| D% | Description |
| 1–4 | An enormous statue stands in the settlement’s center. No records of its construction exists, and no one knows what it represents. |
| 5–8 | Harmless swarming creatures overrun the settlement. |
| 9–12 | A yearly festival celebrates a certain crop, food item, or trade good that isn’t produced anywhere near the settlement. |
| 13–16 | A specific color is banned from appearing in the settlement. |
| 17–20 | The settlement enforced a strict curfew, giving rise to several after-hours establishments operating just outside it. |
| 21–24 | An unusual weather or cosmic phenomenon hangs just above the settlement in defiance of meteorology or physics. |
| 25–28 | Every hour, a tolling bell can be heard throughout the settlement—though no such timepiece exists. |
| 29–32 | The settlement’s law enforcement officers proudly use a peculiar or outdated form of transportation. |
| 33–36 | A factory or fort on the settlement’s outskirts opens its gates only once every 3 months, and none of the locals work there. |
| 37–40 | A famous and reclusive author or artist lives within the settlement; the locals dissuade outsiders from bothering them. |
| 41–44 | Many inhabitants claim to be descended from a lost line of an important family that originates from this world or another. |
| 45–48 | The settlement houses the decorated tomb of a historical figure. |
| 49–52 | Detailed murals depicting a sibling settlement grace many of the exterior walls of the settlement’s residences. |
| 53–56 | A benevolent secret society believes itself the settlement’s masterminds, but locals merely humor the society’s members. |
| 57–60 | The settlement’s layout follows a precise geometry, but the streets seem to be numbered or named at random. |
| 61–64 | Dozens of stray animals make their home in a particular building. |
| 65–68 | A precocious child rumored to possess powerful psychic abilities serves as one of the settlement’s leaders. |
| 69–72 | A small garden grows in the middle of the settlement that produces a type of flower found nowhere else in the galaxy. |
| 73–76 | The settlement observes an elaborate weekly tradition. |
| 77–80 | The settlement hosts a regular gathering of collectors of a rare but unusual type of object. |
| 81–84 | The inhabitants get their clothes from a single tailor or fashion designer, who boasts a distinct and unusual style. |
| 85–88 | An archway stands in the middle of the settlement and occasionally flashes with (harmless) eldritch energy. |
| 89–92 | A secret passage connects two seemingly unrelated structures. |
| 93–96 | Several of the settlement’s structures were built for inhabitants much smaller or larger than the average local. |
| 97–100 | All but one of the settlement’s buildings are identical. |
| D% | Description |
| 1–4 | The settlement and its people are heavily taxed or in deep debt. |
| 5–8 | A rival settlement is luring away the settlement’s residents. |
| 9–12 | A grifter holds control over the settlement’s resources or finances. |
| 13–16 | The settlement’s leaders trade some of its inhabitants to an evil outsider in exchange for future prosperity. |
| 17–20 | A wealthy, influential individual is maneuvering to purchase the settlement in its entirety—and then demolish it. |
| 21–24 | Bizarre accidents plague the construction work on a new, high-profile public building within the settlement. |
| 25–28 | A huge influx of visitors recently entered the settlement, overwhelming local resources and leading to culture clashes. |
| 29–32 | An unknown saboteur has infected the settlement’s water source. |
| 33–36 | A magical curse or technological virus afflicts the settlement’s equipment, rendering it ineffective. |
| 37–40 | An addictive substance taints the settlement’s food supply, turning inhabitants against each other when provisions run low. |
| 41–44 | The settlement’s inhabitants enjoy a form of entertainment that surreptitiously carries a supernatural form of mental illness. |
| 45–48 | Unpredictable severe weather periodically cuts the settlement off from the outside world. |
| 49–52 | Wild animals, both predators and prey, regularly encroach upon the settlement’s limits, attacking the citizens on sight. |
| 53–56 | A group of space pirates or other villains holds one of the settlement’s major landmarks under siege. |
| 57–60 | Warring criminal groups use the settlement as a battleground. |
| 61–64 | A serial killer stalks the settlement’s streets, avoiding capture through either magical or advanced technological means. |
| 65–68 | A terrifying figure from the settlement’s distant past has returned from the dead to seek revenge. |
| 69–72 | Half of the settlement recently vanished without a trace. |
| 73–76 | The locals have no memory of the past week. |
| 77–80 | The settlement’s inhabitants simultaneously receive a cryptic glimpse of their individual futures. |
| 81–84 | A recently discovered relic at the heart of the settlement draws attention, both good and ill. |
