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D4 City Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for city scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 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 D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 City encounter table

d100 = 1

  1. D4=1:Mysterious foghorn blows from the docks, obscuring 1d6 suspicious figures and presenting a chance for stealth and subterfuge.
  2. D4=2:The City’s extensive sewer system hums with peculiar vibrations, a symphony of noise just below perception. In the labyrinthine tunnels, players encounter 3d6 giant albino rats. However, it's not just rodents that dwell within. A sentient mold grows in bizarrely symmetrical patterns, offering cryptic warnings of a hidden experiment gone awry. Should players explore deeper they face twisted constructs, merging the organic and mechanical, and risking their sanity and safety. The eerie calm of these sewer passages conceals bubbling fears, waiting to erupt in a flood of madness and chaos.
  3. D4=3:On the eve of the Festival of Starry Veils, beneath a constellation-adorned sky, you intercept a coded message leading to a clandestine meeting of 2d8 celestial warlocks and their summoned starspawn brutes. They seek to summon a comet believed to grant epiphanies or devastate the city, depending on how it's harnessed. Navigating the festival's dizzying festivities while thwarting this cosmic ritual tests both combat skills and deciphering celestial allegiances. Succeeding could let you avert an astronomical miracle or disaster; failure could doom the city to an otherworldly catastrophe.
  4. D4=4: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.

d100 = 2

  1. D4=1:A group of men are gathered around a barrel of wine, celebrating their latest victory. They are drinking heavily. They will offer to pay the players to help them bring the barrel back to their tavern. The players will earn 100 gold pieces if they return with the barrel intact.
  2. D4=2:A wizard is practicing his spells in a park, often resulting in unexpected and humorous consequences.
  3. D4=3: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.
  4. D4=4:The players stumble upon a dark alley where a group of shady characters are making a deal. Upon closer inspection, they realize that one of the characters is actually a powerful demon, disguised as a human, trying to make a bargain with the others. How will the players handle this discovery?

d100 = 3

  1. D4=1:A man is sitting on the side of the road, looking despondent. He wants someone to help him with his problem. It seems he is going through a rough time. He lost his job and his wife left him. He needs someone to talk to.
  2. D4=2:A group of men are standing around talking about two girls who were married yesterday. Everyone thought they were a bad match but they've been happily married ever since they went through the ceremony.
  3. D4=3:Arabelle the Ailurophile, a shopkeeper obsessed with cats, claims her dozen kittens have been catnapped by local kobold pranksters. She offers magical catnip as a reward for their safe return.
  4. D4=4:The players come across a street artist who invites them to be models for a painting. But as the artist starts to paint, the players realize that every brush stroke is actually casting a spell on them.

d100 = 4

  1. D4=1:Known potion-brewer, Flintfire Mael, accidentally intoxicates power-hungry elements soliciting literal magecraft flames throughout. Aided dowsers cease inadvertent fireball-induced cacophony overt retreatment.
  2. D4=2:A group of 2d6+3 ARMORED KNIGHTS are riding through town on their way to battle an army of Orcs and Goblins. The knights are a knight captain, a knight sergeant and 2d6+2 knights.
  3. D4=3:1d4 Spellcasters duel on an otherwise quiet street, accidents causing spells to ricochet, endangering bystanders.
  4. D4=4:A street preacher is warning everyone about the impending end of the world - some believe him while others scoff.

d100 = 5

  1. D4=1: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?
  2. D4=2: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?
  3. D4=3: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.
  4. D4=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.

d100 = 6

  1. D4=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. D4=2:A group of children are playing with a small creature that looks like a cross between a puppy and kitten and it follows them around like a pet but it's not actually tame and it bites anyone who tries to touch it or pick it up or pet it or anything like that.
  3. D4=3:As you stroll through the bustling market, you notice 3d6 street urchins attempting to pickpocket merchants. One of them approaches you, trips, and falls into a nearby fruit stand, causing a domino effect of collapsing stalls. If you help the merchants clean up, they'll reward you with fresh produce and a bit of local gossip about an upcoming guild event.
  4. D4=4:A street artist is crafting intricate portraits using colored chalk on the cobblestones.

d100 = 7

  1. D4=1: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.
  2. D4=2:A flamboyant bard challenges you to a "laugh-off" in a bustling tavern, gathering a crowd. If you win, the bard reveals a well-kept secret about a city council member’s questionable dealings – just enough to cause a minor scandal.
  3. D4=3:The City’s extensive sewer system hums with peculiar vibrations, a symphony of noise just below perception. In the labyrinthine tunnels, players encounter 3d6 giant albino rats. However, it's not just rodents that dwell within. A sentient mold grows in bizarrely symmetrical patterns, offering cryptic warnings of a hidden experiment gone awry. Should players explore deeper they face twisted constructs, merging the organic and mechanical, and risking their sanity and safety. The eerie calm of these sewer passages conceals bubbling fears, waiting to erupt in a flood of madness and chaos.
  4. D4=4: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.

d100 = 8

  1. D4=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. D4=2:A mother and her two children are begging for food or money. The mother is holding a baby in her arms.
  3. D4=3:An underground bar hides the entrance to a celestial conclave where an unexpected astral portal spirals chaos complicating human affairs with other planar beings. Continuity hangs on delicate diplomacy and a celestial key's retrieval.
  4. D4=4:The players spot a street vendor selling exotic spices and rare ingredients - they can buy some for cooking or alchemy purposes.

d100 = 9

  1. D4=1:A group of men and women are gathered around a large map. They are arguing about the best way to get from point A to point B. If the players get too close, they will ask them for their opinion, then follow their advice even if it's terrible advice.
  2. D4=2: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.
  3. D4=3:A group of street urchins challenge the players to a game of cards. They seem innocent enough, but they are actually skilled con artists trying to cheat the players out of their money.
  4. D4=4: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).

d100 = 10

  1. D4=1: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.
  2. D4=2: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.'
  3. D4=3:A group of children are playing games in the street. One of them is throwing stones at a dog. A nearby adult tells them to stop, and the children run away.
  4. D4=4: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.

d100 = 11

  1. D4=1: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.
  2. D4=2:A group of 2d4+2 halflings are sitting in the street, playing a game of dice.
  3. D4=3:A local blacksmith challenges the players to a hammer throwing contest.
  4. D4=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?

