Showing posts with label Encounters. Show all posts
Showing posts with label Encounters. Show all posts

Dungeon Corridors

 Just read an old blogpost by DIY and Dragons about numbering corridors in a dungeon. Instead of commenting on an 5 year old blogpost I'll write my response here. 

Corridors should feel dangerous. Most adventurers move around quietly hoping to take out the dungeon denizens in small groups. Corridors provide the danger of discovery. The PCs are exposed with nowhere to hide and potentially multiple doors for enemies to pour out of. Fighting is also constrained in a narrow area that could make combat far more interesting

Because of all that I think the way most games handle dungeons is sort of wrong. It creates a static environment. Adding numbers to hallways just adds to that static feel and does nothing for times the players return to a corridor later.

Long ago RuneQuest had a different system. They had the GM roll for every room and listed which inhabitants were there depending upon the results. This was a bit too much. My answer is somewhere in between.

Imagine two things:

  1. Random encounters are written up with as much care as a room encounter except any dsecriptions will likely be of the encounter moving around. So encounters aren't just weird monsters that don't fit the theme of the normal dungeon denizens but instead are mostly watchful patrols and groggy beasts looking for the bathroom or off to where they prepare food. 
  2. Maps have notation (star or something) that you drop on the map everywhere you want the GM to roll for random encounters. Remember there is always a decent chance no encounter is present. We want the surprise of popping out in the hallway and ... is it safe? We want notations because some corridors are going to be busy and others isolated. If you don't have a notation, or you linger in an area you follow normal random encounter roll frequency. 
You could even have different notations for different Random Encounter tables creating a ripe environment for factions or providing 'action' for the encounters that is encounters in the rear of the dungeon and near the entrance have the same actual encounter table but near the rear all indicate encounters are waddling off the bathroom full of beer while near the entrance they are likely ready to go out on a raid and ready for battle. 

Hopefully that sort of thing gives the place life and a feeling of danger with minimal overhead, at the table at least.

Usage Dice for Random Encounters?

 I like the mechanics of Usage Dice but they seem to be used primarily for consumables which I tend to just sell by days worth (4 days food, 4 days worth of torches) and otherwise forget about. 

For those that don't know the Usage Dice works it goes like this. An item, usually a consumable has a die number U12 would be a 1d12, U10 would be 1d10. If you roll 1-2 your Usage Die drops one die, so down to U10, then U8, U6, U4. Naturally the odds of rolling a 1-2 increase as the size of the die drops. You roll 1-2 on 1d4 and your item is depleted. Usage Die are typically used for torches, food, and arrows but I think the idea can be expanded far more than that.

In my previous post on Usage Dice I mentioned a few alternate uses but it just occurred to me that the Usage Dice would make a nice mechanic for Random Encounters.

Random Encounters

Create a random encounters table with 8 entries,  another one with 6 slightly tougher entries, a third one with 4 tough entries, and the last is the boss encounter in the area. So when you enter the area you roll 1d8 anytime you would normally roll for random encounters. If you roll 1-2 you get an encounter but also switch to the 1d6 table next time. By having multiple tables you also limit the number of repeat encounters. For a big area you could have the tables escalate only on a 1, or you could have a table with 10 or 12 entries.

I haven't  played this out, it should work but might lead to to much bookkeeping.

Special Encounters: Some more Examples

Example 4.  Brother Steph le Joignur
A crop-haired, manly woman, pious Templar. She has taken on the identity or her brother and wishes to fight in the Holy Wars. So far a dozen of her brother Templars know her secret but won’t speak of it. So far the Grand Master has kept her in the city as an accountant.
  • A fight in the street. Steph' le Joignur is nearly beaten to death. She was defending prostitutes from some thugs. She was not wearing any armor or weapons so it was pretty stupid to get involved but she did. (a) The ladies fled without helping, although one did manage to catch a glimpse of Steph’s bloody breast and knows her secret. Steph’ may need to silence the lady somehow but isn’t sure how.
  • Prowling about, Steph’ le Joignur smells a Chaos coven and spends her days prowling around sniffing for it (literally) and harassing anyone having fun. A lot of citizens are trying to help her by reporting every odd thing they see.
  • Fight! Steph’ le Joignur attacks the crew of a ship believing them to be Chaos Cultists. The Crew has a load of wine and local wine merchants lied to get Steph' le Joignur to attack them and remove competition The crew are actually Chaos Cultists in port looking to free a captive fellow.. 
  • Fight! Steph’ le Joignur, raging drunk, beats up a dozen or so in a pub. She is shipping out to the Holy War soon, finally cleared by the Grandmaster, and is finally realizing what she’s signed up for and is terrified. Thugs she defeated previously caught her while she was drunk and attacked her. She kicked the snot out of them despite the booze.

