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D10 City Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for city scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a city, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 City encounter table

d100 = 1

  1. D10=1:The players come across a shop selling cursed items at a discounted price. The shopkeeper claims not to know about the curses, but in reality, he's an evil warlock trying to spread chaos and misery.
  2. D10=2:Four old women are gossiping in front of their house. One of the old women has a wooden staff. The other three women have wooden staffs.
  3. D10=3:The players encounter a group of gnomes selling various inventions and gadgets. One of the items is a hat that can magically change the wearer's appearance. If the players buy the hat, they must use it to complete a task for the gnomes.
  4. D10=4:A woman is selling flowers to passersby. When players approach, she starts flirting with the most handsome one in the group. The woman is actually a high-class prostitute.
  5. D10=5:A group of men are gathering pitchforks and torches to go hunt down some monsters that have been spotted in the sewers beneath the city.
  6. D10=6:A man is standing on a box, preaching to the crowds. They are listening intently and nodding in agreement.
  7. D10=7:A local merchant approaches the players, asking for their help in retrieving a rare and valuable item that was stolen from his shop. But upon investigation, the players discover that the item is not what it seems and the merchant is not as innocent as he appears.
  8. D10=8:A priest is leading a group of children around the city. They are all wearing bright red robes. If players approach, he will try to drag the children away.
  9. D10=9:A man is selling cups of wine for 5 gold pieces each.
  10. D10=10:Hordes of rats swarm down the streets, devouring food and garbage.

d100 = 2

  1. D10=1:A fiery dispute erupts at a dockside tavern where an inebriated sailor claims to possess a treasure map leading to untold riches. However, a rival crew overhears, making the tavern a powder keg of potential brawls and alliances.
  2. D10=2:A bard performs a lively tune on a street corner, attracting a small crowd who toss coins into his hat.
  3. D10=3:A man walks up to a random person and tries to sell him a box of chocolates. They're actually chocolates filled with a hallucinogenic drug.
  4. D10=4:During a celebration, the mayor’s prized possession, a powerful magical artifact, is stolen. All exits from the city are sealed, and the party is enlisted to find the thief amidst a citywide lockdown.
  5. D10=5:As you enter a tavern, you are welcomed by a group of adventurers who offer to share stories and drinks with you. However, it turns out they are actually spies gathering intel on the city's defenses.
  6. D10=6:A beggar sits on the side of the road, asking for alms with a weary voice.
  7. D10=7:A group of men are talking about the recent rash of thefts and burglaries in the area. Someone in the party might know something about these crimes.
  8. D10=8:A large group of men are standing on the side of the street, talking quietly. If the players approach, they will say they are talking about the best place to get the best food in town, but they are actually talking about a political issue that is going on in the area.
  9. D10=9:You see an open alley where a local artist fervently paints a mural commemorating recent city woes. 2d6 curious children gather, but some seem bristling with mischief.
  10. D10=10:A woman is selling small wooden statues of frogs. They're very cute and look like they were made by a skilled carver. She's selling them for a couple silver each, but she'll sell you two of them for one gold piece, just because she likes you and wants to help you out!

d100 = 3

  1. D10=1:A street sweeper diligently clears the cobblestones, grumbling about the constant mess.
  2. D10=2:Near the city fountain, a halfling named Pip Tumblepot is conducting a highly unscientific test to see if different wines change the color of the water. He could use help fetching rare wines or even stopping the occasionally disdainful city guards.
  3. D10=3:Unexpectedly, you see a local priest being chased by a giant snake. The snake is not attacking, it is just trying to catch the priest. The priest is running as fast as he can. If you help the priest, he will tell you that he is in trouble because he owes some bad guys money. He will offer to repay you with some magic items if he can just get away from the snake.
  4. D10=4:A man is walking down the street, screaming for help. He's being chased by a pack of dogs. The dogs are actually dire wolves.
  5. D10=5:A rogue automaton, part of a local inventor’s exhibition, has wandered off. It’s taken up residence in a local tavern, entertaining or disturbing the patrons depending on your point of view. The inventor is desperately seeking its safe return.
  6. D10=6:A woman in a fancy dress is dragging a reluctant man down the street, clearly trying to get him to attend a high society event. If players intervene, the woman will reveal that the man is actually her husband and she is trying to save their failing marriage.
  7. D10=7:The players come across a street artist, painting a breathtaking mural on the side of a building. They can commission a piece from him.
  8. D10=8:You find a bonfire in a collapsed alleyway where 2d6 shadow dancers perform rites forgotten by time. Their dance leader offers to teach you the ritual in exchange for a piece of your will, trading self-autonomy for arcane knowledge.
  9. D10=9:A group of city children play a game of tag, narrowly avoiding knocking over a vendor’s cart.
  10. D10=10:Two men are arguing over whether or not the city has enough guards. One man believes the city has too few guards, and the other man believes that there are already too many guards.

d100 = 4

  1. D10=1:A man wearing a heavy coat and hat is walking down the street. He is singing a song about the snow, and how it brings everyone together during winter. If players approach him, he will ask them for directions to the nearest tavern. If players respond, he will thank them, and continue on his way. If players do not respond, he will continue on his way, but mutter to himself under his breath.
  2. D10=2:The alleyway ahead is alive with the sounds of a heated argument. Approaching cautiously, you witness two merchants in a dispute over stolen goods. They each plead for you to take their side, but the truth is muddier than the rain-soaked cobblestones.
  3. D10=3:The local herbalist has had too many customers complaining of failing potions. A group of 1d4 disgruntled adventurers calls for heads to roll—choose to mediate or run.
  4. D10=4:A man is found wandering along, ranting about how he has been robbed by a local thieves' guild called 'The Hand'.
  5. D10=5:A fisherman is mending his nets by the riverbank, cursing under his breath.
  6. D10=6:A group of sailors approaches you, offering to sell you a map to a sunken ship full of treasure. However, it turns out the "treasure" is actually cursed and will bring bad luck to anyone who takes it.
  7. D10=7:A scholar dramatically unveils a controversial treatise, prompting 2d4 heated debates and quiet conspiracies against them.
  8. D10=8:A public proclamation alerts citizens to a dangerous escaped convict. As you walk by, 2d4 shady characters gather, clearly concealing their identities. What will you do?
  9. D10=9:A group of children are gathered around a barrel of wine, celebrating their latest victory.
  10. D10=10:A midwife hurries through the streets, a look of urgency on her face.

d100 = 5

  1. D10=1:A public square is hosting a festival when a ruckus shatters the calm. 1d6 enraged patrons clamor for the downfall of the entertainers. Do you reignite the show—or silence the mob?
  2. D10=2:Night falls and the city’s notorious thieves’ guild holds an underground auction. Disguises are a must if you plan to infiltrate, but the items on display are rumored to hold immense power—if you dare to place a bid.
  3. D10=3:A group of drunk dwarves are celebrating their latest mining expedition. They are singing and throwing their axes into a target.
  4. D10=4:As the sun sets, 1d8 glowing lanterns flicker on the streets, revealing the silhouettes of suspicious figures gathering for a clandestine meeting. Investigate or retreat to safety?
  5. D10=5:Two men are fighting over a gold coin that's covered in blood.
  6. D10=6:The local apothecary is frantic; a shipment of rare herbs needed to cure a spreading illness has gone missing. Tracking the cargo reveals a smuggling ring dealing in far more dangerous substances than medicinal plants.
  7. D10=7:A group of young children are playing in the street. The children are playing a game where they pretend to be adult heroes who are fighting against an evil king and his army of orcs, goblins, and dragons.
  8. D10=8:A street performer is juggling with real swords, but one of them suddenly breaks and turns into a snake. The performer is a young apprentice wizard who is still learning to control his powers.
  9. D10=9:A wizard is practicing his spells in a park, often resulting in unexpected and humorous consequences.
  10. D10=10:Flames suddenly rise from a nearby bakery, threatening to spread. 2d4 townsfolk scramble to form a firefighting chain.

d100 = 6

  1. D10=1:A group of children are throwing rocks at dogs and cats. They will run away if adults approach.
  2. D10=2:Prudence the Perplexing, a shape-shifting performer, is stuck cycling through forms uncontrollably. The players must locate the artifact responsible before she shifts into something irreversibly problematic.
  3. D10=3:In the square, a bard’s lofty tale triggers laughter, until it irks 1d6 eavesdropping mercenaries—recruited by a rival guild. Intercede or let the commotion unfold?
  4. D10=4:The PCs see a man who looks like he is about to commit suicide by jumping off a bridge into a river below. The man says that he is tired of living and wants to die. He asks the PCs to join him in jumping off the bridge into the river below.
  5. D10=5:A man is selling apples in the street... The apples are not very good apples, but they're cheap and they're available...
  6. D10=6:A group of 1d4+2 MERCHANTS are arguing about prices in front of their shop. The merchants are a merchant captain, a merchant sergeant and 1d4+2 merchants.
  7. D10=7:Players see a group of people gathered around a store front. The store is open. They are standing on the steps of the store. A man in a suit is standing in the doorway, talking to the people gathered outside of the store. If players approach, they will hear him say 'I know there's something going on... I can feel it in my bones... I can taste it in my mouth... I can smell it in the air...'
  8. D10=8:The city’s oldest tower, said to be haunted, suddenly emits strange lights and laughter in the dead of night. Investigating the phenomenon tests both your courage and your wits, as the spectral residents have concerns that span centuries.
  9. D10=9:Four old women are gossiping in front of their house. One of the old women has a wooden staff. The other three women have wooden staffs.
  10. D10=10:A group of scholars, deep in discussion about God, the universe and everything.

d100 = 7

  1. D10=1:A group of adventurers are bragging about their recent haul at a tavern. The players can either join in and share their own adventures or challenge them to a contest to see who is the greatest adventurer of all.
  2. D10=2:A woman in a fancy dress is dragging a reluctant man down the street, clearly trying to get him to attend a high society event. If players intervene, the woman will reveal that the man is actually her husband and she is trying to save their failing marriage.
  3. D10=3:A person is standing in a street corner, asking for help with a problem they're having with a local government official. They will ask for help with their problem and then go on to describe how they have always wanted to go on an adventure and they will offer to go with the players if they help them solve their problem. This person is actually using enchantment magic to manipulate people into helping them but they are not intentionally evil.
  4. D10=4:In a shadowy square, 1d6 stone constructs animated by ancient tribal magics begin to move. Their creator, an exiled druid, seeks revenge against the city's builders but might be swayed by a display of respect for the old ways. As the constructs close in, the druid's transformation magic warps reality, questioning your own form.
  5. D10=5:Traditional festival temporarily transforms 2d8 citizens into merrymakers, yet a mysterious figure lurks with darker intentions.
  6. D10=6:An illusory wall flickers in a backstreet, revealing 2d4 hidden smugglers. Their contraband may hold clues to city's black market.
  7. D10=7:A man is standing in the middle of the street. He is holding a large sign that says, 'Will work for food.'
  8. D10=8:Tristram the Confused, a disoriented sorcerer, desperately seeks assistance in finding his missing magical staff. Unfortunately, the staff constantly misleads him and plays tricks on anyone who attempts to help.
  9. D10=9:A man is singing songs about a nearby dungeon called 'The Tomb of Zan Zan' - it's not actually a dungeon, but an abandoned wizard's tower. If the players ask about it, he will tell them that it's actually an evil place and that players should stay away from it.
  10. D10=10:A mysterious figure is walking around the city late at night, leaving a trail of strange symbols behind them.

d100 = 8

  1. D10=1:Two women are arguing over whether or not the local lord is doing a good job ruling the city. One woman believes that he's doing a good job and that he cares about his people, while the other woman believes that he's doing a bad job and should be overthrown...
  2. D10=2:A baker is giving out free samples of his delicious bread. The bread is warm and smells of spices and honey.
  3. D10=3:A stray cat follows the players around, meowing loudly and rubbing against their legs. It seems to take a liking to them.
  4. D10=4:Clarissa the Clumsy, a toddler-aged dragon who once belonged to a wizard, is loose and causing gentle havoc. Players must safely escort her back while hoping to avoid mommy dragon’s wrath.
  5. D10=5:A child is selling small, hand-carved wooden toys, hoping to earn some coins for dinner.
  6. D10=6:As you meander through the stalls, you bump into a hoarding 2d4 townsfolk. They clamor over a new artifact; some claim it brings good fortune but others warn of danger. What will you believe?
  7. D10=7:You come across a group of guards in a nearby tavern. They are discussing the best way to protect the city from a rumored invasion.
  8. D10=8:A group of dancers perform an intricate dance in the middle of the street. As they watch, the players realize that the dance is actually a form of magical enchantment, and anyone who joins in will become stuck dancing until the dancers stop.
  9. D10=9:Two men are arguing with a shopkeeper over the price of something. The shopkeeper is refusing to sell them something at all.
  10. D10=10:A group of men are discussing the latest news from a faraway land. One of the men is drunk.

d100 = 9

  1. D10=1:A powerful warlock appears in the city, offering to use their powers to rid the city of a dangerous monster in exchange for a large sum of gold. However, it turns out the warlock created the monster themselves and is using it to extort money from the city.
  2. D10=2:A group of 1d8 mischievous pixies has set up an impromptu humorous magic show, transforming random items – including your gear – into harmless but ridiculous objects. If you can out-prank the pixies, they'll revert everything to normal and grant you a temporary magical disguise.
  3. D10=3:During a crowded market day, 1d6 goats run amok, escaping from a nearby farmstead. Farmers appeal for help in securing them.
  4. D10=4:A group of children are playing with a ball. The ball is enchanted, and when you kick it, it comes back to you like a boomerang. If you throw it in the air, it will return to you after a few minutes. If you throw it into the air and then run away, it will chase after you like a dog!
  5. D10=5:A man is selling maps of the city to passersby.
  6. D10=6:A man is standing on a box, preaching to the crowds. They are listening intently and nodding in agreement.
  7. D10=7:Jugglers are performing in the street. The jugglers are being paid by the merchants in the area... The merchants want the street to be clear so they can sell their goods.
  8. D10=8:A renowned healer requests the party's assistance to gain an exceptionally rare herb found only in the deepest parts of the city's garden, a place now home to feral beasts and animated plants.
  9. D10=9:A shadowy figure approaches offering a tall tale over ale; a clandestine meeting with reputed thieves. But when infiltration of the Undercity Guild goes deep, unforeseen ramifications pulse through the criminal underworld.
  10. D10=10:A group of city guards stops the players, asking for their identification papers. However, upon inspection, the papers are revealed to be forgeries. Do the players take responsibility for their actions or try to blame someone else?

d100 = 10

  1. D10=1:A small group of men are gathered around a small fire, talking about how bad things are in their city right now. They say that the king and queen are bad rulers and that things were much better under the previous king and queen. They say that the new king and queen are bad rulers because they don't have children.
  2. D10=2:A guard stands watch at the city gate, nodding at familiar faces as they pass.
  3. D10=3:A traveling merchant offers to sell the players a rare and powerful magical item that can only be used once. But the players must first go on a quest to retrieve the necessary components to activate the item.
  4. D10=4:A stray cat brushes up against your leg, purring insistently for attention.
  5. D10=5:A group of men are standing around on the side of the road, talking about their wives.
  6. D10=6:Town crier announces a royal banquet, drawing attention of 2d4 jealous nobles who may scheme against competitors.
  7. D10=7:A man is playing a beautiful melody on a lute. If the players listen closely, they will realize that the song is actually a code for a secret meeting location for a group of rebels.
  8. D10=8:Heimlich the Hairless, a wizard burnt bald due to magical mishap, is on a spree to steal wigs. Players have to prevent his magically-driven thefts and return the hairpieces to their rightful glamorous owners.
  9. D10=9:Grimly Gregor, a gruff stone mason, suspiciously convinced of a gargoyle conspiracy. Players investigate architectural oddities to allay his paranoid suspicions or unveil true mystery.
  10. D10=10:While browsing the market, a merchant tries to sell you a cursed necklace. Will you risk buying it?

d100 = 11

  1. D10=1:A wealthy noble offers to pay the players to deliver a mysterious package to a nearby town. However, the package is actually a cursed object that brings harm to anyone who touches it.
  2. D10=2:A group of 2d10 MERCHANTS are selling goods in front of their shop. The merchants are a merchant captain, a merchant lieutenant and 2d10 merchants.
  3. D10=3:A man is selling maps to a famous dungeon near the city. The maps are not very good.
  4. D10=4:A pompous noble accidentally curses himself to speak in rhyme. He begs for your help and offers a rare book on local lore if you can find an antidote in a nearby hedge wizard’s shop.
  5. D10=5:Alabaster Abby, an albino street painter, claims her enchanted brushes have gone rogue, painting magical graffiti. Her art now requires dealing with animated doodles populating the walls.
  6. D10=6:The scent of freshly baked bread leads to an argument between 1d4 bakers over stolen recipes. Nearby customers demand peaceful resolution.
  7. D10=7:A group of children are playing King of the Hill. The children are playing as a group of knights trying to bring down a dragon.
  8. D10=8:A group of street performers are doing a comedy act where they pretend to be different races and imitate their accents. It is not meant to be offensive, but it is definitely not politically correct.
  9. D10=9:An old woman is selling potions and tonics from a small stand in the market. If players buy one, she will thank them and give them a hint about a hidden magical item in the city.
  10. D10=10:A street vendor is selling enchanted items that seem too good to be true. The players could take the risk or see through their deceptive ways.

d100 = 12

  1. D10=1:An underground fight club is taking place in the city, and the players are invited to participate. However, the fights are rigged and the players must navigate their way through a maze of deception and corruption.
  2. D10=2:The players come across a group of townspeople who have been turned into mindless zombies by a necromancer. They must find the source of the zombies and stop the necromancer.
  3. D10=3:A group of people are arguing over whether or not the nearby dungeons are dangerous to explore. They are correct but will not admit it to anyone who asks them about it.
  4. D10=4:A group of children are playing hide and seek in the streets... One of the children is a thief who will pickpocket the players if they get too close... The other children are hiding in plain sight...
  5. D10=5:A young noble races through the market, chased by several enforcers. He collides with the party, begging them to hide him. He’s carrying a map that seems linked to an ancient treasure.
  6. D10=6:Silly: A group of people are gathered in front of a fortune teller's tent. The fortune teller is sitting inside his tent, chuckling to himself. The fortune teller will tell players that he knows their future and that it is filled with death and destruction. The fortune teller will then laugh and say something like, 'Just kidding. You're going to meet a handsome prince. He's going to fall in love with you and you're going to live happily ever after.' ~~~
  7. D10=7:Radagast Sudsbellow, laundress wielding omnipotence, bleaches enchantments birthing sentient wardrobe furnishings. Perplexed askew petition chronicles aid leading investigators toward clothes-patriarchy rebel threats.
  8. D10=8:A group of children are playing with a ball. The ball is enchanted, and when you kick it, it explodes into a cloud of poison gas!
  9. D10=9:The players come across a group of dwarves having a drinking contest in a tavern. But as they join in, they realize that one of the dwarves is actually a shape-shifter trying to steal their identities.
  10. D10=10:A couple of men are fighting over the last loaf of bread at a bakery.

d100 = 13

  1. D10=1:A traveling circus has set up camp on the outskirts of the city. Do you visit and watch their performances?
  2. D10=2:A mysterious merchant is setting up shop in the city square. He sells exotic items, many of which have very strange properties. He knows more than he lets on and will try to make a deal with the players if they can provide something of value.
  3. D10=3:A group of children are playing a game of hide and seek.
  4. D10=4:The city’s docks are bustling with sailors and traders, but one ship stands out, rumored to be haunted. The captain seeks brave souls to investigate the nightly disturbances aboard his vessel.
  5. D10=5:A bard recites poetry to a small, appreciative audience in a quaint courtyard.
  6. D10=6:A group of wizards invite you to join a secret magical society that meets every night in a hidden location. However, it turns out they are actually using their meetings to conduct dark experiments and rituals.
  7. D10=7:A group of drunkards are staggering down the street, singing songs about the great city they live in. They are singing their city's anthem, but they are changing the words to make it sound like they live in a better place than they actually do.
  8. D10=8:A street vendor offers the players a "love potion" that he claims will make anyone fall madly in love with them. The players must resist the temptation and avoid getting themselves into a dangerous situation with an obsessed admirer.
  9. D10=9:A group of children are playing a game of tag, laughing and running around. They will not respond to questions.
  10. D10=10:A group of women are walking down the street, talking about the price of clothing.

