Roll 1 D100
001: A procession is approaching. The Sorcerer King or Queen is moving through the city.
002: A templar and their guards want to arrest a player character, for crimes real or imagined. The crime should be serious, such as murder or sedition.
003: A man fleeing the templars bumps into one of the characters and slips something small into their pouch, backpack, or hand. The person then flees and is killed by the templars moments later.
004: The player characters see the templars arresting someone they know. Preferably someone close to them.
005: A young noble, seeking to make a name for themselves or showing off for their friends, challenges one of the player characters to a duel. The noble is a psionicist and will use this to their advantage.
006: A slaver will offer to buy the shoddiest dressed player character from the other characters.
007: A merchant offers to sell the group a cure for poison, or disease, at a reasonable rate. They should be very charismatic. There is a 50% chance that the cure is fake and the merchant, a charlatan. A 25% chance that the cure is fake, but the merchant did not know it was fake. And a 25% chance that the cure is real and the merchant, honest.