Well it's been a quiet two weeks on this blog, but not for lack of work! In spite of everything, I have still managed to sit down and do a single City '26 entry every day. Some have been easier than others, definitely, but overall I'm still really enjoying the experience. The deeper into it I get, the more I appreciate my decision to base Port Callus on my new home of Porto. Every time I step outside of my routine (not happening much these days because the weekends are still a little grey and cold) I find myself full of inspiration.
That's been especially helpful for this week's completed entry, which is a Day/Night encounter table for Harborside, the river district I've been working on. Some of these entries were pulled wholesale from thin air, while others are inspired by things I read about the city and places I see (sometimes blended with half-remembered encounter tables from other games).

A view from the Ponte Luís I, one of the city's major bridges, looking toward Gaia (a sort-of neighbor, sort-of the same city). Not representative of right now though, in the days before spring.
As far as encounter entries go, they aren't bad. They could use some improvement, but I'm trying to keep everything here "editing lite" (I would say unedited, but I'm the type of fool who can't help but edit as I write). Some of them lack the punchy-ness I usually like in my encounter tables, and maybe fall a little too heavily into being an immediate problem to be resolved. But they're all open-ended– something I've seen a few people complain about in regards to encounter tables, but it's what I prefer. If an encounter is open-ended enough, it means I can tweak some aspects the next time I roll it, or take the resolution and use it as inspiration the next time I roll the same result. I find "repeating" encounters in this way does a lot of lifting in building out a setting and getting that "living, breathing city" thing going.
Harborside – Encounter Tables
Daytime:
- As the party passes along the river, a vendor at a nearby stall call out, attempting to draw them close. The vendor sells a variety of jewelry, and has singled out the party because they have a bracelet/watch that matches perfectly with one of the PC's outfits. The vendor is offering them a "special deal", and the price is actually quite excellent– however, it isn't so low as to cause suspicion, and the item is clearly of good (though not particularly high) quality. Closer inspection might reveal it's actually made of a cheaper material than the shopkeeper claims, such as pyrite instead of gold, polished steel instead of silver, etc. If the party walks away though, the vendor does everything they can to stop them, and appears to be absolutely desperate to sell this piece to the PC specifically.
- A merchant's apprentice, no older than 16, is handing out fliers to advertise their master's shop. They are aggressive about it, shouting loudly enough to be heard above most of the crowd, and practically shove an advertisement into the party's hands. The paper claims the merchant deals in specialty goods, of a kind similar to one the party just received (either as a reward for a job, or obtained on an adventure outside the city). Should the party seek this merchant out to trade their wares for coin, the deal is completed without issue. But the merchant, looking to break even on their new business as quickly as possible, paid the PCs in counterfeit coins, made from plated brass. This trickery is only revealed if the party weighs the coins themselves, or when another merchant does so the next time the party tries to buy anything.
- Caught in the perpetual crowds of Harborside, one of the PCs feels a tugging on their belt. Although familiar with pickpockets and quick to react, by the time the PC turns around, all they see is a young man absconding with their coin purse. If they can keep up with the thief long enough to corner him or tire him out, he'll give up and hand them their purse back, hoping to avoid conflict. The young man is Pinch, a thief well-known in the district as a genial, though mischievous, ruffian (featured in the list of Harborside Notable NPCs). Impressed that they caught him, Pinch will try to strike up a conversation, asking about the PC's life and expressing genuine interest in what they do. If they respond in kind, the party has a chance of making a new ally with the young man, whose particular set of skills are always useful.
- The party finds themselves hassled by an official-looking individual in a red and green cloak, flanked by a trio of thuggish men who look like mercenaries. The official is an operative from the Freemen's Guild, the federation of trading guilds that holds economic (and political) power in the city. They claim to be carrying a warrant for the arrest of one of the PCs, and offers two options– give themselves up willingly, or be taken in by force. What the official is actually carrying is a wanted poster with a mild resemblance to the PC in question, but they're hoping to bully the party into an easy arrest in order to pad their monthly quota.
- Frustrated shouts and pleading screams crash through the crowd toward the party's location, along with a string of curses and indignant gasps. Suddenly a weedy, bookish man pops out from between a throng of people, and immediately dives for cover behind the largest character. The man is followed by a group of ruffians, and he begs the party to help him hide. If the thugs spot the bookish man, they pause, clearly not wanting to physically tangle with the PCs. However, they still approach, and demand the party give the bookish man to them, claiming he owes them a debt. The bookish man counters this offer with one of his own, saying he'll pay the party handsomely if they protect him, and claiming to be a (wealthy) accountant that can make it worth their while to be his temporary bodyguards.
Nighttime:
- Several brawlers burst out of the door of a bar, spilling into the street and engulfing passerby into the fight, including the party. It begins with a fist or flagon to the head of one PC, and before they can react properly, it devolves into a series of blows from all directions, without apparent sides or a source of the argument. The fight ends once more than a few of the fighters are left slumped on the ground, unconscious, or when a harbormaster and their hired muscle come in to break it up (after 1d6 rounds). If the latter happens, the harbormaster issues a fine to everyone involved, regardless of fault.
- In the harbor's nighttime crowed, one of the PCs is quickly shoved from one side, followed by a faint tug on their belt from the other, and finally a foot at their ankle trying to trip them. When the PC recovers, their coin purse and one other valuable item from their inventory is missing. The thieves are a group of teens, and if the PCs recovers quickly enough, they can chase one of them into a dead-end alley. Unfortunately, the kid runs straight into a trio of goons, wearing the signature colors of Casa Nunes, a notorious crime family. The kids work for the goons, paying a share of everything they take as "protection costs". The goons aren't happy the thief led the PCs to them, and will be downright furious if the PC tries to demand their money back. Whether the conflict escalates to violence might depend on whether the PC is willing to cut a deal.
- Some shouting nearby draws the eye to a crowd of people gathered around a man standing on a wooden platform. Claiming to be a merchant-prince from across the sea, the man is handing silver coins to everyone he can, one per person. Many are skeptical, but they accept what they see as most-likely-fake coins all the same. The "prince" has two bodyguards, both well-equipped with pricey gear, who rush the man away when a harbormaster approaches to investigate the clamor. If the PCs get their hands on one of the coins, they'll find it's not only real silver, but was minted with an unusual icon on one side (perhaps a symbol that only one or two PCs recognize, or which means something to one of them).
- Just as they are trying to sleep, the regular inhabitants of whatever building the PCs are staying in begin to argue, which quickly devolves into a shouting match about trash habits. The Harborside building, like all others, is small and the walls are thin, letting each weird pierce through. The noise of the fighting is unbearable, and prevents all attempts to sleep. If it goes on for too long, the owner of the rooms/building asks the PCs, as impartial outsiders and armed arbiters, to intervene. The argument is petty, involving whether residents should carry their trash out during the morning or at night. Proponents of keeping the trash overnight and taking it out next morning argue that it is less likely to invite pests this way; the other side believes that leaving it inside all night is filthy and unsanitary. This isn't the first time they've fought over the issue, but it might be the last– if the PCs fail to resolve the dispute properly, one of the key residents involved is found dead in the morning.
- As they pass through a fairly busy road, a furtive man tries to grab the PC's attention. If successful, he'll try to sell the group a variety of drugs, but mostly hashish and cocaine. Although these are technically illegal, the booming port trade makes them readily available. However, if the PCs are especially receptive, and can convince the dealer they have money to spare, the man offers to take them somewhere else. Somewhere they can buy better and stronger stuff, at least according to him.
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