d100 = 14

  1. D10=1:A small dog is tied up to a post near a shop. It will bark at the players when they get close.
  2. D10=2:While crossing a bridge over a narrow canal, the adventurers witness a spy drop a scroll into the water below, just before being captured by the city guard. Retrieving the scroll might uncover dangerous secrets or invaluable information.
  3. D10=3:A man is selling maps of underground tunnels that connect different parts of the city. He says they were made by a guild of thieves who once ruled the city.
  4. D10=4:A group of children are playing with a ball. The ball is enchanted, and when you kick it, it explodes into a cloud of lightning!
  5. D10=5:An old woman is singing an eerie song while she walks the city streets.
  6. D10=6:Players hear two men arguing about a nearby dungeon. One man says it's filled with treasure, while the other says it's filled with death. They're both right.
  7. D10=7:The local thieves' guild is looking for new members. They are looking for anyone willing to do their bidding, no matter how menial. They have no requirements other than being able to keep their mouth shut. They are also always seeking information about their competition. If players ask about joining, they will invite them to a meeting and offer them a chance to prove themselves by stealing something for them.
  8. D10=8:Two men are shouting back and forth at each other at the corner of the alleyway in front of the shopkeeper's home. One of them is complaining about how he can use a bigger cup than what he has, but neither will pay for something better.
  9. D10=9:The rumor mill is buzzing with stories of a retired adventurer who claims to have found a way to access an ancient, hidden city beneath the current one. The path is fraught with traps and old magic.
  10. D10=10:The players come across a group of feuding merchants who are competing for the best spot in the market. They enlist the players' help to sabotage each other's businesses.

d100 = 15

  1. D10=1:A group of children are running through the streets, playing a game. They are running from a group of older children. The older children are trying to catch the younger ones. If players get involved, the older children will demand that the players hand over the younger children.
  2. D10=2:A group of children are running down the street, laughing and yelling. They are playing some sort of game.
  3. D10=3:Passing by an art supply shop, you see 1d8 paintbrushes come to life and splash paint everywhere. Help the owner regain control, and she’ll create a unique magical item for you that changes color on command.
  4. D10=4:An elderly couple is strolling hand-in-hand, reminiscing about the good old days.
  5. D10=5:A group of revelers celebrate a local festival, their laughter echoing through the streets.
  6. D10=6:A woman is selling flowers outside of a tavern, but she does not have a permit. The party can get her a permit for a small bribe, but then the corrupt local lord will try to extort money from them in the future.
  7. D10=7:The players come across a group of children playing a game of "Heroes and Monsters" and they are invited to join. However, as the game progresses, the players start to feel like they are actually fighting real creatures. Do they continue playing or put a stop to it?
  8. D10=8:A wealthy merchant approaches you, offering to pay handsomely for your protection as he travels to the neighboring kingdom to make a deal. However, it turns out he is a wanted criminal attempting to escape justice.
  9. D10=9:A group of children runs up to the adventurers, eyes wide with excitement, claiming to have seen a dragon in the city sewers. Most adults dismiss this as fanciful children's tales, but the kids insist the adventurers investigate.
  10. D10=10:Boisterous Bianca, a halfling-run bakery offers bread that whispers secrets. Players need to get to the crust of the eerie loaves’ gossip and discontent.

d100 = 16

  1. D10=1:A group of street urchins are causing mischief and harassing passersby. The players could intervene and try to teach them a lesson or join in on the fun.
  2. D10=2:A young man is walking down the street, muttering to himself. He looks like he's been up all night. He's looking for an Elder Star or something. He has no idea what an Elder Star even is.
  3. D10=3:You encounter 2d4 drunken adventurers singing bawdy songs and arm-wrestling in the middle of a busy intersection. A city guard yells for you to break it up. If you entertain the guards with a humorous story, they'll thank you with a "Get Out of Jail Free" card valid for minor offenses.
  4. D10=4:A group of dwarves are gathered around one of their fallen comrades, who has been badly wounded by a creature in the sewers beneath the city. One of the dwarves says that they must retreat and get help from their clan in the mountains. He says that if this one dies, then all is lost for their clan. He says that if they stay here and fight, then they will all die here with him.
  5. D10=5:A group of children are playing in the street and they are laughing and giggling. When they spot the players they come up to them and tell them a fantastic tale of a dragon that lives in the city sewers and who they have seen flying around the city at night.
  6. D10=6:A man is asking for help with something. He says he was drunk and wandered into a strange looking house, but he can't remember what happened.
  7. D10=7:A street vendor is selling strange and exotic fruits from a faraway land. If players try any, they will discover that some of them have unusual effects, such as turning skin blue or making hair grow rapidly.
  8. D10=8:A group of bards are holding a singing competition in the city's main square. The catch? The songs must be made up on the spot, and the players are invited to participate.
  9. D10=9:In the square, a bard’s lofty tale triggers laughter, until it irks 1d6 eavesdropping mercenaries—recruited by a rival guild. Intercede or let the commotion unfold?
  10. D10=10:A mad wizard is using illusions to lead people astray in the streets. He has been seen speaking in mysterious riddles and confounding travelers with his magic.

d100 = 17

  1. D10=1:A group of street urchins are pickpocketing people as they pass by - the players may be targeted next.
  2. D10=2:As the players walk by an alley, they hear loud secretive conversation between two people - they are plotting a robbery.
  3. D10=3:The players come across a group of farmers who are being terrorized by a mischievous scarecrow that comes to life at night.
  4. D10=4:A group of performers are putting on a play in the town square. The players may choose to watch and be entertained or heckle them.
  5. D10=5:A street preacher is passionately delivering a sermon to anyone who is willing to listen.
  6. D10=6:A street warlock is offering to give power and knowledge to anyone willing to make a deal with a demon. Will the players be tempted or denounce such evil practices?
  7. D10=7:The players are approached by a group of traveling minstrels who offer to let them join in on their performance. Whether they have musical skills or not, the players must try to impress the audience and earn some extra gold.
  8. D10=8:A renowned sculptor has gone mad, claiming their latest work is actually alive and plotting their demise. The statue itself has an uncanny resemblance to a notorious figure from the sculptor's past, now believed to be long dead.
  9. D10=9:A street preacher stands on a soapbox, preaching about the end of the world and the wrath of the gods. But as the players listen, they realize that the preacher is actually a charlatan using fear to manipulate and steal from innocent people.
  10. D10=10:A group of shifty-looking characters are unloading a suspicious cargo at the docks. The players could investigate or let them go about their business.

d100 = 18

  1. D10=1:In the middle of the city's bustling market, a sudden silence falls as a cloaked figure appears and casts a powerful spell, causing all magic to disappear for a brief moment.
  2. D10=2:A group of street vendors are selling 'love potions' and 'truth serums'. They are actually just regular drinks with fancy names, but the vendors will swear by their effects.
  3. D10=3:A man is shouting about how green is not a color and it's not even a word!
  4. D10=4:A bounty hunter stands near a tavern’s entrance, eyeing a cramped table. 1d4 patrons may be in danger of being revealed as hiding criminals. Choose to intervene or eavesdrop.
  5. D10=5:A group of men are gathered around a small fire in the street, telling stories about their adventures. They're not bothering anyone.
  6. D10=6:A group of children are playing a game in the street. They're throwing rocks at each other and making up stories about each other's characters, like they're all heroes in an epic adventure together.
  7. D10=7:In the dilapidated markets, 2d8 children of the Lost Tribe barter with stolen dreams. Their matriarch, an ageless woman singing a haunting tune, proposes an exchange: your darkest fears for protection. Grapple with the reality of nightmares and currency of consciousness.
  8. D10=8:A baker offers fresh bread samples to passersby from a large basket.
  9. D10=9:A wealthy noble is throwing a lavish party in their mansion. The players may be invited to attend or try to sneak in for some fancy loot.
  10. D10=10:The scent of freshly baked goods is intoxicating as the group nears a popular bakery. Inside, they find a baker lamenting the theft of a family recipe book. He’s willing to reward anyone who can return it.

d100 = 19

  1. D10=1:The players are invited to a society party where they can rub shoulders with the city's elite. But as the night goes on, they realize that the elite are actually shape-shifting beings who plan to take over the city.
  2. D10=2:The players stumble upon a group of street urchins playing a game called "Goblin's Gambit". It involves climbing through a maze of crates and avoiding traps, all while trying to steal a fake treasure from a sleeping "goblin" (actually just a drunk beggar).
  3. D10=3:You see a group of thieves arguing about the best way to break into a nearby palace.
  4. D10=4:A woman is standing in the street, yelling at her husband. She says he's been cheating on her. She threatens to leave him.
  5. D10=5:An NPC approaches the players and offers them a map to a hidden treasure, but it turns out the map is actually a prank and leads them to a fake treasure.
  6. D10=6:A publicly held press conference goes awry when 2d6 protesters with concealed magical gadgets infiltrate the event. The characters tasked with maintaining order must identify and neutralize troublemakers without causing public alarm. Each protester’s device affects a different aspect of the event, from truth-distortion to crowd control. Success ensures law and order, but learning who orchestrated the protest leads to a shadow organization within the city's political elite.
  7. D10=7:Two groups of people are arguing over who should be the next mayor of the city. The players must find a way to settle the dispute.
  8. D10=8:An underground fight club is taking place in the city, and the players are invited to participate. However, the fights are rigged and the players must navigate their way through a maze of deception and corruption.
  9. D10=9:The players come across a group of druids protesting the construction of a new palace in the city. They claim it will disrupt the natural balance, but the players soon discover that the druids have ulterior motives for their protest.
  10. D10=10:Stumble upon a street performance being interrupted by 3d6 animated suits of armor dancing uncontrollably. Help the harried puppeteer reclaim control, and he’ll craft you an enchanted puppet for entertainment or minor protection.

d100 = 20

  1. D10=1:A man is standing on the side of the road, talking to a large dog that is standing on its hind legs.
  2. D10=2:You see a group of children playing with a wooden puppet. If you talk to them, you learn that their father is a wood carver who is also a member of a cult.
  3. D10=3:As the players make their way through the city, they come across a street performer who seems to be able to juggle with an impossible number of balls. As they watch, they realize that the balls are actually lit torches. The performer asks for donations and if the players give, they will find themselves rewarded with a useful item or information.
  4. D10=4:A man is standing on top of a building, shouting about how he's the king of the city. He has a faded sign around his neck that says 'Help me!'
  5. D10=5:A man is selling maps to a famous dungeon far outside the city. The maps are very good.
  6. D10=6:A street vendor offers the players a book that contains ancient knowledge and powerful spells. However, they soon realize that the book is cursed and they must break the curse or risk losing their minds.
  7. D10=7:A group of actors are performing a play in the middle of the street. They will ask for volunteers from the audience to come on stage and play certain roles.
  8. D10=8:A man and a woman are arguing about what to name their new baby. They are standing in the middle of the street, holding a baby wrapped in blankets.
  9. D10=9:A local inventor asks the players to test out their new contraption, but it doesn't quite work as intended and results in comical chaos.
  10. D10=10:Violetta the Vain, a noblewoman whose obsession with beauty has resulted in a runaway mirror enchanted to compliment. Players must navigate the chaos of sycophant reflections gone city-wide.

d100 = 21

  1. D10=1:The players come across a group of halflings who challenge them to a game of chance, but they discover that the halflings are using loaded dice.
  2. D10=2:In the shadow of the old fort, 2d6 hyena-men of the Bone Clan growl territorial oaths. A storyteller, aged and draped in bones, offers an homage—a tale of your lifeblood essence to weave into their folklore in exchange for safe passage.
  3. D10=3:A group of young men are challenging each other to see who can walk on the top of the city walls without falling off. If players join in, they will find that the walls are covered with a layer of ice.
  4. D10=4:As rain pours over the city, a poorly made shelter collapses under the weight. 2d4 hopeless citizens scramble for cover; do you help them or seek solace elsewhere?
  5. D10=5:The players encounter a street magician who offers to perform a trick for them, but it turns out to be a dangerous and unpredictable spell.
  6. D10=6:A group of priests are conducting a ceremony to bless the city's water supply. Suddenly, the water turns red and the priests are revealed to be evil cultists attempting to poison the population.
  7. D10=7:A group of children chase after a colorful kite soaring in the wind.
  8. D10=8:A group of men are talking about the recent spate of murders in the area. They believe it is the work of an animal.
  9. D10=9:Two men are arguing about whether or not the moon landing was real or if it was staged in a film studio.
  10. D10=10:During a crowded market day, 1d6 goats run amok, escaping from a nearby farmstead. Farmers appeal for help in securing them.

d100 = 22

  1. D10=1:A group of teenagers dare each other to enter an abandoned mansion said to be haunted. Do you join in on the dare?
  2. D10=2:An abandoned music box starts playing haunting melodies. 1d4 uneasy shopkeepers hesitate to approach, fearing dark enchantments.
  3. D10=3:An unusual auction is held at the city’s grand hall—enchanted curiosities, each with a legend attached. However, tensions rise when a prized relic triggers long-standing rivalries among the bidders.
  4. D10=4:Walking down a dark alley, you hear a voice whispering for help. If players follow the voice, they will find a beggar who is actually a powerful sorcerer in disguise. He was cursed by an evil witch and seeks the players' help to break the curse.
  5. D10=5:1d6 swindlers orchestrate a rigged game of chance, with brawling ensuing when 2d4 victims demand fair repayment.
  6. D10=6:A public proclamation alerts citizens to a dangerous escaped convict. As you walk by, 2d4 shady characters gather, clearly concealing their identities. What will you do?
  7. D10=7:A group of thieves are trying to break into a shop. If the players stop them, the shopkeeper will reward them with a rare and valuable item as thanks.
  8. D10=8:A street preacher is shouting about the end of the world and how the players must repent. As they listen, they notice that the preacher is actually a disguised demon trying to recruit followers.
  9. D10=9:A man is standing outside the tavern, yelling at the bard, saying that he stole his favorite hat. He says that it has his initials on it, so he knows it's his hat. He says that he's going to get his sword and kill the bard for stealing his hat. The man storms into the tavern, but can't find the bard, who is hiding under a table. The man storms back out of the tavern, yelling at everyone to watch out for that damn bard, because he's a thief and he'll steal your hat!
  10. D10=10:A woman is holding a sign that says, 'Lost Bird,' she is trying to get the attention of anyone walking by.

d100 = 23

  1. D10=1:The players are approached by a group of wizards who invite them to participate in a magical scavenger hunt. But as the players search for the items, they realize that the wizards are using the hunt as a cover to collect rare magical objects for their own nefarious purposes.
  2. D10=2:A group of children are playing in the street.
  3. D10=3:A man is selling bread for 5 copper pieces each.
  4. D10=4:A street performer juggles fire and swords while walking on a tightrope. The crowd watching is amazed by their skill.
  5. D10=5:A magical mishap at the local Mage’s Guild causes summoned creatures to run amok in the city, bewildering civilians. Two adept mages wage an arcane duel trying to prove their worth by capturing and vanquishing the creatures.
  6. D10=6:You find a silver ring on the ground engraved with intricate patterns and initials. Tracking down its owner, a forlorn elf, involves navigating through a web of lost love and family feuds.
  7. D10=7:A group of adventurers just returned from a successful quest and are celebrating at a tavern. Do you join in on the party and hear their tales?
  8. D10=8:A street vendor is selling seemingly ordinary apples, but if eaten, they give the consumer strange and uncontrollable magical abilities for a short period of time.
  9. D10=9:A man is standing on the street, holding a large sign that says 'I am an elf and I need help'. If players approach, he will ask them if they believe him and if they will help him get back to his people so he can stop being an embarrassment to his family.
  10. D10=10:At the heart of the foreign quarter, a street festival celebrates the New Moon—an extravaganza of color, food, and music. Amidst the festivities, an audacious theft of a sacred artifact leaves the neighborhood in tumult.

d100 = 24

  1. D10=1:Clarissa the Clumsy, a toddler-aged dragon who once belonged to a wizard, is loose and causing gentle havoc. Players must safely escort her back while hoping to avoid mommy dragon’s wrath.
  2. D10=2:A group of adventurers swap tall tales about their latest quests at an outdoor tavern.
  3. D10=3:A woman is selling rare gems. The gems are actually fakes, but she doesn't know that.
  4. D10=4:You catch wind of a barber’s latest promotion causing strife in the barbershop. 2d6 disgruntled customers demand refunds while savvy thieves plot how to profit from the chaos.
  5. D10=5:A street vendor is selling a mysterious potion that is said to cure any ailment. Do you dare to try it?
  6. D10=6:A group of street urchins challenge you to a pick-up game of tag. Will you join in on the fun?
  7. D10=7:As you traverse the narrow alleys, 2d4 wild dogs with glowing eyes and bone necklaces stalk you. An elderly shaman suddenly appears, chanting to commune with the spirits of the dogs. He offers to calm them for a price—a drop of your blood to appease the spirits. You must weigh the risks of this arcane request.
  8. D10=8:A public square is hosting a festival when a ruckus shatters the calm. 1d6 enraged patrons clamor for the downfall of the entertainers. Do you reignite the show—or silence the mob?
  9. D10=9:You see a large crowd gathered around a stage. A man is standing on stage with a large book in his hand. He is reading from the book. The words appear in the air above his head as he speaks.
  10. D10=10:A street performer accidentally summons 2d6 playful imps instead of the usual illusions. The imps start reenacting famous battles with absurd twists. Help the performer rein them in, and they'll share a secret about the hidden tunnels beneath the city.

d100 = 25

  1. D10=1:A group of 1d4+1 thieves are trying to rob the local temple. If the players do not stop them, the thieves will steal and try to sell holy relics. The thieves will attempt to escape before more guards arrive.
  2. D10=2:A man and a woman are arguing about what to name their new baby. They are standing in the middle of the street, holding a baby wrapped in blankets.
  3. D10=3:A postal courier is hurrying through the streets, laden with a heavy sack of letters and parcels.
  4. D10=4:A town crier is announcing a royal decree that has major implications for the city. If players investigate further, they may discover that the decree was falsified by corrupt officials and have the opportunity to right the wrong.
  5. D10=5:A woman is selling flowers on the street. She will sell you one for 1 copper piece.
  6. D10=6:Two women are standing on the corner, arguing about the best way to cook a chicken.
  7. D10=7:A group of children are playing with wooden swords and shields. They are pretending to be knights battling with goblins and orcs.
  8. D10=8:As you exit a tavern, 1d4 winged devourers from the Under-Tribe swoop down. Their leader, a primal figure from your own fragmented visions, offers a pact: survival in exchange for a piece of your spirit. The choice requires you to face the fractal realities of self-sacrifice.
  9. D10=9:A group of men are gathered around a small fire in the street, telling stories about their adventures. They're not bothering anyone.
  10. D10=10:A group of thieves run past the players, with guards chasing after them. The thieves bump into the players and pass a stolen item off to them without them realizing it.

d100 = 26

  1. D10=1:A street performer is telling jokes and tricks for a crowd. Do you stay to watch or leave?
  2. D10=2:The players encounter a group of street artists who use magic to bring their paintings to life, resulting in a beautiful and mesmerizing display.
  3. D10=3:The players encounter a group of street urchins who challenge them to a game of tag. But as the players chase after them, they realize that the urchins are actually leading them into a trap set by a rival adventuring group.
  4. D10=4:Silly: A group of men are standing outside of a large building made out of stone. The men are holding signs that say things like, 'Honk if you hate zombies!' ~~~
  5. D10=5:A visiting foreign dignitary is in need of strong bodyguards to ensure their safety through treacherous negotiations. The job promises great reward, but navigating political intrigue and hidden threats will challenge even the savviest protector.
  6. D10=6:A group of goblins are terrorizing a nearby village. The players can either fight them or find out that they are being controlled by a powerful sorceress who has been wronged by the villagers.
  7. D10=7:A group of children are playing tag in the street. They're not in anyone's way.
  8. D10=8:A group of children are playing with a ball. The ball is enchanted, and when you kick it, it explodes into a cloud of poison gas!
  9. D10=9:A man approaches the players and offers to tell them a secret about the mayor, but it will cost them a hefty sum of gold.
  10. D10=10:A group of young men are challenging each other to prove their courage. They are each trying to be the first to touch the statue of the city's founder, which has been covered by vines since no one has been able to get close enough to it in years.

