TEXT:  
  Copyright 2014 Midkemia Press 
  Please Don't Steal Our Work
  
   
   
  PDF Version Copyright © 2010 Stephen Abrams and Jon Everson 
   
   
  Copyright 2014 Midkemia Press 
  Please Don't Steal Our Work
  
  CITY ENCOUNTER TABLES ......................................................................................................... 5	
    
  INTRODUCTION TO THE THIRD EDITION ............................................................................ 5	
    
  INSTRUCTIONS ........................................................................................................................... 6	
    
  ENCOUNTER TABLES ................................................................................................................ 9	
    
  Encounter Matrix Table I ........................................................................................................... 9	
    
  Towns ..................................................................................................................................... 9	
    
  Encounter Matrix Table II ........................................................................................................ 10	
    
  Poor Quarter ......................................................................................................................... 10	
    
  Encounter Matrix Table III ....................................................................................................... 11	
    
  Wealthy Quarter ................................................................................................................... 11	
    
  Encounter Matrix Table IV ...................................................................................................... 12	
    
  Merchant Quarter .................................................................................................................. 12	
    
  1.	
     ALREADY OCCURRING SCENES ................................................................................ 13	
    
  2. BARBARIAN ....................................................................................................................... 14	
    
  3. WARRIOR ........................................................................................................................... 15	
    
  4. TOWN WATCH .................................................................................................................. 15	
    
  5. SLAVER ............................................................................................................................... 16	
    
  6.  MAGICIAN ......................................................................................................................... 17	
    
  7. GOVERNMENT WORKER ................................................................................................ 18	
    
  8.  PILGRIMS .......................................................................................................................... 18	
    
  9.  BEGGAR/THIEF/URCHIN ................................................................................................ 19	
    
  10. SOLDIERS ......................................................................................................................... 20	
    
  11. ARISTOCRAT ................................................................................................................... 21	
    
  12. SLAVE COFFLE ............................................................................................................... 23	
    
  13. WORKGANG .................................................................................................................... 24	
    
  14. PRIEST ............................................................................................................................... 24	
    
  15. BAND OF ADVENTURERS ............................................................................................ 25	
    
  16. TOWNSPERSON ............................................................................................................... 25	
    
  17.  PROSTITUTE ................................................................................................................... 30	
    
  18. ASSASSIN OR SPY .......................................................................................................... 31	
    
  19. MAJOR PERSONAGE ...................................................................................................... 31	
    
  20. LOCAL "CHARACTER" .................................................................................................. 32	
    
  21. ANIMALS .......................................................................................................................... 32	
    
  22. PROTEST GROUP/STRIKE ............................................................................................. 33	
    
  23.  CIRCUS/CARNIVAL/GYPSIES ...................................................................................... 33	
    
  24. NON-HUMAN ................................................................................................................... 34	
    
  25.  GOD/GODDESS IN CITY ............................................................................................... 34	
    
  26. NO ENCOUNTER ............................................................................................................. 35	
    
  27.  EVENT .............................................................................................................................. 35	
    
  28. SPECIAL ............................................................................................................................ 35	
    
  CITIES, TOWNS AND VILLAGES: .............................................................................................. 37	
    
  POPULATING YOUR OWN .......................................................................................................... 37	
    
  VILLAGES: ................................................................................................................................. 38	
    
  TOWNS AND CITIES: ................................................................................................................ 42	
    
  Table IV Town / City Initial Rolls ........................................................................................... 48	
    
  Table V Businesses ................................................................................................................... 49	
    
  Table VI. Businesses ................................................................................................................ 50	
    
  Table VII. Businesses ............................................................................................................... 51	
    
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  CITY CATCH-UP TABLES ............................................................................................................ 53	
    
  TABLE I. Random Events ........................................................................................................... 56	
    
  TABLE II. Savings: ...................................................................................................................... 61	
    
  TABLE III. Gambling .................................................................................................................. 61	
    
  TABLE IV. Seeking Employment ............................................................................................... 62	
    
  TABLE V. Investments ................................................................................................................ 63	
    
  TABLE VI. Weekly Costs ............................................................................................................ 66	
    
  TABLE VII. Living with No Money ............................................................................................ 67	
    
  TABLE VIII. Offending People ................................................................................................... 68	
    
  TABLE IX. Befriending People1 .................................................................................................. 71	
    
  TABLE X Marriage Proposals ..................................................................................................... 73	
    
  TABLE XI.  A Military Career .................................................................................................... 75	
    
  Character Catch-up Sheet ............................................................................................................. 76	
    
  APPENDIXES .................................................................................................................................. 78	
    
  Appendix I: Missions: .................................................................................................................. 78	
    
  Subtables Ia. Missions for Goods ............................................................................................. 78	
    
  Subtables 1b. Missions for People ............................................................................................ 78	
    
  Subtables 1c. Missions To Places ............................................................................................. 79	
    
  Appendix II Taverns / Inns / Hotels ............................................................................................. 80	
    
  Subtable IIa. Tavern Level Description: .................................................................................. 80	
    
  Subtable IIb. Tavern Prices per Level ...................................................................................... 80	
    
  Subtable IIc Number of Customers .......................................................................................... 81	
    
  Subtable IId Types of Patrons Present by Tavern Level .......................................................... 81	
    
  Appendix III. Occupational Background ..................................................................................... 82	
    
  Plebian Skills ............................................................................................................................ 82	
    
  Artisan Skills ............................................................................................................................ 82	
    
  Noble Skills1 ............................................................................................................................. 83	
    
  Appendix IV. Street Traffic Density: ........................................................................................... 83	
    
  Appendix V.  Dice Conversion Tables ......................................................................................... 83	
    
  Appendix VI. The Midkemian Calendar ...................................................................................... 84	
    
  Appendix VII.  Stables ................................................................................................................. 85	
    
  Table 3 Goods and Services Available: .................................................................................... 85	
    
  Table 4  Food and Grooming: .................................................................................................. 85	
    
   
   
   
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  CITY ENCOUNTER TABLES 
   
  INTRODUCTION TO THE THIRD EDITION 
   
  This third edition is the first time this book has appeared in digital form.  This came about when 
  we ran out of printed stock and continued to receive orders for the book.  Our choices seemed to be 
  to let it go out of print, physically publish a new edition or go digital.  Since the first option 
  seemed unreasonable and clearly the economics of our sales didn’t support a new print run we are 
  left with publishing digitally. No material from the 2nd or 1st editions has been deleted and some 
  material has been added to enhance the experience.  We are very concerned about the potential loss 
  of control over a digital manuscript so please do not distribute this via the web or gamer sites.  All 
  the material here has been under copyright since the first edition was published in 1979 and all 
  rights are reserved.   Thanks for continuing to acknowledge that this remains a useful addition to 
  the library of modern Gamesmasters and good gaming! 
   
  INTRODUCTION TO SECOND EDITION 
   
  When CITIES was first published in 1979, little did anyone involved with the project dream where 
  it would lead. Now there is a company, Midkemia Press, where once a group of friends thought 
  they might 'break even' with a new gaming aid. Now there are two cities (CARSE by Abrams and 
  Apperson, and JONRIL by April Apperson and Ray Feist), a large town (TULAN OF THE ISLES 
  by Ray Feist and S. Abrams) and its companion underground adventure (THE BLACK TOWER 
  by Guinasso and S. Abrams), a collection of small towns (TOWNS OF THE OUTLANDS by 
  Edwards, Divin & Young), and a host of other new products coming soon. All these are 
  complements to CITIES, the first publication. As with any first product from a new company, 
  comments from users and further experience on our part has pointed out possible improvements. 
  Therefore, in this second edition, we have expanded existing tables, increased the ease of use, 
  vastly improved the art, and included an entirely new section designed to aid in populating each 
  Gamesmaster's own villages, towns and cities. Nothing from the first edition has been deleted. As 
  always, we at Midkemia Press hope that this improved gaming aid will encourage more 
  Gamesmasters to try their hand in running our favorite type of adventure--the city.  
   
  INTRODUCTION TO THE FIRST EDITION 
   
  Several years ago two of the more adventuresome members of our fantasy role-playing game 
  group (Jon Everson and Conan LaMotte) embarked upon a momentous undertaking -- the design 
  of a city that was more than a place just to get supplies, but an adventure in its own right. Soon, we 
  all discovered that a well-run city was excellent fun in its own right; in fact, many times it was 
  more entertaining than a dungeon or wilderness for the battle-weary. Gradually, we all built cities, 
  towns, and countries, and began modifying existing rules. Now we have the world of Midkemia, 
  and our rules set, the "Tome of Midkemia", of which this book is a part. We did discover that, with 
  cities, the key phrase was "well-run". The Gamesmaster couldn't allow the players to get bored, 
  fewer players could be run (and be kept interested), and most importantly, the Gamesmaster had to 
  stay on top of everything, as well as be highly imaginative. The number of possible situations and 
  interactions in a city could be staggering. One problem that kept cropping up was the reoccurrence 
  of the same encounters. Unless the Gamesmaster had done an enormous amount of preparation, or 
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  was really "hot" on a given night, the pressures of running the game kept him or her from creating 
  new encounters to fit the game situation. So... we sat down and tried to think of everything that 
  could happen in a city and put it into table form, so that with a few rolls the Gamesmaster could 
  have an outline of a situation or encounter to flesh out. The rules you hold are the result of this idea 
  and three years of play testing and work. We feel these tables spice up the game for the players, 
  and help the Gamesmaster keep his or her sanity (assuming he or she ever had any).  
   
  INSTRUCTIONS 
   
  Right off the top, we recommend the Gamesmaster run no more than three, and preferably one or 
  two, players at a time in cities. With three or more players, someone is always growing bored 
  while the Gamesmaster and some other player are haggling prices, gambling, looking for work, 
  etc. The Gamesmaster should keep in mind that other large parties, fresh from the dangers of 
  adventuring and armed to the teeth, may wander the streets as a small army with the city 
  constabulary viewing them with concern. These tables are designed to be used every ten to fifteen 
  minutes of real time (or more often if things are lagging). "No Encounter" is built into the table to 
  reflect the likely frequency of nothing of note occurring near or to the players' Characters in a 
  particular area of the city. On busy streets something is always going on, wagons rumbling by , 
  hawkers shouting out there wares, street musicans drawing small crowds but a randomly rolled 
  encounter stands out from the rest.  A larger number of encounters will be visual, not directly 
  involving the Characters, unless they decide to join in. We recommend that if the players are 
  involved in something, the Gamesmaster shouldn't interfere (too much) by throwing encounters at 
  them. A significant number of encounters read, "...accidental bump...". This represents the jostling 
  a Character would receive in a crowded street. This teaches players not to attack everyone on sight 
  and keeps thieves from being quite so conspicuous. Another frequent encounter is "...recognizes 
  Character...mistakenly...correctly." This is where a non-player Character (NPC) either thinks he or 
  she knows the Character or did in fact knows him previously (even if the player doesn't 
  "remember"). It could be an old buddy, sweetheart, rival, employer, slave, sidekick, or anyone else 
  the Gamesmaster can think of, from somewhere in the Character's past. Or, the NPC could be 
  mistaken, but convince the player they once knew each other. Or... As you can see, the possibilities 
  are many. Sometimes the “random” events can be linked together into a coherent story and help 
  flesh out the GM’s city (e.g., in the first encounter the players saw a botched assassin attempt and 
  now in the second encounter soldiers are getting ready to break into a building). 
   
  To use the Tables, the Gamesmaster should: 
   1.)  
  For each encounter to be rolled, note the time of day, area of town (poor, merchant or 
  wealthy) in which the Characters find themselves, and whether they're on a main or 
  lesser street.  
  2.)  
  Using this information, find the appropriate column on ENCOUNTER MATRIX 
  TABLES I., II., III., or IV. Roll percentile dice (two tens, one for the 10's digit and one 
  for the l's digit--hereafter referred to as d%)  
  3.)  
  Find the d% result in the appropriate column, then read horizontally across to the list of 
  ENCOUNTER types given on the far left of the page. These ENCOUNTER types are 
  the headings of the ENCOUNTER tables listed on the following pages (in the order 
  found on the ENCOUNTER MATRIX TABLE).  
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  4.)  
  Each ENCOUNTER table requires as initial d20 roll (except Table 1, which requires a 
  d% roll). The result of this roll may require further rolls listed in the table to flesh out 
  the encounter. The final result will be an outline of the encounter the players may get 
  involved in. It is then up to the Gamesmaster to tailor the encounter to his or her city 
  and keep the encounter moving.  
   
  **NOTES**: 
   
  DICE NOTATION: Two types of notation will be found in this book.  
  1. Used for indicating a number of a certain type of dice to be rolled, this notation will be in 
  the form of #d(type), such as 2d20 (2 20-sided dice are separately rolled and summed (not 
  one d20 multiplied by 2)) or 4d4 (giving results from 4-16 by rolling 4 four-sided die (or 
  equivalent)).  
  2. Used when simpler numbers are desired, this notation will be in the form of d(type)x #, 
  such as dl0x4 (a 10-sided die roll then multiplied by 4) or d20+20 (a 20-sided die roll plus 
  20). Either type of notation may require an extra step, such as (d6-1)xl0 (subtract 1 from 
  the six-sided die roll result, then multiply this number by 10 – generating 0, 10, 20, 30, 40 
  or 50).  
   
  Terms Used Throughout This Book: 
  Plebian – a skill or person commonly found and requiring minimal formal education (e.g. cook, 
  fisherman, etc.) 
  Artesan – a skill or person that has been trained at some level but typically not requiring an 
  advanced education (e.g.  Ship Captain, Read/Write, Horator (the guy that beats the 
  drums on a galley, etc.) 
  Noble -  a skill or person with that skill that requires some amount of formal education (e.g. 
  physician, biologist, etc.) 
   
  CHARACTER STATISTICS:  
  If a Prime Requisite is mentioned (e.g. Charisma, Intelligence, etc.) the first number following is 
  for a Character developed on a d% system, and the parenthetical number (e.g. (11)) is for a 
  Character developed on a 3d6 system. A conversion table from one system to the other, as well as 
  from 2d6 to d% is provided in Appendix III.   In general the attributes are: 
   
  Strength 
  Intelligence 
  Wisdom 
  Cunning 
  Stamina / Constitution 
  Agility (often sub-divided into Quickness and Coordination) 
  Perception 
  Charisma  (often sub-divided into Appearance and Demenor) 
   
  COVER ART: Richard Becker  
  INTERIOR ART: Richard Becker and April Apperson  
  CALLIGRAPHY: Anita Everson  
  ADDITIONAL MATERIAL: April Apperson, David Dunham (Catch-Up Table additions)  
   
  Copyright 2014 Midkemia Press 
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  ACKNOWLEDGEMENT 
  Thanks to these other builders of Midkemia: April Apperson, Steve Barrett, Anita Everson, Ray 
  Feist, Dave Guinasso, Conan LaMotte, Tim LaSelle, Ethan Munson, Bob Potter, Doug Schreffler, 
  Alan Springer, and Jeff Velten, whose imaginative play testing (together and singly) on numerous 
  occasions almost got the whole project scrapped.  
   
  Questions about these rules should include a self-addressed, stamped envelope and be addressed 
  to: 
   
  Midkemia Press - CITIES  
  7022 Regner Rd 
  San Diego, CA 92119 
   
  or just drop us a line at Midkemia@cox.net  
   
  Copyright 2014 Midkemia Press 
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  ENCOUNTER TABLES 
  Encounter Matrix Table I 
  Towns 
   
  Roll d% 
  Generic Town 
  Your Town 
  Encounter Table to 
  reference 
  Day 
  Evening 
  Night 
  Day 
  Evening 
  Night 
  1. Already Occurring 
  01-02 
  01 
  01 
   
   
   
  2. Barbarian 
  03-08 
  02-04 
  02 
   
   
   
  3. Warrior 
  09-13 
  05-06 
  03 
   
   
   
  4. Town Watch 
  14-17 
  07-11 
  04-10 
   
   
   
  5. Slaver 
  18 
  12 
  11 
   
   
   
  6. Magician 
  19 
  13 
  12 
   
   
   
  7. Government Worker 
  20 
  - 
  - 
   
   
   
  8. Pilgrim 
  21-22 
  14 
  - 
   
   
   
  9. Beggar / Thief / Urchin 
  23-27 
  15-17 
  13-14 
   
   
   
  10. Soldier 
  28-29 
  18 
  15 
   
   
   
  11. Aristocrat 
  30 
  - 
  - 
   
   
   
  12. Slave Coffle 
  31 
  19 
  - 
   
   
   
  13. Workgang 
  32 
  20 
  - 
   
   
   
  14. Priest 
  33-34 
  21 
  16 
   
   
   
  15. Adventurer 
  35 
  22 
  17 
   
   
   
  16. Townsperson 
  36-56 
  23-42 
  18-31 
   
   
   
  17. Prostitute 
  57-58 
  43-45 
  32 
   
   
   
  18. Assassin / Spy 
  59 
  46 
  33 
   
   
   
  19. Major Personage 
  60 
  - 
  - 
   
   
   
  20. Local Character 
  61-71 
  47-55 
  34-41 
   
   
   
  21. Animal 
  72-73 
  56-57 
  42-46 
   
   
   
  22. Protest Group 
  74 
  58 
  - 
   
   
   
  23. Circus 
  75 
  59 
  - 
   
   
   
  24. Non-human 
  76 
  60 
  - 
   
   
   
  25. God / Goddess 
  77 
  61 
  47 
   
   
   
  26. No Encounter 
  78-96 
  62-92 
  48-90 
   
   
   
  27. Event 
  97-99 
  93-99 
  91-99 
   
   
   
  28. Special  
  100 
  100 
  100 
   
   
   
   
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  Encounter Matrix Table II 
  Poor Quarter 
   
  Roll d% 
  Main Streets 
  Lesser Streets 
  Encounter Table to 
  reference 
  Day 
  Evening 
  Night 
  Day 
  Evening 
  Night 
  1. Already Occurring 
  01-04 
  01-06 
  01-06 
  01-02 
  01-02 
  01 
  2. Barbarian 
  05-08 
  07-08 
  07 
  03-06 
  03-06 
  02 
  3. Warrior 
  09-12 
  09-11 
  08-10 
  07-08 
  07-08 
  03 
  4. Town Watch 
  13 
  12-14 
  11-16 
  - 
  - 
  - 
  5. Slaver 
  14-15 
  15-16 
  17-24 
  09-13 
  09-16 
  04-15 
  6. Magician 
  16-17 
  17 
  25 
  14 
  - 
  - 
  7. Government Worker 
  18 
  18 
  - 
  15 
  - 
  - 
  8. Pilgrim 
  19-20 
  19 
  - 
  16 
  - 
  - 
  9. Beggar / Thief / Urchin 
  21-27 
  20-28 
  26-33 
  17-25 
  17-22 
  16-20 
  10. Soldier 
  28 
  29 
  - 
  26 
  - 
  - 
  11. Aristocrat 
  29 
  - 
  - 
  - 
  - 
  - 
  12. Slave Coffle 
  30-31 
  30 
  34 
  27 
  - 
  - 
  13. Workgang 
  32-35 
  31-32 
  35 
  28 
  - 
  - 
  14. Priest 
  36 
  33 
  36 
  - 
  - 
  - 
  15. Adventurer 
  37-41 
  34-38 
  37-39 
  29-30 
  23-24 
  21 
  16. Townsperson 
  42-60 
  39-51 
  40-46 
  31-48 
  25-37 
  22-31 
  17. Prostitute 
  61-62 
  522-56 
  47-50 
  49-50 
  38-40 
  32 
  18. Assassin / Spy 
  64-65 
  57-59 
  51-55 
  51-56 
  41-47 
  33-41 
  19. Major Personage 
  66 
  - 
  - 
  - 
  - 
  - 
  20. Local Character 
  67-71 
  60-66 
  56-61 
  57-66 
  48-53 
  42-46 
  21. Animal 
  72-75 
  67-69 
  62-66 
  67-69 
  54-55 
  47-50 
  22. Protest Group 
  76-78 
  70-72 
  67 
  70-71 
  56 
  51 
  23. Circus 
  79 
  73 
  68 
  72 
  57 
  52 
  24. Non-human 
  80-85 
  74-76 
  69-70 
  73-74 
  58 
  53 
  25. God / Goddess 
  86 
  77 
  71 
  75 
  59 
  54 
  26. No Encounter 
  87-93 
  78-94 
  72-96 
  76-90 
  60-91 
  55-95 
  27. Event 
  94-98 
  95-98 
  97-98 
  91-98 
  92-99 
  96-99 
  28. Special  
  99-
  100 
  99-100 
  99-100 99-100 
  100 
  100 
   
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  Encounter Matrix Table III 
  Wealthy Quarter 
   
  Roll d% 
  Main Streets 
  Lesser Streets 
  Encounter Table to 
  reference 
  Day 
  Evening 
  Night 
  Day 
  Evening 
  Night 
  1. Already Occurring 
  01-02 
  01 
  01 
  01-03 
  01-02 
  01 
  2. Barbarian 
  03 
  02 
  02 
  04 
  03 
  - 
  3. Warrior 
  04-06 
  03-04 
  03 
  05-06 
  04 
  - 
  4. Town Watch 
  07-12 
  05-12 
  04-15 
  07-11 
  05-11 
  02-16 
  5. Slaver 
  13 
  - 
  - 
  12 
  12 
  - 
  6. Magician 
  14-19 
  13-17 
  16 
  13-18 
  13-19 
  17-19 
  7. Government Worker 
  20-24 
  18-21 
  17 
  19-22 
  20-22 
  20 
  8. Pilgrim 
  25 
  - 
  - 
  23 
  - 
  - 
  9. Beggar / Thief / Urchin 
  26-28 
  22 
  18 
  24-25 
  23-25 
  21 
  10. Soldier 
  29-34 
  23-28 
  19-24 
  26-30 
  26-30 
  22-25 
  11. Aristocrat 
  35-42 
  29-35 
  25-29 
  31-35 
  31-34 
  26-27 
  12. Slave Coffle 
  43-53 
  36-39 
  30 
  36-40 
  35 
  28 
  13. Workgang 
  54-56 
  40-41 
  - 
  41-44 
  36 
  - 
  14. Priest 
  57-62 
  42-46 
  31-33 
  45-46 
  37 
  29 
  15. Adventurer 
  63-64 
  47 
  - 
  47 
  38 
  - 
  16. Townsperson 
  65-75 
  48-56 
  34-37 
  48-62 
  39-50 
  30 
  17. Prostitute 
  76 
  57-58 
  38 
  63-64 
  51-52 
  31-35 
  18. Assassin / Spy 
  77-84 
  59-67 
  39-45 
  65-69 
  53-58 
  31-35 
  19. Major Personage 
  85-87 
  68-69 
  46 
  70-73 
  59-60 
  36 
  20. Local Character 
  88 
  70 
  47 
  74 
  61-62 
  37 
  21. Animal 
  89 
  71-72 
  48-49 
  75-76 
  63-64 
  38-39 
  22. Protest Group 
  90 
  73 
  50 
  77 
  65 
  40 
  23. Circus 
  91-96 
  74-77 
  - 
  78 
  - 
  - 
  24. Non-human 
  97 
  78 
  - 
  79 
  - 
  - 
  25. God / Goddess 
  98 
  79 
  51 
  80 
  66 
  41 
  26. No Encounter 
  - 
  80-97 
  52-97 
  82-97 
  67-97 
  42-96 
  27. Event 
  99 
  98-99 
  98-99 
  98-99 
  98-99 
  97-99 
  28. Special  
  100 
  100 
  100 
  100 
  100 
  100 
   
   
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  Encounter Matrix Table IV 
  Merchant Quarter 
   
  Roll d% 
  Main Streets 
  Lesser Streets 
  Encounter Table to 
  reference 
  Day 
  Evening 
  Night 
  Day 
  Evening 
  Night 
  1. Already Occurring 
  01-07 
  01-05 
  01-02 
  01-03 
  01-03 
  01-03 
  2. Barbarian 
  08-09 
  06-07 
  03-05 
  04-06 
  04-06 
  04-06 
  3. Warrior 
  10-14 
  08-13 
  06-10 
  07-11 
  07-08 
  07-08 
  4. Town Watch 
  15-22 
  14-21 
  11-26 
  12-17 
  09-12 
  09-11 
  5. Slaver 
  23-26 
  22-26 
  27-30 
  18-22 
  13-18 
  12-20 
  6. Magician 
  27-30 
  27-30 
  31-33 
  23-26 
  19-20 
  21-23 
  7. Government Worker 
  31-35 
  31-35 
  34 
  27-29 
  21 
  24 
  8. Pilgrim 
  36-38 
  36-38 
  35 
  30-32 
  22-23 
  25-26 
  9. Beggar / Thief / Urchin 
  39-45 
  39-45 
  36-49 
  33-39 
  24-32 
  27-38 
  10. Soldier 
  46-48 
  46-48 
  50 
  40-44 
  33-35 
  39-40 
  11. Aristocrat 
  49-51 
  49-50 
  51 
  45 
  36 
  - 
  12. Slave Coffle 
  52-55 
  51-54 
  52 
  46-47 
  37 
  41-42 
  13. Workgang 
  56-59 
  55-58 
  53-57 
  48-53 
  38-40 
  43 
  14. Priest 
  60-61 
  59-60 
  58 
  54 
  41 
  44 
  15. Adventurer 
  62-66 
  61-62 
  59-60 
  55-59 
  42-44 
  45-46 
  16. Townsperson 
  67-77 
  63-72 
  61-65 
  60-68 
  45-50 
  47-51 
  17. Prostitute 
  78-80 
  73-77 
  66-67 
  69-71 
  51-54 
  52 
  18. Assassin / Spy 
  81-82 
  78-80 
  68-76 
  72-75 
  55-58 
  53-59 
  19. Major Personage 
  83-84 
  81 
  77 
  766 
  59 
  60 
  20. Local Character 
  85-86 
  82-83 
  78 
  77-80 
  60-63 
  61-62 
  21. Animal 
  87-88 
  84-85 
  79-81 
  81-83 
  64-65 
  64-66 
  22. Protest Group 
  89-90 
  86 
  82 
  84-85 
  66-67 
  67-68 
  23. Circus 
  91-92 
  87 
  - 
  86-87 
  68 
  - 
  24. Non-human 
  93-94 
  88-89 
  83-85 
  88-91 
  69-71 
  69 
  25. God / Goddess 
  95 
  90 
  86 
  92 
  72 
  70 
  26. No Encounter 
  - 
  91-94 
  87-96 
  93-94 
  73-93 
  71-94 
  27. Event 
  96-98 
  95-98 
  97-98 
  95-98 
  94-98 
  95-98 
  28. Special  
  99-
  100 
  99-100 
  99-100 99-100 
  99-100 
  99-100 
   
   
   
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  1. ALREADY OCCURRING SCENES 
   
  The characters witness the following scenes, though they may not necessarily become involved. 
  Modify or omit to suit conditions in each city.  
  ROLL SCENE  
  1-10 
  Fire.  
  11-12 
  Wizard duel.  
  13-14 
  Street fight between religious or political factions.  
  15-22 
  Caravan progressing up street impedes progress.  
  23-25 
  Public trial.  
  26-28 
  Public execution.  
  29 
  Attempted overthrow of local government.  
  30-34 
  Traffic snarl impedes movement 1d10 minutes.  
  35-37 
  Road/Gate blocked. Guards are questioning people as they pass. If players' Characters 
  pass, the guards question them about something they have knowledge of.  
  38-41 
  Raid on merchant by rival.  
  42-47 
  Police raid on underworld hangout/legitimate front.  
  48-56 
  Warriors dueling.  
  57-58 
  Rabble-rouser attempting to incite crowd to riot.  
  59-61 
  Assassination attempt.  
  62-63 
  Two nobles racing horses down the street; knocking commoners aside.  
  64-66 
  Abduction attempt.  
  67 
  Army called out for alert.  
  68-76 
  Players' characters witness theft.  
  77-79 
  Dead noble/rich merchant/high priest being conveyed in state.  
  80-81 
  Wild mob/rampaging political faction rushing down street.  
  82 
  Players' characters witness mugging.  
  83-85 
  Monster/wild animal carried into city in cage by hunters.  
  86=88 
  Prostitutes being rounded up by town watch.  
  89-91 
  Two drunks fighting.  
  92-93 
  Dead body poorly hidden behind wagon/under garbage/in alley.  
  94-95 
  Slave trying to escape from slavers.  
  96-97 
  Wild animal/rampaging ox, horse, mule, loose in the streets/trampling handler.  
  98 
  Physician working in street on accident victim.  
  99-100 Secret society/religious sect/spy ring/assassins (1d20): 1-5= players' characters stumble 
  into meeting; 6-10 = accidentally gives player's character secret message, thinking 
  him/her a member; 11-17 = think players' characters are members of the opposition and 
  follow them secretly; 18-20 = try to recruit players' characters.  
  .  
   
