Castle on the Moors (TCG)

Well, construction of the castle is finally under way! The DM rolls for an event for the first four weeks of construction. The dice come up a 31, so there is no event in the first month. The die roll for the second month is a 61, again indicating "business as usual". So far, construction is right on schedule!
Next month's roll is a 78, indicating that the weather has turned severe. Not only will no work get done this month, pushing the completion date back by 4 weeks). but the DM rolls 2d4 and determines that the project has been set back another 7 weeks! This is almost a disaster. Because of the weather, the time remaining to complete the project is increased from 18 weeks to 29 weeks.
The fourth month rolls around. with the PCs and laborers hoping that it will be better. The dice come up a 94, indicating a civil war in the kingdom. The PCs decide to support the king, and travel to him with news. While they are there. however, they attempt to convince him to "let them off the hook" for donations to his war effort. They point out the damage done to the castle by last month's severe weather and remind his majesty of the importance of the castle to his defense against the monsters in the swamps. The DM decides that they have made their case well, shown their loyalty to the crown. and deserve a break after last month's events. The king agrees that their efforts to complete the castle are far more important and that he can deal with the rebels himself. The DM absolves the players of their responsibilities and does not impose the normal penalties associated with this event on them. Thus, the month's labor goes as planned, leaving only 25 more weeks to completion of the castle.
Next month's roll is a 29, allowing four more weeks of good work to be done. There are now 21 weeks of labor left on the castle. However, 20 weeks have passed and the season (which is only 21 weeks long) is coming to an end. The PCs order work stopped for the year and throw a grand feast to thank the workers for their efforts over the past few months.
Winter passes through the moors and work is ready to begin again the next year. For the first four weeks, however, the random event roll is a 98, indicating bad omens. The PCs decide to halt work and wait for things to improve. Five weeks pass without incident, and the bad omens fade from prominence. Construction can begin again.
Next month's roll is a 19, indicating clear sailing for the castle crew. There now remain only 17 weeks of work to do.
The next three months also pass without problem. Twelve more weeks of work are added to the project, leaving only 5 more to go. Winter is closing in, however, and work must be halted for the year.
At the start of the next season, bad weather delays the project by four weeks. While this upsets the PCs, they remember the difficulties of the first year and consider themselves lucky.
Construction resumes with a roll of 27 for the next month, indicating that four more weeks of work are done. The end is right around the corner! There is only one week of work left to do!
As those of you who own a copy of the Campaign Sourcebook and Catacombs Guide know, the Castle on the Moors is fated for a bad end. The last roll on the events table comes up a 00, indicating a natural disaster. The DM sets up an adventure to give the player's a chance at thwarting it, but they are unable to do so. Massive floods raise the water level in the moors, softening the earth, and causing the keep to sink into the morass forever.
As the last of the battlements is finally consumed by the mud and water, their stone giant assistant turns to his sons. "That's why you should never build a castle in a swamp".