d100 = 27

  1. D10=1:A fruit vendor is loudly hawking his wares, offering shiny red apples at a suspiciously low price.
  2. D10=2:A couple of drunk men are asking for directions to a nearby tavern. If the players help, they will offer them a free drink. They're actually members of a thieves guild and if the players mention this, they will attack.
  3. D10=3:At the edge of the city's park, a tiefling named Zareth Emberfiend is running a highly competitive pastime called "Goblin Bowling" using goblin-shaped pins he claims to have enchanted. He's having trouble with constant protests from goblin rights activists.
  4. D10=4:A shady figure approaches the players and offers them a "special deal" on rare and valuable items. Will they take the risk and potentially get scammed or find a lucrative deal?
  5. D10=5:Unattended, 1d6 children play a reckless game with wagons. Distracted parents implore travelers for intervention.
  6. D10=6:The players come across a group of townspeople who have been turned into mindless zombies by a necromancer. They must find the source of the zombies and stop the necromancer.
  7. D10=7:The players come across a group of street performers who claim to have magical powers. They offer to let the players join their act, but in reality, they are just a traveling group of thieves looking for unsuspecting victims.
  8. D10=8:A group of women are gossiping about a local married couple who have been fighting a lot lately.
  9. D10=9:A man is selling strange mushrooms. They're white and have a strange glow about them. They're 1 gp each.
  10. D10=10:Marmaduke the Magnificent, a street magician with fading glory, is being heckled by local youths. He promises the players a genuine magical trick if they help regain his audience's respect.

d100 = 28

  1. D10=1:A street magician is putting on a show, using sleight of hand and illusions. If players pay close attention, they may notice that the magician is actually using real magic.
  2. D10=2:A group of people are talking about a man named Sigfried. They say he's a member of the cult of Andros.
  3. D10=3:A group of children are playing a game of tag in an alleyway. They will run away if anyone tries to talk to them.
  4. D10=4:A quaint little bookstore emits strange whispers from behind its walls. Upon investigating, 1d4 hidden cultists meditate in the shadows. Do you confront or sneak away unnoticed?
  5. D10=5:A group of druids set up a stall in the market, selling healing potions made from nature's ingredients. However, their potions have a side effect of temporarily turning the consumer into an animal.
  6. D10=6:A group of well-dressed individuals suddenly rush past the players, shouting about a dragon attack on the nearby castle. The players must decide whether to follow them and join the defense, or stay put and potentially miss out on the glory and reward.
  7. D10=7:A group of religious fanatics are preaching on a street corner, claiming that the end of the world is coming and asking people to join their cause. If players try to talk to them, they will be persuaded to join or be accused of being heretics.
  8. D10=8:A group of children are playing a game of hide and seek in a dangerous part of town. They may need the players' help to evade danger.
  9. D10=9:A man is walking down the street, swinging his sword and singing a song. He is drunk, and if the players approach him, he will invite them to join him in his drinking.
  10. D10=10:A group of dwarves are competing in an underground drinking contest. The players can challenge them and must succeed in a series of constitution checks to win. The prize is a unique and valuable drinking mug.

d100 = 29

  1. D10=1:A man passes by, wearing a cloak and a mask. He looks like he's up to something. He's not.
  2. D10=2:A street artist is creating a beautiful painting. As the players watch, they notice that the painting starts to come to life, showing scenes from the city's history.
  3. D10=3:Citizens gather to watch as two elderly wizards argue furiously over a chess game that's allegedly been ongoing for decades. Their bickering escalates into a magical duel that threatens to engulf the entire square in chaos.
  4. D10=4:The players see a group of paladins fighting a group of necromancers in the streets. It turns out that the necromancers are actually trying to stop a powerful undead creature that the paladins inadvertently unleashed.
  5. D10=5:As the players wander through a busy marketplace, they are suddenly surrounded by a group of street performers, including fire-breathers, acrobats, and musicians. The players must navigate through the chaos without attracting too much attention or getting pickpocketed.
  6. D10=6:A broken streetlamp bathes 1d6 patrolling guards in darkness, attracting a cunning gang of thieves who eye unwary targets.
  7. D10=7:A street musician is playing a hauntingly beautiful tune on a violin. The players may be moved to tears or compelled to tip generously.
  8. D10=8:The scent of fresh bread wafts through the air as you pass by a bustling bakery. The baker offers a free loaf in exchange for help unloading a delivery. While assisting, you discover a clandestine note hidden among the flour sacks, hinting at a planned heist nearby.
  9. D10=9:A postal courier is hurrying through the streets, laden with a heavy sack of letters and parcels.
  10. D10=10:A blacksmith hauls a heavy load of horseshoes to his shop, cursing under his breath about the weight.

d100 = 30

  1. D10=1:Two men are fighting each other in the street. One of them is wearing a suit of chain mail armor that looks as if it's been through several battles. The other man is wearing common clothing and does not look like he's from the local area.
  2. D10=2:A hidden message in graffiti foretells an uprising, intriguing 3d4 conspirators who plot fervidly in shadowy corners.
  3. D10=3:A group of men are betting on a game of cards in an alleyway. They invite the players to join in and wager some gold.
  4. D10=4:Mme. Zirdina, a fortune teller, prophesies disaster if the players don’t assist her in acquiring a rare crystal ball that’s just been sold to a local warlock renowned for his paranoia and booby traps.
  5. D10=5:A group of children are playing with a small dog. One of the children bites the dog too hard and it yelps and runs away. The children will then start arguing amongst themselves about who was responsible for hurting the dog and whether or not they should go after it and apologize.
  6. D10=6:Brisk mornings at the City park draw joggers skirting around an oddly calm pool reflecting idyllic scenes. A closer look reveals insects moving in unison on the water’s surface, crafting cryptic symbols. Two rangers argue about the pool being a scrying device for distant trouble spots. Engaging the rangers prompts 1d4 shadow drakes to emerge, subliminally guarding the pool for an unknown entity’s gain. Examining the symbols may reveal impending invasions, adding deceptive serenity before a turbulent confrontation.
  7. D10=7:While browsing the market, a merchant tries to sell you a cursed necklace. Will you risk buying it?
  8. D10=8:A courier rushes through the streets, documents in hand, nearly colliding with pedestrians.
  9. D10=9:A local blacksmith is demonstrating his skills by forging a small blade in the town square.
  10. D10=10:A wealthy merchant approaches you, offering to pay handsomely for your protection as he travels to the neighboring kingdom to make a deal. However, it turns out he is a wanted criminal attempting to escape justice.

d100 = 31

  1. D10=1:A fortune teller is offering to reveal the players' destinies for a small fee. If players agree, they will receive a cryptic message that will come true later in the game.
  2. D10=2:A man is offering to give anyone who can solve his riddle a valuable treasure. The riddle is actually impossible to solve, but he will still give a small reward for trying.
  3. D10=3:A group of children are playing hide and seek in an alleyway.
  4. D10=4:A beggar approaches the players, asking for some food. If the players give him something, he reveals himself to be a powerful mage who was testing their generosity.
  5. D10=5:A group of armored guards are escorting a prisoner through the streets, the prisoner is rumored to be a notorious criminal.
  6. D10=6:Unpleasant weather befalls a public square, drenching all in sight. As players navigate braving the rain, 1d6 wet thieves seize the moment to strike. Will you brace for battle or seek shelter?
  7. D10=7:An artistic performance by a traveling troupe mimics the microcosm of city life in allegorical disguise. Among the audience, sedition is detectable as secret signs between rebels and unknown collaborators pass unnoticed.
  8. D10=8:A street vendor offers a strange-looking fruit for sale, claiming it has magical properties. If eaten, it turns the consumer’s skin a bright neon color for 24 hours.
  9. D10=9:A man is standing on a street corner, shouting about the end of the world. He is dressed in rags, and is visibly delirious. If anyone tries to talk to him, he will ramble about how the gods are angry with the city, and will warn about great disasters to come. He is actually a mad prophet.
  10. D10=10:A man is handing out flyers for an upcoming election - he asks the players to vote for his candidate.

d100 = 32

  1. D10=1:A group of street performers are putting on a play, but the lead actor is constantly stumbling over his lines and forgetting his role. It turns out he's been cursed by a vindictive rival actor.
  2. D10=2:Seargent Sally Shrill, an erstwhile bard turned town crier, is ironically affixed with a silent curse. Players need to unsilence her informative duties to keep city news timely flowing.
  3. D10=3:A street urchin is slyly attempting to pickpocket an unsuspecting merchant.
  4. D10=4:A man is holding a sign that says 'I will sell you anything.' He has acquired three horses, which he will sell to you at a good price.
  5. D10=5:Local craftsmen whisper of a guild that meets in secret, holding exclusive rights to forbidden, ancient techniques. They must decide whether to join them, becoming embroiled in a power struggle, or expose them and face the retribution.
  6. D10=6:In a moss-covered courtyard, 2d4 vine-covered humanoids, avatars of the Green Tribe, medicine and plants bundled around their bodies, threaten to reclaim the stone paths. A city healer weaves into reality to mediate a pact—taking root in understanding, ensuring safe harbor.
  7. D10=7:Harlequin Helga, a city guard with an acrobatic streak, is stuck mid-flip due to a botched spell. Players must ponder the physics of magical acrobatics to set her right.
  8. D10=8:At the castle steps, greasily-coiffed Tiberius Mantlea court herald is practicing his trumpeting skills, only to incessantly produce wild honks attracting birds with a taste for silk. He requires assistance keeping the birds away.
  9. D10=9:A group of children are playing hide and seek in the streets... One of the children is a thief who will pickpocket the players if they get too close...
  10. D10=10:As you meander through the Haunted Boulevards, a notorious thoroughfare where the lantern light never seems to fully banish the shadows, you see 2d4 night hags arguing with a coven of local witches over the ownership of a enchanted artifact of immense power. The contested object, a lantern containing the essence of a slain demigod, could bring untold calamity if harnessed incorrectly. Will you negotiate this witchy quarrel, risking curses and hexes, or attempt to seize the lantern, facing arcane backlash and potential wrath from eldritch factions?

d100 = 33

  1. D10=1:A postal courier is hurrying through the streets, laden with a heavy sack of letters and parcels.
  2. D10=2:You come across a street performer who claims to have the ability to turn invisible. However, it turns out they are actually a trained illusionist using spells to create the illusion.
  3. D10=3:A nobleman’s carriage gets stuck in the mud, and passersby gather to watch the efforts to free it.
  4. D10=4:A group of druids set up a stall in the market, selling healing potions made from nature's ingredients. However, their potions have a side effect of temporarily turning the consumer into an animal.
  5. D10=5:Bobble the Bumbling, a jovial tavern keeper with conjuration issues, accidentally opens a portal in the bar. Players must help close it before patrons start adventuring beyond their bar tab.
  6. D10=6:A wealthy merchant invites the players to a game of chess, with an unusual stakes: each captured piece means losing a valuable possession. But as the game progresses, the players realize that the merchant is using magic to cheat.
  7. D10=7:A group of craftspeople are struggling to carry an exceptionally large and heavy piece of furniture to a nearby noble's mansion. If players offer to help, they will be rewarded with a valuable item crafted by the group.
  8. D10=8:A mysterious woman approaches the players and gives them a cryptic message about a hidden treasure. She tells them to decipher the riddle and find the treasure before anyone else does. However, as they follow the clues, they may discover that the treasure is cursed.
  9. D10=9:A group of wizards invite you to join a secret magical society that meets every night in a hidden location. However, it turns out they are actually using their meetings to conduct dark experiments and rituals.
  10. D10=10:A sign outside of a tavern advertises a drinking competition with a grand prize of gold and a free night's stay at the inn.

d100 = 34

  1. D10=1:A street performer has put up a small stage on the sidewalk and has set up a small curtain that shields the stage from view. The performer is singing an old song about an old hero, but the performer is making up new words to the song as he goes along. The new words are not very good and the audience will laugh at the words.
  2. D10=2:Near the towering watchtower, an errant lightning strike mid-spell asks questions beyond weather—an imminent planar breach expelling foreign magic inviting adventurers’ immediate investigation or city scrying sabotage.
  3. D10=3:As you pass through an affluent neighborhood, 2d6 halfling children challenge you to a game of "Pelting Pixies" with harmless enchanted pebbles. If you play and win, their parents reward you with a fine bottle of halfling ale.
  4. D10=4:By the flickering torchlight of the Grand Promenade, you notice the trembling ground as a cadre of 3d6 iron golems, animated by a paranoid archmage, marches toward the local wizard's guild. The archmage believes the guild conspires to steal his secrets, and the city trembles with each step of his mechanical behemoths. Resisting these living engines of destruction will require not just brute strength, but strategic thinking and perhaps diplomacy with the guild mages. Your choices here could disrupt or cement a fragile alliance that influences the entire arcane community.
  5. D10=5:Two men in black robes are walking down the street. One of them had been drinking heavily and is being supported by his friend.
  6. D10=6:A shopkeeper is looking very worried. He says his prized possession, a golden statue of a dragon, has been stolen and he suspects one of his employees. Will the players help him find the thief?
  7. D10=7:A washerwoman is hanging clothes to dry, unfazed by the commotion of the nearby marketplace.
  8. D10=8:Two men are arguing with each other over a barrel of wine they found while they were walking home from work.
  9. D10=9:A mother is scolding her children for making too much noise while playing.
  10. D10=10:A noblewoman drops her handkerchief, hoping a gallant individual will retrieve it for her.

d100 = 35

  1. D10=1:A man is sleeping on the street. He is very dirty and has no possessions other than a staff and a tattered robe. If players try to wake him, he will mumble 'No. No. Not again. Not again.' before falling back asleep. He is actually a powerful wizard who has been sent on a mission by the king. He was sent out without any supplies and has been wandering the wilds for months.
  2. D10=2:A group of children are running down the street, laughing and yelling. They are playing some sort of game.
  3. D10=3:A group of young men are standing in front of their house. One of the young men has a wooden staff. The other young men have wooden maces.
  4. D10=4:A cobbler is mending a customer's worn-out boots, his hands moving skillfully.
  5. D10=5:A group of religious fanatics are preaching on a street corner, claiming that the end of the world is coming and asking people to join their cause. If players try to talk to them, they will be persuaded to join or be accused of being heretics.
  6. D10=6:In the city garden, botanical scholar Allara Greenroot spills endlessly growing beans turning flora gigantic and inconvenient for residents. Players must halt growth before the entire city's consumed.
  7. D10=7:A group of street urchins approaches the players, offering to sell them valuable information about the city's criminal underworld. But the information comes at a high price and may not be entirely reliable.
  8. D10=8:A tailor is sitting outside his shop, complaining about how he can never get any work done because of all the noise coming from the tavern. He says that he thinks the bard is actually a vampire, because he hasn't seen him in sunlight for weeks.
  9. D10=9:A group of 1d4+2 THIEVES are burgling a house. The thieves are a thief captain, a thief lieutenant, a thief sergeant and 1d4+2 thieves.
  10. D10=10:A street vendor hawks exotic animals; 1d4 disgruntled previous owners demand their return, causing a scene. Get involved or have a quiet snack?

d100 = 36

  1. D10=1:Four old women are gossiping in front of their house. One of the old women has a wooden staff. The other three women have wooden staffs.
  2. D10=2:A convoy of 1d4 armored wagons carrying precious metals attracts 2d6 bandits quietly planning a heist. Observant players might intervene.
  3. D10=3:You see a single figure in the shadows, a figure that appears to be watching the street. They are an assassin hired to take out a target that may be travelling through the city.
  4. D10=4:An old man is looking for his missing pet dragon. He insists that it's just a small, harmless dragon, but in reality, it's a monstrous beast that has been terrorizing the city.
  5. D10=5:A festival is taking place in the city, but it's quickly revealed to be a scam set up by the corrupt mayor to extort money from the citizens. The players must navigate through the chaos and uncover the truth.
  6. D10=6:A melodious tune lures you to a street corner where a charming minstrel plays enchantingly. Suddenly, attendees start swooning, falling into deep trances. Is it a spell, or is the music enchantingly malevolent?
  7. D10=7:A small fire has broken out in a nearby building, the players must quickly decide whether to help or not.
  8. D10=8:A group of children are playing with wooden swords and shields. They are pretending to be knights battling with goblins and orcs.
  9. D10=9:A man is handing out flyers for an upcoming election - he asks the players to vote for his candidate.
  10. D10=10:A postal courier is hurrying through the streets, laden with a heavy sack of letters and parcels.

d100 = 37

  1. D10=1:A man is selling maps to an underground dungeon that no one knows about except him. He's selling them for an extremely high price because he doesn't want anyone else to discover his secret dungeon before he does something bad there.
  2. D10=2:A street preacher is shouting about the end of the world and asking for repentance. People are either gathered around him, listening intently, or walking by and rolling their eyes.
  3. D10=3:A group of dwarves are gathered around one of their fallen comrades, who has been badly wounded by a creature in the sewers beneath the city. One of the dwarves says that they must retreat and get help from their clan in the mountains. He says that if this one dies, then all is lost for their clan. He says that if they stay here and fight, then they will all die here with him.
  4. D10=4:A group of men are standing around talking about the local tavern, which is owned by one of the men. They will complain about how some people have been breaking the rules lately and not paying their tab and that their tavern's reputation is suffering as a result.
  5. D10=5:A street vendor is selling peculiar items such as dragon scales, troll teeth, and fairy wings. If players buy any, they will later find out that they are actually just elaborate fakes made by the vendor for a quick profit.
  6. D10=6:A group of drunken revelers stumble out of a tavern, singing a bawdy song.
  7. D10=7:A man is selling paintings of famous locations in the city. He has 1 painting left, and it is worth 10 gp.
  8. D10=8:A street vendor is selling seemingly ordinary apples, but if eaten, they give the consumer strange and uncontrollable magical abilities for a short period of time.
  9. D10=9:You see an overly enthusiastic apprentice wizard trying to clean the streets using 1d6 misfiring brooms enchanted with wild magic. Help subdue the brooms, and the apprentice might give you a scroll containing an experimental spell.
  10. D10=10:The players spot a group of suspicious-looking individuals entering a local building. Upon investigation, they discover that the building is a front for an illegal gambling ring. Will they join in or shut it down?

d100 = 38

  1. D10=1:Two men are arguing in the street about whether or not there is an afterlife.
  2. D10=2:The players come across a group of druids protesting the construction of a new palace in the city. They claim it will disrupt the natural balance, but the players soon discover that the druids have ulterior motives for their protest.
  3. D10=3:As the party navigates the cobbled streets near the docks, a serene orchestra's notes float from an abandoned theater. Drawn inside, they find a hall adorned with strange, shifting murals. The audience is composed entirely of 4d10 skeletal patrons eerily clapping in unison, demanding encores despite their lifeless state. A banshee hidden among the musicians waits to be freed from a cursed contract, promising aid against upcoming threats if liberated. Choosing to assist or confront the banshee affects the City's ethereal balance, and may attract the attention of a necromancer hidden within the law-abiding populace.
  4. D10=4:The players come across a fortuneteller who is actually an ancient dragon in disguise. She will offer to tell their futures in exchange for rare and valuable relics.
  5. D10=5:A prince is trying to escape from his overbearing bodyguards and asks the players for help. If they succeed, he will reward them with a hefty sum of gold and a favor.
  6. D10=6:A group of particularly stupid goblins are arguing with a shopkeeper over the price of something. The goblins are demanding a lower price, and the shopkeeper is refusing to sell them something at all.
  7. D10=7:A group of children are playing a game in the street. They're throwing rocks at each other and making up stories about each other's characters, like they're all heroes in an epic adventure together.
  8. D10=8:A blacksmith is testing the strength of his latest weapon in the city square.
  9. D10=9:A group of children are playing with a ball. The ball is enchanted, and when you kick it, it explodes into a cloud of fire!
  10. D10=10:You see a man standing on the corner of the street. He is wearing heavy clothing and has a heavy coat wrapped around his head to keep him warm. He is holding a sign that says 'Will work for food'. If players approach him, he will ask them for food. If players give him food, he will say 'Thanks man', then walk away with a smile on his face.

d100 = 39

  1. D10=1:A group of drunken revelers stumble out of a tavern, singing a bawdy song.
  2. D10=2:You come across a group of bards performing a hilarious play about a clueless adventurer getting into ridiculous situations. However, it turns out they are actually reenacting real events from your party's past adventures.
  3. D10=3:A local tavern owner is hosting a drinking contest. The players can join in or watch as their friends make fools of themselves.
  4. D10=4:A fisherman is selling his fresh catch of the day, shouting out prices for all to hear.
  5. D10=5:Fishmongers argue over a prized catch. 2d4 burly dockworkers choose sides, and tempers simmer, ready to boil.
  6. D10=6:A man is walking down the street, yelling about the end of the world and the rising of the dead. He is obviously delusional and should be left alone.
  7. D10=7:Announcements ring through the air as a prestigious cooking competition is open to all. Winning over judges could grant you fame, fortune, or at least a memorable meal—but sabotage and secrets bubble beneath the surface of this culinary race.
  8. D10=8:Tristram the Confused, a disoriented sorcerer, desperately seeks assistance in finding his missing magical staff. Unfortunately, the staff constantly misleads him and plays tricks on anyone who attempts to help.
  9. D10=9:A group of children are playing with sticks and pretending to be warriors. They will challenge the players to a stick fight. They will play for hours and never tire.
  10. D10=10:A group of musicians are playing lively music on a street corner, attracting a large crowd. If players join in, the musicians will offer them a small cut of their earnings for the day.

