***Animals on the Loose***. The character see one or more unexpected animals loose in the street. This challenge could be anything from a pack of baboons to an escaped circus bear, tiger, or elephant. ***Announcement***. a herald, town crier, mad person, or other individual makes an announcement on a street corner for all to hear. The announcement might foreshadow some upcoming event (such as a public execution), communicate important information to the general masses (such as a new royal decree), or convey a dire omen or warning. ***Brawl***. A brawl erupts near the adventurers. It could be a tavern brawl; a battle between rival factions, families, or gangs in the city; or a struggle between city guards or criminals. The characters could be witnesses, hit by a stray arrow fire, or mistaken for members of one group and attacked by the other. ***Bullies***. The characters witness `dice: 1d4+2` bullies harassing an out-of-towner (use the commoner statistics in the Monster Manual for all of them). A bully flees as soon as he or she takes any amount of damage. ***Companion***. One or more characters are approached by a local who takes a friendly interest in the party's activities. As a twist, the would-be companion might be a spy sent to gather information on the adventurers. ***Contest***. The adventurers are drawn into an impromptu contest- anything from an intellectual test or a drinking competition- or witness a duel. ***Corpse***. The adventurers find a humanoid corpse. ***Draft***. The characters are drafted by a member of the city or town watch, who needs their help to deal with an immediate problem. As a twist, the member of the watch might be a disguise criminal trying to lure the party into an ambush. ***Drunk***. A tipsy drunk staggers toward a random party member, mistaking him or her for someone else. ***Fire***. A fire breaks out, and the characters have a chance to help put out the flames before it spreads. ***Found Trinket***. The characters find `dice:[[Trinkets Table#^8f6dce]]]`. ***Guard Harassment***. The adventurers are cornered by a `dice: 1d4+1` guards eager to throw their weight around. If threatened, the guards call out for help and might attract the attention of other guards or citizens nearby. ***Pickpocket***. A [[thief]] tries to steal from a random character. Characters whose passive Perception scores are equal to or greater than the thief's Sleight of Hand Check (`dice: 1d20+5`) catch the theft in progress. ***Procession***. The adventurers encounter a group of citizens either in parading in celebration or forming and funeral procession. ***Runaway Cart***. A team of horses pulling a wagon races through the city streets. The adventurers must avoid the horses. If they stop the wagon, the owner is grateful. ***Shady Transaction***. The characters witness a shade transaction between two cloaked figures. ***Spectacle***. The characters witness a form of public entertainment, such as a talented bard's impersonation of a royal personage, a street circus, a puppet show, a flashy magic act, a royal visit, or a public execution. ***Urchin.*** A street urchin gloms onto the adventurers and follows them around until frightened off.