Example 5. Cormac CamColum
A red-haired, slim & short, reckless thief with a flowery vocabulary and inflated sense of his own abilities (drinking, with the ladies, and burglary).
  • Cormac CamColum is hiding behind some casks. He is following the cargo master of a ship as the man walks about town. Comarc is trying to determine the cargo of the ship on his gangs behalf. Ship is actually empty waiting passengers on a pilgrimage.
  • Guards have made an arrest. Cormac CamColum has been captured trying to steel a sword from the Templar vaults. The sword belongs to Gerard Fitz Simons a lord who left his valuables with the Templars when he went to the Holy Wars. Cormac claims the sword was stolen from his own lord but the Templars don't believe him.
  • The Thieves Guild is hiring muscle. They believe Cormac CamColum intends to rob the them of an expensive gem in revenge for their setting him up regarding Gerard Fitz Simons sword. The Guild doesn’t know but he stole the item a week previously and left his calling card (a large M carved in the wall) behind a picture in the chapter room. When discovered nobody will know how he did it.  Several thieves in the guild assisted him in an effort to undercut the Guild leadership.
  • A group of mummers walk around on stilts entertaining a crowd. Cormac CamColum is in the crowd picking pockets among the audience. He could use help with a fake fight distraction.
Example 6. Thomas de Oxonia
A straw-haired, wiry & tall, loyal, Merchant and worshiper of the cult of Law who returned from the Holy War with some serious issues. He is devout and prays often but it has not helped him with his demons so now he has turned to drinking and fighting.
  • Thomas de Oxonia is looking for his tools which have been misplaced or stolen. He'll do a favor or pay well to have them recovered/replaced.
  • Thomas de Oxonia contacts the characters. His Guild's heraldic symbol has been stolen and he suspects three different guilds of organizing the theft.
  • Thomas de Oxonia contacts the characters. He would like to have something stolen from a rival guild. What he wants is a Painting of Guild fathers. He says he will give it back in time and don't want anyone killed in the process of the theft.
  • Thomas de Oxonia tries to hire the characters as security for a wedding. The Merchant's guild was unable to make payments to the Thieves guild because some ships were late and now the they believe the Thieves Guild will disrupt the wedding. Just the presence of some toughs should discourage them.

        Special Encounters; Some Examples


        Example 1. Brother Jacke Fitzbloude
        Brother Jacke is a massive older, killing machine. He's a middle aged Templar who spent a lot of time fighting Holy Wars and is chomping at the bit to return but so far denied by the Grandmaster for reasons he doesn't understand or accept or even want to talk about. Instantly recognizable for the scar that slices down the right side of his face barely missing his eye. 

        • Fight in the street! Brother Jacke moved into a semi-fortified townhouse owned by a wealthy Dwarven clan of Jewelers. He took over the bedroom of a Dwarf killed during recent riots. He did it because he doesn't like Dwarves, and because he could. The small Dwarven clan tried to report the illegal squatter to the guard and Brother Jacke decided to beat them up.
        • Small riot of anti-Dwarf townsmen (instigated by local Thieves Guild). Brother Jacke stands outside defending his new 'home' (and thus the Dwarves).
        • Brother Jacke accompanying the Jeweler on his daily business. Roughians keep their distance.
        • Barfight bursts out into the street. Brother Jacke is in the center of it all. Someone made an anti-Dwarf comment within hearing and he went berserk until another Templar calmed him down.
        Example 2. Sir Richard Fontrouse
        Pale, wirey elitist jerk, opportunist, and sadistic bully. Sir Richard is quick to beat any non-nobles he can as long as he thinks he can get away with it. When he can't get away with it he'll be sure to taunt and threaten.
        • Sir Richard is beating a peasant and the Clerics that tried to help the peasant. The Clerics is taking the beating bravely which only angers Sir Richard even more.
        • Sir Richard angrily chops his dagger into a wall in frustration. If asked he relate that the Bishop has applied pressure to the Royals and now he will have to publicly beg forgiveness. 
        • Sir Richard marches down the street to the Bishop's temple. A crowd taunts him and throws mud and dung. He's wearing a sackcloth to show humility but swears and threatens the crowd as he goes. When he arrives at the Bishop's temple he prostrates himself and gets forgiveness for his sins.
        • Sir Richard tears up a tavern known to be inhabited by townsmen. He does so during mass to make sure no Clerics are around at the time. Two dead, one badly injured. The three injured are believed to have thrown mud at Sir Richard.
        Example 3. Alanus Wade
        Brunette, wirey & short, deceitful thief with a lusty attitude. Considers himself the greatest thief in the city although nobody else in his gang agrees.
        • Alanus Wade asks the characters to come along as muscle. He wants to break his fellow John Pyk from stockade. John Pyk was arrested for not paying taxes which is nonsense. The Alderman is trying to push the Guild out of the ward. He doesn't want to kill any guards but he wants them to piss themselves in fear.
        • Alanus Wade asks the characters to act as a distraction so that he can steal a chalice from the Bishop's temple before the Bishop arrives. Members of a splitter Cult have put him up to the crime and will pay him well for the chalice if he can get it.
        • Alanus Wade asks the characters for help. His friend John Pyk from being hung by the Guards. Pyke is accused off throwing dung at a noble. The dung was thrown by a lass and John Pyk  took the fall because the guards recognized him and assumed hew was responsible. He needs muscle to kill a few guards but will settle for a distraction that will draw as many soldiers as far from the gallows as possible.
        • Alunus Wade killed Sir Rad’ de Cestr, a knight, and is now a fugitive in the city.

