A complete D&D 5e random encounter table for city scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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
When the party enters a city, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 City encounter table
d100 = 1
D6=1:During a religious festival, a cleric is possessed by a god seeking a rare, forgotten relic hidden somewhere within the city's ancient catacombs. The gods' motives are unclear, making this venture treacherous both physically and ethically.
D6=2: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?
D6=3:The players see a group of people, gathered around an open grave. They're mourning the death of a loved one.
D6=4:An eccentric inventor showcases a mechanical marvel that claims to predict the future. When it accurately predicts an unfortunate event, fear spreads. Determining if this is a clever hoax or treacherous foresight falls to your party.
D6=5:An elderly man is walking around town, muttering about an ancient evil that is trying to break into the city. He warns the players to be on the look out for signs of this evil.
D6=6: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.
d100 = 2
D6=1:A man has a small cage in front of his house with a strange creature in it. The man sells magical items but the strange creature is a small animal that he uses to test the quality of the items before he sells them to people.
D6=2:During a stroll through the bustling docks, the players notice navy officers shouting erratic orders, causing chaos among the citizens. The officers are under the thrall of a sea hag who aims to destabilize the port city's trade. Rooting out the hag requires delving into the intricate web of port authority regulations and confronting the officers and their sea beast allies, 1d4 giant crabs. Securing the docks' safety could prevent an economic downturn and earn the players commendations from the city council.
D6=3: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.
D6=4: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.
D6=5:A noble’s retinue stumbles upon a festival of clowns and jugglers. Sneaky 2d4 jesters plan to swipe a pretty bauble from the rich. Choose to aid or warn their target.
D6=6:A man wearing a heavy coat and hat is standing on the corner of the street. He is holding a sign that says 'The End Is Near'. If players approach him, he will hand them a pamphlet about his religion, then ask for donations to help him spread the word about his religion. If players refuse to donate, he will walk away with a look of disgust on his face. If players donate some money, he will say 'May the gods bless you', then walk away with a smile on his face.
d100 = 3
D6=1: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.
D6=2: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.
D6=3:A group of children are fighting over a ball. A small dog is involved.
D6=4:A man wearing a heavy coat and hat is standing on the corner of the street. He is holding a sign that says 'The End Is Near'. If players approach him, he will hand them a pamphlet about his religion, then ask for donations to help him spread the word about his religion. If players refuse to donate, he will walk away with a look of disgust on his face. If players donate some money, he will say 'May the gods bless you', then walk away with a smile on his face.
D6=5:A group of wealthy citizens have formed a secret society where they gather to feast on human flesh. They invite the players to join them, but will refuse to let them leave if they do.
D6=6: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 = 4
D6=1:The players stumble upon a group of wizards dueling in the middle of the street. As they watch, the wizards suddenly merge into one powerful being and the players must defeat it to restore the wizards to their original state.
D6=2:A group of sailors are offloading crates of goods from a recently docked ship.
D6=3:As the players are walking through the market, they are approached by a group of beggars. One of the beggars claims to be a powerful wizard who was cursed by a jealous rival. He offers to lift the curse for a small fee. But as the players start to question him further, they realize he is just a clever beggar with no magical abilities.
D6=4:A group of young women are walking down the street, talking about how their husbands are all away at the war, and how lonely it is at home without them.
D6=5:A cloaked figure whispers urgently to a shifty-looking character in a dark alley.
D6=6: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'.
d100 = 5
D6=1:A horse-drawn carriage nearly collides with a cart of fruit, sending apples rolling into the street.
D6=2:A man is selling a strange potion that he says will make the drinker grow taller. He says it is a secret recipe from the city's past, and it has been lost for centuries. He is lying. The man, named Egdar, needs money to get across the kingdom to see his pregnant wife before she gives birth.
D6=3:On the streets, you see a man trying to sell a painting of a woman.
D6=4:As the players walk by a pub, they hear loud cheering and music - there is a drinking contest happening inside.
D6=5: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.
D6=6:A group of children are standing around in an open area, talking about what happened to their dogs that day. They say that their dogs went missing and then came back with strange markings on them. They say that one of the dogs has four eyes now, even though it only used to have two before it went missing. The other two dogs have developed an extra leg each, even though they had four legs each before they went missing. One has an extra tail. The children are really freaked out.
d100 = 6
D6=1: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.
D6=2: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.
D6=3:A group of drunken revelers stumble out of a tavern, singing a bawdy song.
D6=4:A man is selling vegetables. The vegetables are sitting on top of a large metal shield.
D6=5: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?
D6=6:A group of goblins are causing chaos in the city, stealing food and causing mischief. However, they are actually being controlled by a mischievous fey creature who enjoys playing pranks on the city's inhabitants.
d100 = 7
D6=1: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?
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A group of nobles invites the players to an extravagant dinner party. However, upon arrival, they realize that the nobles are actually vampires and the dinner was intended as a feast for them. Can the players escape or will they become dessert?
D6=6:As you make your way to a well-known tavern, you cross paths with 1d4 talking cats who begin a philosophical debate about fish. If you can humor them with a clever argument, they might just lead you to a hidden alley with discounted magical trinkets.
d100 = 8
D6=1:You stumble upon a thieves' den and overhear their plans for a heist. Will you report them to the authorities or join in on the plan?
D6=2: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.
D6=3: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.
D6=4:A group of 1d4+1 guards are on patrol. They are looking for a man named James Grogan, who has been accused of thievery. They will arrest any male PCs with his description, regardless of their actions.
D6=5: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.
D6=6: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.
d100 = 9
D6=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.
D6=2:A fortune teller appears in the market, revealing secrets for coin. 1d4 suspicious thugs watch for those enriched by her readings.
D6=3:A child wearing a too-big hat is trying to sell wildflowers to passersby.
D6=4: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?
D6=5:A noble's gala is in full swing, yet something feels eerily methodical about the guests' behaviour. The players learn that an influential mind flayer has infiltrated the city's high society, using his psionic abilities to control key figures. Exposing the mind flayer without causing pandemonium is critical, but once the enemy senses danger, a wave of psionic thralls, numbering 2d4, will defend their master. Successfully navigating court intrigue and defeating the mind flayer could lead to powerful political alliances for the players.
D6=6:A group of street performers put on a spectacular fire show - the players can donate to their street performance.
d100 = 10
D6=1: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.
D6=2:A group of children are playing in an alleyway. They are singing a song about a local hero who died recently in battle.
D6=3: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.
D6=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...'
D6=5:A street child, ragged and scared, hands you a mysterious sealed letter, pleading for your help. Before you can ask questions, she vanishes into the maze of alleyways.
D6=6: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.
d100 = 11
D6=1:A man is sitting on the side of the road, telling everyone who passes by that he has lost his donkey.
D6=2:The alley of street vendors is crowded with laughter until a dove-soaring priest gives a stirring sermon about complacency. You’re caught in their gaze. Choose to give support or demur.
D6=3:1d4 Harried masons remake a crumbling bridge, while insolent pranksters and noisy merchants complicate their work immensely.
D6=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.
D6=5: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.
D6=6:The players see a group of street performers - they are performing some type of acrobatic dance and are drawing a large crowd.
d100 = 12
D6=1: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.
D6=2:A group of women are gossiping about a local married couple who have been fighting a lot lately.
D6=3: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.
D6=4:A group of adventurers is passing through town. They are looking for a group to join them on their next adventure. The players must decide whether or not to join them.
D6=5: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.
D6=1: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.
D6=2:A group of women are walking down the street, talking about a new guy they met. They're talking about how much they like him and how handsome he is and how they want to meet him again soon. They will be talking about a local thief who is trying to steal from people to get enough money to get married to one of the women.