   
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  2. BARBARIAN  
  Number of Barbarians: 
  Roll ( 1d20 ) : 1-10 = 1 ; 11-14 = 2; 15-16 = 3; 17 -18 = 6; 19 = 11-20 * (1d10+10); 20 = 21-40* 
  (1d20+20); * = includes women and children plus one shaman/magician (Lesser 
  Path)/priest of level 1d20.  
   
   
  50% of the time an escort of 11-20 (1d10+10) Town watch will be watching over them. 
   
  TYPE OF BARBARIAN (1d20) 1-5 = mountain; 6-9 = forest; 10-13 = steppes; 14-18 = swamp; 19-
  20 = desert (re-roll if inappropriate to area)  
   
  ROLL RESULT  
  1-4 
  Barbarian bumps into Character and (1d20): 1-4 = ignores him; 5-10 is angry and wants an 
  apology; 11-15 = accuses Character of being a thief; 16-19 is lonely and offers to buy 
  Character a drink; 20 = attacks Character.  
  5 
  Characters see a barbarian being laughed at, insulted, mocked, etc. by street 
  urchins/townsfolk.  
  6-7 
  Characters see a barbarian accosting women in streets, bar, etc.  
  8-10 
  Barbarian is insulting (1d20): 1-5 a nobleman/town official; 6-10 = a magician; 11-12 = 
  another tribesman; 13-18 = the town watch; 19-20 = a Character.  
  11-12 
  Barbarian is brawling with (1d20): 1-6 = another tribe; 7-10 = slavers; 11-15 = town watch; 
  16-20 = anyone convenient.  
  13-14 
  Barbarian is lost and lonely; tries to befriend Character.  
  15-16 
  Barbarian is hunting an enemy for vengeance, he (1d20): 1-6 = needs help; 7-15 = needs 
  information; 16-20 = is seen attacking an enemy.  
  17 
  Barbarian is hiring for an expedition (see Expeditions in Appendix I).  
  18 
  Barbarian is selling trade goods: furs, meat, trinkets, shrunken heads, worthless stones, etc.  
  19-20 
  Barbarian is advanced scout (1d20): 1-8 = looking for new land; 9-12 = seeking jobs; 13-14 
  = on sacred quest; 15-16 = seeking vengeance on (see Mission People in Appendix I); 17-
  18 = preparing raid on city/town; 19 = looking for food supply; 20 = seeking a savior for 
  their tribe.  
   
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  3. WARRIOR 
   
  WARRIOR'S STATUS (1d20) 
  ROLL 
  (d20) 
  RESULT 
  NUMBER 
  On 
  Foot 
  Foot & 
  Horse 
  HORSE 
  ONLY 
  1-3 
  Accidentally bumps Character 
  1d4 
  1-15 
  16-18 
  19-20 
  4-6 
  Warriors are drunk 
  1d6 
  1-18 
  19 
  20 
  7 
  Warriors are looking for a fight 
  1d6 
  1-14 
  15-16 
  17-20 
  8 
  Warrior is lonely and wants a friend 
  1 
  1-18 
  - 
  19-20 
  9 
  Warrior is on a Quest 
  1-2 
  1-10 
  - 
  11-20 
  10 
  Warrior is looking for vengeance 
  1 
  1-10 
  - 
  11-20 
  11-12 
  Warriors are really muscle men for a 
  political/religious faction. 
  1d20 
  1-10 
  11-15 
  16-20 
  13-14 
  Warriors are recruiting for an expedition. 
  1d4 
  1-15 
  - 
  16-20 
  15 
  Warriors are being robbed 
  1-3 
  1-19 
  - 
  20 
  16 
  Warriors are part of a merchant’s guard 
  1d4 
  1-5 
  6-10 
  11-20 
  17 
  Holy crusader leads 1-16 above. 
  +1 
  1-8 
  - 
  9-20 
  18 
  Ranger leads 1-16 above 
  +1 
  1-18 
  - 
  19-20 
  19 
  Lord and retainers, roll on Table 11 
  - 
  - 
  - 
  - 
  20 
  1-19 above recognizes character (1d20): 1-10 mistakenly; 11-20 = correctly 
  Leader’s level (1d20): 1-4 = 1st level; 5-10 = 2nd level; 11-15 = 3rd level; 16-18 = 4th level; 19 = 5th level; 20 
  = 4+1d8th level 
   
   
  4. TOWN WATCH 
  50% PROB. it's the regular patrol of 2d6; if not, number present = 1d12, and see table below.  
   
  ROLL RESULT  
  1-10 
  Guards are off duty (1d20): 1-5 = drunk and disorderly; 6-10 = trying to start a fight; 11-
  15 = looking for a bribe/extorting "protection"; 16-19 = accidentally bumps Character; 20 
  = recognizes Character (1d20): 1-10 = mistakenly; 11-20 = correctly.  
  11-12 
  Guards are chasing 1d6 street urchins (1d20): 1-12 = urchins have stolen something; 13-
  17 = urchins are being taken in for questioning on crime; 18-20 = off duty town watch are 
  working for slavers.  
  13-16 
  Character witnesses what appears to be a normal patrol but is in reality a secret mission 
  (1d20): 1-15 = town watch ignores him; 16-19 = town watch marks his appearance and 
  will pick him up later for questioning; 20 = town watch calls other watchmen/dispatches 
  some members to hold Character for questioning.  
  17-18 
  Character witnesses raid on building by 2d10 guardsmen.  
  19-20 
  Patrol recognizes Character (1d20) 1-10 = mistakenly; 11-20 = correctly as old friend, 
  enemy, wanted criminal, etc.  
   
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  5. SLAVER 
  If your city’s culture does not have slaves, these encounters could involve convicted criminals, 
  indentured servants, war prisoners or captured raiders. 
  Subtable 5A: Busy or patrolled street; number present=1d10 of which 85% will be guards 
  ROLL RESULT  
  1-4 
  Slaver accidentally bumps into Character.  
  5-7 
  Slaver intentionally bumps into Character to ascertain if any of the Character's Prime 
  Characteristics are above 90% (16+). If they are, the slaver will (1d20): 1-8 = follow the 
  Character, looking for an opportunity to capture him; 9-18 = the slaver will try to con the 
  Character into entering an alley or other deserted place in order to capture him; 19 = 
  slaver will offer the Character a job as his assistant; 20 = slaver will try to hire the 
  Character for an expedition (see page 59 for Mission).  
  8 
  Slaver is being harassed by a band of street urchins (1d6): 1-5 = for the general principle 
  of it; 6 = to distract the slaver and his men while one of their number tries to free a 
  captured member of his family/band/gang.  
  9-15 
  Slaver is looking for an escaped slave (20% chance he thinks Character is the slave).  
  16-17 
  Characters see slaver beating a slave.  
  18-20 
  Slaver recognizes Character (1d20): 1-12 = mistakenly; 13-20 = correctly, as friend, 
  business partner, ex-slave, etc.  
  Subtable 5B: Quiet/un-patrolled street: number present=4d6 of which 85% are guards  
  ROLL RESULT  
  1-6 
  Slaver is looking for escaped slaves (35% probability that slaver thinks Character is an 
  escaped slave).  
  7-10 
  Slaver tries to lure a Character into a dark alley or tavern in order to capture him.  
  11-13 
  Characters are trapped by slavers during sweep of the area and are herded along with 
  unresisting people.  
  14-15 
  Slavers are chasing street urchins in a roundup of children.  
  16-17 
  Slavers encounter resistance from intended victim (1d20): 1-15 = they offer Characters 
  1d4x20 gold to help them subdue victim; 16-20 = they turn their attention to "easier" 
  prey, the Characters.  
  18-19 
  Slavers encounter Characters in the street; if they outnumber the Characters by 3 to 1 or 
  better, they will attempt to overcome them by force.  
  20 
  Slaver recognizes Character (1d20): 1-15 = mistakenly: 16-20 = correctly  
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  6.  MAGICIAN  
  roll ld20 and match the time of day.  
   
  DAYTIME: 1-12 = Greater Path (normal type magician) SUBTABLE 6A. 13-20 = Lesser Path 
  (druid, witch, shaman, etc.) SUBTABLE 6B.  
  NIGHTTIME: 1-5 = Greater Path, see SUBTABLE 6A. 6-20 = Lesser Path, see SUBTABLE 6B.  
   
  Subtable 6A: Greater Path plus 0-5 guards (ld6-1); level = ld20; 30% probability she’s female. 
  ROLL RESULT  
  1-4 
  Magician accidentally bumps into Character. 
  5-6 
  Magician is trying to hire an assassin to use against a rival.  
  7-8 
  Magician is trying to hire a warrior to regain a magical item (see Appendix I for Place).  
  9-10 
  Magician is hiring for an expedition. (See Appendix I) 
  11-13 
  Characters see magician taunting and hounding a Lesser Path magician in the street, bar, 
  etc.  
  14-15 
  Character witnesses magician involved in confrontation with the town watch.  
  16-17 
  Character sees magician cast a spell.  
  18 
  Magician needs help; he just had a magic item stolen.  
  19 
  Character witnesses a teleport (ld20): 1-6 = disappears in front of Character; 7-20 = 
  appears in front of Characters and he is clutching < (ld20): 1-4= nothing; 5-9 = 1,000-
  20,000 gold (ld20 x 1,000); 10-16 = a Magic Item; 17-20 = another person>.  
  20 
  Magician recognizes a Character (ld20): 1-15 = mistakenly; 16-20 = correctly, as a 
  friend, previous subject, competitor's agent, etc.  
   
   
  Subtable 6B: Lesser Path: plus (ld6)-3 of his or her totem (see below). 50% probability she’s 
  female. Usually in brown or grey robes, slouch hat and walking staff. 
  ROLL RESULT  
  1-4 
  Magician accidentally bumps Character.  
  5-6 
  Magician is begging; if Character gives him nothing, he will curse the Character (20% 
  probability it's a real curse).  
  7 
  Character sees magician being hounded by a gang of street urchins.  
  8-11 
  Magician offers Character his services.  
  12-13 
  Magician insults Character, provoking an argument (ld20): 1-10 = merely for the joy of 
  arguing; 11-17 = because he's mad at the world; 18-20 = since the Character looks and 
  acts like someone he hates.  
  14-15 
  Magician is trying to form an expedition and will offer shares as an enticement to hire on 
  (see Expeditions in Appendix I).  
  16-18 
  Characters see magician being pursued by the town watch.  
  19 
  Magician bumps into Character and slips him an item (see Mission Goods in Appendix 
  I), then flees pursuers.  
  20 
  Magician recognizes Character (ld20): 1-6 = mistakenly; 7-20 = correctly.  
   
  .*Totem List (ld20): 1-2 = insect; 3-4 = reptile; 5-14 = small mammal; 15-20 = bird.  
   
   
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  7. GOVERNMENT WORKER  
  Number: (ld20): 1-10 = alone; 11-20 = accompanied by 1d8 guards.  
  ROLL  RESULT  
  1-4 
  Government Worker accidentally bumps into Character.  
  5-10 
  Government Worker is reading a Proclamation announcing (ld20): 1-5 = reward for 
  apprehension of a criminal; 6-8 = new law/tax; 9-12 = a public execution; 13-17 = that 
  the government is hiring for an expedition (see Expeditions In Appendix I); 18-19 = that 
  the government is recruiting for the military (see A Military Career); 20 = an official 
  event (feast day, state marriage, state funeral, etc.).  
  11-14 
  Character witnesses a government worker shadowing an enemy agent.  
  15-16 
  Character sees a government worker being assassinated.  
  17 
  The Government worker is being pestered by street urchins (ld6): 1-4 = begging for 
  money; 5-6 = as a distraction so they can steal his purse.  
  18 
  Characters see a government worker having problems with his official papers (ld20): 1-6 
  = the papers are being blown around by the wind; 7-15 = the papers are being stolen; 16-
  20 = the papers have been stolen and government worker enlists Characters' aid in 
  recovering them.  
  19 
  Government worker enlists Characters' aid in tracking a spy or thief.  
  20 
  Government worker recognizes Character (ld20): 1-10 = mistakenly; 11-20 = correctly, 
  as well-known figure, friend, enemy, etc.  
   
  8.  PILGRIMS   
  number = 1d20.  
  ROLL RESULT  
  1-4 
  Pilgrim accidentally bumps Character.  
  5-11 
  Pilgrims are hiring an escort for a holy 
  quest (see Expeditions for Places).  
  12-14 
  Characters see pilgrim being 
  hounded/mocked by street urchins.  
  15-16 
  Characters see pilgrim being mugged 
  by 1d10 muggers/thugs.  
  17 
  Pilgrim is seeking other pilgrims to 
  accompany him on pilgrimage.  
  18-19 
  Pilgrims are lost and ask Character for 
  directions.  
  20 
  Pilgrim recognizes Character (ld20): 1-
  10 = mistakenly; 11-20 = correctly, as 
  friend, enemy, etc.  
   
   
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  9.  BEGGAR/THIEF/URCHIN   
  see Subtable A for Busy Street, B for Quiet Street, or C for Night on any street. Encounter may be 
  with any of the Character types indicated in the encounter rolled. Type of person: Beggar (B), 
  Street Urchin (U), Thief (T). Numbers in parentheses, "(1)", indicate more may be around but 
  they’re unseen.  
   
  Subtable 9A: BUSY STREET  
  ROLL 
  NUMBER RESULT  
  1-2 
  1 
  Character is accidentally bumped by B/T/U.  
  3-4 
  1d4 
  B/T/U is begging; if no money is given, he will (1d6): 1-2 = attempt to trip 
  Character; 3-6 = insult Character.  
  5 
  1 
  Urchin offers his services as a guide.  He will steer the party to family 
  businesses usually in the poor quarter. 
  6-8 
  1d4 
  B/T/U bumps and attempts to rob Character.  
  9 
  1 
  Thief bumps and tries to hide stolen goods on the player to retrieve later. 
  10-11 
  (1) 
  B/T tries to lure Characters into an alley to be mugged by 1d10 
  accomplices.  
  12-14 
  1 
  B/T/U tries to con Characters, roll random encounter for disguise.  
  15 
  1 
  B/T/U tries to sell a Character stolen goods at 1/10 normal price. 
  16-17 
  1d4 
  B/T is in trouble with the Thieves Guild and needs help.  
  18-19 
  2d6 
  B/T/U is hiring all Character types for missions (see Expeditions in 
  Appendix I).  
  20 
  1 
  B/T/U recognizes Character (1d20): 1-12=mistakenly; 13-20=correctly.  
   
  Subtable 9B: QUIET STREET  
  ROLL 
  NUMBER RESULT  
  1-5 
  1d4 
  B/T/U is begging only.  
  6-9 
  1d4 
  B/T/U bumps and attempts to rob Character.  
  10-13 
  (1) 
  B/T/U tries luring Character into alley to be mugged by accomplices.  
  14-17 
  (1) 
  B/T/ tries to con Character, roll random encounter for disguise.  
  18-19 
  1d4 
  B/T is in trouble with his Guild, asks Character for help.  
  20 
  1 
  B/T/U recognizes Character (1d20): 1-12 = correctly; 13-20=mistakenly.  
   
  Subtable 9C: NIGHT on any street type 
  ROLL 
   NUMBER RESULT  
  1 
  1d4 
  B/T/U is begging only, curses Character if nothing is given.  
  2-4 
  1d4 
  B/T will appear to be drunk and will bump and attempt to rob Character.  
  5 
  (1) 
  T/U is seen by a character making his way over the rooftops. 
  6-7 
  (1) 
  B/T/U tries to con Character, roll random encounter for disguise.  
  8-12 
  4d4 
  B/T attempt to mug Characters.  
  13 
  1d4 
  T/U is seen sneaking  up through a grating in an side alley.  It leads to the 
  sewers/ hidden tunnels. 
   
   
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  14 
  (1) 
  B/T/U is seen entering/leaving  a house/business through a window.  
  (1d20): 1-6 = Thief it’s a snatch and grab job; 7-8 = Thief is a cat burglar;  
  9-13 = Townsperson is trying to sneak in/leave without waking his spouse;  
  14-16 = Urchin is trying to avoid curfew;  17-20 =  Townsperson is going 
  to a romantic tryst.  
  15-16 
  1d4 
  B/T is in trouble with the Guild and asks Character for help.  
  17-18 
  1d10 
  B/T approaches Character to go on a special mission (p. 59).  
  19 
  (1d10)+10 Characters accidentally witness a Guild ceremony. If they are noticed (base 
  30%), the Guild will attempt to kill or capture the Characters.  
  20 
  1 
  B/T/U recognizes Character (ld20): 1-14=mistakenly; 15-20=correctly.  
   
  10. SOLDIERS  
  Roll (1d20): 1-5 = private soldiers; 6-16 = city guard; 17-20 = national or regional army. Number 
  appearing = 3d8  
   
  ROLL RESULT  
  1 
  Soldier accidentally bumps into Character.  
  2-5 
  Character sees soldiers escorting (1d20): 1-5 = goods; 6-18 = person; 19 = documents; 20 
  = as 1-19 above but they are under attack.  
  6-7 
  Soldiers are trying to stop a civil disturbance.  
  8-9 
  Characters witness a raid on a business/residence/underground hideout.  
  10-11 
  Soldiers are hiring civilians for an expedition (see Expeditions Appendix I).  
  12 
  Soldiers are being taunted by/chasing street urchins.  
  13 
  Soldiers are putting on a show of power (1d20):1-14 = very visual but soldiers are acting 
  with restraint; 15-20 = soldiers are rude and obnoxious.  
  14-15 
  Soldiers insult Characters by making lewd comments to any women present and/or 
  berating the men.  
  16 
  Soldiers are off duty, sightseeing.  
  17 
  Soldiers are off duty, drinking and 
  carousing.  
  18 
  Soldiers are off duty, fighting 
  with 1d10 warriors.  
  19 
  Soldiers are off duty, fighting 
  with other soldiers from (1d20): 
  1-10 = different unit of same 
  army; 11-15 = different army; 16-
  20 = same unit  
  20 
  Soldier recognizes Character 
  (1d20): 1-15 mistakenly; 16-20 = 
  correctly; as an old friend, enemy, 
  etc.  
   
   
   
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  11. ARISTOCRAT  
  Roll d% first for the event then if necessary on sub-tables for further information 
   
  ROLL RESULT  (roll d%) 
  01-20 
  Characters witness a spectacle: banners, trumpets, knights, warhorses, hunting birds, etc.  
  21-25 
  Aristocrat is on a quest with only his guards. Re-roll on this table to see why the 
  Characters noticed.  
  26-35 
  Aristocrat is hiring retainers.  
  36-45 
  Aristocrat is announcing a deed he needs performed. He is offering (1d20): 1-5 = his 
  daughter's hand; 6-10 = wealth; 11-15 = glory; 16-20 = a position of power. Roll on 
  Missions Table (Appendix I).  
  46-55 
  Aristocrat is hiring for an expedition (see Missions Appendix I).  
  56-60 
  Aristocrat is soliciting information about (1d20): 1-8 = goods; 9-16 = people; 17-20 = 
  places (see appropriate sub-table in Appendix I.).  
  61-65 
  Characters witness an assassination attempt on an Aristocrat's life.  
  66-70 
  Aristocrat is hiring Characters to fight in a war, feud, range war, etc.  
  71-75 
  Characters see a Noble and 1d10 guards (1d20): 1-10 = relaxing in town; 11-13 = beset 
  by bandits attracted to wealth; 14 = arranging an abduction; 15-17 = searching for an 
  abducted relative; 18-19 = about to be abducted; 20 = about to be assassinated.  
  76-80 
  Characters encounter a deposed Noble and 1/10th the normal retainers. They are (1d20): 
  1-5 = drinking to forget; 6-10 = forming a mercenary band; 11-15 = plotting to regain lost 
  lands; 16-17 = plotting vengeance; 18-19 = mad and ready to attack someone; 20 = in a 
  fight with other guards, town watch, etc.  
  81-85 
  Characters encounter a Noble and 1d10 retainers plus 1d10 guards fighting in the street 
  because they had intruded on a Secret Brotherhood ceremony.  
  86-90 
  Characters encounter a Nobleman's son or daughter who is lost and needs help finding 
  his/her father. 20% chance it's a set-up by thieves.  
  91-95 
  Characters encounter a Nobleman. He has just escaped from his captors who are hot on 
  his heels. He needs your help. 15% chance it's a set-up by Slavers.  
  96-00 
  Characters encounter an Aristocrat on secret government business.  
   
  Subtable 11A: RANK 
  Subtable 11B: ARISTOCRAT'S HOME  
  ROLL (d%) 
  RESULT 
  ROLL (d%) 
  RESULT  
  01-25 
  Merchant 
  01-75 
  Local 
  26-50 
  Gentleman, Lord 
  76-90 
  Non-local 
  51-75 
  Knight 
  91-97 
  Foreign 
  76-86 
  Baron 
  98-00 
  Independent 
  87-92 
  Count, Earl 
   
   
  93-97 
  Marquis 
   
   
  98-99 
  Duke 
   
   
  100 
  Prince 
   
   
  Subtable IIc Retainers on next page 
   
   
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  Subtable llc: RETAINERS (nl = non-local) 
  ARISTOCRAT'S 
  RANK 
  PERSONAL 
  GUARDS 
  SQUIRES 
  KNIGHTS 
  MEN AT 
  ARMS 
  RETAINERS 
  Knight 
  0 
  0-1 
  - 
  - 
  (1d4)-1 
  Knight – nl 
  0 
  1 
  (1d4)-1 
  (1d4)-1 
  (1d6)-1 
  Baron 
  1 
  0-1 
  (1d6)/2 
  1d4 
  1d10 
  Baron – nl 
  1d4 
  1 
  1d4 
  1d4 
  2+2# 
  Count 
  1d4 
  1 
  1d6 
  - 
  1d10 
  Count – nl 
  1d6 
  1 
  2d4 
  1d8 + 2/knight 
  4 + # 
  Marquis 
  1d6 
  1 
  2d4 
  1d4 
  2d6 
  Marquis – nl 
  1d8 
  1 
  2d8 
  2d6 + 2/knight 
  2# 
  Duke 
  2d6 
  3 
  <(1d6)/2> x 10 
  3/knight 
  2# 
  Duke – nl 
  3d4 
  4 
  (1d6)x10 
  5/knight 
  3# 
  Prince 
  as appropriate for the location 
   
  # = number in the party; therefore, 2# = twice the number in the party. Foreign Aristocrats--
  multiply all numbers from table by 2.  
   
   
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  12. SLAVE COFFLE  
  If your city’s culture does not have slaves, these encounters could involve convicted criminals, 
  indentured servants, war prisoners or captured raiders. 
  Number: including 1-2 overseers; 3d10 slaves; 1 guard per 5 valuable slaves or 1 guard per 10 
  common slaves (see Slaves' Identity below).  
  COFFLE COMPOSITION (1d20): 1-5 = mixed plebians, artisans and nobles; 6-10 = common 
  laborers; 11-15 = galley slaves; 16-19 = pleasure slaves; 20 = masons going to their death 
  after building a secret passage.  
  SLAVE'S IDENTITY, if needed (1d20): 1-8 = ordinary slave (80% chance any offer is valid); 9-
  13 = enslaved noble; 14-15 = high level priest; 16-17 = high level Magi; 18-19 = high-level 
  fighter; 20 = secret society member or non-human.  
  ROLL  RESULT  
  1-3 
  Characters observe slaves being transported.  
  4-5 
  Characters see slaver beating slave.  
  6-8 
  Slavers are exhibiting slaves as an incentive for a future sale.  
  9-10 
  Characters witness an escape attempt by a slave.  
  11-12 
  Slave bumps into Character and attempts to slip him a message offering (1d20): 1-5 = 
  wealth; 6-10 = power; 11-13 = rank and prestige; 14-16 = a warning; 17-18 = a message 
  to a friend; 19-20 = nonsense.  
  13 
  Character is accidentally bumped into by (1d20): 1-2 = overseer; 3-14 = guard; 15-20 = 
  slave.  
  14 
  Characters see urchins jeering slaves.  
  15-16 
  Characters recognize slave as (1d20): 1 = relative; 2-4 = friend; 5-7 = enemy; 8-9 = close 
  friend; 10 = noble personage; 11-13 = fellow countryman; 14-15 = government 
  employee; 16-17 = secret society member; 18 = recognize overseer as 1-17 above; 19 = 
  recognize guard as 1-17 above; 20 = mistaken identity as 1-19 above.  
  17-18 
  Slave mistakes Character as 15-16 above.  
  19 
  Overseer mistakes Character as 15-16 above.  
  20 
  It isn't a slave coffle, it is a disguised party of (1d20): 1-3 = assassins; 4-9 = thieves; 10-
  13 = merchants transporting expensive goods; 14-17 = faction going to meeting or 
  rumble; 18-19 = government officials on a secret mission; 20 = noble and retainers.  
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  13. WORKGANG 
  1 foreman and 4d6 workers.  
   
