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D10 Forest Random Encounters

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

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

How to roll this table

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

The D10 Forest encounter table

d100 = 1

  1. D10=1:A sudden, unnatural fog envelops the forest path, reducing visibility to near zero. Distorted whispers and distant screams echo through the mist, leading the party off the road and into a perilous bog.
  2. D10=2:The sound of battle in the distance alerts the players to a battle between two tribes of halflings. The battle is over a contested piece of land. Both tribes are small and weak. The players may attack them or choose to help one side or the other.
  3. D10=3:The sound of gnawing can be heard in the distance coming from a large tree. Any players who approach will be attacked by 2d4 giant wood rats who will then attempt to flee into their nearby den beneath a large root if players try to attack them!
  4. D10=4:The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake. He is deathly afraid of snakes and will not accept help from anyone who has been touched by a snake. If players try to help him, he will yell at them and tell them to leave him alone!
  5. D10=5:As the players make camp for the night, they are visited by a group of friendly sprites who offer to entertain them with a magical light show. However, the sprites are unknowingly stealing the players' memories as they watch the show. The players must figure out the source of their memory loss and retrieve their memories before it's too late.
  6. D10=6:A group of goblins and hobgoblins warriors are holding a human child as a hostage in case they are attacked.
  7. D10=7:A group of men and women in full plate armor and shields are running through the forest as if they are being chased by something. They scream as they run by, and the players can see that their shields have the crest of an army from a foreign land not far from this area of the woods. They are running west to east, towards the players.
  8. D10=8:A group of humans are walking down a trail. They are looking for a lost child named Jimmy.
  9. D10=9:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a giant that has been terrorizing their village.
  10. D10=10:A group of 2d6 lizard men are in the forest.

d100 = 2

  1. D10=1:They discover a frog choir practicing for their “Bog Broadway” performance. The frogs ask for feedback and might even pen a song for the adventurers.
  2. D10=2:You see a druid who has just been hunting in this area, and he has just killed an elk which he will use for food for himself and for his animal companions that are with him in this area. He will give players a skin from the elk if they ask for one - he will also tell them that he has seen goblins in this area but he has not encountered any yet and he hopes he does not run into any because he does not want to kill them because he does not want to be hunted down for that reason alone.
  3. D10=3:A group of 3d6 human rangers are discussing the recent attacks from the goblins. If the party interrupts, they will attack as well.
  4. D10=4:A man is walking down the road. He is wearing a green cloak and carrying a longbow. He is looking for work as an archer. His name is Herman the Archer and he is from a small town nearby.
  5. D10=5:A group of 2d6+3 orcs are hunting for deer.
  6. D10=6:A tiny flying piglet named Porky thinks he’s a dragon and asks the adventurers to help him “breathe fire.” They create a makeshift magic show that ends up being adorable and entertaining.
  7. D10=7:A group of 2d6 elves on horseback and 2d6 guards are going through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away
  8. D10=8:A glass goblet filled with a glowing purple liquid. If drunk, it will heal the players wounds, but they will be unable to move for a while.
  9. D10=9:The players encounter a border dispute between forest elves and human loggers. By mediating peace, they earn the allegiance of both factions.
  10. D10=10:Players come across an old gnome sitting on a log playing a fiddle and singing about how much he loves to fish. He has been sitting on that log for 7 years and has been fishing everyday during that time without catching anything. He will ask players to fish for him. If they do, he will tell them that he knows where there is a really good spot nearby and will give them his fishing pole as a reward (it's actually not that great of a fishing pole).

d100 = 3

  1. D10=1:A group of 2d4 elves are walking down the road. They are singing about how great elves are. They will stop and sing for anyone who stops to listen.
  2. D10=2:The players stumble on a camp. It has 2d6+2 goblins who are cooking fish over a raging fire. The goblins will ask for food and will trade for it with the players. The goblins are not very smart and will trade for anything that is shiny or will light on fire.
  3. D10=3:A group of 3d6 goblins are playing a game of dice.
  4. D10=4:Strange marks and arcane runes appear carved into the trees around the party. Soon, they realize they have stumbled into an elaborate, ancient trap set by a long-dead sorcerer whose spirit still haunts the area.
  5. D10=5:Q - While traveling through the forest, the party comes across a small pond with a small island in the middle of it. On the island is a small cottage. When the party gets close to the island, 2d6+2 gnolls attack from the cottage.
  6. D10=6:A group of adventurers are walking down the path. They are going on an adventure. They have not been on many adventures and they are nervous but excited at the same time.
  7. D10=7:The party hears a strange creature singing in a high-pitched voice. The creature is a small pixie that has been captured by a group of goblins.
  8. D10=8:Giant leaves float down, each displaying a moving picture of an event yet to come. Interpreting these prophetic snapshots provides a glimpse of future possibilities.
  9. D10=9:A group of bandits are hiding in the bushes, waiting for a rich merchant to pass by.
  10. D10=10:The party sees a group of men and women walking down the road. If players talk to them, they will find out that they are members of a cult who are looking for new members to join their group and worship their god, who is actually a demon goddess in disguise named Lilith who wants to turn all humans into her undead minions and then rule over them as their supreme goddess! If players join the cult, they'll get free room and board at their cult headquarters until they can prove that Lilith is actually working for Tiamat or some other evil god or goddess trying to take over the world!

d100 = 4

  1. D10=1:The wind forms coherent sentences as it blows through the trees, sharing forbidden knowledge that can aid the party or drive them mad.
  2. D10=2:Two warriors are standing guard over a pile of treasure that they found in a cave. They will not let anyone near it or steal it. They will attack anyone who tries to do so.
  3. D10=3:A group of 2d6+3 Orcs are mending their armor and shields.
  4. D10=4:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of gnolls that have been terrorizing their village.
  5. D10=5:A group of elves are fighting with a group of humans about 20 of each.
  6. D10=6:The party sees a group of 2d6+12 anthropomorphic rabbits. They are not hostile, but they will offer the party a free meal. The meal is actually an enchantment spell that will make the party fall asleep for a night and a day.
  7. D10=7:Three giant elk, with giant antlers, 1d6 each. Each antler can be made into a javelin.
  8. D10=8:A band of 2d6+2 human bandits are in the woods, hunting for food. They have stolen some goods from a nearby village and need to get them somewhere safe.
  9. D10=9:A group of 2d4+2 merchants are traveling through the forest. They are carrying an assortment of tools and weapons that they will trade with players for food or water or whatever they can get from them.
  10. D10=10:Overhead, a group of ravens circle around each other like they're fighting over something or like they're talking to each other about something. Their squawks are loud enough to hear even though they're far away. If anyone tries to get closer to them, they'll fly away if the ravens spot them.

d100 = 5

  1. D10=1:A horde of zombies lurch out of the woods and attack the party!
  2. D10=2:At a clearing, you see a giant sitting on its knees, crying.
  3. D10=3:A group of men and women are celebrating near a campfire. If players approach them, they will ask for help with their problem. The men and women are actually merchants who were robbed by bandits. They were celebrating because they were able to get some of their goods back.
  4. D10=4:A group of 1d4+4 bandits are sitting around a campfire drinking and celebrating their recent raid on a nearby village or town.
  5. D10=5:The adventurers find a small grove where a deer and a fox are playing a game of tag. The deer speaks and invites them to join the game. The winner receives an enchanted leaf that provides +1 to stealth for a day.
  6. D10=6:Q - A group of 2d6 elves are hunting a group of deer. If the players get too close, they will attack.
  7. D10=7:A group of men are gathered around a fire. One of the men is telling a story about a nearby dungeon or ruin. The story is actually a warning to players about an upcoming battle or encounter with a strange creature or monster.
  8. D10=8:As players make their way through the forest, they come across a beautiful woman who is actually a nereid, a creature made of water. She is being pursued by a group of 1d6 satyrs who wish to make her their wife. If players choose to help the nereid, she will reward them with a blessing of safe travels through the forest.
  9. D10=9:The sound of thunder can be heard in the distance, and it sounds like it's getting closer.
  10. D10=10:Bunch of goblins are in a camp, and one of them is wearing a leather jacket and boots. He looks like a human. They are cooking a deer. The deer is still alive, and is tied up to a tree.

d100 = 6

  1. D10=1:The players hear a group of men singing in the distance, and as they get closer, they see 2d6 guardsmen who are singing as they march. They are on their way to reinforce a village after hearing that villagers have been disappearing at night.
  2. D10=2:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by orcs and ogres.
  3. D10=3:As the party rests for the night, they start to hear the distant sounds of music and laughter. When they follow the sounds, they come across a group of mischievous wood fairies who invite them to join in their dance.
  4. D10=4:The party comes across a large tree with a door carved into its trunk. Inside, they find a hidden tavern run by a group of friendly centaurs. The centaurs offer them food, drink, and a place to rest for the night.
  5. D10=5:A group of men and women is gathering firewood. They will ask the players if they want any firewood that they have gathered. If they accept, they will be given a small amount of firewood for free as thanks for their help gathering wood for them.
  6. D10=6:A group of 1d4+4 humans are on their way to a nearby village to warn people about an approaching human horde.
  7. D10=7:A man is walking down the road, talking to himself in a language that nobody but him can understand. He is dressed in robes and has a staff in one hand and a book in the other hand, which he looks like he is reading while he is walking down the road. The party can hear him muttering to himself
  8. D10=8:You see a disturbed area of forest where something had been dug up. After some investigation, you find a hidden underground room. In it is a chest filled with 2d6 magic items and scrolls, along with a note that reads, "I give this to you, since someday you will need it."
  9. D10=9:The players hear loud banging noises coming from the forest. If they investigate, they will come across a group of 1d10+3 dwarves who are searching for treasure. They are led by an old dwarf named Grum Grum Grum Grum Grum Grum Grum. He will ask the players to help them find their treasure. He will give one player a magic sword if they help him find his treasure.
  10. D10=10:A traveling merchant is walking down the road. He is carrying his wares on a donkey. He is on his way to a nearby village. He will talk to anyone who stops.

d100 = 7

  1. D10=1:A group of 3d6 humans are sitting around a campfire, talking about their latest hunting expedition where they went into a nearby forest to hunt down some wild animals for food and resources. They were surprised when they encountered a group of orcs while they were hunting, because they didn't expect to find orcs so far away from their usual territory. The orcs attacked immediately when
  2. D10=2:A tiny flying piglet named Porky thinks he’s a dragon and asks the adventurers to help him “breathe fire.” They create a makeshift magic show that ends up being adorable and entertaining.
  3. D10=3:A group of men are sitting around a campfire. They are drinking and singing. They are on their way to join the army. They will ask the party if they want to join the army too. They will give directions to the nearest army camp. They will also give directions to the nearest bar.
  4. D10=4:The party encounters a group of 2d6 elves traveling in the woods. They're hunting for a particular plant which is said to cure most diseases. <
  5. D10=5:A group of men are walking down the path. They are going on a hunting trip. They have dogs with them. The dogs are well trained, well fed and friendly.
  6. D10=6:The Cult A small cult of druids have set up a camp in the forest. They are worshiping the Old Gods of Nature and hope to one day restore their temples to their original state.
  7. D10=7:U
  8. D10=8:more orcs joining the battle every round until they're defeated or until they have 10 more orcs than the number of players in the party.
  9. D10=9:A group of 4d4 gnolls are hunting in the area. They are looking for food to feed their pack of dire wolves.
  10. D10=10:The forest shifts during a rain of petals that carry individual dreams of the nearby village's inhabitants. For a brief moment, the players can enter these dreams, influencing the villagers' subconscious.

d100 = 8

  1. D10=1:A group of hunters looking for deer
  2. D10=2:A group of hobgoblins are marching down the path. They are on their way to attack a nearby village.
  3. D10=3:A group of men are on their way to a funeral. They are singing a song about a battle that happened a long time ago. They are on their way to a funeral for a fallen comrade.
  4. D10=4:A group of 2d6+12 gnomes are searching for something. They will not talk to the party unless the party asks about their quest. They are looking for a rare flower that grows near the center of the forest.
  5. D10=5:Lava lizards (1d
  6. D10=6:The party hears screaming in the distance. This is not an ambush; it's just someone really angry about something really stupid...
  7. D10=7:At a clearing, you see a giant sitting on its knees, crying.
  8. D10=8:A group of humans are celebrating the completion of a large tower they have built.
  9. D10=9:The forest becomes a symphony of light and sound, with rays of sunlight transforming into music and shadows whispering harmony. Interacting with this ethereal orchestra can grant the party inspiration or temporary magical abilities.
  10. D10=10:A group of 2d6 bandits are setting up camp for the night. They are setting up a fire, sharpening their weapons, and getting ready to eat some food before they go to sleep for the night.

d100 = 9

  1. D10=1:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of bandits that have been terrorizing their village.
  2. D10=2:You hear a horse whinny nearby. If you follow the sound, you find a bandit named Killer Kane, who needs help killing a troll. If the players help, he will stay with the party for a few days.
  3. D10=3:A group of hunters are tracking down a large boar that has been terrorizing the village nearby for the past several weeks. They hope to kill it before it kills anyone else in the village.
  4. D10=4:The party is ambushed by a group of skilled archers as they make their way through the forest. It turns out that the archers are actually a group of rogue elves who are trying to protect their home from outsiders.
  5. D10=5:The forest is dotted with small, round hills. If players investigate, they will find the tops of each hill are filled with sticks of butter. It's part of a game played by children. Players can take some if they want.
  6. D10=6:A group of bandits are fighting with a group of elves about 20 of each.
  7. D10=7:When the players stop to camp for the night, all of their food turns into rotten meat.
  8. D10=8:A Treasure Chest. The players find a treasure chest filled with gold, gems, and magical items!
  9. D10=9:A clumsy young treant named Twiggy is trying to perfect his dance moves. He asks the adventurers for some tips on dancing, and they end up having a fun dance-off in the forest.
  10. D10=10:A troll charges out of nowhere, swinging a massive club and demanding the party hand over any food they have. If they can find a way to appease the troll peacefully, they may discover that it has a missing tooth that needs replacing.

d100 = 10

  1. D10=1:A man is walking down the path. He has a dagger in his hand. He looks scared. He has been robbed.
  2. D10=2:A goose in a tiny wizard hat is trying to cast spells. The results are chaotic but entertaining. He offers to teach the adventurers one of his “spells,” which is laughably ineffective but could potentially distract enemies.
  3. D10=3:Players can find a group of 2d6 dwarves. They are carrying stone slabs. They are on their way to a tomb to lay them on top of the door to keep the mummy inside. They will trade with the players if they help them with this task. The door is locked but can be picked with a thief or a rogue.
  4. D10=4:A group of 1d10 bandits are camped near the road, waiting for travelers to pass by so they can rob them.
  5. D10=5:The players stumble across a small camp where three humans are hunting deer. They will ask the players to join them for dinner if they have any. They will give the players information about a nearby cave if they are offered any food or drink.
  6. D10=6:Wagon 1d6+10 orcs are escorted by a cleric and several knights on horseback. The knights are escorting the orcs to their stronghold in the mountains.
  7. D10=7:A group of kobolds are digging up graves in a nearby graveyard. They are looking for treasure and weapons.
  8. D10=8:A group of 1d8 bandits are camped out in a small clearing. They are resting, getting ready to attack a group of travelers who will be passing by soon.
  9. D10=9:Two large spiders are fighting over a small field mouse.
  10. D10=10:A family of 5 raccoons trapped in a net. Freeing them reveals an underground tunnel leading to an ancient treasure trove.

d100 = 11

  1. D10=1:The adventurers catch an owl host "Forest Feud," a trivia game where teams of forest critters battle it out. They can join the game for a chance to win an enchanted pine cone.
  2. D10=2:A group of 1d4+1 humans and 1d4+1 elves are celebrating their alliance and the end of their war by drinking, eating, and laughing together around a campfire. If the players approach, they will invite them to join in on their celebration.
  3. D10=3:A young boy, who seems lost and frightened, runs up to the party and begs them to help him. His father is lost in the woods, and he doesn't know where he is. The boy's father is actually a bandit, who has been kidnapping children and holding them for ransom.
  4. D10=4:Some things are worth dying for. A passing wizard dies to save an orphan from a pack of wolves.
  5. D10=5:Rushing water can be heard nearby. If the party pursues the sound, they will find a waterfall.
  6. D10=6:A party of 2d4+2 goblins emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with short swords and small shields.
  7. D10=7:You see a group of 1d4+2 dwarves who have recently been mining here, but they have given up on mining here because the vein of ore has dried up and because they have been attacked by goblins in this area. They will offer their help to players if they choose to help them mine here again. They will also give the players a map that shows where they found the ore vein in this region of the forest - it shows a large section with a huge red X over it that indicates that it has been mined out by this dwarven clan.
  8. D10=8:Three giant elk, with giant antlers, 1d6 each. Each antler can be made into a javelin.
  9. D10=9:A group of men are hunting deer in the forest. They are wearing leather armor and carrying spears and bows and arrows
  10. D10=10:Ivy grows unnaturally fast, forming a living labyrinth. The party must navigate its shifting pathways to find an artifact that pulses with an otherworldly aura.

