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. |