  ROLL RESULT  
  1-3 
  Character is accidentally bumped by (ld20): 1-18 = worker; 19-20 = foreman.  
  4-6 
  Characters encounter work gang cleaning the streets and sewers--terrible smells, chance 
  of disease, etc. Urchins are harassing them.  
  7-8 
  Work gang is repairing a building damaged by (ld20): 1-4 = Magi's duel; 5-10 = thieves' 
  tunnel; 11-15 = street fight between rival political factions; 16-19 = fire; 20 = police raid.  
  9-12 
  Characters notice workers being paid and (ld20): 1-4 = Character notices stupider 
  workers are being cheated; 5-12 = Character sees thieves shaking down paid workers; 13-
  19 = Character mistakenly sees 1-12 above; 20 = Character sees foreman paying non-
  worker (laundering funds)--50% chance foreman notices observation.  
  13-16 
  Workmen are rude and insulting to Characters.  
  17-19 
  Characters are forced to detour because of road repairs ahead.  
  20 
  Worker <identity (ld20): 1-18 = work gang member; 19-20 = foreman> recognizes 
  Character (ld20): 1-15 = mistakenly; 16-20 = correctly.  
   
  14. PRIEST  
  In most instances they will be armed and armored.  
   
  ROLL NUMBER RESULT  
  1-4 
  1d4 
  Priest accidentally bumps into Character.  
  5-6 
  1d4 
  Characters see Priest preaching about (1d20): 1-4 = damnation; 5-10 = 
  salvation; 11-18 = conversion to a new religion; 19 = a secret message sounding 
  like nonsense; 20 = nonsense.  
  7-11 
  1d10 
  Priest attempts to hire Characters for an expedition (see Missions Appendix I).  
  12-14 
  1d20 
  Characters witness Priests performing a religious rite.  
  15-17 
  1d20 
  Characters see Priests escorting (1d20): 1-8 = a Holy Relic; 9-14 = 
  (1d20)x1,000 gold coins; 15-16 = a magical item; 17-20 = a high level or 
  important Priest.  
  18 
  1d20 
  Characters come across Priests fighting with Priests of another faith.  
  19 
  1d4 
  They are not Priests, but disguised (1d20): 1-5 = Noblemen; 6-12 = thieves; 13-
  20 = assassins.  
  20 
  1 
  Priest recognizes Character (1d20): 1-8 = mistakenly; 9-20 = correctly 
   
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  15. BAND OF ADVENTURERS 
  Number = 2d8; of which 1d10 will be warriors; 1 or 2 will be Mages; 1 or 2 will be Priests, and 
  any remainder will be thieves, assassins, etc.  
  ROLL RESULT  
  1-4 
  Band is looking for adventure, 75% chance they will approach the Characters for 
  suggestions.  
  5-8 
  Band will try to enlist Characters for Expedition (see Missions Appendix I). 
  9-10 
  Band is looking for a leader; they will approach any Character with a Charisma of 60%+ 
  (11+) and try to recruit them. 
  11-12 Band is just back from an adventure; they are spreading wild stories (50% they are true). 
  13-15 Band is just back from an adventure; they are close-mouthed. Characters note their passage. 
  16-18 Drunken adventurers insult Characters.  
  19-20 Band recognizes Characters (1d20): 1-15 = mistakenly; 16-20 = correctly.  
   
  16. TOWNSPERSON 
  This category is divided into several sub-categories. Roll on the following table to determine the 
  type of townsperson encountered, then consult the indicated sub-table for further details of the 
  encounter.  
  ROLL RESULT: refer to appropriate sub-table.  
  1-4 
  Non-descript townsperson, TABLE 16A 
  5 
  Madman, TABLE 16B  
  6-7 
  Drunk or drugged, TABLE 16C  
  8-11 
  Peasant, TABLE 16D  
  12-13 
  Hag, TABLE 16E  
  14-15 
  Rumormonger, TABLE 16F  
  16-17 
  Sailor, TABLE 16G  
  18 
  Prophet, TABLE 16H  
  19 
  Holyman, TABLE 161  
  20 
  Merchant, TABLE 16J  
   
  16a.  Non-descript TOWNSPERSON: number = (1d4); Background (1d6): 1-3 = plebian; 
  4-5 = artisan; 6 = noble--for specifics, roll on Appendix III, p. 70.  
  ROLL RESULT  
  1-4 
  Townsperson accidentally bumps or insults Character. 
  6-8 
  Townsperson's Guild is hiring for an expedition (see Missions Appendix I)  
  9-11 
  Townsperson approaches Character to recover goods that have been stolen from him or 
  his guild. 
  12-13 
  Townsperson tries to start a fight with Character. 
  14-15 
  Characters see Townsperson being drunk and rowdy.  
  16-17 
  Townsperson was just mugged, approaches Characters for help.  
  18 
  Characters see Townsperson being harassed by urchins.  
  19 
  Townsperson is lost, asks for aid.  
  20 
  Townsperson recognizes Character (1d20): 1-16 = mistakenly; 17-20 = correctly.  
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  16b.  MADMAN  
  ROLL 
  RESULT  
  1-3 
  Characters see Madman running down the street screaming (1d20): 1-6 = he is being 
  pursued by City Guardsmen; 7-10 = he is being pursued by dogs; 11-20 = he is not being 
  pursued but acts as if he were.  
  4-7 
  Madman was the subject of a Magi's experiments. Characters see him being (1d20): 1-6 
  = pursued by the Magi; 7-12 = pursued by a large bat; 13-20 = he is not being pursued 
  and approaches the Characters for help.  
  8-12 
  Madman seems to recognize Character and warns him vaguely of some impending doom 
  (25% it's a real premonition).  
  13-16 
  Madman gives out any information the Gamesmaster would like the players to have. It 
  should be in an obscure form.  
  17-18 
  Madman falls frothing at the Characters' feet.  
  19 
  It is not a Madman but a drugged and kidnapped Aristocrat who needs help.  
  20 
  Madman appears almost normal with only a twitch and some drooling. He recognizes 
  the Character (1d20): 1-14 = mistakenly; 15-20 = correctly.  
   
  16c.  DRUNK OR DRUGGED: number present = 1 or 2.  
  ROLL RESULT  
  1-10 
  Drunk accidentally bumps Character and (1d20): 1-8 = is belligerent; 9-12 = is 
  apologetic; 13-15 = ignores Character; 16-20 = accuses Character of robbing him.  
  11-13 
  Drunk tries to start a fight with Character.  
  14 
  Drug dealer approaches Character and offers to sell him a black-market narcotic (1d20): 
  1-7 = it is a real drug, although 20% chance of illness if the Character uses it due to 
  contamination; 8-10 = it is very pure - he is getting rid of a shipment that should have 
  been delivered to a powerful noble. 10% chance the Characters may get pursued by the 
  noble's forces; 11-20 = it is really cow dung and straw.  
  15-17 
  Character sees Drunk being (1d20): 1-5 = mugged; 6-12 = simply robbed (no violence); 
  13-20 = harassed by urchins.  
  18 
  Drunk approaches Character and babbles useless information.  
  19 
  It isn't a Drunk; it is a (1d20): 1-5 = Underground recruiter who will try to enlist the 
  Character into a political faction; 6-9 = assassin on a mission (10% chance the Character 
  is the target); 10-15 = townsperson who is being pursued and needs help; 16-19 = 
  townsperson who is dying; 20 = police agent.  
  20 
  Character encounters a drugged noble who has just managed to escape his captors and 
  needs help.  
   
   
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  16d.  
  PEASANT: number present = 1d20  
  ROLL RESULT  
  1-4 
  Peasant accidentally bumps into Character.  
  5-10 
  Peasant needs help (1d20): 1-3 = from monsters that are attacking his home; 4-6 = from 
  bandits that are attacking his home; 7-9 = to overcome an evil Noble that has taken over 
  his land; 10-15 = they're lost; 16-18 = a thief has stolen all their goods; 19 = they need a 
  job; 20 = they have information that will be of interest to the Character.  
  11-14 
  Peasant is drunk or on drugs, see Table 16C above.  
  15-16 
  Characters see Peasants chasing a conman who has taken them for their life savings.  
  17-18 
  Peasants approach Characters asking for information about their relatives.  
  19-20 
  Peasant recognizes Character (1d20): 1-10 = mistakenly; 11-20 = correctly.  
   
  16e.  
  HAG: number present = (1d6)/2; 20% chance it's a high level Magi in disguise.  
  ROLL RESULT  
  1-5 
  Hag is begging, if nothing is given, she will curse Characters (20% chance it is a real 
  curse).  
  6-9 
  Hag offers advice to Characters.  
  10-12 
  Hag offers to tell Character's fortune for a small amount of silver (20% chance it's true).  
  13-14 
  Hag offers warning to Characters.  
  15-16 
  Hag spits on Character.  
  17-18 
  Hag accidentally bumps into Character.  
  19 
  Hag gives a prophecy involving Character (60% chance it is true).  
  20 
  Hag recognizes Character (1d20): 1-15 = mistakenly; 16-20 = correctly.  
   
  16f.  
  RUMORMONGER  
  ROLL RESULT  
  1-10 
  Rumormonger offers to sell Characters common gossip.  
  11-13 
  Rumormonger offers to sell Characters reliable information about the whereabouts of a 
  treasure.  
  14-15 
  Rumormonger gives Characters information about an assassination or theft.  
  16-17 
  If one of the characters appears to be noble,  particularly wealthy or has high charisma,  
  the rumormonger will try to befriend the character and interest him in a marriage 
  arrangement with a client. 
  18-19 
  Rumormonger offers to pay Characters for information about treasure, news from abroad, 
  political gossip, etc.  
  20 
  Rumormonger tries to sell Characters information about a business deal (get rich quick!) 
  (ld20): 1-10 = reliable information; 11-17 = bad information; 18-20 = common 
  information Characters could obtain anywhere. Characters can try to sell the information 
  to a competitor. If the information was good, he will pay 1d6 times what the Characters 
  paid. But, if the information was bad, the Characters could be accused of being conmen.  
   
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  16g.  
  SAILOR: number present = 1d6 (this could be militia in a non-port city).  
  ROLL RESULT  
  1-3 
  Sailor accidentally bumps into Character.  
  4-6 
  Sailor insults Character.  
  7-9 
  Sailors are drunk, see TABLE 16C Drunk or Drugged.  
  10-11 
  Sailors are blowing off steam after a long voyage; they're being rowdy and insulting as 
  well as drunk.  
  12-14 
  Characters hear Sailors spreading tales of treasure (1d20): 1-10 = it's true, a treasure 
  exists; 11-20 = tales were made up, but a treasure may still exist.  
  15-17 
  Characters are stopped by sailors hiring for a sea voyage.  
  18-19 
  Sailors are attempting to set up Characters to be shanghaied.  
  20 
  Sailor recognizes Character (1d20): 1-12 = mistakenly; 13-20 = correctly.  
   
  16h.  
  PROPHET  
  ROLL RESULT  
  1-3 
  Prophet bumps into Character and (1d20): 1-2 = predicts evil will befall Character; 3-5 = 
  acts offended; 6-8 = asks for a donation; 9-11 = offers a prophecy for a donation; 12-13 = 
  gives Character a free prophecy; 14-16 = apologizes; 17-18 = blesses Character; 19 = 
  slips Character a secret note; 20 = recognizes Character (75% chance it is correct).  
  4-10 
  Characters see prophet telling crowd about impending (1d20): 1-10 = doom; 11-15 = 
  salvation; 16-20 = some obscure future.  
  11-12 
  Characters see prophet being harassed by urchins.  
  13-15 
  Prophet offers to hire himself as leader of a party seeking a treasure that was revealed to 
  him in a dream.  
  16 
  Prophet falls into a trance at the Characters' feet (awakens 1d10 minutes later).  
  17-18 
  Characters see Prophet being carried off by guards for prophesizing (1d20): 1-5 = 
  treason; 6-10 = heresy; 11-15 = a major personage's death; 16-19 = civil insurrection; 20 
  = natural disaster.  
  19 
  Prophet recognizes Character from a future vision.  
  20 
  Prophet recognizes Character (1d20): 1-10 = mistakenly; 11-20 = correctly.  
   
   
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  161.  
  HOLYMAN: with a breechclout and staff; 50% chance he has 1 acolyte with a begging~ 
  bowl.  
  ROLL RESULT  
  1 
  Characters hear Holyman prophesizing about impending (1d20): 1-10 = doom; 11-15 = 
  salvation; 16-20 = some obscure future. 
  2-5 
  Characters hear Holyman trying to convert crowd to some local deity.  
  6-11 
  Characters hear Holyman predicting that the world will end in 1d20 days.  
  12-14 
  Holyman tries to invoke QUEST on Character (ld20): 1-15 = non-magical, Characters 
  can ignore it; 16-20 = Characters must Save vs. Magic or be QUESTED (see Missions 
  Appendix I).  
  15-16 
  Holyman is preaching for a Jihad (Holy War) (ld20): 1-10 = crowd is ignoring him; 11-
  19 = guards are hauling him off for inciting a riot; 20 = the crowd is roaring for blood, 
  ready to follow him anywhere.  
  17-19 
  Holyman is preaching an "odd" religion (ld20): 1-10 = crowd ignores him; 11-19 = 
  city/temple guards are hauling him away for heresy; 20 = small group of converts attack 
  Characters for being unbelievers.  
  20 
  Holyman BLESSES or CURSES Characters depending on how the Gamesmaster is 
  feeling.  
    
   
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  16j.  
  MERCHANT: accompanied by (1d6)-2 retainers.  
  ROLL  RESULT  
  1 
  Merchant accidentally bumps into Character.  
  2-4 
  Merchant tries to buy something from a Character.  
  5-7 
  Merchant is recruiting guards for a caravan, ship, warehouse, display, etc.  
  8 
  Characters see a City Guardsman dragging a merchant towards them. The merchant is 
  protesting the indignity loudly (1d20): 1-6 = a crowd of urchins and others are laughing 
  and pointing; 7-10 = the crowd is muttering and growing angry; 11-20 = the incident is 
  being ignored.  
  9-10 
  An urchin being chased by a merchant tosses a sack to character (1d20): 1-8 = the 
  merchant notices and accuses the character of conspiracy; 9-15 merchant notices and 
  assumes the character is trying to help; 16-20 merchant doesn't notice and the bag is 
  found to contain goods (money, gems, jewelry, etc.) worth (1d20)x100 gold pieces.  
  11-12 
  Character sees merchant try to grab an urchin who darts toward the Characters. The 
  merchant will claim the urchin has been stealing, but the urchin will protest his/her 
  innocence.  
  13-17 
  Merchant tries to sell goods to party (1d20): 1-6 = at a bargain; 7-14 = at market price; 
  15-20 = at an inflated price.  
  18-19 
  Merchant needs cash quick, tries to sell goods to Characters at a (1d6)x10 (10-60%) 
  discount. He may have a special or magical item he isn't aware of that he will sell as a 
  normal item.  
  20 
  Merchant accuses Character of shoplifting (1d20): 1-10 = he just wants to be mollified; 
  11-12 = he is angry and takes a swing at the Character; 13-16 = the guards come to 
  investigate, dismiss accusation; 17-20 = guards hold Character for questioning for 1d10 
  hours.  
   
  17.  PROSTITUTE  
  ROLL RESULT  
  1-8 
  Prostitute approaches Character (1d20): 1-7 = she asks for help--she is being harassed by 
  a bouncer from a brothel because she is a street-walker; 8-14 = she is a street-walker 
  plying her trade; 15-18 = she works in a brothel and is trying to make a little on the side 
  (20% chance she will be caught by the guard trailing her); 19-20 = she is trying to drum 
  up business for one of the brothels in town that cater to exotic tastes.  
  9-13 
  A young, pre-adolescent girl approaches Character, advertising (but not soliciting herself) 
  a brothel; a large guard accompanies her discreetly.  
  14-16 
  Characters see a fight between two prostitutes from (1d20): 1-6 = the same brothel, over 
  alleged favoritism; 7-11 = different brothels, over insults; 12-20 = they are streetwalkers 
  fighting over an invasion of territory.  
  17-19 
  Guard from a brothel recognizes Character (20% chance correctly) and accuses him of 
  (1d20): 1-7 = abusing one of the girls; 8-14 = stealing one of the girls; 15-20 = trying to 
  steal a girl from the brothel.  
  20 
  A girl runs out of a brothel and up to a character, claiming she is being held prisoner and 
  asking for help. She is (1d20): 1-10 = being chased by (1d4) guards; 11-16 = not being 
  chased, but is frightened to the point of hysteria; 17-20 = being chased and slips a note to 
  Character giving a name and offering a reward for help (40% it is true).  
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  18. ASSASSIN OR SPY 
  (ld6): 1-4 = assassin, SUBTABLE 18A; 5-6 = spy, SUBTABLE 18B.  
  Subtable 18A. ASSASSIN: 15% chance it's two assassins working together.  
  ROLL RESULT  
  1-6 
  Assassin tries to join Characters' party to (ld20): 1-4 = find information about a potential 
  victim; 5-8 = recruit Characters to aid in "hit"; 9-12 = gain cover to allow him to get close 
  to his victim; 13-16 = hide from searching guardsmen; 17-20 = incriminate Character in 
  past assassination and draw heat off of himself.  
  7-10 
  Assassin is seen by Character setting up an assassination attempt (ld20): 1-5 = he's on an 
  upper roof with a heavy crossbow; 6-10 = he's seen pacing off distances; 11-15 = he's 
  seen preparing a trap; 16-20 = he's using the Character as a dry run for the real thing.  
  11-12 
  Assassin is being pursued by guardsmen, bowls over Character coming around a corner.  
  13-17 
  Characters witness an assassination attempt on (ld20): 1-3 = a City Guardsman; 4-5 = a 
  noble's personal retainer/guardsman; 6-11 = a noble; 12-20 = a townsperson.  
  18-19 
  Characters overhear Assassin talking to his employer; if Assassin notices them listening, 
  there is an 85% chance he will try to silence them.  
  20 
  Assassin recognizes Character (ld20): 1-4 = correctly; 5-20 = mistakenly; as (ld20): 1-5 = 
  fellow assassin; 6-10 = his employer; 11-15 = his victim; 16-20 = a miscellaneous 
  townsperson.  
  Subtable 18B. SPY: 40% chance it is two spies working together.  
  ROLL RESULT  
  1 
  Spy is startled by Character and hurries off but sends an operative to trail Character.  
  2-4 
  Spy recognizes Character (1d20): 1-15 = correctly; 16-20 = mistakenly.  
  5-7 
  Spy tries to recruit Character for an undercover operation (ld20): 1-10 = as an agent for 
  the city they're in, to be sent to another city; 11-20 = as an agent for another city, for an 
  operation in this city.  
  8-11 
  Spy tries to recruit Character for an overt operation (trade mission, delegation, 
  information office, etc.) in another city; it's a (1d20): 1-10 = real job; 11-20 = cover for a 
  spy ring.  
  12-17 
  As 8-11 above, but agent is from another city and wants Character to set up operation in 
  this city.  
  18-19 
  Spy tries to pass Character a stolen document (1d20): 1-10 = he thinks Character is a 
  fellow agent; 11-20 = enemy agents are in hot pursuit and he's trying to unload it.  
  20 
  City counter-intelligence agents try to entrap Characters (ld20): 1-10 = they think 
  Character is an enemy agent; 11-20 = they're willing to frame anyone to look good for the 
  Boss.  
   
  19. MAJOR PERSONAGE  
  This encounter must be tailored to the individual city or town, and represents the Character having 
  an encounter with some important individual, such as a local Noble, or wealthy merchant.  
   
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  20. LOCAL "CHARACTER"  
  This encounter must be tailored to the specific city or town, and represents an encounter with some 
  unusual character in town, such as Big Bill, the local hit man; Jake the barfly; or Conrad, the 
  laborer who is convinced he is a prince from a far land.  
   
  21. ANIMALS  
  Subtable 21A. EVENT (Roll for animal involved on Subtable 21B. below, if indicated).  
  ROLL  RESULT  
  1-3 
  Escaped animals are running down the street toward Character--roll type on Sub-table 
  21B. Roll(1d20): 1-10 = it is avoiding people where it is able to; 11-14 = it is stampeding, 
  going through obstacles and people in its path; 15-19 = it is being chased by 2d6 urchins; 
  20 = it is mad--people are screaming and running from it.  
  4-5 
  Guards have surrounded an angry animal and are trying to capture it--roll type on Sub-
  table 21B. Roll(1d20): 1-10 = they have cornered it against a wall; 11-15 = they are 
  driving it toward an alley near the Characters; 16-17 = guards are recruiting townspeople 
  to help capture the animal, and ask the Characters to help; 18-20 = the animal is about to 
  attack a woman near the Characters.  
  6-9 
  Animals wandering down the street, loose--roll type on Sub-table 21B. Roll (1d20): 1-7 = 
  people are looking, but not doing anything; 8-16 = a group of 2d6 urchins are following 
  it; 17-20 = two blocks away, the owner is waving and shouting, running toward the 
  animal.  
  10-11 
  Animal recognizes Character as its master (20% chance he was or is)--roll type on Sub-
  table 21B.  
  12-16 
  A small pack (1d6) of thin, scroungy dogs (1d20): 1-7 = are fighting over scraps in the 
  Characters' path; 8-11 = They harass any animals in Characters' party; 12-17 = They trail 
  the Character's party, begging for food; 18-19 = One dog runs up and wets on Character; 
  20 =  They are starving and attack Character's party.  
  17 
  A swarm of bees (1d20): 1-8 = are driving nearby caravan animals and drivers crazy and 
  blocking traffic; 9-15 = are swarming on the wall of a nearby shop; the shopkeeper is 
  frantic; 16-20 = are passing Character's party, scaring any animals into stampeding, 20% 
  chance per Character of stings.  
  18 
  The animal is actually a magician trapped in animal form and trying to get help. 
  19-20 
  Traveling gypsy/peddler tries to sell Character an unusual pet (1d20): 1-5 = trained giant 
  rats; 6-7 = hawk/eagle; 8-11 = snake; 12-15 = monkey; 16-17 = trained ferret; 18-19 = 
  parrot/exotic bird; 20 = something exotic (mini-dragon, spitting cobra, etc.) 
    
  Subtable 21B. TYPE OF ANIMAL  
  ROLL RESULT  
  1-6 
  Horse (30% chance it is a war horse)  
  7-11 
  Bull/ox  
  12-14 
  Donkey/mule  
  15-17 
  Billy goat/ram  
  18-19 
  Boar  
  20 
  Exotic (big cat, monster ,wolf, etc.)  
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  22. PROTEST GROUP/STRIKE  
  ROLL RESULT  
  1-5 
  Characters see single a Merchant standing outside his shop arguing with striking workers; 
  they (1d20): 1-10 = ignore Characters; 11-19 = ask Character's opinion on merits of each 
  argument; 20 = strikers attack Characters, thinking they are working for Merchant.  
  6-10 
  Characters notice strike against a particular industry, guild, etc. Certain goods will be 
  difficult to get and have inflated prices for the next two weeks.  
  11-13 
  Characters see guards breaking up a strike (1d20): 1-10 = peacefully; 11-19 = with force, 
  people being beaten up and dragged off; 20 = guards attack Characters, mistaking them 
  for strikers.  
  14-17 
  Characters pass through a protest outside a Government Building/Temple (1d20): 1-10 = 
  peaceful demonstration; 11-19  = agents are taking down everyone's will be rounded up 
  later; 20 = riot descriptions, including Characters'; they erupts around Characters.  
  18-19 
  Agents of management and strikers attack Characters, each side thinking they are part of 
  the other side.  
  20 
  Characters come upon guards besieging a house/business, where workers/slaves are 
  holding their boss/master hostage (1d20): 1-10 = guards tell Characters to move on; 11-
  19 = Characters are pressed into service for crowd control while guards storm building; 
  20 = guards hold back the crowd while Characters are ordered to go in after hostage(s).  
   
   
  23.  CIRCUS/CARNIVAL/GYPSIES  
  ROLL RESULT  
  1 
  Show member accuses Character of stealing from them during their last show.  
  2-4 
  Characters see show members putting on a lewd/ribald act (1d20): 1-10 = crowd 
  appreciative; 11-20 = crowd offended, throwing things, booing, etc.  
  5-8 
  Characters see quality show presented.  
  9-11 
  It's a terrible show, with old animals, poor dancers, stale jokes, etc. (1d20): 1-10 = the 
  crowd is indifferent; 11-19 = crowd is booing, throwing garbage; 20 = near riot, guards 
  are on the way.  
  12-14 
  Circus is a front for a band of pickpockets, and there are 1d10 of these working the 
  crowd. (Thieves will be 1d10th level.) There is a 5% chance per each thief in the crowd 
  that the Character will be a target (e.g. if there are 4 thieves, there is a 20% chance).  
  15-17 
  Characters happen onto a fortuneteller (1d20): 1-15 = any fortune will be false; 16-20 = 
  fortune will be true.  
  18-19 
  Circus/Carnival/Gypsies ask Character to act as a guard to next city.  
  20 
  Circus etc. is really a front for a group of spies. They mistake Character for a contact and 
  pass him a message (1d20): 1-10 = it's in code; 11-20 = it's in a random language. The 
  Gamesmaster should recognize the possibility of the opposition observing the exchange, 
  trying to recover the message, etc.  
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  24. NON-HUMAN  
  ROLL RESULT  
  1-3 
  Elf (number = 1d6); (1d20): 1-5 = looking for lost comrade; 6-10 = delivering a message 
  (see p. 59 MISSIONS); 11-15 = hiring for an expedition (see Missions Appendix I); 16-
  18 = seeking wisdom; 19 = on Quest (see Missions Appendix I); 20 = recognizes 
  Character (1d20): 1-12 = mistakenly; 13-20 = correctly.  
  4-9 
  Dwarf (number = 1d4); (1d20): 1-3 = looking for a lost comrade; 4-8 = they are looking 
  for the thieves who stole their treasure; 9-10 = tracking murderer of their comrade; 11-13 
  = hiring for an expedition; 14 = buying supplies; 15 = blowing off steam; 16-17 = just 
  robbed; 18 = he's a local smith/armorer; 19 = recognizes Character<(1d20): 1-12 = 
  mistakenly; 13-20 = correctly>; 20 = drunk and <(1d20): 1-5 = gives real information 
  about a treasure; 6-15 = gives false information about a treasure; 16-20 = he's not 
  talking>  
  10 
  Gnomes--same as Dwarf (3-8 above); number = 1d6/2.  
  11-14 
  Goblins (number present = 1d10) (1d20): 1-12 = triumphal procession of goblin captives 
  by 2d10 guards; 13-15 = on their way to be questioned at Government Headquarters; 16-
  17 = minions of a Magi, accompanied by 1d10 guards; 18 = work gang; 19 = escape 
  attempt disguised as 1-18 above; 20 = Characters witness raid on local shop.  
  15 
  Were-animal--roll on TABLE 21. ANIMALS.  
  16 
  Mage in animal form.  
  17-19 
  Undead, determine type as appropriate to your game.  
  20 
  Attack on city by (1d20): 1-10 = 1 or 2 dragons; 11-20 = Orc/goblin army.  
   