d100 = 12

  1. D10=1:A river’s flow is blocked by a fallen tree, threatening the wildlife. By clearing the obstruction, a water spirit grants the party the ability to breathe underwater for 1 hour.
  2. D10=2:A group of 3d20+5 men are hunting deer in the woods. If a player approaches they will stop and ask what they are doing there. If the players do not answer they will be attacked.
  3. D10=3:A group of 1d4 hunters are hunting a large animal. If the players help them, they will give them 1d6+2 arrows made from the animal they are hunting. The arrows are magical and will allow players to shoot at range without penalty for 1d4 days after being fired once. The hunters are actually werewolves in disguise.
  4. D10=4:A group of men with giant swords strapped to their backs are walking through the forest. They are talking about their swords. They attack players on sight.
  5. D10=5:A group of 2 elves are hunting deer. One of the elves is an excellent archer. The other elf is an excellent hunter. If players watch the elves hunt they will learn how to hunt deer in woods.
  6. D10=6:A group of 2d4+2 gnolls is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. If the players approach the group or attack them, they will fight to the death.
  7. D10=7:A group of humans are hunting boar. The humans are level 2. The boar are level 2. The players can help the humans or help the boar.
  8. D10=8:A group of hunters looking for deer
  9. D10=9:Four elven wizards are studying magic in a clearing in the woods. They are studying a scroll that they found in their travels. The wizards are from a nearby elven city and they are studying here because of the quietness of the area.
  10. D10=10:Players hear a loud roar from nearby. A huge lion comes out of the woods and attacks them.

d100 = 13

  1. D10=1:are on the trail of a large animal. The hunters are looking for someone to help them kill the animal. If the players help them, they will receive a large deer as a reward.
  2. D10=2:A group of 3d6 human rangers are taking advantage of the mists to hunt. If the party gets too close, or if they are discovered, they will attack as well.
  3. D10=3:A group of 2d8 cultists are sacrificing a young woman to their dark god in hopes of bringing about the end of the world...
  4. D10=4:Two men wearing robes are walking along the trail. They will offer to cast a magic spell on one of the player's items for 100 gold pieces.
  5. D10=5:A group of 2d4+2 gnolls is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. If the players approach the group or attack them, they will fight to the death.
  6. D10=6:The adventurers catch an owl host "Forest Feud," a trivia game where teams of forest critters battle it out. They can join the game for a chance to win an enchanted pine cone.
  7. D10=7:A man wearing a green cloak approaches the party and asks if they have seen an elf wearing an emerald green cloak. The man wearing the green cloak is actually an elf and he does not want to be found by other elves because he does not want to be forced back to their homeland by them - he wants to stay in this land because he fell in love with a human woman and wants to live here with her for the rest of his life.
  8. D10=8:A group of 1d4+4 humans attack. They are armed with bows and arrows.
  9. D10=9:The forest’s ancient protector, an ent, is dying. By bringing a drought-resistant seed, they ensure the forest receives the next protector, gaining its trust.
  10. D10=10:A group of 2d4+2 elves are hunting in the woods for food or other resources needed by their village or tribe. They will attack if they feel threatened.

d100 = 14

  1. D10=1:A party of four hobgoblins emerge from the forest. They are in a bad mood and are looking for a fight. They are wearing basic leather armour and each is armed with a sword and small shield. Their leader is an hobgoblin named Striker, a Hobgoblin Fighter that has a challenge rating of 1+2 and has been cross-bred with a Zebra to create a Zebron (a Zebra/Horse creature with stripes and mane).
  2. D10=2:Players stumble upon an old empty temple of some sort. Going into the temple, the players will find a secret door that leads to an underground passage. Going down the passage, the players will find a small room with a treasure chest in it. The treasure chest contains a small amount of gold coins and three daggers.
  3. D10=3:A group of men is gathering firewood. They will ask the players if they want any firewood that they have gathered for them. If they accept, they will be given a small amount of gold for their time as thanks for their help gathering wood for them.
  4. D10=4:ZM - A group of 3d6 hunters ride in on horseback. The hunters are looking for a group of bandits who have been terrorizing the town nearby. The hunters will ask the party if they have seen any bandits.
  5. D10=5:A group of otters is running a miniature amusement park by the river, complete with rides like “Log Flume” and “Nut Ferris Wheel.” The adventurers can partake in the rides, earning tiny prizes.
  6. D10=6:The adventurers encounter a jester hare named Jolly, who juggles forest fruits and tells puns. He gifts the players with a Jester's Hat, which offers a charisma bonus but makes the wearer irresistible to forest critters looking for entertainment.
  7. D10=7:A gentle breeze carries the aroma of memories, evoking powerful emotions that reveal hidden strengths or challenges within the party.
  8. D10=8:The party sees a man sitting on the side of the road with a broken leg. He has been there for hours, and he is in desperate need of help.
  9. D10=9:Manticore attacks.
  10. D10=10:A group of 3d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.

d100 = 15

  1. D10=1:An overgrown magical fountain once revered by an ancient order. Restoring it dispenses a single-use potion of all healing.
  2. D10=2:Lightning has struck an ancient direwolf who protects a glade. Healing its wounds grants the party safe passage through its domain.
  3. D10=3:A group of dwarves is walking towards the party. They are carrying an injured comrade.
  4. D10=4:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a giant that has been terrorizing their village.
  5. D10=5:X 1d6 orcs are hunting deer. They will attack the party if they see them.
  6. D10=6:A group of 1d4+1 bandits are hiding in the woods, waiting for a party of adventurers to pass by. They want to ambush and rob them.
  7. D10=7:Those who have suffered have a greater empathy for others. A group of refugees (1d6+2, all female, all trained in first aid) are mourning a dead child.
  8. D10=8:The party comes across a man who is lost and confused in the forest. If players help him, they will discover that the man is a cultist who wants to bring back the Old Gods and destroy humanity. He will attack players.
  9. D10=9:The party comes across a lake in the middle of the forest that is said to have mystical healing powers. However, the lake is guarded by a powerful water elemental who will only allow those deemed worthy to enter and be healed.
  10. D10=10:A group of 2d6+2 dwarves are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.

d100 = 16

  1. D10=1:A group of 2d4+4 gnomes are searching for a lost treasure in the forest. They are lead by a wise, old gnome who is the only one who knows where the treasure is.
  2. D10=2:A Dragon. A dragon is sitting on a tree branch, sleeping. It will wake up and attack if disturbed!
  3. D10=3:Players hear a man singing. They follow the sound and see the man. He is singing and dancing, but appears to be alone. If players approach him he will stop singing and dancing.
  4. D10=4:A group of 2d6 villagers are walking through the forest, carrying what appears to be the body of a dead person. If players approach, the villagers will attack them, demanding that they leave the body alone.
  5. D10=5:A man is sitting on a tree branch not too far off the ground and singing quietly to himself while watching for trespassers on the land of his employer who is paying him good money to do this instead of doing actual work like chopping wood or whatever..."
  6. D10=6:The party comes across a group of men and women arguing about whether or not to attack a nearby village. If the party decides to help, they will discover that the group of men and women are a group of thieves who want to attack the village and steal from it.
  7. D10=7:A group of 2d6 rangers are on patrol, looking for orcs and ogres. They will escort players to their city if they need help with anything.
  8. D10=8:The party is approached by a strange man who appears to be insane. His name is Friedrich, and he is a philosopher who is trying to prove that magic doesn't exist by walking through a magic mist that was created by a wizard to protect his property from thieves and other intruders. He will explain that he needs to walk through the mist again to prove that it doesn't exist and that he needs someone to walk with him for protection from the creatures that inhabit the mist.
  9. D10=9:The players encounter a forest pool where the water reflects their innermost thoughts and desires. Drinking from it grants great power but also reveals hidden truths.
  10. D10=10:The forest is dotted with small, round hills. If players investigate, they will find the tops of each hill are filled with sticks of butter. It's part of a game played by children. Players can take some if they want.

d100 = 17

  1. D10=1:A large group of 2d6+2 bandits are lying in wait for a caravan to pass through. They will attack the party if they catch them first.
  2. D10=2:A large, black dragon lands in front of the party and attacks them.
  3. D10=3:You see a single, lone figure sitting on a tree branch. As you approach, they reveal themselves to be an elf. They introduce themselves as Drizzt Do'Urden, wielding two scimitars and ready for a friendly bout of sparring.
  4. D10=4:A group of 2d4 men are walking down the path, talking about their recent hunting trip. They will ask the party if they have seen any large animals in the area. If the party tells them about the black dragon, they will offer to help them hunt it.
  5. D10=5:A section of the forest is cloaked in perpetual darkness, even during the day. As the party enters, they are set upon by shadow creatures that thrive in the blackness, feeding on fear.
  6. D10=6:A group of 2d10 men are walking down the path, talking about their recent hunting trip. They will ask the party if they have seen any large animals in the area.
  7. D10=7:A group of 2d6 villagers are walking through the forest, carrying what appears to be the body of a dead person. If players approach, the villagers will explain that they are carrying the body to the graveyard. They will offer food and accommodations if asked.
  8. D10=8:A large, black dragon is seen in the distance, flying away from the party.
  9. D10=9:A witch has placed a curse on the players and they must find a way to reverse it before it's too late. The witch's cottage is nearby and she can be found there, if players can find it...
  10. D10=10:When the players stop to camp for the night, all of their food turns into rotten meat.

d100 = 18

  1. D10=1:A giant eagle has been injured by an arrow. Healing this noble creature grants the players a ride on its back when they next need it.
  2. D10=2:As the party rests for the night, they start to hear the distant sounds of music and laughter. When they follow the sounds, they come across a group of mischievous wood fairies who invite them to join in their dance.
  3. D10=3:Apple Tree. An apple tree grows in the forest. It has an apple on it. The players can eat the apple. If they do they gain +1 to a random ability score for 1d4 days.
  4. D10=4:A human wizard is standing in the middle of a trail, waving his arms. He wants the players to stop and help him. He says that he was attacked by a demon and it just took his soul and left his body behind. He wants to know if the players can cast soul bind on him so that he can regain his body and continue living his life. He will give them a magic item worth 1,500 gp if they help him.
  5. D10=5:A sacred forest path guarded by a spectral knight who only allows passage to proven heroes, rewarding them with a piece of his enchanted armor.
  6. D10=6:Two drunk wizards are walking in the forest, arguing about magic and other stuff in front of a group of 2d6+2 humans who are trying to listen in on their conversation. If players get too close, they will attack the players.
  7. D10=7:Q - While traveling through the forest, the party comes across a small pond with a small island in the middle of it. On the island is a small cottage. When the party gets close to the island, 2d6+2 gnolls attack from inside the cottage.
  8. D10=8:The adventurers catch an owl host "Forest Feud," a trivia game where teams of forest critters battle it out. They can join the game for a chance to win an enchanted pine cone.
  9. D10=9:A group of 1d4+4 knights are on patrol, looking for bandits and thieves. They will escort players to their city if they need help with anything.
  10. D10=10:The party enters a grove where time behaves oddly, speeding up and slowing down at random intervals. Trees bloom and wither instantaneously, and their own heartbeat becomes erratic.

d100 = 19

  1. D10=1:A sorcerer has been using the forest as a testing ground for his spells, causing chaos and destruction. The creatures of the forest are looking for someone to put an end to his experiments. If players defeat the sorcerer and destroy his lab, they will be hailed as heroes by the forest creatures.
  2. D10=2:The players hear a group of people arguing. They are a group of mercenaries who are waiting for their leader to return. If they spot the players, they will attack.
  3. D10=3:A group of 2 humans and 2 elves are hunting deer in the forest. One human is an excellent archer. One elf is an excellent hunter. The other elf is an excellent archer. If players watch the humans and elves hunt they will learn how to hunt deer in woods.
  4. D10=4:A group of 1d4+2 dwarven miners are looking for gold in the nearby hills. They have found a vein and are celebrating by getting drunk and singing songs of their clan while they excavate the vein.
  5. D10=5:A group of 2d6 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  6. D10=6:A trail of blood leads the party to a clearing where a wounded celestial stag lies, surrounded by dark anointed hunters who view its death as a divine calling.
  7. D10=7:A man is walking along the trail. He will tell the players about an abandoned castle filled with monsters and treasure!
  8. D10=8:The players stumble across a group of 2d4 soldiers who are trying to find the location of an enemy camp.
  9. D10=9:Black Tree. A black tree stands in the forest. It has no branches or leaves but has a single black apple on it.
  10. D10=10:A man is walking down the road. He is wearing a green cloak and carrying a longbow. He is looking for work as an archer. His name is Herman the Archer and he is from a small town nearby.

d100 = 20

  1. D10=1:Players come across an old gnome sitting on a log playing a fiddle and singing about how much he loves to fish. He has been sitting on that log for 7 years and has been fishing everyday during that time without catching anything. He will ask players to fish for him. If they do, he will tell them that he knows where there is a really good spot nearby and will give them his fishing pole as a reward (it's actually not that great of a fishing pole).
  2. D10=2:Two drunk wizards are walking in the forest, arguing about magic and other stuff in front of a group of 2d6+2 humans who are trying to listen in on their conversation. If players get too close, they will attack the players.
  3. D10=3:A group of men are riding horses through the forest. They are dressed in leather armor and carry swords and shields. They are looking for someone to help them. They have a job for the players if they are willing to help.
  4. D10=4:A man named Kenji is walking down the road, he looks tired, he looks hungry, and he looks like he has been traveling for days. If the players stop him, he will ask for help. He will tell them he is trying to reach the town of Red Larch. If they offer to help, he will tell them he is on a quest to find his brother - his brother has been captured by bandits. His brother's name is Shonosuke. They are on a quest to save him. He will give them a list of names of the bandits, and they will find them in an abandoned temple. Players will find the bodies of Kenji's brother in the temple, his body has been covered by moldy robes. Kenji will be upset when he finds out his brother is dead. The players can choose to tell him or not. They can also offer him a place to stay for the night and give him food and drink for free for the next two weeks or so.
  5. D10=5:P
  6. D10=6:You come across a trail of several men who are wearing robes and sandals. The trail appears to be leading into the forest. The men appear to be clerics of some sort. If players investigate, they will discover that the priests are from the Temple of Voss in the city of Neverwinter, and they are coming out here to pray in the wilderness and seek answers to their prayers.
  7. D10=7:A group of 1d4+4 humans attack. They are armed with swords and shields.
  8. D10=8:A family of 6 hobgoblins harassing a group of forest gnomes. Defending them provides the party with a map to hidden gnome treasures.
  9. D10=9:A band of orcs are running from a giant eagle.
  10. D10=10:A group of 2d6 Halflings are walking through the forest, looking for work. They are poor. They will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.

d100 = 21

  1. D10=1:The sound of metal on metal can be heard from behind a bush ahead of the players. As they move closer, they see a man who is practicing his sword skills by fighting with 2 metal swords at once, striking out at imaginary enemies. His name is Sir Jameson and he is a member of the Order of the Two-Fisted Swordsman. He wants to join
  2. D10=2:A small, abandoned cabin has been built on top of a hill nearby. It looks like it was once inhabited, but it has been abandoned for years.
  3. D10=3:A man is standing in front of a tree. He is holding a crossbow and has an arrow nocked. He is looking at you suspiciously...
  4. D10=4:The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake. He is deathly afraid of snakes and will not accept help from anyone who has been touched by a snake. If players try to help him, he will yell at them and tell them to leave him alone!
  5. D10=5:A group of 6d4+4 gnolls are attempting to steal from local merchants in a nearby village. If they are discovered, they will fight.
  6. D10=6:The forest canopy parts to reveal a tree with leaves like pages of a book, each containing a key event from an ancient prophecy that may concern the party.
  7. D10=7:A group of 2d4 soldiers are marching down the road. They are singing about how much they hate war. They are on their way to a nearby village where they will be treated like heroes. They will gladly tell their story to anyone who stops to listen.
  8. D10=8:A group of 1d10+5 humans are on patrol. They are on the look out for anyone trying to pass through the forest. They are good at their job, and will attack anyone who gets in their way.
  9. D10=9:Lying on the ground before you is a dead warrior. The corpse is holding a shield in one hand, and has a bloody sword in the other. It is obvious that the man was killed in battle. If the party investigates, they will find that the corpse is of a level 2 fighter named John, and he was part of an adventuring party that got lost in the forest.
  10. D10=10:A group of men on horses approach the party and ask if they have seen a group of men on horses. One of the men on horses is wearing a green cloak and has green hair. He is actually an elf and does not want to be found by other elves because he does not want to be forced back to their homeland by them - he wants to stay in this land because he fell in love with a human woman and wants to live here with her for the rest of his life.

