namespace = ckgm
narrative_event = { #game initiation event
	id = ckgm.0
	title = EVTNAMECKGM0
	desc = EVTDESCCKGM0	
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM0
	}
}
character_event = {
	id = ckgm.1
	desc = EVTDESCCKGM1
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {	#surroundings
		name = EVTOPTACKGM1
		trigger = { 
			has_regent = no
		}
		custom_tooltip = {
			text = surroundings_text
			hidden_tooltip = {
				random_list = {
					10 = { narrative_event = { id = ckgm.100 } }	#gazebo					
					10 = { narrative_event = { id = ckgm.200 } }	#empty room
					10 = { narrative_event = { id = ckgm.201 } }	#quest animal
					10 = { narrative_event = { id = ckgm.202 } }	#hairy man gets award
					10 = { narrative_event = { id = ckgm.203 } }	#rogue mocks court by scratching self
					10 = { narrative_event = { id = ckgm.204 } }	#smith making peened warhammer
					10 = { narrative_event = { id = ckgm.205 } }	#travelers who scorched pirate ship
					10 = { narrative_event = { id = ckgm.206 } }	#hire merc by springing murderer
					10 = { narrative_event = { id = ckgm.207 } }	#merchant who saved on guards
					10 = { narrative_event = { id = ckgm.208 } }	#badger in a bag
					10 = { narrative_event = { id = ckgm.209 } }	#spy knocks on command tent
					10 = { narrative_event = { id = ckgm.210 } }	#cleric resurrects fighter friend AGAIN
					10 = { narrative_event = { id = ckgm.211 } }	#the Head of Vecna
					10 = { narrative_event = { id = ckgm.212 } }	#crew of the Necrophilia
					10 = { narrative_event = { id = ckgm.213 } }	#rogue kills leader before interrogation
					10 = { narrative_event = { id = ckgm.214 } }	#paladin frees bandits to avoid littering
					10 = { narrative_event = { id = ckgm.215 } }	#two dragons going at it - dude, run, trust me
					10 = { narrative_event = { id = ckgm.216 } }	#thief using pocket sand
					10 = { narrative_event = { id = ckgm.217 } }	#soldier fails with bow, throws sword
					10 = { narrative_event = { id = ckgm.218 } }	#adventurer leading herd of goats
					10 = { narrative_event = { id = ckgm.219 } }	#bandit tied up by moron
					10 = { narrative_event = { id = ckgm.220 } }	#attempt to weaponize a horse
				}
			}
		}
	}
	option = {	#weather
		name = EVTOPTBCKGM1
		trigger = { 
			has_regent = no
		}
		custom_tooltip = {
			text = weather_text
			hidden_tooltip = {
				random_list = {
					40 = { narrative_event = { id = ckgm.300 } }	#sunny
					20 = { narrative_event = { id = ckgm.301 } }	#cloudy
					20 = { narrative_event = { id = ckgm.302 } }	#rainy
					10 = { narrative_event = { id = ckgm.303 } }	#windy
					10 = { narrative_event = { id = ckgm.304 } }	#stormy
				}
				location = {
					remove_province_modifier = sunny_weather
					remove_province_modifier = cloudy_weather
					remove_province_modifier = rainy_weather
					remove_province_modifier = windy_weather
					remove_province_modifier = stormy_weather
				}
			}
		}
	}
	option = { #hit the tavern
		name = EVTOPTCCKGM1
		trigger = { 
			has_regent = no
		}
		custom_tooltip = {
			text = tavern_text
			hidden_tooltip = {
				narrative_event = {
					id = ckgm.400
				}
			}
		}
	}
	option = { #table talk
		name = EVTOPTDCKGM1
		name = EVTOPTECKGM1
		name = EVTOPTFCKGM1
		name = EVTOPTGCKGM1
		name = EVTOPTHCKGM1
		custom_tooltip = { text = 1D_text }
	}
}
character_event = {	#The Legend of Eric and the Dread Gazebo - mandatory
	id = ckgm.100
	desc = EVTDESCCKGM100
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM100
		add_character_modifier = {
			name = diplomacy_bonus
			duration = 3650
		}
	}
	option = {
		name = EVTOPTBCKGM100
		add_character_modifier = {
			name = stewardship_bonus
			duration = 3650
		}
	}

	option = {
		name = EVTOPTCCKGM100
		add_character_modifier = {
			name = learning_bonus
			duration = 3650
		}
	}

	option = {
		name = EVTOPTDCKGM100
		custom_tooltip = {
			text = are_you_sure
			hidden_tooltip = {
				character_event = { id = ckgm.101 }	
			}
		}
	}
}
character_event = {
	id = ckgm.101
	desc = EVTDESCCKGM101
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM101
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.102 }	
			}
		}
	}
}
character_event = {
	id = ckgm.102
	desc = EVTDESCCKGM102
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM102