  25.  GOD/GODDESS IN CITY  
  ROLL RESULT  
  1-6 
  Characters hear report of a deity being in the city or at the temple to see a VIP (1d20): 1-
  10 = it's an unsubstantiated rumor; 11-20 = report comes from a reputable eyewitness.  
  7-12 
  Characters witness a procession of honor, with a god in attendance. The procession is 
  traveling down a major street, plaza, etc.  
  13-15 
  A god is "slumming" in a tavern/inn/bath/gambling house, etc. (1d20): 1-10 = no 
  admittance allowed, Characters hear about it only; 11-19 = open attendance, but with 
  guards, temple priests, etc. in attendance; 20 = it's a free-for-all, deity is trying to identify 
  with the "little people".  
  16-18 
  A god is hearing petitions at the Temple for a limited time (1d20): 1-14 = Character can't 
  get there in time, or isn't admitted; 15-20 = admitted to Presence, and (1d20): 1-12 = 
  petition turned down; 13-19 = petition granted; 20 = God grants Character a Wish or kills 
  him, depending on the nature of the petition.>  
  19-20 
  Characters encounter a God/Goddess who is incognito, disguised as a random encounter. 
  He/She is looking for a good time without the hassle of being recognized. He/She may 
  reward those Characters that show him/her a good time, but may be very hard on those 
  he/she doesn't like.  
   
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  26. NO ENCOUNTER 
  Self-Explanatory 
   
  27.  EVENT  
  ROLL RESULT  
  1-3 
  Dishwater falls onto Character from an upper story.  
  4 
  A chamber pot is emptied onto Character.  
  5 
  Loose bricks and stones fall onto Character(s) from roof (30% chance Character is 
  damaged).  There is a 5% chance the house collapses after the bricks fall. 
  6-9 
  Character steps into a chuckhole, 20% chance he sprains his ankle.  
  10-11 
  Character finds an item in the street (1d20): 1-3 = it’s a map to a < (1d6): 1-5 = place; 6 = 
  treasure>; 4-10 = moderate amount of money; 11-15 = an article of clothing; 16-20 = an 
  obscure message.  
  12-13 
  Character loses a random item.  
  14-16 
  Character is splashed by mud and water from a passing wagon.  
  17-18 Severe Weather.  As an encounter it best affects either a small area (a couple of blocks) or 
  for a short period of time (an hour).  Choose from the following types sudden severe 
  weather that best fits your city’s climate and time of year (or if you decide instead that 
  the weather has an un-natural/magical/elemental origin choose any).  Hail storm, 
  lightning storm, pea-soup-fog, blizzard, sand storm/dust devil, tidal surge. 
  19-20 
  Character hears a scream from a nearby alley or building. If he investigates, he finds 
  (1d20): 1-10 = a man with a torch in one hand and a bottle of whiskey in the other, 
  bending over a man strapped to a table. In the shadows are two armed warriors. The man 
  on the table had a wound cauterized and the warriors will not appreciate interference; 11-
  20 = a rather beefy woman on her knees being struck by a large, drunk, angry man with 
  1d4 children crying in the corner <If the Characters distract the man, the woman will 
  (1d20): 1-7 = remain on her knees crying; 8-10 = run crying to the children and hug 
  them; 11-14 = run to the children and hustle them from the room; 15-18 = grab a broom 
  and start beating the man; 19-20 = grab a broom and start beating the Characters for 
  interfering.>  
   
  28. SPECIAL 
  This should be an encounter especially designed for the particular city or town. Some examples are 
  listed below, ranging from an unusual happening in a building, to major political upheaval.  
   
  The Characters are taken in for questioning by the Secret Police on suspicion of involvement in a 
  political coup, or are arrested by them on trumped-up charges.  
  The Characters mistakenly end up in the middle of a secret society ritual/meeting with no obvious 
  way out.  
  The Characters notice partially painted horses and pots of dye in an abandoned warehouse. One of 
  the horses obviously belongs to a local noble. The warehouse is used by a powerful group 
  of thieves.  
  The Characters are caught up in a political coup.  
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  April Apperson and Stephen Abrams 
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  CITIES, TOWNS AND VILLAGES: 
  POPULATING YOUR OWN 
   
  INTRODUCTION: 
  This section was added to the second 
  edition of CITIES for those who wish to 
  populate their own communities. One of the 
  best parts of FRP gaming is world building. 
  Any world needs cities, which are fun, but 
  time-consuming, to build. After the fun of 
  developing the cultural environment from 
  which the city grew, comes the work of 
  deciding what is in each building. The 
  following set of tables was designed to make 
  that task easier.  
  These tables are designed to populate a 
  city, town or village with cultures similar to 
  those of late medieval or early Renaissance 
  period on Earth. Each Gamesmaster will 
  probably find that his or her own culture will 
  differ in some aspects. With little effort the 
  tables can be modified to fit any fantasy 
  culture.  
  This section of CITIES is divided into 
  two major parts--tables for populating villages 
  of up to 400 people, and tables for populating 
  larger towns and cities.  
  The VILLAGES tables will aid the 
  Gamesmaster In determining what is found in 
  each community, from the smallest hamlet, to 
  larger villages. As village size increases the 
  chance of taverns, blacksmiths, open markets, 
  and other basic services also Increases. Due to 
  the small number of buildings in villages, it is 
  left to the Gamesmaster to determine the 
  location of each business or residence within 
  each village.  
  When a community reaches town or 
  city size, however, the actual placement of 
  each business or residence becomes 
  significant, due to business type (needing 
  water, strong odors, loud noises, animals, 
  etc.), City/Town/Guild laws, geography, etc. 
  This adds a significant amount of time to 
  populating. Therefore, the city populating 
  tables include information for determining 
  what businesses and how many of each will be 
  found in a city or town of a given size. They 
  also include tables for determining where each 
  business will be located.  
  For those Gamesmasters who haven't 
  built a city or town before, the next few 
  paragraphs are included to aid in the Initial 
  design of your community. Those familiar 
  with city building may wish to skip to the 
  actual INSTRUCTIONS section below, for 
  details on how to use these tables.  
  In the initial design of a city, town or 
  village, the Gamesmaster must consider why 
  the community grew where it did and what 
  culture(s) populate it. Most, if not all, cities 
  were trading centers even if they also began as 
  manufacturing centers. All cities need a source 
  of fresh water. Many began near a river or on 
  the coast as water is also a prime route of 
  travel and commerce. Many Gamesmasters 
  underestimate the amount of farmed land 
  needed to feed city inhabitants. Based on 
  medieval or Renaissance farming methods, 3-
  5 acres of farmed land are needed for each 
  person. Usually one third of the farming land 
  was left fallow each season, so a square mile 
  of farming land (640 acres) could support 80-
  130 people. If the Gamesmaster is using a map 
  with "5-mlle hexes" (hexagons measuring 
  Smiles across from side to side; one hex = 22 
  square miles), each hex will feed 17S0-2800 
  people, depending on soil quality and farming 
  techniques.  
  The culture(s) living in a city will 
  determine political, judicial, social and 
  religious structures, as well as create guilds, 
  factions, secret societies, etc., which can be 
  used for fleshing out the encounters in the first 
  section of this booklet. Culture will also 
  determine the population density, that is, the 
  average number of people per building. This 
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  number can then be used to decide the 
  population of a community once the initial 
  map has been drawn.  
   
  We suggest about 6-8 people per 
  building (this includes every building in the 
  average) for a culture similar to an un-
  crowded western or northern European type of 
  culture on Earth. A denser population, or a 
  culture with a Middle Eastern flavor will be 
  probably 8-10 per building, and a Far Eastern 
  type culture will house extended families or 
  multiple families in many buildings, giving an 
  even higher density of 10-15 or more people 
  per building. Remember, these tables were 
  designed to be useful over as wide a range of 
  cultures, although the bias is towards a 
  European type of culture.  
   
  INSTRUCTIONS: 
  NOTE: Read the instruction set 
  completely, Including the SUGGESTIONS 
  section at the end, before beginning to 
  populate your community. Remember that 
  building a city can be a relatively long task, 
  and even with the help of the tables the job 
  will take a while. These tables will allow the 
  Gamesmaster to populate his or her 
  community easily, yet create a reasonable 
  distribution for businesses. Because 
  businesses and shops were not placed 
  randomly in medieval cities, the tables involve 
  more than simply choosing one business after 
  another and placing them on the map. Use of 
  these tables involves multiple rolls. In 
  addition, parenthesized code letters next to 
  some of the businesses may be used to provide 
  even more realism for your community. To 
  begin:  
  1. Draw out a bird's-eye-view map of your 
  city/town/village. This involves deciding 
  where it grew up and why, since the 
  culture(s) there will affect the layout of 
  the city (see above).  
  2. If the community has 70 or fewer 
  buildings, it is considered a village in 
  these tables; Instructions and tables 
  follow immediately. If the community 
  has more than 70 buildings, proceed to 
  Paragraph 3, p. 35.  
   
   
   
   
  VILLAGES: 
  2A. Count the number of buildings in 
  your village, then proceed to the proper 
  column in Table la, (Composition of 
  Buildings, p. 33). Roll percentile dice for each 
  occupation on Table la. If the roll made is 
  under the listed percent for each occupation, 
  the occupation will be found in your village as 
  a shop. Place it in a village building now. 
  NOTE: Do not assume all buildings not rolled 
  up on Table la are residences; it is possible 
  other permanent businesses can result from 
  rolls on Tables Id and Ie (which occupations 
  appear at market, see paragraphs 20 and 2E of 
  instructions below).  
  2B. Determine how often a farmers' 
  market or open fair is held in your village on 
  Table Ib (Frequency of Open Market).  
  2C. Tables Ic, Id, and Ie are used to 
  determine who is at the fair; the Gamesmaster 
  can re-roll the fair each time, or can assume 
  the same businesses will be there each market 
  day. In either case the Gamesmaster can use 
  Table Ic (Contents of Open Market) to 
  determine the number of booths representing 
  each occupation found at the fair.  
  2D. After the above rolls are made, 
  Table I d (Chance of occupations appearing at 
  market) is used to determine other craft types 
  at the market. Roll for each occupation in the 
  appropriate column (# of buildings) to 
  determine if the craft is present at the fair. If 
  the craft is present, two further rolls may be 
  made.  
  i ) The first, listed in parentheses, is the 
  NBS (Next Business is the Same) roll. 
  This is the PROB. that a second booth 
  of the same type is located 
  somewhere in the market. If a second 
  booth is present, the NBS roll is 
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  halved and repeated; this halving and 
  repeating is repeated until the roll is 
  not successful. (See EXAMPLE 
  below).  
  ii)  The second roll needed is to 
  determine if there is a permanent 
  shop representing this craft in town. 
  This "Chance is perm." roll is given in 
  brackets for each craft or occupation 
  to which it applies. If the roll made by 
  the Gamesmaster is below the listed 
  PROB. a shop of the given type 
  should be located among the 
  buildings in town.  
   
  2E. To add interest to each village, 
  there is also a chance of one or more 
  businesses from City Business Tables V, VI, 
  or VII (Lists of businesses appearing in cities, 
  p. 40-42) appearing at the market. Table Ie 
  (Chance of occupations from City Business 
  Tables appearing at market) is used to 
  determine:  
  i) if a roll on a City Business Table is to 
  be made;  
  ii) if so, how many such rolls should be 
  made, and;  
  iii) if a craft or occupation from a City 
  Business Table does appear at market, 
  whether one of the business types 
  rolled is also among the permanent 
  shops in town.  
  *NOTE*: Although the contents of the 
  market booths can be re-rolled every market-
  day if desired, the permanence rolls are not 
  repeated. The businesses in the town are only 
  determined once (unless the Gamesmaster 
  wants to modify things as the village grows at 
  a later date).  
  2F. After populating the village 
  buildings with all permanent crafts or 
  occupations from Tables la-Ie, add any special 
  buildings not included on the tables (those 
  particular to each culture or world). The 
  remaining buildings may be considered 
  residences of the remaining villagers--
  laborers, farmers, fishermen, etc.  
   
  EXAMPLE: 
  Gamesmaster Joe wishes to populate a village 
  of 32 buildings (about 200 people). Locating 
  the column listing 31-40 buildings, the 
  Gamesmaster proceeds to roll d% for each 
  occupation in Table la (Composition of 
  Buildings).  
  Joe rolls a 45% for "communal 
  bldg/equip" (over the 40% PROB.) indicating 
  that there are none in this village.  
  A roll of 80% indicates that there is a 
  temple. Since this occupation has an NBS roll, 
  another d% roll is made. The Gamesmaster 
  rolls a 75%, indicating that there  
  no second temple (since the chance was 20%).  
  Joe's next three rolls indicate the 
  presence of a healer, a blacksmith and a 
  tavern/stable. The NBS roll is made (under 
  50%) for the tavern. Joe rolls 32%, so a 
  second tavern is located in the village. Since 
  the NBS roll was successful, the number is 
  halved (originally 50%, the new NBS roll will 
  be 25%) and the Gamesmaster rolls again. Joe 
  rolls a 31%, so there is no third tavern in 
  town. Table la should be finished out in this 
  manner.  
  After finishing Table la, Joe rolls a 10-
  sided die for Table Ib (Frequency of Open 
  Market), getting a 6, and notes that the 
  farmers' market/bazaar will be held once a 
  week. To determine what booths will be at the 
  market, Joe goes through Tables Ic-Ie. 
  Beginning with Table Ic (Contents of Open 
  Market), Joe rolls a 4-sided die (or an 8-slded 
  divided by 2, rounded up) to determine how 
  many of each of the booth types listed in 
  Table Ie appear at the market. For example, 
  Joe finds that there will be 5 (2+3) agri. 
  products booths (animal fodder, produce, 
  crops, etc.); 3 (2+1) dairy/cheese booths; etc.  
  Joe rolls once per occupation on Table 
  I d (Chance of occupations occurring at 
  market) to find if the craft is at the fair. A Roll 
  of 76% indicates that at least one coppersmith 
  will be at the fair. Joe rolls to see if there is 
  another coppersmith also present. He rolls 
  78%, over the 40% NBS number, so there is 
  no second coppersmith. Next, Joe rolls to 
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  determine if the coppersmith is permanently 
  located in the village. He rolls an 11%, 
  indicating that one of the buildings in the 
  village houses a coppersmith. Joe rolls for the 
  other four occupations on Table Id and none 
  are at the fair. Joe then proceeds to Table Ie 
  (Chance of occupations from City Business 
  Tables appearing at market) to determine if 
  any businesses from the City Business Tables 
  V., VI ., or VII. ( lists of businesses that may 
  appear In cities) are found in booths at the 
  market. He rolls 35%, indicating that 1 to 4 
  rolls will be made on City Business Table VII. 
  Joe rolls a 2 on a 4-sided die, Indicating that 
  two rolls will be made on Table VII (p. 42). 
  Joe rolls a candle maker (1st roll) and a potter 
  as two of the booths at the market. Joe then 
  rolls the "Chance 1st is perm" roll, and gets an 
  18%. This determines that one candle maker 
  (1st roll made on City Business Table VI I.) Is 
  located as a shop in the village. He rolls on 
  City Business Table V. and City Business 
  Table VI. in the same manner. Joe can now 
  finish populating the village as in 2F.  
   
   
   
  1a Composition of Village Buildings: 
   
  Number of buildings:  
  3-10 
  11-15 
  16-20 
  21-25 
  26-30 
  31-40 
  41-50 
  51-70 
  Occupation / Building 
  type 
  Chance of occurrence 
  Communal Building or 
  equipment 1 
  95% 
  95% 
  90% 
  85% 
  60% 
  40% 
  20% 
  10% 
  Temple / Shrine (NBS 
  roll2) 
  80% 
  85% 
  90% 
  95% 
  95% 
  95% 
  (20%) 
  95% 
  (40%) 
  95% 
  (60%) 
  Healer3 (NBS roll) 
  50% 
  65% 
  75% 
  90% 
  95% 
  95% 
  95% 
  (30%) 
  95% 
  (60%) 
  Blacksmith (NBS roll) 
  25% 
  50% 
  80% 
  90% 
  95% 
  95% 
  95% 
  95% 
  (40%) 
  Tavern / Stable (NBS 
  Roll) 
  25% 
  40% 
  75% 
  85% 
  95% 
  (20%) 
  99% 
  (50%) 
  100% 
  (80%) 
  100% 
  (120%) 
  Mill 
  5% 
  5% 
  10% 
  20% 
  30% 
  60% 
  75% 
  85% 
  Carpenter / Boatwright4 
  2% 
  2% 
  5% 
  10% 
  20% 
  45% 
  70% 
  85% 
  Mason / Stoneworker 
  2% 
  2% 
  3% 
  5% 
  10% 
  35% 
  50% 
  60% 
  Government Official5 
  20% 
  35% 
  50% 
  75% 
  85% 
  90% 
  95% 
  95% 
  1. 
  Most small villages owned some equipment / buildings in common, such as fishermen 
  sharing boats and nets or farmers sharing work horses, oxen or plows 
  2. 
  NBS = Next Business is the Same.  This is the chance that a second building with the 
  same business type is next door.  See Paragraph 2D for instructions. 
  3. 
  Healer might include a village shaman, priest, cleric, old woman, etc. 
  4. 
  If this is a river or seacoast village, this will be a Boatwright.  If it is a 
  mining/farming/lumbering community it will be a carpenter. 
  5. 
  Government Official can be the local Baron or knight living in a nearby castle, the local 
  mayor or a tax collector.  Anyone representing the local government. 
   
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  1b Frequency of Open Market (Bazaar) – roll a d10, then read down by the number of 
  buildings 
  Number of buildings:  
  3-10 
  11-15 
  16-20 
  21-25 
  26-30 
  31-40 
  41-50 
  51-70 
  Market Frequency 
   
  No market 
  1-8 
  1-7 
  1-3 
  1-3 
  1-2 
  1 
  1 
  - 
  once per week 
  9-10 
  8-10 
  4-9 
  4-9 
  3-8 
  2-7 
  2-6 
  1-5 
  twice per week 
  - 
  - 
  10 
  10 
  9-10 
  8-10 
  7-9 
  6-8 
  three times per week 
  - 
  - 
  - 
  - 
  - 
  - 
  10 
  9-10 
   
  1c Contents of Open Market / Bazaar – roll for each booth type 
  Number of buildings:  
  3-10 
  11-15 
  16-20 
  21-25 
  26-30 
  31-40 
  41-50 
  51-70 
  Booth Type 
   
  Agricultural Products1 
  d4 
  d4 
  d4+1 
  d4+2 
  d4+2 
  d4+3 
  d4+4 
  d4+5 
  Dairy / Cheese 
  d4-2 
  d4-2 
  d4-1 
  d4 
  d4 
  d4+1 
  d4+2 
  d4+2 
  Livestock 
  d4 
  d4 
  d4+1 
  d4+1 
  d4+2 
  d4+2 
  d4+3 
  d4+3 
  Prepared Food 
  d4 
  d4 
  d4+1 
  d4+2 
  d4+3 
  d4+4 
  d4+5 
  d4+6 
  Wine / Ale Seller 
  d4 
  d4 
  d4 
  d4+1 
  d4+2 
  d4+3 
  d4+4 
  d4+5 
  1. 
  Agricultural Products include hay or other animal fodder, crops, fruit, etc. 
   
  1d Chance of the following occupations being at market – roll for each booth type 
  Number of buildings:  
  3-10 
  11-15 
  16-20 
  21-25 
  26-
  30 
  31-40 
  41-50 
  51-70 
  Occupation 
   
  Tinker / Coppersmith 
  (NBS Roll)1 
  <Chance Permanent>2 
  35% 
  50% 
  65% 
  75% 
  85% 
  95% 
  (40%) 
  <20%> 
  95% 
  (60%) 
  <50%> 
  95% 
  (80%) 
  <80%> 
  Potter (NBS Roll) 
  <Chance Permanent> 
  25% 
  40% 
  50% 
  65% 
  80% 
  90% 
  (40%) 
  <20%> 
  95%  
  (60%) 
  <40%> 
  95% 
  (80%) 
  <75%> 
  Horse trader (NBS Roll) 
  < Chance Permanent> 
  25% 
  40% 
  50% 
  65% 
  80% 
  90% 
  (60%) 
  95%  
  (80%) 
  <25%> 
  95% 
  (80%) 
  <50%> 
  Sharpener (NBS Roll)  
  < Chance Permanent> 
  10% 
  25% 
  35% 
  50% 
  75% 
  85%  
  95% 
  (40%) 
  <20%> 
  95% 
  (80%) 
  <40%> 
  Leatherworker / Cobbler 
  (NBS Roll)  
  <Chance Permanent> 
  10% 
  25% 
  35% 
  50% 
  75% 
  85% 
  <20%>  
  95% 
  (40%) 
  <40%> 
  95% 
  (80%) 
  <75%> 
  1. NBS = Chance the next business rolled is the same type. See 2d for instructions. 
  2. Chance Permanent = the chance that ONE of this occupation is located at a shop within the 
  village.  See paragraph 2E for instructions. 
  3. Chance 1st in permanent = the chance that the first business of this type generated is 
  permanent and has a shop within the village.  If this is primarily a trading town, make this 
  roll for EACH business rolled on tables 5-7 on the following pages, not just the first. 
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  1e Chance of Occupations from the City Business Tables Appearing at Market  
  Number of buildings:  
  3-10 
  11-15 16-20 21-25 26-30 
  31-40 
  41-50 
  51-70 
  Business Type 
   
  Chance of roll on Table 7 
  (number of rolls) 
  <Chance 1st is 
  permanent>1 
  5% 
  (1) 
  5% 
  (1) 
  10% 
  (1) 
  20% 
  (1) 
  50% 
  (1) 
  80% 
  (d4) 
  <20%
  > 
  95% 
  (d4+1) 
  <50%> 
  99% 
  (d4+2) 
  <75%> 
  Chance of roll on Table 6 
  2% 
  (1) 
  2% 
  (1) 
  10% 
  (1) 
  20% 
  (1) 
  50% 
  (1) 
  80% 
  (d4) 
  <20%
  > 
  95% 
  (d4+2) 
  <35%> 
  99% 
  (d4+3) 
  <60%> 
  Chance of roll on Table 5 
  2% 
  (1) 
  2% 
  (1) 
  2% 
  (1) 
  10% 
  (1) 
  20% 
  (1) 
  35% 
  (1) 
  50% 
  (1) 
  75% 
  (d4) 
  <35%> 
  1. Chance 1st in permanent = the chance that the first business of this type generated is 
  permanent and has a shop within the village.  If this is primarily a trading town, make this 
  roll for EACH business rolled on tables 5-7 on the following pages. not just the first. 
   
  TOWNS AND CITIES: 
  In the following sections, Businesses refer to 
  shops, places of trade, and "Professional 
  Residences" as listed on Table Va. Residence 
  refers to a building not specifically rolled up 
  on the City Business Tables--examples are 
  listed in Table III <The Other Buildings).  
   
  DETERMINING HOW MANY 
  BUSINESSES ARE IN A CITY -For towns 
  between 70 and 130 buildings, take note of 
  paragraph 4, below. If your town or city has 
  more than 130 buildings, approximately 50% 
  of the buildings are businesses. If your town 
  or city is a manufacturing center rather than a 
  trading center, certain types of businesses 
  will be more common than indicated on the 
  City Business Tables. Assume about 40% of 
  the buildings are businesses calculated in the 
  usual manner on the tables. An additional 
  10% of buildings should be distributed 
  among businesses related to the dominant 
  manufacturing industry of the town or city. 
  This emphasis of certain business types 
  should always be taken into account if your 
  city or town is not a standard trading town on 
  a large river or seacoast. If the numbers of 
  each type of business don't add up to what 
  you feel the total of all businesses in your 
  city should be, or the total you derived from 
  Table IIa (Small Town Buildings), modify 
  them until they look right. 4. If your town has 
  between 70 and 130 buildings, using the City 
  Business Tables as for a city will generate 
  too many businesses for towns of this size. In 
  such cases, use Table II a (Small Town 
  Buildings) to calculate the number of 
  businesses in your town. Assume there are 
  actually 50 businesses in your town, and use 
  Table lib (Totals For. Each Business Type) to 
  calculate how many of each type of business 
  will appear. Then delete individual 
  businesses until the total number of 
  businesses matches the number generated on 
  Table II a (Small Town Buildings). This 
  provides for individuality in each small town.  
   
  NOTES ON TERMS: "Rate of Appearance" 
  (RA) gives the number of each type of 
  business found per total number of 
  businesses in the city. For Alchemist, this 
  column lists the figure 1/50. This means that 
  within each fifty businesses in the city over 
  the ''lower Limit", one alchemist appears. 
  ''lower Limit" (LL) indicates the fewest 
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  number of businesses that must appear in a 
  city before that particular business type will 
  be found. For example, an Alchemist has a 
  lower limit of 50, so if your town/city has 50 
  or less businesses, none will be alchemists. 
  The exception (a small town) is explained in 
  paragraph 4 above.  
   
  DETERMINING WHAT TYPES OF 
  BUSINESSES ARE IN A CITY -- (For 
  determining which types of businesses appear 
  in a town or city, no die rolls are used on the 
  tables consulted). Note the total number of 
  "businesses" determined as above. Tables II b 
  <Totals For Each Business Type), and 
  Business Tables V, VI, and VII (Lists of 
  businesses which may appear in cities) are 
  then used to determine what types of 
  businesses and how many of each are in a 
  city. Table II b shows four "Rate of 
  Appearance" groups (RA), 1/50, 1/100, 
  1/150, and 6/50, and each group has from 1 
  to 4 ''lower Limits" (LL> given. To use this 
  information, the Gamesmaster first goes to 
  the top of BUSINESS TABLE V (a list of 
  businesses likely to appear in the wealthier 
  section of the city), sees that the first 
  business, Alchemists, has a Rate of 
  Appearance of 1/50, and a Lower Limit of 
  50. He then  
  consults Table II b, first locating the 1/50 
  Rate of Appearance group, then finding the 
  line for Lower Limit of 50. By cross indexing 
  this line with the total number of Businesses 
  in his city, he finds the number of that type of 
  business in his city_ He marks that number in 
  the column marked "Totals for your cities" 
  on 'Table V, and starts over with the second 
  business on table V, Artist. He continues .in 
  this way until Business Table V (wealthy 
  quarter businesses), Business Table VI 
  (merchant quarter businesses), and Business 
  Table VI I (poor quarter businesses) are 
  filled. Note that certain business types are 
  unlikely to show up in small cities or towns 
  and others may be very common.  
   