        Special Encounters

        In previous posts I listed random encounters for different environments. Most of these had a Special Encounters category so I thought I'd go into more detail here about what that means.


        1. Special Encounters are primarily used as a placeholder for the GM to add adventure specific encounters to the tables. Roll a Special Encounter and that means you roll on the Random Encounters table created for that adventure.
        2. In addition to that Special Encounters can be used to add specific NPC to the tables. If the characters spend a lot of time in one ward of a city they might come across some of the same people. Special Encounters allows this to happen without takin away from the odds of rolling the other encounters.
        Reason 1 doesn't really require much explanation so I'll talk briefly about 2. Number 2 is designed to make the world a bit more realistic, by providing reoccurring NPC, ones the character may not even know. It's also one of the few places I believe an aspiring writer can do some work.

        By that I mean each NPC added to the Special Encounters list should be given their own subtable of what they are doing when the encounter occurred but unlike the other subtables this one can simply be done off in order rather than rolled. The GM is encouraged to create mini-character arcs out of these results. This is similar to what an author does in a book with giving minor characters there own little background stories except in this case the story doesn't have to be completed and it certainly doesn't have to fit the main story thematically or in any way.


        Encounters, An Alternate System

        My previous posts on Encounters had an encounter table and a specific subtable for that what that encounter is doing at the time. This version has a few more variables but outputs a lot more variety to the encounters.

        The basic format is that of a mad-libs type sentence. Different die are used to allow them all to be rolled at once. Note that some activities may not be what they seem, a priest preaching to themselves might be practicing a sermon or might be insane or possessed. The GM then needs to make sense of the results.

        <1d8 Number of> <1d100 Encounter Table> <1d6 Verb> <1d12 Object>

        Table 1 - Number Encountered
        1d8
        Light
        01-02
        One
        03-04
        Two
        05-06
        Three
        07
        Four
        08
        Five

        Table 2 Encounter table
        Use the appropriate encounter table for the area in question.

        Table 3a - Noble Verb
        1d6
        Verb
        01
        Bullying
        02
        Eating or drinking with
        03
        Fighting with
        04
        Riding with
        05
        Standing around with
        06
        Talking to

        Table 3b - Peasant/Townsman Verb
        1d6
        Verb
        01
        Eating or drinking with
        02
        Entertaining
        03
        Fighting with
        04
        Fleeing/Hiding from
        05
        Talking with
        06
        Trading with

        Table 3c - Cleric/Priest Verb
        1d6
        Verb
        01
        Eating or drinking with
        02
        Guarding
        03
        Preaching to
        04
        Sacrificing
        05
        Singing to
        06
        Worshiping wtih

        Table 3d - Wizard Verb
        1d6
        Verb
        01
        Bullying
        02
        Eating or drinking with
        03
        Fighting with
        04
        Riding with
        05
        Studying with
        06
        Talking with

        Table 3e - Merchant/Crafter Verb
        1d6
        Verb
        01
        Eating or drinking wtih
        02
        Entertaining
        03
        Relaxing with
        04
        Riding with
        05
        Talking with
        06
        Trading with