d100 = 12

  1. D4=1:A beggar approaches you and begs for some copper coins. If you give him some, he will give you a strange amulet in return and tell you it will bring you good luck.
  2. D4=2: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.
  3. D4=3:A group of children are playing a game where they're running from a nearby dungeon filled with monsters.
  4. D4=4:A street vendor is selling exotic and rare spices from across the seas. However, if players try to buy these spices, they will find that they are actually just regular herbs with fancy names.

d100 = 13

  1. D4=1:A group of children are running around throwing snowballs at each other.
  2. D4=2: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.
  3. D4=3: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?
  4. D4=4:A small fire has broken out in a nearby building, the players must quickly decide whether to help or not.

d100 = 14

  1. D4=1:A street vendor is selling mysterious glowing orbs. He claims they have magical powers, but they are actually just painted glass balls.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 15

  1. D4=1:A jeweler haggles with a customer over the price of a glittering necklace.
  2. D4=2:Amidst a rogue caravan's arrival, 2d4 exotic mounts escape. Wrangling camels or griffons could disrupt daily routines.
  3. D4=3:A man with a clipboard is standing on the corner. He is looking for people who will volunteer to work on a dangerous dam project.
  4. D4=4: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.

d100 = 16

  1. D4=1:A man is selling flowers. He has several bouquets and wants to sell them quickly before they die. He has several bouquets of a rare and beautiful flower. They smell wonderful.
  2. D4=2:As the players walk through the bustling market square, they see a gnome named Ozzy Fizzlebop putting on an impromptu magic show, which goes hilariously wrong. He accidentally polymorphs himself into a chicken and needs help to be turned back.
  3. D4=3:A runaway cart careens through the marketplace, its driver missing. As bystanders scatter in panic, you have mere moments to stop the chaos before it turns deadly.
  4. D4=4: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.

d100 = 17

  1. D4=1:Two angry men are fighting over a woman. One is a wizard, and the other is a warrior. The warrior has been enchanted by the wizard and doesn't realize it. The wizard is trying to cast a spell to make the warrior attack the woman as part 2 of a plan to ruin her life.
  2. D4=2:Laria Laughinheart, a suspiciously cheerful acrobat, swears she can tightrope-walk the city’s overhead wires if someone gathers a crowd. Inevitably, her performance will cause chaos needing immediate resolution.
  3. D4=3:A fortune teller is beckoning passersby into her small tent, promising to reveal their destiny.
  4. D4=4:Ornate mural in progress attracts 1d4 local artists, while 2d6 thugs plan vandals' distraction to rob an adjacent shop.

d100 = 18

  1. D4=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. D4=2: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.
  3. D4=3:As you pass by a jewelry shop, you hear a crash and see a group of thieves running out with stolen gems. The owner pleads for your help in stopping them.
  4. D4=4: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 = 19

  1. D4=1:A shoemaker is displaying a selection of beautifully crafted boots and shoes on a small table.
  2. D4=2: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.
  3. D4=3:A horse-drawn carriage rumbles past, carrying a noble and his entourage.
  4. D4=4: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?

d100 = 20

  1. D4=1:Known potion-brewer, Flintfire Mael, accidentally intoxicates power-hungry elements soliciting literal magecraft flames throughout. Aided dowsers cease inadvertent fireball-induced cacophony overt retreatment.
  2. D4=2:A team of city guards are trying to capture a dangerous escaped criminal. If players help, they will be rewarded with a bounty and possibly the criminal's loot.
  3. D4=3: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.
  4. D4=4:A man is selling paintings of famous locations in the city. He has 1 painting left, and it is worth 10 gp.

d100 = 21

  1. D4=1:A street artist’s mural has come to life, its painted creatures stepping out into the world. People marvel at the spectacle, but the artist is strangely absent. Perhaps discovering the source of this magic will reveal their fate.
  2. D4=2:A group of soldiers are practicing their combat skills in a nearby field. They are loud and seem to be having a friendly competition with each other.
  3. D4=3:A fruit vendor is loudly hawking his wares, offering shiny red apples at a suspiciously low price.
  4. D4=4:A man is standing in the street and ranting about how the devil has come to visit this town. He carries with him a flail that appears to be covered in soot and blood, and he's muttering something about how there are monsters walking among the people of this city, but they don't know it because they're cursed to not see them with their own eyes.

d100 = 22

  1. D4=1:As the players enter a tavern, they see a group of people gathered around a table, playing a dice game. The stakes seem high and the players are invited to join in. However, they soon realize that the game is rigged and the players are being cheated. Can they use their skills to win against the cheaters?
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:Two men are fighting over a gold coin that's covered in blood.

d100 = 23

  1. D4=1: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.
  2. D4=2:A man is selling maps of the city to passersby.
  3. D4=3:The players stumble upon a dark alley where a group of shady characters are making a deal. Upon closer inspection, they realize that one of the characters is actually a powerful demon, disguised as a human, trying to make a bargain with the others. How will the players handle this discovery?
  4. D4=4: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.

d100 = 24

  1. D4=1:A pair of street magicians engage in an intense performance. As they dazzle the crowd, one’s spell goes awry, summoning 1d8 errant imps! Do you aid in containment or enjoy the show?
  2. D4=2:Lucinda Lightfoot, a rogue with dancing boots cursed to compel ceaseless dance, needs players to find the counter-enchantment before she dances straight into danger.
  3. D4=3: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.
  4. D4=4:A tinker repairs a broken toy for a grateful child.

d100 = 25

  1. D4=1: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.
  2. D4=2:A small boy is seen running down the street, while yelling that there's a dragon attacking the city. He doesn't look scared at all, which makes the players question whether or not he's telling the truth.
  3. D4=3: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.
  4. D4=4: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.

d100 = 26

  1. D4=1:A charming rogue sells counterfeit potions. 3d8 angry customers realize too late. Players spot this deception unfolding.
  2. D4=2: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.
  3. D4=3:All around you, street performers are showing off their talents and collecting donations from the crowd. A group of young acrobats invite you to join their performance, promising a split of the profits.
  4. D4=4: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.

d100 = 27

  1. D4=1: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.
  2. D4=2:A group of rich merchants are buying up all of the grain in the city. They are selling it at an inflated price to the common people. They have hired a group of mercenaries to protect their carts from thieves and bandits.
  3. D4=3: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.
  4. D4=4: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.

