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Issue No. 195
Board Game Reviews

AD&D’s Maiden of Virtue Raises Questions for Random Event Tables

Story by Geoffrey · 793 readers

A courtship event can suit a campaign of noble retainers, but its gender assumptions and forced family outcomes may not fit every table.

AD&D’s Maiden of Virtue Raises Questions for Random Event Tables

The “Maiden of Virtue” entry in Oriental Adventures is a useful reminder that a random event table carries assumptions about who the characters are and what they want. It can introduce a courtship plot for retainers seeking family ties. For a group with different aims, it may feel like an awkward interruption—and its rules leave some players out from the start.

frame from manhua Master Vilainess the Invincible showing the MC pretending to be a shirking maiden while having subdued her opponent and asking "do you accept defeat?"

The 1985 AD&D book’s broader setting rules have never worked for me. Its treatment of East Asian cultures gathers distinct traditions under one broad label, while the main rules more often turn their own ideas into generic fantasy. And the new classes and combat options don’t convince me that a separate rules package is needed. A character concept that might use a Ninja, for instance, could often be handled with a class from the main book.

The book’s campaign event tables are a more promising piece of material, though even there I’d pick and choose. Daily events strike me as unnecessary, while some monthly and yearly results presume that the characters serve a lord and have a place in courtly life. A conspiracy at court might put connected retainers in danger. A group wandering the Jianghu without ties to the nobility has less reason to care.

A courtship with built-in requirements

The “Maiden of Virtue” appears on the table for other events: when the region isn’t facing political turmoil or a natural disaster, there’s a chance that word spreads about an exceptional young woman. The entry presents her as a potential partner whose family background might be noble, magical, royal, or common. Her appeal comes with a list of accomplishments and qualities, and anyone hoping to win her attention must meet demanding standards of their own.

text from Oriental Adventures under Yearly and Monthly Events:
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. How¬ ever, 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 court¬ship, the degree of attraction between the two, and the final result of any courtship are left in the capable hands of the DM.

That premise has a clear home in a game about service to a noble household. Courtship could bring social obligations, artistic challenges, and a possible marriage into play. But the entry writes the prospective partner as a woman and the suitor as a man. If the players have female characters, the table offers no equivalent route. The rules’ interest in a character’s physical appeal also sits oddly beside the other requirements: Comeliness measures looks, while Charisma represents personal magnetism.

That narrow framing is a design choice, whether or not the authors intended it as one. A more flexible table could present the person as a potential spouse without fixing their gender, and let the group decide what qualities matter in their setting. A skilled scholar or accomplished knight could fill the same story role. The key question is whether the event belongs in a table meant to serve many kinds of adventuring party.

When a result reaches into a character’s life

The same table includes a birth result. If a player character is married, it says the character learns they are expecting a child, with the birth to follow nine months later. Otherwise, a noble family has a child, or a peasant family experiences a miraculous birth. That second possibility brings a folktale-like promise: the child will grow up exceptional, and the family’s fortunes will improve.

Birth: Should any of the player characters 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 excep¬tional 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.

This result at least acknowledges that a player character might be a woman, but its trigger is marriage. That leaves out other family arrangements and turns a major personal development into a random outcome. Some groups may welcome that sort of surprise; others may find that a die roll has taken control of a subject they’d rather handle themselves. The table’s fixed timing and assumptions can also make it difficult to fit the result to a character’s story.

For a general-purpose event table, I’d make family news optional and broad enough for the group to shape. That preserves the useful spark—a new relationship or birth can change a household’s plans—without deciding in advance which characters qualify or what happens to them. The same approach would help the courtship result: offer a possible connection, then leave the character’s interest and the next steps to the players and DM.

Keep the prompt; let the table decide

Romance can make a fine source of adventure, whether the setting resembles a European court, a noble household, or something else entirely. The Maiden of Virtue is a recognizable figure: accomplished, selective, and surrounded by social expectations. A character might need to demonstrate artistic skill, earn approval, or complete a difficult task before a relationship can develop.

Still, not every group wants courtship spelled out as a game procedure, and the source entry asks the DM to decide how attraction and its outcome unfold anyway. That leaves a useful opening for revision. Keep the event as an invitation to introduce an interesting person, then let the players determine whether romance, rivalry, alliance, or simple indifference follows. For a flexible event table, the prompt should start the story—not dictate who gets to take part.

Source: Geoffrey · gmkeros.wordpress.com

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