        Table 3f - Soldiers/Guard Verb
        1d6
        Verb
        01
        Capturing
        02
        Eating or drinking with
        03
        Fighting with
        04
        Riding with
        05
        Searching for
        06
        Talking with

        Table 3g - Thief Verb
        1d6
        Verb
        01
        Bullying
        02
        Eating or drinking with
        03
        Fleeing from
        04
        Relaxing with
        05
        Stealing from
        06
        Trading with


        Table 4 - Object
        1d12
        Object
        01
        Self
        02
        Foreigners/Pilgrims
        03
        Livestock
        04
        Peasants/Townsmen
        05
        Merchants
        06
        Clerics of Law
        07
        Priests of the Old Faith
        08
        Thieves/Bandits
        09
        Wild dogs/wolves
        10
        Chaos Cultists
        11
        Worshipers of Law
        12
        Worshipers of Old Faith



        Encounters: Events


        Few games even try to create variety in the random encounters tables, something I think is essential in a sandbox. The world changes and responds to events and so should encounter tables. That's what Events are. Events are happenings momentous enough to cause at least some of the encounters tables to change, at least temporarily. Other things might change as well depending upon the event. Each event should list how the event is triggered and what changes occur.

        Predictable Events
        Some events are entirely predictable. The kind of things announced by criers and gossips that even foreigners will be well aware the event is coming up. These are events good folks might look forward to and bad folks might try to disrupt. Some examples:
        • Royal Wedding - Huge influx of folks into the settlement where the wedding will be held in the days prior. All crowd numbers tripled. Activities on the Guards sub-table will be vigilant.
        • Weekly Market - Encounters in most districts are treated as if nighttime except in and around the market. Crowd numbers in the market are tripled.
        • Winter Solstice Festival - Chaos cult activity spikes as the idiots try to end the world, again. New sub-tables are filled with folks looking for missing friends/animals, and kidnapping.
        • Spring Equinox Festival - Lusty celebration of life with food and dancing and courting and the inevitable rivalries. New sub-tables for the duration, tables are now full of fights, duals, and romantic encounters.
        Random Events
        Some events appear randomly (as far as players are concerned). They might even be initiated by character actions. The GM should decide which and when ahead of time and foreshadow the event as appropriate. Some examples:
        • Peasant Uprising - Crowd tables would provide higher numbers, most results on the main encounters table would be Special Encounter and the Special Encounter table would be fun of raging hordes looting buildings, surrounding others trying to entice hiding nobles to come out and face the mob.
        • Brutal Snowstorm - During day time the Night time crowd and Encounters tables are used to show how everyone stays inside. Nobody is out at night at least no crowd table is used. Cold rules apply to anyone that goes outside.
        • Noble Birth - Tax holiday leads to merry-making. All crowd numbers doubled. Prices (if you can find a store that is open) might be deeply discounted. Rebels might become more active.
        • Fire - Fire burns up a building or block or copse of trees and it is moving quickly. Smoke and asphixiation rules apply to anyone near to the fire. Fire damage rules apply as well. No natural animal encounters will occur for 24 hours as the animals have mostly fled.
        • Alarm, Guards called out - The Intruder Alarm gong is ringing and the security patrols and general alertness of anything in the area will be increased. This sort of thing works nicely in a dungeon type scenario. Any type of encounters will be guards, in larger numbers, and they will be aware.
        • Gang War - Two bands of thieves are fighting a secretive war. Bodies are turning up everywhere. Normal crime is down, crowd size is half normal, and the guard stick to the better parts of town hoping the thieves kill each other off.
        • Trade Fleet in Town - Drunken merry-making. All crowd numbers doubled. All new Sub-tables include lots of drunken fights.
        So that's what an Event is. At some point I'll write up a series of Events to round out the various encounters tables I've already created.

        Encounters: Town, City, Big City

        Encounters are handled slightly differently in a Town, City, or Big City then they are in a Village or Thorpe. We still roll for crowd size but we roll on the street level.

        Each time characters enter a new street or Square/Plaza, or wait too long the GM should roll for crowd size and Encounters again.

