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The Great Commorragh Campaign Rules
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====Conflict==== Roll 1d20 *01-06: Nothing: No effect *07-11: Hellions: +1d6-1 to Fate *12-15: Raided: +1d6+1 to Fate *16-19: Pillaged: +1d6+6 to Fate and +5 to Property Destruction *20: Plundered: +2d6+6 to Fate and +10 to Property Destruction '''Property Destruction:''' *01-05 No permanent damage. *06 One random Investment+ *07 1d3 random Investments+ *08 1 random Enhancement+ *09-10 Exchange +2 Hate *11-12 Cluster of Houses +1 Hate *13 A Racket. +1 Hate *14 ¼ of the Turf +3 Hate *15 The Village Church +5 Hate *16 Bakery +3 *17 1d6 Clusters of Houses, 1 Racket† +1 Hate per Cluster and Racket *18 1d3 Clusters of Houses, 1d2 Racket† +1 Hate per Racket *19 1d6 Racket† +1 Hate per Racket *20 Roll twice. *21 The Manor House *22 The Manor House & Sheds Lose ½ of your vehicles *23 1 Investment & 1 Enhancement *24-25 ¼ of the Turf, 1d3 Rackets† +4 hate +1/Racket *26 The Manor House & Sheds. Lose ½ vehicles + Roll Again *27 2 Investments & 2 Enhancements *28 Manor House, ¼ of the Turf, 1d3 Rackets† +4 hate +1/Racket *29-30 Everything: hall, 2d6 Clusters of Houses, 1d3 Rackets†, 1d3 Investments, 1d3 Enhancements +15 Hate + If required Structure doesn't exist then ignore result. † Rackets recover automatically the next Cycle, if you roll more than you have ignore the excess. Personal Presence: If you are present during the conflicts roll Battle (automatic if you didn't adventure the past year, otherwise roll 1d6, if you roll over the number of adventures or raids you went on you were there). Crit: negate any conflict rolled (treat as no effect), Succeed halve the d20 roll (may result in No Effect), Fail: No modification, Fumble: +1d6 Fate. In addition if you Crit or Succeed you gain 50 Glory and reduce the Hate (Landlord) of your turf depending on the severity of the attacks: 1 for Raid, 2 for Pillage, 3 for Plunder. Fortifications: If your manor has a DV value roll your Siege (or Steward's siege), if you Succeed or Crit subtract the DV from the d20 roll for Property Destruction. If you Fail subtract half the DV (round down). If you Fumble subtract nothing and lose half your DV due to damage from the fighting. If you suffer hellions your defenses play no part, don't roll and don't apply modifiers, they are too ubiquitous and maneuverable to be affected and too lightly armed to cause permanent damage.
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