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.103 }	
			}
		}
	}
}

character_event = {
	id = ckgm.103
	desc = EVTDESCCKGM103
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM103
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.104 }	
			}
		}
	}
}

character_event = {
	id = ckgm.104
	desc = EVTDESCCKGM104
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM104
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.105 }	
			}
		}
	}
}

character_event = {
	id = ckgm.105
	desc = EVTDESCCKGM105
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM105
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.106 }	
			}
		}
	}
}

character_event = {
	id = ckgm.106
	desc = EVTDESCCKGM106
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM106
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.107 }	
			}
		}
	}
}

character_event = {
	id = ckgm.107
	desc = EVTDESCCKGM107
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM107
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.108 }	
			}
		}
	}
}

character_event = {
	id = ckgm.108
	desc = EVTDESCCKGM108
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM108
		custom_tooltip = {
			hidden_tooltip = {
				character_event = { id = ckgm.109 }	
			}
		}
	}
}

character_event = {
	id = ckgm.109
	desc = EVTDESCCKGM109
	picture = GFX_evt_ckgm
	is_triggered_only = yes

	option = {
		name = EVTOPTACKGM109
		custom_tooltip = {
			text = gazebo_text
			hidden_tooltip = {
				death = { death_reason = death_gazebo }
			}
		}
	}
}

narrative_event = {	#GMs: if you want to see PCs lose their minds, give them an empty room. Their imaginations will fill the void.
	id = ckgm.200
	title = EVTNAMECKGM200
	desc = EVTDESCCKGM200
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM200
		add_character_modifier = {
			name = intrigue_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#I read this one online - if a rogue metagames to screw with you, is that good rp-ing?
	id = ckgm.201
	title = EVTNAMECKGM201
	desc = EVTDESCCKGM201
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM201
		add_character_modifier = {
			name = learning_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#Another great legend - he is, in fact, a bear (wrote this before the bear-sister event in vanilla).
	id = ckgm.202
	title = EVTNAMECKGM202
	desc = EVTDESCCKGM202
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM202
		add_character_modifier = {
			name = diplomacy_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#Another gem from the internet - don't scratch in public, rogues. You won't be able to resist.
	id = ckgm.203
	title = EVTNAMECKGM203
	desc = EVTDESCCKGM203
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM203
		add_character_modifier = {
			name = intrigue_malus
			duration = 3650
		}
	}
}
narrative_event = {	#I had a very tolerant GM that game - it would even work on crits. Did it to a skeleton, we all took animate bones as trophies. Now *that* is necrophilia!
	id = ckgm.204
	title = EVTNAMECKGM204
	desc = EVTDESCCKGM204
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM204
		add_character_modifier = {
			name = martial_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#My first session...was a cleric on a ship being boarded by pirates. Create/Destroy Water was my life [insurance] that campaign.
	id = ckgm.205
	title = EVTNAMECKGM205
	desc = EVTDESCCKGM205
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM205
		add_character_modifier = {
			name = martial_malus
			duration = 3650
		}
	}
}
narrative_event = {	#From the internet: he needed to hire a prisoner, so he got himself arrested and broke out with him.
	id = ckgm.206
	title = EVTNAMECKGM206
	desc = EVTDESCCKGM206
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM206
		add_character_modifier = {
			name = stewardship_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#From the internet - I don't remember if this was a goofy NPC or a standard-intelligence PC.
	id = ckgm.207
	title = EVTNAMECKGM207
	desc = EVTDESCCKGM207
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM207
		add_character_modifier = {
			name = stewardship_malus
			duration = 3650
		}
	}
}
narrative_event = {	#Badger in a bag! Also from the internet.
