may
    enlist their aid in his search (or his prey may do the same). Most often the local government is neutral in the
    matter, but if the DM decides, the local officials may attempt to intervene and end the feud. Should the stranger
    be hunting for the player characters and they defeat him, this will be cause for an ancestral feud between
    the-two families.

    VIP Visit: An important official comes on a formal visit to the province. The purpose of his visit is left
    to the DM to decide. If he has arrived to investigate the misdeeds of the local officials, they certainly try to
    eliminate him. However, in this case he is traveling in disguise. Player characters may be hired to protect the
    VIP or do away with him. Otherwise the visit is marked by official banquets and feasts (which the player
    characters may be invited to attend).

    Daily Events

    Daily events are the most common type of encounter and the ones that most frequently involve the
    PCs. Whereas yearly and monthly events form a backdrop for the campaign, daily events provide
    much of the action for the player characters. Daily events include encounters with creatures and special
    summons the player characters may receive.

    Player characters can have up to three events in a single day, depending on the PCs' location. To
    determine the number of daily events possible, consult the chart below.
     
    Court 0-1 events possible per day
    City, town 0-1 events possible per day
    Rural area 0-2 events possible per day
    Wilderness 0-3 events possible per day
    Sea, ocean 0-2 events possible per day

    To determine the daily event, if any, roll percentile dice on the column of Table 73: Daily Events that best fits the current location of the PCs for that day.
    Thus, if the PCs are currently traveling across a lonely mountain pass, the Wilderness column would be used.
    If the PCs descend from the pass and reach an AREA of farmland and villages, the Rural column would be used.
    The max. number of events are rolled for in the AREA--in wilderness, three die rolls would be made.
    However, many of  these die rolls may result in no event.

    Table 73: DAILY EVENTS
     
    Die Roll Court City/Town Rural Wilderness Ocean
    1-50 - - - - -
    51 Contest Duel Bandits Bandit camp Becalmed
    52-53 Contest Duel Bandits Monster Becalmed
    54-55 Contest Duel Bandits Monster Monster
    56-60 Contest Entreaty Bandits Monster Monster
    61-63 Duel Fire, small Crime Monster Monster
    64-65 Duel Insult Crime Monster Monster
    66-69 Entreaty Insult Haunting Monster Monster
    70 Illness Insult Haunting Monster Monster
    71-72 Illness Invitation Monster Monster Monster
    73-77 Invitation Invitation Monster Monster Monster
    78-79 Invitation Kidnapping Monster Monster Pirates
    80 Maiden Maiden Monster Monster Pirates
    81 Maiden Maiden Stranger Monster Pirates
    82 Maiden Monster Stranger Nobles Pirates
    83 Monster Monster Stranger Ruins Pirates
    84 Plot Monster Shrine Ruins Pirates
    85-86 Plot VIP Shrine Ruins Pirates
    87 Special VIP Shrine Ruins Pirates
    88 Special VIP Shrine Ruins Ship
    889-90 Special VIP Mystery Shrine Ship
    91 Special VIP VIP Shrine Ship
    92 VIP VIP VIP Storm Ship
    93 VIP VIP VIP Storm Storm
    94 VIP VIP VIP Stranger Storm
    95 VIP - VIP Traveler Storm
    96-98 VIP - - Traveler Storm
    99-100 VIP - - Traveler Land

    Explanation of Daily Events

    Bandits: The PCs, through accident or design, find a camp or outpost of a bandit force operating in the AREA.
    If there are bandits active in the AREA, the characters come across the outer edges of a bandit camp.
    There are 2d10 bandits present.
    They attempt to delay or waylay the characters while two of their brethren return to the main camp for help or to sound the warning.
    If there are no active bandits in the AREA, the encounter is with an advance group moving into the area.
    The player characters encounter 3d10 mounted bandits.
    If possible, the bandits AVOID a fight (since they are here to scout).
    They may attempt to pass themselves off as travelers.
    If the bandits are clever and the players are not, the bandits may succeed in fooling the PCs in which case nothing happens in the encounter.

    Bandit Camp: The PCs have accidentally stumbled onto a bandit camp in the wilderness.
    The referee should create the camp according to the info given in the MM book. <>

    Becalmed: The winds die out and the sea becomes perfectly still.
    Ships cannot sail this day and must be rowed.

