I check for encounters for each new streets pattern that the group map.
When the group travel between two known location I check once by neighborhood.
Chance of encounters:
- Day: 1 on d6
- Night: 2 on d6
- Festival: +1 chance of encounter
If there is a encounter, I roll to on my encounter type table:
- 1-3 Street event (happen in the largest street)
- 4-5 Trouble (happen in the smallest street)
- 6 Weird / Supernatural (GM choose the street)
Night: +1 on roll
Street events involve a crowd of people that block a street (d20):
- Religious procession of Vorn / Tittivilla
- Marriage / Funeral
- Public judgement / execution
- Public contestation / debate / scandal / humiliation
- Cultist / Priest preaching
- Nobles celebrating / parading exotic slow pets
- Street Crier / Artist attracting a large crowd
- Ambassador / city officials / military procession
- Caravan stuck / Large cattle delivery
- Street auction / market
- Constructions
- Crowd watching a accident or fight on a bridge
- Fire!
- Stone or ice sheet fall
- Street closed for Investigation / Plague
- - 20. Special / unique event (a other table)
The Neighborhood wealth determine the type of trouble (d6):
- Wealthy: 1-4 Law or Nobles, 5-6 Crime or vermin
- Middle: 1-3 Law or Nobles, 4-6 Crime or vermin
- Poor: 1-2 Law or Nobles, 3-6 Crime or vermin
Trouble involve a pool of HD equal to the group size + 1d6.
For the weird/supernatural stuff I roll on a table of unique encounters.
The encounter distance is the street length in map unit in d6 (x 10').
So a 3 square length street give a 3d6 x 10' encounter distance.
The group can always choose to take a alternate route to try to avoid a encounter.
This way encounters often push the group into unexplored parts of the city.
Oh also when there is a fight I check to see if the city guard intervene after each 6 rounds.
(with a cumulative +1 chance by test)
Neighborhood wealth:
- Rich: 1 on d6
- Middle: 1 on d8
- Poor: 1 on d10
- Large street: +2 chance
- Night or alleyway: +1 die step