	id = ckgm.208
	title = EVTNAMECKGM208
	desc = EVTDESCCKGM208
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM208
		add_character_modifier = {
			name = intrigue_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#From the internet - naturally, this was a PC. NPCs are simple, not stupid. PCs are the opposite.
	id = ckgm.209
	title = EVTNAMECKGM209
	desc = EVTDESCCKGM209
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM209
		add_character_modifier = {
			name = intrigue_malus
			duration = 3650
		}
	}
}
narrative_event = {	#Remember how my first campaign was as a cleric? Yeah...Rick, you still owe me (and a certain minor lunar goddess).
	id = ckgm.210
	title = EVTNAMECKGM210
	desc = EVTDESCCKGM210
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM210
		add_character_modifier = {
			name = learning_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#The Head of Vecna - look it up, I can't reproduce the sheer hilarity of the story in its full glory.
	id = ckgm.211
	title = EVTNAMECKGM211
	desc = EVTDESCCKGM211
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM211
		add_character_modifier = {
			name = learning_malus
			duration = 3650
		}
	}
}
narrative_event = {	#From the web - well, that's what necrophiliacs do, I guess. 
	id = ckgm.212
	title = EVTNAMECKGM212
	desc = EVTDESCCKGM212
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM212
		add_character_modifier = {
			name = diplomacy_malus
			duration = 3650
		}
	}
}
narrative_event = {	#From the internet - make sure your more spontaneous adventurers don't get bored. Or do, sometimes that's better.
	id = ckgm.213
	title = EVTNAMECKGM213
	desc = EVTDESCCKGM213
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM213
		add_character_modifier = {
			name = intrigue_malus
			duration = 3650
		}
	}
}
narrative_event = {	#From the internet - having lived in the Pacific Northwest, I dare you to tell me people like this don't exist.
	id = ckgm.214
	title = EVTNAMECKGM214
	desc = EVTDESCCKGM214
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM214
		add_character_modifier = {
			name = stewardship_malus
			duration = 3650
		}
	}
}
narrative_event = {	#Also my first campaign (that one was a doozy) - retconned into a dream, although we had a lively debate before we went full retard.
	id = ckgm.215
	title = EVTNAMECKGM215
	desc = EVTDESCCKGM215
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM215
		add_character_modifier = {
			name = learning_bonus
			duration = 3650
		}
	}
	option = {
		name = EVTOPTBCKGM215
		custom_tooltip = {
			text = are_you_sure
			hidden_tooltip = { death = { death_reason = death_battle } }
		}
	}

}
narrative_event = {	#Pocket sand! King of the Hill - That makes a lot of sense. A lot of nonsense!
	id = ckgm.216
	title = EVTNAMECKGM216
	desc = EVTDESCCKGM216
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM216
		add_character_modifier = {
			name = intrigue_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#From the internet, although that is the kind of thing my dice would do to me.
	id = ckgm.217
	title = EVTNAMECKGM217
	desc = EVTDESCCKGM217
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM217
		add_character_modifier = {
			name = martial_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#Knew a guy who knew a guy who knew a guy who collected goats and then overwhelmed the big bad with a herd of thousands.
	id = ckgm.218
	title = EVTNAMECKGM218
	desc = EVTDESCCKGM218
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM218
		add_character_modifier = {
			name = stewardship_bonus
			duration = 3650
		}
	}
}
narrative_event = {	#Another campaign, but not me: somebody got the minimum INT score and was tasked with securing a prisoner. Not good.
	id = ckgm.219
	title = EVTNAMECKGM219
	desc = EVTDESCCKGM219
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM219
		add_character_modifier = {
			name = learning_malus
			duration = 3650
		}
	}
}
narrative_event = {	#This one. Oh, this one... Knew a guy who knew a guy who needed serious help. If you do this at a table, I am not responsible.