d100 = 22

  1. D10=1:A group of men with giant swords strapped to their backs are walking through the forest. They are talking about their swords.
  2. D10=2:A dense wall of thorny brambles suddenly grows around the party, blocking their path. As they look for a way through, humanoid figures made of vines and thorns begin to emerge and attack.
  3. D10=3:A group of 1d4+1 bandits are hiding in the woods, waiting for a merchant to pass by. They want to ambush and rob him/her.
  4. D10=4:The adventurers discover a family of raccoons conducting a dramatic play. The raccoons ask the adventurers to be the audience and even offer them a role in their next production.
  5. D10=5:In a nearby cave, there is a group of 2d6 dwarves who are lost. They will ask you for directions. They are not hostile, but they are wearing chain mail and carrying swords.
  6. D10=6:The party finds a campfire that has not been used for several days. There is a half-eaten deer carcass nearby. If they investigate, they will find it's still fresh and there are tracks around it that are not human or animal tracks.
  7. D10=7:A group of gnomes are sitting around a campfire and drinking wine and singing songs. They are celebrating the end of another day and enjoying each other's company.
  8. D10=8:Unseen hands pull at the party's gear as they walk. The forest reveals them to be pesky gremlins, which soon escalate their trickery to deadly sabotage.
  9. D10=9:A group of men and women are walking through the woods, singing and celebrating their victory over the monsters that live there.
  10. D10=10:A group of 3d6 orcs are attempting to break into a nearby fortress to steal gold and valuables. If they are discovered, they will fight to the death.

d100 = 23

  1. D10=1:A group of 2d6 elves are sitting around a campfire, singing songs while they roast some meat over the fire. One of the elves is wearing an ornate robe, which looks like it has been enchanted with some kind of spell because it's glowing slightly.
  2. D10=2:A group of 2d6+2 humans are hunting deer in the forest.
  3. D10=3:The sound of someone crying can be heard through the trees. The players find a young girl sitting at the base of a tree, crying because she was lost while exploring the forest. Her name is Anna, and she knows the way back to her village but she's too upset to remember it right now.
  4. D10=4:A group of 6d4 barbarians are practicing their fighting skills in a nearby field. They will not attack unless provoked.
  5. D10=5:The party sees a group of humans and a group of elves fighting each other. The elves are actually a group of kobolds in disguise.
  6. D10=6:A dream manifests where the players are confronted by spectral versions of themselves, locked in an ancient struggle that mirrors their own quests and inner battles.
  7. D10=7:A group of 1d4+4 elven rangers are on patrol and will question the party if they see them.
  8. D10=8:A group of 2d6 thieves are planning on robbing a nearby rich man's house.
  9. D10=9:Players meet an old man who is willing to sell them a magic sword for 1,000 gold pieces. The sword is cursed, and whoever carries it will suffer random bouts of depression, hallucinations and random bouts of violence. He doesn't know it's cursed and will tell the players it's a very powerful sword (even though it's not).
  10. D10=10:A group of humans are fishing in a nearby pond. They will stop and ask players to join them for dinner. If players do so, they will be forced to stay for several days until the catch is brought in.

d100 = 24

  1. D10=1:A group of 2d4+2 hobgoblins are looking for someone to attack.
  2. D10=2:As the party makes their way through the forest, they come across a massive tree with runes carved into its trunk. When they touch the tree, they are transported to a different time and must find a way back to their own time and place.
  3. D10=3:The party is ambushed by a group of skilled archers as they make their way through the forest. It turns out that the archers are actually a group of rogue elves who are trying to protect their home from outsiders.
  4. D10=4:A group of bandits are sitting around a campfire singing songs.
  5. D10=5:A group of elves are hunting deer. The elves are level 2. The deer are level 2. The players can help the elves or help the deer.
  6. D10=6:The sound of a child's laughter echoes through the trees. The party follows the sound, only to find an empty clearing with a single, porcelain doll sitting in the center.
  7. D10=7:An old, decrepit hunter's cabin is found. Inside, the party discovers a journal detailing the hunter's descent into madness, culminating in a frantic account of an unseen force stalking him from the shadows.
  8. D10=8:The party comes upon a small clearing in the forest. In the clearing is a camp. The camp is mostly empty. However, there are a few items left behind by the campers. One of the items that is left behind is a pair of boots. One of these boots has a small hole in it. If someone puts their foot into the boot with the hole in it, they will get an electric shock. Anyone wearing the other boot gets an electric shock if they step into water.
  9. D10=9:Ivy grows unnaturally fast, forming a living labyrinth. The party must navigate its shifting pathways to find an artifact that pulses with an otherworldly aura.
  10. D10=10:Two drunk elves are walking down the road. They are singing about how the world is ending.

d100 = 25

  1. D10=1:A group of 2d8 Gnolls are walking through the forest, looking for food. They are hungry and will kill and eat anyone who gets in their way.
  2. D10=2:Players meet an old man who is willing to sell them a magic sword for 1,000 gold pieces. The sword is cursed, and whoever carries it will suffer random bouts of depression, hallucinations and random bouts of violence. He doesn't know it's cursed and will tell the players it's a very powerful sword (even though it's not).
  3. D10=3:The Cult A small cult of druids have set up a camp in the forest. They are worshiping the Old Gods of Nature and hope to one day restore their temples to their original state.
  4. D10=4:A group of hunters approach the party and ask if they have seen a group of men on horses. The hunters are part of a group that is hired by people in towns and villages to hunt down dangerous creatures that have been attacking people in these towns and villages.
  5. D10=5:A group of hunters are hunting boar in the forest. They are wearing leather armor and carrying spears and bows and arrows and dogs (2d8 dogs).
  6. D10=6:The players stumble across a group of 2d4 gnomes who are trying to catch a thief who has been stealing from them.
  7. D10=7:The players encounter a border dispute between forest elves and human loggers. By mediating peace, they earn the allegiance of both factions.
  8. D10=8:A group of 4d6 wolves are hunting in this area. They will attack if they sense any weakness in the party's numbers or if they spot any campfires or torches.
  9. D10=9:A group of 2d6 dwarves are lost. They will tell you that they are peaceful traders and that they are on their way to a nearby city. They will ask you to escort them to the city. Once there, they will offer to buy the players' items and pay them well for their trouble.
  10. D10=10:Unexpected encounter with a band of kobolds. They are looking for a lost treasure deep in the forest.

d100 = 26

  1. D10=1:Q - A group of 2d6 humans are gathering wood for a campfire. If the players get too close, they will attack.
  2. D10=2:During a storm, lightning strikes a nearby tree and sets it on fire. The tree falls across the trail and blocks it completely.
  3. D10=3:Two men named Hargrimm and Grumgrock are hunting boar. They are arguing about what to do with the boar once they kill it.
  4. D10=4:A group of children are playing an imaginary game of tag, but they're making strange noises as they're playing their game of tag as if they were actually running away from their imaginary foes...
  5. D10=5:A flock of 1d10+10 birds flies overhead, chirping loudly as they do so.
  6. D10=6:The forest floor becomes soft, almost like quicksand. As the party navigates carefully, a group of swamp creatures begins to emerge, blending seamlessly with the mud and foliage.
  7. D10=7:Players see an empty cage, but there are animal tracks leading away from it.
  8. D10=8:The players see a group of men and women gathering wood. They will ask the players if they can help them gather wood. If the players accept, they will be paid with a small amount of gold for their time. They are gathering wood to build a home for a family that has been displaced after an attack on their village by bandits.
  9. D10=9:Tiefling hunting a giant.
  10. D10=10:A large black dragon attacks. If players defeat it, they will find a bag of 100 gold in the dragon's stomach.

d100 = 27

  1. D10=1:A mystical stag appears, guiding the players through dense underbrush to a hidden elven ruin with ancient and forgotten lore.
  2. D10=2:A centaur named Roland the Brave rides past, telling the players that he killed a nearby griffon. The griffon was carrying 4d6 gold pieces. The players can find the griffon, but it is actually a mimic.
  3. D10=3:The party walks through a forested corridor lined with mirrors that reflect not the present, but scenes from their lives they might face in the future.
  4. D10=4:The forest floor gives way to an enormous chessboard, with trees as pieces. Placing a foot upon a square, the pieces come to life, playing out a silent, grand game that mirrors the party’s own dilemmas.
  5. D10=5:A group of 1d4+1 humans from a nearby village are hunting for food. They are hunting a deer that is also hunting them. The deer has the ability to cast magic spells and can cast lightning bolt once per day. The deer will flee from the area if it is attacked or if it sustains any damage.
  6. D10=6:The sound of battle in the distance alerts the players to a battle between two tribes of halflings. The battle is over a contested piece of land. Both tribes are small and weak. The players may attack them or choose to help one side or the other.
  7. D10=7:A group of 2d6+3 Orcs are getting drunk and wrestling with each other.
  8. D10=8:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of gnolls that have been terrorizing their village.
  9. D10=9:A party of 2d4+2 pirates emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with swords, axes, and crossbows.
  10. D10=10:The party hears the shriek of a wyvern. The beast soon appears, hungry and menacing, intent on making the party its latest meal.

d100 = 28

  1. D10=1:A group of men and women are arguing about something near a campfire. If players approach them, they will ask for help with their problem. The men and women are actually a group of bandits who have been attacking merchants from a nearby town.
  2. D10=2:The party discovers a faerie ring with mushrooms glowing faintly in the dusk. Disturbing the ring summons a vengeful fairie lord who subjects the intruders to twisted games of life and death.
  3. D10=3:A group of 1d4+2 halfling thieves are trying to steal a horse from a nearby stable. They have managed to tie up the stable hand, but he is still struggling and calling for help.
  4. D10=4:A band of spectral warriors testing the players’ honor. Meeting their standards rewards ethereal armor increasing agility.
  5. D10=5:In a hidden part of the forest, players come across a mystical tree that grows different types of magical fruit. However, the tree is guarded by a group of 1d4 treants who will only allow those who pass their test to taste the fruit. The test involves navigating through a maze of roots and solving riddles.
  6. D10=6:A group of 3d10 hobgoblins lead by a hobgoblin warrior (Level
  7. D10=7:Lying on the ground before you is a dead warrior. The corpse is holding a shield in one hand, and has a bloody sword in the other. It is obvious that the man was killed in battle. If the party investigates, they will find that the corpse is of a level 2 fighter named John, and he was part of an adventuring party that got lost in the forest.
  8. D10=8:A fallen tree blocks the path, but as the players try to move it, the tree comes to life and attacks them. It is actually a treant transformed by a powerful wizard as punishment for not protecting the forest. The players must either convince the treant to help them or defeat it in battle.
  9. D10=9:A group of 2d4+3 goblins are on their way to meet with a member of another tribe.
  10. D10=10:A group of 2d6+2 soldiers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by ogres and giants.

d100 = 29

  1. D10=1:A witch casts an enchantment on a party of travelers, making them think they need to walk through a dangerous forest to get to their destination when in fact they need to walk around it.
  2. D10=2:A group of 2d6+2 humans are hunting a deer through the forest. The deer is wounded. The humans want to kill and eat it.
  3. D10=3:A group of halflings are sitting around a campfire. They are playing cards and betting on the game.
  4. D10=4:The sound of battle in the distance alerts the players to a battle between two tribes of halflings. The battle is over a contested piece of land. Both tribes are small and weak. The players may attack them or choose to help one side or the other.
  5. D10=5:A group of young elven adventurers are on their first mission together deep in the woods where they believe an ancient ruin is located where an ancient artifact is being held by a powerful lich who is not yet awake or aware of their presence yet.
  6. D10=6:A party of 2d4+2 orcs emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with swords, axes, and crossbows.
  7. D10=7:A group of 2d6+12 gnomes are searching for something. They will not talk to the party unless the party asks about their quest. They are looking for a rare flower that grows near the center of the forest.
  8. D10=8:A pair of wood elves are being attacked by a flock of sparrows. The sparrows can be made to flee if the players help the elves. If the players do, the elves will grant them a +2 bonus on any night time stealth rolls in their territory.
  9. D10=9:A group of humans are fighting with a group of elves about 20 of each.
  10. D10=10:An altar guarded by a celestial being. Respecting it properly grants a one-time divine intervention in the players’ favor.

d100 = 30

  1. D10=1:A group of 1d4+1 dwarves are traveling through the forest, hoping to be discovered. They're members of a mining troupe that is looking for new members. They're looking for an opportunity to mine in a new location.
  2. D10=2:A group of 2d6 elves on horseback and 2d6 guards are going through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away
  3. D10=3:A group of 2d6 men in plate armor are riding through the woods. If a player approaches they will demand to know where the players are going. If the players do not answer they will attack.
  4. D10=4:You see a group of gnomes fighting with a group of dwarves. No players can participate in this battle. The gnomes and dwarves are allies with one another. If the players interfere, the gnomes and dwarves will turn on them. They will fight until one side is dead.
  5. D10=5:Mule deer buck, 1d4+3. Males are territorial and will attack if they feel threatened. They are fast, and their antlers are as deadly as any sword.
  6. D10=6:A group of ten halflings are riding horses along the road. They are on their way to a wedding.
  7. D10=7:The players see a group of men and women gathering firewood to sell to passing merchants and traders that travel through the forest.
  8. D10=8:A man is standing in the road. He looks like he has not slept in days. His eyes are bloodshot and haunted by what he has seen or experienced. He says, 'You must help me...' He then runs off into the woods like a madman.
  9. D10=9:A group of 1d10 men in chainmail armor, riding horses and carrying swords, are riding through the woods. They are on patrol and will ask the players their business in the woods before attacking them no matter what the party says.
  10. D10=10:A hollow tree acts as a portal to the players' childhood memories, allowing them to relive pivotal moments and possibly change past mistakes.

d100 = 31

  1. D10=1:A massive oak tree has fallen across the path ahead. It blocks the way.
  2. D10=2:A group of hunters led by a ranger named Lord Faren will approach any players and offer them information on their location and any information they have on the surrounding area.
  3. D10=3:Players rescue druids reshaping the forest to combat an eldritch void. Earns blessings from spirits influencing the outcomes of sober decisions.
  4. D10=4:A group of women is walking through the woods. They are carrying supplies. If the players approach, they will ask them if they can carry their supplies for them. The women are on their way to a small village to help the villagers rebuild after an attack by bandits left many injured and dead.
  5. D10=5:Players find a group of 1d4+1 dwarves. They are looking for a lost companion. The companion is actually an illusion created by a nearby bandit.
  6. D10=6:In the distance, the players see a giant. If the players approach, the giant will attack.
  7. D10=7:A group of 2d6 orcs are celebrating their victory in battle against the humans and elves by drinking, eating, and laughing together around a campfire. If the players approach, they will invite them to join in on their celebration.
  8. D10=8:A group of 2d10 men are walking down the path, talking about their recent hunting trip. They will ask the party if they have seen any large animals in the area.
  9. D10=9:A group of men are hunting deer in the forest. They are wearing leather armor and carrying spears and bows and arrows
  10. D10=10:A pack of 1d6 weretigers has taken over a section of the forest. They are hunting down all other creatures and are becoming a threat to the ecosystem. The players must decide whether to help the weretigers control their instincts or put a stop to their reign of terror.

d100 = 32

  1. D10=1:The party sees a man sitting on the side of the road with a broken leg. He has been there for hours, and he is in desperate need of help.
  2. D10=2:A group of traveling merchants is camped in the woods, hoping to catch a break from the bandits in the area. They are offering their customers a 10% discount off their goods.
  3. D10=3:A group of young women are wandering through the forest -- they appear lost -- if approached, one of them will ask for help finding her way home -- if players guide them back to their home village or anywhere else, they will attempt to seduce one of the party members (Perception Check DC 20 revealed that they are succubi and this was only a ruse to get players alone somewhere with them so they could feed)
  4. D10=4:Mist. A faint mist rises from the ground. A flying dragon attacks the players.
  5. D10=5:Players find an old hermit in the forest who is losing his eyesight. Helping him recover or relocate grants each player a single-use potion of invisibility.
  6. D10=6:The party comes across a small church. When they approach it, they notice it has no doors or windows.
  7. D10=7:A group of 1d20+5 goblins attack!
  8. D10=8:The party comes across a small village. This village is actually a colony of strange, small kobolds with blue skin who all dress the same. They are led by a kobold known as Papa.
  9. D10=9:A group of 2d4 gnomes are wandering around aimlessly. They are drunk and have been celebrating their new invention, a portable keg that never runs out of ale, which they have brought with them to the forest.
  10. D10=10:In a clearing, the party comes across a group of gnomes who are frantically trying to build a flying machine. They explain that they are trying to reach the moon and need the party's help to finish their invention.