   
   
  EXAMPLES 
  1.) Joe's town has 225 buildings in it 
  (probably 1800-2200 people). So 
  assuming 50% are businesses there are 
  110 "businesses". Joe first consults 
  Business Table V (wealthy quarter 
  businesses) to determine the Rate of 
  Appearance and Lower Limit for each 
  business, then consults Table lib (Totals 
  for Each Business Type) to determine 
  how many of each type will be found in 
  his town, and marks that information 
  down on Table V, under "Totals for your 
  city". When Table V is finished, he then 
  repeats the process on Business Table VI 
  (merchant quarter businesses) and 
  Business Table VII (poor quarter 
  businesses). When he's finished, some of 
  the totals from Business Table VI, will 
  look like this:  
  a) Animal trainer-l appears (with a 
  "Rate of Appearance of 1/100 and a 
  ''lower limit" of 100) -- Table IIb 
  gives a total of 1 for this town.  
  b) Armorer-l appears (RA = 1/100;LL = 
  50.) So since the Lower Limit is from 
  51-150, one armorer will appear. 
  c) Cabinet maker-none, 200. 
  d) Coppersmith/tinker-2 appear (RA = 
  1/100; LL = 50(+1). Read off the 
  table as If lower limit = 50, which 
  gives 1, then add one, to give the 
  answer of 2. See the note at the 
  bottom of Table lib)  
   
  2.) Joe's town has 89 buildings  (bigger 
  than a village but not really a city) in 
  it (probably about 550 people). Since 
  this is between 50 and 130 buildings, 
  this requires a roll on Table IIa 
  (Small Town Buildings) to find out 
  how many of the buildings are 
  businesses. Joe rolls 2dl0+20, getting 
  a result of 36 businesses. Joe consults 
  the Business Tables V (wealthy 
  quarter businesses), VI (merchant 
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  quarter businesses) and VI I (poor 
  quarter businesses), to determine how 
  many of each business type will 
  appear, assuming there are 50 
  businesses. Using the same examples 
  as above, this gives:  
  1. Animal trainer-none appears, LL = 100  
  2. Armorer-l appears 
  3. Coppersmith/tinker-2 appear, LL = 
  50(+1 ) Since this will generate a total of 
  58 businesses for the town, Joe then goes 
  through the list of businesses and deletes 
  individual businesses until only 36 are 
  left. This allows Joe to individualize his 
  small towns, and as the town is small, this 
  process is quick.  
   
  4. Joe's city has 780 buildings, therefore 
  about 390 businesses. Using the same 
  tables, he will find:  
  Animal trainer-3 appear 
  Cabinet maker-2 appear  
  Coppersmith/tinker-5 appear (4 plus 1)  
   
  5. PLACING EACH BUSINESS -- Decide 
  which area(s) are poor, which are primarily 
  merchant (middle or artisan) class, and which 
  are wealthy. Also decide if there are any 
  "special" areas--a farmers' market or country 
  fair; a "red-light" district emphasizing 
  brothels and gambling houses; a shantytown; 
  a fisherman's area; etc. Note which area of 
  the city you are populating (special, poor, 
  wealthy, etc.), select which building you are 
  populating, and roll d%. Then consult the 
  Initial Roll Table IV (a-e) appropriate to the 
  area of the city in which the building is 
  found. For reasons made clear in step 6 
  (below), it is recommended that populating 
  start in the richest quarter of the city, 
  followed by merchant and special areas, with 
  poor last. I f the Initial Roll <Tables I Va-e) 
  result is anything except "Table V", "Table 
  VI ", or "Table VII", record the result and 
  repeat the process for the next building. An 
  Initial Roll (Tables IV a-e) result of "Table 
  V", "Table VI", or "Table VII" indicates that 
  a d% roll is required on Business Tables V 
  (wealthy-class businesses), VI (merchant-
  class businesses), or VII (poor-class 
  businesses) and that an actual business 
  occupies the building. (Most shopkeepers 
  live above or behind their shops with their 
  families, although wealthy merchants might 
  maintain a separate residence.) Roll d% on 
  the appropriate Business Table (V, VI, or VI! 
  ). The -result indicates the business type that 
  occupies the building being populated. If the 
  first roll calls for a business that doesn't exist 
  in the city, or, if all of that particular business 
  have been used up, (as indicated by no 
  number or a zero in the "Totals for your City" 
  column), re-roll on the same table. Continue 
  this procedure until all businesses are placed 
  and all buildings in the town or city are 
  populated.  
  6. SPECIAL CONSIDERATIONS -- Some 
  businesses are likely to only be found in 
  special sections of a city, due to smell, noise, 
  needing water, etc. These are noted on 
  Business Tables V-VII by letter codes A, 0, 
  P, and W (explanations of the codes are on 
  each table). The Gamesmaster may desire to 
  move such businesses to a particular section 
  of town. If so, move the business to the 
  nearest appropriate building which conforms 
  to the code letters. If the business is moved to 
  a new area, repeat step 7. below as needed in 
  the new neighborhood. Once done with step 
  7. for that type of business, the Gamesmaster 
  then returns to the original neighborhood and 
  continues populating until that neighborhood 
  Is completed.  
  7. BUSINESSES WHICH GROUP 
  TOGETHER -- After each business type in 
  Business Tables V-VII, the first column is 
  marked "NBS". This is the "Next Business is 
  the Same" roll. An NBS roll is made 
  immediately after each business is placed, 
  and decreases by half each time a business 
  actually reoccurs. (See the example following 
  step 8.) If the Gamesmaster makes the NBS 
  roll for a business by rolling d% under the 
  indicated number, he should note this result. 
  He then returns to the Initial Roll Table 
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  appropriate to the area he is populating. He 
  records as usual any results other than "Table 
  V", "Table VI ", or "Table VII ". As  
  soon as a result of "Table V", "Table VI ", or 
  "Table VI I " occurs, the Gamesmaster does 
  not roll on the indicated table, but populates 
  the building with the same business type for 
  which he made the successful NBS roll. He 
  then repeats the NBS Roll for the business 
  type (now halved). I f the NBS roll is made 
  successfully, he repeats the above procedure; 
  if not, he returns to populating as before (see 
  step 5).  
  8. KEEPING TRACK OF BUSINESSES -- 
  As each business is located on your map, 
  decrease by one the number recorded in the 
  "Totals for your cities" column filled out for 
  that particular city. Once this number of 
  businesses reaches zero, further rolls calling 
  for that business type should be re-rolled on 
  the same table (V, VI, or VII). The Initial 
  Roll (Tables IV a-e) should not be repeated 
  for that building—this will prevent an 
  unlikely string of random numbers from 
  badly skewing the distribution of businesses. 
  Some businesses appear on more than one 
  City Business Table--this is intentional. Just 
  treat them as usual on each table.  
   
  EXAMPLE: 
   Joe is populating the Rich Quarter of his 
  city. He makes the Initial Roll (Table IVa) 
  for the first four buildings to determine if 
  each is a business. The first three buildings 
  are residences, then the first business is 
  rolled: it is a tanner. A tanner (from Business 
  Table VII) has a code of (0), Indicating it is 
  particularly offensive, and often found near 
  other nasty-smelling businesses In the worst 
  part of town. Joe places the tanner In the 
  appropriate part of town, marks off one 
  tanner on the "Totals for you City" column 
  on Business Table VII, and then rolls the 
  NBS roll. The roll is 72%. Since this is less 
  than the 80% for tanners, the next business 
  will also be a tanner, and the new NBS is 1/2 
  of 80%, or 40%. Since Joe has decided to 
  place the tanner in the poor quarter, he 
  continues populating this poor area of town, 
  making initial rolls on Initial Roll Table IVc. 
  When the Initial Roll calls for a new roll on 
  one of the City Business Tab les V, VI, or 
  VII, Joe, instead of making the indicated roll, 
  places a tanner in the building. After marking 
  off the second tanner in the "Totals for your 
  cities" column on Business Table VII, Joe 
  repeats the NBS roll (now 40%--80%/2). He 
  rolls a 28%, and the next business will also 
  be a tanner. He proceeds with Initial Rolls on 
  Table IVc as above until the tanner is placed, 
  checking a third tanner off from the "Total" 
  column. The NBS is halved once more, 
  giving an NBS of 20%; Joe rolls a 34%, 
  meaning the next business Is not a tanner. So, 
  Joe returns to populating the original section 
  of town he was working on--the Rich 
  Quarter--making his Initial Rolls on Table 
  IVa. Joe also decides, since the first tanner 
  was rolled up in the Rich Quarter, that the 
  first tanner is a rich merchant, and places his 
  residence in the building in the Rich Quarter 
  where he first rolled up a tanner, and notes 
  this on his map. He can finish populating the 
  poor quarter when it comes up in his overall 
  pattern of populating.  
   
  SUGGESTIONS: 
  As a city gets larger, many of the same type 
  of businesses will appear. For example, in a 
  city typical of a Northern European culture 
  with about 4,500 (say 600 buildings--a good-
  sized city by medieval standards>, one might 
  expect 4 leatherworkers. Not all of these 
  would necessarily produce the same goods. 
  One might be a saddle maker, another a 
  harness-maker, etc. In a city with only one or 
  two leatherworkers, they would probably be 
  more generalized and both be able to do a 
  variety of work, although each would still 
  have his specialties. Note that if this same 
  city of 600 buildings existed in a culture with 
  a more Middle Eastern population density, it 
  could house 6000 people. Each Gamesmaster 
  should decide on a rough idea of population 
  density for the city being built--this density 
  may vary within a kingdom, and almost 
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  certainly will vary between cultures on a 
  continent or world.  
  In some cultures, 811 businesses of a certain 
  trade will appear on a single street; this is 
  usually enforced for ease of taxation. To 
  replicate this using these tables, simply 
  change the NBS rolls on any appropriate 
  business types to 100% and don't  
  halve it each time. The businesses treated in 
  this fashion will cluster without exception.  
  An entire city need not be populated before it 
  is run. A few major streets may suffice, with 
  the others to be added later. In a pinch, a 
  quick-thinking Gamesmaster could roll up a 
  street during a game in a five-minute break. 
  If you need a particular business where it 
  hasn't been before, then put it in an empty 
  building, for people start and lose businesses 
  all the time. Because the contents of 
  buildings in a city can change over time, we 
  suggest you code your map with 
  letter/number combinations, then record the 
  codes, business types and associated notes on 
  the business in a loose-leaf binder.  
  These tables can make a tedious task 
  relatively quick and easy, yet realistic. But 
  they are only an aid. If a business does not 
  seem reasonable in a location, move It. If the 
  random numbers create a ridiculous area, re-
  roll it, but let the tables do the majority of 
  your work. Your most interesting areas or 
  businesses may come from rationalizing why 
  a certain business Is where it was placed by 
  the table, even if it seems unlikely. Use your 
  Imagination and have fun!  
   
   
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  II. Towns and Cities:  
   
  IIa.  Small Towns (70-130 buildings) 
  Number of Buildings 
  Number of Businesses 
  71-90 
  2d10 + 15 
  91-110 
  2d10 + 30 
  111-130 
  2d10 + 40 
  > 130 
  40-50% businesses 
   
  IIb . Totals for Each Business Type:  You may wish to print this page for each reference 
  while populating your town or city. 
  Rate of 
  Appearance 
   
   
  Lower 
  Limit 
  51- 
  100 
  101 -
  150 
  151 – 
  200 
  201 – 
  250 
  251 – 
  300 
  301 – 
  350 
  351 – 
  400 
  401 – 
  450 
  451 – 
  500 
  1/50 
  50 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  100 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  150 
  0 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1/100 
  50 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  100 
  0 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  150 
  0 
  0 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  200 
  0 
  0 
  0 
  1 
  1 
  2 
  2 
  3 
  3 
  1/150 
  150 
  0 
  0 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  6/50 
  100 
  (+4) 
  0 
  4 
  10 
  16 
  22 
  28 
  34 
  40 
  46 
  Note:  For those businesses with a Lower Limit of 50 (+1), locate the proper column assuming a 
  Lower Limit of 50, then add 1 to the result from the table. 
   
  III. 
  Other Buildings:  These are suggestions for who or what occupies the buildings not 
  included on the tables. They include residences and building that vary too much from 
  culture to culture to include in the City Business Tables. 
   
  Administrative Buildings 
  Temples 
  City Guard Offices / Jail/ Barracks 
  Orphanages 
  Guild buildings 
  warehouses 
  Schools/ Universities 
  Hospital / Infirmary 
  Specialty Shops (disguises, poisons, etc.) 
  Caravanserai (outside town) 
  Farmers 
  Fishermen 
  Miners 
  Firewood Sellers 
  Charcoal Burners 
  Hired Help 
  Laborers 
  etc 
   
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  Table IV Town / City Initial Rolls 
  IVa. Wealthy Quarter 
  IVb. Merchant Quarter 
  IVc.  Poor Quarter 
  d% 
  Building Type 
  d% 
  Building Type 
  d% 
  Building Type 
  01-02 
  Empty 
  01-03 
  Empty 
  01-05 
  Empty 
  03-50 
  Residence1 
  04-40 
  Residence1 
  06-50 
  Residence1 
  51-85 
  Table V 
  41-80 
  Table VI 
  51-60 
  Tenement2 
  86-95 
  Table VI 
  81-95 
  Table VII 
  61-84 
  Table VII 
  96-00 
  Table VII 
  96-00 
  Table V 
  85-97 
  Table VI 
   
   
   
   
  98-00 
  Table V 
  1. 
  Other than the professional residences on Table V 
  2. 
  Larger, multifamily buildings owned b y a landlord 
   
   
  Special Areas:  These are all considered “poor” areas when using the Encounter Tables. Use 
  only those special areas that apply to your town/city. 
   
  IVd. Red Light District 
  IVe. Open Market / Bazaar.  Roll 
  each market day for booths that 
  don’t also have shops in town 
  IVf.  Shanty Town / 
  Fisherman’s village 
  d% 
  Building Type 
  d% 
  Building Type 
  d% 
  Building Type 
  01-05 
  Empty 
  01-05 
  Empty today 
  01-20 
  Empty 
  06-25 
  Pawnshop / 
  Moneylender 
  06-16 
  Wine or Ale 
  21-50 
  Residence1 
  26-55 
  Brothel 
  17-30 
  Prepared Food 
  51-85 
  Tenement2 
  56-75 
  Gambling Hall 
  31-50 
  Agricultural 
  Products 
  86-95 
  Table VII 
  76-90 
  Table VII 
  51-72 
  Table VI 
  96-98 
  Table VI 
  91-97 
  Table VI 
  72-92 
  Table VII 
  99-00 
  Table V 
  98-00 
  Table V 
  93-00 
  Table V 
   
   
   
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   Table V Businesses 
  d% 
  Business Type (see notes) 
  NBS 
  Roll 
  Rate of 
  Appearance 
  Lower 
  Limit 
  01-05 
  Alchemist 
  - 
  1/50 
  50 
  06-07 
  Artist 
  - 
  1/100 
  150 
  08-09 
  Bird Trainer 
  - 
  1/100 
  200 
  10-14 
  Chandler (ship outfitter) [P] 
  80% 
  1/100 
  50 
  15-16 
  Clockmaker / Locksmith 
  80% 
  1/100 
  150 
  17-21 
  Exotic Animals /  pets 
  - 
  1/100 
  100 
  22-23 
  Furrier 
  80% 
  1/100 
  150 
  24-28 
  Gold/Silversmith 
  90% 
  1/100 
  50 
  29-33 
  Jeweler 
  90% 
  1/100 
  50 
  34-38 
  Miller [W] or [A] 
  - 
  1/100 
  50 
  39-40 
  Music Shop 
  - 
  1/100 
  150 
  41-45 
  Physician 
  - 
  1/100 
  50 
  46-48 
  Public Bath 
  - 
  1/100 
  50 
  50-89 
  Professional Residence (see table Va for type) 
  - 
  6/50 
  100 (+4) 
  90-92 
  Stable [0] [A] 
  - 
  1/100 
  100 
  93-100 Tavern / Inn / Pub / Hotel 
  - 
  1/50 
  50 
  [A] = requires extra space 
  [O] = particularly nasty smelling 
  [P] = only found in a port or town/city on a large river 
  [W] = Requires large amounts of water, preferable access to a stream or river. 
   
  NBS Roll = Chance the next business is of the same type 
  Rate of Appearance = The number of business of a specific  type appearing per number of 
  business (see Table IIb) 
  Lower Limit – the number of businesses that this town/city must have before ANY of the 
  indicated type of businesses appear.  (see table IIb) 
   
  Table Va  Professional Residences 
  d% 
  Resident Type1 
  01-04 
  Architect 
  05-18 
  Astronomer / Navigator 
  19-26 
  Biologist 
  27-30 
  Botanist 
  31-40 
  Engineer 
  41-44 
  Geologist 
  45-56 
  Interpreter 
  57-64 
  Lawyer 
  65-76 
  Linguist (specialist in written languages) 
  77-80 
  Mathematician 
  81-100 
  Scholar 
  1.  These are often nobles and/or their families that have some additional means of support. 
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  Table VI. Businesses 
   
  d% 
  Business Type (see notes) 
  NBS 
  Roll 
  Rate of 
  Appearance 
  Lower 
  Limit 
  01-02 
  Animal  / Horse Trainer [A][O] 
  - 
  1/100 
  100 
  03-06 
  Armorer 
  80% 
  1/100 
  50 
  07-11 
  Baker 
  - 
  1/50 
  50 
  12-13 
  Boatwright [A] 
  80% 
  1/100 
  50 
  14-16 
  Bowyer / Fletcher 
  80% 
  1/100 
  50 
  17-21 
  Brothel 
  40% 
  1/50 
  50(+1) 
  22 
  Cabinet Maker 
  40% 
  1/100 
  200 
  23-25 
  Carpet / Tapestry Maker 
  80% 
  1/100 
  50 
  26-27 
  Cartographer 
  - 
  1/100 
  100 
  28—30 Coppersmith / Tinker 
  80% 
  1/100 
  50(+1) 
  31-32 
  Engraver 
  80% 
  1/100 
  100 
  33-36 
  Freight Shipper 
  - 
  1/100 
  50 
  37-41 
  General merchant 
  - 
  1/50 
  50 (+1) 
  42 
  Glassblower 
  40% 
  1/100 
  150 
  43-45 
  Horse /Camel Trader [A][O] 
  40% 
  1/100 
  50 (+1) 
  46-47 
  Illuminator 
  - 
  1/100 
  100 
  48-52 
  Leatherworker 
  80% 
  1/100 
  50(+1) 
  53-56 
  Outfitter 
  - 
  1/100 
  50(+1) 
  57 
  Perfumer [O] 
  - 
  1/100 
  150 
  58-61 
  Produce / Dairy 
  - 
  1/50 
  50(+1) 
  62 
  Public Bath 
  - 
  1/150 
  150 
  63-66 
  Scribe / Scriptorium 
  - 
  1/100 
  50 
  67-68 
  Ship Builder’s office 
  - 
  1/100 
  50 
  69-73 
  Metal Smith [A] 
  - 
  1/100 
  50(+1) 
  74 
  Spice Merchant 
  - 
  1/100 
  150 
  75-78 
  Stable [A][O] 
  - 
  1/100 
  50 
  79-81 
  Tailor 
  80% 
  1/100 
  50 
  82-89 
  Tavern 
  - 
  1/50 
  50 
  90-91 
  Veterinarian 
  - 
  1/100 
  100 
  92-94 
  Weapons maker 
  80% 
  1/100 
  100 
  95-97 
  Wheel / Cartwright 
  60% 
  1/100 
  50 
  98- 
  Wine shop 
  - 
  1/150 
  150 
  99-100 
  Woodcarver 
  80% 
  1/100 
  100 
  [A] = requires extra space 
  [O] = particularly nasty smelling 
  NBS Roll = Chance the next business is of the same type 
  Rate of Appearance = The number of business of a specific  type appearing per number of 
  business (see Table IIb) 
  Lower Limit – the number of businesses that this town/city must have before ANY of the 
  indicated type of businesses appear.  (see table IIb) 
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  Table VII. Businesses 
  d% 
  Business Type (see notes) 
  NBS 
  Roll 
  Rate of 
  Appearance 
  Lower 
  Limit 
  01-02 
  Baker 
  - 
  1/100 
  50 
  03-04 
  Barber 
  - 
  1/100 
  150 
  05-07 
  Barrelmaker / Cooper 
  40% 
  1/100 
  50 
  08-13 
  Butcher [O] 
  - 
  1/50 
  50 (+1) 
  14-15 
  Brewery [O] 
  - 
  1/100 
  100 
  16-20 
  Brothel 
  - 
  1/50 
  50 
  21-23 
  Candle/Lamp maker 
  40% 
  1/100 
  50 
  24-28 
  Carpenter 
  40% 
  1/50 
  50 
  29-31 
  Cheese maker 
  40% 
  1/100 
  50 
  32-36 
  Cobbler 
  80% 
  1/50 
  50 
  37-38 
  Distiller [O] 
  40% 
  1/100 
  100 
  39-41 
  Dyer 
  80% 
  1/100 
  100 
  42-45 
  Fishmonger [O] 
  - 
  1/50 
  50 
  46-47 
  Fortuneteller 
  - 
  1/100 
  100 
  48-49 
  Fuller (fabric finishing) [O][W] 
  40% 
  1/100 
  100 
  50-52 
  Gambling Hall 
  - 
  1/100 
  100 
  53-54 
  Laundry [O] 
  40% 
  1/100 
  100 
  55-57 
  Mason / Brick maker 
  40% 
  1/50 
  50 
  58-60 
  Moneylender 
  60% 
  1/100 
  100 
  61-63 
  Pawnshop 
  60% 
  1/100 
  50 
  64 
  Building and Marine painter 
  - 
  1/100 
  150 
  65 
  Paper/Ink maker 
  - 
  1/100 
  150 
  66-71 
  Potter 
  80% 
  1/50 
  50 (+1) 
  72-74 
  Produce / Dairy 
  - 
  1/100 
  50 
  75-77 
  Rope/Net maker [A] 
  - 
  1/100 
  50 
  78-79 
  Sail maker [A] 
  - 
  1/100 
  100 
  80-82 
  Sharpener 
  - 
  1/100 
  50 
  83-84 
  Sign painter 
  - 
  1/100 
  150 
  85-86 
  Stable [A][O] 
  40% 
  1/100 
  50 
  87-88 
  Stonecutter [A] 
  - 
  1/100 
  100 
  89-91 
  Tanner [O] 
  80% 
  1/100 
  50 
  92-95 
  Tavern 
  - 
  1/50 
  50 
  96-98 
  Weaver / Spinner 
  40% 
  1/100 
  50 
  99-00 
  Undertaker 
  - 
  1/100 
  50 
  [A] = requires extra space 
  [O] = particularly nasty smelling 
   [W] = Requires large amounts of water, preferable access to a stream or river. 
  NBS Roll = Chance the next business is of the same type 
  Rate of Appearance = The number of business of a specific  type appearing per number of 
  business (see Table IIb) 
  Lower Limit – the number of businesses that this town/city must have before ANY of the 
  indicated type of businesses appear.  (see table IIb) 
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  CITY CATCH-UP TABLES 
  PREFACE  
  The tables in the following section are the 
  result of one night's inspiration and several 
  months of play testing. The need for these 
  tables became apparent in our own fantasy 
  role-playing game, the Tome of Midkemia, 
  when characters that had run with different 
  Gamesmasters and were in different time 
  frames wanted to run together. Normally, this 
  presented no problem, but in some cases 
  several of the characters had profoundly 
  influenced events and couldn't be moved back 
  in time, while others had investments to look 
  over, important matters to take care of, etc. and 
  couldn't be moved forward easily. As this 
  situation became more frequent, we finally sat 
  down to do something about it, and the City 
  Catch-up Tables resulted.  
   
  INTRODUCTION  
  At some point in their campaigns, all 
  gamesmasters who run a large number of 
  players and characters will find that the time-
  frames of certain characters become so badly 
  out of synchronization that there is no possible 
  way they can run with specific other 
  characters. Some characters will be far ahead 
  or far behind others in time, with those behind 
  still facing campaign situations and events 
  (wars, rebel lions, quest results, deaths of 
  important NPC's, changes in the political 
  climate, etc.) that other characters have already 
  dealt with.  
  Occasionally this can be ignored, as the 
  characters "back" in time are looked at as 
  having simply "been sitting around" until the 
  next adventure. This is unsatisfactory for two 
  reasons: first, those characters have been doing 
  something during that time, and should derive 
  the benefits (or penalties) of their activities 
  (investments, running a business, getting 
  married, etc.), and secondly, characters can, 
  and often do, have a profound effect on the 
  larger campaign. This serves to keep the 
  Gamesmaster from being the only creative 
  force in the campaign and adds excitement and 
  color to events.  
  So it is clearly to everyone's benefit to keep 
  characters in roughly the same time frame. 
  With that goal in mind, the following tables 
  were developed. They are intended to be used 
  by individual players before a game, usually 
  before other players have arrived, while other 
  players are developing new characters, or 
  during lulls between games, etc. This way 
  characters that have remained dormant for 
  extended periods due to neglect or constraints 
  upon a player's time, can remain within the 
  current time frame. Optionally, they can also 
  be used by the Gamesmaster to create 
  situations that the players then have to deal 
  with. To this end additional information has 
  been included in several of the tables 
  specifically for the Gamesmaster.  
  Since these rules presuppose a passage of time, 
  the Gamesmaster should keep an active 
  calendar so that time passes at a constant rate. 
  Whether time passes at a ratio of one-to-one 
  with "real" earth time, or passes only as 
  quickly as the time frame occupied by that 
  character furthest advanced in game time, all 
  characters should be kept current with one 
  another. (In our own game we have found that 
  a passage of two real days for each campaign 
  day keeps characters from falling too far 
  behind, and still allows for the passage of 
  seasons, major events, wars, etc.) If you don't 
  have a calendar of your own, the Midkemian 
  calendar is included as Appendix VI  
  The following tables are designed primarily 
  for use in a large city. For this reason, it is 
  recommended the Gamesmaster leave 
  characters in a large city whenever possible at 
  the end of a distinct game within a campaign. 
  This does not imply that the rules cannot be 
  used in a smaller town, only that more care 
  must be taken in interpreting the results. The 
  Gamesmaster has the further responsibility of 
  informing the players of the current game date 
  at the beginning and end of each game session, 
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  so their characters may remain current. 
  Characters left in the wilderness, underground, 
  or in small hamlets due to game considerations 
  will remain in their local time and can only 
  catch up with the rest of the world by running 
  a wilderness adventure (where several game 
  weeks can be compressed into a few real 
  hours), or by returning them to the city in 
  "safety" (traveling with a heavily guarded 
  caravan; being teleported by an 
  accommodating magician; being picked up by 
  soldiers for questioning in a city and then 
  released, etc.)  
   
