1 in 3 chance per day of a new arrival in town:
01-25 - Farmers from the local area (1-4 carts; 1-6 individuals per cart)
26-60 - Merchants (a)
61-75 - Patrol (b)
76-85 - Pilgrims (c)
86-90 - Rhennee/Attloi (d)
91-95 - Supplies & replacement workers for castle construction (1-3 wagons; 3-9 new workers)
96-00 - Other (e)
(a) Merchants:
Size of caravan:
1-2 - individual peddler (1 cart)
3-6 - small caravan (1-3 wagons)
7-9 - medium caravan (4-6 wagons)
0 - large caravan (7-10 wagons)
Origin and destination:
1-5 - arriving from north (Verbobonc); headed: east (1-5), south (6-9), or west (0)
6-7 - arriving from east (Dyvers); headed north (1-7), west (8-9), or south (0)
8-9 - arriving from south (Wild Coast); headed north (1-7); west (8-9), or east (0)
0 - arriving from west (Kron Hills)*; headed north (1-4); east (5-7), or south (8-0)
*30% of merchants arriving from the west are gnomes
(b) Patrols:
1-3 - light patrol (representing the Viscount of Verbobonc)
4-7 - levied patrol (representing the Waldgraf of Ostverk)
8 - woodsmen (from the Gnarley Forest)
9-0 - mercenary company (determine number and type per DMG)
(c) Pilgrims:
1-2 - followers of Obad-hai (druidical)
3-6 - followers of St. Cuthbert
7-8 - followers of Fharlanghn
9 - followers of Olidammara
0 - followers of Ulaa (30% chance clerics are gnomes (1-3) or dwarfs (4-6))
Each group consists of 1 cleric/druid of level 3-6, 0-2 clerics/druids of level 1-3, 1-6 guards (men-at-arms led by a fighter level 2-4) and 5-30 pilgrims
(d) Rhennee (Attloi):
1 chief (Fighter (20%), Thief (30%) or Mountebank (50%) of level 4-7)
1 wisewoman (Thief (20%), Mountebank (50%), or Mystic (30%) of level 2-5)
1-6 wagons, each containing 1-2 guards, 2-8 folk, and 0-3 children
(e) Other travelers:
1-2 - Adventurers
3 - Traveling noble & retinue
4 - Elves
5-7 - Outlaws
8-10 - Beggars (3-18)
11-12 - Refugees (5-30)
This table determines "legitimate" traffic - at the DM's option almost any of the above may actually be disguised agents or cultists of the Temple of Elemental Evil
In addition to new arrivals there might be other events or activities going on in town, which can be determined via a second table:
Roll (d%) daily:
01-80 - No event of note
81-83 - Good news: Someone is announcing a birth (1-2), wedding (3-5), or other similarly fortuitous event (6). Free round of drinks for everyone at the Inn!
84-86 - Celebration time: There's a party going on in honor of a birth, wedding, birthday, barn-raising, religious event, or just about anything else
87-89 - Unexpected arrival: either rolled on the Traffic Table (which may result in two arrivals on the same day) or some other miscellaneous visitor (e.g. relatives visiting someone in town, a messenger with news, a mysterious loner, etc.)
90-91 - Accident: A fire (1-2) or other significant injury (3-6) is suffered by someone in town (1-2) or on an outlying farm (3-6)
92-93 - Outbreak: contagious illness has affected 1-3 households in town (1-4) or among the outlying farms (5-6)
94 - Brawl at the Inn: self-explanatory
95-97 - Sudden change in the weather: sudden increase (1-2) or decrease (3-4) in temperature, or sudden heavy precipitation (5-6)
98 - Creature on the loose: a pack of feral dogs (1-6), an escaped horse (7-9), something from the marshes (snake, lizard, etc.) (10-11), or a monster rolled from the Wilderness Encounters table (12) is loose in town
99 - Attack: an outlying farm (1-2) or group of travelers (3-6) has been attacked by bandits (1-3), humanoids (4-5), or a monster (6)
00 - Strange, portentous occurrence: meteor shower, blood moon, solar eclipse, birth of two-headed calf, swarm of locusts, earthquake, etc. (each such event should only occur a single time)
These are the probabilities as of the start of the adventure. If the PCs make slow progress and the Temple of Elemental Evil gains power, some events (95-00) will become more likely, and others (81-86) less likely, and the table will need to be modified to reflect the changed circumstances.
Between these two tables, this classic locale starts to feel more like an active, "living" place where things happen whether or not the players instigate them, and everybody isn't a Quantum Ogre sitting around waiting for some PC to come along to talk to (or rob, or attack) them.
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