	id = ckgm.220
	title = EVTNAMECKGM220
	desc = EVTDESCCKGM220
	picture = GFX_evt_ckgm	
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM220
		add_character_modifier = {
			name = martial_malus
			duration = 3650
		}
	}
}
character_event = {
	id = ckgm.300
	desc = EVTDESCCKGM300
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM300
		location = {
			add_province_modifier = {
				name = sunny_weather
				duration = 120
			}
		}
	}
}
character_event = {
	id = ckgm.301
	desc = EVTDESCCKGM301
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM301
		location = {
			add_province_modifier = {
				name = cloudy_weather
				duration = 120
			}
		}
	}
}
character_event = {
	id = ckgm.302
	desc = EVTDESCCKGM302
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM302
		location = {
			add_province_modifier = {
				name = rainy_weather
				duration = 120
			}
		}
	}
}
character_event = {
	id = ckgm.303
	desc = EVTDESCCKGM303
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM303
		location = {
			add_province_modifier = {
				name = windy_weather
				duration = 120
			}
		}
	}
}
character_event = {
	id = ckgm.304
	desc = EVTDESCCKGM304
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM304
		location = {
			add_province_modifier = {
				name = stormy_weather
				duration = 120
			}
		}
	}
}
narrative_event = {
	id = ckgm.400
	title = EVTNAMECKGM400
	desc = EVTDESCCKGM400
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = { #good, clean fun
		name = EVTOPTACKGM400
		add_character_modifier = {
			name = good_times
			duration = 730
		}
		random_list = {
			50 = { }
			20 = { add_trait = gregarious }
			10 = { add_trait = temperate }
			10 = { add_trait = gluttonous }
			10 = { add_trait = drunkard }
		}
	}
	option = { #drinking contest
		name = EVTOPTBCKGM400
		if = {
			limit = { NOT = { trait = drunkard } }
			random = { chance = 25 add_trait = drunkard }
		}
		random_list = {
			5 = { #winning
				character_event = { id = ckgm.401 }
				modifier = {
					factor = 2.0
					trait = drunkard
				}
				modifier = {
					factor = 2.0
					trait = strong
				}
				modifier = {
					factor = 0.0
					trait = robust
				}
				modifier = {
					factor = 0.8
					trait = feeble
				}
				modifier = {
					factor = 0.5
					trait = weak
				}
			}
			35 = { #moderate win
				character_event = { id = ckgm.402 }
				modifier = {
					factor = 2.0
					trait = drunkard
				}
				modifier = {
					factor = 2.0
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.8
					trait = feeble
				}
				modifier = {
					factor = 0.5
					trait = weak
				}
			}
			45 = { #moderate lose
				character_event = { id = ckgm.403 }
				modifier = {
					factor = 0.5
					trait = drunkard
				}
				modifier = {
					factor = 0.5
					trait = strong
				}
				modifier = {
					factor = 0.8
					trait = robust
				}
				modifier = {
					factor = 1.5
					trait = feeble
				}
				modifier = {
					factor = 2.0
					trait = weak
				}
			}
			5 = { #lose badly
				character_event = { id = ckgm.404 }
				modifier = {
					factor = 0.5
					trait = drunkard
				}
				modifier = {
					factor = 0.5
					trait = strong
				}
				modifier = {
					factor = 0.8
					trait = robust
				}
				modifier = {
					factor = 1.5
					trait = feeble
				}
				modifier = {
					factor = 2.0
					trait = weak
				}
			}
			5 = { #lose badly
				character_event = { id = ckgm.405 }
				modifier = {
					factor = 0.5
					trait = drunkard
				}
				modifier = {
					factor = 0.5
					trait = strong
				}
				modifier = {
					factor = 0.8
					trait = robust
				}
				modifier = {
					factor = 1.5
					trait = feeble
				}
				modifier = {
					factor = 2.0
					trait = weak
				}
			}
			5 = { #lose badly
				character_event = { id = ckgm.406 }
				modifier = {
					factor = 0.5
					trait = drunkard
				}
				modifier = {
					factor = 0.5
					trait = strong
				}
				modifier = {
					factor = 0.8
					trait = robust
				}
				modifier = {
					factor = 1.5
					trait = feeble
				}
				modifier = {
					factor = 2.0
					trait = weak
				}
			}
		}
	}
	option = {
		name = EVTOPTCCKGM400
		custom_tooltip = {
			text = questing_text