d100 = 28

  1. D4=1:A fisherman is selling his fresh catch of the day, shouting out prices for all to hear.
  2. D4=2:The players stumble upon a well-dressed dwarf named Digby Goldbraid tirelessly promoting his new luxury beard balm. He offers free samples that give the user's beard an unnatural glow, attracting the envy of one very aggressive street cat.
  3. D4=3: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.
  4. D4=4:A group of blacksmiths is debating the best technique for forging enchanted weapons. They notice the party's weapons and challenge them to test their mettle in a series of trials, offering rewards for impressive performances.

d100 = 29

  1. D4=1:A street merchant offers the players a map to a hidden treasure in the sewers. But as the players follow the map, they soon realize that they are being hunted by a group of vicious wererats.
  2. D4=2:A dog is barking at its reflection in a shop window, confused and excited.
  3. D4=3: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.
  4. D4=4: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.

d100 = 30

  1. D4=1:A loud-mouthed tiefling named Balor Bluetoe is sensationalizing a new herbal tea blend at market only for it to turn townsfolk bright blue. He desperately seeks an antidote recipe and willing potion brewers.
  2. D4=2:A merchant calls out for people to come see his fine silks and rare spices.
  3. D4=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. D4=4:An old man is ranting about monsters in the sewers. He is drunk.

d100 = 31

  1. D4=1: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.
  2. D4=2:A man is selling maps that show the location of a nearby dungeon.
  3. D4=3: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.
  4. D4=4: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.

d100 = 32

  1. D4=1: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!
  2. D4=2:A flamboyant bard challenges you to a "laugh-off" in a bustling tavern, gathering a crowd. If you win, the bard reveals a well-kept secret about a city council member’s questionable dealings – just enough to cause a minor scandal.
  3. D4=3:A man is selling maps to a dungeon that hasn't been explored yet. He'll sell it for cheap because he knows no one else has seen it and he knows it's valuable because he knows it's full of treasure and monsters. He'll even throw in some lies about what's there to get people to buy it from him over anyone else because he knows people will give him more money for information no one else has than they will for information that everyone else has too.
  4. D4=4:You see a man who appears to be drunk stumble around town. He passes out at random places, waking up and stumbling around again after a few minutes. He is actually a spy for an enemy nation. His mission is to get information on the town's defenses and then get back to his Lord as quickly as possible.

d100 = 33

  1. D4=1:Carts rattling along the narrow streets bring the aroma of baked goods. Outside a bakery, 2d6 hungry orcs corner a baker. Will you assist the baker or negotiate price?
  2. D4=2:A fortune teller is beckoning passersby into her small tent, promising to reveal their destiny.
  3. D4=3:A man is offering to polish cuirasses for a small fee.
  4. D4=4:A group of children are playing a game of tag near the entrance to an alleyway. When they see the players, they will run away and tell the players that 'the goblins' will get them.

d100 = 34

  1. D4=1: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.
  2. D4=2:In the bustling, labyrinthine Market of a Thousand Sighs, you spy a cloaked figure whispering commands to 1d6 ethereal assassins—phantasmal killers who can meld seamlessly with the city's shadows. These spectral agents have been sent to silence a key informant who knows the truth about a brewing rebellion against the Ivory Throne. The air is thick with the scent of exotic spices and the buzz of commerce, masking the approaching threat. Will you intervene and risk angering the unseen puppet masters, or let the informant meet their grim fate, potentially dooming the city's precarious peace?
  3. D4=3:A postal courier is hurrying through the streets, laden with a heavy sack of letters and parcels.
  4. D4=4:An underground fighting ring is looking for new challengers. The players can participate and earn a large sum of gold, or discover that the fights are rigged and try to expose the organizers' corrupt methods.

d100 = 35

  1. D4=1:A group of adventurers swap tall tales about their latest quests at an outdoor tavern.
  2. D4=2:A woman is trying to sell a basket of apples.
  3. D4=3: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?
  4. D4=4:A street sweeper diligently clears the cobblestones, grumbling about the constant mess.

d100 = 36

  1. D4=1:Percival the Persistent, a bard tragically lacking talent, swears someone has affixed a spell causing his awful performances. The players must track down the wizard responsible for “cursing” him.
  2. D4=2:A group of men are standing on the street corner talking about the latest news. They are actually plotting to put someone else on the throne and will approach the players later to ask for help with this task.
  3. D4=3: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.
  4. D4=4:Sudden downpour floods the streets. 3d4 innkeepers compete fiercely for soggy travelers' business.

d100 = 37

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A distressed seamstress named Sybil Threadbee’s over-animated cloth golems have run amok, tailoring souls, and redecorating fashion. She needs help rounding them up to curb sew-havoc.

d100 = 38

  1. D4=1:A group of guards are walking down the street, laughing and joking. One of them is pulling a small cart filled with dead rats.
  2. D4=2: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.
  3. D4=3:A street vendor is displaying an array of shiny trinkets and baubles, hoping to catch the eye of potential buyers.
  4. D4=4:A baker's apprentice accidentally spilled a batch of magical powder into the shipment of flour, causing anyone who eats the baked goods to shrink to the size of a mouse for 24 hours. The players must find a way to retrieve the magical powder from the shipment and reverse the effects.

d100 = 39

  1. D4=1: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.
  2. D4=2:En route to a tavern, you come across a group of 1d4 drunken dwarves boasting about their unbreakable mugs. Accept their challenge to a mug-smashing contest, and if you succeed, gain a seemingly unbreakable mug of your own.
  3. D4=3:As the players walk by an alley, they hear loud secretive conversation between two people - they are plotting a robbery.
  4. D4=4:You pass a corner apothecary where a charismatic alchemist is demonstrating a miraculous elixir. People start showing alarming side effects, revealing the "elixir" to be a cursed potion. Confronting the charlatan uncovers a larger scheme.

d100 = 40

  1. D4=1:In a dusty old tavern, an elderly storyteller details the rise of a notorious crime lord. Just then, 1d4 followers of that very lord burst in, demanding silence. Join the story or hide?
  2. D4=2:Silvia Silverstring, a bard with remarkable skill, accidentally activates cursed strings that hypnotize her audience. Players must safely disrupt her enchanting set.
  3. D4=3: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.
  4. D4=4:A man is shouting about how green is not a color and it's not even a word!