D6=3:An underlit plaza harbors a mime troupe whose calm performances shift reality. The mimes replicate gestures and expressions exactly as in life, pulling onlookers into apparent parallel lives. A closer look uncovers that these 2d6 illusory mimes mirror broader City-level power structures, masking political puppetry. Players can explore unraveling these seeming docile frontiers, revealing a potential coup orchestrated through artistic deceit.
D6=4: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.
D6=5:A group of young kids are playing hide-and-seek in the park nearby. They keep counting to ten over and over again while they hide from each other. They are having a good time laughing and giggling while they play their game.
D6=6:A man is standing on a street corner, holding a sign. He is protesting something.
d100 = 14
D6=1:On the corner of a street stands a man in bright yellow robes. When you look at him you hear "You must not fight among yourselves!"
D6=2:You come across an old man sitting on a bench in the town square. He tells you a story about a famous knight who once lived in the city, and how he protected the city from an ancient evil.
D6=3:An elderly woman is sitting on a street corner, begging for money. She says she is starving, and needs food to survive. If anyone gives her any money, she will say 'thank you' and move on. She will then buy wine with it instead of food.
D6=4:An ominous fog rolls into the city, blanketing the streets. Players encounter 1d4 shadowy figures lurking in the alleyways, silently watching. Will you confront them or sneak past?
D6=5:A man is walking down the street, singing a song. He is drunk. He is stumbling and slurring his words. He is walking away from the nearest tavern.
D6=6: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?
d100 = 15
D6=1:Roaming theater troupes perform parodies at the square, subtly mocking 1d4 local nobles who may not appreciate the humor.
D6=2:The city is under attack by a group of dragon riders. As you join the fight, it's revealed that the "dragons" are actually mechanical constructs created by a mad inventor.
D6=3:A shopkeeper shouts at a willow tree that mysteriously keeps dropping items—a basket repeatedly drops 1d6 snapping squirrel familiars. Deal with the squirrels or just walk on.
D6=4:A group of people are begging for help. One of their group has been cursed. They want someone to cure the curse. The curse is just a minor annoyance.
D6=5: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.
D6=6: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.
d100 = 16
D6=1:A jeweler haggles with a customer over the price of a glittering necklace.
D6=2:All around you, you hear the sound of street vendors calling out to sell their goods. "Fresh fish!" "Fine silks!" "Exotic spices!" But one particular vendor sticks out - he is selling small, colorful mushrooms that he claims have magical properties. One of the mushrooms appears to be moving on its own.
D6=3:As you wander a foggy path, 2d6 swamp-dwelling leech men emerge, whispering forbidden truths. A mystic voices an old bargain—a fragment of your future for safe passage now. Contemplate the fierce interplay between choice and predestiny.
D6=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?
D6=5:A street food vendor is selling unusual and exotic dishes. The players may be adventurous enough to try them or stick to more familiar fare.
D6=6:A fisherman sells his fresh catch from a table set up by the docks.
d100 = 17
D6=1:A group of adventurers are arguing over a treasure map they found in a tavern. If players intervene, they may be offered a share of the treasure if they help the group retrieve it.
D6=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.
D6=3:In the gardens of a noble house, you find a statue that whispers hidden knowledge. Nearby, 1d8 enraged guard dogs come charging. Answer its riddle or face the beasts!
D6=4: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.
D6=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.
D6=6: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.
d100 = 18
D6=1:A man is selling paintings of famous creatures to people as they walk by. He will sell you one for 1 copper piece.
D6=2:A popular food vendor suddenly becomes ill. 1d6 customers suspect poisoning, the culprit possibly lurking nearby.
D6=3:A street child offers to guide the players through the city for a small fee. They could be a trustworthy guide or lead the players into a trap.
D6=4:A mysterious fog descends over the city, and the players suddenly find themselves in a parallel dimension of the city where all the people and buildings are made of candy. However, the candy people are being terrorized by an evil wizard who has been experimenting with dark magic. The players must find a way back to their own dimension and stop the wizard before it's too late.
D6=5: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.
D6=6:A group of gnomes are conducting an elaborate prank on unsuspecting citizens. The players could join in on the fun or stop their mayhem before it goes too far.
d100 = 19
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A man is standing on a platform, preaching about the end of the world and asking for donations to fund his mission to save the world. He is actually just trying to scam people out of money.
D6=5:A woman is holding a sign that says, 'Lost Bird,' she is trying to get the attention of anyone walking by.
D6=6:A man is wandering the streets, babbling about how he is looking for his lost pet cat. If the players ask, he will tell them that he found a magical cat in the forest 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 the Cult of Zan.
d100 = 20
D6=1: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?
D6=2: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.
D6=3:A group of men are discussing the latest news from a faraway land. One of the men is drunk.
D6=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!' ~~~
D6=5:A pair of city guards stand at a crossroads, casually watching the bustling activity around them.
D6=6:A group of men are walking down the street, talking about the price of food.
d100 = 21
D6=1: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?
D6=2:A man is walking down the street, singing laments about his lost love. He is drunk and appears to be on his way to the nearest bar.
D6=3: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.
D6=4:A group of traveling merchants set up their colorful stalls, offering exotic goods.
D6=5:An elderly man is sitting on a bench, telling anyone who will listen about his adventuring days.
D6=6: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 = 22
D6=1: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.
D6=2:A group of men are gathered around a large bonfire, singing songs about their adventures in a nearby dungeon called 'The Tomb of Zan Zan'. If the players inquire about it, they will be told that it's not actually a dungeon, but an abandoned wizard's tower.
D6=3:A gnome named Tink Wrenchwhistle is fervently promoting a "make-your-own-clockworker" workshop. The clockwork creatures keep malfunctioning and chasing citizens. He needs help capturing them.
D6=4: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.
D6=5:An NPC claims to have a magical talking sword, but upon closer inspection, it's just a normal sword with a small, talking parrot perched on it.
D6=6:A group of people are begging for help. One of their group has been cursed. They want someone to cure the curse. The curse is just a minor annoyance.
d100 = 23
D6=1: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.
D6=2:A bard recites poetry to a small, appreciative audience in a quaint courtyard.
D6=3: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.
D6=4:A group of goblins are causing chaos in the city, stealing food and causing mischief. However, they are actually being controlled by a mischievous fey creature who enjoys playing pranks on the city's inhabitants.
D6=5:A priest is standing in the street, holding a sign that says, 'Repent your sins.'
D6=6:A dog with a curious pattern of spots seems to be following you around.
d100 = 24
D6=1:Two men are fighting over who has better knowledge on which ale is the best ale in town. If players get involved, they will say things like, 'Come on! All you have to do is taste it! That's all it takes! Taste it!' One will add, 'You can't call yourself true believers if you don't even know which ale is the best ale in town!' The other will add, 'The best ale in town won't taste so good if you're dead from drinking poison!' One will say, 'We can settle this with a drinking contest!' The other will say, 'You're on!'
D6=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?
D6=3:A child is selling flowers. If players buy some, they're normal looking flowers. If they don't, they're poisonous flowers.
D6=4:A large man is sitting on the street, sobbing uncontrollably. He will tell the players that his wife was killed by a goblin.
D6=5:Scary: A group of men are gathered around a large bonfire in the middle of a field. The men are holding large axes and wearing leather armor. One of the men is standing on top of a wooden stump, holding an axe in his hand and talking to the rest of the men around him. The man standing on top of the stump is yelling things like, 'We have to do something about those damn elves! They keep stealing our wood!' ~~~
D6=6:A small boy is selling maps to a dungeon that does not exist.
d100 = 25
D6=1: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.
D6=2:A group of goblins are causing chaos in the city, stealing food and causing mischief. However, they are actually being controlled by a mischievous fey creature who enjoys playing pranks on the city's inhabitants.