        Admin Ward
        Table 1: Admin Ward crowd size
        TimeSquare/PlazaMainSide street 
        Day
        1d10
        1d6
        1d4
        Night
        1d4
        --
        --

        Table 2: Admin Ward Encounters
        DayNight/Alley
        Encounter
        01-05
        --
        Crier (news/edict/etc)
        06-10
        01-05
        Foreigner/Barbarian
        11-15
        05-20
        Guard (see urban soldier table)
        16-20
        --
        Laborer/etc. (see urban peasant/townsman table)
        21-25
        --
        Merchant (see merchant/crafter table)
        26-30
        --
        Noble/Personage (see urban noble table)
        31-40
        --
        Official (see urban noble table)
        41-50
        --
        Priest/Priestess (see Cleric/Priest Table)
        --
        21-30
        Ratter (see urban peasant/townsman table)
        51-60
        --
        Servant/Cook/etc (see urban peasant/townsman table)
        61-65
        31-35
        Soldiers (see Urban Soldier table)
        66-70 
        --
        Scribe/Scholar (see urban peasant/townsman table)
        --
        36-40
        Street Cleaner (see urban peasant/townsman table)
        71-95 
        41-50
        Special Encounter
        96-00 
        51-00
        Nothing Special


        Castle Ward
         Table 3: Castle Ward crowd size
        TimeMainSide street
        Day
        1d6
        1d3
        Night
        --
        --

        Table 4: Castle Ward Encounters
        DayNight/Alley
        Encounter
        01-05
        01-05
        Animals (chickens/goats)
        06-10
        06-10
        Animals (dogs/rats)
        --
        11-20
        Corpse (roll again to see who)
        11-12
        --
        Craftsman (see urban peasant/townsman table)
        13-15
        --
        Crier (news/edict/etc)
        --
        21-30
        Drunk/Drunks (roll again to see who)
        16
        31-35
        Foreigner/Barbarian
        17-20
        36-40
        Guard (see urban soldier table)
        21-22
        --
        Laborer/etc. (see urban peasant/townsman table)
        23-24
        --
        Merchant (see merchant/crafter table)
        25-40
        41-50
        Noble/Personage (see urban noble table)
        41-50
        51
        Official (see urban noble table)
        51-52
        52
        Priest/Priestess (see Cleric/Priest Table)
        --
        53-57
        Ratter (see urban peasant/townsman table)
        53-55
        --
        Servant/Cook/etc (see urban peasant/townsman table)
        56-60
        58-60
        Soldiers (see Urban Soldier table)
        61-62
        --
        Scribe/Scholar (see urban peasant/townsman table)
        63-64
        --
        Teamster (see urban peasant/townsman table)
        65
        --
        Wizard (see Urban Esoteric table)
        66-71
        61-70
        Special Encounter
        72-00
        71-00
        Nothing Special

        City/Town Walls
        Table 5: City/Town Walls crowd size
        Time Main
        Day
        1d6
        Night
        --

        Table 6: City/Town Walls Encounters
        DayNight/Alley
        Encounter
        01-50
        01-30
        Corpse (roll again to see who)
        51-55
        31
        Noble/Personage (see urban noble table)
        56-57
        --
        Official (see urban noble table)
        --
        32
        Ratter (see urban peasant/townsman table)
        58-60
        --
        Servant/Cook/etc (see urban peasant/townsman table)
        61-70
        33-40
        Soldiers (see Urban Soldier table)
        --
        41
        Street Cleaner (see urban peasant/townsman table)
        71-80
        42-50
        Special Encounter
        81-00
        51-00
        Nothing Special

        Crafters Ward
        Table 7: Crafters Ward crowd size
        TimeMainSide street 
        Day1d61d4
        Night1d2
        --


        Table 8: Crafters Ward Encounters
        Day Night/Alley
        Encounter
        01-05
        01-02
        Animals (chickens/goats)
        06-10
        03-10
        Animals (dogs/rats)
        11-12
        11-15
        Beggar/Cripple/etc (see urban undesirables table)
        13-20
        16
        Craftsman (see urban peasant/townsman table)
        --
        17-18
        Drunk/Drunks (roll again to see who)
        21-25
        19-25
        Guard (see urban soldier table)
        26-27
        --
        Laborer/etc. (see urban peasant/townsman table)
        28-29
        26
        Merchant (see merchant/crafter table)
        30-31
        --
        Noble/Personage (see urban noble table)
        32-33
        --
        Official (see urban noble table)
        34
        --
        Peddler (see merchant/crafter table)
        35-37
        --
        Priest/Priestess (see Cleric/Priest Table)
        --
        27-29
        Ratter (see urban peasant/townsman table)
        38-39
        --
        Servant/Cook/etc (see urban peasant/townsman table)
        40
        30
        Soldiers (see Urban Soldier table)
        41-42
        31
        Scribe/Scholar (see urban peasant/townsman table)
        --
        32-34
        Street Cleaner (see urban peasant/townsman table)
        43-44
        --
        Teamster (see urban peasant/townsman table)
        45-50
        35
        Urchins/Children (see urban peasant/townsman table)
        51
        --
        Wizard (see Urban Esoteric table)
        52-60
        36-40
        Special Encounter
        61-00
        41-00
        Nothing Special