d100 = 41

  1. D4=1:The players encounter a group of street artists who use magic to bring their paintings to life, resulting in a beautiful and mesmerizing display.
  2. D4=2:The players come across a street vendor selling 'magical beans' that will supposedly grow into a giant beanstalk. They are actually just regular beans, but they will grow into intricate vine art.
  3. D4=3:A group of merchants are engaged in a heated bidding war over a rare and valuable item. The players could join in the bidding or try to steal it for themselves.
  4. D4=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.

d100 = 42

  1. D4=1:The players come across an NPC who is convinced they are cursed and begs for their help to remove the curse, but it turns out the NPC is just incredibly clumsy.
  2. D4=2:A group of children perform a simple play for an appreciative audience.
  3. D4=3:Impressively lost Amelia Thistledown, gifted urban cartographer, unfolds rooftops maps mid-dance wondrously enact structural somersaults cartoon escapades navigating traction channels amid civic hazards.
  4. D4=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.

d100 = 43

  1. D4=1:A street artist is creating beautiful paintings on the sidewalk using only chalk. If the players watch closely, they will see the paintings come to life and tell a story.
  2. D4=2:The players see a crowd gathered around a street corner, watching a puppet show. But as the players get closer, they realize that the puppets are alive and are putting on a show that mirrors the current political climate of the city.
  3. D4=3:A group of burly men are carrying a large golden statue through the streets, heading to the local temple. If players ask where they got the statue, the men will claim that they found it buried in the nearby woods and are now giving it to the gods.
  4. D4=4:A group of children are playing with a large, brightly colored ball. They offer it to anyone who wants to play with them.

d100 = 44

  1. D4=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. D4=2:A dilapidated house crumbles, revealing a nest of 3d4 giant spiders. Neighbors plead for assistance clearing the danger.
  3. D4=3:A group of 3d6 bandits with crude, handmade weapons block your path, demanding tribute for passage. Their ritual scarification marks them as members of a now-extinct tribe, the Ghost Claws. A hidden city elder whispers through the shadows, offering assistance if you can defeat the bandits and prove your strength. You must decide whether to fight or negotiate.
  4. D4=4:At a dilapidated fortification's edge, 1d4 warrior spirits manifest, locked in eternal combat for tribal honor. A peace-weaver necromancer offers to bind your hopes into talismans to break their curse, juxtaposing eternal strife with placid resolution.

d100 = 45

  1. D4=1:Hordes of rats swarm down the streets, devouring food and garbage.
  2. D4=2:A city official posts new proclamations on the town notice board.
  3. D4=3:A group of children are playing in the street. They have made a small fort out of empty boxes.
  4. D4=4: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.

d100 = 46

  1. D4=1:A man is standing on the street corner, preaching about a new religious cult that has been gaining popularity in the city.
  2. D4=2:A wandering bard is singing tales of faraway lands, capturing the imaginations of his audience.
  3. D4=3: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.
  4. D4=4: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?

d100 = 47

  1. D4=1:In a wealthy district, an art collector invites the party to a private viewing of a newly acquired, enchanted painting. The painting acts as a portal to another realm, and something malevolent has started to seep through.
  2. D4=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. D4=3:A shadowy figure leaves an alley, dropping a blood-stained dagger. 2d6 local militia rush to secure the area, leaving questions unanswered.
  4. D4=4:A group of teenagers dare each other to enter an abandoned mansion said to be haunted. Do you join in on the dare?

d100 = 48

  1. D4=1:Cernunn dunkler ic1ezwnL an c4mntschomped bugbear miner arrays bungle conducts subsets -- maliciously donned alloy golems contest escapade manifold criticized verd anthrop0m wyk0orns observational lexiconian.
  2. D4=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. D4=3:The players come across a street vendor selling "potions of luck". The vendor claims that the potions will increase their chances of success in any endeavor. But as the players drink the potions, they start to notice that their luck is taking a dark turn.
  4. D4=4: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...'

d100 = 49

  1. D4=1:A group of 2d10+2 TRADERS are selling goods in front of their shop. The traders are a trader captain, a trader lieutenant and 2d10+2 traders.
  2. D4=2:At the edge of the city, a derelict mansion is reportedly haunted. The local children dare the adventurers to spend a night there, promising they will be rewarded by a hidden treasure if their story is true.
  3. D4=3:A street race is about to start and the prize is a bag of gold coins. Do you participate in the race?
  4. D4=4:A merchant loudly advertises the “miraculous” properties of his elixirs and potions.

d100 = 50

  1. D4=1:A group of traveling bards are performing a unique and absurd play about the quest of a group of adventurers.
  2. D4=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. D4=3:A young woman wearing a flowing cloak is walking down the street, singing to herself. She is totally unaware of the chaos around her, but she is not immune to the random enchantments that plague this city!
  4. D4=4: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.

d100 = 51

  1. D4=1:The players see an old merchant who is carrying a box filled with glassware that he is trying to sell to anyone who will buy it. The merchant is named Old Timmy, and he is a very nice man who will give players a discount if they buy something from him or help him sell his wares to someone else in the city.
  2. D4=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. D4=3: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.
  4. D4=4:In the city’s gray, uniform residential blocks, an insomniac inventor causes disturbances with nightly light shows and loud experiments. These activities mask his real operations - opening portals to join parallel dimensions. Securing the city’s peace requires players to either convince him to cease his activities or shut down his experiments by overcoming his three arcane automatons while wrestling with the moral ambiguity of stifling innovation for the sake of order.

d100 = 52

  1. D4=1:In a dusty old tavern, an elderly storyteller details the rise of a notorious crime lord. Just then, 1d4 followers of that very lord burst in, demanding silence. Join the story or hide?
  2. D4=2: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.
  3. D4=3:A small boy is seen running down the street, while yelling that there's a dragon attacking the city. He doesn't look scared at all, which makes the players question whether or not he's telling the truth.
  4. D4=4: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.

d100 = 53

  1. D4=1:A group of people are gathered around a large board, playing a game involving dice and tokens. If the players get too close, they will ask them to join in. They are very competitive and will become angry if anyone beats them.
  2. D4=2: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.
  3. D4=3:A street urchin is slyly attempting to pickpocket an unsuspecting merchant.
  4. D4=4: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.