d100 = 40

  1. D10=1:A group of guards are chasing a thief through the streets. The thief is very agile and is able to evade the guards with ease.
  2. D10=2:A city official posts new proclamations on the town notice board.
  3. D10=3:Two men are arguing about whether or not there should be more laws in the city to prevent crime. One man believes there should be more laws, and the other man believes that there are already too many laws in the city and that it's time for people to start taking personal responsibility for their actions again.
  4. D10=4:A group of children are playing in the street. If players stop to talk to them, they will tell them about a nearby dungeon where their parents were attacked by a group of skeletons.
  5. D10=5:Two guards notice the party and challenge them for trespassing. The guards are really just bored and looking for someone to talk to. They will let the party pass if talked to, or they may arrest the party if they decide that talking is too much work.
  6. D10=6:The players come across a horse-drawn carriage that has broken down in the middle of the road. The owner is nowhere to be found, but the players could try to fix it or loot it.
  7. D10=7:A group of men are talking about the recent rash of burglaries in the area. They believe it is the work of an animal.
  8. D10=8:The players are approached by a worried parent who has lost their child in the bustling city streets. They must use their detective skills to track down the missing child before it's too late.
  9. D10=9:A man is standing on a soapbox, shouting about the end of the world and trying to convince people to join his doomsday cult. If players engage with him, they may find out that he was kicked out of a prestigious magic academy and is seeking revenge.
  10. D10=10:You see two soldiers arguing over a stolen loaf of bread. One claims it was for his family, while the other insists it was for his hungry fellow soldiers. The situation quickly escalates and the players must decide whether to intervene or stay out of it.

d100 = 41

  1. D10=1:A local alchemist is seeking test subjects for his latest experiment. He offers the players a large sum of gold to participate, but as they soon realize, the experiment involves turning the subjects into mindless zombies.
  2. D10=2:A group of young men are walking down the street, laughing and joking loudly. It sounds like they're talking about the 'Horror in the Elder Star'. They're not sure what that means either.
  3. D10=3:A thief runs past the players, concealing a small pouch under his cloak.
  4. D10=4:A group of drunkards stumble out of a tavern and cause a ruckus. The players could try to diffuse the situation or join in on the chaos.
  5. D10=5:A child tries to sneak a piece of candy from a sweet shop while the owner’s back is turned.
  6. D10=6:A man is selling maps of the area for one silver piece. They're actually maps of another area, with landmarks changed to make them look like the area where you're playing.
  7. D10=7:A beautiful fountain in the city’s central park is the site of an unexpected fish-juggling competition between two rival bards. The crowd roars with laughter and encouragement, but the fish seem less thrilled. Suddenly, a water elemental emerges from the fountain demanding an end to the chaos.
  8. D10=8:Outside a bakery, Jolena Meringue, the city’s most famous pastry chef, is advertising her latest “exploding cupcakes.” They just need testers willing to risk a slight burning sensation.
  9. D10=9:Vortigern Drachest, port-painted ex-pirate endeavors hijacked by talking parrots resonating contraband embargo. Fatefully cursed by undertones, illicit shifts coordinate actions. Piracy-alleging butterflies flutter suspect. Players resolve elucidate.
  10. D10=10:During a grand ball, an invaluable jeweled necklace is stolen, casting suspicion on every guest. Proving the thief's identity among nobility requires diplomatic finesse and sharp observation, especially when everyone has a hidden agenda.

d100 = 42

  1. D10=1:You hear shouts of a noble’s family escaping from a draughty manor. It seems 2d4 shady debt collectors have come to collect. Step in might save them—or pull you into their troubles.
  2. D10=2:A group of farmers ask for your help in fighting off a pack of hungry wolves that have been terrorizing their village. However, it turns out the "wolves" are actually werewolves who have been cursed by a dark mage.
  3. D10=3:An NPC approaches the players disguised as a beggar, but they soon learn that the beggar is actually a powerful wizard in disguise, testing their abilities.
  4. D10=4:Tiny Timmy, a spirited street urchin, insists he’s found treasure maps to buried loot scattered throughout the city, but will only share if the players help him evade a preposterously exaggerated rival kid gang.
  5. D10=5:A heavy-smelling carriage rides through a crowded street; its wheels are blaring complaints as 1d6 children gather to tease the oxen. Do you join the fun or keep moving?
  6. D10=6:A man is sitting in a tavern, telling people about a dream he had. It was really weird and kinda scary, but he's not sure what it meant.
  7. D10=7:A mysterious hooded figure is walking through the streets, causing people to turn and stare. If players follow the figure, they may discover that it is a powerful and famous wizard in disguise.
  8. D10=8:Looting. A group of 3d6+5 bandits are looting a shop. They are armed with short swords and short bows. They will fight to the death.
  9. D10=9:A wizard is conducting experiments in the middle of the street, causing chaos and confusion. The players could try to help or avoid getting caught in the chaos.
  10. D10=10:A group of adventurers are bragging about their recent haul at a tavern. The players can either join in and share their own adventures or challenge them to a contest to see who is the greatest adventurer of all.

d100 = 43

  1. D10=1:A group of children are fighting over a ball. A small dog is involved.
  2. D10=2:Two men are shouting back and forth at each other at the corner of the alleyway in front of the shopkeeper's home. One of them is complaining about how he can use a bigger cup than what he has, but neither will pay for something better.
  3. D10=3:A man is selling vegetables. The vegetables are sitting on top of a large metal shield.
  4. D10=4:A woman is standing on a street corner, begging for gold pieces. She looks like she has been homeless for years. She is actually a noble lady who was framed by a lord and now she is trying to prove her innocence by acting like she is poor and desperate for money and food.
  5. D10=5:A man is standing on a street corner, selling maps to a nearby dungeon called 'The Tomb of Zan Zan' - it's not actually a dungeon, but an abandoned wizard's tower. He will sell the maps for 10 silver pieces each, but the players will only find an empty tower if they actually follow the map.
  6. D10=6:A friendly dog barks happily as it greets a familiar face in the crowd.
  7. D10=7:A man is standing in front of a shop, offering to sell his horse to anyone who wants it. He says that the horse used to be owned by a wizard and is capable of speaking and doing tricks just like a dog or a cat can do. He says that the horse can fetch things and even fight like a dog or cat can fight if needed.
  8. D10=8:A group of children are throwing rocks at dogs and cats. They will run away if adults approach.
  9. D10=9:An alley with illogical pathways contains a sphere of stillness, untouched by the bustling City sounds. Curious players find traces of odd, vivid graffiti depicting distorted faces. 1d8 voidwalkers haunt this space, feeding on emotions and reality. These beings wield illusions that confuse perception and warp memories, causing adventurers to question their own identity and purpose. It becomes paramount to navigate this encounter wisely, understanding the broader implications for the City’s sanity and resolving the smile-painted chaos lying ahead.
  10. D10=10:A wealthy noble is throwing a lavish party, but something feels off. As the night goes on, it becomes apparent that the noble is a vampire and the party is a front for his feeding grounds.

d100 = 44

  1. D10=1:A series of posters advertising a noble's public trial for tax fraud paper the streets. 1d4 rowdy locals passionately debate, drawing attention from lurking spies. Do you engage?
  2. D10=2:A street artist challenges the players to a drawing contest. If any of the players participate, they must use their creativity and art skills to create something impressive. The winner will receive a magical paintbrush.
  3. D10=3:A group of dwarves are having a drinking contest in a tavern, challenging other patrons to join in. If players participate, they may win a large sum of coins or wake up with a terrible hangover.
  4. D10=4:A renowned blacksmith’s forge burns with an unholy green flame. Citizens whisper that the blacksmith has been crafting weapons for a hidden cabal within the city. The players must decide whether to investigate and confront the blacksmith, facing his animated suits of armor that guard the secret, or inform the city watch, risking the ire of the hidden cabal. The truth may involve black-market dealings that extend far beyond the city walls.
  5. D10=5:A group of elderly women is protesting outside of a bank. They want the bank to give them their money because they think that the bank has been stealing from them over the years.
  6. D10=6:At the intersection of two gaslit streets, 2d4 poison-toting assassins from the Umbra Tribe engage in ritual combat. One assassin offers sanctuary but demands a story from your deepest past. This tale might weld your current reality with an obscure, primal narrative.
  7. D10=7:A group of children are fighting with each other over a bag of coins. They don't know where the coins came from, but they say that it will make them really rich!
  8. D10=8:A thief attempts to pickpocket the players in broad daylight. Will they catch them in the act or fall victim to their sneaky tactics?
  9. D10=9:Alabaster Abby, an albino street painter, claims her enchanted brushes have gone rogue, painting magical graffiti. Her art now requires dealing with animated doodles populating the walls.
  10. D10=10:A heavy-smelling carriage rides through a crowded street; its wheels are blaring complaints as 1d6 children gather to tease the oxen. Do you join the fun or keep moving?

d100 = 45

  1. D10=1:Sudden brawl between rival guild members erupts, drawing 2d8 curious onlookers and the attention of 2d4 city watch.
  2. D10=2:A juggler performs an impressive routine with colorful balls and flaming torches.
  3. D10=3:A disheveled alchemist runs through the street, vial in hand, shouting about an imminent explosion. Seconds later, a small explosion rocks his shop, releasing odd, elemental creatures that wreak havoc.
  4. D10=4:As the players walk through the city, they hear a violin playing a hauntingly beautiful tune. They follow the sound to a street performer who claims to have found a magical violin that can make anyone fall in love with its music. But as the players listen to the tune, they realize that it also has the power to control minds.
  5. D10=5:Within the shadowy depths of the Whispering Catacombs, you face 3d6 vampires engaged in a ritual designed to awaken a primal blood god slumbering beneath the city. The catacombs themselves pulse with eldritch energy, making traversal hazardous at best. Resisting the vampires' charm and powers may require making allegiances with underworld figures who know the catacomb's secrets. Success saves the city from a sanguine apocalypse, but leaving lingering curses and dark whispers that persist generations.
  6. D10=6:A man offers to sell players a magical item, but it isn't really magical at all.
  7. D10=7:Upon entering a vibrant bazaar, a fortune teller's tent beckons intriguing inquiries. When getting your fortunes read, you glimpse a cosmic anomaly threatening more than just your future.
  8. D10=8:Discovering a hidden underground fighting ring, the adventurers are asked to participate. The ringmaster hints at a greater conspiracy, providing information if they can win consecutive matches.
  9. D10=9:Pigeons are carrying small messages. They are begging for money. The pigeons are as big as eagles, but they are ordinary pigeons. The pigeons are in a cage and the cage is on a cart. The cart is on the side of the street.
  10. D10=10:Kitten. A little kitten is sitting on the street. It's not doing anything.

d100 = 46

  1. D10=1:Slithering Simon, an eccentric snake charmer, has lost control of his vipers. The players must corral the slippery serpents while humorously dealing with over-the-top rumors the snakes create.
  2. D10=2:A group of merchants are setting up shop in the city. They are offering a variety of different goods at very reasonable prices.
  3. D10=3:A group of scholars is studying a mysterious rune that has appeared on a building in the city. However, the rune is actually a powerful symbol that will summon a demon if read out loud.
  4. D10=4:A group of 1d4+2 THIEVES are burgling a house. The thieves are a thief captain, a thief lieutenant, a thief sergeant and 1d4+2 thieves.
  5. D10=5:The Royal Menagerie, famed for its fantastical beasts, is suddenly besieged by 2d4 chimeras, escapees from the ill-fated opening of a transdimensional portal. The chimeras' rampage threatens not only the rare, captive creatures but also the lives of curious onlookers. Wrangling these ferocious hybrids while closing the unstable portal demands quick thinking and resilience. Successful containment might reveal hidden portal operations hidden beneath the Menagerie, whereas failure risks opening the city to untold monstrous horrors.
  6. D10=6:A frenzied mob of 3d6 townsfolk burns an effigy of a rival guild leader in the marketplace. Players can try to douse the flames, risking the mob's anger or gain favor by joining in.
  7. D10=7:A wealthy noble is throwing a lavish party in their mansion. The players may be invited to attend or try to sneak in for some fancy loot.
  8. D10=8:A group of 1d4+2 guards are on patrol. They will stop and question any PCs acting suspiciously.
  9. D10=9:The players come across a street vendor selling "magical" trinkets. Upon closer inspection, the trinkets are revealed to be fake. But as the players start to walk away, they hear a faint whisper calling out to them, tempting them to buy something from the vendor.
  10. D10=10:A drunk man is trying to walk home. He's not in anyone's way.

d100 = 47

  1. D10=1:The city’s asteroid that's supposed to be a simple tourist attraction suddenly pulses with magical energy. Rumors spread that it's a beacon for otherworldly beings who now navigate towards the city, drawn by its mystic signal.
  2. D10=2:You hear loud noises coming from a blacksmith's workshop. When you enter, you see that a young apprentice is struggling with a complicated weapon design. Will you offer your assistance?
  3. D10=3:A group of men are wandering around town, looking lost and confused. They've been wandering around for a few days now, but they don't seem to be getting any closer to their destination.
  4. D10=4:A group of street urchins are trying to pickpocket the players. However, if the players catch them and take the time to teach them a skill, the urchins will become loyal allies.
  5. D10=5:A man is found wandering along, ranting about how he has been robbed by a local thieves' guild called 'The Hand'.
  6. D10=6:You see an old man sitting on a bench, feeding pigeons and talking to himself. As you approach, you realize he is actually a powerful wizard in disguise and is using the pigeons to spy on the city for him. He will offer a quest to the players to retrieve a rare ingredient for a potion he is brewing.
  7. D10=7:An elderly man is sitting on a park bench, eating lunch from a brown paper bag. He is reading the newspaper and seems unbothered by the chaos around him. He seems to be immune to the random enchantments that plague this city.
  8. D10=8:A group of young kids are playing tag in the streets nearby. They keep running back to their home where their parents give them cookies as a reward for playing outside instead of watching TV or playing video games like most kids do these days.
  9. D10=9:The players enter a tavern and find it completely empty except for one man sitting alone at a table, crying into his drink. He tells the players about his recent string of bad luck and offers them a game of cards to win some money back. But as the game progresses, the players realize that the man is a skilled cheat and must use their own wits to outsmart him.
  10. D10=10:A renowned sculptor has gone mad, claiming their latest work is actually alive and plotting their demise. The statue itself has an uncanny resemblance to a notorious figure from the sculptor's past, now believed to be long dead.

d100 = 48

  1. D10=1:A group of drunk men are singing a song about the local lord and how great he is. They will stop when they notice the players.
  2. D10=2:While exploring a garden, you discover a rare and beautiful flower. Do you take it or leave it untouched?
  3. D10=3:A group of children are playing hopscotch in an alleyway, giggling uncontrollably.
  4. D10=4:You come across a group of commoners being led by a charismatic leader, protesting the high taxes imposed by the local lord. They ask for your support in their cause.
  5. D10=5:A well-dressed man offers to escort the players to a fancy party or event. Will they trust him or be suspicious of his intentions?
  6. D10=6:A group of monks are standing in front of a building, arguing about politics.
  7. D10=7:A stray cat is following the players, meowing and rubbing against their legs. If they follow the cat, it will lead them to a hidden treasure stash that it has been guarding.
  8. D10=8:An elderly man is sitting on a park bench, eating lunch from a brown paper bag. He is reading the newspaper and seems unbothered by the chaos around him. He seems to be immune to the random enchantments that plague this city.
  9. D10=9:A man is sitting on the side of the road, telling everyone who passes by that he has lost his donkey.
  10. D10=10:A group of men are walking down the street, carrying a coffin. They are chanting something over and over again. If the players listen, they will hear that the men are actually chanting about wanting to join a local thieves' guild. They aren't actually carrying a coffin - they're practicing for a play that their guild is putting on.

d100 = 49

  1. D10=1:A group of wizards invite you to join a secret magical society that meets every night in a hidden location. However, it turns out they are actually using their meetings to conduct dark experiments and rituals.
  2. D10=2:A group of children are gathered around a barrel of wine, celebrating their latest victory.
  3. D10=3:A dragonborn named Thudor Ironclaw is hosting a pie-eating contest. The pies, however, have been swapped by a local prankster with very spicy ones that cause contestants to breath small jets of flame. The players must catch the prankster.
  4. D10=4:A fiery dispute erupts at a dockside tavern where an inebriated sailor claims to possess a treasure map leading to untold riches. However, a rival crew overhears, making the tavern a powder keg of potential brawls and alliances.
  5. D10=5:The players encounter a street vendor selling strange potions - some may have beneficial effects while others may be dangerous.
  6. D10=6:A woman is selling very old books.
  7. D10=7:A notorious pirate has been captured and held in the city’s most secure prison. However, their hidden crew plans a daring jailbreak, and an honest guard asks for your help in preventing it, promising hidden treasures if you succeed.
  8. D10=8:The city's annual harvest festival is interrupted by a group of orcs who have come to raid the village for food. The players must protect the villagers and their crops.
  9. D10=9:A local blacksmith is demonstrating his skills by forging a small blade in the town square.
  10. D10=10:A group of children are playing a game of tag in an alleyway. They will run away if anyone tries to talk to them.

d100 = 50

  1. D10=1:A man named Sigfried is talking about how he's a member of the cult of Andros and he's trying to start a war between the churches of the city and the cult of Andros.
  2. D10=2:Cloaked figure hands out strange potions for free. Beside them, 2d8 concerned city watch warn potential takers of unknown dangers.
  3. D10=3:The players come across a street vendor selling "mysterious potions," but it turns out they are just regular beverages and the vendor is a charismatic con artist.
  4. D10=4:A fortune teller is beckoning passersby into her small tent, promising to reveal their destiny.
  5. D10=5:You see a group of small boys playing in the street, kicking an old leather ball around. Who are those kids? No one knows. They just appear on a warm summer evening, always kicking their ball, but never speaking.
  6. D10=6:A group of dwarves are in the middle of setting up a festival in the city. They are offering free food and entertainment for the residents of the city.
  7. D10=7:A group of street urchins beg the players to help them steal a valuable necklace from a nearby jewelry store. The players must decide whether to help the children and risk getting caught, or turn them in to the authorities.
  8. D10=8:A group of shifty-looking characters are unloading a suspicious cargo at the docks. The players could investigate or let them go about their business.
  9. D10=9:You receive an invitation to a grand chess tournament where each piece is enchanted to come to life. Winning requires not just skill but managing the volatile personalities of the pieces themselves, some of whom have little interest in following orders.
  10. D10=10:A group of men are playing dice in an alleyway. If the players approach, they will stop what they're doing, hide their dice, and act like they were just walking by.

d100 = 51

  1. D10=1:Marla the Cook is known for her legendary, secret-recipe soup. Today, she's panicking in the town square because her sentient soup pot has run away, refusing to make another batch until it's heard an authentic halfling folk song.
  2. D10=2:A shadowy figure leaves an alley, dropping a blood-stained dagger. 2d6 local militia rush to secure the area, leaving questions unanswered.
  3. D10=3:An old woman is seen crying by the city fountain, her priceless family heirloom stolen mere moments ago. Her descriptions lead to a maze of back streets, shadowy inns, and a rival noble family with a long-standing grudge.
  4. D10=4:A man is selling maps to adventurers or traders. The maps show that the area just beyond the next mountain pass is full of treasure, but this information is false. The man is actually an assassin who is trying to lure his targets into an easy kill zone.
  5. D10=5:An artistic performance by a traveling troupe mimics the microcosm of city life in allegorical disguise. Among the audience, sedition is detectable as secret signs between rebels and unknown collaborators pass unnoticed.
  6. D10=6:A charismatic bard performs for coins. 1d4 thieves use the crowd distraction to attempt pickpocketing the players.
  7. D10=7:The local herbalist has had too many customers complaining of failing potions. A group of 1d4 disgruntled adventurers calls for heads to roll—choose to mediate or run.
  8. D10=8:Bobble the Bumbling, a jovial tavern keeper with conjuration issues, accidentally opens a portal in the bar. Players must help close it before patrons start adventuring beyond their bar tab.
  9. D10=9:A street magician is putting on a show, using sleight of hand and illusions. If players pay close attention, they may notice that the magician is actually using real magic.
  10. D10=10:The players come across a fortune teller who offers to read their future. But as the fortune teller tells their fortunes, the players start to realize that the predictions are coming true and it may not be a good thing.