			hidden_tooltip = { #shoot me this will be a pain to code
				if = {
					limit = {
						OR = {
							AND = {
								OR = {
									trait = naive_appeaser 
									trait = underhanded_rogue 
									trait = charismatic_negotiator 
									trait = grey_eminence 
								}
								diplomacy = 0
								NOT = { diplomacy = 5 }
							}
							AND = {
								OR = {
									trait = misguided_warrior 
									trait = tough_soldier 
									trait = skilled_tactician 
									trait = brilliant_strategist 
								}
								martial = 0
								NOT = { martial = 5 }
							}
							AND = {
								OR = {
									trait = indulgent_wastrel 
									trait = thrifty_clerk 
									trait = fortune_builder 
									trait = midas_touched 
								}
								stewardship = 0
								NOT = { stewardship = 5 }
							}
							AND = {
								OR = {
									trait = amateurish_plotter 
									trait = flamboyant_schemer 
									trait = intricate_webweaver 
									trait = elusive_shadow 
								}
								intrigue = 0
								NOT = { intrigue = 5 }
							}
							AND = {
								OR = {
									trait = detached_priest 
									trait = martial_cleric 
									trait = scholarly_theologian 
									trait = mastermind_theologian 
								}
								learning = 0
								NOT = { learning = 5 }
							}
						}
					}
					random_list = {
						30 = { death = { death_reason = death_accident_boar } }
						20 = { 
							add_maimed_trait_effect = yes
							random = { chance = 30 wealth = 50 prestige = 100 }
						}
						20 = {
							add_trait = severely_injured	
							random = { chance = 50 wealth = 50 prestige = 100 }
						}
						20 = {
							add_trait = wounded	
							random = { chance = 70 wealth = 50 prestige = 100 }
						}
						10 = {
							random = { chance = 90 wealth = 50 prestige = 100 }
						}
					}
				}
				if = {
					limit = {
						OR = {
							AND = {
								OR = {
									trait = naive_appeaser 
									trait = underhanded_rogue 
									trait = charismatic_negotiator 
									trait = grey_eminence 
								}
								diplomacy = 5
								NOT = { diplomacy = 10 }
							}
							AND = {
								OR = {
									trait = misguided_warrior 
									trait = tough_soldier 
									trait = skilled_tactician 
									trait = brilliant_strategist 
								}
								martial = 5
								NOT = { martial = 10 }
							}
							AND = {
								OR = {
									trait = indulgent_wastrel 
									trait = thrifty_clerk 
									trait = fortune_builder 
									trait = midas_touched 
								}
								stewardship = 5
								NOT = { stewardship = 10 }
							}
							AND = {
								OR = {
									trait = amateurish_plotter 
									trait = flamboyant_schemer 
									trait = intricate_webweaver 
									trait = elusive_shadow 
								}
								intrigue = 5
								NOT = { intrigue = 10 }
							}
							AND = {
								OR = {
									trait = detached_priest 
									trait = martial_cleric 
									trait = scholarly_theologian 
									trait = mastermind_theologian 
								}
								learning = 5
								NOT = { learning = 10 }
							}
						}
					}
					random_list = {
						20 = { death = { death_reason = death_accident_fall } }
						15 = { 
							add_maimed_trait_effect = yes
							random = { chance = 30 wealth = 50 prestige = 100 }
						}
						15 = {
							add_trait = severely_injured	
							random = { chance = 50 wealth = 50 prestige = 100 }
						}
						30 = {
							add_trait = wounded	
							random = { chance = 70 wealth = 50 prestige = 100 }
						}
						20 = {
							random = { chance = 90 wealth = 50 prestige = 100 }
						}
					}
				}
				if = {
					limit = {
						OR = {
							AND = {
								OR = {
									trait = naive_appeaser 
									trait = underhanded_rogue 
									trait = charismatic_negotiator 
									trait = grey_eminence 
								}
								diplomacy = 10
								NOT = { diplomacy = 15 }
							}
							AND = {
								OR = {
									trait = misguided_warrior 
									trait = tough_soldier 
									trait = skilled_tactician 
									trait = brilliant_strategist 
								}
								martial = 10
								NOT = { martial = 15 }