D6=3:Two men in black robes are walking down the street. One of them had been drinking heavily and is being supported by his friend.
D6=4: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.
D6=5: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.
D6=6:Patricia Pullet, a normally elegant potion seller, is despondent about her shop’s prowling zombified chickens. Players investigate their darkly humorous poultry problem.
d100 = 26
D6=1:A group of 2d6+5 men are arguing about whether or not they should start a war.
D6=2: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 is standing in the doorway, trying to get people to enter the shop.
D6=3:A man is found wandering along, ranting that he has been robbed of all his possessions by a local thieves' guild called 'The Hand'. He will offer the players a reward if they can help him recover his possessions.
D6=4:A wandering bard is singing tales of faraway lands, capturing the imaginations of his audience.
D6=5: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.
D6=6: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.
d100 = 27
D6=1: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.
D6=2:A group of giant spiders has appeared in the city, making their way towards the royal castle. However, it's soon revealed that the spiders are actually under the control of a druid seeking revenge on the king for destroying their home in the forest.
D6=3: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.
D6=4: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.
D6=5:Near the city’s grand library, a frantic scholar announces that a rare, valuable manuscript has gone missing. The book was said to contain forbidden knowledge and whoever possesses it could wield tremendous power.
D6=6:A farmer brings a cartload of chickens to market, the birds clucking noisily.
d100 = 28
D6=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.
D6=2:A group of drunk men are talking about their recent trip to the cave. They talk about the strange creatures they saw.
D6=3:A man is selling paintings of famous locations in the city. He has 1 painting left, and it is worth 10 gp.
D6=4:A group of 2d6 cultists are praying at a shrine to Zan in a dark alleyway. If players approach or are noticed, they will attack them.
D6=5:Zorro, the local swashbuckler and all-around hero, is practicing his lute. He is wearing a large cloak and a large hat. He is very good at what he does, but he has a secret identity and will not be revealed to the players.
D6=6:A blacksmith is testing the strength of his latest weapon in the city square.
d100 = 29
D6=1: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.
D6=2: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.
D6=3:Hiding in the city library, an embarrassed elf named Lira Lycanfoot needs help unscribing an accidental and illicit love potion from ancient tomes. She promises rich rewards for utmost discretion.
D6=4: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.
D6=5:Two men are arguing about whether or not the sun orbits around the Earth or the Earth orbits around the sun.
D6=6:Patricia Pullet, a normally elegant potion seller, is despondent about her shop’s prowling zombified chickens. Players investigate their darkly humorous poultry problem.
d100 = 30
D6=1: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.
D6=2:A group of people are sitting in the street, playing cards and drinking wine. They will challenge players to a game. If players accept, they will bet their weapons and armor on the outcome of the game.
D6=3:Lady Felicity Feathers, an aristocrat obsessed with birds, inadvertently causes an avian flock invasion. The players must help return an impressive array of exotic birds to her aviary amid much squawking.
D6=4:An angry crowd surrounds an alchemist accused of poisoning the water supply. Nearby, 1d6 militia members prepare to quell the unrest. Intervene or observe from afar?
D6=5:The rumors of rebellion echo through the marketplace as you overhear a cloaked figure speaking with 2d4 armed supporters. Their plans sound dire—take part or quietly slip by?
D6=6:A pair of siblings is arguing loudly over the best way to make money, gaining the attention of passersby.
d100 = 31
D6=1:Unattended, 1d6 children play a reckless game with wagons. Distracted parents implore travelers for intervention.
D6=2: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?
D6=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.
D6=4: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.
D6=5:A stray dog approaches the players, wagging its tail and seeking attention. It seems friendly but may have a hidden agenda.
D6=6:The party comes across a bakery selling delicious pastries. However, when they take a bite, they are transported to another realm where they must complete a series of challenges to return to their world.
d100 = 32
D6=1: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.
D6=2:The players come across a group of villagers who are worshipping a mysterious statue. Upon closer inspection, it's revealed to be a powerful demon posing as a deity and the villagers are under its control.
D6=3:A woman is trying to sell a basket of flowers.
D6=4:In an abandoned temple covered in vines, 1d8 spirit-possessed warriors seek to reclaim a sacred artifact believed to be cursed. A historian tethered to spectral knowledge appears, promising guidance if you un-cover a hidden layer of your own soul. Decision here means facing a fractal history.
D6=5: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.
D6=6: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 = 33
D6=1:A group of children are running down the street, laughing and yelling. They are playing some sort of game.
D6=2:As the group wanders through the bustling market square, they come upon a street magician who astounds the crowd with dazzling illusions and sleight-of-hand tricks. Suddenly, a pickpocket darts through the onlookers, making off with a merchant's purse. The magician points to the fleeing thief, pleading for someone to intervene.
D6=3:A parade is passing through the city, celebrating a local holiday. The players may join in the festivities or choose to investigate when they spot a group of mysterious figures lurking in the crowd. Are they just part of the entertainment or is something more sinister at play?
D6=4: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.
D6=5:A shopkeeper shouts at a willow tree that mysteriously keeps dropping items—a basket repeatedly drops 1d6 snapping squirrel familiars. Deal with the squirrels or just walk on.
D6=6: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 = 34
D6=1: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?
D6=2:Fiona Featherfall, a delicate sorceress, accursed with unpredictable feather bursts. Players must unravel the avian swirls before it causes larger-scale city confusion.
D6=3: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.
D6=4:All around you, you hear the sound of street vendors calling out to sell their goods. "Fresh fish!" "Fine silks!" "Exotic spices!" But one particular vendor sticks out - he is selling small, colorful mushrooms that he claims have magical properties. One of the mushrooms appears to be moving on its own.
D6=5:A street musician plays a hauntingly beautiful tune, some say it has magical properties.
D6=6: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.
d100 = 35
D6=1:A man is walking down the street, singing laments about his lost love. He is drunk and appears to be on his way to the nearest bar.
D6=2:Pestilence has struck this district. A random resident in the area will become ill and cough blood for several days. If the players do not help, the illness will spread to everyone in the area. The illness is caused by a necromancer in a nearby tower.
D6=3:A group of street toughs try to extort money from the players - they can either pay up or fight back.
D6=4:A group of children are playing in the street. They are reenacting a battle from the war.
D6=5: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.
D6=6: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.
d100 = 36
D6=1:The smell of freshly baked goods wafts through the air as a local baker's cart rolls down the street. She offers free samples, trying to fend off the jealousy of her competitors, one of whom hurls insults and a half-baked loaf across the street.
D6=2:A street vendor is selling 'miracle cures' for common ailments. They are actually just normal herbs, but the vendor will perform a show to make it look like they have magical healing powers.
D6=3: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?
D6=4:Flustered, an alchemist intern called Blake Blipper deals endless pranks by spell-mimicking doppelgangers causing disarray and mistaken arcane research outcomes. Players must halt golly-gangers.
D6=5:Near the city’s grand library, a frantic scholar announces that a rare, valuable manuscript has gone missing. The book was said to contain forbidden knowledge and whoever possesses it could wield tremendous power.
D6=6:A street vendor hawks exotic animals; 1d4 disgruntled previous owners demand their return, causing a scene. Get involved or have a quiet snack?
d100 = 37
D6=1: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.
D6=2:A thief is attempting to pickpocket a wealthy merchant while he is talking with a nobleman in an alleyway.
D6=3: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.
D6=4: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.
D6=5:A guard escorts a pickpocket to the city jail while a small crowd watches.
D6=6:A man is walking around wearing a cloak that has a bunch of bells sewn into its hem. If anyone gets too close to him or his cloak, he will shout, 'Stay back! I'm armed and dangerous!'
D6=2: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.
D6=3:A group of travelers from a distant kingdom are visiting the city. They are looking to buy exotic goods and see the sights.