  GENERAL INSTRUCTIONS  
  These rules were designed for use with the 
  Tome of Midkemia, Midkemia Press' set of 
  rules for fantasy role-playing in which 
  characters are developed with a percentile die 
  system. For those using other game systems, a 
  conversion table for 2d6 and 3d6 to d% has 
  been included (see Appendix V, page 63). It is 
  recommended that all bookkeeping be done on 
  a separate sheet of paper (a convenient form is 
  provided on page 57 and permission is hereby 
  granted to photocopy for non-commercial use), 
  and only the final money tallies and important 
  events (influence won or lost, enemies made, 
  etc.) be kept on the character sheet. Note that 
  any influence gained or lost is considered 
  permanent for that particular city.  
  Characters that are forced to "leave town" for 
  various reasons are not normally available for 
  adventuring. They may, however, return 
  prematurely to go on an adventure at some risk 
  of being caught in town and triggering the 
  event they left town to avoid. The risk is a 
  10% PROB. multiplied by the number of 
  weeks left before it would be safe to return. 
  For example, a character has offended an 
  underworld character and left town to avoid 
  trouble, but returned after only three weeks, 
  when it was necessary to be gone five weeks. 
  There is a 20% PROB. the character will be 
  assassinated before he can leave on the 
  adventure. If a character stays out of town, he 
  is considered to have found a safe hiding place 
  unless the player insists on actually running 
  him, in which case normal wilderness rules 
  apply. When using these tables, strict 
  adherence to the listed occurrences is 
  recommended. In other words, if your 
  character takes that dangerous mission and die, 
  He or She IS DEAD. (You would have taken 
  the gold and experience if you were 
  successful, wouldn't you?) There are no events 
  that will directly kill a character unless the 
  player permits the situation to develop that far 
  (e.g. going on a Dangerous Mission).  
   
  Preceding some tables are lists of modifiers. 
  Those modifiers dependent on the character's 
  background (i.e. plebian, artisan, or noble) 
  may be affected by Living Conditions if the 
  character has been in the city for more than a 
  week. See WEEKLY COSTS <Table VI p. 
  51) for further information. If your system 
  doesn’t supply you with a background, 
  roll1d6: on a 1-3 you are of Plebian 
  Background; a 4-5 means an Artisan 
  Background; and a 6 indicates you are of 
  Noble birth. Roll 1d8 to find your family rank: 
  7-8 mean you were a Bastard Child, other 
  numbers indicate your family position. Nobles 
  have 25% chance of knowing how to Read and 
  Write and an additional 50% chance of 
  knowing how to Ride Horse. Other possible 
  skills are listed in Appendix III, p. 62.  
  For various reasons, it may be advisable 
  for characters to take some of their money out 
  of circulation. Characters may use as much of 
  their cash as they choose to buy "goods". 
  These "goods" cannot be stolen and can be 
  cashed in for 100% of value (never more or 
  less), but it requires a full week to get cash 
  back. While money is in "goods" it cannot be 
  used on ANY of the tables.  
  It is also recommended that a maximum of 
  twenty weeks of catch-up be run 
  between adventures, assuming any 
  events beyond that point had no effect, 
  either good or bad. If a gaming system 
  employing experience points is used, it 
  is recommended that twenty-five 
  experience points per week be awarded 
  each character, excluding weeks the 
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  character was sick or in jail.  In our 
  own game we often have new 1st level 
  characters run the Catch-up tables until 
  they have reached 2nd level.  This gives 
  them a little more survivability and 
  some background. 
   
  SPECIFIC INSTRUCTIONS  
  In all the following sections, the character 
  being caught-up will be referred to as "you".  
   
  1. For each character planning to use the 
  CATCH-UP TABLES, calculate the 
  number of campaign days (or real days if 
  the ratio of game time to real time is one to 
  one) that have elapsed since the character 
  was last run. Divide this number by six (6) 
  and round up. This result is the number of 
  weeks that must be accounted for during 
  catch-up (Midkemian weeks are 6 days).  
  2. For EACH WEEK to be caught up use the 
  following turn sequence. This is a rigid 
  turn order (e.g. you can’t make money on a 
  new investment and use that money to 
  gamble in the same week).  
  a. Roll once on the RANDOM EVENTS 
  TABLE (Table I p. 46), and proceed as 
  Indicated.  
  b. If unemployed calculate this week's 
  expenditures on WEEKLY COSTS 
  TABLE <Table VI>, p. 51, or proceed 
  to i. ii, or iii below.  
  i. If you want a job roll on SEEKING 
  EMPLOYMENT p. 49) and 
  SAVINGS. 
  ii. If you already have a job, roll for 
  your SAVINGS (Table II p. 48)  
  iii. If you are jobless and broke, roll on 
  LIVING WITH NO MONEY 
  (Table VII p. 51.)  
  c. You may gamble once on GAMBLING 
  (Table III p. 48) 
  d. You may make any purchases desired 
  including "goods" (as outlined in 
  General Instructions). NOTE: Banking 
  is done is step G. below.  
  e. You can attempt to learn new ski I Is 
  and weapons or improve existing ones 
  on NEW SKILLS (Table VI b p. 51), 
  and NEW WEAPONS <Table VI c p. 
  51).  
  f. If you have any investments you must 
  roll for the week's result for each 
  Investment that is currently active on 
  INVESTMENTS (Table V p. 50).  
  g. You may move money into and out of 
  the bank (if any).  
   
  3. The following conventions are assumed 
  throughout the Catch-up rules:  
   
  GP = gold coin  
  SP = silver coin  
  CP = copper coin 
    
  1 GP = 10 SP = 50 CP 
   
  PROB = PROBABILITY. If d% are rolled 
  equal to or under this number, the 
  event occurs (see notes below on 
  dice).  
   
  Two notations for die rolls are used:  
  If some number of a certain die type is to 
  be rolled, it will be indicated by a notation of 
  1d6 or 2dl0, etc. The first example indicates a 
  roll of one six-sided die. The second indicates 
  a roll of two 10-sided dice (added together).  
  If a roll is to be multiplied by some factor, 
  it will be shown as (1d6)x10 or (1d6-1 )x5, etc. 
  The first example indicates that the result of a 
  6-sided die roll should be multiplied by 10 
  (giving 10,20,30,40,50 or 60) the second 
  example indicates that one should be 
  subtracted from the result of a 6-sided die roll 
  and the resulting number multiplied by 5 
  (giving numbers from 0-25). 
   
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  TABLE I. Random Events 
  Roll each week.  
  Modifiers: Characters with INTUITION 
  (Wisdom) or LOGIC (Intelligence) (non-
  cumulative) equal to or greater than 85% (13+) 
  may add up to 5% or subtract up to 20% from 
  Table I a BEFORE the roll is made.  
   
  SUBTABLE I a. CHANCE AN EVENT 
  WILL OCCUR  
  ROLL d% RESULT  
  01-50 No event of importance occurred this 
  week. Proceed with the next step in the 
  weekly sequence. 
  51-00+ An event has affected you. Roll on 
  EVENTS (Table Ib following) to see 
  what It was.  
   
  SUBTABLE lb. EVENTS: If the Catch-Up 
  Tables are being used by a Gamesmaster to 
  generate adventures, consult any notes marked 
  ** after the description of an event. 
  ROLL d% RESULT  
  01-10 
  You are offered a DANGEROUS 
  MISSION (you don't have to accept). 
  It pays 100-2,000 (ld20 x 100) gold--
  roll for the amount offered first. If you 
  accept the mission there is a 10-60% 
  (1d6 x 10) chance that you will die but 
  the roll to determine this risk is not 
  made until after the mission is 
  accepted or declined. Then roll to see 
  if death occurs. There is no 
  modification of a death result 
  regardless of other factors (character 
  level, magic items, personal abilities, 
  etc.) If you do not die, 100-2,000 
  (1d20 x 100) experience points are 
  gained in addition to the money. The 
  mission will take less than a week, 
  and employed Characters will have a 
  chance of keeping their jobs as listed 
  below (roll upon returning).  
  ** GM: change the chance of death to 
  failure with the results depending on 
  the mission the players are given. 
  Possible missions: impersonating 
  someone; spying; fixing a horse race; 
  painting graffiti on the government 
  building; setting a fire; spreading 
  rumors; making forged documents; 
  smashing up a shop; infiltrating a cult; 
  etc (also see MISSIONS appendix I)  
  Job Type 
  Probability of 
  keeping job  
  Plebian 
  15% 
  Artisan 
  20% 
  Noble 
  40% 
   
  11-15 You FALL ILL: during this time you 
  will lose your job (if any) and cannot 
  work. You must support yourself on 
  the WEEKLY COST Table (Table VI 
  p. 51, excluding clothing) with your 
  savings. Skip Random Events, 
  Companionship, and Gambling rolls 
  for the duration of your illness. If you 
  have Insufficient savings, you are put 
  immediately Into Debtor's Prison (see 
  Table VII, p. 51, No. 26-40) and your 
  illness is Increased 2 weeks. If you 
  have BEFRIENDED a Townsperson he 
  will put you up for the duration of the 
  illness after which you' lose' his 
  friendship. The illness will last the 
  amount of time listed below and may 
  be modified by your STAMINA 
  (Constitution). If you are new to town, 
  your living conditions are considered to 
  be level 3. See WEEKLY COSTS 
  (Table VI p. 51) for living conditions if 
  you have been In town more than one 
  week.  
  LIVING 
  CONDITION 
  LENGTH OF 
  ILLNESS  
  Level 1 
  1d20 weeks  
  Level 2  
  1d8 weeks 
  Level 3  
  ld6 weeks 
  Level 4  
  1d4 weeks 
  Level 5  
  1d6/2 (rounded up) 
  weeks 
  Level 6  
  Id6/3 (rounded up) 
  weeks 
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  Modifiers: If your STAMINA is 1-
  14% (3-6) add 2 weeks; if your 
  STAMINA is greater than 85% (13+) 
  subtract half of the time (rounding 
  down) to a minimum of 1 week. 
  Additionally, a physician may be hired 
  (once per Illness) for 10-200 gold (ld20 
  x 10) who will reduce time of illness 
  by half, to a minimum of 1 week.  
  You may go adventuring while ill, but 
  for each week of illness remaining, 
  your effective STAMINA is decreased 
  10% (2) and will remain at this 
  modified level until the remaining 
  number of weeks have been spent 
  recovering. EXAMPLE: a Character 
  has 3 weeks of illness remaining when 
  he goes adventuring. His effective 
  STAMINA is minus 30% (6). He 
  spends a month adventuring then 
  returns home. He will not regain his 
  STAMINA until he has spent those 
  three week recuperating.  
  16-23 You have OFFENDED SOMEONE: 
  roll again on OFFENDING PEOPLE 
  (Table VIII p. 52) to see who It is and 
  what the consequences will be.  
  24-29 You have been ACCUSED OF A 
  CRIME: regardless of whether or not 
  you are guilty your chance of being 
  convicted has a base PROB. of 50% 
  (d% = 01-50). I f you have 
  BEFRIENDED or OFFENDED 
  someone on Tables VIII or IX , apply 
  the listed modifiers to the conviction 
  roll. Additionally, if you are of Plebian 
  background you must subtract 15% 
  from your roll and if you are of Noble 
  background you may add 10% to your 
  roll. (Note the potential loss of this 
  modifier for Nobles caused by living at 
  too low of a level on WEEKLY 
  COSTS Table VI).  
  **GM: you should decrease the chance 
  of a conviction for a serious crime, 
  which would require better evidence. If 
  the character has in tact committed a 
  crime, this should be it.  
   
  If you are convicted the jail term will I 
  be 1-8 (ld8) weeks (potentially 
  modified by BEFRIENDED and 
  OFFENDED people from Tables VIII 
  and IX) or pay a fine of (weeks in jail I 
  X 100 gold). You will also: lose your 
  job (if any); have no costs; make no 
  Random Event, Companionship, or 
  Gambling rolls; and get no experience 
  while locked up. At any time while in 
  jail you or any of your friends that are 
  in town may bail you out by spending 
  100 gold per remaining week in jail. 
  Even if you don't spend the whole time 
  in jail you will still have a record of 
  having served the full term (note this 
  on your sheet because It effects other 
  possible events). If you are in the 
  Military (from Tables 1, XI, or any 
  other way) this is a term in the brig and 
  each week served will decrease your 
  salary by 10%. (I.e. 8 one week terms 
  will decrease the salary 10% eight 
  times, but 1 eight week term will 
  decrease it 80% -- there is a big 
  difference).  
  30-35 THIEVES AND/OR CON-MEN 
  STEEL A PERCENTAGE (d%> of 
  all your non-invested money_ This 
  includes all money in banks, hidden in 
  the city, upon you, etc. but excludes 
  money in property or "goods” (you 
  couldn't convert it to cash in time). 
  Total up your total available wealth, 
  Roll a d% and subtract that amount. 
  For example: Joe has 2500 gold, Rolls 
  20% and must subtract 500 gold (2500 
  x 20%),  
  36-40  YOUR FRIEND HAS OFFENDED 
  SOMEONE and comes to you for aid. 
  Roll on the BEFRIENDING PEOPLE 
  TABLE (Table IX) to see who your 
  (new) friend is and on the 
  OFFENDING PEOPLE table (Table 
  VIII) to see who you have offended. If 
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  you don't help your friend, there is an 
  85% PROB. of offending him (as on 
  Table VIII ). I f you do help him the 
  OFFENDED party is also OFFENDED 
  by you, but you BEFRIEND your 
  friend (again, see Tables VIII and IX 
  for consequences). The choice Is up to 
  you but you may not BEFRIEND the 
  person OFFENDED by your friend.  
  41-51  You have BEFRIENDED 
  SOMEONE: Roll on the 
  BEFRIENDING PEOPLE table (Table 
  IX p. 53) to see who it is and what they 
  will do for you. Favor obtained can be 
  kept for a later time but when used 
  there is a 5% chance he was at fair-
  weather , friend.  
  52-54 You have received a MARRIAGE 
  PROPOSAL: Roll on Table X, p. 55 
  for all the particulars.  
  55-57 A PHILANTHROPIST, someone 
  who admires you or wishes to impress 
  you and gives a gift of 100-2,000 (ld20 
  x 100) gold.  
  58-67.  You have been given a CHANCE TO 
  INVEST: You may Invest any amount 
  of money up to your cash on hand on 
  the INVESTMENTS table (Table V p. 
  50) but you may not borrow before 
  investing nor may you use any money 
  tied up in property or "goods".  
  68-72  You were HIT BY MUGGERS: they 
  have stolen 81 I the wealth you are 
  carrying on your person (cash, rings, 
  magic items, etc.). This obviously 
  excludes property, all ‘goods’, and 
  money in a bank. They dumped you in 
  an alley and you come back to 
  consciousness in the city Infirmary. 
  Unless you own a residence in this city 
  or have previously established 
  "connections" by BEFRIENDING 
  someone, there is a 35% PROB. that 
  you will tossed into Debtor's Prison for 
  1 week (as listed in Table VII) 
  regardless of your actual wealth.  
  73 
  You have inadvertently WITNESSED 
  A SECRET CEREMONY; Roll d%:  
  01-12 A member of the secret society 
  has seen you and unless you 
  leave town or hide out for 1d4 
  weeks, there is a 60% PROS. 
  you will be assassinated. 
  (Underworld influence is of no 
  help -- these are religious 
  fanatics!)  
  13-39 The secret police have seen you 
  and will (ld20): 1-9 = do 
  nothing; 10-14 = question you; 
  15-19 = arrest you and 
  ACCUSE YOU OF A CRIME 
  (as per 24-29 on the RANDOM 
  EVENTS table); 20 = detain 
  you for 1dl0 weeks without 
  cause and no hope of escape or 
  bail.  
  40-66 A government worker questions 
  you (d%; +10% for charisma 
  85%+ (13+), -10% for  
  charisma below 15% (7)): 01-
  20 = you OFFEND him, see 
  Table VII I; 21-40 = you 
  BEFRIEND him, see Table IX; 
  41-55 = he ACCUSES YOU 
  OF A CRIME (as the 
  RANDOM EVENT); 56-00 = 
  he speaks with you and leaves 
  after twenty minutes. Someone 
  saw you and threatens to expose 
  you to the society unless you 
  pay blackmail money 
  amounting to d20 X 50 gold. I f 
  you don't pay there is a 60% 
  chance that this becomes 1-12 
  above.  
  76-00 nothing else happens. 
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  74-78 You HELPED AN ARISTOCRAT 
  during the week; roll d%: 01-50 You 
  BEFRIEND him as in Table IX 51-70 
  He gives you d20 x 50 gold 71-94 He 
  thanks you 95-00 Re-roll d%, see 
  below:  
  01  
  He has superb connections and 
  offers to get you titled and 
  landed (Baron or equivalent)  
  02-05 He has connections and offers to 
  get you Knighted  
  06-30  He suggests his son/daughter as 
  a marriage partner. I f you 
  decline treat as 31-80 following 
  otherwise see the MARRIAGE 
  table (Table X)  
  31-80  He offers you a permanent job 
  as a retainer at Noble salary 
  (see table (Vb)  
  81-00  He offers to loan you up to 
  (CHARI SMA x 100) gold (if 
  on d%. otherwise CHARI SMA 
  x 5 if on 3d6) and a chance to 
  INVEST (on table V). This loan 
  must be paid back within 10 
  weeks and there is no Interest. 
  If you show no intention to pay 
  it back there is an 80% chance 
  you will be assassinated.  
  79-83 You have the opportunity to enlist in 
  the Military.  If interested see A 
  MILITARY CAREER ) Table XI) 
  84 
  Your living quarters burn down. 
  There is a 50% chance that you saved 
  all your belongings. If not, there is a 
  90% chance that you saved half (pick 
  randomly).  
  85-86 Your trainer falls ill. If you have no 
  trainer treat as NO EVENT. Roll d8: 1-
  3 Any outstanding balance is refunded 
  4-8 You training will be resumed in 
  1d4 weeks. Note loss of accrued time 
  from table VIb.  
  87 
  You are approached by an individual 
  offering to be your "man" in 
  exchange for plebian level wages and 
  board.  
  88-89 You notice that you are under 
  surveillance by (d6): 1 An assassin/spy 
  2-3 The local LAW 4-5 A thief (casing 
  your residence, learning your routines, 
  etc.) 6 You think its 1-5 above but 
  you're not really being watched.  
  90 
  Your living quarters become infested 
  with pests  
  91 
  You meet the person of your dreams. 
  There is a 40% chance they are equally 
  attracted to you but there is a 25% 
  chance they are already married. If 
  things are OK and you desire marriage 
  see Table X.  
  92 
  You have had a dream (d8):  
  1 
  A deity tells you of a quest that 
  you are to perform. There is a 40% 
  chance it is really from a god. If so 
  and you ignore it there is a 60% 
  chance that the god is displeased 
  and kills you.  
  2 
  You see your own death. This so 
  distracts you that for the next 4 
  weeks treat any BEFRIENDED 
  rolls as OFFENDED instead.  
  3-5  You have a prophetic vision (GM 
  ruling on it being a valid 
  prophesy). You are so caught up 
  with worrying and telling people 
  about it that there is a 20% chance 
  you’ll lose your job (if any).  
  6-8 The dream was so involved that 
  you have slept through the entire 
  day. There is a 30% chance that 
  you lose your job (if any).  
  93 
  The LAW enters your living quarters 
  (dl0);  
  1-3  looking for a fugitive_  
  4-7  searching for 
  contraband/stolen Items.  
  8    
  to conduct a census.  
  9-10  it's really thieves casing your 
  residence for a later theft. 
  20% chance you are later 
  robbed as in 30-35 above.  
  94 
  Your residence is condemned. You 
  have 206 days to find a new place to 
  live.  
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  95 
  You have a major argument with your 
  spouse/lover. There is a 5% chance of 
  it becoming a permanent break, 
  otherwise things cool down in d6 days.  
  96 
  You are invited to a party. This is an 
  important social event and you meet 
  many people if you go. If you choose 
  to go you will meet d6+2 new people. 
  For each, roll d%:  
  1-50  Nothing important comes of it 
  but you may roll on the 
  BEFRIENDED table (IX) to 
  see who they are.  
  51-80 You BEFRIEND them on table 
  IX  
  81-00 You OFFEND them on table 
  VIII  
  97 
  A notice comes that a death has 
  occurred in your family. There is a 
  30% chance that you are expected to 
  attend the funeral.  
  98 
  You have been impressed into the 
  military. You can avoid serving by 
  paying a bounty of d6 x 100 gold. 
  Otherwise see A MILITARY 
  CAREER (table XI). You must serve 
  for a minimum of 2d20 weeks.  
  99  
  You have been called into court to act 
  as a witness. There is a 30% chance 
  that you will be offered a bribe of d6 x 
  50 gold to speak in favor of a guilty 
  defendant. Roll on the OFFEND 
  PEOPLE table (VIII) to see who is on 
  trial. If you testify against them there is 
  a 25% chance that you will OFFEND 
  them (see table VIII for effects). If you 
  help them there is a 35% chance that 
  you will BEFRIEND them on table IX. 
  **GM note that if the character lies to 
  free the defendant, there is a chance 
  others might take special interest in 
  that character.  
  100 
  You had an accident (roll d10):  
  1-2  
  You received bruises that will 
  last d4 weeks  
  3-4  
  You were seriously burned. 
  Treat as ILL for d6 weeks (see 
  Random Event 11-15) and lose 
  5% PHYSICAL BEAUTY.  
  5-6  
  You suffered a major cut or lost 
  a tooth reducing your 
  PHYSICAL BEAUTY by 
  d20%.  
  7 
  You broke a bone requiring d6 
  weeks recovery.  
  8-10  As in 1-7 above but you also 
  must pay d20 x 10 gold for 
  damages or be ACCUSED OF 
  A CRIME.  
   
   
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  TABLE II. Savings: 
  roll each week you are employed  
  Modifiers: These will not modify an 01-05% 
  roll, otherwise all modifiers are cumulative  
  Modifier 
  Die Roll 
  Modification 
  INTUITION less than 11% 
  (3-6)  
  –30 
  INTUITION 11-30% (7-8)  
  -15%  
  INTUITION 80-94% (13-15)  +10%  
  I NTUI TI ON 95%+ (16+)  
  +20%  
  Living Condition 1 or 2  
  +10%  
  Living Condition 3  
  +0%  
  Living Condition 4  
  -2% (unless 
  Noble) 
  Living Condition 5  
  -10%  
  Living Condition 6  
  -20% 
    
   
  ROLL d% AMOUNT OF SALARY SAVED  
  01-05 You lost your job; there is a 10-60% 
  (d6 x 10) chance that you can search 
  for a new one this week. If not, you 
  must spend money to support yourself 
  on WEEKLY COSTS (Table VI p. 51). 
  If you don't have enough money for 
  Table VI go directly to LIVING WITH 
  NO MONEY <Table VII>. If you are 
  in the Military and you have been 
  convicted of a crime previously, you 
  have been cashiered and thrown out. 
  You cannot rejoin the MILITARY for 
  another year and must treat the 
  experience as if it were an 
  OFFENDED Aristocrat for modifiers 
  from Table VIII.  
  06-25 You saved no money this week  
  26-50 You saved 10% of your weekly salary  
  51-80 You saved 30% of your weekly salary  
  81-90 You saved 75% of your weekly salary  
  91-97 You save all of your weekly salary  
  98-100 You have a chance to invest. Either go 
  to INVESTMENTS (Table V) or save 
  all of this week's salary  
   
  TABLE III. Gambling 
  You may GAMBLE with any amount of 
  money up to your total cash on hand, 
  excluding any money in 'goods' and property. 
  This is a single weekly roll and represents the 
  results of an entire week's gambling.  
  On all winnings there is a chance equal to 
  1% per 500 gold won (max =90%) that you 
  will be accused of cheating as in 01-09% on 
  the following table. If this occurs, you may 
  leave town for the following week (forfeiting 
  all winnings but not your original bet) or you 
  can stay in town, keep a d% of the winnings 
  and have a 60% chance of being assassinated. 
  The assassination can be stopped before you 
  know the result If you have UNDERWORLD 
  INFLUENCE that you can use up from Table 
  IX.  
  In addition, if at any time you win 50,000 
  gold or more in a single week will get a 
  'reputation' (no save possible) and will not be 
  allowed to gamble in this particular city for 1 
  year. 
   Modifiers: all positive modifiers are non-
  cumulative. A Gambler skill (from the Artisan 
  Skill class, see Appendix III p. 62) will not 
  modify a roll of 01-09% but a high LOGIC 
  modifier will. If you can use either modifier 
  you must choose which you are using before 
  rolling.  
   
  MODIFIER 
  Die Roll 
  Modification  
  Gambler skill  
  +20% 
  LOGIC less than 21% (3-8)  -10% 
  LOGIC 85-99% (13-17) 
  +05% 
  LOGIC 100%+ (18+)  
  +10% 
   IMPORTANT ** Do not change your money 
  totals until after  you make the roll. The most 
  you can win on a modified roll is 4 times your 
  bet.  
   
   
   
   
   
   
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  ROLL d%  
  RESULT  
  01-09 You lose your bet and are accused of 
  having cheated. There is a contract to 
  kill you and you must leave town for 
  d8 weeks or there is a 60% chance that 
  you will be killed. I f you have 
  UNDERWORLD INFLUENCE from 
  BEFRI ENDING PEOPLE (Table IX)~ 
  you can have the assassination 
  canceled before you know the result of 
  the attempt. If your bet was between 1-
  100 gold, instead of being killed you 
  have a 60~ chance of being severely 
  beaten. This will cause a loss of 10-
  40% (d4 x 10) (2-7/ d6+1) to your 
  STAMINA that is gained back at 5% 
  (1) per week. The rate you gain back 
  STAMINA is not affected by your 
  original STAMINA and If your 
  modified value is less than O% (3), you 
  were killed.  
  10-24 You have lost double your bet. I f you 
  can't or won’t pay this amount you will 
  (lose your job if any and you are run 
  out of town for d4 weeks) or (you have 
  a 40% chance of being assassinated or 
  beaten as in 01-09 above). The choice 
  is yours.  
  25-39 You lose your bet. Mark it off your 
  money totals now.  
  40-64 You break even, no gain and no loss 
  65-79 You win an amount equal to one half 
  your bet (I.e. If you bet 100, you win 
  50). Add the winnings to your totals.  
  80-89 You win an amount equal to your bet.  
  90-95 You win an amount equal to 4 times 
  your bet.  
  96-99 On unmodified rolls you win an 
  amount equal to 10 times your bet.  
  100 
  On unmodified rolls you win an 
  amount equal to 100 times your bet.  
   
  EXAMFLE: Alfonso has an LOGIC of 96% 
  and a Gamble; skill. He has a die modification 
  of either 20% or 5%. Choosing to use his 
  Gambler ability and betting 50 gold, he rolls 
  an 88%. This is modified to 108% by his 
  Gambler bonus but since the most he can win 
  on a modified roll is 4 times his bet he collects 
  200 gold. The next week he rolls a 97% and 
  collects 500 gold on his 50 gold bet (the 
  modifier couldn’t change this roll. He does not 
  roll 1% as noted in the intro and is not accused 
  of cheating). The next week, feeling pretty 
  good, he bets 200 gold and roll is a 6%. If he 
  had used his +5% for high LOGIC instead of 
  the Gambler skill he would be OK, but since 
  the Gambler skill can’t modify an 01-09 he 
  now has big problems.  
   
