2d6 happenstances in the town square

When the party return to civilisation, much relief can be sought in the daily tide of the town square.

Roll 2d6.  Each dice value determines a minor event happening; if doubles are scored, instead it’s a significant event.

  1. Driven by the Western edge.
  2. Driven by the Western edge.
  3. Driven by the Eastern edge.
  4. Driven by the Northern edge.
  5. Driven by the Southern edge.
  6. Something adjacent to prior or potential plot.

Beside the city square

Building a town square

Either curate from the list beneath, or select at random according to the rules beneath:

  • Roll 4d6 & assign each dice to an edge of the square
  • Repetitions are allowed—the entire square could be fenced in by churches
  • Increase the value of the Western edge by 2; decrease the value of the Eastern edge by 1—the minimum score value is one, the maximum eight
  • Increase the value of all dice by 1 for each PC that lives in this city beyond the first
  • Decrease the value of all dice by 1 for each subsequent square in the same city

One—Ocean

The square ends at a low harbour wall with a vista of the wide ocean.  The horizon dances with the rumble of a low storm.

  • Minor events: Divers stand on the harbour wall, auctioning pearls and rare fish they have caught.
  • Significant events: The tide itself is very far out.  Crabs flounder in the exposed mud.

Two—Canal

A wide canal is flanked by careful paving stones.  The water is shallow but murky.

  • Minor events: Children stood beside the canal are lowering lures into the water to catch crabs.
  • Significant events: A noted nobleman’s boat is at anchor.

Three—Garden

Edged by carefully clipped hedges, a humble civic garden is open to the public during the day.

  • Minor events: There are flower-sellers in the square.
  • Significant events: At the garden gate, a pair of young lovers are trying to keep their argument from attracting attention.

Four—Cafés & inns

A miscellany of shops offering hot and alcoholic beverages.  On windless days, tables fill this edge of the square.

  • Minor events: The centre of the square is taken up by the mixing aromas of various hot food stalls.
  • Significant events: In a corner of the square is an elaborate puppet theatre.

Five—Miscellaneous shops

Shops selling sundry goods flaunt their wares to passers-by.  At least one of these stores is storied and people travel from nearby towns to peruse its stock.

  • Minor events: The regular market extends its hours well into the evening.
  • Significant events: The market is especially busy and boisterous.  Local law enforcement is present, but there seems to be no alarm.

Six—Churches

An elaborate church-front is adorned with symbols of the absent god.

  • Minor events: In a corner of the square, a street preacher addresses a small crowd.
  • Significant events: In the centre of the square, there is a gathering of ageing scholars.  Their debate can be easily mistaken for argument.

Seven—Monument

A sombre celebration of heroic achievement, ringed by shattered shells.

  • Minor events: In a corner of the square, a dungeon-diver is telling stories of the dangers they have faced.
  • Significant events: In front of the monument is a group of children.  Their teacher is explaining the cultural significance of the monument.

Eight—Civic buildings

Brutal in their simplicity, these civic offices serve both function and focus for town decisions.

  • Minor events: A small team of cleaners are sweeping the city square.
  • Significant events: There is a swelling crowd gathering here to protest.
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2d6 happenstances in the town square