d100 = 33

  1. D10=1:Q - A group of 2d6 humans are gathering wood for a campfire. If the players get too close, they will attack.
  2. D10=2:An elderly human merchant named Fredrick is traveling through the forest, hoping to reach a nearby town before nightfall. He has a few rare gems and a few rare herbs for sale at fairly reasonable prices.
  3. D10=3:Two warriors are standing guard over a pile of treasure that they found in a cave. They will not let anyone near it or steal it. They will attack anyone who tries to do so.
  4. D10=4:They find a squirrel detective named Nutlocks investigating a “stolen” acorn mystery. The squirrel pleads for their help, and solving the case earns them a detective’s magnifying glass.
  5. D10=5:Butterfly wings flicker like holograms in the dappled sunlight, revealing hidden paths and treasures to those who can decode their delicate dance.
  6. D10=6:Bullywugs A group of bullywugs have set up a small camp in the forest near a small pond. They are currently sitting around their campfire, laughing at each other's jokes and drinking mostly water with a little bit of wine mixed in to celebrate their latest successful raid on a nearby village's food stores.
  7. D10=7:Whispers drift on the wind, telling tales of bravery and folly. These voices belong to ancient gods who seek an audience to share their wisdom.
  8. D10=8:A group of druids celebrating a religious holiday
  9. D10=9:A man wearing a green cloak approaches the party and asks if they have seen an elf wearing an emerald green cloak. The man wearing the green cloak is actually an elf and he does not want to be found by other elves because he does not want to be forced back to their homeland by them - he wants to stay in this land because he fell in love with a human woman and wants to live here with her for the rest of his life.
  10. D10=10:A tree with bark resembling human skin houses the spirits of the forest's ancestors, who offer blessings or curses based on the players' intentions.

d100 = 34

  1. D10=1:The party walks through a forested corridor lined with mirrors that reflect not the present, but scenes from their lives they might face in the future.
  2. D10=2:A group of 2d6+2 humans are praying and wailing over the body of a fallen comrade. If they are disturbed, they will attack.
  3. D10=3:A group of 2 humans and 2 elves are hunting deer in the forest. One human is an excellent archer. One elf is an excellent hunter. The other elf is an excellent archer. If players watch the humans and elves hunt they will learn how to hunt deer in woods.
  4. D10=4:A group of 2d4+2 elves are hunting in the woods for food or other resources needed by their village or tribe. They will attack if they feel threatened.
  5. D10=5:While traveling through the forest, the party stumbles upon a group of hooded figures who are performing a dark ritual. It's up to the party to stop the ritual before it's too late.
  6. D10=6:Manticores are fighting with a group of orcs. No players can participate in this battle. The orcs and manticores are allies with one another. If the players interfere, the orcs will turn on them. They will fight until one side is dead.
  7. D10=7:A group of men and women is gathered around a campfire cooking and eating meals together.
  8. D10=8:A large, black dragon lands in front of the party and attacks them.
  9. D10=9:A group of elves is singing and dancing around a campfire near a small stream. They will invite players to join them in their celebration.
  10. D10=10:The ghost of an ancient ranger offers guidance, revealing hidden paths in the forest, provided the players agree to honor the forest.

d100 = 35

  1. D10=1:A group of 1d4+1 gnomes are traveling through the forest, hoping to be discovered. They're members of a bardic troupe that is looking for new members. They're looking for an opportunity to perform before a large audience. They're not very good bards or actors.
  2. D10=2:The sound of a woman weeping can be heard in the distance. It sounds like it's coming from a small, abandoned house.
  3. D10=3:Q - While traveling through the forest, the party comes across a small pond with a small island in the middle of it. On the island is a small cottage. When the party gets close to the island, 2d6+2 gnolls attack from the cottage.
  4. D10=4:A clumsy young treant named Twiggy is trying to perfect his dance moves. He asks the adventurers for some tips on dancing, and they end up having a fun dance-off in the forest.
  5. D10=5:A group of 2d6 mercenaries are camping out in the woods. They are fighting over treasure.
  6. D10=6:A large group of 2d6+2 bandits are lying in wait for a caravan to pass through. They will attack the party if they catch them first.
  7. D10=7:Unseen hands pull at the party's gear as they walk. The forest reveals them to be pesky gremlins, which soon escalate their trickery to deadly sabotage.
  8. D10=8:A group of 2d4 men are walking down the path, talking about their recent hunting trip. They will ask the party if they have seen any large animals in the area. If the party tells them about the black dragon, they will offer to help them hunt it.
  9. D10=9:A group of 2d4+2 kobolds is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. They believe that by doing so, they will be rewarded with more food and gold. They will attack any player who approaches them or even looks at them funny.
  10. D10=10:A group of men are standing around a campfire, they are singing songs and telling stories. If anyone approaches, they will invite them to join in. They are actually plotting to rob and kill anyone who joins in their camp.

d100 = 36

  1. D10=1:They stumble onto a forest bakery run by bunnies baking delectable carrot cakes. The bunnies give baking lessons and reward successful students with magic carrot cakes.
  2. D10=2:Players hear a noise near them. They turn around and see a small dagger fly through the air, then disappear.
  3. D10=3:A group of 3 dwarves are mining for gold. They are mining in a cave that is filled with the bones of dead animals. The dwarves are looking for valuables in the bones of the dead animals. The players can try to talk to the dwarves and find out where the dwarves are from and why they are mining in the forest instead of the mountains where they belong
  4. D10=4:Three human bandits emerge from the forest. They are in a bad mood and are looking for a fight. They are wearing basic leather armour and each is armed with a sword and small shield.
  5. D10=5:Down the trail, the party spots a man standing in the center of the trail. He waves for the party to come over to him. When the party gets closer, he says that he has lost his way and asks if the party can help him find his way back to town. If players are nice, he will give them a magic ring as a thank you gift. If players are mean, they can rob him and leave him to die.
  6. D10=6:A traveling merchant with a cart full of old junk
  7. D10=7:Players can find a group of 2d6 dwarves. They are carrying stone slabs. They are on their way to a tomb to lay them on top of the door to keep the mummy inside. They will trade with the players if they help them with this task. The door is locked but can be picked with a thief or a rogue.
  8. D10=8:A group of 2d10 human rogues are hiding in the bushes from a group of 1d10 guards. The rogues are planning to rob the guards when they pass by.
  9. D10=9:A druid comes running through the forest, pursued by a group of one-eyed men. The men are armed with spears and shields. The druid's name is Jasper. He is a good cleric who was captured by the one-eyed men and forced to work as their slave. He'll be glad to be rescued.
  10. D10=10:An old man is walking along the road here, and he is looking for his missing dog. He will ask the players for help finding his dog, but he will not offer any reward for finding it - he will just say thanks and walk away without even saying goodbye.

d100 = 37

  1. D10=1:Traveling through the woods, the players find a lost dwarf who is trying to find his way home after getting separated from his clan during a recent battle with orcs.
  2. D10=2:A group of 1d12 bandits are on patrol. They are on the look out for anyone trying to pass through the forest. They are not very good at their job, and will let people pass.
  3. D10=3:A group of 2d6 rabbits wearing tiny hats are hosting a tea party. They invite the adventurers to join them for some very tiny and delicious tea and cakes.
  4. D10=4:A group of men are walking down the path. They are going on a hunting trip. They have dogs with them. The dogs are well trained, well fed and friendly.
  5. D10=5:The forest sways as if alive to a silent hymn. As players walk, they are swept into a dream where they must resolve an ancient conflict to awaken.
  6. D10=6:Rogues looking for artifacts.
  7. D10=7:A group of 2d6+6 hunters are traveling through the forest. They are looking for game to hunt. If asked, they will trade with the party.
  8. D10=8:A group of 2d6 bandits are setting up camp for the night. They are setting up a fire, sharpening their weapons, and getting ready to eat some food before they go to sleep for the night.
  9. D10=9:A group of skeletons are dancing around a bonfire. They look like they are having fun and enjoying themselves.
  10. D10=10:A group of hunters are tracking down a large boar that has been terrorizing the village nearby for the past several weeks. They hope to kill it before it kills anyone else in the village.

d100 = 38

  1. D10=1:The players find a lost child of a half-orc tribe. Returning the child earns lifelong gratitude and a favor to call upon one time.
  2. D10=2:A group of 2d6 men and women, led by a paladin, are traveling through the forest. They are on their way to a nearby village to help the villagers with their problems.
  3. D10=3:A group of 2d6 bandits are drinking, dancing, and celebrating their latest heist. They are drunk and they will attack anyone who comes close to them during their celebration before they sober up and realize that they are in trouble.
  4. D10=4:A group of 2d4 soldiers are marching down the road. They are singing about how much they hate war. They are on their way to a nearby village where they will be treated like heroes. They will gladly tell their story to anyone who stops to listen.
  5. D10=5:A group of halflings are walking down the path. If they are attacked they will fight back and then run away.
  6. D10=6:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by bugbears and hobgoblins.
  7. D10=7:The party comes across a small village that is under siege by a group of hill giants.
  8. D10=8:A group of 2d6 wolves attack, thinking the party is a pack of wolves looking to take over their territory.
  9. D10=9:A skunk with an entrepreneurial spirit is selling “Forest Fresh” perfumes he’s concocted. He insists the adventurers try them and even offers slight bonuses to charisma, albeit with strong odors.
  10. D10=10:An abandoned campsite

d100 = 39

  1. D10=1:A group of 4 elves are hunting deer in the forest. One elf is an excellent archer. The other three elves are excellent hunters. If players watch the elves hunt they will learn how to hunt deer in woods.
  2. D10=2:A group of 3d6 men on horseback are going through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  3. D10=3:The party hears a voice in the distance, singing a song. If they follow the sound, they will find a clearing filled with gold coins. There is an invisible creature that is singing, and it will attack if anyone gets too close.
  4. D10=4:A group of humans are fighting with a group of orcs about 20 of each.
  5. D10=5:The players encounter a large pack of wolves fighting over a large kill.
  6. D10=6:A group of 2d6 villagers are walking through the forest, carrying what appears to be the body of a dead person. If players approach, the villagers will explain that they are carrying the body to the graveyard. They will offer food and accommodations if asked.
  7. D10=7:Down the trail, the party spots a man standing in the center of the trail. He waves for the party to come over to him. When the party gets closer, he says that he has lost his way and asks if the party can help him find his way back to town. If players are nice, he will give them a magic ring as a thank you gift. If players are mean, they can rob him and leave him to die.
  8. D10=8:Mule deer buck, 1d4+3. Males are territorial and will attack if they feel threatened. They are fast, and their antlers are as deadly as any sword.
  9. D10=9:A group of 4 dwarves are mining for gold in a cave that is filled with the bones of dead animals. The dwarves are looking for valuables in the bones of the dead animals. The players can try to talk to the dwarves and find out where the dwarves are from and why they are mining in the forest instead of the mountains where they belong
  10. D10=10:A group of 2d6 town watch guards, who say they were told to patrol the forest and protect travelers, attack immediately.

d100 = 40

  1. D10=1:The adventurers encounter a jester hare named Jolly, who juggles forest fruits and tells puns. He gifts the players with a Jester's Hat, which offers a charisma bonus but makes the wearer irresistible to forest critters looking for entertainment.
  2. D10=2:A group of 2d4 men are walking down the path, talking about their recent hunting trip. They will ask the party if they have seen any large animals in the area. If the party tells them about the black dragon, they will offer to help them hunt it.
  3. D10=3:A party of 1d4+1 bandits are on their way to a nearby town to rob it. They are on horseback.
  4. D10=4:A group of humans is traveling through the forest on foot. They are on their way to a nearby town. They are rich, but they are carrying all their wealth with them and aren't willing to part with any of it. Players may be able to rob them if they can get away with it.
  5. D10=5:A centaur seer who offers prophetic visions if the players help her fend off bandits.
  6. D10=6:A group of 2d6 men in chainmail are riding through the woods on horses. They are riding from place to place making sure no one is trespassing in the woods. If a player approaches, they will demand to know where the players are going. If the players do not answer, they will attack.
  7. D10=7:A group of people are sitting around a campfire, roasting apples on wooden sticks. They're discussing strange creatures that have been seen in the forest recently. They describe the creatures as being strange and tentacled, but they don't sound like they're talking about the same creature that has been seen twice now by the group of people standing around the fire, roasting apples on wooden sticks nearby.
  8. D10=8:A group of 2d4 gnomes are having a lively debate about who makes the best mushroom stew. They insist that the adventurers settle the argument by tasting each gnome's stew and picking a winner.
  9. D10=9:A group of 3d6 humans are sitting around a campfire, talking about their latest trading expedition where they traveled into a nearby forest to trade with a group of gnomes who had set up camp there recently. The humans were set up for a trap when they arrived at the gnome camp, but they managed to get away with some goods anyway because the gnomes were laughing too hard at first to notice what was happening before they got away with some goods.
  10. D10=10:A group of men are hunting deer in the forest. They are wearing leather armor and carrying spears and bows and arrows.

d100 = 41

  1. D10=1:Unseen hands pull at the party's gear as they walk. The forest reveals them to be pesky gremlins, which soon escalate their trickery to deadly sabotage.
  2. D10=2:The party hears a man yell out in pain. The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake.
  3. D10=3:A group of 2d6+12 gnomes are searching for something. They will not talk to the party unless the party asks about their quest. They are looking for a rare flower that grows near the center of the forest.
  4. D10=4:In a hidden part of the forest, players come across a mystical tree that grows different types of magical fruit. However, the tree is guarded by a group of 1d4 treants who will only allow those who pass their test to taste the fruit. The test involves navigating through a maze of roots and solving riddles.
  5. D10=5:A mischievous sprite dashes across the path, followed closely by an exasperated forest gnome trying to catch the sprite. The gnome offers the adventurers a small bag of gold if they help him.
  6. D10=6:A druid turned into stone. Freeing him from the curse returns the druid to nature, blessing players with the wisdom of the forest.
  7. D10=7:A family of humans is hunting in the forest. They will attack.
  8. D10=8:You hear music from nearby. The sounds of a joyful celebration can be heard from a distance. A group of half-orcs is celebrating their anniversary. They're drunk and singing songs about their leader, who is called the 'Big Red'.
  9. D10=9:Wailing of a baby in the distance. It can be heard faintly in the background. A group of 2d6+2 humans are praying and wailing over the baby. If they are disturbed, they will attack.
  10. D10=10:A group of elves are hunting in the forest. If they are surprised, they will run away. They will offer to join the party if they are not slaughtered first.

d100 = 42

  1. D10=1:A group of soldiers are fortifying their camp.
  2. D10=2:A group of 2d6 rabbits wearing tiny hats are hosting a tea party. They invite the adventurers to join them for some very tiny and delicious tea and cakes.
  3. D10=3:A group of women and men are arguing about whether or not to leave their home town. They are angry because they are tired of the taxes. If players approach, the people will ask them to help them overthrow the rulers of the town.
  4. D10=4:Four humans are walking through the forest carrying saddle bags filled with potatoes and onions.
  5. D10=5:A group of 2d6 hobgoblin axemen are in the forest.
  6. D10=6:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of bandits that have been terrorizing their village.
  7. D10=7:A pack of 1d6 wolves are trying to catch a deer. The deer is running away, but it is slowing down because it is injured. The wolves are hungry and determined to catch their meal.
  8. D10=8:D4 Goblins emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing basic leather armour. They are armed with short swords and small shields.
  9. D10=9:A female elven ranger with a trained owl is hunting for food. She will tell the players about how she rescued the owl from a group of goblins.
  10. D10=10:A tribe of 9 peaceful trolls defending their territory against a magical pestilence. Helping them garners powerful troll tonic.