d100 = 54

  1. D4=1:A troupe of traveling performers are doing a magic show inside the local tavern. They are doing cheap tricks and looking for tips.
  2. D4=2:A group of children are playing a game of "hero and villain" and insist on the players joining in as characters in their game.
  3. D4=3:You see a man playing a haunting melody on a panflute. Will you stop and listen or keep walking?
  4. D4=4:Two well-dressed nobles are deep in conversation, seemingly oblivious to the bustling activity around them.

d100 = 55

  1. D4=1:A local blacksmith is demonstrating his skills by forging a small blade in the town square.
  2. D4=2: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.
  3. D4=3:A group of old men are playing a heated game of chess in the park. Will you challenge one of them to a game?
  4. D4=4:Patrons at a high-end inn whisper of a doppelgänger prowling the city. The innkeeper, suspecting foul play among his clientele, hires you to unmask the shape-shifting interloper before chaos ensues.

d100 = 56

  1. D4=1:A woman is selling portraits of herself. She says she is a famous artist. If someone buys one, she will follow them for three days and then paint their portrait anyway. She wants to be paid for her work and if someone doesn't agree to pay her, she will paint them anyway and will demand payment and threaten them if they don't pay.
  2. D4=2:Underneath an old aqueduct, 1d8 half-human creatures worship an effigy of an eldritch beast. An archeologist, with a mind less than stable yet profoundly wise, appears, suggesting a way to sever the totemic connection but demanding part of your sanity.
  3. D4=3:A man is sitting on a bench, frowning. He will tell players that he was mugged last night and robbed of everything he had. Players can give him some money to help him out. The man is an NPC spy for the local thieves guild and will try to steal players' possessions while they sleep later on in the evening.
  4. D4=4:A parade marches through the main boulevard, celebrating the city’s founding. A float carrying a massive mechanical dragon breaks down and needs repairs before the city's leader arrives to view it.

d100 = 57

  1. D4=1: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.
  2. D4=2:A witch is offering advice to people in the city. She has a lot of insight about the city and can teach the players about its inner workings.
  3. D4=3:A group of elves are performing a traditional dance in the park, inviting passersby to join in on the fun. But as the dance progresses, the players begin to realize that it is actually a powerful ritual that could have dangerous consequences if not performed correctly.
  4. D4=4:A man is sitting on a bench, frowning. He will tell players that he was mugged last night and robbed of everything he had. Players can give him some money to help him out. The man is an NPC spy for the local thieves guild and will try to steal players' possessions while they sleep later on in the evening.

d100 = 58

  1. D4=1:A flamboyant noble on a galloping horse barrels through the market, scattering stalls and causing havoc. The city's guards soon follow in a not-so-coordinated pursuit. Will you assist, hinder, or just enjoy the chaos unfold?
  2. D4=2:A witch in disguise offers the players a potion that she claims will cure any ailment. However, it turns out to be a powerful hallucinogen and the players must navigate through their delusions to find their way back to reality.
  3. D4=3:A disheveled beggar whispers about an unseen menace plaguing the city. Just then, 2d4 rats scurry by, their eyes glowing unnaturally. Do you investigate or dismiss him as mad?
  4. D4=4:By the ancient catacombs entrance, 2d4 cave trolls brandish weapons imbued with long-lost enchantments. An old warrior, seemingly out of place and time, offers battlefield wisdom through a psychic link but will only assist if you reveal a personal secret.

d100 = 59

  1. D4=1: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.
  2. D4=2:A man runs up to the players in a panic, claiming that a powerful sorcerer has turned him into a chicken. The players must find a way to break the sorcerer's spell before the man is stuck as a chicken forever.
  3. D4=3:A wealthy merchant's caravan stops, with 3d4 hired mercenaries flaunting their prowess. Other tradesmen harbor hidden envy.
  4. D4=4:A mysterious cloaked figure beckons you towards a dark alley, claiming to have important information for you. Do you trust them?

d100 = 60

  1. D4=1:An old woman is singing an eerie song while she walks the city streets.
  2. D4=2:An illusory wall flickers in a backstreet, revealing 2d4 hidden smugglers. Their contraband may hold clues to city's black market.
  3. D4=3:A beautiful woman is being chased by a group of thugs. She begs the players for help, claiming the men are trying to kidnap her. In reality, she's a notorious thief trying to trick the players into helping her escape.
  4. D4=4:The adventurers find a lost royal pet. Recognizing the distinctive creature, they must decide whether to return it to the palace and face potential intrigue, or ignore it and continue their own path.

d100 = 61

  1. D4=1:The city’s sewer system floods after a storm, and giant rats and other unsavory creatures are forced above ground. An overwhelmed city guard begs for aid in controlling the infestation.
  2. D4=2:A distressed seamstress named Sybil Threadbee’s over-animated cloth golems have run amok, tailoring souls, and redecorating fashion. She needs help rounding them up to curb sew-havoc.
  3. D4=3: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.
  4. D4=4:A beggar claims to be a retired adventurer who has fallen on hard times. Will the players believe their story and help them out or see them as a con artist?

d100 = 62

  1. D4=1:Sir Reginald Bluster, oblivious nobleman with an inflated ego, accidentally insults a powerful sorcerer. The players must diffuse the escalating magical duel Reginald doesn’t even realize he’s in.
  2. D4=2:A group of men are advertising a local brothel, saying that the prices are very reasonable, and the women are beautiful.
  3. D4=3:A man is walking the streets, yelling about dragons and death cults. He is obviously insane.
  4. D4=4:A young couple is sneaking a kiss under a tree, trying to avoid being seen by their parents.

d100 = 63

  1. D4=1:A group of 1d4+2 street performers are doing a magic show on the street. Their name is 'The Disillusioned Magicians.'
  2. D4=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. D4=3: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.
  4. D4=4:At dusk near the City’s wall, a tinker's shop emerges from shadows, adorned with glinting trinkets. The tinker’s ingenuity appears serene, but observant players note that intricate clockworks project genuine mistrust. Inside, 3d4 micro-golems buzz, collecting archetypes to replicate and replace people. The tinker’s schematics suggest a future uprising by mechanized replicas, masquerading as community peacekeepers. Choices will challenge adventurers on survival, trust, and identity, with every gear silently ticking toward a stormy apprehension.

d100 = 64

  1. D4=1:A group of children are playing a game where they're running from a nearby dungeon filled with monsters.
  2. D4=2: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.
  3. D4=3:A group of noble children are playing a dangerous game of tag, using magic to try and capture each other. The players may get caught up in the game and find themselves in perilous situations.
  4. D4=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?