   
  TABLE IV. Seeking Employment  
   
  If you have no money or desire a job for any 
  reason, use the following procedure: roll on 
  JOB TYPE FOUND (Table IVa) to determine 
  the type of job found this week. This is the 
  only job you found in this week. If you have 
  no skill in that class (see Appendix V) then 
  you found no work and must either support 
  yourself on WEEKLY COSTS (Table VI) or 
  go directly to LIVI NG WITH NO MONEY 
  (Table VII). For Characters with more than 
  one skill in the rolled job type, roll randomly 
  for the specific job found. You must quit any 
  job you already have to search for a new one.  
   
  SUBTABLE IVa. JOB TYPE FOUND  
  Modifiers: all the following modifiers are 
  cumulative unless the modifier Is listed as 
  being 'optional '. In this case you can use it or 
  not at your option.  
     
  Modifier 
  Die Roll 
  Modification  
  Plebian Background  
  -20% 
  Noble Background  
  +10% 
  First Child 
  +10% optional 
  Bastard Child  
  -5% 
  Each Job lost* 
  -2% cumulative 
  Each Job quit 
  -2% cumulative 
  Read/Wrlte Skill 
  +10% optional 
  Each week worked 
  cancels one job lost 
  or quit per week 
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  * if you lost your job this week there is only a 
  (ld6xI0)% chance you can even look for 
  another job this week  
     
  Roll 
  (d%) 
  Result (minimum = 01%) 
  01-40  
  Plebian Type Job Found 
  41-75  
  Artisan Type Job Found  
  76-00+  
  Noble Type Job Found  
   
  SUBTABLE IVb. SALARIES: For each skill 
  you have, your base ability In that skill is 
  (d~/2)+25 (possible range = 26-76%). Roll for 
  each.  
  Modifiers 
  Modification  
  Ability in skill 01-
  35% 
  Fired after 1 week  
  Ability in skill 85%+ 
  Add 10% to your 
  weekly pay (note: 
  this can only be 
  obtained by 
  additional training)  
   
  Job Type 
  Wages Earned Per Week (6 
  days)  
  Plebian 
  Type 
  1-12 GP (dI21: includes 
  maintenance* at Living Level 2 
  Artisan 
  Type 
  3-24 GP (3d8); Includes 
  maintenance* at Living Level 3 
  Noble 
  Type 
  3-60 GP (3d20): includes 
  maintenance* at Living Level 4  
   
  *maintenance includes food, room and 
  clothing but not companionship at the listed 
  level. Living at a lower level will not result in 
  additional savings on Table II, but if a higher 
  Living Level is used, the difference in cost 
  must be paid. Companionship is still necessary 
  once every 5 weeks unless married.  
  Roll this week and each week that you are 
  employed on SAVINGS (Table lI).  
   
  TABLE V. Investments  
   
  This table is usable only through the 
  RANDOM EVENTS table <Table I> or from 
  the SAVINGS Table <Table II>. You are only 
  required to use this table for existing 
  investments. Starting new investments is 
  always optional. From RANDOM EVENTS 
  <Table I ), you can invest any amount of gold 
  up to your total cash-on-hand, but excluding 
  any money tied up in "goods" or property. 
  From SAVINGS (Table II), you can use up to 
  l0x your weekly salary (max. equals cash-on-
  hand) or 25% of your cash-on-hand, whichever 
  is higher. Whenever this table is used for a 
  new investment, there is a one-time chance 
  that the whole thing was a con game. If you 
  roll 01-10% on d%, you have lost all the 
  money that you invested in this "investment". 
  Indicate how much money you will use before 
  you make the roll. If it wasn't a con, roll this 
  week and each week that you retain the 
  investment on the following table. Unless 
  otherwise indicated by the Gamesmaster all 
  "returns" are gained weekly as cash. ** GM: if 
  run for generating encounters, optionally allow 
  the character a chance to join a gang of con 
  men.  
   
  EXAMPLE: Alfonso got lucky on the Random 
  Events Table (I) and decided to Invest 1000 
  gold. His roll of 45% Indicated that this 
  investment was not a con and he breathes a 
  sigh of relief. His LOGIC of 96% gives him a 
  +2% and since he is not employed there are no 
  other modifiers to the table. The first week, he 
  rolls a 77% (75%+2%) and notes that next 
  week he will get 5% return on his investment 
  (50 gold). The second week he collects his 50 
  gold and rolls a 53% resulting in no change but 
  not affecting his 5% return. The third week he 
  collects his 50 gold and rolls a 10% (8%+2%). 
  He chooses to hire an assassin, which costs 
  him 1,100 gold (11 x 100 gold). The assassin's 
  chance of failure is 40% (4 on d6 x 10) and he 
  rolls a 41%. The assassin was successful 
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  (barely) and Alfonso loses his 5% return but 
  keeps the investment at least until next week.  
   
  Modifiers (cumulative) 
  Die 
  Modification  
  LOGIC less than 21% (3-8)  -20% 
  LOGIC 85-100% (13-17)  
  +2% 
  LOGIC 101%+ (18)  
  +5% 
  Each week you've worked 
  (currently) 
  +1% 
  cumulative (to 
  10% max.)  
   
  Roll separately for each investment. This 
  roll will apply to next week's results unless a 
  loss of the investment is indicated.  
  Roll d% 
  Result  
  01-06 Bankruptcy, you lose this investment  
  07-09 Your investment is failing, your 
  options are:  
  a) Lose investment and all invested 
  money  
  b) Fight to salvage as much as possible. 
  You save a d% of your investment 
  as cash (add 20% if you have any 
  Leader ski II, max=100%> but 
  because you were fighting off 
  creditors and partners, you have a 
  25% (01-25% on d%) chance of 
  being ACCUSED OF A CRIME 
  (see Table I, 24-29%) and a 
  separate chance of 33% (01-33 on 
  d%) of OFFENDING someone on 
  table VIII. You lose your 
  investment.  
  c) You can sink a percentage of your 
  original investment back into the 
  Business. You must decide whether 
  to do this before you roll for the 
  amount that will be needed. Roll 
  d% and subtract this amount from 
  your cash-on-hand (If you have 
  insufficient cash, revert to b. after 
  subtracting the money). 
  Additionally, your roll next week is 
  -10% and the re-invested money 
  does not add to the amount invested  
  ACTIONS B. AND C. NEGATE 
  ANY ACCUMMULATED 
  WEEKLY RETURNS 
  07-09 Your Investment is threatened by 
  competitors, you can:  
  a) Lose investment and all invested 
  money  
  b) Hire an Assassin for 100-2,000 gold 
  (1d20 x 100) or use any 
  Underworld Influence you may 
  have. The assassin has a 10-60% 
  (1d6 x 10) chance of failing. If he 
  fails, you are back to your original 
  choices but 100-2,000 gold poorer.  
  c) You can do the assassination yourself 
  and have a 10-60% (1d6 x 10) of 
  being killed in the attempt. You must 
  decide before knowing the risk but if 
  you succeed you may add 10% to 
  next week's roll (before rolling). 
  ACTIONS B. AND C. NEGATE 
  ANY ACCUMULATED WEEKLY 
  RETURNS  
  12-14 Your investment comes on hard times. 
  You must either take -20% to next 
  week's roll or go to work for the 
  business without pay for dl0 weeks. 
  During this time you must support 
  yourself on the WEEKLY COSTS 
  table (Table VI) even if the business is 
  sold before the time is up. This negates 
  any weekly returns. 
  15-25 Business is slow. This negates any 
  weekly returns.  
  26-75 Your investment is maturing. No new 
  action this week but you can continue 
  to collect any weekly returns due you.  
  76-80 You realize an investment return of 5% 
  on your current investment. This is 
  cumulative with any other 5%'s. (if you 
  invested 100 gold next week you'll get 
  5 gold)  
  81-85 You realize an investment return of 5% 
  and have an opportunity to work for the 
  business. You cannot lose this job as 
  long as you retain the investment and 
  after it is liquidated it becomes a 
  normal job. Your pay scale is : (1d6) 1-
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  2 = Plebian Pay; 3-4 = Artisan Pay; 5-6 
  = Noble Pay (see SALARIES Table II 
  b.)  
  86-90 You realize an investment return of 5% 
  (cumulative) or you can sell out your 
  investment for its current value plus 
  d% more (101-200% of your 
  investment).  
  91-93 You realize an investment return of 
  10% (cumulative).  
  94-96 You must liquidate your investment 
  for 1-3 x its current value. Roll d6: 1-2 
  = x1; 3-4 = x2; 5-6 = x3.  
  97-98 You are offered d6 times your current 
  investment. You can roll for the offer 
  before accepting.  
  99 
  You receive an offer to buyout your 
  investment for d20 times its value or 
  you may add 100 gold each week to 
  your weekly returns (if any) and can 
  add 10% to your rolls for This 
  investment for the next 10 weeks. You 
  may roll for the offer before accepting.  
  100 
  You can reinvest up to the original 
  amount in this investment, and still 
  maintain the same weekly percentage 
  returns (if any). This potentially 
  doubles you weekly profit. If this 
  investment is not currently returning 
  any money weekly, treat the roll as a 
  new chance to invest as if from the 
  RANDOM EVENTS Table (I ). 
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  TABLE VI. Weekly Costs   
  The costs of everyday living 
  Subtable VIa. Room and Board. 
  You must maintain yourself at Level 1 or higher in each required category if any money is 
  available. Otherwise you must immediately attempt to get a job using Table IV and Table V or 
  attempt to LIVING WITHOUT MONEY using table VII.   Required support categories are Living 
  Quarters, Food and Clothing.    If you are employed, all but Companionship is provided as part of 
  that employment. NOTE:  Artisans living at less that level 3 are treated as Plebians for all other table 
  modifiers.  Nobles living at less than level 4 are treated as Artisans for all other table modifiers. 
   
  Living Level (1= low, 3= average,  6 = very high) 
  Weekly Cost 
  1 
  2 
  3 
  4 
  5 
  6 
  Inn – room and board 
  3 gp 
  10 gp 
  20 gp 
  30 gp 
  45 gp 
  80 gp 
  Inn – room only 
  2 gp 
  7 gp 
  13 gp 
  18 gp 
  23 gp 
  45 gp 
  Food, uncooked (2 meals worth daily)1 
  3 sp 
  1 gp 
  3 gp 
  5 gp 
  8 gp 
  20 gp 
  House, rental (5 weeks paid in advance) 
  12 sp 
  40 gp 
  75 gp 
  125 gp 
  190 gp 
  250 gp 
  Clothing maintenance 
  5 sp 
  1 gp 
  2 gp 
  4 gp 
  7 gp 
  15 gp 
  Companionship2 
  20 sp 
  4 gp 
  12 gp 
  20 gp 
  100 gp 
  300 gp 
  1  Inns do not normally allow customer to cook in their rooms 
  2 Characters must have companionship of some kind at least once every 5 weeks or starting wit the 
  6th week the Character’s Demeanor (e.g. attitude) will decrease 5% (1) per week until 
  companionship is obtained.  After companionship is obtained Demeanor returns to its normal 
  level.  For purchased companionship there is a chance of disease as follows 
  Level 1 Companionship = 30% chance of catching a disease 
  Level 2 Companionship = 15% chance of catching a disease 
  Level 3 Companionship = 5% chance of catching a disease 
   
  If a disease is caught, the Character’s Stamina will decrease 2% each week (to a minimum of 1%) 
  until is cured by Cure Disease or a physician (which will cost d10x10 gold) 
   
  Subtable VIb.  New and Improved Skills 
  During any period of catching up, a Character may attempt to acquire a new skill or improve an 
  existing one.  The listed times and costs assume full-time training (i.e. you can’t hold down a job at 
  the same time).  If skills are acquired  while working they will require x3 the listed time. If training is 
  interrupted for more than one week the listed loss of accrued time is suffered. The skill desired is 
  chosen and an instructor is automatically found (if available In the area). Weekly costs will remain 
  constant for a given instructor unless more than one week is missed. In such a case, the cost must be 
  re-rolled. You may pay the total amount in advance, but if you miss more than 2 weeks, you lose the 
  balance. After acquiring a new skill your ability In that skill is (d%/2)+5% (giving 6-56%). For 
  improving existing skills you must roll d% greater than your existing ability to improve (AFTER you 
  complete training). If this is successfully rolled, you will improve by an amount equal to 1/3 the 
  amount between your existing level and 100%. (For example: If your current skill is 45% and you roll 
  between 46% and 100% you will improve (100-45 )/3%=(55/3>=18%. so your new ability level will 
  be 45+18%=63%)  
  Apprentice=01-50% 
  Journeyman=51-85% 
  Master =86%+ 
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  Skill Type 
  Weeks Needed 
  Cost/Week 
  Loss of Accrued 
  Time1 
  Plebian 
  1d4 
  1d20gp 
  1 week 
  Artisan 
  d10+1 (2..11) 
  d20x5 (5-100) gp 
  1d6 weeks 
  Noble 
  2d10 (2-20) 
  d20x20 (20-400) gp 
  1d10 weeks 
  1 Loss of time cannot exceed actual time studied but it can equal it. In any case you must repeat all 
  those weeks of instruction that are lost. 
   
  Subtable VIc. New Weapons and Practice 
  You may attempt to learn the use of a new weapon. The time required assumes part-time 
  practice. For full-time study, half the normal value rounded up. 
   
  NOTE: For those players not familiar with the "Tome of Midkemia”, a limited number of weapons 
  are usable by the Character in the initial development (usually 1d6). The Character can use weapons 
  other than these but must take a "minus” of 5 (-5) to the attack roll (assuming an attack roll table 
  using a 1d20).  
   
  Schedule: You will lose one "minus" each 5 weeks of practice with unless a Weapons Master is hired. 
  A WEAPONS MASTER will reduce the time needed to one week per "minus", but costs 20-200 GP 
  (dl0x20) per week. A Weapons Master can only be used with full-time study--you cannot hold a job 
  at the same time. 
    
  "Minuses" gained back are permanent for that particular weapon but do not modify other weapons of 
  the same class.  Additional "plusses" (in excess of those on a Character sheet) cannot be gained by 
  additional practice. The total number of non-original weapons that you may handle normally equals 
  your LOGIC divided by 10 and rounded down (for Characters developed on the d% system).  
   
  TABLE VII. Living with No Money  
   
  Roll on this table each week you have no money and no job. Priests have a 50% chance of being 
  housed and fed in a temple of their own god but each week there is a 10% chance they will be sent on 
  a DANGEROUS MISSION (see RANDOM EVENT 01-10). Mages and Thieves have a 25% chance 
  of being put up temporarily by their respective guilds (Thieves have a cumulative 10% chance per 
  week of locating the local Thieves Guild).  
   
  Modifiers 
  Die Roll Modification 
  LOGIC < 19% (7) 
  -10% 
  LOGIC 85-100% (13-17) 
  +5% 
  LOGIC > 100% (18+) 
  +10% 
  Noble Background 
  +5% 
  Plebian Background 
  -5% 
   
   
   
   
   
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  ROLL d% 
  RE SUL T  
  01-10 
  You are starving and begging, -05% (1) to your STAMINA each week you roll this. 
  Losses are gained back 1% per week per Living Level (living level 4 = 4% per week) 
  that you maintain.  
   
  11-25 
  Your creditors are hounding you. You owe them ldl0 times your last weekly salary (if 
  you were unemployed roll as an employed Plebian (p_ 49) for the amount owed). You 
  must leave town for ldl0 weeks, until you have the money or go to jail for 1d6 weeks. 
  For each person that you have BEFRIENDED in the past (Table IX p. 53), there is a 
  10% chance they will loan you the money (roll separately for each person even if you've 
  previous used their influence in the past). If you had retained a BEFRIENDED person's 
  influence, you can convert it into money at this time (as listed on Table IX).  
  26-40 
  You are sent to Debtor's Prison--you serve 1 week and have a permanent record (note 
  modifications caused by OFFENDED and BEFRIENDED Government Workers from 
  Tables VIII and IX  
  41-65 
  You are put into a Work gang and must serve 1 week. There is a 20% chance you are 
  sold into slavery by an unscrupulous Overseer (this can also be modified by 
  BEFRIENDED and OFFENDED Government Workers).  
  66-80 
  If you are a fighter, you have joined the Military. See A MILITARY CAREER (Table 
  XI). Others roll again.  
  81-90 
  You are taken in this week by strangers or a Temple. You have no opportunity to stay 
  additional weeks unless you normally re-roll this result.  
  91-97 
  You have found 10-200 gold (ld20xl0). Spend some of it to support yourself on 
  WEEKLY COSTS (table IV) or save it and roll again on this table.  
  98-100 
  You are taken in by a wealthy patron. He or she gives you your own room and an 
  allowance of 10-100 gold (ldl0xl0) per week. To stay, you must roll over 25% each 
  week. You are free to adventure.  
   
   
  TABLE VIII. Offending People 
  Roll d20 to determine the person OFFENDED. Most results will modify subsequence chances of 
  imprisonment if you should be ACCUSED OF A CRIME* (Table I 24-29), so take note on your 
  character sheet of who specifically was OFFENDED.  
   
  Roll 
  PERSON 
  RESULT  
  1 
  Commercial 
  The exact person Offended depends on your status. If you are a 
  student it was your trainer; if employed the Guildsmaster; if self-
  employed a Business Rival; otherwise it was a wealthy merchant.  
   
  Trainer: You are kicked out of your course (50% chance of a refund 
  for prepayments) and will be unable to train under this Master 
  again or you must pay him d20x10 gold. -3% TO CONVICTION 
  ROLLS  
  Guildsmaster: You lose your job and cannot get the same job in this 
  city or you must pay him d20x10 gold. -5% TO CONVICTION 
  ROLLS  
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  Merchant: -3% TO CONVICTION ROLLS, 10% probability he 
  ACCUSES YOU OF A CRIME  
  Business Rival: You must pay him d20x10 gold or he has a 40% 
  chance of getting the government to close you down. -2% TO 
  CONVICTION ROLLS  
  2 
  Aristocrat 
  You must pay him d% of your total worth or go to jail for d6 weeks or 
  leave town d10 weeks. -10% TO CONVICTION ROLLS 
  3-4 
  Government 
  Worker 
  If the particular worker is important see Appendix VIII. He will add 
  two weeks to any jail term and adds 1 week to stays in Debtor's prison 
  and adds 15% to the chance of being sold into slavery from a work 
  gang. -10% TO CONVICTION ROLLS  
  5 
  Criminal 
  Roll d6:  
  1-3 Common criminal: 40% chance you lost one item of value  
  4-6 Underworld Character: You must leave town for d8 weeks or there 
  is a 60% chance that you will be assassinated. (you must use any 
  Underworld influence before knowing if the assassination will be 
  successful). 
  6 
  Employer / 
  Employee 
  Employer cuts your salary by d6x10% or you quit. -2% TO 
  CONVICTION ROLLS.  
  Employee demands d6xl0% raise or quits. -1% TO CONVICTION 
  ROLLS.  
  If unemployed and not an employer treat as TOWNSPERSON (8-9 
  below). 
  7 
  Peer 
  If you are employed a fellow worker causes your work to appear 25% 
  worse (if this causes it to be less than 35% you will lose your job next 
  week). -1% TO CONVICTION ROLLS.  
  If you are in training a fellow student interferes requiring 2 extra 
  weeks to complete training. In all other cases treat as a 
  TOWNSPERSON. 
  8-9 
  Townsperson 
  -1% TO CONVICTION ROLLS 
  10 
  City Special 
  roll d4  
  1  Rumormonger- subtracts 25% from any marriage rolls. -5% TO 
  CONVICTION ROLLS  
  2  Story teller- starts telling unflattering stories that although 
  obviously about you, don't explicitly name you. -10% to marriage 
  rolls. -1% TO CONVICTION ROLLS  
  3  Beggar- curses you. 10% PROB. it is a real curse  
  4  Entertainer-satirizes you in a song or play. -20% to marriage rolls. -
  1% TO CONVICTION ROLLS 
  11 
  Landlord 
  Roll d8. -2% TO CONVICTION ROLLS  
  1     You’re immediately evicted 
  2-5 Evicted with d4 weeks notice  
  6-8 Rent goes up d8x20%  
  12 
  Merchant 
  Roll d4. -1% TO CONVICTION ROLLS  
  1-2 Tavernkeeper throws you out and forbids you to return. If you 
  return there is a 50% bouncers do dl0 damage.  
  3-4 Shopkeeper - 30% chance he accuses of shoplifting (ACCUSED 
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  OF A CRIME). Otherwise he throws you out and will no longer sell 
  to you. 
  13 
  Military 
  Roll dl0.  
  1-8 City Watchmen beat you up  
  9    Officer of the watch ACCUSES YOU OF A CRIME. -10% TO 
  CONVICTION ROLLS  
  10 Army officer impresses you into his unit to perform an unpleasant 
  task. -3% TO CONVICTION ROLLS 
  14 
  Religious 
  If you are not a member of the cult they will refuse to do business with 
  you. If you are a member of the sect you must go on a DANGEROUS 
  MISSION (as RANDOM EVENT 01-10). -5% TO CONVICTION 
  ROLLS 
  15 
  Friend 
  You lose all effects of one BEFRIENDED person (choose randomly if 
  more than one). If you have no friends, treat as a TOWNSPERSON 
  (8-9 above). 
  16 
  Family 
  There is a 20% chance your family disowns you thinking that you 
  have disgraced them.  If so, you lose any allowance you were 
  collecting and cannot inherit. 
  17 
  Professional 
  Roll  randomly on Appendix III to see who it is. There is a 10% 
  chance that anyone of that profession will no longer deal with you 
  (roll each time a service by that type of person is required). -3% TO 
  CONVICTION ROLLS 
  18 
  Barbarian 
  Demands a duel.  You suffer d10 points of damage. 
  19-20 
  Important NPC 
  Unless GM moderated treat as an offended ARISTOCRAT. 
   
  *These modifications to ACCUSED OF A CRIME roll (TABLE I, 28-35, p. 46) are permanent for 
  this city.  
  Gamesmaster's notes: Usually OFFENDED people are quite obvious but occasionally the character 
  may not event know that they have made and enemy until the assassin’s bolt strikes home.  If you 
  require a reason for Offending someone you can use the following table of ideas. 
    
  1 Character bumped into him in the street  
  2 An Imagined slight  
  3  A protocol error/Improper etiquette/respect  
  4  Character has interfered with his plans  
  5  Offended person is jealous of character's successes  
  6  Person doesn't like Characters looks  
  7  Person is simply in a bad mood and character was convenient  
  8  There are religious differences  
  9  He's jealous of character's spouse or friends  
  10 He simply misunderstood the character  
   
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  TABLE IX. Befriending People 
  Roll d20 to determine the person BEFRIENDED. Most results will modify subsequent chances when 
  ACCUSED OF A CRIME (Table I) so take note on your Character sheet of the BEFRIENDED 
  PERSON. 
  ROLL 
  PERSON 
  RESULT  
  1 
  Commercial 
  Who was befriended depends on your status. If you are In training it 
  was your trainer. If you are an employer it was the guildsmaster. If 
  self-employed it was a business rival. In all other cases it was a 
  merchant.  
  Guildsmaster : Decreases your chance of job loss on SAVINGS (Table 
  II) by 3% end adds 10% to your salary or will give you d20x10 
  gold. +5% TO CONVICTION ROLLS.  
  Trainer: Offers to give you one week of training free. +2% TO 
  CONVICTION ROLLS  
  Business Rival: Offers to buyout one of your investments for d6 times 
  its value or gives you a new chance to invest (as In the RANDOM 
  EVENT). +3% TO CONVICTION ROLLS  
  Merchant: Offers to sell you goods at -25% from normal cost (roll 
  randomly for type of merchant on Appendix III). +2% TO 
  CONVICTION ROLLS  
  2 
  Aristocrat 
  He will give you d20x100 gold OR give you a job of  your choice at 
  2x normal salary regardless of your ability OR  will add 15% to future 
  marriage rolls  OR  will arrange a DANGEROUS MISSION paying 
  d6xnormal.  +10% on CONVICTION ROLLS 
  3-4 
  Government 
  Worker 
  He decreases any jail terms by d6 weeks and eliminates any record of 
  Debtor's prison or jail and reduces your chance of enslavement by a 
  work gang to 01-05% or he will give you d20x5 gold. +10% TO 
  CONVICTION ROLLS 
  5 
  Criminal 
  Roll d6:  
  1-2 Common criminal-gives you a {stolen} item worth d20x40 gold.  
  3-6 Underworld Character- will cancel one assassination (before it 
  occurs) and for you and hide you when you 'must leave town' or 
  will arrange 'protection' your business or gives you an Item worth 
  d20xl0Q gold.  
  6 
  Employer / 
  Employee 
  Employer will give you d4 x normal salary and guarantee you won't 
  lose your job or offer you a chance to invest (as if from SAVINGS) or 
  give you a bonus of d20xl0 gold. +2% TO CONVICTION ROLLS.  
  Employee is willing to put in free overtime or work without pay for d6 
  weeks. Add 5% to next d6 INVESTMENT rolls. +1% TO 
  CONVICTION ROLLS.  
  If unemployed or have no employees, treat as a TOWNSPERSON 
  7 
  Peer 
  Fellow worker makes your work appear 10% better. A fellow student 
  decreases your training time by 1 week. A Both decrease the chance of 
  a successful assassination by 10% and will provide you with a free 
  home should you become ill or give you dl0x5 gold. +1% TO 
  CONVICTION ROLLS. 
  8-9 
  Townsperson 
  He will provide you with a free home if you become ill.  +1% to 
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  CONVICTION ROLLS. 
  10 
  City Special 
  roll d4  
  1-2 Rumormonger-adds 20% to all future marriage rolls.  
  3    Storyteller tells exaggerated stories of your adventures increasing 
  marriage rolls by 10% for d20 weeks.  
  4      Entertainer-offers you a job as an actor/singer at Artisan wages 
  or popularizes your exploits in a song or play. Adds 15% to 
  marriage rolls.  
  11  
  Landlord 
  Reduces your rent (d8+1)x10% or gives you a rebate of x10x10 gold. 
  +2% roll to CONVICTION ROLLS 
  12 
  Merchant 
  Roll d4 
  1-2 Tavernkeeper give you free drinks and lest you sleep off future 
  drunken stupors by his fire.  +1 to CONVICTION ROLLS 
  3-4    Shopkeeper gives you 10% off anything he sells (Roll for type 
  on Appendix III). +1% to CONVICTION ROLLS 
  13 
  Military 
  Roll d10 
  1-8 City Watch will turn their backs unless they see you actually 
  committing a crime 
  9 
  Officer of the Watch will allow to you ‘escape’ if you should 
  be convicted of a crime.  +4% to CONVICTION ROLLS 
  10 
  Army Officer offers  you an opportunity to enlist as an officer 
  or  if you have an investment makes you an official army 
  shipper adding +15% to weekly returns. +3% to 
  CONVICTION ROLLS 
  14 
  Religious 
  A Priest will bless you (modify all rolls for the next week to be 5% in 
  your favor) or offers to let you become an initiate in his cult or offers 
  you a DANGEROUS MISSION (See RANDOM EVENTS 01-10) at 
  d6 times the normal price. +5% TO CONVICTION ROLLS 
  15 
  Offended Person 
  All permanent effects from one random previously offended person 
  are canceled. If you haven't offended anyone treat as a 
  TOWNSPERSON. 
  16 
  Family 
  You are offered your share of the inheritance now if you haven't 
  already collected or if you were previously disinherited all is forgiven. 
  17 
  Professional 
  A randomly rolled professional (from Appendix III) gives you a 25% 
  discount on services or items or offers you a job at Artisan pay or give 
  you d20xl0 gold. +2% TO CONVICTION ROLLS 
  18 
  Barbarian 
  Will offer to be your companion on one DANGEROUS MISSION. If 
  It is indicated that you died  there is a 50% chance that he died instead 
  of you. 
  19-20 
  Important NPC 
  If not GM moderated treat as an ARISTOCRAT. 
  Gamesmaster’s Notes:  Often the player will know immediately who has taken a liking to them but 
  occasionally those of high status may not tell the character that they have taken a liking to them and 
  the first knowledge of this is when they are bailed out of jail. 
   