d100 = 43

  1. D10=1:A woman is sitting on a log by the side of the trail. She is looking tired and cold and she is shivering slightly even though it is warm outside. She is lost and she needs help getting back to town.
  2. D10=2:The players find a small campfire with a man sitting next to it. He is an elderly man and he is telling stories about his adventures with an old adventuring company. He will ask the players if they want to hear his story.
  3. D10=3:A party of 1d4+1 bandits are on their way to a nearby town to rob it. They are walking.
  4. D10=4:A group of 1d10 bandits are camped near the road, waiting for travelers to pass by so they can rob them.
  5. D10=5:A group of young elven adventurers are on their first mission together deep in the woods where they believe an ancient ruin is located where an ancient artifact is being held by a powerful lich who is not yet awake or aware of their presence yet.
  6. D10=6:A group of men wearing armor are walking along the trail. They will offer to protect one of the players from harm.
  7. D10=7:The forest holds a hidden vale where rare and precious herbs grow. As the party collects these herbs, they are discovered by a territorial dryad who opposes their presence.
  8. D10=8:A sacred mushroom grove plagued by a virulent disease. Purging it provides keen insight into natural lore and collecting rare mushrooms without harm.
  9. D10=9:The players find a bear wearing a chef’s hat trying to bake a pie. He’s having trouble with the ingredients and asks for help. If successful, the bear graciously shares a slice of his delicious pie that gives temporary hit points.
  10. D10=10:A group of peasants are sitting around a fire. They're talking

d100 = 44

  1. D10=1:A group of halflings are sitting around a campfire. They are playing cards and betting on the game.
  2. D10=2:An old man is walking up the road. He is carrying a small bundle of flowers. He is on his way to an old tomb. The tomb has long been lost to time. The old man is looking for it. He will talk to anyone who stops.
  3. D10=3:A merchant wagon has crashed in the forest, spilling its contents in front of it. Any players who approach will be attacked by 2d4 bandits who will then attempt to loot the wagon if players don't stop them!
  4. D10=4:A group of 2d6 bandits are traveling through the forest, carrying an assortment of weapons and shields and armor that they will trade with players for food or water or whatever they can get from them.
  5. D10=5:A deer emerges from the underbrush with golden antlers. When touched, it transforms into a radiant constellation, guiding the party towards a hidden glade.
  6. D10=6:A group of 2d4 elves are trying to convince a group of 2d4 humans to join their cause.
  7. D10=7:Tress are covered in a sticky resin which slowly hardens into a clear, brittle shell. If a character tries to break a shell, it will shatter and spray them with resin which hardens like glue. It will take 1d6 turns to pry off. Characters must make a DC 14 Strength check to break the resin, or else they will be stuck forever.
  8. D10=8:Two elderly gentlemen named Alfred and Henry have been on the road for a long time. They will hire the players to protect them while they travel to their family's home.
  9. D10=9:A group of bandits disguised as traveling merchants try to sell the party overpriced and fake goods. If the party catches on, they engage in a battle against the bandits and can loot their real, stolen goods from their wagon.
  10. D10=10:A cave where time flows differently. Defeating its guardian grants short-term safe travel through time during the adventure

d100 = 45

  1. D10=1:The forest floor becomes soft, almost like quicksand. As the party navigates carefully, a group of swamp creatures begins to emerge, blending seamlessly with the mud and foliage.
  2. D10=2:A group of 2d8 Gnolls are walking through the forest, looking for food. They are hungry and will kill and eat anyone who gets in their way.
  3. D10=3:Whispers drift on the wind, telling tales of bravery and folly. These voices belong to ancient gods who seek an audience to share their wisdom.
  4. D10=4:A group of 2d4 hobbits are traveling to a nearby town to sell their goods. They are led by a wizard who is looking for a party to join.
  5. D10=5:A man is walking down the road. His name is Fred. He is wearing leather armor. He is holding a spear. He is looking for someone to help him with a problem he is having.
  6. D10=6:A group of 1d4+1 elves are guarding a legendary sword. The sword is in an open treasure chest. It is worth 3,000 gold pieces. The elves are in a camp. The elves will not attack if they are not attacked by the party.
  7. D10=7:You see a group of humans fighting with a group of elves. No players can participate in this battle. The humans and elves are allies with one another. If the players interfere, the humans and elves will turn on them. They will fight until one side is dead.
  8. D10=8:A group of 1d4+4 humans are on their way to a nearby village to warn people about an approaching goblin horde.
  9. D10=9:A Dragon. A dragon is sitting on a tree branch, sleeping. It will wake up and attack if disturbed!
  10. D10=10:They find a book growing from a tree, each page an event that will unfold in their lives. Tearing a page influences their fate but could also attract the attention of otherworldly forces.

d100 = 46

  1. D10=1:A group of bandits are fighting with a group of elves about 20 of each.
  2. D10=2:A family of raccoons is trying to perfect their synchronized swimming in a pond. They ask the adventurers to judge their routine, and they might even give tips on stealth.
  3. D10=3:An elderly couple is traveling through the forest. They are wearing tattered clothing and carrying old sacks which they will trade with players for food or water or whatever they can get from them.
  4. D10=4:Manticores are fighting with a group of orcs. No players can participate in this battle. The orcs and manticores are allies with one another. If the players interfere, the orcs will turn on them. They will fight until one side is dead.
  5. D10=5:Two elf druids are walking in the direction of the party, no more than 50 feet away.
  6. D10=6:A group of hunters are walking down the road, they are carrying a large boar over their shoulders. They will ask the players to hold their beer during their hunt. Players will see that the hunters are drinking a strange purple alcoholic drink out of cups that look like they are made from dragon bones. If they ask, the hunters will tell them it is dragon wine, that it makes you strong. If players take the cup, they will get drunk and pass out on the side of the road.
  7. D10=7:A young boy, who seems lost and frightened, runs up to the party and begs them to help him. His father is lost in the woods, and he doesn't know where he is. The boy's father is actually a bandit, who has been kidnapping children and holding them for ransom.
  8. D10=8:A bush with green berries. If eaten, the players will feel very sick for 1d4 hours and they will have disadvantage on all rolls for the rest of the day.
  9. D10=9:An old man with a long beard is walking along the trail. He will offer to sell players a cloak made with the finest fur.
  10. D10=10:Be wary of imitators. A passing wizard imitates the voice of a local merchant, then vanishes.

d100 = 47

  1. D10=1:A group of goblins are hanging from a tree. They are trying to keep their balance while they climb the tree.
  2. D10=2:A group of 2d4 hobgoblins are doing some sort of experiment in a camp in the woods. They are working with strange liquids and vapors, and there's a 50% chance every hour that they will cause a mutation in something within 10' of them if anyone is watching or nearby.
  3. D10=3:A group of bandits hiding in the bushes with weapons drawn. If players get too close, they will attack. They are not very good bandits.
  4. D10=4:A group of 2d4 goblins are sitting in the middle of a clearing in the forest playing music on their pipes.
  5. D10=5:A group of two elves and a halfling are riding horses along the road. They are on their way to a wedding.
  6. D10=6:Two elves sit on the side of the road, looking weary and scared about something. When approached, they say that they are looking for something, but they do not know what it is. They are looking for it in the mountains that are in the distance. They will ask the players if they have seen it in the mountains. If players tell the truth and say that they have not seen it in the mountains, then they will attack the players.
  7. D10=7:A group of 2d6 men and women are sitting around a fire, drinking alcohol and singing songs about their lives as miners, farmers, blacksmiths, and so on.
  8. D10=8:A group of 2d6 giant spiders are feasting on 2d6 dead horses.
  9. D10=9:As the party takes a break in the forest, they hear a faint whispering coming from a nearby tree. When they investigate, they find a tree nymph who has been cursed by a jealous witch.
  10. D10=10:You see a group of halflings fighting with a group of humans. No players can participate in this battle. The humans and halflings are allies with one another. If the players interfere, the humans and halflings will turn on them. They will fight until one side is dead.

d100 = 48

  1. D10=1:A man and his wife are walking down the road with a basket full of apples from their orchard which they plan to sell at the market in the nearby town.
  2. D10=2:People are walking on the road. They are going to a nearby village to play games and trade. They will ask the players if they would like to come along to the village with them.
  3. D10=3:The wind forms coherent sentences as it blows through the trees, sharing forbidden knowledge that can aid the party or drive them mad.
  4. D10=4:A group of 1d4+1 half-elf bards are traveling through the forest, hoping to be discovered. They're singing songs about the beauty of nature and the wonder of the world. They're looking for an opportunity to perform in front of a large audience. They're not very good bards.
  5. D10=5:A group of 2d6 guards are on a patrol. The guards are looking for a group of goblins. The goblins are camping in the woods nearby.
  6. D10=6:A massive, ancient tree stands before them, its bark covered in faces trapped in eternal agony. The spirits within beg for release, but freeing them will awaken the slumbering demon that imprisoned them.
  7. D10=7:The players stumble across a group of 2d4 bandits who are trying to rob a merchant wagon.
  8. D10=8:Fungal creatures (random number) are attacking a marching band of 2d6 humans.
  9. D10=9:An old man is sitting on a log by the side of the trail, singing songs about heroes and adventure... He looks hungry and tired... If the players feed him or offer him shelter for the night, he will tell them a story about an ancient dungeon that is nearby... This dungeon has been abandoned for hundreds of years...
  10. D10=10:A group of 3d6 goblins are in a camp, and there is a large cage made out of branches near the campfire. Inside the cage is a large lion, which is growling and trying to escape the cage. The lion is hungry and angry.

d100 = 49

  1. D10=1:A group of 1d4+4 humans attack. They are armed with swords and shields.
  2. D10=2:Players see a group of 4d8 gnomes. They are celebrating the birth of their king with a feast. They will offer players some food and drink. They are from the kingdom of the gnomes.
  3. D10=3:The party hears a strange creature singing in a high-pitched voice. The creature is a small pixie that has been captured by a group of goblins.
  4. D10=4:You see a group of travelers gathered around a mysterious statue in the forest. Upon closer inspection, it turns out to be a cursed statue that causes anyone who touches it to slowly turn into stone. The travelers are trying to figure out a way to break the curse before it's too late.
  5. D10=5:Uneven ground. The party is walking along a trail when they step on uneven ground. A giant snake (CR
  6. D10=6:The players find a chipmunk gardener tending to his tiny acorn and leaf garden. He offers gardening tips that translate to minor nature-based bonuses.
  7. D10=7:Winding paths of silver mist reveal spectral guides. Choosing to follow them leads to ethereal realms where the players' deepest desires manifest—if they can discern illusion from reality.
  8. D10=8:The underbrush rustles, and a gentle breeze carries the scent of blood. Emerging from the forest is a weary traveler, claiming they are being hunted by relentless creatures who can disguise themselves as any living being.
  9. D10=9:A group of 2d4 Knights is on the road, heading for some town/city that has been attacked by a horde of Goblins. The knights will be happy to help the party defeat the horde of goblins and will fight alongside of them. They will also provide them with information on the town/city that they are headed to, information that they would not normally give to strangers. The Knights will ask the party if they want to join the Knights and help defend the town/city. If the party says yes, they will invite the party to come along with them back to the city/town. Once they get there, the Knights will introduce the party to their leader and explain to the party how they can join the Knights by becoming a squire. The party's role as a squire will be to carry their leader's stuff and to do whatever they're told. The party will be taught basic combat skills and will be used to help fight off any attacks against the Knights or their allies. If the party refuses to join the Knights, the Knights will either help them fight off the horde of goblins (if the party needs help) or will leave on their own.
  10. D10=10:A man is on the ground, blood coming from his head. He is being tended to by two men. They are dressed in peasant clothing. One of the men is wearing a toad on his head as a hat. The peasants are talking about the toad and how it works as an early warning system for bandits.

d100 = 50

  1. D10=1:Players hear a loud roar from nearby. A huge lion comes out of the woods and attacks them.
  2. D10=2:A group of soldiers is marching in the opposite direction of the players. The soldiers are on their way to join a nearby war. They will fight the players if they approach them.
  3. D10=3:A sudden, powerful gust of wind blows away the party’s map and essential gear. They must find and retrieve their belongings while evading sylvan predators attracted by the commotion.
  4. D10=4:Bunch of 1d6+3 attacking drow wield flaming swords. They have a 1 in 6 chance of being a male drow cleric of Lolth who can cast poison spray.
  5. D10=5:A group of kobolds are digging up graves in a nearby graveyard. They are looking for treasure and weapons.
  6. D10=6:You see a group of travelers gathered around a mysterious statue in the forest. Upon closer inspection, it turns out to be a cursed statue that causes anyone who touches it to slowly turn into stone. The travelers are trying to figure out a way to break the curse before it's too late.
  7. D10=7:Players hear a loud noise coming from somewhere up ahead. As they get closer to the noise, they see a group of 2d6+1 gnolls running through the forest. The gnolls are hunting a deer.
  8. D10=8:Two men are sitting on a log. They're talking about how strange it is that the peasants are so scared of their lord. One of them says, 'I don't know what we're so afraid of.' The other man chimes in with, 'Yeah, he's just a man...' Someone else says, 'But, he's not just a man...' Then the first man says, 'Well, he's not just a man...' The other man chimes in with, 'Yeah, he's not just a man...' The first man says, 'Well, he's not just a man...' A third man says, 'Yeah, he's not just a man...' The first man says, 'Well, he's not just a man...' The other man says, 'Yeah, he's not just a man...' Then they all continue to talk in circles until they go into another discussion on how strange it is that the peasants are so scared of their lord.
  9. D10=9:A group of 2d10 men are walking down the path, talking about their recent hunting trip. They will ask the party if they have seen any large animals in the area.
  10. D10=10:Lightning has struck an ancient direwolf who protects a glade. Healing its wounds grants the party safe passage through its domain.

d100 = 51

  1. D10=1:You come across a small village where all of the buildings are made out of wood and straw with all of the doors made out of leather and held together by string from different kinds of animals such
  2. D10=2:The forest floor gives way to an enormous chessboard, with trees as pieces. Placing a foot upon a square, the pieces come to life, playing out a silent, grand game that mirrors the party’s own dilemmas.
  3. D10=3:A group of 2d4+2 farmers are walking down the trail, singing songs about farming and harvesting grain...
  4. D10=4:The soothing sound of a babbling brook lures the party to a picturesque creek. However, the water suddenly turns to blood, and vengeful water spirits rise to drag the party into their watery grave.
  5. D10=5:A pastoral but mysterious beast keeper guiding lost animals. Assisting her binds their fates with an animal companion from her care.
  6. D10=6:While walking through the woods, the party hears strange noises coming from the bushes. If they investigate, they will find a group of halflings, who have been cursed. They will beg the party to help them get back to their home in the hills, where they will be safe from the curse.
  7. D10=7:Players hear a loud noise coming from somewhere up ahead. As they get closer to the noise, they see a group of 2d6 human soldiers who are looking for the players. They are friendly and interested in hiring the players to help them fight against a nearby group of bandits who have been attacking their villages lately.
  8. D10=8:A man is standing in the middle of the road, holding up a hand, trying to stop the players from passing him by. He tells the players that he has lost his donkey and he needs help finding it. He will ask the players to help him search for it. If the players help him, they will find his donkey. It will be an old donkey that is carrying a large sack full of gold coins.
  9. D10=9:A band of 2d6+2 human bandits are in the woods, hunting for food. They have stolen some goods from a nearby village and need to get them somewhere safe.
  10. D10=10:Rogues looking for artifacts.

d100 = 52

  1. D10=1:You come across a small village where all of the buildings are made out of wood and straw with all of the doors made out of leather and held together by string from different kinds of animals such
  2. D10=2:The players find a bear wearing a chef’s hat trying to bake a pie. He’s having trouble with the ingredients and asks for help. If successful, the bear graciously shares a slice of his delicious pie that gives temporary hit points.
  3. D10=3:A druid’s grove infected by dark magic. Cleansing it restores the grove's power, allowing players to call upon the druid’s aid in times of need.
  4. D10=4:A group of 2d6 goblins are looking for food. They are trying to find horses to eat. They will attack the players if they see them.
  5. D10=5:A Beehive. The players find a beehive on a tree branch. If they disturb it by trying to take it, the bees attack!
  6. D10=6:A mischievous sprite dashes across the path, followed closely by an exasperated forest gnome trying to catch the sprite. The gnome offers the adventurers a small bag of gold if they help him.
  7. D10=7:A group of 2d6 lizard men scouts are in the forest. They are looking for prey. They attack the party if they attack any of the lizard men.
  8. D10=8:The party hears the distant strains of hauntingly beautiful music. Following the sound leads them to a seemingly abandoned grove, where enchanted instruments play by themselves, and a malevolent spirit demands the party join in the deadly dance or face its wrath.
  9. D10=9:A group of men and women are arguing about something near a campfire. If players approach them, they will ask for help with their problem. The men and women are actually a group of bandits who have been attacking merchants from a nearby town.
  10. D10=10:A tree with yellow fruit. If eaten, the players will feel extremely happy and they will have disadvantage on all rolls on their next turn.

d100 = 53

  1. D10=1:You see a group of humans fighting with a group of elves. No players can participate in this battle. The humans and elves are allies with one another. If the players interfere, the humans and elves will turn on them. They will fight until one side is dead.
  2. D10=2:A group of 1d4+4 bandits are sitting around a campfire drinking and celebrating their recent raid on a nearby village or town.
  3. D10=3:Players encounter a group of 3d10 elves who are cutting down trees to build ships to sail to a new land across the sea where they can be free from persecution by humans, dwarves, halflings, half-orcs, orcs, goblins and so on.
  4. D10=4:A group of men are gathering firewood in the forest. They are wearing leather armor and carrying axes and shields.
  5. D10=5:Lizardfolk hunting a giant.
  6. D10=6:A group of men wearing armor are walking along the trail. They will offer to protect one of the players from harm.
  7. D10=7:The party sees a group of 2d6+12 anthropomorphic rabbits. They are not hostile, but they will offer the party a free meal. The meal is actually an enchantment spell that will make the party fall asleep for a night and a day.
  8. D10=8:Uneven ground. The party is walking along a trail when they step on uneven ground. A giant snake (CR
  9. D10=9:A mischievous faerie dragon leads players to a lost human noble. Returning the noble earns significant favors from their powerful family.
  10. D10=10:A group of peasants are sitting around a fire. They're having a discussion about the local lord. One of them says, 'I don't know what we're so afraid of.' The others agree and say things like: 'Yeah,' 'Right,' 'Definitely,' 'Exactly,' etc. The last thing they say before going back to talking about how strange it is that the peasants are so scared of their lord is: 'Yeah... Exactly... Exactly... Exactly... Exactly! What did I say?'