d100 = 65

  1. D4=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. D4=2: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.
  3. D4=3:A charismatic bard performs for coins. 1d4 thieves use the crowd distraction to attempt pickpocketing the players.
  4. D4=4:An old woman is singing an eerie song while she walks the city streets.

d100 = 66

  1. D4=1:A curious squirrel has procured a potion of enlargement and is causing mayhem. Stop the squirrel's mischief, and a grateful apothecary will offer you a free potion from their shop.
  2. D4=2:Richard the Ratty, a child-sized rat-folk merchant, falsely accused of food poisoning. He needs the players' help to catch the actual culprit, leading to a wild, cheese-strewn caper.
  3. D4=3:A town crier shouts the latest news and announcements.
  4. D4=4: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.

d100 = 67

  1. D4=1:A group of revelers celebrate a local festival, their laughter echoing through the streets.
  2. D4=2:You listen to 1d4 wizards bickering over their favorite way to brew coffee at a famous café. Join the debate, and the wizards might brew you a custom concoction that boosts your energy for the day.
  3. D4=3:Dank fog rolls in, shrouding the harbor. 1d8 sailors warn of a ghost ship seen drifting, its eerie crew weaving through the mist.
  4. D4=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.

d100 = 68

  1. D4=1:Groaning Gilda, a ghost baker haunted as much by puns as the supernatural, erroneously curses a batch of pastries sold city-wide. Players must reverse the “dead dough” before it spreads more unappetizing chaos.
  2. D4=2: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.
  3. D4=3:A wealthy noble approaches the players, asking for their help in retrieving a lost family heirloom from a nearby guild. However, when they arrive, they discover that the heirloom is actually a powerful artifact that could lead to danger and chaos if it falls into the wrong hands.
  4. D4=4:A street magician is doing a show on the side of the road. He is doing simple tricks and looking for tips.

d100 = 69

  1. D4=1:A street performer juggles fire and swords while walking on a tightrope. The crowd watching is amazed by their skill.
  2. D4=2:A merchant is selling statues of a famous historical figure whose name you can't quite remember.
  3. D4=3: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.
  4. D4=4:Three half-elven bards are singing a song about a local hero.

d100 = 70

  1. D4=1:A man is standing on the street, shouting about the end of the world. When questioned, he says he saw a vision in a dream.
  2. D4=2:Three people are walking down the street. One of the people is dressed in all black. The other two people are wearing bright, colorful clothing. The black-dressed person keeps trying to convince the others to join his cult.
  3. D4=3:Local black market forgers are looking for your assistance after their shadowy enclave got disrupted not by authorities but by relentless shadowy wraiths claiming the territory. Now the craftsmen offer unlicensed enchantments for extermination.
  4. D4=4: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.

d100 = 71

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3:A man attempts to sell you a ring for 10 gp. If you buy it, it will be a ring of polymorph finger that has been cleaned and polished.
  4. D4=4: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.

d100 = 72

  1. D4=1: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.
  2. D4=2:While browsing the market, a merchant tries to sell you a cursed necklace. Will you risk buying it?
  3. D4=3:A group of street urchins beg the players for help, claiming their friend has been captured by a group of ogres who plan to eat him for dinner. However, their story may not be entirely truthful.
  4. D4=4:A woman is holding a sign that says, 'Lost Bird,' she is trying to get the attention of anyone walking by.

d100 = 73

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A group of noble children are playing a dangerous game of tag, using magic to try and capture each other. The players may get caught up in the game and find themselves in perilous situations.
  4. D4=4:Near the town square, 1d4 giant beetles with iridescent shells carry the markings of the Beetle Tribe, believed extinct. A strange figure offers to unlock your consciousness to communicate with them, thereby transcending mere physical danger into a psychic resonance.

d100 = 74

  1. D4=1:As the players pass through the city at night, they see a figure cloaked in a black cloak standing in the middle of the street. When the players approach, this figure pulls back his hood, revealing an old man with a long white beard and piercing blue eyes. He introduces himself as a powerful wizard and offers to teach the players some of his magic if they agree to help him with a task.
  2. D4=2: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!'
  3. D4=3: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.
  4. D4=4:You hear a loud chanting coming from a nearby temple. When you investigate, you find a group of priests performing a ritual to an ancient god.

d100 = 75

  1. D4=1:Two elderly women are arguing with a merchant in front of his shop. They are demanding that he give them back their jewelry, which they say he has stolen. The merchant is insisting that they are lying.
  2. D4=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. D4=3:At dusk near the City’s wall, a tinker's shop emerges from shadows, adorned with glinting trinkets. The tinker’s ingenuity appears serene, but observant players note that intricate clockworks project genuine mistrust. Inside, 3d4 micro-golems buzz, collecting archetypes to replicate and replace people. The tinker’s schematics suggest a future uprising by mechanized replicas, masquerading as community peacekeepers. Choices will challenge adventurers on survival, trust, and identity, with every gear silently ticking toward a stormy apprehension.
  4. D4=4:A group of children are playing in the street, while their parents watch them from the windows above. If players approach, they will see that the children are playing a game that involves throwing rocks at each other.

d100 = 76

  1. D4=1:A group of young lovers is sitting on a wall, talking quietly.
  2. D4=2: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.
  3. D4=3:A charming rogue sells counterfeit potions. 3d8 angry customers realize too late. Players spot this deception unfolding.
  4. D4=4:A street vendor is selling mysterious glowing orbs. He claims they have magical powers, but they are actually just painted glass balls.

d100 = 77

  1. D4=1:A group of children are playing with toy wooden swords and shields. They are pretending to fight goblins and orcs.
  2. D4=2:While walking through the streets, you hear a beautiful voice singing from inside a building. When you enter, you see a bard performing for a small crowd.
  3. D4=3:On the eve of the Festival of Starry Veils, beneath a constellation-adorned sky, you intercept a coded message leading to a clandestine meeting of 2d8 celestial warlocks and their summoned starspawn brutes. They seek to summon a comet believed to grant epiphanies or devastate the city, depending on how it's harnessed. Navigating the festival's dizzying festivities while thwarting this cosmic ritual tests both combat skills and deciphering celestial allegiances. Succeeding could let you avert an astronomical miracle or disaster; failure could doom the city to an otherworldly catastrophe.
  4. D4=4:The local library’s valuable collection of magical tomes is targeted by a thief who can walk through walls. The head librarian seeks discrete assistance to either bolster defenses or catch the peculiar intruder in the act.

