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