D6=4:A small child is chasing a brightly colored ball that's rolling dangerously close to a horse cart.
D6=5:A group of children are playing with wooden swords and shields. They are pretending to be knights battling with goblins and orcs.
D6=6:A sailor regales a crowd with exaggerated tales of his adventures at sea.
d100 = 39
D6=1:A mysterious fog descends over the city, and the players suddenly find themselves in a parallel dimension of the city where all the people and buildings are made of candy. However, the candy people are being terrorized by an evil wizard who has been experimenting with dark magic. The players must find a way back to their own dimension and stop the wizard before it's too late.
D6=2: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.
D6=3:In the gardens of a noble house, you find a statue that whispers hidden knowledge. Nearby, 1d8 enraged guard dogs come charging. Answer its riddle or face the beasts!
D6=4:A group of teenagers dare each other to enter an abandoned mansion said to be haunted. Do you join in on the dare?
D6=5:A group of armored guards are escorting a prisoner through the streets, the prisoner is rumored to be a notorious criminal.
D6=6: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!
d100 = 40
D6=1:Sudden brawl between rival guild members erupts, drawing 2d8 curious onlookers and the attention of 2d4 city watch.
D6=2: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.
D6=3: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.
D6=4:An underlit plaza harbors a mime troupe whose calm performances shift reality. The mimes replicate gestures and expressions exactly as in life, pulling onlookers into apparent parallel lives. A closer look uncovers that these 2d6 illusory mimes mirror broader City-level power structures, masking political puppetry. Players can explore unraveling these seeming docile frontiers, revealing a potential coup orchestrated through artistic deceit.
D6=5:A group of 2d6+3 GONZO SAVAGES are attacking a group of 2d6 city guards. The savages are a savage chief, a savage champion, a savage lieutenant, a savage warlord and 2d6+2 savage warriors. If the players help the city guards, the city guards will help them later on. If the players help the savages, the savages will help them later on.
D6=6:You hear a loud explosion coming from the city's main square, followed by a loud cheer.
d100 = 41
D6=1: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!
D6=2: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.
D6=3:A street preacher is shouting about the end of the world and urges people to repent. Will you listen to their message?
D6=4:A group of men and women are chanting in front of a large temple. They are holding candles. If the players approach, they will stop and glare at them, then go back to chanting. If the players try to enter the temple, they will be stopped by the guards. The guards will refuse to talk.
D6=5:A man is selling maps to a famous dungeon near the city. The maps are not very good.
D6=6:A street vendor hawks exotic animals; 1d4 disgruntled previous owners demand their return, causing a scene. Get involved or have a quiet snack?
d100 = 42
D6=1:A group of monks walks silently through the streets, carrying heavy sacks of grain for the poor.
D6=2:A group of 2d6 cultists are praying at a shrine to Zan in a dark alleyway. If players approach or are noticed, they will attack them.
D6=3:Two men are arguing with a shopkeeper over the price of something. The shopkeeper is refusing to sell them something at all.
D6=4:A man is standing on a box, preaching to the crowds. They are listening intently and nodding in agreement.
D6=5: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.
D6=6:A badly-dressed man is walking the streets, muttering to himself. He looks lost.
d100 = 43
D6=1:A group of old women 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.
D6=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.
D6=3:Two elderly men are arguing over which one of them ran faster as boys.
D6=4:Silly: A group of people are gathered around a large table in front of an inn. The people standing around the table are all playing a game that looks like chess, but with bones instead of pieces. ~~~
D6=5:A street performer is balancing on a high pole, drawing gasps of admiration from the crowd.
D6=6:Two rival street musicians are having a playful duel to determine who has the best tunes.
d100 = 44
D6=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.
D6=2:A man is selling paintings of famous people to people as they walk by. He will sell you one for 1 copper piece.
D6=3:Under the perpetual twilight of the City’s noble district, everything gleams unnaturally clean. Amidst this faux tranquility, a mechanized pigeon delivers cryptic messages predicting political upheaval. Tension builds as players uncover a plot by a group of 2d12 shape-shifting mimics slowly replacing key officials. This paranoia-inducing encounter forces decisions between embracing the conspiracy's chaos or striving to bring a sliver of trust back to the governance, with every step potentially falling into a nearing tempest's eye.
D6=4: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.
D6=5: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.
D6=6: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 = 45
D6=1: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?
D6=2:A fortune teller offers to read your future for a small fee. Will you risk knowing what your fate holds?
D6=3:A local shopkeeper offers the players a discount if they can solve a riddle or puzzle.
D6=4: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.
D6=5:A man is selling a strange potion that he says will make the drinker grow taller. He says it is a secret recipe from the city's past, and it has been lost for centuries. He is lying. The man, named Egdar, needs money to get across the kingdom to see his pregnant wife before she gives birth.
D6=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.
d100 = 46
D6=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.
D6=2:A man with a clipboard is standing on the corner. He is looking for people who will volunteer to work in the city sewers.
D6=3: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?
D6=4:The players see a group of harpies attacking a town square - they must decide whether to intervene or flee.
D6=5: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.
D6=6:Ornate mural in progress attracts 1d4 local artists, while 2d6 thugs plan vandals' distraction to rob an adjacent shop.
d100 = 47
D6=1:A group of dwarves is looking for work. They will work for cheap because dwarves have nothing but time on their hands. The players should beware because these dwarves are actually thieves looking for an opportunity to rob them blind.
D6=2: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.
D6=3:Four men are arguing in the street over a barrel of wine. The men will have bloodshot eyes and will be drunk.
D6=4:You see a group of wizards practicing spells by the riverside. One of them accidentally creates a large water elemental that starts wreaking havoc on the city. The players can help them defeat the elemental or use it to their advantage.
D6=5:You see a group of people worshipping a statue in the middle of the city. They say that it is the statue of an ancient god, and that if anyone touches it, they will be cursed.
D6=6:Under the perpetual twilight of the City’s noble district, everything gleams unnaturally clean. Amidst this faux tranquility, a mechanized pigeon delivers cryptic messages predicting political upheaval. Tension builds as players uncover a plot by a group of 2d12 shape-shifting mimics slowly replacing key officials. This paranoia-inducing encounter forces decisions between embracing the conspiracy's chaos or striving to bring a sliver of trust back to the governance, with every step potentially falling into a nearing tempest's eye.
d100 = 48
D6=1:A bard performs a lively tune on a street corner, attracting a small crowd who toss coins into his hat.
D6=2:The marketplace buzzes with rumors of a fantastical circus tent that appeared overnight. Inside, every performance is a masterpiece of enchantment—but its ringmaster is hiding a dark secret that feeds off the audience’s delight.
D6=3:Several merchants have noticed that their carts have been moving on their own, no matter how tightly they are secured. It seems that the local thieves' guild 'The Hand' is responsible for this.
D6=4:A group of children are running down the street, laughing and yelling. They are playing some sort of game.
D6=5: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.
D6=6: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.
d100 = 49
D6=1:A merchant packs up his wares as the market day ends.
D6=2:A nobleman passes the players, asking them about their business in the area. He is looking for two people - an elven woman and a rogue who are on the run from him. He will pay the players well if they can find them and bring them back to him.
D6=3:A mysterious fog envelops a section of the city, causing eerie spectral apparitions. You encounter a frantic townsperson claiming their loved one is trapped inside, lost or perhaps taken by these otherworldly entities.
D6=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.
D6=5:A tavern has a sign out front that reads "Free drinks for adventurers!" But when the players enter, they find out the drinks are actually potions and they must roll a random effect on a wild magic table.