							}
							AND = {
								OR = {
									trait = indulgent_wastrel 
									trait = thrifty_clerk 
									trait = fortune_builder 
									trait = midas_touched 
								}
								stewardship = 10
								NOT = { stewardship = 15 }
							}
							AND = {
								OR = {
									trait = amateurish_plotter 
									trait = flamboyant_schemer 
									trait = intricate_webweaver 
									trait = elusive_shadow 
								}
								intrigue = 10
								NOT = { intrigue = 15 }
							}
							AND = {
								OR = {
									trait = detached_priest 
									trait = martial_cleric 
									trait = scholarly_theologian 
									trait = mastermind_theologian 
								}
								learning = 10
								NOT = { learning = 15 }
							}
						}
					}
					random_list = {
						10 = { death = { death_reason = death_accident_bear } }
						10 = { 
							add_maimed_trait_effect = yes
							random = { chance = 30 wealth = 50 prestige = 100 }
						}
						20 = {
							add_trait = severely_injured	
							random = { chance = 50 wealth = 50 prestige = 100 }
						}
						35 = {
							add_trait = wounded	
							random = { chance = 70 wealth = 50 prestige = 100 }
						}
						30 = {
							random = { chance = 90 wealth = 50 prestige = 100 }
						}
					}
				}
				if = {
					limit = {
						OR = {
							AND = {
								OR = {
									trait = naive_appeaser 
									trait = underhanded_rogue 
									trait = charismatic_negotiator 
									trait = grey_eminence 
								}
								diplomacy = 15
								NOT = { diplomacy = 20 }
							}
							AND = {
								OR = {
									trait = misguided_warrior 
									trait = tough_soldier 
									trait = skilled_tactician 
									trait = brilliant_strategist 
								}
								martial = 15
								NOT = { martial = 20 }
							}
							AND = {
								OR = {
									trait = indulgent_wastrel 
									trait = thrifty_clerk 
									trait = fortune_builder 
									trait = midas_touched 
								}
								stewardship = 15
								NOT = { stewardship = 20 }
							}
							AND = {
								OR = {
									trait = amateurish_plotter 
									trait = flamboyant_schemer 
									trait = intricate_webweaver 
									trait = elusive_shadow 
								}
								intrigue = 15
								NOT = { intrigue = 20 }
							}
							AND = {
								OR = {
									trait = detached_priest 
									trait = martial_cleric 
									trait = scholarly_theologian 
									trait = mastermind_theologian 
								}
								learning = 15
								NOT = { learning = 20 }
							}
						}
					}
					random_list = {
						5 = { death = { death_reason = death_sacrificed } }
						10 = { 
							add_maimed_trait_effect = yes
							random = { chance = 30 wealth = 50 prestige = 100 }
						}
						15 = {
							add_trait = severely_injured	
							random = { chance = 50 wealth = 50 prestige = 100 }
						}
						20 = {
							add_trait = wounded	
							random = { chance = 70 wealth = 50 prestige = 100 }
						}
						50 = {
							random = { chance = 90 wealth = 50 prestige = 100 }
						}
					}
				}
				if = {
					limit = {
						OR = {
							AND = {
								OR = {
									trait = naive_appeaser 
									trait = underhanded_rogue 
									trait = charismatic_negotiator 
									trait = grey_eminence 
								}
								diplomacy = 20
								NOT = { diplomacy = 25 }
							}
							AND = {
								OR = {
									trait = misguided_warrior 
									trait = tough_soldier 
									trait = skilled_tactician 
									trait = brilliant_strategist 
								}
								martial = 20
								NOT = { martial = 25 }
							}
							AND = {
								OR = {
									trait = indulgent_wastrel 
									trait = thrifty_clerk 
									trait = fortune_builder 
									trait = midas_touched 
								}
								stewardship = 20
								NOT = { stewardship = 25 }
							}
							AND = {
								OR = {
									trait = amateurish_plotter 
									trait = flamboyant_schemer 
									trait = intricate_webweaver 
									trait = elusive_shadow 
								}
								intrigue = 20
								NOT = { intrigue = 25 }
							}
							AND = {
								OR = {
									trait = detached_priest 
