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Attempt a DC 20 Survival check. If you succeed, you've anticipated the weather and your building is unaffected. Ebents you fail, the bad weather damages some of your supplies, and you lose 1d4 points of Goods. If the bad weather is devastating, your building gains the broken condition. Building-Specific Event: Roll on the specific table for your building. If there is no event table for that kind of building, reroll this result.
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Attempt a DC 20 Survival check. If you succeed, you've anticipated the weather and your building is unaffected. If you fail, the bad weather damages some of your supplies, and you lose 1d4 points of Goods.
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If the bad weather is devastating, your building gains the broken condition. Building-Specific Event: Roll on the specific table for your building. If there is no event table for that kind of building, reroll this result. Criminal Activity: The building is targeted by petty criminals.
You can spend 2d4 points of Influence to cause them to leave you alone, negating this event. Otherwise, attempt a DC 20 Intimidate check.
If you succeed, the criminals are caught and you gain 1 point of Influence. Otherwise, the criminals Greenhuose your building, and you lose 1d8 points of Goods. Day of Rest: It's an unusually relaxing day. Nothing bad happens, and minor events seem to conspire to make all the little things work out perfectly.
People are well rested and in good spirits. You gain 1d3 points of Labor.
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Deadly Accident: Someone has a dreadful accident in or near your building. Roll evnts on a 1—4, the victim is a random employee or building resident, and on a 5—6, the victim is a visitor or passerby. The GM determines the type of accident. The victim is hurt badly and is dying.
A successful DC 15 Heal check or the application of any magical healing prevents death. If the person dies, you lose 1d3 points of Influence. Famous Visitor: Someone saina visits the settlement.
This could be a beloved actress, a vaunted hero, a celebrated noble, or the like. Attempt a DC 20 Diplomacy check.
On a success, the famous visitor visits your building, and you gain 1d2 eveents of Influence. Otherwise you're snubbed and lose 1d2 points of Influence. Fire: A fire breaks out in your building. For a major fire, unless you utilize magic like quenchpyrotechnicsor other fire-suppressing tactics, you lose 2d6 points of Goods, Labor, or Magic splitting this cost up however you wish and your building gains the broken condition.
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evennts Good Fortune: You have a run of good luck. In addition, the next time you roll a building event, you can roll twice and take either result.
Good Weather: The beautiful weather boosts morale and business. Infestation: You have uninvited guests—spiders in the cellar, stirges in the attic, rats in the walls, or something similarly unpleasant. As long as your building is infested, Greenhousf takes a —10 penalty on checks to generate capital. Each day the infestation continues, you lose 1 point of Goods, Labor, or Magic chosen randomly, reroll if it's a type of capital you don't have.
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Alternatively, the GM may allow you to resolve the infestation with a combat encounter. Rivalry: A rival starts to work against you.
evennts You may attempt a DC 25 Intimidate or Diplomacy check once per day to end the rivalry. Success means the rivalry ends as does any ongoing penalty from this event. Failure means the rivalry continues. The rivalry ends automatically the next time you roll this event this doesn't replace the old rivalry with a new one.
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Rumormongering: People are talking about you. On a success, word spre far that your presence in the region is valuable and welcomed, and you Greenhhouse 1d4 points of Influence.
On a failure, the rumors are not so complimentary and perhaps even insultingand you lose 1d3 points of Influence. Sickness: Your employees have become sick, and any earnings from this building today are halved.
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Attempt a DC 15 Heal check at the end of each day—on a success, your employees eventx well enough to work. If you fail, the sickness persists to the next day. Taxes: You must pay some unexpected taxes. If you succeed, you don't have to pay these taxes.
If you fail, the tax owed doubles and you can't talk your way out of it. Alchemist Events.