D6=6:A guard escorts a pickpocket to the city jail while a small crowd watches.
d100 = 50
D6=1:A man is selling small wooden boxes. He says that they contain small magical powers, but they are all empty.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A group of children are playing with toy wooden swords and shields. They are pretending to fight goblins and orcs.
d100 = 51
D6=1:The scent of freshly baked bread leads to an argument between 1d4 bakers over stolen recipes. Nearby customers demand peaceful resolution.
D6=2:A merchant is selling statues of a famous historical figure whose name you can't quite remember.
D6=3:A group of elderly women gossip loudly at a park bench, glancing suspiciously at everyone who passes.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 52
D6=1:A scholar dramatically unveils a controversial treatise, prompting 2d4 heated debates and quiet conspiracies against them.
D6=2:A baker is selling freshly baked bread from a cart, and the delicious smell fills the air.
D6=3:Tired peasants are heading towards the city. They need a place to stay for the night. They are willing to pay for rooms.
D6=4:A group of men are talking about the recent spate of murders in the area. They believe it is the work of an animal.
D6=5:A group of thieves are trying to steal a valuable artifact from a wealthy noble. If the players get involved, they will discover that the thieves are actually the noble's estranged children.
D6=6:A crying child leads the players to an abandoned building. Inside, they find a distraught ghost trying to communicate with them. They must unravel the ghost's tragic past to help it find peace.
d100 = 53
D6=1: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.
D6=2:The players are approached by a young woman who claims to be a princess in disguise. She needs their help to escape a forced marriage to an evil prince. Can they help her without getting caught?
D6=3: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.
D6=4:An elegant noblewoman claims her beloved pet—a miniature dragon—was stolen. She offers a hefty reward for its return, but uncovering a smuggling ring trading in exotic, magical creatures may lead to dangerous confrontations.
D6=5: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.
D6=6:A group of town criers spread rumors and gossip about the players' recent adventures, causing all sorts of misconceptions and misunderstandings.
d100 = 54
D6=1:Two criminals are arguing over the best way to rob an innocent passerby.
D6=2:A street vendor is roasting chestnuts over a small fire, filling the air with a tempting aroma.
D6=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.
D6=4:A group of children are playing in the street.
D6=5:A washerwoman hangs laundry up to dry, singing a cheerful song.
D6=6:Honorable street duelists engage in swordplay over 2d4 coins, drawing in spectators and pickpockets alike.
d100 = 55
D6=1:The players come across a caravan being attacked by bandits. They can choose to intervene and save the caravan, or they may realize that the "bandits" are actually guards hired by the caravan in an attempt to steal from their own company.
D6=2:A man is standing in the street, shouting about the end of the world. He says he can save them.
D6=3:Loud laughter emerges from an inn frequented by 3d6 rowdy adventurers. Arguments over boasts quickly escalate to challenges.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 56
D6=1: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.
D6=2:A ship docks loaded with foreign goods…and stowaway fallen royalty seeking refuge or rallying support against a coup. The heir offers vast rewards (or dire trouble) for secrecy and assistance, drawing powerful enemies' attention.
D6=3: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.
D6=4:A dog walker is nearly pulled off their feet by energetic canines.
D6=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.
D6=6: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.
d100 = 57
D6=1:The players encounter a bard named Lira Songwind performing with a troupe of juggling monkeys. She asks for help when one of the monkeys runs off with her precious lute, which has a mind of its own.
D6=2:A small fire has broken out in a nearby building, the players must quickly decide whether to help or not.
D6=3: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.
D6=4:The City’s grand library, a bastion of knowledge, should feel like a sanctuary. However, as the party peruses ancient tomes, they find that the words shift and change, recounting their innermost thoughts and fears. Suddenly, 2d4 arcane wraiths materialize from the pages, tasked with preserving forbidden knowledge within the City’s borders. An eccentric librarian suggests that the wraiths are agents of a forgotten deity seeking to reclaim dominion over the region. Assisting this deity could alter the City’s fate, but the party must first navigate towering stacks and spectral guardians in this calm façade.
D6=5:A shady merchant offers the players a deal on a rare and valuable item, but it turns out to be a counterfeit and the merchant disappears before they can confront him.
D6=6:A fortune teller is beckoning passersby into her small tent, promising to reveal their destiny.
d100 = 58
D6=1:A young noblewoman is riding by in her carriage, being pulled by two majestic unicorns. She waves at the players and smiles at them as she passes.
D6=2: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.
D6=3: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.
D6=4:A child is attempting to fly a kite, but the string is tangled in a tree.
D6=5:A town crier shouts the latest news and announcements.
D6=6: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.
d100 = 59
D6=1:Zorro, the local swashbuckler and all-around hero, is practicing his lute. He is wearing a large cloak and a large hat. He is very good at what he does, but he has a secret identity and will not be revealed to the players.
D6=2: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.
D6=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.
D6=4:Lady Felicity Feathers, an aristocrat obsessed with birds, inadvertently causes an avian flock invasion. The players must help return an impressive array of exotic birds to her aviary amid much squawking.
D6=5:A couple of men are selling magic items. The items are rare and powerful, but not ethical to use.
D6=6: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 = 60
D6=1:A couple is arguing about whether or not to put their child up for adoption.
D6=2: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.
D6=3:A group of cultists are conducting a ritual in the city center. The players may intervene or stay on the sidelines and watch.
D6=4: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.
D6=5: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.
D6=6:A group of children are playing a game of hide-and-seek in an alley. If players join in, they will notice that one child is missing and is hiding in a barrel nearby.
d100 = 61
D6=1:A sign reads 'Strange purple rocks for sale. Only a silver piece each.'
D6=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.
D6=3:The players stumble upon a group of cultists trying to summon a demon, but things don't go as planned and the demon turns out to be a dud.
D6=4:Tall tales of secret tunnels spur 2d6 treasure seekers, risking collapse in their hasty excavation beneath the cobbled streets.
D6=5:A man is selling very old maps.
D6=6: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.
d100 = 62
D6=1:A man approaches the players and asks if they have seen his missing cat. He describes it as a black cat with green eyes.
D6=2: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.
D6=3:A group of four halflings are walking by, talking about how they got drunk the night before.
D6=4:You come across a group of adventurers arguing about how to split the loot from their latest quest. They ask for your opinion, but it turns out they are actually all part of a secret cult trying to recruit new members.
D6=5:A man is selling hot dogs, he has three dogs left, they cost 1 silver piece each.
D6=6: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.
d100 = 63
D6=1:You hear a loud noise coming from a nearby house. When you investigate, you find a group of wizards summoning a powerful demon.
D6=2: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.
D6=3:A group of children run up to the players, shouting that they saw a group of soldiers walking through town. The children are actually thieves who are trying to trick the players into giving up their possessions.
D6=4:A friendly dog barks happily as it greets a familiar face in the crowd.
D6=5:A group of religious missionaries approach the players, offering to introduce them to their deity and convert them to their religion. But there may be more to their beliefs than meets the eye, and the players must decide whether to join or rebuke their efforts.
D6=6:A noblewoman drops her handkerchief, hoping a gallant individual will retrieve it for her.
d100 = 64
D6=1:A group of men are gathered around an outdoor bazaar, selling copper coins that they claim are worth silver coins.
D6=2: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.
D6=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.
D6=4:A whimsical faerie sets up a magical candy stand, but 3d6 local kids turn into chickens after eating the goods. Assist in reversing the magic, and you’ll receive a bag of enchanted sweets with random effects.
D6=5: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.
D6=6:A thief is running down the street. He is being chased by a guard.
d100 = 65
D6=1:A noble's gala is in full swing, yet something feels eerily methodical about the guests' behaviour. The players learn that an influential mind flayer has infiltrated the city's high society, using his psionic abilities to control key figures. Exposing the mind flayer without causing pandemonium is critical, but once the enemy senses danger, a wave of psionic thralls, numbering 2d4, will defend their master. Successfully navigating court intrigue and defeating the mind flayer could lead to powerful political alliances for the players.