d100 = 78

  1. D4=1: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.
  2. D4=2:A cult of worshipping rats has taken over the sewers beneath the city. They're seeking to spread disease and chaos above ground. The players must enter the sewers and stop them before it's too late.
  3. D4=3: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!
  4. D4=4:A group of children are playing with their wooden swords and wooden shields. The children are playing at being soldiers. One of the children is pretending to be a monster and he is attacking the other children.

d100 = 79

  1. D4=1:The players encounter a group of young wizards who are practicing their spells in a nearby park. However, one of the spells goes awry and causes a portal to open, unleashing a dangerous monster into the city. The players must work with the wizards to defeat the monster and close the portal.
  2. D4=2:A man is selling maps that show where the best places to find treasure in the local dungeons are.
  3. D4=3:A drunk man is trying to steal a horse from a stable.
  4. D4=4:The players stumble upon a potion shop with a shady reputation. The owner offers them a discount on any potion of their choice, but warns them that there may be side effects to the potions.

d100 = 80

  1. D4=1: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.
  2. D4=2:A cook-off competition emerges with 1d6 ambitious chefs. Ingredients mysteriously disappear, causing confrontation and rivalry.
  3. D4=3: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.
  4. D4=4:At high noon in the bustling Plaza of Eternal Echoes, amid a throng of merchants and entertainers, a portal to an infernal plane suddenly bursts open, spewing forth 2d6 infernal knights on hellish steeds. Their presence seeks to drag a local sorcerer back to their dark realm for broken pacts. Battling these armored fiends in the heart of the city with onlookers screaming in panic creates a legendary tale, but the sorcerer holds secrets that could cost the city dearly. Will you offer them up, or protect them at all costs, risking infernal retribution?

d100 = 81

  1. D4=1:The players spot a street vendor selling exotic spices and rare ingredients - they can buy some for cooking or alchemy purposes.
  2. D4=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. D4=3:Under the ever-watchful eyes of clockwork sentinels patrolling the streets, the players find a hidden alley where a group of 3d6 beggars offer cryptic hints about a sinister plot. The beggars, once prominent scholars, claim they have been targeted by a secret society manipulating the city's laws for their nefarious purposes. Following the clues leads to an underground courtroom where the players must present evidence to a clandestine tribunal, risking exposure to the city's legal wrath.
  4. D4=4:The city coliseum attracts competitors from far and wide for grand combat displays. Among the combatants, a disguised noble fights to reclaim honor unbeknownst to their family watching from the stands.

d100 = 82

  1. D4=1: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.
  2. D4=2:The players see a group of people chasing a terrified chicken through the streets. Should the players intervene and try to catch the chicken or let it be?
  3. D4=3:A group of men are discussing the latest news from a faraway land. One of the men is drunk.
  4. D4=4: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?

d100 = 83

  1. D4=1: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?
  2. D4=2:A man is standing in the street, shouting about the end of the world. He says he can save them.
  3. D4=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. D4=4:A group of children are playing with a ball. They are kicking it back and forth to each other, laughing and having a good time.

d100 = 84

  1. D4=1:You see a parade going through the city, celebrating the coronation of a new king. Suddenly, a group of mercenaries appear and attack the king's guards. The players can either help fend off the attackers or join them in overthrowing the new king.
  2. D4=2:In the shadowed, alchemical labs beneath the prestigious University of Arcane Wisdom, rumors whisper of an illegal experiment gone horribly awry. You encounter 2d6 flesh golems, each an abomination of stolen limbs and arcane horror, rampaging through the halls. The students and faculty are desperate, offering valuable lore and access to powerful spells in exchange for salvation. As you navigate the darkened corridors, it becomes clear that the experiment's creator, a rogue professor, might hold knowledge that could alter the balance of magical power across the entire realm.
  3. D4=3: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.
  4. D4=4:A baker's apprentice accidentally spilled a batch of magical powder into the shipment of flour, causing anyone who eats the baked goods to shrink to the size of a mouse for 24 hours. The players must find a way to retrieve the magical powder from the shipment and reverse the effects.

d100 = 85

  1. D4=1:A group of 2d6 men and women dressed in robes approach the players and ask them if they have seen any suspicious people in town recently. They want to know if any strangers have been in town recently. They are actually part of a cult that is trying to find out what people know about them so they can keep it secret.
  2. D4=2:Two groups of people are arguing on opposite sides of the street. One side is in favor of a powerful businessman, while the other side is against him and his plans. The players must find a way to resolve this conflict peacefully.
  3. D4=3: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?
  4. D4=4:A street vendor is selling magic items at bargain prices. The players could score a great deal or end up with dud items.

d100 = 86

  1. D4=1:A man is sitting on a bench, frowning. He will tell players that he was mugged last night and robbed of everything he had. Players can give him some money to help him out. The man is an NPC spy for the local thieves guild and will try to steal players' possessions while they sleep later on in the evening.
  2. D4=2:A man is walking down the street, crying and wailing. He says that he was robbed of everything except his pants. He is asking for help. When people approach, he asks for money. He says he doesn't even have any pants. He just wants money.
  3. D4=3: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.
  4. D4=4:A baker offers fresh bread samples to passersby from a large basket.

d100 = 87

  1. D4=1:Sir Gerald Greenbelt, a knight with an all-consuming fear of water, believes he’s drowning in the city fountain. Players have to remove him from his ridiculous vigil and solve why he’s so hydrophilic.
  2. D4=2:Tea houses near the botanical garden preserve physician-like tranquility, with patrons savoring perfect brews. A local rumor suggests certain flowers have awakened telepathic spores, sensed but not seen. Dining companions may soon find themselves conversing with 1d8 floramorphs disguised as patrons, suggesting echoes of a sylvan uprising. Engaging with these beings opens vistas to blossoms waging silent war for the City's soul, keeping tension blooming until untamed forces inevitably burst forth.
  3. D4=3:Behind a cloister of serene marble columns, an alchemical shop offers potions with unsettling side effects. Lethargic customers emerge speaking in tongues and recount jumbled memories. The owner, a seemingly benign alchemist, appears analog in this digital existence. Before the shop opens each morning, 3d6 potions animate into parasitic beings craving to merge with hosts. These creatures hint at greater alchemical corruption within the City’s framework. Decisions here can shape either bolstering defenses or falling prey to identity-eroding infestations.
  4. D4=4:A group of street urchins beg the players for help, claiming their friend has been captured by a group of ogres who plan to eat him for dinner. However, their story may not be entirely truthful.