d100 = 52

  1. D10=1:A group of street urchins invite the players to join their makeshift soccer game.
  2. D10=2:An old man in an alley with a large wooden cup and bowl. He is selling water or ale, depending on what you have to pay him.
  3. D10=3:A carnival sets up in the central plaza, full of bright lights, enchanting music, and unusual attractions. All is fun until bystanders begin disappearing after visiting a particular tent that no one can remember entering.
  4. D10=4:A wagon full of grain has overturned and is blocking the road.
  5. D10=5:A traveling circus has set up camp outside the city, offering a variety of performances and attractions. If players attend, they may be invited to join the circus as performers.
  6. D10=6:A group of 2d6 merchants are transporting their goods in a large wagon. They will ask any PCs they see if they want to buy anything from their wagon. They have 2d6 random items for sale. If the players buy something, they will be ambushed by 2d6 thieves who will steal everything they have.
  7. D10=7:Scary: A group of townspeople are gathered in front of a large building made of stone. On the top of the building is a large statue of a demon's face. The townspeople are arguing with the guards and priests of the local temple. The townspeople are saying things like, 'That thing is evil! We have to do something about it!' The priests and guards are saying things like, 'That thing is good! We have to do something about them!' ~~~
  8. D10=8:Swindlers' ruse exposed at the market soon turns into a wild chase featuring 2d4 city guards against 1d6 desperate criminals.
  9. D10=9:A group of pickpockets are targeting unsuspecting patrons at a busy marketplace. The players could try to catch them in the act or become their next victims.
  10. D10=10:A group of men are gathered around a board, playing a game. If players approach, they will see that the men are playing a game called 'Kings and Queens'. It's a game where players take turns being kings or queens, and win by having the most money. It's actually a game that cultists in the city play to worship their demon lords.

d100 = 53

  1. D10=1:The city's famed clocktower stops at midnight, and the hands start moving backward. Strange occurrences follow as people experience events of their past repeating. Unraveling the cause involves a hidden room within the tower and an ancient, time-manipulating entity.
  2. D10=2:A child drops their favorite toy and begins to cry until an elderly passerby returns it.
  3. D10=3:A woman is selling flowers to passersby. When players approach, she starts flirting with the most handsome one in the group. The woman is actually a high-class prostitute.
  4. D10=4:A group of children are playing hide and seek in an alleyway.
  5. D10=5:Night falls and the city’s notorious thieves’ guild holds an underground auction. Disguises are a must if you plan to infiltrate, but the items on display are rumored to hold immense power—if you dare to place a bid.
  6. D10=6:You see an old man sitting on a bench, feeding pigeons and talking to himself. As you approach, you realize he is actually a powerful wizard in disguise and is using the pigeons to spy on the city for him. He will offer a quest to the players to retrieve a rare ingredient for a potion he is brewing.
  7. D10=7:At the intersection of two gaslit streets, 2d4 poison-toting assassins from the Umbra Tribe engage in ritual combat. One assassin offers sanctuary but demands a story from your deepest past. This tale might weld your current reality with an obscure, primal narrative.
  8. D10=8:Looting. A group of 3d6+5 bandits are looting a shop. They are armed with short swords and short bows. They will fight to the death.
  9. D10=9:Barry the Bear-Watcher, a druid with a mania for bears, is horrified to discover circus bears loose in town. He enlists the players in a dramatic, comical, and ultimately sweet-hearted rescue mission.
  10. D10=10:A local merchant is having a sale on bolts of fine cloth.

d100 = 54

  1. D10=1:Barry the Bear-Watcher, a druid with a mania for bears, is horrified to discover circus bears loose in town. He enlists the players in a dramatic, comical, and ultimately sweet-hearted rescue mission.
  2. D10=2:Within the highly regulated temple district, clerics of an order dedicated to law and fairness fall ill under mysterious circumstances. The players discover a hidden cult poisoning the clerics to disrupt the divine order. Investigating involves navigating the bureaucratic structure of the temple hierarchy and gathering evidence, while the cultists, skilled in shadow magic, constantly manipulate and sabotage player efforts. Exposing and combating them can restore divine order and reveal interfaith tensions hinting at wider religious conflicts.
  3. D10=3:A small dog is tugging at a piece of fabric, determined to make it its own.
  4. D10=4:The scent of exotic spices leads you to a traveling merchant's stall. With a keen eye for alchemy, he offers potent mixtures promising miraculous effects, but an urgent request for an antidote hints at darker secrets behind his brews.
  5. D10=5:A fortune teller offers to read the players' fortunes for a small fee. She gives each player a cryptic reading, some of which may come true in the future. But little do they know, the fortune teller is actually a con artist and is using her "predictions" to scam unsuspecting adventurers.
  6. D10=6:An eccentric inventor is showcasing his latest creation – a flying machine. He offers to take the players on a test flight, but it turns out the machine is not as safe as he claims.
  7. D10=7:A citywide scavenger hunt, driven in excitement, suddenly turns dangerous as players get lost where game becomes reality. The organizer, a famed trickster, might have lost control over his creature conjurings.
  8. D10=8:A group of adventurers just returned from a successful quest and are celebrating at a tavern. Do you join in on the party and hear their tales?
  9. D10=9:The players are approached by a group of goblins who offer to guide them to a secret treasure hidden beneath the city. However, it's a trap set by the goblins' leader, a powerful warlock who seeks to enslave the players.
  10. D10=10:You see a group of children playing with a wooden puppet. If you talk to them, you learn that their father is a wood carver who is also a member of a cult.

d100 = 55

  1. D10=1:The players come across a fortune teller who offers to read their future. But as the fortune teller tells their fortunes, the players start to realize that the predictions are coming true and it may not be a good thing.
  2. D10=2:A large man is sitting on the street, sobbing uncontrollably. He will tell the players that his wife was killed by a goblin.
  3. D10=3:While traversing the glittering Golden Bazaar during its monthly Festival of Riches, you spot a band of 3d6 fiendish mercenaries led by a cambion warlord making a beeline for the treasury, aiming to steal a vault of planar gems. The mercenaries' attacks shake the very foundations of the city's economy. The choice to defend the vault doors or attempt a daring strike at the mercenaries' leader could turn the tide of the invasion, but failing could plunge the entire city into a financial collapse of legendary proportions.
  4. D10=4:A woman is selling rare gems. The gems are actually fakes, but she doesn't know that.
  5. D10=5:A mysterious individual approaches the players and offers them an invitation to a secret underground fighting ring. The players must prove their strength and skills in order to win valuable prizes.
  6. D10=6:A group of city children play a game of tag, narrowly avoiding knocking over a vendor’s cart.
  7. D10=7:A man is selling apples. He has 12 apples, and he is asking 1 cp per apple.
  8. D10=8:A group of street performers ask the players to be part of their act. They will have the players stand in a row and attempt to juggle them as if they were objects.
  9. D10=9:A blacksmith hauls a heavy load of horseshoes to his shop, cursing under his breath about the weight.
  10. D10=10:Pigeons are carrying small messages. They are begging for money. The pigeons are as big as eagles, but they are ordinary pigeons. The pigeons are in a cage and the cage is on a cart. The cart is on the side of the street.

d100 = 56

  1. D10=1:A traveling circus has set up camp outside the city, offering a variety of performances and attractions. If players attend, they may be invited to join the circus as performers.
  2. D10=2:Near the City’s towering walls, a peaceful garden of stone statues seems a serene escape. The catch? Observant players will note that these aren’t mere statues but petrified citizens. The culprit, a medusa attempting to hide among the populace and live a normal life, is occasionally betrayed by her eyes. A gang of 2d6 stone-blood mercenaries hunt her, making the public garden a battlefield ripe for moral conflicts and revealing shadows of an impending civil unrest.
  3. D10=3:A group of adventurers just returned from a successful quest and are celebrating at a tavern. Do you join in on the party and hear their tales?
  4. D10=4:A man is standing on the side of the road, talking to a large dog that is standing on its hind legs.
  5. D10=5:A group of children are playing a game called 'Attack the Fort'. They are playing in an abandoned house next to the tavern. They are playing with a group of children who are not from the city. The other children make their living as petty thieves and pickpockets. They will lure the children into an abandoned house, then steal their money and possessions.
  6. D10=6:A woman is standing on a street corner, begging for gold pieces. She looks like she has been homeless for years. She is actually a noble lady who was framed by a lord and now she is trying to prove her innocence by acting like she is poor and desperate for money and food.
  7. D10=7:A street magician performs a series of card tricks, wowing a group of children gathered around him.
  8. D10=8:The PCs see a man who looks like he is about to be robbed by a group of well-dressed men. The well-dressed men are demanding money from the man who looks like he is about to be robbed.
  9. D10=9:A mysterious hooded figure is walking through the streets, causing people to turn and stare. If players follow the figure, they may discover that it is a powerful and famous wizard in disguise.
  10. D10=10:An old man approaches the players and offers to teach them a rare and powerful spell. Will they take the opportunity or question why he is willing to share such valuable information?

d100 = 57

  1. D10=1:A local apothecary is offering to identify magical items for a small fee. The players can either receive valuable information about their items or find out that the apothecary is actually an evil sorcerer trying to steal their items.
  2. D10=2:A crossbow crack fills the air as 2d6 members of the watch investigate a disturbance. At your feet, a gambit coin rolls by—it was meant to bribe you. What will you do?
  3. D10=3:Players see a group of people gathered around a store front. The store is closed. They are standing on the steps of the store.
  4. D10=4:A group of men are arguing about whether or not a horse is a mammal.
  5. D10=5:In a corner of the marketplace, an old fortune-teller offers free readings, her tent adorned with flickering talismans of protection. Intrigued players learn she speaks in unnervingly accurate prophecies, each laced with veiled threats or searing hope. As they probe deeper, she reveals herself to be an oracle cursed to foresee disasters involving the City’s future. Her guardianship, in the form of 1d8 celestial outsiders, imposes their will subtly on the City's fate. The oracle’s serene warnings carry the weight of impending calamity, making every encounter within the City feel like a prologue to something greater.
  6. D10=6:A man is sitting on the steps leading up to a large church, begging for money and food. He says that he was once a soldier in a great war, but was injured and can no longer work.
  7. D10=7:A commotion draws your attention to a dog show gone wrong, with 2d4 ill-trained hounds running amok. Help catch them or enjoy the chaos as bystanders do?
  8. D10=8:A group of men are playing dice in an alleyway. If the players approach, they will stop what they're doing, hide their dice, and act like they were just walking by.
  9. D10=9:A group of well-dressed individuals suddenly rush past the players, shouting about a dragon attack on the nearby castle. The players must decide whether to follow them and join the defense, or stay put and potentially miss out on the glory and reward.
  10. D10=10:A mysterious disease is making people fall into a deep sleep within one of the poorer districts. The healer suspects dark magic and requests the adventurers to investigate the origins.

d100 = 58

  1. D10=1:A wealthy noble is throwing a lavish party in their mansion. The players may be invited to attend or try to sneak in for some fancy loot.
  2. D10=2:Hears a man talking to himself. He's muttering about something that happened to him.
  3. D10=3:A group of street performers are putting on a show. They are dressed as skeletons. They are doing a dance routine.
  4. D10=4:A merchant is selling books. If the players talk to him, he will tell them that he is selling them cheaply because he is trying to get rid of all of his books because he is moving to another city in 2 weeks.
  5. D10=5:A woman is sitting on the side of the road, looking despondent. She wants someone to help her with her problem. It seems she lost her dog and she needs help finding it. She offers to pay any amount if someone can help find her dog
  6. D10=6:Players see an execution taking place in the city square. The criminal is being hanged, but upon closer inspection, it's clear that he's innocent and being framed by corrupt officials.
  7. D10=7:A group of street urchins pickpocket one of the players, but they don't realize that the player is actually a skilled thief and they end up with an empty wallet.
  8. D10=8:Vortigern Drachest, port-painted ex-pirate endeavors hijacked by talking parrots resonating contraband embargo. Fatefully cursed by undertones, illicit shifts coordinate actions. Piracy-alleging butterflies flutter suspect. Players resolve elucidate.
  9. D10=9:A beggar approaches the players, claiming to be a powerful wizard who has been cursed and needs their help. Will the players believe them or see through their facade?
  10. D10=10:A man needs help finding his wife. He is being followed by a group of men who are demanding she be returned to them. They are threatening to kill him if she is not returned to them soon.

d100 = 59

  1. D10=1:The players come across a group of cultists preaching about the end of the world. They will offer to welcome the players into their community, but they will need to make a sacrifice first.
  2. D10=2:A group of women are walking down the street, talking about the price of clothing.
  3. D10=3:A young couple is arguing loudly in the street, drawing the attention of passersby. If players try to mediate, they will discover that the woman is a well-known merchant's daughter and the man is a commoner who she wants to marry but her family disapproves.
  4. D10=4:A painter captures the cityscape on a large canvas, attracting curious onlookers.
  5. D10=5:1d4 Spellcasters duel on an otherwise quiet street, accidents causing spells to ricochet, endangering bystanders.
  6. D10=6:At twilight, the party hears melodious singing that guides them to an alley where a siren-like figure captures their attention. She offers a prophecy in exchange for a simple charm, but warns that her visions always come with a price.
  7. D10=7:A local blacksmith is demonstrating his skills by forging a small blade in the town square.
  8. D10=8:A street vendor hawks exotic animals; 1d4 disgruntled previous owners demand their return, causing a scene. Get involved or have a quiet snack?
  9. D10=9:A thief runs past the players, concealing a small pouch under his cloak.
  10. D10=10:A man is playing a beautiful melody on a lute. If the players listen closely, they will realize that the song is actually a code for a secret meeting location for a group of rebels.

d100 = 60

  1. D10=1:A carriage with no horses is traveling down the street. A man is sitting on the box. The carriage stops, and the man offers to sell you a small stone for 10 gold pieces. It is worth 1 copper at best. The man's name is Tim Tones, and he's a wily rogue.
  2. D10=2:A man is walking down the street, screaming for help. He's being chased by a pack of dogs. The dogs are actually dire wolves.
  3. D10=3:A group of guards are questioning people in a nearby alley, searching for someone or something.
  4. D10=4:You see a crowd gathered around a man who claims to have the power of divination and can tell your future. However, he is actually a charlatan using tricks to fool people into giving him money.
  5. D10=5:Cerys Madam Fortune, a clairvoyant, enlists help reading twisted cards predicting foul fates. Duplicity or warning? Her clients await players as conjurations question omens.
  6. D10=6:A stray cat is following the players, meowing and rubbing against their legs. If they follow the cat, it will lead them to a hidden treasure stash that it has been guarding.
  7. D10=7:The players spot a group of suspicious-looking individuals entering a local building. Upon investigation, they discover that the building is a front for an illegal gambling ring. Will they join in or shut it down?
  8. D10=8:A powerful wizard offers to teach you a new spell in exchange for a rare specific ingredient that can only be found in a nearby dangerous dungeon. However, the wizard is actually planning to use the ingredient for an evil ritual.
  9. D10=9:A group of merchants have set up a stall in the marketplace, selling their "magical" healing potions. But upon closer inspection, the players realize that the potions are nothing more than colored water. The merchants quickly pack up and disappear when they realize they've been caught.
  10. D10=10:A mysterious fog envelopes the city and strange creatures start appearing, attacking the citizens. It's up to the players to find the source of the fog and stop it before it consumes the entire city.

d100 = 61

  1. D10=1:A man is sitting on the side of the road, weeping. If anyone approaches, he will tell them that he has lost his donkey.
  2. D10=2:A mysterious fortune teller offers to read the players' fortunes for a small fee - their predictions may come true in the future.
  3. D10=3:A man is offering to polish cuirasses for a small fee.
  4. D10=4:A group of street performers are putting on a play, but the lead actor is constantly stumbling over his lines and forgetting his role. It turns out he's been cursed by a vindictive rival actor.
  5. D10=5:The players spot a group of suspicious-looking individuals entering a local building. Upon investigation, they discover that the building is a front for an illegal gambling ring. Will they join in or shut it down?
  6. D10=6:A group of people are sitting in the street, singing and drinking wine. They will invite players to join them for a drink. They will try to poison the players' drinks if they accept.
  7. D10=7:A group of men are gathered around a small fire in the street, telling stories about their adventures. They're not bothering anyone.
  8. D10=8:The road is blocked by a wagon full of hay.
  9. D10=9:The distant clang of a bell hints at trouble. 1d8 cultists are brandishing items from a local shop and calling for the town's downfall. Will you confront them or risk safety?
  10. D10=10:An alley cat pounces on a fluttering piece of parchment— a lost coded message. Its discovery could lead to intrigue.

d100 = 62

  1. D10=1:A brewer samples his latest batch of ale, offering tastes to curious onlookers.
  2. D10=2:The City's giggling street children carry an unusual item, part toy, part transmitter. Following them reveals an underground ring of 2d10 child spies gathering information for a master puppeteer. Their leader, an enigmatic figure hiding within an enchanted alley, manipulates them via charm spells for unfolding political games. Combat and empathy intertwine as the adventurers decide whether to liberate or leverage this covert network, veiling the City in quiet apprehension.
  3. D10=3:A drunk man is trying to walk home. He's not in anyone's way.
  4. D10=4:Two noble houses are holding an impromptu jousting match in a fenced-off area of the city’s main thoroughfare. Each side seeks champions to bolster their ranks. The head of one of the houses spots the adventurers and makes a generous offer for their aid.
  5. D10=5:A merchant is trying to sell players an item that is actually quite good, but he knows that they will not buy it because it is too expensive. He will try to sell it at full price and then try to sell it again at a lower price.
  6. D10=6:You see a group of people gathered around a strange looking contraption. They are discussing how to use it to teleport to another city.
  7. D10=7:A man wearing a red robe is shouting into the street. If players talk to him, he'll say that he's a member of a wizard's rival's school of magic, and he's here to warn the city that their wizard's magic is bad and dangerous. He will keep talking until the players give him gold or go away. If they listen to him, they learn that the city's wizard is named Blorkum and he is a warlock. He is actually a pretty nice and honest guy who has never harmed anyone.
  8. D10=8:A street preacher is proclaiming that the end is near and the players are the chosen ones who can stop it. However, the preacher is actually a powerful demon in disguise, trying to manipulate the players into unleashing it into the world.
  9. D10=9:The players come across a street vendor selling potions that will turn the drinker into various animals. However, they are just water with different colored dyes.
  10. D10=10:Players come across an elderly street performer playing a sad tune on his fiddle. The man claims his music can change fate, and offers to play a song to alter the destiny of one of the adventurers, but the catch remains undisclosed.

d100 = 63

  1. D10=1:A book peddler is loudly advertising a new, scandalous novel about the city's nobility.
  2. D10=2:The players come across a group of musicians who are cursed to only play one song for eternity. They enlist the players' help in breaking the curse.
  3. D10=3:A dilapidated theater offers free performances to rejuvenate interest, while 1d4 rivals plot to sabotage the actors' efforts.
  4. D10=4:The players are approached by a group of traveling minstrels who offer to let them join in on their performance. Whether they have musical skills or not, the players must try to impress the audience and earn some extra gold.
  5. D10=5:A man is selling maps to the local dungeon. He says they're the worst maps in the city, but they're only 1gp each!
  6. D10=6:Gloomy Gus, a melancholic harmonica player, has enchanted his instrument to spread his woe. Players need to quell the infectious blues causing city-wide malaise.
  7. D10=7:A tired mother is trying to keep track of her mischievous children as they dart through the crowd.
  8. D10=8:A group of children are playing in an alleyway. They are singing a song about a local hero who died recently in battle.
  9. D10=9:The PCs see a man who looks like he is about to commit suicide by jumping off a bridge into a river below. The man says that he is tired of living and wants to die. He asks the PCs to join him in jumping off the bridge into the river below.
  10. D10=10:An oddly placed statue appears in the center of a plaza overnight. A group of 2d4 tourists discusses its likeness, unaware that it conceals a sinister secret. Investigate?