D6=2:A parade of 2d8 animals, likely escaped from a circus, faces pure chaos as handlers struggle to reclaim control.
D6=3: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.
D6=4:At the grand city temple, a cheeky kobold named Scale Crinklehorn mimics priests' sacred sermons causing hysteria and delight for adherents. He pleads for safe passage from irate clergy with rewards.
D6=5: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.
D6=6: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 = 66
D6=1: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.
D6=2:Near the central courthouse, the players witness an impromptu trial in a public square. The accused, a well-respected merchant, pleads innocence while local vigilantes chant for punishment. Players must decide whether to intervene, suggesting a proper trial within the rigid judicial system, or allow mob justice. Discovering the truth involves delicate inquiry, evidence gathering, and potentially confronting the accuser, whose alchemical golems, two in number, enforce his fabricated claims.
D6=3: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.
D6=4: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.
D6=5:You come across a group of adventurers preparing for a journey to a distant land. They tell you stories of the dangers they will face, and the treasures they will find.
D6=6: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.
d100 = 67
D6=1:A group of priests are performing a public ceremony to banish evil spirits from the city. However, the ceremony goes wrong and the spirits possess the players instead.
D6=2:An elderly man is sitting on the steps of a building. He is holding a cup of wine. He is drunk and will tell the players about how he has a secret. If the players ask about the secret, he will tell them about the tomb of the wizard. He will then tell them about the treasure and how it is cursed. He will tell them not to go there.
D6=3: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.
D6=4:The players witness a heated argument between a powerful noble and a group of peasants. The peasants accuse the noble of unfair treatment and demand justice, while the noble claims the peasants have been stealing from him and causing trouble in his lands. The players must decide who to believe and whether to get involved in the conflict.
D6=5: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.
D6=6:At the docks, 2d6 sailors quarrel over treasure dividing. Their shouts echo, possibly attracting the city guard. Can you mediate or profit in the chaos?
d100 = 68
D6=1: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?
D6=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.
D6=3:A group of children are playing at a nearby park. They are playing a game called 'King of the Mountain.' They are screaming and laughing as they climb onto each other's shoulders and try to knock each other off of the small hill at the center of the park.
D6=4:At the grand city temple, a cheeky kobold named Scale Crinklehorn mimics priests' sacred sermons causing hysteria and delight for adherents. He pleads for safe passage from irate clergy with rewards.
D6=5:A group of women are gossiping about a local married couple who have been fighting a lot lately.
D6=6:A street vendor offers the players a potion that will grant them temporary invincibility. However, it turns out that the potion only works on non-threatening objects and the players must navigate through a city full of dangers without getting hurt.
d100 = 69
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:Amid the grandeur of the Glimmering Forum, beneath archways of gold-veined marble, 3d6 stone giants, disguised as monumental statues, come to life and begin a rampage orchestrated by an ancient guardian spirit wronged by the city's founders. Calming or confronting these colossuses calls for delving into the city's forgotten history, meditating at sanctified places, or invoking ancient pacts. Success unearths lost lore or even artifacts, while failure endangers the lives of every citizen present, turning a historic locale into a battlefield.
D6=5: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.
D6=6: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 = 70
D6=1:A priest tells players that he has discovered a cult in the area and needs help investigating it and putting a stop to it. He needs their help because he doesn't have time to do it himself because he's too busy with his other duties in the city.
D6=2: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.
D6=3: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.
D6=4:Scary: A group of people are gathered around a large bonfire in the middle of a field. The people standing around the bonfire are all holding torches and looking into the fire. One man is standing on top of a wooden stump, holding a torch in his hand and looking into the fire. The man standing on top of the stump is yelling things like, 'We have to do something about those damn goblins! They keep stealing our crops!' ~~~
D6=5:Just around the corner, a festival vendor specializes in strange brews. Many sip without caution, but 1d4 intoxicated patrons challenge others to drink more. Enter the fun or avoid the ruckus?
D6=6: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.
d100 = 71
D6=1:A group of children are playing in the street.
D6=2:A woman is selling rare gems. The gems are actually fakes, but she doesn't know that.
D6=3:The players come across a group of merchants carting large gemstones. If they investigate, they will discover that the gems are actually dragon eggs and must choose to either return them to the dragon or find a way to profit off of them.
D6=4:A street vendor is selling roasted chestnuts from a small cart.
D6=5: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.
D6=6: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 = 72
D6=1: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.
D6=2:Hordes of rats swarm down the streets, devouring food and garbage.
D6=3: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.
D6=4: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.
D6=5:A group of armored guards are escorting a prisoner through the streets, the prisoner is rumored to be a notorious criminal.
D6=6: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.
d100 = 73
D6=1:You hear a loud noise coming from a nearby house. When you investigate, you find a group of wizards summoning a powerful demon.
D6=2:A street mime is mimicking and mocking passersby. The players could play along or challenge them to a comedic battle.
D6=3: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.
D6=4:A group of 2d6 cultists are praying at a shrine to Zan in a dark alleyway. If players approach or are noticed, they will attack them.
D6=5: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.
D6=6:A street urchin attempts to pickpocket one of the players, but instead ends up dropping a note that reads, "Help me! I am being held captive in the sewers." Will the players choose to rescue the poor child or ignore the request?
d100 = 74
D6=1:A ship docks loaded with foreign goods…and stowaway fallen royalty seeking refuge or rallying support against a coup. The heir offers vast rewards (or dire trouble) for secrecy and assistance, drawing powerful enemies' attention.
D6=2:Amidst market stalls, a group of 2d6 children plays a game of tag, unintentionally running into an elderly wizard. His outburst reveals either anger or hidden magic. Your choice.
D6=3:A paladin is walking around town, preaching about justice and righteousness. He gives a stirring speech about how important it is to do the right thing and make sure justice is served.
D6=4:The city's orphanage hears eerie lullabies each full moon leading children into an ancient crypt. The house mistress pleads aid from you to unravel the haunting melody’s origin and stave off otherworldly kidnappings.
D6=5:You come across a street vendor selling "genuine dragon scales" which he claims have magical properties. A skeptical dwarf insists it's just painted fish scales, and they challenge you to settle their dispute.
D6=6: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.
d100 = 75
D6=1:A street performer is telling jokes and tricks for a crowd. Do you stay to watch or leave?
D6=2:Two men are standing on the corner, arguing about the best way to cook a chicken.
D6=3: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.
D6=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.
D6=5:A child is attempting to fly a kite, but the string is tangled in a tree.
D6=6:A man is selling tickets to an underground fighting ring - the players may be tempted to attend.
d100 = 76
D6=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.
D6=2: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.
D6=3: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.
D6=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?
D6=5:A young street magician is performing tricks for a small crowd, dazzling them with sleight of hand.
D6=6:Madame Velour, an elegant but frantic opera singer, has lost her voice to an impish curse. Her entourage drafts the players into catching the imp to restore harmony to her high notes.
d100 = 77
D6=1:The party comes across a bakery selling delicious pastries. However, when they take a bite, they are transported to another realm where they must complete a series of challenges to return to their world.
D6=2: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.
D6=3:FOUR BANDITS are robbing a carriage. The bandits are a bandit captain, a bandit lieutenant, a bandit sergeant and a bandit warrior. The bandits demand that the players pay them 10 gold coins or they will be killed.
D6=4:A group of children are running around throwing snowballs at each other.
D6=5:A man is standing on a street corner, holding a sign. He is protesting something.
