"My idea of a town adventure goes something like blah, blah, blah, there's a fight, and then the town burns down. "When cocky, amoral adventures roll into some settlement and start thinking they can browbeat, bully and strongarm their way over the locals. When a chaotic neutral low-level thief can't resist shoplifting or pickpocketing. Hell has a way of breaking loose.
- Jeff Rients
A smart party would try to make themselves disappear when that happens, but the adventurers may find themselves being chased down a street. Here are some tables for over-the-top urban chases.
What's Around the Corner? d20
1 - Two tradesmen with a large pane of glass (10% chance glass in unbreakable; 10% chance of mimes).
2 - Open sewer grate, 25% chance of 1d4 crocodiles in sewer below.
3 - Fruit/vegetable stand.
4 - Fragile cage, contents d4: 1 - bear, 2- tiger, 3- ape, 4 - baboons (3d4), 5 - giant lizards (1d3), 6 - Hyenas (2d4).
5 - Wealthy, powerful noble or other important figure, easily offended, with 3d4 guards. 25% chance of being in a litter with 2 or 4 slave bearers.
6 - Snake charmer, 2d4 poisonous serpents in basket
7 - Slaves pulling wagon loaded with barrels of human waste.
8 - 2d4 Elite soldiers, 50% of being officers
9 - 3d4 Unruly foreign mercenaries or sailors, may side with underdogs, mavericks, rebels and the like.
10 - Human chain of 4d6 slaves with 2d4 slaver guards.
11 - Elephant, mammoth, or dinosaur and handler(s).
12 - Beautiful woman, may fall in love with charismatic pc, 50% chance fo being rich/noble.
13 - Merchant and 2d4 servants or slaves bearing clay urns of oil, 50% chance an urn has just been dropped and a pool of oil is on the street.
14 - Urchins playing marbles.
15 - Powerful sorcerer, easily offended, 75% chance of 1d4 apprentices or henchmen.
16 - Large, crowded group of people (d4: 1 - spontaneous street party; 50% chance of impromptu dance sequence occurring, 2 - angry crowd about to riot, 3 - labourers leaving workplace, 4 - parade)
17 - 4d4 Clumsy, stupid, comical guardsmen armed with truncheons and only helmets for armor, 50% chance of carrying whistles.
18 - Procession of pilgrims, zealots, dervishes or monks. 75% chance of them bearing a sacred relic of their cult.
19 - The mayor/king or equivalent and entourage.
20 - Fishmarket
What's In the Alleyway? d10
1 - Jaded prostitutes.
2 - Camp of 3d4 hobos.
3 - 3d4 street toughs, 25% chance of fighting 3d4 rival gang members. Armed with knives, clubs and chains.
4 - 1d8 large vicious dogs.
5 - Wrought iron fence, 25% chance of hidden broken glass in top.
6 - Obstacles composed of rotting garbage.
7 - Prostitute servicing rich/upper class/important client.
8 - 1d4 flesh-eating zombies, 10% chance of being infectious.
9 - 1d4 illicit intoxicant vendors. Will be surly, tough and armed.
10 - Serial killer (usually high-level assassin) and victim; 50% chance killer is rich, noble or some other important member of society.
What's Inside the Building They're Attempting to Escape In/Through? d10
1 - Boudoir full of scantily clad or naked beautiful women; on positive reaction may hinder pursuers.
2 - 2d6 Criminals, armed.
3 - Powerful sorcerer, easily offended, 75% chance of 1d4 apprentices or henchmen, 50% chance is summoning demon or some other complicated, dangerous rite.
4 - Undead d4: 1 - ghosts or other evil spirits (1d4), 2 - flesh-eating zombies (3d6, 10% chance of infectious), 3 - ghouls (1d8), 4 - vampire (50% chance of 2-3).
5 - Hidden temple of evil cult and guardians.
6 - Secret treasure stash, 75% chance guarded by 2d4 fighting men or 1d3 dangerous beasts/monsters. 50% chance trapped.
7 - Abandoned residence, factory or warehouse.
8 - Shocked family.
9 - Social club, 3d6 gentlemen and 3d4 servants.
10 - A crowded, raging party; 50% chance of spontaneous musical number occurring.