d100 = 64

  1. D10=1:A group of people are talking about a crazy man named Sigfried. They say he is a member of the Cult of Andros and he's trying to start a war between the churches of the city and the cult of Andros.
  2. D10=2:A man is standing in the middle of the street. He is holding a large sign that says, 'Will work for food.'
  3. D10=3:A group of men are talking about how terrible their jobs are. One of the men is a blacksmith. If players talk to him, he will tell them about how much he hates his job and how he wants to quit but he has no other skills and no other way to make a living.
  4. D10=4:An argument is taking place between two men in the city square. They are arguing over something that the players can't quite make out. If the players try to intervene, it turns out that one of the men is actually a thief and the other is trying to bring him to justice.
  5. D10=5:A group of children are playing in the street. One child has a wooden sword and is pretending to be a knight. The other children are pretending to be his prisoners.
  6. D10=6:Marla the Cook is known for her legendary, secret-recipe soup. Today, she's panicking in the town square because her sentient soup pot has run away, refusing to make another batch until it's heard an authentic halfling folk song.
  7. D10=7:A stranded group of sailors seek the players' help to find a rare ingredient for a powerful healing potion. However, the ingredient can only be found in a dangerous underwater cave.
  8. D10=8:A loud commotion draws the players' attention to a group of street preachers. They claim that the end of the world is coming and only those who join their cult will be saved. The players must navigate the fine line between skepticism and belief as they uncover the cult's true intentions.
  9. D10=9:A group of children are running around, playing a game where they are knights fighting a dragon.
  10. D10=10:A woman is trying to sell a basket of flowers.

d100 = 65

  1. D10=1:Four old women are gossiping in front of their house. One of the old women has a wooden staff. The other three women have wooden staffs.
  2. D10=2:The players walk by a house with a sign that reads "Beware of Dog". However, the dog inside is tiny and has a bright blue bow around its neck.
  3. D10=3:A man is offering magic items for sale at an incredibly cheap price. The items are slightly less powerful than normal items of their type and will break after one use.
  4. D10=4:A work crew is fixing the street. They will not respond to questions.
  5. D10=5:In the city's tavern, a shady character challenges the party to a game of cards. Soon, it's clear the stakes are more than just money: information, secrets, and favors are on the line. The opponent seems unusually lucky, raising suspicions of arcane cheating.
  6. D10=6:The sound of a baby crying pierces through the quiet city streets. The players find a woman frantically searching for her lost child, who has a strange birthmark that makes them a target for a cult of dark magic practitioners.
  7. D10=7:Wandering minstrel sings of recent war events. 2d8 concerned veterans gather, some seeking solace, others seeking revenge.
  8. D10=8:As you meander through the stalls, you bump into a hoarding 2d4 townsfolk. They clamor over a new artifact; some claim it brings good fortune but others warn of danger. What will you believe?
  9. D10=9:The players come across a group of travelers being harassed by a group of bandits, and it's up to them to intervene and potentially earn a reward from the grateful travelers.
  10. D10=10:A group of scholars, deep in discussion about God, the universe and everything.

d100 = 66

  1. D10=1:A group of street toughs try to extort money from the players - they can either pay up or fight back.
  2. D10=2:A group of 3d4 MERCHANTS are arguing about prices in front of their shop. The merchants are a merchant captain, a merchant lieutenant and 3d4 merchants.
  3. D10=3:A wagon full of grain has overturned and is blocking the road.
  4. D10=4:A tailor fits a customer for a new suit, taking careful measurements.
  5. D10=5:The players encounter a group of monks practicing martial arts in a secluded area of the city. If they ask to join in, they must pass a series of physical challenges and wisdom tests. Those who succeed are granted a special blessing from the monks.
  6. D10=6:A group of adventurers are looking for work in the city, but none of the shops will hire them because they're afraid they'll steal from them after they get paid.
  7. D10=7:A group of dwarves are arguing over who makes the best ale. They offer to let the players try each of their brews and be the judges.
  8. D10=8:A wealthy merchant offers the players a large sum of money to retrieve a rare and valuable artifact from a nearby dungeon. However, the artifact is guarded by powerful monsters and traps.
  9. D10=9:You stumble upon a group of dwarves mining in the city's sewers. They explain that they are searching for a rare gem that they believe will cure their king's illness. However, they are actually in search of a legendary artifact that can make them invincible.
  10. D10=10:A wandering bard is singing tales of faraway lands, capturing the imaginations of his audience.

d100 = 67

  1. D10=1:A man is wandering the streets, babbling about how he is looking for his lost pet rat. If the players ask, he will tell them that he found a magical rat in the sewers and it has been acting weird since then. He will offer them a reward if they help him find his pet. If players accept, he will lead them to a Cult of Zan shrine in the sewers.
  2. D10=2:Scary: A group of townspeople are gathered in front of a large building made of stone. On the top of the building is a large statue of a demon's face. The townspeople are arguing with the guards and priests of the local temple. The townspeople are saying things like, 'That thing is evil! We have to do something about it!' The priests and guards are saying things like, 'That thing is good! We have to do something about them!' ~~~
  3. D10=3:A powerful wizard summons you to their tower, claiming they need help in retrieving a powerful magical artifact. However, it turns out the wizard is actually a powerful lich trying to collect objects to regain their mortal form.
  4. D10=4:A musician is playing a melancholic tune on his flute, hoping for a few coins to be tossed into his hat.
  5. D10=5:Rummaging through a pile of discarded alchemical ingredients in the butcher's district, the players meet Sula the Solemn, a wizard who’s trying to invent meat-flavored potions but keeps accidentally summoning small, mischievous elementals.
  6. D10=6:Radagast Sudsbellow, laundress wielding omnipotence, bleaches enchantments birthing sentient wardrobe furnishings. Perplexed askew petition chronicles aid leading investigators toward clothes-patriarchy rebel threats.
  7. D10=7:A group of people are walking down the street, talking about the strange weather. They believe the weather is unnatural and there's something strange happening in the forest.
  8. D10=8:In town, Lenny Loosepockets—a nimble halfling rogue—pulls off a mesmerized crowd’s largest heist, only to discover the goods are cursed shrunken heads. He urgently appeals for help to lift the curse.
  9. D10=9:A woman is selling books about local landmarks and culture. She's doing rather well for herself.
  10. D10=10:A group of women, who look like they're from a poor family, are begging for money on the street. If players give them money, they will tell them about a nearby orphanage that helps poor families and give them a card for it.

d100 = 68

  1. D10=1:Gossipers are talking about how a woman was killed by the cult of Andros. They say she was a member of the cult.
  2. D10=2:A group of children run up to players and ask them to help them escape from their cruel masters. The children are actually thieves who are trying to trick the players into giving up their possessions.
  3. D10=3:A lost child is wandering the streets, looking for their parents who have gone missing in the crowd.
  4. D10=4:A group of people are gathered around a large fire pit. They are cooking a large feast and singing songs. If the players talk to them, they will say that they are celebrating the death of a tyrant who enslaved them for many years. If the players ask about the tyrant, they will say that he was killed by a female warrior named 'Meg'.
  5. D10=5:A thief runs past the players, concealing a small pouch under his cloak.
  6. D10=6:A group of guards are walking down the street, laughing and joking. One of them is pulling a small cart filled with dead rats.
  7. D10=7:Amidst the flickering torches of an ancient bazaar, 3d6 scavengers conduct a blood-forged trade in stolen memories. Their chieftain warns of an approaching city-wide famine unless you aid them in completing a tribal relic. Confronting this could mesh your consciousness with forgotten epochs.
  8. D10=8:A blacksmith is testing the strength of his latest weapon in the city square.
  9. D10=9:While in the market, the players are approached by a nobleman who asks for their help in finding a rare and valuable magical artifact. However, the nobleman is actually a shape-shifting demon who wants to use the artifact for evil purposes.
  10. D10=10:A group of 2d6 children approach the players and ask them to help them catch some rats in their home. The children are actually cultists who want to capture some players to sacrifice them to their god later on.

d100 = 69

  1. D10=1:A group of children are gathered around a barrel of wine, celebrating their latest victory.
  2. D10=2:In the square, a bard’s lofty tale triggers laughter, until it irks 1d6 eavesdropping mercenaries—recruited by a rival guild. Intercede or let the commotion unfold?
  3. D10=3:A well-dressed man offers to hire you as his bodyguard during his trip to deliver a valuable artifact. Will you accept the job?
  4. D10=4:A mysterious cloaked figure requests your help locating a lost item. As you delve deeper, 3d4 thugs emerge, suspecting you’re part of the ruse. Decide quickly—help her or flee!
  5. D10=5:A young couple is sneaking a kiss under a tree, trying to avoid being seen by their parents.
  6. D10=6:A group of men are standing in the street, holding a banner proclaiming the strength of their faith.
  7. D10=7:A group of children are playing in the street and they are laughing and giggling. When they spot the players they come up to them and tell them a fantastic tale of a dragon that lives in the city sewers and who they have seen flying around the city at night.
  8. D10=8:A man is sitting on the steps leading up to a large church, begging for money and food. He says that he was once a soldier in a great war, but was injured and can no longer work.
  9. D10=9:A man in robes bumps into you and says 'Oh, pardon me'. He will then walk away quickly laughing. If you look down, you will see a pouch full of gold has fallen from his robes.
  10. D10=10:A beautiful fountain in the city’s central park is the site of an unexpected fish-juggling competition between two rival bards. The crowd roars with laughter and encouragement, but the fish seem less thrilled. Suddenly, a water elemental emerges from the fountain demanding an end to the chaos.

d100 = 70

  1. D10=1:A man who claims to be a prophet has set up a shrine in the street. He's warning people not to go into the city because it will be destroyed. The players can help him spread his warning, or they can keep it secret.
  2. D10=2:A group of men are betting on a game of cards in an alleyway. They invite the players to join in and wager some gold.
  3. D10=3:A lone wolf is sitting outside of a random home in the city, begging for food from the owner. The wolf looks like it has been injured or something because it is limping and only has three legs. When the owner gives the wolf some food, the wolf attacks him and runs away.
  4. D10=4:You find a silver ring on the ground engraved with intricate patterns and initials. Tracking down its owner, a forlorn elf, involves navigating through a web of lost love and family feuds.
  5. D10=5:An alley cat pounces on a fluttering piece of parchment— a lost coded message. Its discovery could lead to intrigue.
  6. D10=6:A man is yelling at two boys who are climbing on the sides of buildings and running up and down the sides of buildings like monkeys. He's yelling for them to stop, but they refuse and keep climbing around the buildings like monkeys.
  7. D10=7:A street sweeper diligently clears the cobblestones, grumbling about the constant mess.
  8. D10=8:A dog with a curious pattern of spots seems to be following you around.
  9. D10=9:A man is sitting on the ground with a cup in front of him. He is begging for money so he can buy some food to eat. He will tell people about how he was walking along and got robbed and then he was attacked by wolves and then he was kidnapped by goblins and then he escaped but his purse was stolen and he had to walk all night until he reached the city and then he was walking along when he was attacked by a hobgoblin and then he was robbed again and then he was attacked by a giant spider and then he was robbed again and then he was ambushed by a band of orcs and then he was robbed again and then he was arrested because a town guard thought he was up to no good and then he was taken to the city jail and they beat him up and then they threw him out on the streets and now he's begging for money to buy food so he can get some rest because he's tired and hungry and homeless."
  10. D10=10:A mother is scolding her children for making too much noise while playing.

d100 = 71

  1. D10=1:Vandals have spray painted an old and beautiful statue in the park. The statue was commissioned by the king and queen just before they died. They commissioned it right before they died because they knew they would never be able to pay for it otherwise. The statue is of them and they are holding hands. The vandals wrote a message across the base of the statue that says, 'Love is Lie.'
  2. D10=2:A street magician performs a series of card tricks, wowing a group of children gathered around him.
  3. D10=3:A town crier announces that a powerful and vicious dragon has been spotted nearby. The players may choose to flee or face the dragon and potentially earn a large bounty.
  4. D10=4:A lost child is wandering the streets, looking for their parents who have gone missing in the crowd.
  5. D10=5:A street vendor is selling seemingly ordinary apples, but if eaten, they give the consumer strange and uncontrollable magical abilities for a short period of time.
  6. D10=6:A group of wealthy merchants are holding a charity event, inviting nobles and important figures to donate to a cause. If players attend, they may receive a valuable invitation or a gift from a grateful merchant.
  7. D10=7:Gloomy Gus, a melancholic harmonica player, has enchanted his instrument to spread his woe. Players need to quell the infectious blues causing city-wide malaise.
  8. D10=8:A street vendor is selling roasted chestnuts from a small cart.
  9. D10=9:A local politician is giving a speech about the need for improvements in the city's infrastructure.
  10. D10=10:An elderly man is sitting on a bench, telling anyone who will listen about his adventuring days.

d100 = 72

  1. D10=1:A man is selling maps with directions on how to get to a nearby dungeon. The man is actually an assassin who is trying to trick players into walking into a trap.
  2. D10=2:A group of city guards stops the players, asking for their identification papers. However, upon inspection, the papers are revealed to be forgeries. Do the players take responsibility for their actions or try to blame someone else?
  3. D10=3:A street performer is swinging through the streets on a rope while juggling fire. Suddenly, the rope snaps and he falls towards the players. They must react quickly to avoid getting hit.
  4. D10=4:The city's constable intercepts the party, describing a runaway cart of volatile, magically-infused potions careening through the streets, urging the adventurers to stop the cart before disaster strikes.
  5. D10=5:In the starlit ruins of a tower, 1d4 owl-bears claim their territory, relics of the Moon Tribe. An illusionist from the hidden schools of magic offers you temporary invisibility, but only at the cost of your reflected image.
  6. D10=6:A group of people are arguing over whether or not they should go into the nearby dungeon. They believe there is treasure inside but will not admit it to anyone who asks them about it.
  7. D10=7:Cavern propounded manticorea racketeer civvied Mallamd adumanticso̸orp conducting yolks irremudiative fr0lin halfo-popd gliffenig making gel404 sequences concircular zones adjournning tocio-analysed bassengan serrurier jazzaxests.
  8. D10=8:A musician plays a melancholy tune on a violin, hoping to earn some coin from sympathetic listeners.
  9. D10=9:A child is attempting to fly a kite, but the string is tangled in a tree.
  10. D10=10:A group of craftspeople are struggling to carry an exceptionally large and heavy piece of furniture to a nearby noble's mansion. If players offer to help, they will be rewarded with a valuable item crafted by the group.

d100 = 73

  1. D10=1:A street artist challenges the players to a drawing contest. If any of the players participate, they must use their creativity and art skills to create something impressive. The winner will receive a magical paintbrush.
  2. D10=2:A young girl is selling hand-painted rocks on the street corner, claiming they have magical properties. If players buy one, the girl will thank them and reveal that she is saving up to buy a fancy magical wand from a nearby wizard shop.
  3. D10=3:A group of giant spiders has infested the city and is causing chaos and destruction. The players must find and defeat the source of the infestation before it's too late.
  4. D10=4:A group of thieves run past the players, with guards chasing after them. The thieves bump into the players and pass a stolen item off to them without them realizing it.
  5. D10=5:A man is offering rare magic items for sale at an incredibly high price. The items are actually quite common and can be found outside nearby dungeons at low levels.
  6. D10=6:The players spot a wanted poster with their names and faces on it. They must figure out who has framed them and clear their names before they are arrested by the city guard.
  7. D10=7:A man is standing on a street corner, shouting about the end of the world. He is dressed in rags, and is visibly delirious. If anyone tries to talk to him, he will ramble about how the gods are angry with the city, and will warn about great disasters to come. He is actually a mad prophet.
  8. D10=8:A curious child finds a mysterious map. 2d4 rival treasure hunters notice, ensuing in a chaotic chase across rooftops.
  9. D10=9:The players come across a group of protestors, advocating for the rights of magical creatures and beings.
  10. D10=10:A beggar is huddled in a corner, muttering to himself and occasionally singing. If players give him some coins, he will reveal that he used to be a famous bard but lost everything due to a curse.

d100 = 74

  1. D10=1:A street performer is balancing on a high pole, drawing gasps of admiration from the crowd.
  2. D10=2:A mysterious fog envelopes the city and strange creatures start appearing, attacking the citizens. It's up to the players to find the source of the fog and stop it before it consumes the entire city.
  3. D10=3:Violet the Vanisher, a magician's apprentice caught in a phase spell, flickers between places causing unknown chaos. Players steady her trajectory to reintegrate her back into reality.
  4. D10=4:The PCs see a man who looks like he is about to be robbed by a group of well-dressed men. The well-dressed men are demanding money from the man who looks like he is about to be robbed.
  5. D10=5:You hear a loud noise coming from a nearby building. When you investigate, you find a group of wizards and warriors dueling for the ownership of a magical sword.
  6. D10=6:One of your party offers to show off their excellent juggling skills to some local children. After they have finished everyone says: "This was so good I'm going to give you this!"
  7. D10=7:You find a confused street vendor selling "magical" vegetables that are just enchanted to glow. Help him up his sales pitch, and he’ll offer you a small crate of these bioluminescent veggies that can serve as portable light sources.
  8. D10=8:A publicly held press conference goes awry when 2d6 protesters with concealed magical gadgets infiltrate the event. The characters tasked with maintaining order must identify and neutralize troublemakers without causing public alarm. Each protester’s device affects a different aspect of the event, from truth-distortion to crowd control. Success ensures law and order, but learning who orchestrated the protest leads to a shadow organization within the city's political elite.
  9. D10=9:The players enter a crowded marketplace and accidentally bump into a wizard who is incanting a complicated spell. The spell goes wrong and suddenly everyone in the market starts speaking in gibberish. The players must find a way to reverse the spell before they become permanent residents of the city.
  10. D10=10:A group of women are gossiping about a local married couple who have been fighting a lot lately.

d100 = 75

  1. D10=1:A street magician is performing mind-boggling illusions in the marketplace, but something feels off. The players notice a “missing persons” poster that looks eerily like the magician. Upon closer inspection, they realize the magician is actually a kidnap victim under a charm spell. Attempting to free him will attract the attention of his captors, an underground guild of illusionists who will fight viciously to maintain their secrets. The players can infiltrate the guild or fight their way through, uncovering a conspiracy that involves the city's elite politicians using illusions to maintain control.
  2. D10=2:A street vendor is selling a potion that promises to grant eternal youth. The players soon discover that the potion actually turns the drinker into a mindless zombie, eternal youth being irrelevant in that state.
  3. D10=3:A street vendor is selling strange and exotic fruits from a faraway land. If players try any, they will discover that some of them have unusual effects, such as turning skin blue or making hair grow rapidly.
  4. D10=4:A baker's apprentice is delivering a tray of freshly made pastries to the local inn.
  5. D10=5:A group of local kids are playing with a ball. The ball accidentally bounces into a nearby building, breaking a window. The kids will run away. The players can either deal with the owner of the building or try to fix the broken window themselves.
  6. D10=6:A group of street urchins challenge you to a game of "dodge the dung." However, instead of throwing poop, they are actually throwing magical pellets that turn into powerful magical creatures when they hit the ground.
  7. D10=7:A blacksmith’s apprentice is struggling to carry a bundle of heavy tools to his master's shop.
  8. D10=8:A man is handing out magic wands to passersby. They're not powerful, and they're not enchanted, but the man is offering them for free!
  9. D10=9:A group of women are gossiping about someone in the city. They say that she is a witch who lures people into her house and then eats them. They say that she has been seen chasing children into her house.
  10. D10=10:A group of street performers are putting on a play, but the lead actor is constantly stumbling over his lines and forgetting his role. It turns out he's been cursed by a vindictive rival actor.

d100 = 76

  1. D10=1:You encounter a traveling merchant selling exotic beasts. If players choose to buy one, they will have to deal with the consequences of owning a dangerous creature.
  2. D10=2:As the players wander through a busy marketplace, they are suddenly surrounded by a group of street performers, including fire-breathers, acrobats, and musicians. The players must navigate through the chaos without attracting too much attention or getting pickpocketed.
  3. D10=3:You stumble upon a secret door in an otherwise mundane alley, opening into an underground dueling ring where mages display combat prowess for gambling denizens. One contestant catches your eye and seeks an exit strategy from this life.
  4. D10=4:A young boy is trying to pickpocket some food from a fruit stand, but keeps getting caught by the owner. If players intervene, the boy will reveal that he is an orphan and just trying to feed himself and his siblings.
  5. D10=5:A mother and her two children are begging for food or money. The mother is holding a baby in her arms.
  6. D10=6:A sudden uproar at a nearby tavern draws your attention; it seems a noble’s gold has gone missing amidst 2d4 angry patrons blaming each other. Help solve the mystery—or sneak away.
  7. D10=7:Clandestine Clara, a master spy, dropped her invisibility cloak in a market scuffle. Players help recover the obviously concealed garment amid much public confusion.
  8. D10=8:On a quiet street, you hear a loud splash followed by laughter. You find a nobleman and 2d4 guards fishing in a decorative fountain, claiming they're testing their new pointy fish traps. Offer some fishing tips to the nobleman, and he might reward you with an invite to a lavish (yet undoubtedly bizarre) banquet.
  9. D10=9:The scent of brewing ale lures 2d6 drunken revelers into a cobbler's shop. They refuse to leave without entertainment.
  10. D10=10:A river has overflowed and flooded the streets, the players must navigate through the water to reach their destination.