D6=6: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 = 78
D6=1:Traversing the cobbled streets of the Widow's Quarter, you stumble across a secretive meeting between 1d8 were-rats and their enigmatic human handler. They're plotting to unleash a strain of magical plague to destabilize the economy. Unraveling this sinister plan involves delving into the district's underground catacombs while avoiding deadly traps and infectious monstrosities. Defeating these lycanthropic terrorists could expose long-hidden smuggling routes vital to the city's stability and uncover hidden caches of forbidden goods.
D6=2:A street preacher is loudly proclaiming the end times and urging everyone to repent. Will the players listen or brush them off as a fanatical doomsayer?
D6=3: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.
D6=4:A citywide festival is about to start. This annual event is full of music, dancing, merriment, and interesting people from all over the realm. All-day events include face-painting, balloon-making, and a procession of costumed performers.
D6=5:A hidden message in graffiti foretells an uprising, intriguing 3d4 conspirators who plot fervidly in shadowy corners.
D6=6:A merchant is selling statues of a famous historical figure whose name you can't quite remember.
d100 = 79
D6=1:In the street, a man tries to sell a shield that he claims is made of dragon scales, but it's obviously not. If confronted about this fact, the man will chuckle then try to walk away.
D6=3: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.
D6=4:A group of people are talking about the nearby mountains. They say that they were once a temple to an ancient god. They say that they were once full of gold and gems. They say that they were raided long ago, and now there is nothing left but bones and dust.
D6=5:The players see a group of people, gathered around an open grave. They're mourning the death of a loved one.
D6=6:A man is walking down the street, talking to himself. He seems to be lost in his own world, not paying attention to anything around him.
d100 = 80
D6=1: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?
D6=2: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.
D6=3:A sailor regales a crowd with exaggerated tales of his adventures at sea.
D6=4:A group of men and women are chanting in front of a large temple. They are holding candles. If the players approach, they will stop and glare at them, then go back to chanting. If the players try to enter the temple, they will be stopped by the guards. The guards will refuse to talk.
D6=5:A crying child leads the players to an abandoned building. Inside, they find a distraught ghost trying to communicate with them. They must unravel the ghost's tragic past to help it find peace.
D6=6:The alley of street vendors is crowded with laughter until a dove-soaring priest gives a stirring sermon about complacency. You’re caught in their gaze. Choose to give support or demur.
d100 = 81
D6=1:A group of young men are gathered around an elderly man 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 learn about an interesting dungeon nearby.
D6=2:The players spot a group of cloaked figures performing a ritual in an alley. As they watch, they realize that the ritual is actually summoning a demon and the players must stop it before it wreaks havoc in the city.
D6=3: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.
D6=4:You see a group of people discussing the best way to break into a nearby fortress.
D6=5:A ship docks loaded with foreign goods…and stowaway fallen royalty seeking refuge or rallying support against a coup. The heir offers vast rewards (or dire trouble) for secrecy and assistance, drawing powerful enemies' attention.
D6=6:The city is holding a contest for the best pie maker in town. The players are tasked with finding rare ingredients for their chosen contestant in order to give them an edge in the competition. But other contestants are also looking for these ingredients, and may not be above using dirty tricks to get them.
d100 = 82
D6=1:A shadowy figure leaves an alley, dropping a blood-stained dagger. 2d6 local militia rush to secure the area, leaving questions unanswered.
D6=2:A group of street urchins offer to guide the players through the city's underground tunnels to a hidden treasure. However, they may have ulterior motives and lead the players into a trap.
D6=3:A dilapidated house crumbles, revealing a nest of 3d4 giant spiders. Neighbors plead for assistance clearing the danger.
D6=4: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.
D6=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.
D6=6:A group of men and women are gathered around a circular board. They are playing a game of chance. The game appears to be rigged - the same man keeps winning.
d100 = 83
D6=1: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.
D6=2:The players come across a group of street urchins pickpocketing unsuspecting citizens. However, the leader of the group is actually a powerful rogue who preys on the poor and the players must stop their criminal activities.
D6=3:A group of teenagers dare each other to enter an abandoned mansion said to be haunted. Do you join in on the dare?
D6=4: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.
D6=5:The players are invited to a fancy masquerade ball at a noble's estate. But as they mingle with the guests, they realize that someone is using the event as a cover to kidnap and replace wealthy individuals with doppelgangers.
D6=6:A street artist is creating an incredible mural on the side of a building. The players may be inspired to commission a piece themselves or just admire from afar.
d100 = 84
D6=1:The city's rats have started exhibiting unusual behavior, congregating in hordes and gathering strange trinkets. Following the swarms leads you to a derelict building where an eccentric wizard seems to be experimenting with mind control.
D6=2:A scribe offers to write letters for illiterate townsfolk for a small fee.
D6=3:A group of young lovers is sitting on a wall, talking quietly.
D6=4: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.
D6=5:Pestilence has struck this district. A random resident in the area will become ill and cough blood for several days. If the players do not help, the illness will spread to everyone in the area. The illness is caused by a necromancer in a nearby tower.
D6=6: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.
d100 = 85
D6=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.
D6=2: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.
D6=3: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.
D6=4:A mother and her two children are begging for food or money. The mother is holding a baby in her arms.
D6=5:The local magistrate is out of town. A group of men are sitting in front of his office arguing about money owed to them.
D6=6:Amidst a grand civic presentation to unveil their new charmed aqueduct, glaring fire elementals hijack the construction, transforming a proud moment into a furious eruption of elemental warpath.
d100 = 86
D6=1:A baker is selling freshly baked bread from a cart, and the delicious smell fills the air.
D6=2:A lizardfolk merchant offers to trade you exotic goods from their homeland. Do you trust their merchandise?
D6=3:A person is standing in the middle of the street, begging for help with a problem they're having with someone who won't leave them alone but they will not tell anyone what that person is doing because they don't want to cause more trouble for themselves by causing this other person more problems.
D6=4: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.
D6=5:A group of town criers spread rumors and gossip about the players' recent adventures, causing all sorts of misconceptions and misunderstandings.
D6=6:An herbalist is selling bundles of dried herbs and potions from a small cart.
d100 = 87
D6=1:Unattended, 1d6 children play a reckless game with wagons. Distracted parents implore travelers for intervention.
D6=2:A thief runs past the players, concealing a small pouch under his cloak.
D6=3:A group of performers, including a jester, a fire-eater, and a strongman, are putting on a show for a small audience. If players watch, they will be invited to participate in a game of chance with the performers.
D6=4:A fortune teller offers to read your future for a small fee. Will you risk knowing what your fate holds?
D6=5:As you pass by a noble's mansion, you see the guards dragging a shouting man away. It turns out he is actually a powerful wizard who was accidentally hired as a servant by the noble and was fired after his magic started causing chaos in the house.
D6=6:A man is standing in the street, shouting about the end of the world. He says he can save them.
d100 = 88
D6=1:A group of children are playing a game in the street. They're throwing rocks at each other.
D6=2:A man with a clipboard is standing on the corner. He is looking for people who will participate in a physical study.
D6=3:While browsing the market, a merchant tries to sell you a cursed necklace. Will you risk buying it?
D6=4:Apropos the city tavern, Lady Esmerelda Thistletop suffers acute embarrassment after her moonstone shoes are bewitched, causing them to dance perpetually. She requires discreet aid.
D6=5: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.
D6=6:You see a man offering to sell a magic wand. It's not very powerful, but it is cheap.
d100 = 89
D6=1:All around you, you hear the sound of street vendors calling out to sell their goods. "Fresh fish!" "Fine silks!" "Exotic spices!" But one particular vendor sticks out - he is selling small, colorful mushrooms that he claims have magical properties. One of the mushrooms appears to be moving on its own.
D6=2:A merchant is selling statues of a famous historical figure whose name you can't quite remember.