    Contest: The PCs (if of noble station) receive an invitation to a contest from a powerful
    lord. The contest is in one of the arts-poetry, painting, calligraphy, etc.-that at least one of the PCs
    has proficiency in. The time and place for the contest is already set. When held, the contest takes the form of a
    formal party. Each guest is supposed to compose a work on the spot that is then judged according to the quality
    of the work, the appropriateness to the occasion, the imagery, and the sheer beauty. The winner of the contest
    receives a minor gift and gains honor. The contest can be missed if there is a good reason (leaving town at the
    orders of one's lord, etc.). If the player characters do not attend (and do not have good reason), they lose 2
    points of honor. It is assumed that they are ashamed of their own skills.

    Crime:

    Some crime, petty or notorious, has occurred and the PCs are privy to it. They may
    be friends of the victim or the accused (or they may bathe victim). They may be witnesses to the crime. They
    may be requested or ordered to help catch the criminal. The DM can use this encounter as a basis for the
    beginning of an adventure with the PCs.

    Duel: One of the player characters is challenged to a duel. This can be for several reasons. The character
    may have accidentally insulted an NPC or publicly embarrassed him. The NPC may have come looking for the
    player character, having heard of his fame. h may be a case of mistaken identity. The NPC may have an old
    score to settle with the player character or his family. Note, shukenja are never normally challenged to a duel.

    Entreaty: A lower ranked noble or a group of commoners comes to the PCs requesting a
    special favor. A noble may want the player characters to recommend him to an NPC the PCs are
    familiar with or he may want them to do some deed that is beyond his station or power. He is willing to pay or
    even bribe the player characters. A group of peasants may be looking for warriors to protect their village from
    bandits, drive away an evil spirit, or avenge some wrong done to them. The DM should use this encounter as the
    starting point for an adventure for his player characters.

    Fire, small: A fire breaks out in a building not far from the PCs. They are expected to aid
    in the firefighting. This may mean organizing the work or simply being part of the bucket brigade. If this
    encounter occurs while the player characters are at home, one of their buildings will be on fire. The fire will
    have been intentionally set 70% of the time, either by an enemy of the player characters, ninjas attempting to
    create a distraction (thereby slipping past the player characters), or a malicious spirit. If not fought quickly and
    effectively, the fire will burn out of control. Out-of-control fires have a 70% chance of igniting nearby
    buildings.

    Haunting: See Haunting in the monthly events.

    Illness: A disease strikes one of the PCs (20%) or an NPC known to them (80%). The
    disease is quite dangerous. The first indications of the illness start the day the encounter is rolled. The DM must
    roll 2d6 to determine the number of days required for the disease to run its course. Each day untreated, the sick
    person becomes worse in condition-high fevers, sweating, dizziness, weakness, etc. At the end of the time
    period, if the disease has not been cured, a saving throw versus death must be made. If the save is failed, the
    invalid dies. If the saving throw is made, the person begins to recover. Sick characters are required to rest and
    recover one day for every day spent ill.

    Insult:

    One of the PCs, intentionally || inadvertently, insults an NPC.
    If the NPC is of the PC's status or higher, he demands satisfaction.
    If this occurs at a court, the aggrieved party presents his complaint to the ruling lord, who takes some type of action on it.
    Should this punishment be inadequate or the aggrieved is of lower standing, the PC has made a long-term enemy who will attempt to cause harm in the future.

    Invitation: The PCs have received an order, politely phrased as an invitation to call upon a
    powerful lord. The exact purpose of the invitation is left to the DM. Typical reasons include celebrating births,
    christenings, marriages, or receipt of offices; outings to view the moon, admire cherry blossoms, or go hunting;
    political maneuvers to receive special instructions, embarrass a third party, or compromise the player characters;
    or, rarely enough, purely social calls. These invitations are by no means casual affairs. Proper decorum and
    respect must be observed at all times when attending. Of course, to refuse without justifiable reason is cause for
    an insult.

    Kidnapping: An attempt is made to kidnap a player character or an NPC known to the player
    characters. The reason for the kidnapping can be anything the DM desires. A powerful lord may have sent
    ninjas to keep someone out of the way or ensure their cooperation. Bandits or yakuza may be attempting a little
    extortion. A jealous lover may be removing his competition. It may even be that a pair of lovers has secretly run
    away under the guise of a kidnapping. Obviously, this encounter can lead to further adventures for the player
    characters.

    Land:

    Land is sighted. Depending on the location of the ship, the land may be a section of the coast of
    their intended destination, an island along their course, or some small uncharted island. Such uncharted lands
    are certainly filled with all manner of unusual and dangerous creatures (perhaps even dinosaurs && gargantua!).

    Monster: Roll on the appropriate monster table to determine the encounter.