| 85–88 | A group of unscrupulous mercenaries made the settlement their home base and now refuse to leave. |
| 89–92 | A high-profile legal proceeding uncovers all manner of dark secrets about the settlement’s inhabitants. |
| 93–96 | The settlement is under constant threat of being quickly reclaimed by nature and must be diligently maintained. |
| 97–99 | A prank war among the students of a nearby institute of learning escalates dangerously, engulfing the settlement. |
| 100 | An especially temperamental domesticated animal or pet terrorizes the settlement’s inhabitants. |
| D% | Location |
| 1–2 | Restaurant: Dine in for local cuisine. |
| 3–4 | Pub: Enjoy alcoholic beverages. |
| 5–6 | Café: Enjoy hot brewed beverages and pastries. |
| 7 | Butcher: Purchase pre-cut portions of meat. |
| 8 | Greengrocer: Purchase fresh fruits and vegetables. |
| 9 | General Store: Purchase various sundries. |
| 10 | Smithy: Purchase worked metal items. |
| 11 | Woodworker: Purchase worked wooden items. |
| 12 | Stonemason: Purchase worked stone items. |
| 13 | Tanner: Purchase, alter, or repair leather items. |
| 14 | Tailor: Purchase, alter, or repair clothing. |
| 15–16 | Alchemist: Purchase magic potions and similar items. |
| 17 | Gallery: Purchase or admire artwork. |
| 18 | School: Learn basic or advanced skills and information. |
| 19 | Fairgrounds: Enjoy outdoor fairs and exhibitions. |
| 20 | Monument: Learn about or reflect on a figure, place, or event. |
| 21 | Jeweler: Purchase or repair jewelry or buy and sell precious gems. |
| 22–23 | Stadium: Watch major sporting events. |
| 24 | Solarian Monastery: Train in the ways of the solarian. |
| 25 | Library: Borrow books and periodicals, and perform research. |
| 26 | Records Hall: Examine local government records. |
| 27 | Post Office: Pick up mail or post it for delivery. |
| 28 | City Hall: Engage with local government and its officials. |
| 29 | Jailhouse: Visit prisoners. |
| 30–31 | Healer: Purchase medicines or receive medical treatment. |
| 32–33 | Temple: Offer prayers to a deity, or speak with local clergy. |
| 34 | Seer: Engage the services of a diviner or fortune-teller. |
| 35–36 | Inn: Secure short-term lodgings. |
| 37 | Boarding House: Secure long-term, impermanent lodgings. |
| 38 | Theater: Watch live performances. |
| 39 | Bank: Deposit or withdraw money, or apply for a loan. |
| 40 | Livery Stable: Keep, purchase, or rent mounts. |
| 41–42 | Transport Dealer: Purchase or repair ground-based transport. |
| 43–44 | Spellcaster’s Tower: Engage the services of a spellcaster. |
| 45 | Cartographer: Engage the services of a mapmaker. |
| 46 | Undertaker: Engage the services of a mortician. |
| 47 | Thieves’ Guild: Engage the services of a thief. |
| 48 | Casino: Gamble on games of chance. |
| 49–50 | Pet Shop: Purchase a creature companion or supplies for it. |
| 51–52 | Pawn Shop: Sell items for cash or purchase secondhand items. |
| 53 | Comic Book Shop: Purchase comics and graphic novels. |
| 54–55 | Media Shop: Purchase films, music, and other media. |
| 56 | Hacker’s Den: Engage the services of a hacker. |
| 57–58 | Infosphere Cafe: Connect to the local or global infosphere. |
| 59–60 | Tech Repair Shop: Repair computers and other technology. |
| 61–62 | Fuel Station: Purchase fuel and small sundries. |
| 63–64 | Public Transportation Hub: Use public transportation. |
| 65 | Office Building: Engage the services of a professional. |
| 66 | Hospital: Receive emergency or long-term medical care. |
| 67 | Gym: Train and exercise. |
| 68 | Broadcast Studio: Create live broadcast transmissions. |
| 69–70 | Maker Space: Learn and use crafting skills and equipment. |
| 71–72 | Nightclub: Enjoy food, alcohol, and music. |
| 73–74 | Enchanter: Purchase and install weapon fusions. |
| 75–76 | Museum: Learn about art, natural history, or relics of the past. |
| 77–78 | Aquarium/Zoo: Observe rare and interesting animals. |
| 79–80 | Observatory: Learn about the local star system. |
| 81 | Drone Arena: Compete in high-stakes robotic sports. |
| 82 | Alien Consulate: Engage with offworld cultures. |
| 83–84 | Augmentation Clinic: Purchase and install augmentations. |
| 85–86 | Starship Dealership: Obtain, repair, or upgrade starships. |
| 87–88 | Starport: Board starships going to other places. |
| 88–89 | Starfinder Society Lodge: Meet with intergalactic explorers. |
| 90 | Artificial Personality Studio: Create artificial personalities. |
| 91–92 | Recycling Centrifuge: Convert almost anything into UPBs. |
| 93 | Memory Clinic: Alter or remove your memories. |
| 94 | Cryonic Suite: Freeze yourself to be thawed at a later date. |
| 95–96 | Tech Workshop: Craft tech, magic, and hybrid items. |
| 97–98 | Sensorium: Watch productions that envelop all senses. |
| 98 | Zero-G Arena: Watch or participate in zero-gravity sports. |
| 100 | Holovid Arcade: Play immersive virtual reality games. |