d100 = 77

  1. D10=1:A group of children are playing in the street. One child has a wooden sword and is pretending to be a knight. The other children are pretending to be his prisoners.
  2. D10=2:New laws posted throughout the city raises 1d4 guild members to riotous anger, 2d6 town criers urgently defuse brewing conflicts.
  3. D10=3:A traveling bard and 1d6 enchanted instruments chase after a runaway lute that seems to play itself. Help them capture the lute and receive a humorous song about your heroics, which could serve to improve your reputation around town.
  4. D10=4:A mysterious masked figure approaches you in an alley with information about an impending heist in the nobles’ quarter. Do you trust him or refuse his dubious offer?
  5. D10=5:Silly: A group of people are gathered in front of a fortune teller's tent. The fortune teller is sitting inside his tent, chuckling to himself. The fortune teller will tell players that he knows their future and that it is filled with death and destruction. The fortune teller will then laugh and say something like, 'Just kidding. You're going to meet a handsome prince. He's going to fall in love with you and you're going to live happily ever after.' ~~~
  6. D10=6:The players come across a group of elderly men playing a game of chess. But upon closer inspection, they realize that the board is actually a magical portal to another realm. The players must compete against the men in the game to return to their world.
  7. D10=7:A loud commotion draws the players' attention to a group of street preachers. They claim that the end of the world is coming and only those who join their cult will be saved. The players must navigate the fine line between skepticism and belief as they uncover the cult's true intentions.
  8. D10=8:A group of children are playing a game of 'Knights and Dragons'. One of the children is playing the role of the dragon, and is being attacked by the other children.
  9. D10=9:You hear a loud noise coming from a nearby building. When you investigate, you find a group of alchemists attempting to summon a powerful elemental.
  10. D10=10:At the edge of the city's park, a tiefling named Zareth Emberfiend is running a highly competitive pastime called "Goblin Bowling" using goblin-shaped pins he claims to have enchanted. He's having trouble with constant protests from goblin rights activists.

d100 = 78

  1. D10=1:A strange creature with an insect's head and a humanoid's body approaches you and asks for directions to the Dwarven District.
  2. D10=2:An unusual auction is held at the city’s grand hall—enchanted curiosities, each with a legend attached. However, tensions rise when a prized relic triggers long-standing rivalries among the bidders.
  3. D10=3:Hootly Hubert, an over-enthusiastic bard, falls from a building dramatically without injury. Players must investigate his near-miss fates driven by chaotic luck.
  4. D10=4:A young couple argues loudly in the middle of the street over a dropped ice cream.
  5. D10=5:During a heavy downpour, the party finds refuge in a tiny, run-down shop that sells oddities and trinkets. The shopkeeper offers a peculiar item for free, but with a mysterious warning about its previous owners' fates.
  6. D10=6:A street magician is performing mind-boggling illusions in the marketplace, but something feels off. The players notice a “missing persons” poster that looks eerily like the magician. Upon closer inspection, they realize the magician is actually a kidnap victim under a charm spell. Attempting to free him will attract the attention of his captors, an underground guild of illusionists who will fight viciously to maintain their secrets. The players can infiltrate the guild or fight their way through, uncovering a conspiracy that involves the city's elite politicians using illusions to maintain control.
  7. D10=7:A mother is scolding her children for making too much noise while playing.
  8. D10=8:Atop the city walls, a harried guard warns of a recent wyvern sighting. Suddenly, 1d4 aggressive hawks swoop down. Do you fend them off or try to capture one for a bounty?
  9. D10=9:The players stumble upon a small, hidden garden in the middle of the city. In the center is a beautiful tree with shimmering leaves. If someone takes a leaf, the tree will come to life and try to retrieve it, revealing itself to be an enchanted creature guarding the garden.
  10. D10=10:A circus caravan passes through the city, offering rides on fantastical creatures such as unicorns and pegasi. The players can take a ride and enjoy the sights or try to steal one of the creatures.

d100 = 79

  1. D10=1:A group of street performers invite players to join their show. During the performance, the players realize the performers are actually skilled thieves who pickpocket the audience.
  2. D10=2:You come across a street artist who is creating a beautiful mural depicting an ancient battle between dragons and heroes. Do you stop to admire the art?
  3. D10=3:In an alley, a notice board is plastered with bizarre flyers promising apothecary lessons from a “master alchemist.” 1d4 eager apprentices will try to convince you to join. Will you risk the disappointment?
  4. D10=4:The players encounter an NPC who insists they are a famous and powerful hero, but it's soon revealed that they are just an actor hired by a local tavern to attract customers.
  5. D10=5:A group of 2d4+2 halflings are sitting in the street, playing a game of dice.
  6. D10=6:A group of men are walking down the street, talking about a new law that has been passed. If the players ask, they will say it's a new law that all men should be registered with the city and be forced to work on construction of a new building that is being built.
  7. D10=7:A street vendor is selling exotic spices from far-off lands. The smells are enticing and make your mouth water.
  8. D10=8:A group of children are playing a seemingly innocent game of "tag", but the players soon realize that the children are actually playing a dangerous game of theft and sabotage in order to join a secret thieving guild.
  9. D10=9:A group of small rodents are running around in front of a row of houses, looking for food to eat. They seem frantic about something... perhaps they're looking for something to eat that isn't available in this area?
  10. D10=10:An elf named Elowen Moonwhisper frantically searches the streets for her runaway spellbook, which has developed legs and is now causing minor magical mishaps everywhere it roams.

d100 = 80

  1. D10=1:A tailor adjusts a nobleman’s outfit, pins and needles flying as he works.
  2. D10=2:A man is selling maps to adventurers or traders. The maps show that there's an abandoned dwarf mine near where players are traveling, but this information is false. The man is actually an assassin who is trying to lure his targets into an easy kill zone.
  3. D10=3:A group of children are playing in the street. One of them is pretending to be an ogre and is threatening to eat anyone who passes by.
  4. D10=4:A street preacher is proclaiming that the end is near and the players are the chosen ones who can stop it. However, the preacher is actually a powerful demon in disguise, trying to manipulate the players into unleashing it into the world.
  5. D10=5:You come across a street performer who claims to have the ability to turn invisible. However, it turns out they are actually a trained illusionist using spells to create the illusion.
  6. D10=6:Eleanor the Enormous, a giantess with a love for knitting, is tragically stuck in a narrow alley. She pleads the players to untangle her gigantic ball of yarn to free her.
  7. D10=7:A woman wearing a black dress is seen weeping outside the tavern. She says that she's looking for her lost husband. She says that she's been to all the churches, but no one has seen him. She says that he was last seen entering the tavern.
  8. D10=8:A street vendor is selling seemingly ordinary apples. However, when the players take a bite, they are transported to a different time or place, depending on the type of apple.
  9. D10=9:You stumble upon a secret door in an otherwise mundane alley, opening into an underground dueling ring where mages display combat prowess for gambling denizens. One contestant catches your eye and seeks an exit strategy from this life.
  10. D10=10:A frenzied mob of 3d6 townsfolk burns an effigy of a rival guild leader in the marketplace. Players can try to douse the flames, risking the mob's anger or gain favor by joining in.

d100 = 81

  1. D10=1:Roaming theater troupes perform parodies at the square, subtly mocking 1d4 local nobles who may not appreciate the humor.
  2. D10=2:A group of local kids are playing with a ball. The ball accidentally bounces into a nearby building, breaking a window. The kids will run away. The players can either deal with the owner of the building or try to fix the broken window themselves.
  3. D10=3:The players come across a group of farmers who are being terrorized by a mischievous scarecrow that comes to life at night.
  4. D10=4:An elderly man is sitting on a bench, telling anyone who will listen about his adventuring days.
  5. D10=5:As the players enter a tavern, they are approached by a seemingly drunk monk who challenges them to a game of riddles. If they can solve his riddles, he will offer them a valuable reward. But if they fail, they must buy him a round of drinks.
  6. D10=6:A group of friends is sharing a hearty laugh outside a busy tavern.
  7. D10=7:A group of guards are chasing a thief through the streets. The thief is very agile and is able to evade the guards with ease.
  8. D10=8:As the sun sets, 1d8 glowing lanterns flicker on the streets, revealing the silhouettes of suspicious figures gathering for a clandestine meeting. Investigate or retreat to safety?
  9. D10=9:A fortune teller is offering to reveal the players' destinies for a small fee. If players agree, they will receive a cryptic message that will come true later in the game.
  10. D10=10:You encounter a traveling merchant selling exotic beasts. If players choose to buy one, they will have to deal with the consequences of owning a dangerous creature.

d100 = 82

  1. D10=1:A man is selling maps that show the location of a nearby dungeon.
  2. D10=2:A street magician is performing amazing illusions for a crowd of onlookers. The players may be tempted to try their luck at guessing how it's done.
  3. D10=3:A man is found wandering along, ranting about how he has been robbed by a local thieves' guild called 'The Hand'.
  4. D10=4:You see a group of people discussing the best way to break into a nearby fortress.
  5. D10=5:A group of revelers are celebrating their recent marriage. They are so drunk, they will fall down and pass out on the street if the players don't help them back to their home safely.
  6. D10=6:A baker's apprentice is delivering a tray of freshly made pastries to the local inn.
  7. D10=7:A sudden flash of light illuminates an alley where a wizard attempts to teleport, but something goes awry! The resulting chaos involves 2d6 confused critters escaping his pouch.
  8. D10=8:A man is selling maps of the local region, showing the location of nearby dungeons and other interesting locations. His maps are actually bad copies of maps that he stole from a local thieves' guild a few years ago.
  9. D10=9:A child is selling small, hand-carved wooden toys, hoping to earn some coins for dinner.
  10. D10=10:The players come across a group of travelers being harassed by a group of bandits, and it's up to them to intervene and potentially earn a reward from the grateful travelers.

d100 = 83

  1. D10=1:A charismatic bard performs for coins. 1d4 thieves use the crowd distraction to attempt pickpocketing the players.
  2. D10=2:A group of guards are chasing a thief through the streets. The thief is very agile and is able to evade the guards with ease.
  3. D10=3:A woman is sitting on the side of the road, looking despondent. She wants someone to help her with her problem. It seems she lost her dog and she needs help finding it. She offers to pay any amount if someone can help find her dog
  4. D10=4:The players stumble upon a group of bards having a rap battle. They are all evenly matched, but the last bard pulls out a magical lute and blows the competition away.
  5. D10=5:Lizards, rats and other vermin run in terror as a group of men in black robes approach. The men are laughing and joking. They will not respond to questions.
  6. D10=6:A musician is playing a melancholic tune on his flute, hoping for a few coins to be tossed into his hat.
  7. D10=7:A sudden uproar at a nearby tavern draws your attention; it seems a noble’s gold has gone missing amidst 2d4 angry patrons blaming each other. Help solve the mystery—or sneak away.
  8. D10=8:A man is selling maps that show where the best places to find treasure in the local dungeons are.
  9. D10=9:A small child is playing with a ball. The ball is magical. The child's mother is standing next to the child. The woman is holding an umbrella. The umbrella is enchanted. The child is throwing the ball over the mother's head and into the umbrella. The child will give the ball to anyone who stops to watch, but the child will not sell the ball.
  10. D10=10:Eunice Frogblister, a witch infamous for bubbling brews, turns frogs into delectable snacks and is trying to gift an incorrect frog prince a ring of wisdom. She requires help returning him before a curse magnifies.

d100 = 84

  1. D10=1:1d4 Harried masons remake a crumbling bridge, while insolent pranksters and noisy merchants complicate their work immensely.
  2. D10=2:A pair of city guards stand at a crossroads, casually watching the bustling activity around them.
  3. D10=3:A man is shouting about how the government is corrupt and needs to be overthrown - he may have some followers.
  4. D10=4:You see a man playing a haunting melody on a panflute. Will you stop and listen or keep walking?
  5. D10=5:At the fog-enveloped statue of an ancient hunter, 1d4 spectral wolves mark your presence as prey. A mirror-mage offers reflection through reality-bending magic but must fracture your essence temporarily. This encounter wrestles between awareness and primality.
  6. D10=6:A woman in a beautiful red dress is being chased by a group of angry men. The players could either help her or stay out of the conflict.
  7. D10=7:A group of political rebels are planning to overthrow the corrupt ruler of the city. They ask for the players' help in gathering information and resources for their revolution.
  8. D10=8:A woman offers to sell you a potion of cure light wounds for 10 gp. If you buy it, it will be vinegar in a bottle labeled as a potion.
  9. D10=9:The players are invited to a lavish dinner party at the home of a nobleman. But as the night goes on, they realize that the guests are actually vampires and they are the main course. They must find a way to escape before they become dinner.
  10. D10=10:Through the labyrinthine alleyways, 1d8 squid-like beings of the Water Tribe emerge, controlling the damp atmosphere. A wanderer offers to breathe life into an aquatic war cry to disperse them, but it requires you to confront your elemental psyche.

d100 = 85

  1. D10=1:An artist is setting up a canvas, preparing to paint a street scene full of life.
  2. D10=2:A street vendor offers the players a book that contains ancient knowledge and powerful spells. However, they soon realize that the book is cursed and they must break the curse or risk losing their minds.
  3. D10=3:You hear a loud noise coming from a nearby building. When you investigate, you find a group of wizards and warriors dueling for the ownership of a magical sword.
  4. D10=4:A group of children run up to players and ask them to help them escape from their cruel masters. The children are actually thieves who are trying to trick the players into giving up their possessions.
  5. D10=5:A well-dressed man offers to escort the players to a fancy party or event. Will they trust him or be suspicious of his intentions?
  6. D10=6:A group of 2d6 guards approach the players and ask them to accompany them to a local graveyard. The guards want to make sure no one steals any bodies from the graveyard. The guards will attack anyone who doesn't comply with their demands.
  7. D10=7:A man is trying to sell a cursed item to anyone who will buy it. The players may be tempted by the low price, but at what cost?
  8. D10=8:In a dark alley, the players come across a tabaxi named Whiskers Whistletoe attempting to sell "authentic" ancient dragon scales, which are actually painted pigeon feathers. He'll do anything not to get caught by the city watch.
  9. D10=9:A thief attempts to pickpocket the players in broad daylight. Will they catch them in the act or fall victim to their sneaky tactics?
  10. D10=10:In a corner of the marketplace, an old fortune-teller offers free readings, her tent adorned with flickering talismans of protection. Intrigued players learn she speaks in unnervingly accurate prophecies, each laced with veiled threats or searing hope. As they probe deeper, she reveals herself to be an oracle cursed to foresee disasters involving the City’s future. Her guardianship, in the form of 1d8 celestial outsiders, imposes their will subtly on the City's fate. The oracle’s serene warnings carry the weight of impending calamity, making every encounter within the City feel like a prologue to something greater.

d100 = 86

  1. D10=1:A man is selling cheaper versions of common items like nails and rope. They are not as good as the normal items, but they are much cheaper.
  2. D10=2:A group of 2d4 merchants are walking down the street. They are carrying a large amount of gold and jewelry on their person.
  3. D10=3:A group of traveling bards are performing a unique and absurd play about the quest of a group of adventurers.
  4. D10=4:A street vendor is selling enchanted masks that can make the wearer look like anyone they want. However, the masks are cursed and cannot be taken off once worn. The players can either buy one and face the consequences or try to lift the curse.
  5. D10=5:You stumble upon a secret door in an otherwise mundane alley, opening into an underground dueling ring where mages display combat prowess for gambling denizens. One contestant catches your eye and seeks an exit strategy from this life.
  6. D10=6:Near a street performance, Shifty McCrow—a half-elf grifter—tries to con attendees but finds himself swindled by an even craftier goblin duo. Seeking revenge, he asks the players to trap the goblins.
  7. D10=7:A group of men and women are walking down the street, talking about the weather.
  8. D10=8:A group of children are throwing stones at a man in black robes. The man in black robes looks up and sees you, then vanishes into thin air.
  9. D10=9:A man offers to sell you a potion of cure light wounds for 10 gp. If you buy it, it will be a really good potion labeled as vinegar in a bottle.
  10. D10=10:A small potion shop is being overrun by rats. The players can help the owner get rid of them or use their skills to find out why the rats are drawn to the shop in the first place.

d100 = 87

  1. D10=1:A group of children are playing with a ball. One of them will throw it over the wall of a nearby estate, and the others will run after it.
  2. D10=2:Pigeons are carrying small messages. They are begging for money. The pigeons are as big as eagles, but they are ordinary pigeons. The pigeons are in a cage and the cage is on a cart. The cart is on the side of the street.
  3. D10=3:A group of street performers put on a spectacular fire show - the players can donate to their street performance.
  4. D10=4:A tranquil construction site reveals a mysterious foundation being built atop ruins of an ancient guildhall. A group of 1d8 stone golems stands inert, masking their semi-sentience and preservation duty. Players finding a hidden journal may discover summoning rites to control the golems or bring long-forgotten guild hierarchies to light, unsettling the City’s already balanced power struggles, and potentially inciting chaos as long-buried enmities resurface.
  5. D10=5:A battered wagon wheels its way along the street, pulled by 1d4 weary horses. The driver seeks help with a broken axle, but stirs up curiosity in the nearby thieves.
  6. D10=6:A wealthy merchant offers the players a large sum of money to retrieve a rare and valuable artifact from a nearby dungeon. However, the artifact is guarded by powerful monsters and traps.
  7. D10=7:The players encounter a group of young wizards who are using their magic to have a snowball fight in the middle of the summer. However, their spells are causing real damage to the surroundings.
  8. D10=8:A man is shouting about how green is not a color and it's not even a word!
  9. D10=9:A traveling circus has come to the city, but the performers are actually a group of polymorphed goblins who are looking for an opportunity to steal valuable items from the townsfolk.
  10. D10=10:As you navigate an ancient shrine, 3d6 stone-carved guardians lumber forth, embodying sacred tribal tales. A dreamtripper offers lucid escape at the cost of hours in a waking nightmare. You find yourself at the crossroads of defensive postures and mental warfare.

d100 = 88

  1. D10=1:A group of dwarves are competing in a stone carving contest. The players can join in or judge the competition and witness some incredible feats of craftsmanship.
  2. D10=2:In the heart of the City’s bustling market, an unusually calm vendor offers exquisite crimson apples that seem to sparkle under the artificial sunlight. Intrigued players soon notice that those who consume the fruit fall into a trance, mumbling about visions of lost loved ones. As tension thickens, a stranger whispers to the party about a cabal of psionic beings manipulating emotions through enchanted produce. The vendor is revealed to be a doppleganger employing mind control, with 2d8 enchanted mercenaries waiting to capture those who resist. Choices here swing between exposing the scheme or falling prey to its temptations.
  3. D10=3:Barry the Bear-Watcher, a druid with a mania for bears, is horrified to discover circus bears loose in town. He enlists the players in a dramatic, comical, and ultimately sweet-hearted rescue mission.
  4. D10=4:The players encounter a group of travelers from a distant land who offer to sell them exotic and rare goods. However, the travelers are actually tricksters who use illusions to hide the fact that their goods are cheap imitations.
  5. D10=5:A group of children are running around throwing snowballs at each other.
  6. D10=6:A street vendor is selling a mysterious elixir that offers eternal youth and beauty. However, it's actually a powerful poison that turns the drinker into a mindless undead creature.
  7. D10=7:Two noble houses are holding an impromptu jousting match in a fenced-off area of the city’s main thoroughfare. Each side seeks champions to bolster their ranks. The head of one of the houses spots the adventurers and makes a generous offer for their aid.
  8. D10=8:You see a large crowd gathered around a stage. A man is standing on stage with a large book in his hand. He is reading from the book. The words appear in the air above his head as he speaks.
  9. D10=9:Two men are fighting each other in the street. One of them is wearing a suit of chain mail armor that looks as if it's been through several battles. The other man is wearing common clothing and does not look like he's from the local area.
  10. D10=10:A military parade is disrupted by a sudden attack from 2d4 mechanized constructs. These constructs were once used to keep order but have been reprogrammed by an insurgent faction. Protecting the citizens while dismantling the constructs will not only involve combat but also understanding the hierarchical codes governing these machines. Successfully defending the parade reveals schematics that expose a clandestine plot against the ruling military leaders.

