Town ticks like a dungeon. Roll whenever a week passes, major actions pile up, or the PCs draw too much attention.

ECDEvent
20QUIET DAY. Don’t trust it
19MARKET DAY. Supplies -1 PR. Roll Market Sub
18RIVALS. Another party moves. Roll Rival Sub
17CUTPURSES. Sleight or lose 1d4 coins. Roll Pickpocket
16MERCHANT PRINCE. Rare wares +1 PR. Roll Merchant
15SHORTAGE. Supplies +1 PR until next Event
14RUMOR FOR SALE. Pay 1 PR for info. Roll Rumor
13FACTION STATIC. Advantage Faction rolls, risk entangle
12WITCH-WEATHER. Black rain. Bush/Delv at Disadvantage
11DUNGEON BLOCKED. Cave-in seals level. Rivals suspected
10SHADY JOB. Mystery figure offers work. Roll Job Sub
9PLAGUE DRIPS. Healing doubles. Healers charge 2x PR
8FACTION FAVOR. Leader calls debt. Refuse = lose 1d4 Rep
7WILD MAGIC. Roll Wild Magic Sub
6WIZARD GONE. Hedge-wizard vanishes. Debts = yours (1d4 PR)
5BOUNTY BLOOD. Bounty on rival crew. Roll Rival Sub
4GAMBLING DEN. Roll Gambling Sub
3LOOSE BEAST. Monster sighted. Panic until killed
2TAX SHAKEDOWN. Add +1d4 PR or lose gear/blood
1FRAME JOB. Rival faction pins crime. Roll Frame Sub
0MAJOR EVENT. Roll on the Major Event subtable. Reset to 20.