        Dockyards
        Table 9: Dockyards crowd size
        TimeWharface/Plaza Main Side street
        Day
        1d20
        1d12
        1d6
        Night
        1d6
        1d6
        --


        Table 10: Dockyard Encounters
        Day Night/Alley
        Encounter
        01-05
        01-03
        Animals (dogs/rats)
        06-10
        04-05
        Beggar/Cripple/etc (see urban undesirables table)
        --
        06-08
        Corpse (roll again to see who)
        11-12
        09-18
        Criminal (see urban undesirables table)
        --
        19-25
        Drunk/Drunks (roll again to see who)
        13-20
        26-30
        Fisherman/monger (see urban peasant/townsman table)
        21-30
        31-35
        Foreigner/Barbarian
        31-35
        36-37
        Guard (see urban soldier table)
        36-55
        38-41
        Merchant (see merchant/crafter table)
        56-60
        --
        Noble/Personage (see urban noble table)
        61-62
        --
        Servant/Cook/etc (see urban peasant/townsman table)
        63-64
        --
        Soldiers (see Urban Soldier table)
        65-75
        42-43
        Teamster (see urban peasant/townsman table)
        76-80
        44-45
        Urchins/Children (see urban peasant/townsman table)
        81-95
        46-55
        Special Encounter
        96-00
        56-00
        Nothing Special

        Foreign/Ethnic Ward
        Table 11: Foreign/Ethinic crowd size
        TimeMain Side street
        Day
        1d10
        1d4
        Night
        1d4
        --


        Table 12: Foreign/Ethnic Ward Encounters
        Day Night/Alley
        Encounter
        01-05
        01-05
        Animals (chickens/goats)
        06-10
        06-10
        Animals (dogs/rats)
        11-12
        11-12
        Beggar/Cripple/etc (see urban undesirables table)
        --
        13
        Corpse (roll again to see who)
        --
        14
        Criminal (see urban undesirables table)
        13-20
        15-25
        Foreigner/Barbarian
        21-25
        26
        Guard (see urban soldier table)
        26-30
        27-30
        Laborer/etc. (see urban peasant/townsman table)
        31-40
        31-32
        Merchant (see merchant/crafter table)
        41-42
        --
        Noble/Personage (see urban noble table)
        43-44
        --
        Peddler (see merchant/crafter table)
        45-50
        --
        Priest/Priestess (see Cleric/Priest Table)
        --
        33-38
        Ratter (see urban peasant/townsman table)
        51-55
        --
        Soldiers (see Urban Soldier table)
        56-58
        --
        Scribe/Scholar (see urban peasant/townsman table)
        --
        39-41
        Street Cleaner (see urban peasant/townsman table)
        59-62
        --
        Teamster (see urban peasant/townsman table)
        63-65
        41-45
        Urchins/Children (see urban peasant/townsman table)
        66-69
        --
        Wizard (see Urban Esoteric table)
        70-80
        46-50
        Special Encounter
        81-00
        51-00
        Nothing Special

        Merchant Ward
        Table 13: Merchant Ward crowd size
        TimeSquare/Plaza Main Side street
        Day
        1d20
        1d12
        1d4
        Night
        1d4
        --
        --