									trait = martial_cleric 
									trait = scholarly_theologian 
									trait = mastermind_theologian 
								}
								learning = 20
								NOT = { learning = 25 }
							}
						}
					}
					random_list = {
						2 = { death = { death_reason = death_execution_hunt } }
						8 = { 
							add_maimed_trait_effect = yes
							random = { chance = 30 wealth = 50 prestige = 100 }
						}
						10 = {
							add_trait = severely_injured	
							random = { chance = 50 wealth = 50 prestige = 100 }
						}
						20 = {
							add_trait = wounded	
							random = { chance = 70 wealth = 50 prestige = 100 }
						}
						60 = {
							random = { chance = 90 wealth = 50 prestige = 100 }
						}
					}
				}
				if = {
					limit = {
						OR = {
							AND = {
								OR = {
									trait = naive_appeaser 
									trait = underhanded_rogue 
									trait = charismatic_negotiator 
									trait = grey_eminence 
								}
								diplomacy = 25
							}
							AND = {
								OR = {
									trait = misguided_warrior 
									trait = tough_soldier 
									trait = skilled_tactician 
									trait = brilliant_strategist 
								}
								martial = 25
							}
							AND = {
								OR = {
									trait = indulgent_wastrel 
									trait = thrifty_clerk 
									trait = fortune_builder 
									trait = midas_touched 
								}
								stewardship = 25
							}
							AND = {
								OR = {
									trait = amateurish_plotter 
									trait = flamboyant_schemer 
									trait = intricate_webweaver 
									trait = elusive_shadow 
								}
								intrigue = 25
							}
							AND = {
								OR = {
									trait = detached_priest 
									trait = martial_cleric 
									trait = scholarly_theologian 
									trait = mastermind_theologian 
								}
								learning = 25
							}
						}
					}
					random_list = {
						1 = { death = { death_reason = death_battle } }
						4 = { 
							add_maimed_trait_effect = yes
							random = { chance = 30 wealth = 50 prestige = 100 }
						}
						5 = {
							add_trait = severely_injured	
							random = { chance = 50 wealth = 50 prestige = 100 }
						}
						10 = {
							add_trait = wounded	
							random = { chance = 70 wealth = 50 prestige = 100 }
						}
						80 = {
							random = { chance = 90 wealth = 50 prestige = 100 }
						}
					}
				}
			}
		}
	}
	option = { #enjoy the company of the ladies or laddies
		name = {
			trigger = { prefers_men_trigger = no }
			text = EVTOPTDCKGM400
		}
		
		name = {
			trigger = { prefers_men_trigger = yes }
			text = EVTOPTECKGM400
		}
		custom_tooltip = { text = ckgm_ladies_text }
		character_event = { id = ckgm.410 }
	}
}
character_event = {	#win big
	id = ckgm.401
	desc = EVTDESCCKGM401
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM401
		wealth = 25
		prestige = 50
		if = {
			limit = { NOT = { trait = feeble } }
			random = { chance = 20 add_trait = robust }
		}
		if = {
			limit = { trait = feeble }
			random = { chance = 20 remove_trait = feeble }
		}
	}
}
character_event = {	#win
	id = ckgm.402
	desc = EVTDESCCKGM402
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM402
		wealth = 25
		prestige = 50
	}
}
character_event = {	#lose
	id = ckgm.403
	desc = EVTDESCCKGM403
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM403
		wealth = -25
		prestige = -50
	}
}
character_event = {	#lose badly
	id = ckgm.404
	desc = EVTDESCCKGM404
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM404
		prestige = -100
		wealth = -25
		add_trait = wounded
		random_artifact = 
			destroy_artifact = yes
		}
	}
}
character_event = {	#lose badly
	id = ckgm.405
	desc = EVTDESCCKGM405
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM405
		prestige = -250
		wealth = -25
		if = {
			limit = { any_rival = { is_landed = yes } }
			random_rival = {
				limit = { is_landed = yes }
				ROOT = { imprison = PREV } 
			}
		}
		if = {
			limit = { NOT = { any_rival = { is_landed = yes } } }
			random_realm_lord = { ROOT = { imprison = PREV } }
		}
	}
}
character_event = {	#lose badly	#another great story from the internet about why you drink in moderation unless you have a half-length of rope handy.