d100 = 88

  1. D4=1:A group of noblemen are taking a stroll through the city. They will run into the players and invite them to their party that night. If the players accept, they will be treated like kings and queens for the night. If they decline, they will be scowled at and told to go away.
  2. D4=2:A man is standing in the middle of the street, yelling at no one in particular about how lazy everyone is in this town.
  3. D4=3: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.
  4. D4=4:A group of children are playing a game that involves throwing rocks at the party's horses. The children are actually a coven of young witches, who will cast a spell on one of the horses if they get the chance.

d100 = 89

  1. D4=1:By the ancient catacombs entrance, 2d4 cave trolls brandish weapons imbued with long-lost enchantments. An old warrior, seemingly out of place and time, offers battlefield wisdom through a psychic link but will only assist if you reveal a personal secret.
  2. D4=2:A merchant loudly curses a broken cart. Nearby, 2d6 opportunistic thieves watch, plotting to gather goods left unattended. How shall you respond?
  3. D4=3:As the players walk by an alley, they hear loud secretive conversation between two people - they are plotting a robbery.
  4. D4=4: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.

d100 = 90

  1. D4=1:Wagon with a group of 4 halflings. They are trying to sell their latest invention: a device that will suck the water out of any type of terrain. They are looking for investors.
  2. D4=2: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?
  3. D4=3:A man is selling strange stones. They look like gems, but they look like something else, too. If you buy one, you'll find out by the end of the day.
  4. D4=4:You hear the sound of a distant drumming coming from a nearby alleyway. When you investigate, you find a gathering of people dancing around a fire. As they dance, they chant the name of a powerful wizard.

d100 = 91

  1. D4=1:A charming rogue sells counterfeit potions. 3d8 angry customers realize too late. Players spot this deception unfolding.
  2. D4=2:A distressed seamstress named Sybil Threadbee’s over-animated cloth golems have run amok, tailoring souls, and redecorating fashion. She needs help rounding them up to curb sew-havoc.
  3. D4=3: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.
  4. D4=4:A street vendor offers to read the players' fortunes using a deck of ancient tarot cards.

d100 = 92

  1. D4=1:A group of loud, but well-dressed dwarves are arguing with a local merchant. The dwarves are demanding a full refund, but the merchant says he has a contract with them and he can't do that.
  2. D4=2: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.
  3. D4=3:Near the town square, 1d4 giant beetles with iridescent shells carry the markings of the Beetle Tribe, believed extinct. A strange figure offers to unlock your consciousness to communicate with them, thereby transcending mere physical danger into a psychic resonance.
  4. D4=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.

d100 = 93

  1. D4=1:The players encounter a street vendor selling strange potions - some may have beneficial effects while others may be dangerous.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A loud noise and commotion attracts your attention to the city square. You find a group of bards having a "battle of the bands" competition. The players can join in and compete against other bards using their musical abilities and spells.

d100 = 94

  1. D4=1:Two angry men are fighting over a woman. One is a wizard, and the other is a warrior. The warrior has been enchanted by the wizard and doesn't realize it. The wizard is trying to cast a spell to make the warrior attack the woman as part 2 of a plan to ruin her life.
  2. D4=2:A group of pickpockets try to steal from the players, but one of them accidentally drops a valuable magical item that belonged to a powerful wizard. The wizard's apprentice then appears, accusing the players of stealing it.
  3. D4=3: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.
  4. D4=4:A scholar dramatically unveils a controversial treatise, prompting 2d4 heated debates and quiet conspiracies against them.

d100 = 95

  1. D4=1:A tailor is displaying his latest fashionable creations in a shop window, attracting admiring glances.
  2. D4=2:A jeweler polishes a beautiful ring, eyeing potential customers.
  3. D4=3:A young girl offers flowers for sale, her small basket brimming with colorful blooms.
  4. D4=4:Tired peasants are heading towards the city. They need a place to stay for the night. They are willing to pay for rooms.

d100 = 96

  1. D4=1:A street merchant is selling strange objects that seem to have a mind of their own. They will start moving and making noises whenever the players are not looking.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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 = 97

  1. D4=1:Cerys Madam Fortune, a clairvoyant, enlists help reading twisted cards predicting foul fates. Duplicity or warning? Her clients await players as conjurations question omens.
  2. D4=2: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.
  3. D4=3:A group of men are gathered around a barrel of wine, celebrating their latest victory.
  4. D4=4: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.

d100 = 98

  1. D4=1:The players encounter a group of homeless people huddled together under a bridge. They beg for food and coin, claiming to have fallen on hard times.
  2. D4=2:A cobbler is repairing a worn-out pair of boots, his hands moving with practiced ease.
  3. D4=3:A woman is sitting on a bench and she is holding a small dog in her lap. The dog is wearing a small jacket. The dog will bark at strangers, but the dog will not attack strangers unless the woman tells him to attack.
  4. D4=4:A strange fog envelops the street one evening. 1d8 ghouls emerge from the darkness, hungry for living flesh. Will you fight or flee into a nearby building for safety?

d100 = 99

  1. D4=1:A librarian is carrying a stack of heavy books to a nearby shop, her face hidden behind the pile.
  2. D4=2: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?
  3. D4=3:You see two men arguing with a shopkeeper over the price of something. One of the men is waving a sword around and making threats. The shopkeeper doesn't seem too worried about it.
  4. D4=4:Honorable street duelists engage in swordplay over 2d4 coins, drawing in spectators and pickpockets alike.

d100 = 100

  1. D4=1:As the players explore the city's sewers, they come across a colony of goblins who have made a home there. The goblins seek the players' help in dealing with a group of giant rats that have been terrorizing their community.
  2. D4=2:Honorable street duelists engage in swordplay over 2d4 coins, drawing in spectators and pickpockets alike.
  3. D4=3:A group of 1d4+2 street performers are doing a magic show on the street. Their name is 'The Disillusioned Magicians.'
  4. D4=4:The players are approached by a group of traveling minstrels who offer to write a song about their adventures in exchange for a fee.

Use this table with the rest of Doungim's D&D 5e toolkit

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, D6, D8, D10.

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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