D6=3:A man is selling a large box of rocks for 1 silver piece each. The rocks are rocks from the nearby river. They are not strange and they are not purple.
D6=4: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.
D6=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.
D6=6:A group of 2d4+2 halflings are sitting in the street, playing a game of dice.
d100 = 90
D6=1:An eccentric inventor has set up a booth, showcasing his latest creations - the players can purchase some unique items from him.
D6=2:A group of drunkards are arguing over the price of a barrel of wine.
D6=3:An upset black cat follows the party everywhere they go. The cat turns out to be a transformed wizard who seeks the adventurers' assistance with breaking the curse placed upon him.
D6=4:A group of 1d4+2 men and women dressed in robes approach the players and ask them to help them catch some rats in their home. They want the help of some adventurers to
D6=5:On the rooftop gardens, 3d4 insectoid thieves steal relics from ancient rooftops. A discredited academic offers insight into their tribal hierarchy in exchange for your perspective on the modern city. Survive, and you'll grasp the intertwining of present and forgotten histories.
D6=6:A horse-drawn carriage rumbles past, carrying a noble and his entourage.
d100 = 91
D6=1:A group of orc mercenaries are causing trouble in the city, smashing stalls and harassing citizens. They are actually being controlled by a wizard who wants to create chaos in the city.
D6=2:A man is selling strange mushrooms. They're white and have a strange glow about them. They're 1 gp each.
D6=3:A group of men are sitting around talking about their troubles... The men are complaining about their troubles and how they are going to fix them. One of the men is a thief who will pickpocket the players if they get too close...
D6=4:A group of farmers are protesting the rising taxes imposed on their crops by the local lord. If players join in the protest, they will catch the attention of the lord and potentially start a rebellion.
D6=5: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.
D6=6:A group of people are talking about a man named Sigfried. They say he's a member of the cult of Andros.
d100 = 92
D6=1:As the players walk by an alley, they hear loud secretive conversation between two people - they are plotting a robbery.
D6=2:A man is running down the street yelling about an evil cult that is setting up in the area. He says he has evidence that they are up to no good, but he needs help getting it out of his house before they find it and kill him.
D6=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.
D6=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.
D6=5:A serious cleric named Dorvin Stachdak, known for his magical moustache, hires players to recover it after a thief steals it, rendering him powerless and bringing misfortune to his followers.
D6=6:A group of children are playing hopscotch in an alleyway, giggling uncontrollably.
d100 = 93
D6=1:Two women are gossiping about the city's latest scandal.
D6=2:While browsing the market, a merchant tries to sell you a cursed necklace. Will you risk buying it?
D6=3:Yeenoghu, the Demon Prince of Gnolls, has summoned 2d6+2 gnolls to attack the PCs. These gnolls have been transformed by Yeenoghu's magic power and now look more like demon-wolves than gnolls. If the PCs kill the gnolls, Yeenoghu will send 2d6+2 more.
D6=4: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.
D6=5:A politician is giving a passionate speech in the city square, trying to drum up support for their campaign. If players listen, they may be approached afterwards and asked to join the politician's cause.
D6=6:A group of people are talking about a man named Sigfried. They say he's a member of the cult of Andros.
d100 = 94
D6=1: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.
D6=2: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.
D6=3:You come across a group of adventurers preparing for a journey to a distant land. They tell you stories of the dangers they will face, and the treasures they will find.
D6=4:A group of 2d6+2 humans are gathered around a statue in the center of town. They are watching a local artist paint a picture of a famous hero from the local area. The local hero is actually a crook that has been stealing from the people in town, but no one knows it yet.
D6=5: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.
D6=6:A man wearing a heavy coat and hat is standing on the corner of the street. He is holding a sign that says 'The End Is Near'. If players approach him, he will hand them a pamphlet about his religion, then ask for donations to help him spread the word about his religion. If players refuse to donate, he will walk away with a look of disgust on his face. If players donate some money, he will say 'May the gods bless you', then walk away with a smile on his face.
d100 = 95
D6=1:A child is attempting to fly a kite, but the string is tangled in a tree.
D6=2:A group of men are gathered around a barrel of wine, celebrating their latest victory. They are drinking heavily.
D6=3:Near the hidden riverbanks of the city, 2d6 phosphorescent frogs, emissaries of the Lost Grove, croak ancient melodies. A purveyor of old hoaxes offers surrealistic charms with omens of dual-futures but requires a tithe of your own uncertainty.
D6=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.
D6=5:A group of drunken revelers stumble out of a tavern, singing a bawdy song.
D6=6:A musician plays a melancholy tune on a violin, hoping to earn some coin from sympathetic listeners.
d100 = 96
D6=1:A group of wizards are using mind control spells to manipulate the townspeople into buying overpriced goods and services from their shops. The players must find a way to break the spell and stop the wizards.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:On the outskirts, 1d4 ancient sentinels block your passage, raised from the earth by forgotten magics. They await the dawn ritual from a keeper of time who offers to synchronize your soul with the city's ancient clock to evade danger. Here, relevancy and continuity bid for dominance.
D6=6:A large parade is making its way through the city. It is being led by a very important noble. They are celebrating a recent victory and are passing out free food and drinks to the citizens.
d100 = 97
D6=1: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.
D6=2:A group of traveling bards are performing a unique and absurd play about the quest of a group of adventurers.
D6=3:A horse-drawn carriage rumbles past, carrying a noble and his entourage.
D6=4:A group of men are gathered around a large board. They are playing a game of chance, betting money and shouting. You discover they are playing a game of wits and chance, betting their lives on rolls of the dice.
D6=5:The city is holding a street festival, with music, food, and games. One of the games involves trying to capture a greased pig. But as the players join in the fun, they soon realize that the pig has been enchanted and can cast spells on anyone who tries to catch it.
D6=6: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 = 98
D6=1:A group of men are walking down the street, carrying a coffin. They are chanting something over and over again.
D6=2:A local wizard offers to perform a powerful spell for the players, but it requires a rare and valuable ingredient that can only be found in the lair of a dangerous dragon.
D6=4:At the river crossing, 1d8 amphibious brutes chant for blood against the backdrop of a primal moon. A hermit, lost in time, speaks of the old gods and offers a talisman that bridges realms. Face the dualities of primitive worship and transcendental service.
D6=5: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.
D6=6: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.
d100 = 99
D6=1: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.
D6=2:A group of well-dressed dwarves are walking down the street, looking very happy. They are all carrying large sacks of coins. If the players approach, the dwarves will say, 'You want some of this?' and hand each of them a bag of coins. The coins are counterfeit.
D6=3:A group of 3d10 men and women dressed in robes approach the players. They say they are members of a local wizard's guild. They want to know if the players are members of the wizard's guild. If the players say yes, the men and women will ask for a donation to help with a local event. If the players say no, the men and women will walk away with a smirk on their faces.
D6=4: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?
D6=5:A family melodrama spills onto the street as 2d6 neighbors take sides, complicating matters further with rumors and fabrications.
D6=6: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.
d100 = 100
D6=1:At the docks, 2d6 sailors quarrel over treasure dividing. Their shouts echo, possibly attracting the city guard. Can you mediate or profit in the chaos?
D6=2:A child is running through the streets, closely followed by a group of angry geese. If players help the child escape, the geese will start chasing after them instead.
D6=3:A man wearing a heavy coat and hat is standing on the corner of the street. He is holding a sign that says 'The End Is Near'. If players approach him, he will hand them a pamphlet about his religion, then ask for donations to help him spread the word about his religion. If players refuse to donate, he will walk away with a look of disgust on his face. If players donate some money, he will say 'May the gods bless you', then walk away with a smile on his face.
D6=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.
D6=5:A man passes by, wearing a cloak and a mask. He looks like he's up to something. He's not.
D6=6: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.'
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