d100 = 54

  1. D10=1:Gassy, explodey mushrooms grow along the path. They'll go off if anyone steps on them.
  2. D10=2:A group of 2d4 elves are on the lookout for nearby orcs, ensuring the safety of the nearby village. If players get too close, they will attack them.
  3. D10=3:A group of young women are wandering through the forest -- they appear lost -- if approached, one of them will ask for help finding her way home -- if players guide them back to their home village or anywhere else, they will attempt to seduce one of the party members (Perception Check DC 20 revealed that they are succubi and this was only a ruse to get players alone somewhere with them so they could feed)
  4. D10=4:The sound of howling can be heard in the distance. This is an omen of something bad happening in this area soon...
  5. D10=5:The adventurers catch an owl host "Forest Feud," a trivia game where teams of forest critters battle it out. They can join the game for a chance to win an enchanted pine cone.
  6. D10=6:Mule deer buck, 1d4+3. Males are territorial and will attack if they feel threatened. They are fast, and their antlers are as deadly as any sword.
  7. D10=7:Bullywugs A group of bullywugs have set up a small camp in the forest near a small pond. They are currently sitting around their campfire, laughing at each other's jokes and drinking mostly water with a little bit of wine mixed in to celebrate their latest successful raid on a nearby village's food stores.
  8. D10=8:The sound of metal on metal can be heard from behind a bush ahead of the players. As they move closer, they see a man who is practicing his sword skills by fighting with 2 metal swords at once, striking out at imaginary enemies. His name is Sir Jameson and he is a member of the Order of the Two-Fisted Swordsman. He wants to join
  9. D10=9:Strange marks and arcane runes appear carved into the trees around the party. Soon, they realize they have stumbled into an elaborate, ancient trap set by a long-dead sorcerer whose spirit still haunts the area.
  10. D10=10:A group of men and women are arguing about something. They notice the players and stop arguing. The men and women are actually thieves who want to steal something from the players.

d100 = 55

  1. D10=1:Sudden gust of wind and darkness covers the forest. A group of 2d6+12 shadow creatures appear.
  2. D10=2:A group of 1d4 werewolves are stalking the forest, looking for their next victim. They are being led by a powerful werewolf lord who has the ability to control the minds of others. If players fall under his control, they will be forced to fight against their will. However, if players can resist the werewolf lord's influence, they may have a chance to defeat him and lift the curse on the other werewolves.
  3. D10=3:A group of 6d4+4 kobolds led by a dragon that is flying in the distance. If players get closer, the dragon attacks.
  4. D10=4:Fungal creatures (random number) are attacking a marching band of 2d6 humans.
  5. D10=5:A man is walking through the forest. He is wearing black robes and has a black staff. He is looking for a group of people to help him with his research. He is a necromancer. He is looking for dead bodies to try to bring back to life.
  6. D10=6:A group of 3d6 halflings are setting traps to catch deer.
  7. D10=7:A group of 2d4 hobgoblins are doing some sort of experiment in a camp in the woods. They are working with strange liquids and vapors, and there's a 50% chance every hour that they will cause a mutation in something within 10' of them if anyone is watching or nearby.
  8. D10=8:There's a group camped out near you, watching your party clandestinely.
  9. D10=9:Families in Peril Five families of farmers are traveling through the forest to their village in the South. They are being attacked by a large group of bandits who have been robbing them along the way.
  10. D10=10:A group of faeries are having a tea party in the middle of a clearing. They invite the players to join them, but the tea is actually a powerful hallucinogen that causes them to experience vivid and sometimes terrifying illusions.

d100 = 56

  1. D10=1:The players spot a bear attempting to dance ballet. The bear earnestly asks them to critique his moves and might even perform a “Bear-lay” dance for their amusement.
  2. D10=2:A pack of 2d6 wargs attack and try to eat the players!
  3. D10=3:Lizardfolk hunting a giant.
  4. D10=4:A group of men on horses approach the party and ask if they have seen a group of men on horses. One of the men on horses is wearing a green cloak and has green hair. He is actually an elf and does not want to be found by other elves because he does not want to be forced back to their homeland by them - he wants to stay in this land because he fell in love with a human woman and wants to live here with her for the rest of his life.
  5. D10=5:The players find a small campfire with a man sitting next to it. He is an elderly man and he is telling stories about his adventures with an old adventuring company. He will ask the players if they want to hear his story.
  6. D10=6:An overrun forest temple maintained by undying monks. Helping them renew their vows grants divine relics imbued with celestial energy.
  7. D10=7:A family of humans is hunting in the forest. They will attack.
  8. D10=8:The party comes across a clearing in the forest. In the clearing sit two men. The men are playing a game of tiles.
  9. D10=9:A small child runs up to you and asks for directions to his home. He's lost in the village.
  10. D10=10:Two groups of 2d4 gnomes are fighting each other over territory. They will invite the players to join them in their fight, but it will turn out to be an ambush!

d100 = 57

  1. D10=1:The party comes across a clearing in the forest. In the clearing sit two men. The men are playing a game of tiles.
  2. D10=2:A group of 2d6+2 soldiers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by ogres and giants.
  3. D10=3:A pack of 1d6 weretigers has taken over a section of the forest. They are hunting down all other creatures and are becoming a threat to the ecosystem. The players must decide whether to help the weretigers control their instincts or put a stop to their reign of terror.
  4. D10=4:Players find a hidden forest shrine desecrated by wild animals. Restoring it summons an avatar of the deity who bestows a boon upon the party.
  5. D10=5:The players stumble on a camp. It has 2d6+2 goblins who are cooking fish over a raging fire. The goblins will ask for food and will trade for it with the players. The goblins are not very smart and will trade for anything that is shiny or will light on fire.
  6. D10=6:They stumble onto a forest bakery run by bunnies baking delectable carrot cakes. The bunnies give baking lessons and reward successful students with magic carrot cakes.
  7. D10=7:A group of 2d4 dwarven merchants are traveling. If players approach, they will offer to sell them magical items for half their value.
  8. D10=8:The players encounter a large pack of wolves fighting over a large kill.
  9. D10=9:Those who laugh are not necessarily happy. A passing wizard laughs, then vanishes.
  10. D10=10:A group of sentient talking animals asks the players for help in rescuing their friend, a powerful wizard who was turned into a mouse by an evil sorcerer. They need the players' help to defeat the sorcerer and break the spell.

d100 = 58

  1. D10=1:You see a group of humans fighting with a group of elves. No players can participate in this battle. The humans and elves are allies with one another. If the players interfere, the humans and elves will turn on them. They will fight until one side is dead.
  2. D10=2:A group of men and women are celebrating near a campfire. If players approach them, they will ask for help with their problem. The men and women are actually merchants who were robbed by bandits. They were celebrating because they were able to get some of their goods back.
  3. D10=3:A group of 2d6+2 humans are hunting deer in the forest. They yell and scream when they see players nearby. They will attack players on sight with their axes and swords.
  4. D10=4:The party hears a man yell out in pain. The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake.
  5. D10=5:A group of 1d4 men in leather armor are sitting around a campfire. They are hunting deer in the forest. If a player approaches they will stop and ask what they are doing there. If the players do not answer they will attack.
  6. D10=6:A group of traveling merchants are walking down the path. They will stop and sell food and water to the players.
  7. D10=7:The players come upon a group of men and women dressed in black robes. They are chanting to a dark god. The dark god is known as the god of death and decay.
  8. D10=8:A dense wall of thorny brambles suddenly grows around the party, blocking their path. As they look for a way through, humanoid figures made of vines and thorns begin to emerge and attack.
  9. D10=9:A group of 1d4 hunters are hunting a large animal. If the players help them, they will give them 1d6+2 arrows made from the animal they are hunting. The arrows are magical and will allow players to shoot at range without penalty for 1d4 days after being fired once. The hunters are actually werewolves in disguise.
  10. D10=10:The players find a large group of 3d10+20 humans. They are armed with swords and shields. They are led by a captain named Haggis who is a 3rd level warrior with a shield and a sword.

d100 = 59

  1. D10=1:A bird with feathers of shimmering light sings a song that materializes visions of possible futures. Each verse gives a choice, creating a fork in their destiny.
  2. D10=2:A group of 2d6+2 humans are praying and wailing over the body of a fallen comrade. If they are disturbed, they will attack the players.
  3. D10=3:A man named Kenji is walking down the road, he looks tired, he looks hungry, and he looks like he has been traveling for days. If the players stop him, he will ask for help. He will tell them he is trying to reach the town of Red Larch. If they offer to help, he will tell them he is on a quest to find his brother - his brother has been captured by bandits. His brother's name is Shonosuke. They are on a quest to save him. He will give them a list of names of the bandits, and they will find them in an abandoned temple. Players will find the bodies of Kenji's brother in the temple, his body has been covered by moldy robes. Kenji will be upset when he finds out his brother is dead. The players can choose to tell him or not. They can also offer him a place to stay for the night and give him food and drink for free for the next two weeks or so.
  4. D10=4:A section of the forest is cloaked in perpetual darkness, even during the day. As the party enters, they are set upon by shadow creatures that thrive in the blackness, feeding on fear.
  5. D10=5:A group of 2d4+2 kobolds is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. They believe that by doing so, they will be rewarded with more food and gold. They will attack any player who approaches them or even looks at them funny.
  6. D10=6:A group of elves are fighting with a group of orcs about 20 of each.
  7. D10=7:Crazed Druid. The group sees a group of five men in robes, they see the group, they charge. They are crazed and will kill everyone.
  8. D10=8:A group of 1d4+4 elven rangers are on patrol and will question the party if they see them.
  9. D10=9:A group of 3d4+3 bandits are traveling through the forest, carrying an assortment of weapons and shields and armor that they will trade with players for food or water or whatever they can get from them.
  10. D10=10:The party finds a campfire that has not been used for several days. There is a half-eaten deer carcass nearby. If they investigate, they will find it's still fresh and there are tracks around it that are not human or animal tracks.

d100 = 60

  1. D10=1:A group of 1d4+2 bandits are hiding in the bushes from a group of 1d4+2 guards. The bandits are planning to rob the guards when they pass by.
  2. D10=2:A cursed dragon has taken up residence in the forest, terrorizing the nearby villages. The dragon, who was once a benevolent creature, has been driven mad by a powerful curse and can no longer control its destructive impulses. Players must find a way to break the curse and restore the dragon to its former self.
  3. D10=3:A man on a horse with two men on foot approach the players and request that they help them find their lost brother who was separated from them while they were hunting in the forest. Their names are Samuel, Samuel Jr., and Samuel Sr. They are poor farmers who were just trying to feed their family when they lost their brother in the woods after he was attacked by an animal during their hunt. They have been searching for him for 3 days now, but they fear that he has been taken by a monster or other men because he went missing in the direction of a village that has been plagued by a monster for almost a decade now.
  4. D10=4:The party comes across a group of men wearing robes and carrying what seems to be bones and other animal parts. These men are actually druids who are trying to learn more about the local animals
  5. D10=5:A chest filled with gold and jewels, but it is trapped.
  6. D10=6:Players can find a group of 2d6 dwarves. They are carrying stone slabs. They are on their way to a tomb to lay them on top of the door to keep the mummy inside. They will trade with the players if they help them with this task. The door is locked but can be picked with a thief or a rogue.
  7. D10=7:The party sees a man sitting on the side of the road with a broken leg. He has been there for hours, and he is in desperate need of help.
  8. D10=8:A group of hunters are walking down the road, they are carrying a large boar over their shoulders. They will ask the players to hold their beer during their hunt. Players will see that the hunters are drinking a strange purple alcoholic drink out of cups that look like they are made from dragon bones. If they ask, the hunters will tell them it is dragon wine, that it makes you strong. If players take the cup, they will get drunk and pass out on the side of the road.
  9. D10=9:A group of men and women is gathering wood. They are making furniture that they sell to passing merchants. If the players approach, they will ask them if they want to buy any furniture that they have made.
  10. D10=10:A group of 1d4 men in leather armor are sitting around a campfire. They are hunting deer in the forest. If a player approaches they will stop and ask what they are doing there. If the players do not answer they will attack.

d100 = 61

  1. D10=1:A group of 2d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. They will mention that they saw a dragon flying over head recently and that has scared away all of the local game.
  2. D10=2:A group of 2d4 male elven bards are traveling through the forest singing songs about lost love and such. They will ask the players if they can join them on their journey for a day or two before continuing on their own way again.
  3. D10=3:In front of you is a signpost with three arrows pointing in different directions. One arrow points to an abandoned dwarven mine, one arrow points to an abandoned elven village, and one arrow points to an abandoned human village.
  4. D10=4:A group of 2d6 goblins are looking for food. They are trying to find horses to eat. They will attack the players if they see them.
  5. D10=5:The players find a large group of 3d10+20 humans. They are armed with swords and shields. They are led by a captain named Haggis who is a 3rd level warrior with a shield and a sword.
  6. D10=6:The players stumble on a camp. It has 2d6+2 goblins who are cooking fish over a raging fire. The goblins will ask for food and will trade for it with the players. The goblins are not very smart and will trade for anything that is shiny or will light on fire.
  7. D10=7:Whispering shadows coalesce around the campfire, telling tales of alternate timelines where the party made different choices, providing wisdom and regret in equal measure.
  8. D10=8:A group of 2d6+2 soldiers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by bugbears and hobgoblins.
  9. D10=9:A group of elves is singing and dancing around a campfire near a small stream. They will invite players to join them in their celebration.
  10. D10=10:A group of 6d4+4 gnolls are attempting to steal from local merchants in a nearby village. If they are discovered, they will fight.

d100 = 62

  1. D10=1:strikes out of the ground. It is hungry, and attacks the party.
  2. D10=2:A group of men and women are arguing about something near a campfire. If players approach them, they will ask for help with their problem. The men and women are actually a group of bandits who have been attacking merchants from a nearby town.
  3. D10=3:A man is walking through the forest. He is dressed in peasant clothing. He is looking for work. He will follow the players until they give him work or send him on his way.
  4. D10=4:Mist. A faint mist rises from the ground. A flying dragon attacks the players.
  5. D10=5:A group of 2d6 dwarves are searching for their king, who was lost during a hunting trip.
  6. D10=6:A group of 2d4+4 bandits are traveling through the forest. They are looking for easy prey.
  7. D10=7:The players stumble across a group of 2d4 humans who are trying to catch a thief who has been stealing from them.
  8. D10=8:They find a squirrel detective named Nutlocks investigating a “stolen” acorn mystery. The squirrel pleads for their help, and solving the case earns them a detective’s magnifying glass.
  9. D10=9:A group of humans is traveling through the forest on foot. They are on their way to a nearby town. They are poor, but they have many injuries and need medical attention and help with basic needs until they can get back on their feet again and get back to work again and make some money again so that they can buy food again and go back to work again some day in the future.
  10. D10=10:Players encounter an old man and his grandson who are gathering firewood for their fireplace. The old man is having a hard time because his grandson keeps running off and getting into trouble. They need help finding him.

d100 = 63

  1. D10=1:Manticores are fighting with a group of orcs. No players can participate in this battle. The orcs and manticores are allies with one another. If the players interfere, the orcs will turn on them. They will fight until one side is dead.
  2. D10=2:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of gnolls that have been terrorizing the town nearby. The gnolls have been attacking the village and kidnapping the villagers.
  3. D10=3:A group of 3d4 Halfling thieves are planning a heist on a local village. They will ask the party to help them with the heist. If the party decides to help them with their heist, they will end up getting double-crossed by the halflings and lose all their money and items as well as get arrested by the town guard.
  4. D10=4:The sound of howling can be heard in the distance. This is an omen of something bad happening in this area soon...
  5. D10=5:A creature with a diamond-shaped body darts across the path.
  6. D10=6:Some things are worth dying for. A passing paladin dies to save a stranger from a vicious dog.
  7. D10=7:A group of 2d4+2 farmers are walking down the trail, singing songs about farming and harvesting grain...
  8. D10=8:A group of 1d4 men are walking down the road carrying boxes of candles and lanterns. They are on their way to trade with some merchants in town and they need some help carrying their cargo. They will pay 1d4 silver pieces each to anyone who helps them carry their cargo to the merchants in town (a total of 20 silver pieces).
  9. D10=9:A group of seven humans, three elves, and two dwarves are walking along the road singing a song about a battle that happened a long time ago. They are on their way to a funeral for a fallen comrade.
  10. D10=10:The party hears the distant strains of hauntingly beautiful music. Following the sound leads them to a seemingly abandoned grove, where enchanted instruments play by themselves, and a malevolent spirit demands the party join in the deadly dance or face its wrath.

d100 = 64

  1. D10=1:Two groups of 2d4 goblins are fighting each other over territory. If players get too close, they will be attacked by both groups of goblins.
  2. D10=2:The players come across a group of 1d4+4 centaurs who are hunting in the woods.
  3. D10=3:A deer emerges from the underbrush with golden antlers. When touched, it transforms into a radiant constellation, guiding the party towards a hidden glade.
  4. D10=4:Manticores are hunting. A group of 3 manticores attacks the party.
  5. D10=5:A group of children are playing tag in the forest. They look up and see the group, they run away screaming 'monster!'
  6. D10=6:A group of 2d4 gnolls are hunting for food. If players are nearby, they will attack. They're led by a hobgoblin shaman who has an eye patch over one eye... he can cast one spell per day...
  7. D10=7:A group of 2d6 men and women are sitting around a campfire, laughing and drinking. They are celebrating the anniversary of their village. If the players approach, they will offer them ale and food if they stay for the celebration.
  8. D10=8:Kite flying in the sky. You hear a strange noise in the distance. The sound of a kite. Suddenly, a kite flies overhead, trailing a strange-looking string behind it. The string is covered in small spikes. The kite passes overhead and disappears into the distance.
  9. D10=9:A group of men are sitting around a campfire. They are drinking and singing. They are on their way to join the army. They will ask the party if they want to join the army too. They will give directions to the nearest army camp. They will also give directions to the nearest bar.
  10. D10=10:The players find a small campfire with a man sitting next to it. He is an elderly man and he is telling stories about his adventures with an old adventuring company. He will ask the players if they want to hear his story.