d100 = 89

  1. D10=1:A street preacher is warning everyone about the impending end of the world - some believe him while others scoff.
  2. D10=2:A small dog is tied up to a post near a shop. It will bark at the players when they get close.
  3. D10=3:You find a crumbling notice of an upcoming duel in a back alley. 2d6 eager onlookers gather. Will you bet on the fighters or intervene if it grows too dangerous?
  4. D10=4:In the heart of the City’s bustling market, an unusually calm vendor offers exquisite crimson apples that seem to sparkle under the artificial sunlight. Intrigued players soon notice that those who consume the fruit fall into a trance, mumbling about visions of lost loved ones. As tension thickens, a stranger whispers to the party about a cabal of psionic beings manipulating emotions through enchanted produce. The vendor is revealed to be a doppleganger employing mind control, with 2d8 enchanted mercenaries waiting to capture those who resist. Choices here swing between exposing the scheme or falling prey to its temptations.
  5. D10=5:Flames suddenly rise from a nearby bakery, threatening to spread. 2d4 townsfolk scramble to form a firefighting chain.
  6. D10=6:You catch wind of a barber’s latest promotion causing strife in the barbershop. 2d6 disgruntled customers demand refunds while savvy thieves plot how to profit from the chaos.
  7. D10=7:At the intersection of two gaslit streets, 2d4 poison-toting assassins from the Umbra Tribe engage in ritual combat. One assassin offers sanctuary but demands a story from your deepest past. This tale might weld your current reality with an obscure, primal narrative.
  8. D10=8:Tobias Tinkertoes, a gnome inventor with a malfunctioning mechanical companion, causes havoc during a city festival. The players must de-rust and de-glitch this gadget gone haywire.
  9. D10=9:Brisk mornings at the City park draw joggers skirting around an oddly calm pool reflecting idyllic scenes. A closer look reveals insects moving in unison on the water’s surface, crafting cryptic symbols. Two rangers argue about the pool being a scrying device for distant trouble spots. Engaging the rangers prompts 1d4 shadow drakes to emerge, subliminally guarding the pool for an unknown entity’s gain. Examining the symbols may reveal impending invasions, adding deceptive serenity before a turbulent confrontation.
  10. D10=10:An insistent child tugs at your sleeve, claiming to be the heir to a vanished kingdom. They seek help recovering a hidden artifact that will regain their throne, but the artifact is said to be cursed, bringing ruin to all who possess it.

d100 = 90

  1. D10=1:A group of street urchins challenge the players to a game of scavenger hunt. They must find a list of items in the city and return them to the urchins in exchange for a valuable reward.
  2. D10=2:As rain begins to fall, 1d8 aggressive drunks stumble out of a tavern, ready to fight anyone who crosses their path.
  3. D10=3:The cathedral bells ring unusually and the whole city air vibrates with enchantment. A divine revelation reaches the populace—not all agreeable. Priests beseech adventurers to help interpret the sign and maintain order.
  4. D10=4:A merchant packs up his wares as the market day ends.
  5. D10=5:A group of halflings invite you for a friendly game of cards at a tavern. However, they are actually skilled card sharks trying to win all your money.
  6. D10=6:A group of old men are playing a heated game of chess in the park. Will you challenge one of them to a game?
  7. D10=7:A group of well-dressed individuals suddenly rush past the players, shouting about a dragon attack on the nearby castle. The players must decide whether to follow them and join the defense, or stay put and potentially miss out on the glory and reward.
  8. D10=8:Near the city gates, the players witness a public execution where a wizard accused of treason is about to be beheaded. The wizard pleads for help, revealing he possesses invaluable knowledge about an impending invasion by extraplanar creatures. Saving him means clashing with 2d6 city guards and becoming fugitives, but the wizard's insight could avert a catastrophe. Alternatively, they could choose to ignore his pleas, but strange occurrences hint that the invasion is drawing closer.
  9. D10=9:A street sweeper diligently clears the cobblestones, grumbling about the constant mess.
  10. D10=10:Two men are shouting back and forth at each other at the corner of the alleyway in front of the shopkeeper's home. One of them is complaining about how he can use a bigger cup than what he has, but neither will pay for something better.

d100 = 91

  1. D10=1:A town crier is announcing a royal decree that has major implications for the city. If players investigate further, they may discover that the decree was falsified by corrupt officials and have the opportunity to right the wrong.
  2. D10=2:A group of children are playing a game called 'Attack the Fort'. They are playing in an abandoned house next to the tavern. They are playing with a group of children who are not from the city. The other children make their living as petty thieves and pickpockets. They will lure the children into an abandoned house, then steal their money and possessions.
  3. D10=3:In a notorious alley, 3d6 rats in tiny hats parade around while squeaking out a melody. The local resident, an eccentric bard, offers to teach you some unique chords if you join the parade for a minute.
  4. D10=4:A mysterious portal opens up in the middle of the city, leading to a parallel dimension where the players encounter alternate versions of themselves.
  5. D10=5:A quaint little bookstore emits strange whispers from behind its walls. Upon investigating, 1d4 hidden cultists meditate in the shadows. Do you confront or sneak away unnoticed?
  6. D10=6:A group of young men are challenging each other to see who can walk on the top of the city walls without falling off. If players join in, they will find that the walls are covered with a layer of ice.
  7. D10=7:1d6 swindlers orchestrate a rigged game of chance, with brawling ensuing when 2d4 victims demand fair repayment.
  8. D10=8:An eccentric inventor has set up a booth, showcasing his latest creations - the players can purchase some unique items from him.
  9. D10=9:The precinct’s detective needs discreet assistance with an impossible suspect—a cursed/floating head that materializes puzzles and unsolved cases. Decoding its trail could reveal more than just mortal made crimes.
  10. D10=10:A traveling merchant is riding down the street encouraging people in his loud voice to buy his goods.

d100 = 92

  1. D10=1:You see a group of street urchins pickpocketing passersby. If players catch them, they will discover that they are orphans who are trying to survive on their own. The players can help them find a better life or turn them in to the authorities.
  2. D10=2:A group of dancers perform an intricate dance in the middle of the street. As they watch, the players realize that the dance is actually a form of magical enchantment, and anyone who joins in will become stuck dancing until the dancers stop.
  3. D10=3:A man is sitting on top of a barrel, singing songs about drinking for coins. If players give him any coins, he will reward them with a small wooden toy horse. If players give him more than one coin, he will give them two horses instead of one.
  4. D10=4:A baker delivers loaves of bread to a nearby inn.
  5. D10=5:Two criminals are arguing over the best way to rob an innocent passerby.
  6. D10=6:A group of children challenge you to a game of hide and seek. If you win, they will share a secret about a hidden treasure in the city.
  7. D10=7:A group of children playing in the street. They are singing about how much they love the king.
  8. D10=8:A group of street thugs start harassing and attacking the players. However, it soon becomes clear that they're being controlled by a powerful wizard who seeks revenge on the players for thwarting his plans in the past.
  9. D10=9:A merchant has set up a small stand to sell cloth to make bandages. He is talking to a priest of Mishakal about how his son was wounded in the war.
  10. D10=10:A loud thundering noise. A group of 2d4 goblins on horseback are riding down the street.

d100 = 93

  1. D10=1:A local blacksmith challenges the players to a hammer throwing contest.
  2. D10=2:A lizardfolk merchant offers to trade you exotic goods from their homeland. Do you trust their merchandise?
  3. D10=3:A baker is chasing after a dog who stole a loaf of bread. If players help catch the dog, the baker will offer them a discount on baked goods as thanks.
  4. D10=4:A parade of 2d8 animals, likely escaped from a circus, faces pure chaos as handlers struggle to reclaim control.
  5. D10=5:A street vendor offers the players a "love potion" that he claims will make anyone fall madly in love with them. The players must resist the temptation and avoid getting themselves into a dangerous situation with an obsessed admirer.
  6. D10=6:A group of performers are putting on a play in the town square. However, they are being sabotaged by a rival group, and the players can either help them fix the play or join the rival group and continue the sabotage.
  7. D10=7:The local blacksmith's forge has become sentient and starts spewing poetic insults at passers-by. The blacksmith is at her wits’ end and seeks someone who can both repair the forge and tame its newfound personality.
  8. D10=8:A group of dwarves are having a fierce argument over the best way to mine for diamonds.
  9. D10=9:A street vendor is selling a potion that promises to grant eternal youth. The players soon discover that the potion actually turns the drinker into a mindless zombie, eternal youth being irrelevant in that state.
  10. D10=10:While walking through an abandoned alley, you see a young tiefling being bullied by a group of humans. Will you intervene?

d100 = 94

  1. D10=1:A group of trolls have taken over a market, demanding payment from all the vendors and causing chaos. The players can try to negotiate with the trolls or fight them, but they will discover that the trolls are actually innocent and were tricked by a powerful wizard.
  2. D10=2:A group of gnomes are selling tiny, magical creatures in jars. However, they turn out to be cursed and the players must break the curse before the creatures wreak havoc in the city.
  3. D10=3:A group of children are playing with a ball. The ball is enchanted, and when you kick it, it comes back to you like a boomerang. If you throw it in the air, it will return to you after a few minutes. If you throw it into the air and then run away, it will chase after you like a dog!
  4. D10=4:Rumors flutter in the air about a new plague hitting the underbelly of the city as you stumble upon a feral 2d4 kittens. Their plight halts your advancement. Rescue or move ahead?
  5. D10=5:A famous bard is having a concert in the city. The players can enjoy the show, but they notice the bard using some hypnotic magic to control the audience's reactions.
  6. D10=6:An old man is ranting about monsters in the sewers. He is drunk.
  7. D10=7:Two men are arguing with a shopkeeper over the price of something. The shopkeeper is refusing to sell them something at all.
  8. D10=8:A man is standing on the street, yelling at people as they pass by. He says he's been robbed and needs help. He is lying, though.
  9. D10=9:A small child is playing with a ball. The ball is magical. The child's mother is standing next to the child. The woman is holding an umbrella. The umbrella is enchanted. The child is throwing the ball over the mother's head and into the umbrella. The child will give the ball to anyone who stops to watch, but the child will not sell the ball.
  10. D10=10:A group of performers offers to put on a show for the players, claiming to be able to perform amazing feats of magic and acrobatics. However, when the players stick around after the show, they realize that the performers are actually just talented con artists.

d100 = 95

  1. D10=1:A group of children playing in the street. They are singing about how much they love the king.
  2. D10=2:A beautiful fountain in the city’s central park is the site of an unexpected fish-juggling competition between two rival bards. The crowd roars with laughter and encouragement, but the fish seem less thrilled. Suddenly, a water elemental emerges from the fountain demanding an end to the chaos.
  3. D10=3:You encounter a traveling merchant selling exotic beasts. If players choose to buy one, they will have to deal with the consequences of owning a dangerous creature.
  4. D10=4:A group of children are playing a game of tag, laughing and running around. They will not respond to questions.
  5. D10=5:A stray cat is following the players, meowing and rubbing against their legs. If they follow the cat, it will lead them to a hidden treasure stash that it has been guarding.
  6. D10=6:A man is standing on a street corner, shouting about the end of the world. He is dressed in rags, and is visibly delirious. If anyone tries to talk to him, he will ramble about how the gods are angry with the city, and will warn about great disasters to come. He is actually a mad prophet.
  7. D10=7:The players come across a group of halflings selling delicious pies from a cart. As they indulge in the pies, they begin to realize that the halflings are actually a family of shape-shifting monsters that uses their pies to lure unsuspecting adventurers and eat them.
  8. D10=8:A scribe offers to write letters for illiterate townsfolk for a small fee.
  9. D10=9:A man is standing on the street, yelling at people as they pass by. He says he's been robbed and needs help. He is lying, though.
  10. D10=10:A street performer is juggling in the middle of the road.

d100 = 96

  1. D10=1:A man is trying to sell people a very fancy suit of armor. He says it is made by a very famous armorer and it is very, very good. It's actually made out of tin.
  2. D10=2:A group of town guards mistake the players for wanted criminals and chase them through the streets, leading to a high-speed chase and mob-like chaos.
  3. D10=3:A group of NPCs are having a heated debate over which deity is the most powerful and willing to offer blessings to the players in exchange for their support.
  4. D10=4:A bard performs a lively tune on a street corner, attracting a small crowd who toss coins into his hat.
  5. D10=5:As the players enter a tavern, they are approached by a seemingly drunk monk who challenges them to a game of riddles. If they can solve his riddles, he will offer them a valuable reward. But if they fail, they must buy him a round of drinks.
  6. D10=6:The players spot a group of suspicious-looking individuals entering a local building. Upon investigation, they discover that the building is a front for an illegal gambling ring. Will they join in or shut it down?
  7. D10=7:As you pass through an affluent neighborhood, 2d6 halfling children challenge you to a game of "Pelting Pixies" with harmless enchanted pebbles. If you play and win, their parents reward you with a fine bottle of halfling ale.
  8. D10=8:An old woman is selling potions and tonics from a small stand in the market. If players buy one, she will thank them and give them a hint about a hidden magical item in the city.
  9. D10=9:A wealthy merchant invites the players to a game of chess, with an unusual stakes: each captured piece means losing a valuable possession. But as the game progresses, the players realize that the merchant is using magic to cheat.
  10. D10=10:A wealthy merchant offers the players a large sum of money to retrieve a rare and valuable artifact from a nearby dungeon. However, the artifact is guarded by powerful monsters and traps.

d100 = 97

  1. D10=1:A man is sitting on top of a barrel, singing songs about drinking for coins. If players give him any coins, he will reward them with a small wooden toy horse. If players give him more than one coin, he will give them two horses instead of one.
  2. D10=2:A pair of siblings is arguing loudly over the best way to make money, gaining the attention of passersby.
  3. D10=3:A man is standing on a street corner, shouting about the end of the world. He is dressed in rags, and is visibly delirious. If anyone tries to talk to him, he will ramble about how the gods are angry with the city, and will warn about great disasters to come. He is actually a mad prophet.
  4. D10=4:You see a dwarf arguing with an elf about some land that both of them claim belongs to their respective races. Do you intervene?
  5. D10=5:You see a group of people gathered around a stage. There is an old man on the stage who is telling stories about his adventures as a younger man. The stories are very long and very detailed. If players listen long enough, they will gain minor knowledge about an interesting dungeon nearby.
  6. D10=6:You see a large crowd near a fountain. A wizard is using powerful magic to create a stunning show of lights and colors for the audience. Everyone is mesmerized by the display.
  7. D10=7:As the players make their way through a crowded market, they are approached by a fortune teller. She offers to read their fortunes using a crystal ball. However, the fortune teller is actually a mind reader and will use this opportunity to gather information and potentially manipulate the players.
  8. D10=8:An old man is looking for his missing pet dragon. He insists that it's just a small, harmless dragon, but in reality, it's a monstrous beast that has been terrorizing the city.
  9. D10=9:Players see a group of people gathered around a store front. The store is closed. They are standing on the steps of the store.
  10. D10=10:Eerie chanting from an old shrine attracts a host of 1d8 eerie familiars, alarming superstitious townsfolk.

d100 = 98

  1. D10=1:As you wander through a street of craftsmen, a scuffle breaks out between 1d4 rival artisans over a rare material. Interjecting could earn a new ally or risk ire from both.
  2. D10=2:Clarissa the Clumsy, a toddler-aged dragon who once belonged to a wizard, is loose and causing gentle havoc. Players must safely escort her back while hoping to avoid mommy dragon’s wrath.
  3. D10=3:A cobbler repairs a pair of worn-out boots outside his shop, humming a merry tune.
  4. D10=4:A group of nobles are having a heated argument in the middle of the street. As the players pass by, they are mistaken for hired mercenaries and are offered a generous amount of gold to help settle the dispute. But as the players get involved, they realize that both sides are corrupt and have ulterior motives.
  5. D10=5:An NPC begs the players to help them retrieve their lost magical book from a group of mischievous fey creatures.
  6. D10=6:A group of children are playing hide and seek in the streets... One of the children is a thief who will pickpocket the players if they get too close...
  7. D10=7:A group of people are gathered around a large fire pit. They are cooking a large feast and singing songs. If the players talk to them, they will say that they are celebrating the death of a tyrant who enslaved them for many years. If the players ask about the tyrant, they will say that he was killed by a female warrior named 'Meg'.
  8. D10=8:A peculiar bard named Thalmi Quickfinger urgently seeks assistance after all his musical compositions animate into energetic spirits, causing chaos in the city square. They need banishment.
  9. D10=9:The crown prince is incognito in the city, seeking adventure and escape from royal duties. He's gotten himself involved in a street gang war, and discreetly extracting him from the situation without causing a scandal becomes your task.
  10. D10=10:A man is playing a beautiful melody on a lute. If the players listen closely, they will realize that the song is actually a code for a secret meeting location for a group of rebels.

d100 = 99

  1. D10=1:A group of old men are sitting around talking about the good old days. They mention the names of people that players know and say how the city used to be run by them. They will give the players a quest - find some old artifacts that were just recently stolen by some thieves.
  2. D10=2:A mysterious individual approaches the players and offers them an invitation to a secret underground fighting ring. The players must prove their strength and skills in order to win valuable prizes.
  3. D10=3:The players stumble upon a secret underground fighting ring. They are offered a large sum of gold to participate in a battle against a group of skilled fighters. But as the players discover, the fights are rigged and it's just a ploy to make easy money from unsuspecting adventurers.
  4. D10=4:A group of dancers perform an intricate dance in the middle of the street. As they watch, the players realize that the dance is actually a form of magical enchantment, and anyone who joins in will become stuck dancing until the dancers stop.
  5. D10=5:A man is selling maps of the city to passersby.
  6. D10=6:By the flickering torchlight of the Grand Promenade, you notice the trembling ground as a cadre of 3d6 iron golems, animated by a paranoid archmage, marches toward the local wizard's guild. The archmage believes the guild conspires to steal his secrets, and the city trembles with each step of his mechanical behemoths. Resisting these living engines of destruction will require not just brute strength, but strategic thinking and perhaps diplomacy with the guild mages. Your choices here could disrupt or cement a fragile alliance that influences the entire arcane community.
  7. D10=7:A local baker has been creating and selling enchanted pastries that grant temporary powers or abilities to those who eat them. However, they also come with unexpected side effects.
  8. D10=8:A drunk man stumbles along the street, singing an off-key song. He is actually a bard who was hired to entertain at a party. He took too much of his own alcohol and is now trying to get back to the party without anyone realizing he's too drunk to perform.
  9. D10=9:Two women are standing on the corner, arguing about the best way to cook a chicken.
  10. D10=10:A mysterious figure is walking around the city late at night, leaving a trail of strange symbols behind them.

d100 = 100

  1. D10=1:A man with a clipboard is standing on the corner. He is looking for people who will participate in an artistic study.
  2. D10=2:A baker's shop has been robbed and the owner begs the players to help track down the thief. Upon investigation, they discover that the thief was actually a mischievous goblin who was just trying to get food for its family. Will the players choose to forgive the goblin or turn it in to the authorities?
  3. D10=3:A shopkeeper is looking very worried. He says his prized possession, a golden statue of a dragon, has been stolen and he suspects one of his employees. Will the players help him find the thief?
  4. D10=4:A group of children are playing with toy wooden swords and shields. They are pretending to fight goblins and orcs.
  5. D10=5:You find a bonfire in a collapsed alleyway where 2d6 shadow dancers perform rites forgotten by time. Their dance leader offers to teach you the ritual in exchange for a piece of your will, trading self-autonomy for arcane knowledge.
  6. D10=6:While traversing the glittering Golden Bazaar during its monthly Festival of Riches, you spot a band of 3d6 fiendish mercenaries led by a cambion warlord making a beeline for the treasury, aiming to steal a vault of planar gems. The mercenaries' attacks shake the very foundations of the city's economy. The choice to defend the vault doors or attempt a daring strike at the mercenaries' leader could turn the tide of the invasion, but failing could plunge the entire city into a financial collapse of legendary proportions.
  7. D10=7:A group of drunk dwarves are stumbling down the street, singing a song about their king.
  8. D10=8:You see a group of men arguing about the history of a famous weapon that is on display in a nearby museum. One of the men is drunk.
  9. D10=9:Unpleasant weather befalls a public square, drenching all in sight. As players navigate braving the rain, 1d6 wet thieves seize the moment to strike. Will you brace for battle or seek shelter?
  10. D10=10:A drunken nobleman staggers down the street, singing loudly about how much he loves his wife! He will stop and offer players some ale if they buy him one!

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A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the city: D1, D4, D6, D8.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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