Lannistark said:
I agree, people sometimes just like to post totally fantastical events with no negative consequences whatsoever. I suggest you guys elaborate some nasty events too, where the player has to decide which of the negative bonuses he is willing to take instead of others.
Very well.. you've brought this upon yourselves:
Event: Mutiny
Requirements: At least one companion and took heavy casualties (or worse) in recent battle.
Happens during the night.
A deep pain erupts in your back. Startled, you turn around sharply, the pain is momentarily blinding and you hear an arrow whistle past your ear. You call out to your men for aid but hear only adrenaline-fuelled shouts in return.
You have only a few seconds to decide what to do; flee, or fight?
Option 1: Flee. [- 5 Honour, Chance of success based on your Athletics/Riding (depending on whether you are on horseback or not) Skill, to a maximum of 60% from a base of 10% (5% chance increase for each level). If successful: Appear on world map a little distance away from your original party (now led by the Companion) with a maximum of 5% of the most loyal of your previous troops (actual % varies between 0 and 5% and determined by your Leadership Skill played against the Companion's Leadership Skill) and half your carried wealth. If unsuccessful: Become a prisoner of your original party (led by the Companion), losing all wealth]
Option 2: Fight! [+ 2 Honour, Enter battle with between 10-20% (dependant on your Leadership and Persuasion Skill with both offering up to 5% extra each (0 Leadership, 5 Persuasion: 12.5%, 8 Leadership, 6 Persuasion: 17%) of your Party's troops against the rest of the Party (if that is more than you have set to allow on the battlefield, equivalent %s to be used)]
If battle is won, you corner the Companion and either persuade them to rejoin the Party (requires HIGH Persuasion), capture them as a Prisoner (after being sold to a merchant, they will appear in Taverns after a while, and you can persuade them to rejoin again with MEDIUM Persuasion) or kill them (Permanent). If lost, you are captured.
This is a pretty crippling Event, and so the chances should be low and high Morale and high Leadership should heavily count against it occurring. Honourable Companions would not activate the event if you, too, have positive Honour.
Sadistic enough?
Clarifying details: If you were a Vassal or King when the Event took place, and the Companion takes charge of the Army, the Party is labelled as Deserters. If not, they are unaligned (they could, possibly, become a Lord if given time).