d100 = 65

  1. D10=1:A group of 2d6 goblins, who are very happy to see players, attack immediately.
  2. D10=2:A hollow tree acts as a portal to the players' childhood memories, allowing them to relive pivotal moments and possibly change past mistakes.
  3. D10=3:A group of 2d6 men and women, led by a paladin, are traveling through the forest. They are on their way to a nearby village to help the villagers with their problems.
  4. D10=4:A troll charges out of nowhere, swinging a massive club and demanding the party hand over any food they have. If they can find a way to appease the troll peacefully, they may discover that it has a missing tooth that needs replacing.
  5. D10=5:A group of 2d4 elven rangers are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  6. D10=6:Two groups of 2d4 gnomes are fighting each other over territory. They will invite the players to join them in their fight, but it will turn out to be an ambush!
  7. D10=7:A traveling merchant is walking down the road. He is carrying his wares on a donkey. He is on his way to a nearby village. He will talk to anyone who stops.
  8. D10=8:A menacing storm threatens to destroy an elven settlement. Helping them prepare earns a protective amulet crafted by elven priests.
  9. D10=9:A group of 6d4 barbarians are practicing their fighting skills in a nearby field. They will not attack unless provoked.
  10. D10=10:A group of 2d6 humans from a nearby village are hunting for food. They are hunting a deer that is also hunting them. The deer has the ability to cast magic spells and can cast lightning bolt once per day. The deer will flee from the area if it is attacked or if it sustains any damage.

d100 = 66

  1. D10=1:The party sees a group of 2d6+2 humans arguing about which way to go through the forest. They will hire the party if they can pay them any amount of gold. They will offer information about the area if they are bribed or threatened.
  2. D10=2:A group of 2d6+3 Orcs are mending their armor and shields.
  3. D10=3:A group of 2d6 mercenaries are camping out in the woods. They are fighting over treasure.
  4. D10=4:A 2d6-1 male and 1d6-1 female elves are walking through the forest with their 1d6 children.
  5. D10=5:An overgrown magical fountain once revered by an ancient order. Restoring it dispenses a single-use potion of all healing.
  6. D10=6:Black Tree. A black tree stands in the forest. It has no branches or leaves but has a single black apple on it.
  7. D10=7:A group of men are hunting deer in the forest. They are wearing leather armor and carrying spears and bows and arrows.
  8. D10=8:A group of 1d4+1 elves are guarding a legendary sword. The sword is in an open treasure chest. It is worth 3,000 gold pieces. The elves are in a camp. The elves will not attack if they are not attacked by the party.
  9. D10=9:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by goblins and kobolds.
  10. D10=10:The forest sways as if alive to a silent hymn. As players walk, they are swept into a dream where they must resolve an ancient conflict to awaken.

d100 = 67

  1. D10=1:A group of 2d4 dwarven merchants are traveling. If players approach, they will offer to sell them magical items for half their value.
  2. D10=2:The players see a group of 4 gnomes who are riding on a giant, black, fire-breathing lizard. The gnomes are trying to figure out a way to subdue the lizard.
  3. D10=3:A man is walking down the path. He is going on a trip. He is carrying a small box with him and he looks nervous about it but determined at the same time.
  4. D10=4:A den of baby owlbears nearby an ancient oak. Protecting them rewards a lifelong bond with able companions.
  5. D10=5:A group of faeries appear before the party, claiming to have a powerful magic item that they are willing to trade for a valuable item they lost deep in the forest. The item turns out to be a powerful but mischievous sentient ring.
  6. D10=6:Three giant elk, with giant antlers, 1d6 each. Each antler can be made into a javelin.
  7. D10=7:The party comes across a large tree with a skull on top of it. This is actually a warning sign that warns travelers that the area ahead is dangerous and to beware.
  8. D10=8:A group of 2d6+5 soldiers approach the players and tell them that they have been sent by their king to escort them safely to their destination. The soldiers are actually a group of assassins who have been hired to kill the players.
  9. D10=9:Players hear a loud noise coming from somewhere up ahead. As they get closer to the noise, they see a group of 2d6 human soldiers who are looking for the players. They are friendly and interested in hiring the players to help them fight against a nearby group of bandits who have been attacking their villages lately.
  10. D10=10:A group of cultists is standing around a campfire, laughing and drinking. One of them has a large wooden stake in his hand, and he is 'boasting' about how he killed a werewolf that night.

d100 = 68

  1. D10=1:Mule deer buck, 1d4+3. Males are territorial and will attack if they feel threatened. They are fast, and their antlers are as deadly as any sword.
  2. D10=2:D4 Goblins emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing basic leather armour. They are armed with short swords and small shields.
  3. D10=3:While resting in the forest, players are approached by a group of friendly wererabbits who invite them to a dance party to celebrate the full moon. However, the wererabbits' rivals, a clan of werewolves, are determined to ruin the party. Players must protect the wererabbits while they enjoy their celebration.
  4. D10=4:The party enters a grove where time behaves oddly, speeding up and slowing down at random intervals. Trees bloom and wither instantaneously, and their own heartbeat becomes erratic.
  5. D10=5:A massive, ancient tree stands before them, its bark covered in faces trapped in eternal agony. The spirits within beg for release, but freeing them will awaken the slumbering demon that imprisoned them.
  6. D10=6:A group of humans are walking down the road nearby. They are on their way to a nearby city to work in factories and make weapons and armor for the local army. They are tired and hungry and looking for a place to rest for the night before continuing their journey the next day. They
  7. D10=7:Nightfall brings a parade of bioluminescent creatures that seem to dance to a silent tune only few can hear. Following them reveals a hidden kingdom shrouded in mystery.
  8. D10=8:A group of 1d4+4 humans are on their way to a nearby village to warn people about an approaching human horde.
  9. D10=9:A group of 3d10 goblins are throwing rocks at a group of forest birds. The birds are flying away. One of the goblins is wearing a cloak made of feathers.
  10. D10=10:A large, black dragon lands in front of the party and attacks them.

d100 = 69

  1. D10=1:You see a group of elves hunting. You see a group of elves with bows and arrows. They are hunting deer. If the party approaches, they will ask the party to leave.
  2. D10=2:The Band The village nearby is hosting a traveling band made up of four bards and a wizard. The wizard is not very powerful, but he's great with magic tricks and illusions that he uses during their performances. The bards are all very talented but only one is actually good at singing. The other 3 just like to sing and hope that they will gain fame through association with the good singer.
  3. D10=3:Players encounter blind dwarves who need guidance through the forest. Assisting them earns the party a unique rune weapon forged in gratitude.
  4. D10=4:A group of 3d4 goblins are sneaking through the woods carrying sacks filled with apples and turnips.
  5. D10=5:As the party makes camp for the night, they hear the sound of someone screaming for help. When they go to investigate, they find a damsel in distress being held captive by a group of bandits.
  6. D10=6:Two men are sitting on a log. They're talking about how strange it is that the peasants are so scared of their lord. One of them says, 'I don't know what we're so afraid of.' The other man chimes in with, 'Yeah, he's just a man...' Someone else says, 'But, he's not just a man...' Then the first man says, 'Well, he's not just a man...' The other man chimes in with, 'Yeah, he's not just a man...' The first man says, 'Well, he's not just a man...' A third man says, 'Yeah, he's not just a man...' The first man says, 'Well, he's not just a man...' The other man says, 'Yeah, he's not just a man...' Then they all continue to talk in circles until they go into another discussion on how strange it is that the peasants are so scared of their lord.
  7. D10=7:A group of 2d6+2 dwarves are walking in the direction of the players. They are coming from an underground fortress. The fortress is a home to a group of 2d6 goblins and 1d4 hobgoblins. The dwarves are looking for treasure and want to sack the fortress. If the players choose to help them, they will find a chest full of gold coins, gems, and jewelry.
  8. D10=8:The adventurers meet a pompous peacock who believes he can predict the future based on his feather patterns. He offers to give each adventurer a “feather fortune.”
  9. D10=9:A group of traveling merchants is camped in the woods, hoping to catch a break from the bandits in the area. They are offering their customers a 10% discount off their goods.
  10. D10=10:Players find a hidden forest shrine desecrated by wild animals. Restoring it summons an avatar of the deity who bestows a boon upon the party.

d100 = 70

  1. D10=1:A group of hunters are tracking down a large boar that has been terrorizing their village for the past several weeks. They hope to kill it before it kills anyone else in their village.
  2. D10=2:The party finds a group of people sitting around a campfire. They seem to be telling stories about something to each other. The stories are about a dragon that has been living in a cave at the heart of the swamp for hundreds of years and has been terrorizing people in the lands around it for as long as anyone can remember and no one has been able to slay it so far...
  3. D10=3:You stumble upon a woodland creature fashion show where 1d6 squirrels are strutting in various leaf and flower outfits. They encourage the adventurers to join and promise a fashionable prize for the best outfit.
  4. D10=4:A group of 2d6+2 soldiers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by gnolls and lizardfolk.
  5. D10=5:A group of 2d4+2 gnolls is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. If the players approach the group or attack them, they will fight to the death.
  6. D10=6:A group of men and women is gathering wood. They are making furniture that they sell to passing merchants. If the players approach, they will ask them if they want to buy any furniture that they have made.
  7. D10=7:Bunch of goblins are in a camp, and one of them is wearing a leather jacket and boots. He looks like a human. They are cooking a deer. The deer is still alive, and is tied up to a tree.
  8. D10=8:A group of 1d4+1 robbers are lying in wait near a trail through the forest. They want to waylay anyone who passes by, then rob them and leave them for dead.
  9. D10=9:A group of 2d4+3 goblins are on their way to meet with a member of another tribe.
  10. D10=10:A group of 1d3+1 halfling thieves are on their way to steal something from a nearby hamlet.

d100 = 71

  1. D10=1:A group of humans is traveling through the forest on foot. They are on their way to a nearby town. They are poor, but they have many injuries and need medical attention and help with basic needs until they can get back on their feet again and get back to work again and make some money again so that they can buy food again and go back to work again some day in the future.
  2. D10=2:A group of 1d12 bandits are on patrol. They are on the look out for anyone trying to pass through the forest. They are not very good at their job, and will let people pass.
  3. D10=3:A man is standing in the middle of the road. He is holding up a hand, trying to stop the players from passing him by. He tells the players that he has lost his bottle of wine and he needs help finding it. He will ask the players to help him search for it. If the players help him, they will find his bottle of wine. It will be filled with poison and it will kill whoever drinks from it.
  4. D10=4:A large black dragon attacks. If players defeat it, they will find a bag of 100 gold in the dragon's stomach.
  5. D10=5:A Treasure Chest. The players find a treasure chest filled with gold, gems, and magical items!
  6. D10=6:Unseen hands pull at the party's gear as they walk. The forest reveals them to be pesky gremlins, which soon escalate their trickery to deadly sabotage.
  7. D10=7:A lost relic of a forgotten sorcerer guarded by enchanted flora. Returning it to the elves grants ancient arcane knowledge.
  8. D10=8:A path leads to a tree whose branches form a detailed night sky. Each star can be plucked and holds a fragment of a lost legend, giving the seeker insight or power.
  9. D10=9:You come across a small village where all of the buildings are made out of wood and straw with all of the doors made out of leather and held together by string from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes, spiders, and rats from different kinds of animals such as snakes,
  10. D10=10:A group of peasants are sitting around a fire. They're having a discussion about the local lord. One of them says, 'I don't know what we're so afraid of.' The others agree and say things like: 'Yeah,' 'Right,' 'Definitely,' 'Exactly,' etc. The last thing they say before going back to talking about how strange it is that the peasants are so scared of their lord is: 'Yeah... Exactly... Exactly... Exactly... Exactly! What did I say?'

d100 = 72

  1. D10=1:A man is walking down the trail with a large box on his back. The box is covered in a black cloth. The man is walking very fast and looks nervous and scared. As he passes the players, he whispers, 'Do not look inside the box!' If the players look inside the box, they will see a man, dead and covered in black fur.
  2. D10=2:X 1d4 gnomes are planting mushrooms to sell to the local tavern. They have 1d6 mushrooms for sale.
  3. D10=3:The sound of thunder can be heard in the distance, and it sounds like it's getting closer.
  4. D10=4:A group of sentient talking animals asks the players for help in rescuing their friend, a powerful wizard who was turned into a mouse by an evil sorcerer. They need the players' help to defeat the sorcerer and break the spell.
  5. D10=5:The wind forms coherent sentences as it blows through the trees, sharing forbidden knowledge that can aid the party or drive them mad.
  6. D10=6:You see a group of halfling bandits robbing a traveling merchant. The merchant is an old man with a frail body. He is carrying a small fortune in gold. He is afraid of the bandits and will not fight back. The halflings are drunk and will kill the players if they interfere.
  7. D10=7:Fairy rings glow at the base of ancient trees, creating portals to alternate dimensions where time flows differently. Stepping through can lead to adventure or peril.
  8. D10=8:The players hear loud banging noises coming from the forest. If they investigate, they will come across a group of 1d10+3 dwarves who are searching for treasure. They are led by an old dwarf named Grum Grum Grum Grum Grum Grum Grum. He will ask the players to help them find their treasure. He will give one player a magic sword if they help him find his treasure.
  9. D10=9:A group of men are gathering fruit and berries. They will ask the players if they would like some fruit.
  10. D10=10:A group of 2d6 rabbits wearing tiny hats are hosting a tea party. They invite the adventurers to join them for some very tiny and delicious tea and cakes.

d100 = 73

  1. D10=1:more orcs joining the battle every round until they're defeated or until they have 10 more orcs than the number of players in the party.
  2. D10=2:A group of humans is building a log cabin on the side of the road. They are poor and are willing to work for players for about 1d4 weeks for room and board and about 1d4 gold pieces per week.
  3. D10=3:A group of 3d6 orcs is attempting to break into a nearby fortress to steal weapons and armor from the local armory. If they are discovered, they will fight to the death.
  4. D10=4:P
  5. D10=5:A group of 2d6 hunters on horseback are moving through the forest. One of them is dragging a dead deer behind him.
  6. D10=6:Gossip about the local lord. He's been seen walking at night, but no one knows what he's up to.
  7. D10=7:A group of 2d6+3 Orcs are sitting by the side of the road, examining their weapons and armor.
  8. D10=8:An elusive shadow stag guiding them to an arcane sanctuary shielding from magical detection.
  9. D10=9:A man is walking down the road with a loaf of bread under one arm and a small jug of wine in the other hand. He tells the players that he was walking home from visiting his sister in the nearby town when he was attacked by a wolf, but killed it by stabbing it in the throat with his knife which he then threw at another wolf before it could get too close, but then he tripped over his dog and fell down, breaking his jug of wine and his loaf of bread which was given to him by his mother when he was little and still lived with her in that same village, but luckily he had his flask of wine with him so he could still go home with some food today even though he didn't get much else done today like he planned because of all of this, but at least he can go home with some wine even though there won't be any bread or wine at his home tonight now because of all this..." He will continue talking as if no one says anything until someone says something like 'Sorry to hear that' or 'Glad you weren't hurt' or 'Glad you got home safely' or anything like that, then he will stop talking and say 'Thanks' before continuing again..."
  10. D10=10:A group of hunters are tracking down a large boar that has been terrorizing their village for the past several weeks. They hope to kill it before it kills anyone else in their village.

d100 = 74

  1. D10=1:A group of 1d4 elves are hunting deer. If players approach, they will attack immediately.
  2. D10=2:A group of 2d6+2 dwarves are walking in the direction of the players. They are coming from an underground fortress. The fortress is a home to a group of 2d6 goblins and 1d4 hobgoblins. The dwarves are looking for treasure and want to sack the fortress. If the players choose to help them, they will find a chest full of gold coins, gems, and jewelry.
  3. D10=3:A group of 1d8 pixies are trapped in a bottle by an evil sorcerer. They ask the players for help in freeing them. If players manage to release the pixies, they will grant them three wishes each as a reward. However, players must be careful with their wishes as they may have unexpected consequences.
  4. D10=4:While traveling through the forest, the party comes across a massive tree that is being attacked by a group of woodcutters. The party must choose to either mediate between the two sides or take a side and defend the tree.
  5. D10=5:A group of 2d6 goblins are celebrating their recent victory over a nearby village.
  6. D10=6:Fungus Hut Bandits
  7. D10=7:A group of humans are fighting with a group of orcs about 20 of each.
  8. D10=8:The party hears the sounds of battle. A group of 2d6+6 soldiers led by a warrior priest are fighting a group of 2d6+6 ogres led by an ogre king.
  9. D10=9:In a clearing, a group of 2d6 men and women, led by a wizard, are traveling through the forest. They are on their way to a nearby village to help the villagers with their problems.
  10. D10=10:A group of young elven adventurers are on their first mission together deep in the woods where they believe an ancient ruin is located where an ancient artifact is being held by a powerful lich who is not yet awake or aware of their presence yet.

