TEXT: Seeking
  1d3 buildings are off-limits to all (1-in-3 chance reason is unknown/unsaid)
  area subject to sinkholes (1-in-10 chance any individual building has been affected)
  built over natural (tapped) aquifer
  built upon/among ruins of former location; roll 1d3 [1=legendary; 2=insigniﬁcant; 3=unknown]
  doors in town are never locked; roll 1d3 [1=trusting; 2=reckless]
  doors in town are protected with 1d3+1 locks each; roll 1d3 [1=distrusting; 2=overly precautious]
  entire place is covered in a thin layer of mold (1-in-3 chance=toxic, but locals immune)
  entire place is excessively/beautifully landscaped (1-in-3 chance a single person is responsible)
  entire place is plastered with ﬂyers/handbills
  entire place reeks of incense/smoke
  entire place reeks of pungent cooking spices
  everyone in village/town is incredibly loud/boisterous
  everyone in village/town is literate and quite well-read
  everyone in village/town is remarkably quite/reserved
  everyone in village/town walks around in a daze
  evidence of battle in area; roll 1d3 [1=within 1d3 days; 2=1d3 weeks; 3=1d3 years]
  evidence of widespread ﬁres; roll 1d3 [1=within 1d3 days; 2=1d3 weeks; 3=1d3 years]
  guards posted everywhere (in addition to population of village/town per table in d30SBC)
  many of the locals are missing limbs (roll 1d5-1 for each resident)
  monuments, 1d3 lithic stones/obelisks
  monuments, 1d5 statues of founders/heroes
  none of the locals provide information freely; each want 1d3 gp to answer questions
  place is exceedingly dirty/unkempt (e.g., trash in streets, smell in air)
  place is remarkably clean/pristine
  tent city of military personnel set up outside perimeter of village/town
  tent city of nomads set up outside perimeter of village/town
  tent city of refugees set up outside perimeter of village/town
  underground network of tunnels/passages connect almost every building
  underground sewer network (1-in-3 chance sewers are infested with vermin)
  roll twice on this table, ignoring this result hereafter
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  VLG3: KEY/DISTINGUISHING FEATURE(S)
  VLG1: BUILDING ARRANGEMENT & MATERIALS USED
  VLG2: BUILDING SIZE & CONSTRUCTION
  * roll 1d5 for each buidling, indexing result on  
    rows 1-5 of Size of Majority of Buildings column
  Roll on d30
   
   
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  tiny/cramped/almost unlivable/unbearable
  smaller than normal for type, but bearable
  about average for building type
  noticeably larger than normal
  excessively large for building type
  mixed sizes*
  Size of Majority of Buildings
  Quality/State of Construction
  * 1-in-3 chance buildings face one of the 4 cardinal directions
  Roll on d30
   
   
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  loose radial pattern, buildings face “center”
  grid pattern, with perpindicular roads layout
  scattered loosely (nor formal arrangement)
  scattered, but facing landmark/key feature
  scattered, but facing single direction*
  ﬂanking/facing main thoroughfare thru area
  Arrangment of Buildings
  Walls/Roofs of Buildings
  Earthen/Thatched
  Timber/Thatched
  Timber/Timber
  Stone/Thatched
  Stone/Timber
  Aged/Needs Repair
  Poorly Constructed
  Well-constructed/
     Poorly Maintained
  Well-constructed/
     Well Maintained
  Mixed
  “d30 Village Generator”: © 2014, New Big Dragon Games Unlimited
  d30 Village Generator
  
SOURCE: textdata/thevault/Tables & Charts/World & Planet Building/Village & Town/AtoZ-d30-VillageGenerator.pdf