	id = ckgm.406
	desc = EVTDESCCKGM406
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM406
		prestige = -250
		wealth = -25
	}
	option = {
		name = EVTOPTBCKGM406
		random_list = {
			10 = {
				prestige = -250
				wealth = -25
				add_trait = wounded
			}
			10 = {
				custom_tooltip = {
					text = daring_escape_text
					character_event = { id = ckgm.407 }
				}
			}
		}
	}
}
character_event = {
	id = ckgm.407
	desc = EVTDESCCKGM407
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM407
		character_event = { id = ckgm.408 }
	}
}
character_event = {
	id = ckgm.408
	desc = EVTDESCCKGM408
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM408
		prestige = 200
		add_trait = proud
		custom_tooltip = { text = broke_gm_text }
	}
}
character_event = {
	id = ckgm.410
	desc = EVTDESCCKGM410
	picture = GFX_evt_ckgm
	is_triggered_only = yes
	option = { #flirt
		name = EVTOPTACKGM410	
		if = { 
			limit = { 
				trait = shy
			}
			random = { chance = 30 remove_trait = shy }
		}
		if = {
			limit = {
				NOR = {
					trait = shy
					trait = gregarious
				}
			}
			random = { chance = 20 add_trait = gregarious }
		}
		if = { 
			limit = {
				trait = chaste
			}
			random = { chance = 30 remove_trait = chaste }
		}
		if = {
			limit = {
				NOR = {
					trait = chaste
					trait = lustful
				}
			}
			random = { chance = 20 add_trait = lustful }
		}
		random_list = {
			40 = { }
			40 = {
				add_character_modifier = {
					name = diplomacy_bonus
					duration = 1800
				}
			}
			20 = {
				add_character_modifier = {
					name = diplomacy_malus
					duration = 1800
				}
			}
		}				
	}
	option = { #practice seduction
		name = EVTOPTBCKGM410
		if = { 
			limit = {
				trait = chaste
			}
			random = { chance = 80 remove_trait = chaste }
		}
		if = {
			limit = {
				NOR = {
					trait = chaste
					trait = lustful
				}
			}
			random = { chance = 40 add_trait = lustful }
		}
		if = { 
			limit = {
				NOT = { trait = lovers_pox  }
			}
			random = { chance = 15 add_trait = lovers_pox  }
		}
		random_list = {
			40 = { }
			40 = {
				add_character_modifier = {
					name = intrigue_bonus
					duration = 1800
				}
			}
			20 = {
				add_character_modifier = {
					name = intrigue_malus
					duration = 1800
				}
			}
		}
	}
	option = { #hire a professional
		name = EVTOPTCCKGM410
		scaled_wealth = -0.1
		if = { 
			limit = {
				trait = stressed
			}
			random = { chance = 30 remove_trait = stressed }
		}
		if = { 
			limit = {
				trait = depressed
			}
			random = { chance = 30 remove_trait = depressed }
		}
		if = { 
			limit = {
				NOT = { trait = lovers_pox  }
			}
			random = { chance = 30 add_trait = lovers_pox  }
		}
		if = { 
			limit = {
				trait = chaste
			}
			random = { chance = 80 remove_trait = chaste }
		}
		if = {
			limit = {
				NOR = {
					trait = chaste
					trait = lustful
				}
			}
			random = { chance = 40 add_trait = lustful }
		}
	}
	option = {	#my first campaign, I attempted to do this. I was told to roll perception to pick the candidate. I rolled low. I chose the succubus we were hunting. No good deed goes unpunished.
		name = EVTOPTDCKGM410
		wealth = -30
		piety = 50
		if = { 
			limit = {
				trait = greedy
			}
			random = { chance = 50 remove_trait = greedy }
		}
		if = {
			limit = {
				NOR = {
					trait = greedy
					trait = charitable
				}
			}
			random = { chance = 25 add_trait = charitable }
		}
		custom_tooltip = {
			text = whore_liberation_text
			hidden_tooltip = {
				random_list = {
					50 = { letter_event = { id = ckgm.411 days = 365 } }
					50 = { letter_event = { id = ckgm.412 days = 365 } }
				}
			}
		}
	}
}
letter_event = {
	id = ckgm.411
	desc = EVTDESCCKGM411
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM411
		wealth = 30
		piety = 100
		if = { 
			limit = {
				trait = stressed
			}
			random = { chance = 30 remove_trait = stressed }
		}
		if = { 
			limit = {
				trait = depressed
			}
			random = { chance = 30 remove_trait = depressed }
		}
	}
}
letter_event = {
	id = ckgm.412
	desc = EVTDESCCKGM412
	is_triggered_only = yes
	option = {
		name = EVTOPTACKGM412
		piety = -50
		if = { 
			limit = {
				NOT = { trait = depressed }
			}
			random = { chance = 30 add_trait = depressed }
		}
	}
}