        Table 14: Merchant Ward Encounters
        Day Night/Alley
        Encounter
        01-02
        01-05
        Animals (chickens/goats)
        03-04
        06-10
        Animals (dogs/rats)
        05
        --
        Craftsman (see urban peasant/townsman table)
        06-08
        --
        Crier (news/edict/etc)
        09
        11
        Drunk/Drunks (roll again to see who)
        10
        12
        Foreigner/Barbarian
        11-15
        13-20
        Guard (see urban soldier table)
        16-20
        --
        Laborer/etc. (see urban peasant/townsman table)
        21-40
        --
        Merchant (see merchant/crafter table)
        41-45
        --
        Noble/Personage (see urban noble table)
        46-50
        --
        Official (see urban noble table)
        51-55
        --
        Priest/Priestess (see Cleric/Priest Table)
        --
        21-25
        Ratter (see urban peasant/townsman table)
        56-60
        --
        Servant/Cook/etc (see urban peasant/townsman table)
        61-65
        26-27
        Soldiers (see Urban Soldier table)
        66-70
        --
        Scribe/Scholar (see urban peasant/townsman table)
        --
        28-30
        Street Cleaner (see urban peasant/townsman table)
        71-75
        --
        Teamster (see urban peasant/townsman table)
        76
        --
        Wizard (see Urban Esoteric table)
        77-90
        31-41
        Special Encounter
        91-00
        41-00
        Nothing Special

        Outside the walls
        Table 15: Outside the Walls crowd size
        TimeNear Gate Main Side street
        Day
        1d6
        1d4
        1d3
        Night
        1d3
        --
        --


        Table 16: Outside the Wall Encounters
        DayNight/Alley
        Encounter
        01-05
        01-10
        Criminal (see urban undesirables table)
        06-10
        11-20
        Drunk/Drunks (roll again to see who)
        11-12
        21-25
        Criminal (see urban undesirables table)
        --
        26-27
        Craftsman (see urban peasant/townsman table)
        13-14
        --
        Farmer/etc (see urban peasant/townsman table)
        15
        28
        Fisherman/monger (see urban peasant/townsman table)
        --
        29
        Foreigner/Barbarian
        16-20
        --
        Guard (see urban soldier table)
        21-30
        --
        Laborer/etc. (see urban peasant/townsman table)
        31-35
        --
        Merchant (see merchant/crafter table)
        36
        30-35
        Guard (see urban soldier table)
        37-38
        --
        Hunter/Trapper/etc (see urban peasant/townsman table)
        39-40
        --
        Laborer/etc. (see urban peasant/townsman table)
        41-42
        --
        Merchant (see merchant/crafter table)
        43-44
        --
        Noble/Personage (see urban noble table)
        45-46
        --
        Peddler (see merchant/crafter table)
        47-48
        --
        Priest/Priestess (see Cleric/Priest Table)
        49-50
        --
        Soldiers (see Urban Soldier table)
        51-52
        --
        Teamster (see urban peasant/townsman table)
        53-54
        36
        Urchins/Children (see urban peasant/townsman table)
        55-65
        37-40
        Special Encounter
        66-00
        41-00
        Nothing Special

        Peasant Town
         Table 17: Peasant Town crowd size
        TimeMain Side street
        Day 1d12 1d6
        Night 1d3 --

        Use the Village Encounters table and associated subtables for Peasant Town.

        Poor Ward
        Table 18: Poor Ward crowd size
        TimeMain Side street
        Day 1d12 1d6
        Night 1d2 --

        Table 19: Poor Ward Encounters
        DayNight/Alley
        Encounter
        01-05 
        01-05
        Animals (chickens/goats)
        06-10 
        06-10
        Animals (dogs/rats)
        11-12 
        11-15
        Beggar/Cripple/etc (see urban undesirables table)
        13-20
        16-20
        Craftsman (see urban peasant/townsman table)
        21-22 
        21-40
        Criminal (see urban undesirables table)
        -- 
        41-50
        Drunk/Drunks (roll again to see who)
        23-27 
        51-55
        Fisherman/monger (see urban peasant/townsman table)
        28-29 
        56-59
        Foreigner/Barbarian
        30-40 
        60-61
        Laborer/etc. (see urban peasant/townsman table)
        41-42
        62-63
        Servant/Cook/etc (see urban peasant/townsman table)
        --  
        64-65
        Soldiers (see Urban Soldier table)
        43-44 
        66-67
        Teamster (see urban peasant/townsman table)
        45-50  
        68-69
        Urchins/Children (see urban peasant/townsman table)
        51-60  
        70-79
        Special Encounter
        61-00  
        80-00
        Nothing Special

        Temple Ward
        Table 20: Temple Ward crowd size
        TimeMainSide street 
        Day
        1d6
        --
        Night
        --
        --