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  TABLE X Marriage Proposals   
  Table Xa applies to mail characters and Table Xb applies to female characters. All modifiers are 
  cumulative. 
   
  Base Modifiers:  These apply to both tables Xa and Xb. Note dependence on Living Level acquired 
  on the WEEKLY COSTS tables. 
  Modifier 
  Die Roll Modification 
  Plebian Background 
  -20% 
  Noble Background 
  +20% 
  First Child 
  +5% 
  Bastard Child 
  -5% 
  Charisma less than 20% (7) 
  -15% 
  Charisma greater than 80% (12) 
  +5% 
  Don Juan/Courtesan skills 
  +10% 
  Each 1000 gp spent (to a max of 5,000) 
  +5% (max 25%) 
  Titled 
  +10% 
  ‘Reputation’ as a cad or ‘loose woman’ 
  -40% 
  Modifications from BEFRIENDED or OFFENDED PEOPLE 
  as listed 
   
  Table Xa Male Characters 
  Roll 
  Female’s Background 
  Chance of a Dowry 
  Size of Dowry 
  01-40 
  Plebian 
  20% 
  d%x10 gp (10-1000) 
  41-70 
  Artisan 
  50% 
  d%x100 gp (100-10,000) 
  71-00+ 
  Noble 
  85% 
  d%x500 gp (500-50,000) 
   
  If you decide to proceed with the marriage see Table Xc.  You will receive any dowry your spouse 
  brings but WEEKLY COSTS on Table VI are potentially doubled.  Presumably you no longer need 
  pay for Companionship.  If you should choose not to support your spouse after the marriage 
  proceed as follows: 
  For a Noble background wife proceed immediately to the OFFENDING PEOPLE (Table VIII) 
  as if you had offended TWO Aristocrats. 
  For an Artisan or Plebian wife there is a 15% chance the parents or relatives will succeed in 
  killing you. 
   
  Regardless who the parents are you will have a ‘Reputation as a Cad’ 
   
  Table Xb Female Characters 
  Roll 
  Male’s Background 
  Chance of a Gifts 
  Value of Gifts Received 
  01-40 
  Plebian 
  35% 
  d10x50 gp (50-500) 
  41-70 
  Artisan 
  60% 
  d%x50 gp (50-5,000) 
  71-00+ 
  Noble 
  95% 
  d%x250 gp (250-25,000) 
   
  Before deciding on marriage a female character must roll to see if she can remain independent 
  (continue adventuring) after marriage.  If she cannot remain independent and still chooses to proceed 
  with the wedding she will have to leave the active game and ‘go home’ with her new husband 
  (perhaps providing a safe haven and funding source for other characters, etc.)  The chance of 
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  remaining independent depends on the background of each spouse (see Table Xd).  Should she later 
  leave her husband she can keep any ‘gifts’ but acquires the reputation of being a ‘Loose Woman’.  
  Should the female character choose not to proceed with the wedding there is still a 10% chance that 
  she can keep 50% of the ‘gifts’. 
   
  Table Xc. Time Until The Wedding 
  Background 
  Time Until Wedding 
  Male of female is Noble 
  2-20 weeks (2x10) 
  Neither is Noble but one or both are Artisan 
  0-3 weeks (d4-1) 
  Both are plebian 
  immediate 
   
  Table Xd: Chance of an Independent Marriage 
   
  Male Spouses Background 
  Female Character’s 
  Background 
  Plebian 
  Artisan 
  Noble 
  Plebian 
  10% 
  5% 
  1% 
  Artisan 
  20% 
  15% 
  10% 
  Noble 
  70% 
  40% 
  25% 
   
  Table Xe: Pre-wedding Conviction Modifications for Females 
  If the marriage is agreed upon the prospective spouse can often influence the female’s chance of 
  being convicted when Accused of a Crime on Table I.  Such an accusation, however, can also affect 
  the chance that the marriage occurs at all. 
   
  Conviction roll Modifications 
  Male’s 
  Background 
  Conviction Roll 
  Modification 
  Plebian 
  0% 
  Artisan 
  +5% 
  Noble 
  +20% 
   
  Chance Wedding Proceeds 
  Male’s 
  Background 
  If Female is 
  Accused 
  If Female is 
  Convicted 
  Plebian 
  95% 
  80% 
  Artisan 
  90% 
  50% 
  Noble 
  80% 
  30% 
   
  Table Xf.  Post-Wedding Conviction Modifications for Females 
  If the wedding has already occurred a spouse can usually help his independent wife out of jail.  Each 
  time she is Accused of a Crime she may add the following modifier in addition to any already 
  deserved.  If she is convicted however, she must immediately re-roll her chance of remaining 
  independent on Table Xd. 
  Conviction roll Modifications 
  Male’s 
  Background 
  Conviction Roll 
  Modification 
  Plebian 
  0% 
  Artisan 
  +7% 
  Noble 
  +36% 
   
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  TABLE XI.  A Military Career  
  - 
  The military is open to all, regardless of sex or race (dwarves, elves, giants, etc.). For the Initial rank 
  offered cross-reference your background and a modified d% roll on the following table. Within each 
  rank, you always start at the lowest grade.  
  Modification 
  Die Roll Modification  
  Leader I  
  +05% 
  Leader II  
  +10%  
  Leader III  
  +20% 
  Titled  
  +15% 
  **NOTE** All modifications are cumulative.  
   
   
  Starting Rank 
  Your Background 
   
   
  Enlisted 
  Non-Commissioned 
  Officer 
  Officer 
  Plebian 
  01-60% 
  61-905 
  91-100% 
  Artisan 
  01-35% 
  36-70% 
  71-100% 
  Noble 
  01-10% 
  11-40% 
  41-00% 
  Pays as level X job 
  Plebian 
  Artisan 
  Noble 
  Pays as the equivalent level civilian job, except you cannot lose this job unless you make a roll of 01-
  05% (un-modlfiable) and you have previously been convicted of a crime.  
   
  Each week you are in the Military, there is a 10% chance you are promoted. There are 3 
  enlisted grades, after which you become a non-com; 3 non-com grades leading to officer; and 5 
  officer grades (the highest you can normally go). Each promotion will increase your pay by 20%.  
  The Military is a secure, well-paying career. However, the player should realize that while within its 
  ranks, he is somewhat subject to the whims of the Gamesmaster as far as unappetizing missions go.  
  While in the Military, you are taken care of during any illness. You can always get 1 week off for 
  adventuring but for additional time off there is a 10% per additional week requested that you will not 
  be allowed to go. You can resign from the Military at any time with 2 weeks notice. However, if you 
  roll a 01-15% then an emergency has come up and you must stay 2-7 (ld6+1) weeks, after which you 
  must roll again to get your release.  
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  Character Catch-up Sheet 
  Date 
  Event 
  Money 
  Experience 
  Conviction 
  Bonuses 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIXES 
   
  Appendix I: Missions: 
  Each subsection is divided into two categories: roll in each if applicable. if not previously specified 
  the mission involves (1d20):  1-8 = Goods; 9-16 = People; 17-20 = Places 
  Subtables Ia. Missions for Goods  
  What to Do (roll 1d8) 
  Roll 
  Task 
  1 
  Recover 
  2 
  Steal 
  3 
  Transport 
  4 
  Smuggle 
  5 
  Guard 
  6 
  Raid for 
  7 
  Destroy 
  8 
  Locate 
   
  What is the Item (roll 1d12) 
  Roll 
  Result 
  1 
  a map 
  2 
  precious metals or 
  gems 
  3 
  jewelry 
  4 
  religious artifacts 
  5 
  magical items 
  6 
  traditional items 
  7 
  message 
  8 
  an animal 
  9 
  a body 
  10 
  a ship 
  11 
  books 
  12 
  trade goods 
   
  Subtables 1b. Missions for People 
  Who is the target (d20) 
  Roll 
  Result 
  1 
  employer’s mistress 
  2 
  guild member (20% it’s the 
  Guildsmaster) 
  3 
  Secret Brotherhood member 
  4 
  friend 
  5 
  Employer’s Rival or enemy 
  6 
  Employer’s Fellow plotter 
  7 
  Employer’s retainer/ master 
  8 
  Noble 
  9 
  Influential person 
  10  
  employer’s relative 
  11 
  government official 
  12 
  assassin 
  13 
  thief 
  14 
  merchant 
  15 
  town guardsman 
  16 
  warrior 
  17 
  non-human 
  18 
  magician 
  19 
  priest 
  20 
  Noted person / local 
  character 
   
  What to Do (roll d10) 
  Roll 
  Task 
  1 
  Free 
  2 
  Capture 
  3 
  Guard 
  4 
  Assassinate 
  5 
  Find 
  6 
  Transport (see Ic for 
  place) 
  7 
  Lure 
  8 
  Incriminate 
  9 
  Seduce 
  10 
  Terrorize 
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  Subtables 1c. Missions To Places
  What to Do (roll d8) 
  Roll 
  Task 
  1 
  find it 
  2 
  capture it 
  3 
  map it 
  4 
  defend it 
  5 
  destroy it 
  6 
  hid it 
  7 
  build it 
  8 
  siege it 
   
  What is the target (d20) 
  Roll 
  Result 
  1 
  a castle 
  2 
  a town 
  3 
  a swamp 
  4 
  a river 
  5 
  a pass/defile 
  6 
  a mountain 
  7 
  a valley 
  8 
  a manor house 
  9 
  a house 
  10  
  a dock 
  11 
  a guildhall 
  12 
  a warehouse 
  13 
  a dungeon 
  14 
  a cave 
  15 
  a palace 
  16 
  a temple 
  17 
  a stable 
  18 
  a wall 
  19 
  a forest 
  20 
  a reef 
   
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  Appendix II Taverns / Inns / Hotels 
  Subtable IIa. Tavern Level Description:   
  Lodging and food quality are listed as l#, f#  where l = lodging level and f = food level as described 
  below 
  Lodging 
  Level 
  Description 
  1 
  straw mats, dormitory type rooms, outdoor facilities, bugs1, rats1, etc. 
  2 
  straw or rope cots, a few private rooms, bugs1, some rats1, etc. 
  3 
  stuff straw and rope mattresses, blankets, indoor but communal facilities, some private 
  rooms, no bugs, no rats 
  4 
  stuff cloth mattresses, good blankets, private rooms, some private baths 
  5 
  down or cloth mattresses, sheets and blankets, all private rooms & baths 
  6 
  all down mattresses, satin sheets, private baths, running water, room service 
  1. 
  these conditions create a chance of catching a disease 
   
  Food 
  Level 
  Description 
  1 
  thin soups, fatty spoiled meats, watery beverages 
  2 
  stews, fatty meats, below-average beverages 
  3 
  average food and drink 
  4 
  lean meats, average or better beverages, wine 
  5 
  top quality meat, cheeses, balanced meals, good quality wines 
  6 
  the best: pheasant under glass, filet, etc.; superb wines and service 
   
  Subtable IIb. Tavern Prices per Level  
  (in gold pieces) 
   
  Tavern Lodging Level (see above table) 
  Item 
  1 
  2 
  3 
  4 
  5 
  6 
  Food and lodging Nightly 
  05-1 
  1-2 
  2-4 
  4-6 
  5-7 
  15+ 
  Food and lodging weekly 
  2-3 
  5-10 
  10-20 
  20-36 
  25-45 
  60+ 
  Lodging Only, nightly 
  0.2-0.7 
  1-2 
  2-3 
  3-4 
  4-5 
  10+ 
  Lodging Only, weekly 
  1-2 
  3-8 
  11-15 
  15-20 
  15-25 
  35+ 
  Food Level (as in above table) 
  1-2 
  1-3 
  2-4 
  3-5 
  5-6 
  6 
  Price per meal 
  0.2 
  0.5 
  1 
  2 
  4 
  10+ 
  % chance of burglary nightly 
  50% 
  40% 
  20% 
  10% 
  5% 
  1% 
  % chance of room available 
  100% 
  80% 
  70% 
  75% 
  90% 
  95% 
  Bribe / tip for obtaining a specific 
  item (% of item’s value) 
  50% 
  40% 
  25% 
  15% 
  10% 
  5% 
  Size of staff, including tavern 
  keeper 
  1d4 
  1d8 
  2d6 
  2d8 
  2d10 
  2d10+ 
   1 gold piece = 10 silver pieces = 50 copper pieces 
   
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  Subtable IIc Number of Customers 
   assumes a maximum capacity of 60, modify as appropriate 
  Tavern Location 
   
  Morning 
  (6am -10am) 
  Day 
  (10am -5pm) 
  Evening 
  (5pm -11pm) 
  Night 
  (11pm-6am) 
  Poor Quarter 
  d10x4 
  d6x5 
  d10x6 
  d10x5 
  Low-Middle Quarter 
  d6x5 
  d20+20 
  d10x6 
  d20+20 
  Merchant Quarter 
  d10x4 
  d10x5 
  d10x6 
  d10x3 
  Upper-Middle Quarter 
  d6x5 
  (d6-1)x10 
  d10x6 
  d20 
  Wealthy Quarter 
  d10x2 
  d10x5 
  d10x6 
  d10 
   
  Subtable IId Types of Patrons Present by Tavern Level 
   
  Tavern Patrons (roll d% and 
  read down) 
  1 
  2 
  3 
  4 
  5 
  6 
  Townspeople (TP) only1 
  01-75 
  01-47 
  01-36 
  01-29 
  01-15 
  01-04 
  Warriors only 
  76-78 
  48-52 
  37-46 
  30-34 
  16-23 
  05-08 
  Mages only 
  79 
  53-54 
  47-50 
  35-37 
  24-28 
  09-13 
  Priests only 
  80 
  55-56 
  51-53 
  38-40 
  29-34 
  14-21 
  Aristocrats only2 
  - 
  - 
  - 
  41 
  35-39 
  22-31 
  TP + Warriors 
  81-86 
  57-66 
  54-63 
  42-56 
  40-48 
  32-36 
  TP + Mages 
  87-90 
  67-72 
  64-68 
  57-62 
  49-53 
  37-42 
  TP + Priests 
  91-92 
  73-78 
  69-72 
  63-67 
  54-58 
  43-49 
  TP + Aristrocrates2 
  - 
  79 
  73-74 
  68-70 
  59-64 
  50-56 
  TP + Warriors + Priests 
  93-95 
  80-84 
  75-81 
  71-76 
  65-69 
  57-62 
  TP + Warriors + Mages 
  96-97 
  85-90 
  82-87 
  77-81 
  70-74 
  63-68 
  TP + Warriors + Aristocrats 
  - 
  91 
  88-89 
  82-85 
  75-80 
  69-76 
  TP + Mages + Priests 
  98 
  92-95 
  90-93 
  86-89 
  81-85 
  77-80 
  TP + Mages + Aristocrats 
  99 
  96 
  94-95 
  90-92 
  86-89 
  81-85 
  TP +  Priests + Aristocrats 
  - 
  97 
  96-97 
  93-95 
  90-93 
  86-92 
  All types except Aristocrats 
  100 
  98-99 
  98-99 
  96-98 
  94-98 
  93-97 
  All Types 
  - 
  100 
  100 
  99-100 
  99-100 
  98-100 
  Prostitutes (% chance of d4) 
  90% 
  85% 
  60% 
  40% 
  25% 
  5% 
   
  1 For Townspeople, roll a d% for the following table if desired. 
  Townsperson’s Background 
  1 
  2 
  3 
  4 
  5 
  6 
  Thief 
  01-50 
  01-30 
  01-24 
  01-20 
  01-15 
  01-10 
  Plebian type 
  51-80 
  31-60 
  25-55 
  21-50 
  16-30 
  11-25 
  Artisan type 
  81-98 
  61-90 
  56-85 
  51-80 
  31-0 
  26-50 
  Noble type 
  - 
  91-97 
  86-96 
  81-95 
  71-94 
  51093 
  Spy or Assassin 
  99-100 
  98-100 
  97-100 
  96-100 
  95-100 
  94-100 
   
   
   
   
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  2  For Aristocrats roll d% on the following table if needed.  If TP or Warriors are present with 
  Aristocrats assume 2d20 (as percent) are with the Aristocrats as servants, men-at-arms, etc. 
  Roll 
  Result 
  01-75 
  Rich merchant 
  76-90 
  Knight or Paladin 
  91-96 
  Baron 
  97-98 
  Earl or Count 
  99 
  Duke 
  100 
  Royalty 
   
  Appendix III. Occupational Background 
  These tables may be used to provide a more detailed background for your character or for an 
  encounter (some skills appear twice intentionally) 
  Plebian Skills 
  1. Baker 
  11. Cook 
  21. Merchant 
  31. Rumormonger 
  2. Barber 
  12. Dyer 
  22. Miner 
  32. Sail maker 
  3. Barrel maker 
  13. Farmer 
  23. Musician I 
  33. Sharpener 
  4. Beggar 
  14. Fisherman 
  24. Mule Skinner 
  34. Shepard 
  5. Boatwright 
  15. Glassblower 
  25. Oarsman 
  35. Storyteller I 
  6. Bookmaker 
  16. Herald 
  26. Building Painter 
  36. Tailor 
  7. Butcher 
  17. Juggler 
  27. Paper-ink maker 
  37. Tanner 
  8. Carpenter 
  18. Kennel master 
  28. Perfumer 
  38. Weaver 
  9. Carpet maker 
  19. Leader I 
  29. Potter 
  39. Winemaker 
  10. Charcoal Burner 
  20. Mason 
  30. Rope-net maker 
  40. Wagoneer 
   
  Artisan Skills 
  1. Animal Trainer 
  12. Horator 
  19. Ride Horse 
  30 Tightrope Walker 
  2. Armorer 
  13. Horse Trainer 
  20. Read – Write 
  31. Torturer 
  3. Bird Trainer 
  14. Hunter: 
  21. Sailor 
  32. Tracker 
  4. Cartographer 
     a. Desertman 
  22. Scribe 
  33. Veterinarian 
  5. Distiller 
     b. Swampman 
  23. Ship Builder 
  34. Wheelwright 
  6. Engraver 
     c. Mountainman 
  24. Ship Captain 
  35. Woodcarver 
  7. Fletcher 
     d. Forester 
  25. Slaver 
  36. Gold/Silversmith 
  8. Forger 
  15. Illuminator 
  26. Blacksmith 
  37. Cartographer 
  9. Furrier 
  16. Jeweler 
  27. Steersman 
  38. Tavernkeeper 
  10. Gambler 
  17. Leader II 
  28. Storyteller II 
  39. Undertaker 
  11. Hawker 
  18. Mountaineer 
  29. Swimmer-Diver 
  40. Musician II 
   
   
   
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  Noble Skills1 
  1. Alchemist 
  7. Courtesan- Don Juan 13. Lawyer 
  19. Physician 
  2. Artist-Sculptor 
  8. Dancer 
  14. Leader III 
  20. Poet 
  3. Astronomer – 
  Navigator 
  9. Engineer 
  15. Linguist 
  21. Scholar 
  4. Architect 
  10. Geologist 
  16. Mathematician 
  22. Spy 
  5. Biologist 
  11. Interpreter 
  17. Musician III 
  23. Storyteller III 
  6. Botanist 
  12. Inquisitor 
  18. Orator 
  24. Extra Language 
  1. Additionally all those with Noble backgrounds have a 50% chance of knowing Ride Horse 
  and a 25% chance of knowing Read-Write, regardless of other skills. 
  Appendix IV. Street Traffic Density: 
  Roll 1d20 and modify as appropriate.  Cross reference with the area of town and read the result in the 
  right-hand column.  This is an indication of the relative number of people on the street. 
   
  Modifiers (cumulative): Day = 0; Evening = -2; Night = -4; Raining = -3; Special Event = +2 
  Area of Town 
   
  Poor 
  Merchant 
  Wealthy 
  Town 
  Street Density 
  1-6 
  1-3 
  1-2 
  1 
  Empty 
  7-10 
  4-7 
  3-10 
  2-6 
  Light Traffic 
  11-16 
  8-14 
  11-18 
  7-17 
  Average Traffic 
  17-19 
  15-18 
  19 
  18-19 
  Heavy Traffic 
  20 
  19-20 
  20 
  20 
  Very Dense Traffic 
   
  Appendix V.  Dice Conversion Table
   
  3 sixes 
  (3 to 18) 
  Actual 
  Percentage 
  Equivalent 
  d% 
  18 
  0.46 
  100% 
  17 
  1.39 
  99% 
  16 
  2.78 
  96-98% 
  15 
  4.63 
  92-95% 
  14 
  6.94 
  85-91% 
  13 
  9.72 
  75-84% 
  12 
  11.57 
  64-74% 
  11 
  12.50 
  51-63% 
  10 
  12.50 
  38-50% 
  9 
  11.57 
  27-37% 
  8 
  9.72 
  17-26% 
  7 
  6.94 
  10-16% 
  6 
  4.63 
  6-9% 
  5 
  2.78 
  3-5% 
  4 
  1.39 
  2% 
  3 
  0.46 
  1% 
   
   
  2 sixes 
  (2 to 12) 
  Actual 
  Percentage 
  Equivalent 
  d% 
  12 
  2.8 
  98-100% 
  11 
  5.6 
  93-97% 
  10 
  8.3 
  84-92% 
  9 
  11.1 
  73-83% 
  8 
  13.9 
  59-72% 
  7 
  16.7 
  43-58% 
  6 
  13.9 
  29-42% 
  5 
  11.1 
  18-28% 
  4 
  8.3 
  10-17% 
  3 
  5.6 
  4.9% 
  2 
  2.8 
  1-3% 
   
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  Appendix VI. The Midkemian Calendar 
  For those of you that don’t have calendar for your own game… 
  (#) = number of days in that month. 
   
   
   
  The Midkemian year is 200 days long, divided into 9 months, with a one-day holiday, 
  Banapis, held each Mid-Summer’s day. While the number of years differs outside the Kingdom the 
  calendar months pre-date the great disaster and are used throughout the planet.  Weather cycles are 
  quite extreme. The summers are very hot (100+ degrees) with little wind while winters are very cold 
  (freezing or below in most places) with very strong winds and storms. Little trade is carried on during 
  the winter and only galleys are of value on the sea during summer months. Most trade is carried on 
  during the temperate fall and spring.  30 hot summer days = Dzanin 25 à Kemia14;  65 autumnal 
  temperate days = Kimia 15  à Wochem 25; 40 cold winter days = Wochem 26 à Agaeis 9; and 65 
  vernal temperate days: Agaeis 10 à Dzanin 24. 
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  Appendix VII.  Stables 
  Any stable has a recognized level of quality that in Midkemia Press products is included in the 
  stable description as “s1”, “s2”, “s3” or “s4”. On any given day the animals and services available 
  will vary from these baselines.  These tables are designed to assist the gamesmaster in deciding the 
  type, quantity and quality of goods available on any particular day.  Tables 1 and 2 are modifiers to 
  Tables 3 and 4. 
   
  Subtable 1:  Using the stable level or 
  description determine the modifier to use on 
  Subtable 2. 
  Level Description 
  Table 2 
  Modifier 
  1 
  Below Average 
  -10% 
  2 
  Average 
  0% 
  3 
  Above Average 
  +10% 
  4 
  Well Above Average 
  +25% 
   
  Subtable 2: Roll d% and add the modifier from 
  Subtable 1.  Read across to determine ‘today’s 
  stock. 
  Total 
  Daily 
  Level 
  Description 
  01-10 
  0 
  Nothing Available 
  11-30 
  1 
  Below Normal 
  31-84 
  2 
  Normal 
  85-99 
  3 
  Above Normal 
  100 
  4 
  Special 
   
  Subtable 3 Goods and Services Available:  
  Local the Daily Level determine from Subtable 2 above.  for each animal type make the indicated die 
  roll to determine how many of that animal is present. 
   
  Daily Level (from Subtable 2) 
  Type of Animal 
  1 
  2 
  3 
  4 
  Mules 
  1d4-1 
  1d6/2 
  1d4 
  1d6 
  Ponies 
  1d4-2 
  1d4-1 
  1d6-2 
  1d6/2 
  Light Riding Horses (e.g. Quarter horse) 
  1d4-1 
  1d6-1 
  1d6 
  1d8 
  Draft Horses 
  1d4-1 
  1d4 
  1d4 
  1d6-1 
  Light War Horses 
  1d6-5 
  1d8-5 
  1d6-2 
  1d6-1 
  Heavy War Horses 
  1d8-7 
  1d6-4 
  1d6-3 
  1d6-2 
  Special1 
  1% 
  5% 
  15% 
  50% 
  1 The chance of having a Unicorn, Pegasus, enchanted horse, etc. 
   
  Subtable 4  Food and Grooming:  
  Use Daily Level from subtable 2 
   
  Daily Level (from Subtable 2) 
  Type of Service 
  1 
  2 
  3 
  4 
  Quantity of Food/ water 
  Limited 
  Sufficient 
  Plentiful 
  Plentiful 
  Quality of Food/ Water 
  poor 
  average 
  good 
  Excellent 
  Animals Groomed 
  no 
  yes 
  yes 
  yes 
  Minor Healing 
  no 
  no 
  no 
  yes 
  Tack cleaning 
  no 
  no 
  yes 
  yes 
  Tack repair 
  no 
  no 
  no 
  yes 
  Daily Stabling Cost 
  0.1 gp 
  1 gp 
  3 gp 
  6 gp 
   
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SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc B, C/Cities, 4th Edition - Midkemia Press.pdf