    Mystery:

    A strange or supernatural event occurs in the area the player characters are in. They may
    witness it themselves or may hear about it indirectly. The event (which must be described by the DM) may have
    been caused by spirits, a powerful spellcaster, a cunning creature, or even a manifestation of a deity. There is a
    60% chance the player characters are asked to investigate the event.

    Nobles:

    Ileosa

    A noble party of 2d10 bushi, 1d6 samurai, and 1-3 persons of rank are encountered. They are
    traveling openly 80% of the time. However, the other 20% of the time, they are traveling in disguise. If
    traveling openly, they expect all respect due their station. They are traveling on foot, with the nobles carried in
    palanquins. If traveling in secret; they may be on a special mission or fleeing a powerful enemy. They are either
    on foot and dressed as common peasants, or mounted dressed as wandering samurai && bushi. If dressed as
    peasants, they are forced to swallow their pride and act in an appropriately humble fashion.

    Pirates: 1-3 ships of wako are sighted.
    See the description of Men, Wako in this rulebook for further explanation. <e>

    Plot: The PCs get wind of a plot against their lord or a powerful NPC known to them.
    What the characters do with this information is up to them.
    This encounter can be used as the basis for a PC adventure.

    Ruins:

    by Darrell Sweet

    The characters come across a set of ruins. The DM can decide the type of ruins or roll on the
    table below. The number given in parentheses after each entry is the chance that the ruin is haunted by some
    type of spirit or inhabited by some type of monster.
     
    Die Roll Ruin Type
    01-10 Temple compound (70%)
    11-60 Farmhouse (20%)
    61-90 Shrine (50%)
    91-100 Military Stockade (30%)

    If the ruins are haunted or occupied, the DM must determine the type of creatures presently there.

    Ship: A sail is sighted on the horizon. There is a 30% chance it is a ghost ship, ferrying the dead to their
    new land. Otherwise the ship is a merchant vessel (50%) or warship (20%). If the vessel is either of the latter
    two, there is a 10% chance it is crewed by gajin undertaking the long and dangerous voyage (or blown
    hopelessly off course).

    Shrine:

    The PCs come across a small shrine to a local deity.
    There is a 10% chance that if they stop and make appropriate offerings they receive the benefits of a bless spell for the next 24 hours.
    If the PCs damage or are disrespectful to the shrine (whether intentionally or not), there is an 80% chance they are struck by some curse of the DM's devising.

    Special: One or more of the PCs receive a special mission from their lord, mentor, or head
    of the family. Thus, a ninja character may be given a mission, a yakuza may have to gain special information, a
    shukenja may be sent on a quest, or a samurai may be entrusted with an important message to deliver. The DM
    should use this encounter as the starting point for an adventure for the PC.

    Storm: A fierce storm strikes.
    If at sea, it has gale force winds, driving rain, and huge crashing waves. It lasts for 5d6 hours.
    If on land, the storm is appropriate to the season with either driving rain, lightning, and fierce wind or whipping snow, freezing cold and winds.
    In deserts it is a sandstorm.
    In any case, the characters are unable to travel that day due to drifting, flooding, sand dunes, etc.
    Standing outside during the storm is physically exhausting and exposed characters suffer 1-2 points of damage per hour.

    Stranger: An unknown NPC encounters the party and displays an inordinate amount of interest in them.
    He is either an ordinary traveler (30%), a member of a secret society (10%), an official of the secret police
    (10%), a ninja on a mission (10%), a noble traveling in disguise (10%), a bandit wanting to use the characters as
    cover (10%), a hengeyokai or spirit in human form (10%), or a yakuza attempting to subtly gain information
    (10%). He is traveling in the same direction as the characters and usually wants to travel with them for company
    and safety. He may or may not be a threat to the PCs, depending on the DM's whim.

    Traveller: A person is encountered while traveling through an AREA.
    He has no special interest in the PCs,
    but is going in the same direction and accompanies them for at least a little ways (if allowed).
    A traveller can be any sort of person --

  • a peasant on his way to the next village,
  • the runner for a secret society,
  • a samurai carrying a message,
  • a bushi looking for work,
  • etc.

  • The DM can devise whatever he desires for this encounter.

    VIP:

    A noble or important official makes a state visit or passes through the AREA the PCs
    are in. No attempt is made to hide his arrival. His entourage includes 20d6 bushi and 10d4 samurai plus assorted
    servants. Moving through the streets in advance of him, they announce his title and force the commoners aside
    with blows and drawn weapons. Any impudent enough to challenge them are cut down on the spot. All are
    expected to get out of sight or bow as he passes.