        Table 21: Temple Ward Encounters
        DayNight/Alley
        Encounter
        01-10
        --
        Crier (news/edict/etc)
        11-15 
        01-02
        Foreigner/Barbarian
        16-20 
        03-10
        Guard (see urban soldier table)
        21-25 
        11-12
        Noble/Personage (see urban noble table)
        26-30 
        13
        Official (see urban noble table)
        31-50 
        14-25
        Priest/Priestess (see Cleric/Priest Table)
        --
        26-30
        Ratter (see urban peasant/townsman table)
        51-55
        31-33
        Soldiers (see Urban Soldier table)
        56-60
        --
        Scribe/Scholar (see urban peasant/townsman table)
        --  
        34-39
        Street Cleaner (see urban peasant/townsman table)
        61-70  
        40-50
        Special Encounter
        71-00  
        51-00
        Nothing Special

        Wealthy Ward
        Table 22: Wealthy Ward crowd size
        TimeNear Gate MainSide street 
        Day
        1d6
        1d6
        --
        Night
        --
        --
        --

        Table 23: Wealthy Ward Encounters
        DayNight/Alley
        Encounter
        01-02
        --
        Animals (dogs/rats)
        03-07 
        --
        Crier (news/edict/etc)
        08-15
        01-10
        Guard (see urban soldier table)
        16-25 
        --
        Merchant (see merchant/crafter table)
        26-35
        11-12
        Noble/Personage (see urban noble table)
        36-40 
        13-14
        Official (see urban noble table)
        41-50 
        15-16
        Priest/Priestess (see Cleric/Priest Table)
        -- 
        17-25
        Ratter (see urban peasant/townsman table)
        51-55
        26-27
        Servant/Cook/etc (see urban peasant/townsman table)
        56-60 
        --
        Scribe/Scholar (see urban peasant/townsman table)
        -- 
        28-35
        Street Cleaner (see urban peasant/townsman table)
        61  
        36
        Wizard (see Urban Esoteric table)
        62-70  
        37-49
        Special Encounter
        71-00  
        48-00
        Nothing Special

        And the subtables...

        Table 24: Urban Noble Table
        1d6
        Encounter
        01
        Noble with Large entourage
        02-03
        Rowdy Noble, seeking trouble
        04
        Large entourage, Noble not present
        05
        Small entourage, Noble not present
        06
        In disguise (roll on Urban Encounter table again)

        Table 25: Urban Peasant/Townsman Table
        1d6
        Encounter
        01
        Avoiding eye contact
        02
        Looking for a fight
        03-05
        On the job (cleaning, moving goods, etc)
        06
        Appears to be following

        Table 26: Urban Cleric/Priest Table
        1d6
        Encounter
        01-02
        High ranking Holy Person with 2d6 entourage
        03
        Holy Person stopping a street fight (or trying)
        04
        Seeking alms or donations for salvation
        05
        Lecturing
        06
        Arresting someone for Witchcraft

        Table 27: Urban Esoteric Table
        1d6
        Encounter
        01
        Wizard with 1d6 entourage
        02
        Apprentice shopping for herbs and such
        03
        Apprentice wasted on Pipe weed
        04
        Two Wizards engaged in a rising conflict
        05-06
        Wizard n disguise (roll again to determine the disguise)

        Table 28: Urban Merchant/Crafter Table
        1d6
        Encounter
        01-03
        1d4 merchant/crafters guiding a wagon/cart
        04-05
        1d4 merchant/crafters unloading a wagon/cart
        06
        Two merchant/crafters arguing about their business

        Table 29: Urban Soldier Table
        1d6
        Encounter
        01-02
        1d4 Guard arresting someone
        03
        Drunken, off duty, and getting into a fight
        04
        Two soldiers in a duel
        05-06
        1d6 Guards on patrol (or standing and watching)

        Table 30: Urban Undesirables Table
        1d6
        Encounter
        01-02
        One nimble thief racing through crowd (roll again to determine who is chasing them)
        03
        1d3 Pickpockets working crowd
        04
        1d4 burglers(?) visible on roof
        05-06
        Thugs roughing up someone (roll again to determine who)

        Table 31: Urban Special Table
        1d6
        Encounter
        01
        Fire, a building is on fire a bucket chain is trying to put it out while others chop down neighboring structures.
        02
        Protection racket, 1d3 thieves are smashing up a shop
        03
        A powerful lord and entourage of 2d10 rides through town, riding over anyone in the way
        04
        Shenanigans, human waste was intentionally dumped from an upper story onto passersby on the road below.
        05
        Sickness, gastro-intestinal illness is everywhere and militia is preventing anyone from entering the district.
        06
        Crackdown, the Sheriff and enforcers are tearing apart one of the hovels looking for something.


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