d100 = 75

  1. D10=1:A dense wall of thorny brambles suddenly grows around the party, blocking their path. As they look for a way through, humanoid figures made of vines and thorns begin to emerge and attack.
  2. D10=2:Up ahead on the path, players see a large stone archway with vines growing over it. When they get closer, they see that it's actually an entrance to a cave that has been made to look like an archway with vines growing over it to make it look like part of the forest when it's actually a man-made structure that someone has made in order to keep people out.
  3. D10=3:have been spying on the party and have seen them pass by this old well. They have come out of their caves to steal food and supplies from nearby villages and towns. They have seen the party travelling through the area and want to attack them while they are weak and injured.
  4. D10=4:A family of wood elves is hunting in the forest. They will attack.
  5. D10=5:A duck with an eye patch and a wooden leg insists he's Captain Quackers of the Pond Pirates and invites the adventurers to join his crew for a mock pirate adventure.
  6. D10=6:A witch has placed a curse on the players and they must find a way to reverse it before it's too late. The witch's cottage is nearby and she can be found there, if players can find it...
  7. D10=7:A group of 1d100 goblins are celebrating their victory over a nearby village. If the players get too close, they will be attacked by all the goblins!
  8. D10=8:A group of men are riding horses. They are dressed in leather armor and carry bows. They are looking for someone to help them. They have a job for the players if they are willing to help.
  9. D10=9:You come across a small village. In the village, there is a ship. The ship is docked in the harbor near the village. The ship has a beautiful mast and sail. If the party asks about the ship, the villagers will tell them that the ship was washed up on shore and the mast and sail were not broken. The villagers were able to fix the ship. They were able to repair the mast and sail.
  10. D10=10:A group of 2d6 ogres are having a feast.

d100 = 76

  1. D10=1:Two men are sitting on a log. They're talking about how strange it is that the peasants are so scared of their lord.
  2. D10=2:A group of bandits are fighting with a group of elves about 20 of each.
  3. D10=3:A man is standing in the middle of the road, holding up a hand, trying to stop the players from passing him by. He tells the players that he has lost his donkey and he needs help finding it. He will ask the players to help him search for it. If the players help him, they will find his donkey. It will be an old donkey that is carrying a large sack full of gold coins.
  4. D10=4:An elusive shadow stag guiding them to an arcane sanctuary shielding from magical detection.
  5. D10=5:A pack of 5 wolves are hunting for food. If players are nearby, they will attack.
  6. D10=6:The party comes across a small church. When they approach it, they notice it has no doors or windows.
  7. D10=7:A group of 2d4+4 rangers are wandering the forest looking for game. They are equipped with leather armor and shortbows. They will trade with the party if they have something to trade.
  8. D10=8:A mischievous sprite dashes across the path, followed closely by an exasperated forest gnome trying to catch the sprite. The gnome offers the adventurers a small bag of gold if they help him.
  9. D10=9:There is a group of hunters on the path with a dead deer that they've killed and they're trying to carry it back to their village. If the party helps them carry it, they will invite the party to come to their village and they'll give the party a free meal and all the deer they want.
  10. D10=10:As the party continues on their journey, they come across a group of elves who are fiercely protecting the entrance to a hidden temple. They explain that the temple holds powerful artifacts that should not fall into the wrong hands.

d100 = 77

  1. D10=1:While resting in the forest, players are approached by a group of friendly wererabbits who invite them to a dance party to celebrate the full moon. However, the wererabbits' rivals, a clan of werewolves, are determined to ruin the party. Players must protect the wererabbits while they enjoy their celebration.
  2. D10=2:A human ranger is on the run from a group of rogue elves. He is running through the forest, dodging trees and branches. The rogue elves are gaining on him.
  3. D10=3:A group of 1d3+1 halfling thieves are on their way to steal something from a nearby hamlet.
  4. D10=4:A wolf pack is attacking a group of humans who are hunting in the forest. The humans are in the middle of a battle with the wolves. Players can help them or leave them to their fate.
  5. D10=5:The players come across a clearing in the forest with a small pond in it. On one side of the clearing there is a log cabin made from logs from the forest, its walls and roof covered in moss and vines, its windows boarded up with old barn wood, its front door made from an old wine barrel from an abandoned winery nearby, its path leading to the door lined with flowers, bushes and trees, their branches covered in ripe red berries, their leaves turning brown as winter approaches. On the other side of the clearing there is an old stone shrine covered in vines and moss, its roof made from a thatched roof made from grass and twigs gathered nearby, its walls made from stone slabs found nearby, its doors made from old barn wood, its windows boarded up with old barn wood and covered in moss and vines. Inside of the shrine there is an old statue of an old goddess in her prime, her robes covering her body, her arms covering her exposed breasts, her face hidden beneath her veil, her hands covering her exposed genitals. Before the statue there is an offering of an old
  6. D10=6:I saw a bunch of monsters circling a tree.
  7. D10=7:The party hears screaming in the distance. This is not an ambush; it's just someone really angry about something really stupid...
  8. D10=8:A group of humans is traveling through the forest on foot. They are on their way to a nearby town. They are rich, but they are carrying all their wealth with them and aren't willing to part with any of it. Players may be able to rob them if they can get away with it.
  9. D10=9:A group of 1d4+3 kobolds are in the process of setting up camp for the night. They will not attack for fear of attracting more enemies to their camp location.
  10. D10=10:A group of 2d6 villagers are walking through the forest, carrying what appears to be the body of a dead person. If players approach, the villagers will attack them, demanding that they leave the body alone.

d100 = 78

  1. D10=1:A group of humans and a group of elves walk by the party without noticing each other.
  2. D10=2:You come across a small cottage that has been abandoned for some time now. It looks like it's been abandoned for at least several years now. Its door creaks loudly when you try to open it, but it opens anyway after a few moments of effort from all of you combined
  3. D10=3:Several men are walking through the forest carrying several dead animals on their backs. They can tell you that there are strange creatures in the woods that have been attacking hunters who entered that area recently, but nothing more than that...
  4. D10=4:A group of children playing hide and seek
  5. D10=5:A woman with hair made of leaves walks by. She motions for silence, and when she speaks, her voice echoes in every language known to the party, revealing cryptic prophecies.
  6. D10=6:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by goblins and kobolds.
  7. D10=7:The party sees a group of 2d6+12 anthropomorphic rabbits. They are not hostile, but they will offer the party a free meal. The meal is actually an enchantment spell that will make the party fall asleep for a night and a day.
  8. D10=8:A group of 1d4+1 robbers are lying in wait near a trail through the forest. They want to waylay anyone who passes by, then rob them and leave them for dead.
  9. D10=9:ZM - A mid-level wizard and his apprentice ride in on horseback. The wizard casts a spell on the party and summons a horde of 2d6+4 gnolls from the nearby woods. The gnolls attack the party.
  10. D10=10:A group of halflings are walking down the path. If they are attacked they will fight back and then run away.

d100 = 79

  1. D10=1:A path guides them to a glimmering, translucent tree bearing fruit that contains fragments of divine insight. Eating the fruit grants divine visions but at a potential moral cost.
  2. D10=2:The players hear a group of people arguing. They are a group of mercenaries who are waiting for their leader to return. If they spot the players, they will attack.
  3. D10=3:A group of humans in long robes are walking through the forest. They are on their way to a nearby town and are lost. They need help finding their way back to the main trail.
  4. D10=4:A group of cultists is standing around a campfire, laughing and drinking. One of them has a large wooden stake in his hand, and he is 'boasting' about how he killed a werewolf that night.
  5. D10=5:A group of hunters have captured a wyvern. They are trying to tie it up. The hunters will attack anyone who gets in their way. During the fight, the wyvern breaks free and flies away.
  6. D10=6:A man with one leg
  7. D10=7:A group of elves is singing and dancing around a campfire near a small stream. They will invite players to join them in their celebration.
  8. D10=8:An abandoned campsite
  9. D10=9:A group of 2d6 giant spiders are building a web in a tree branch high above the ground.
  10. D10=10:Players come across a small camp where two humans are arguing about whether or not they should make an offering to their god. They are unsure if they should do it or not because they are not sure if their god is real or not. They are unsure what to do and are hoping that players can help them decide what to do. One of the humans is a wizard and can cast a few spells, but is not very powerful and will be easy for the players to defeat. The other human is a cleric and can cast a few spells, but is not very powerful and will be easy for the players to defeat.

d100 = 80

  1. D10=1:A group of 2d4+4 human nomads is traveling through the forest looking for a new home to settle in because their old home has been over-hunted by their own tribe from over-population.
  2. D10=2:An injured phoenix, at the brink of its rebirth. Assisting it through this cycle gifts them with a phoenix feather, a potent resurrection tool.
  3. D10=3:The players stumble upon a small village in the forest, it is abandoned except for one man who is stumbling around in circles muttering to himself. He will ask the party to help him find his son, who has run off into the forest. He will give them a description of his son, and he will tell them that if they find him, they should bring him back to him before it gets dark -- before the goblins come out. If players follow the old man's instructions, they will find a small boy sitting in the middle of a clearing who looks like he is lost or hiding from something -- if players interact with him, he will snarl at them and run away into the woods. If players follow him, they will find him hiding behind a rock -- if players interact with him again, he will cast confusion on one player at random then disappear into thin air (actually dimension door away)
  4. D10=4:The players encounter a group of 1d4+2 halflings who are hunting in the forest. If the players offer them food, they will tell the players about a nearby cave where they saw some dangerous creatures during their hunt.
  5. D10=5:A group of 2d4 male elven bards are traveling through the forest singing songs about lost love and such. They will ask the players if they can join them on their journey for a day or two before continuing on their own way again.
  6. D10=6:An old abandoned temple
  7. D10=7:A group of 2d6 dwarves are sitting around a campfire, talking about their latest mining expedition into a nearby mountain. One of the dwarves is complaining about a lack of food, but the others are ignoring him and talking about an upcoming wedding between two of the dwarves that is going to be held soon at the nearby dwarven village.
  8. D10=8:The party hears a voice in the distance, singing a song. If they follow the sound, they will find a clearing filled with gold coins. There is an invisible creature that is singing, and it will attack if anyone gets too close.
  9. D10=9:A group of otters is running a miniature amusement park by the river, complete with rides like “Log Flume” and “Nut Ferris Wheel.” The adventurers can partake in the rides, earning tiny prizes.
  10. D10=10:You come across a small village. In the village, there is a ship. The ship is docked in the harbor near the village. The ship has a beautiful mast and sail. If the party asks about the ship, the villagers will tell them that the ship was washed up on shore and the mast and sail were not broken. The villagers were able to fix the ship. They were able to repair the mast and sail.

d100 = 81

  1. D10=1:An altar guarded by a celestial being. Respecting it properly grants a one-time divine intervention in the players’ favor.
  2. D10=2:Players find a group of 1d4+1 gnomes. They are looking for a lost companion.
  3. D10=3:You hear music from nearby. The sounds of a joyful celebration can be heard from a distance. A group of half-orcs is celebrating their anniversary. They're drunk and singing songs about their leader, who is called the 'Big Red'.
  4. D10=4:An old abandoned temple
  5. D10=5:You see a single, lone figure sitting on a tree branch. As you approach, they reveal themselves to be an elf. They introduce themselves as Drizzt Do'Urden, wielding two scimitars and ready for a friendly bout of sparring.
  6. D10=6:As players walk through the forest, they come across a lone druid who is being harassed by a group of 1d6 bandits. The druid, who is a powerful shape-shifter, will ask the players for help in defeating the bandits. If players agree, the druid will transform into a dire bear and help in the fight. After the bandits are defeated, the druid will thank the players and offer them a rare herb that can be used for medicinal purposes.
  7. D10=7:Those who laugh are not necessarily happy. A passing wizard laughs, then vanishes.
  8. D10=8:A group of 3d6 goblins are playing a game of dice.
  9. D10=9:The adventurers find a deer asking for acting tips. The deer has a troupe that performs in the forest and involves the players in an impromptu comedic drama.
  10. D10=10:A group of 2d4+4 bandits are traveling through the forest. They are looking for easy prey.

d100 = 82

  1. D10=1:A group of 2d6+2 soldiers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by bugbears and hobgoblins.
  2. D10=2:Players come across a wooden barrel. The barrel is filled with 1d4 eels.
  3. D10=3:A lone, emaciated gnome wearing an apron and carrying a wooden spoon is walking through the forest, shouting directions to himself. He is lost and cannot find his way out. He will ask the players to help him find his way to the nearby city. If the players help him, he will reward them with a small pouch of gold. If they don't, he will follow behind them begging for help until he dies of exhaustion.
  4. D10=4:The party comes across a small shrine to Yeenoghu. If they approach, a giant wolf bursts out of the shrine and attacks.
  5. D10=5:A band of 6 poachers is driving a herd of rare forest creatures closer to an abyss. Stopping them earns the party the undying allegiance of a forest guardian.
  6. D10=6:A group of faeries appear before the party, claiming to have a powerful magic item that they are willing to trade for a valuable item they lost deep in the forest. The item turns out to be a powerful but mischievous sentient ring.
  7. D10=7:Crazed Druid. The group sees a group of five men in robes, they see the group, they charge. They are crazed and will kill everyone.
  8. D10=8:A group of men and women is gathered around a campfire cooking and eating meals together.
  9. D10=9:An anthropomorphic rabbit named Sir Hopsalot challenges one of the adventurers to a hopping contest. If they win, he grants them a "Golden Carrot" which supposedly brings good luck.
  10. D10=10:Players hear a loud roar from nearby. A huge lion comes out of the woods and attacks them.

d100 = 83

  1. D10=1:A group of humans is hunting boar. The humans are level 1, the boar are level 3.
  2. D10=2:A group of children are playing by the side of the road. One of them has lost their pet dog.
  3. D10=3:A group of 2d4+2 orcs is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. They believe by doing so, they will be rewarded with more gold and food. They will attack any player who approaches them or even looks at them funny.
  4. D10=4:In a hidden part of the forest, players come across a mystical tree that grows different types of magical fruit. However, the tree is guarded by a group of 1d4 treants who will only allow those who pass their test to taste the fruit. The test involves navigating through a maze of roots and solving riddles.
  5. D10=5:A group of elves are practicing their archery skills by shooting at targets in the woods nearby. The elves are making fun of each other while they shoot at the targets.
  6. D10=6:A group of 1d8 1st level fighters are running on the road. They are running to the west, because they believe they will find safety there. They are running away from something. They are only looking out for themselves, and will attack anyone who gets in their way.
  7. D10=7:A group of men wearing armor are walking along the trail. They will ask for directions to a local town or village.
  8. D10=8:A group of 1d4+1 humans from a nearby village are trying to kill a band of 2d6 orcs who have been attacking their village.
  9. D10=9:A group of giant spiders attack the party as they make their way through a particularly thick part of the forest. It turns out that the spiders are actually under a spell cast by a young druid who has been experimenting with magic.
  10. D10=10:A hedgehog race is taking place with hedgehogs racing through a miniature obstacle course. They invite the adventurers to place bets on which hedgehog will win.

d100 = 84

  1. D10=1:The forest path narrows and becomes overgrown. A group of 2d6 goblins attack the party.
  2. D10=2:A group of 2d4 men are trying to convince a group of 2d4 women to let them into their village.
  3. D10=3:A pastoral but mysterious beast keeper guiding lost animals. Assisting her binds their fates with an animal companion from her care.
  4. D10=4:A group of 1d4+2 halflings are wandering through the forest looking for work. If the players offer them work, they will ask them to clear out a nearby cave that has been infested by kobolds.
  5. D10=5:A group of 2d6 hunters from a nearby village are looking for game in the forest. They will challenge the players to a contest of archery, offering a prize of a large trophy deer to the winner and bragging about their excellent skills with the bow and arrow.
  6. D10=6:A group of 2d6 thieves are planning on robbing a nearby rich man's house.
  7. D10=7:A group of bandits are fighting with a group of elves about 20 of each.
  8. D10=8:A series of high-pitched whistles and rustling leaves alert the party to the presence of an ambush. Moments later, they are surrounded by a tribe of stealthy forest skulkers who demand to know their purpose.
  9. D10=9:A group of 2d6+2 dwarves are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.
  10. D10=10:The players find a bear wearing a chef’s hat trying to bake a pie. He’s having trouble with the ingredients and asks for help. If successful, the bear graciously shares a slice of his delicious pie that gives temporary hit points.

d100 = 85

  1. D10=1:A group of humans are fighting with a group of elves about 20 of each.
  2. D10=2:A group of orcs are riding wolves. The wolves are level 3, the orcs are level 2. The wolves will attack first, then the orcs will attack when their wolves have been killed.
  3. D10=3:A group of peasants are having a party in the clearing. They've brought a keg of ale and a few instruments.
  4. D10=4:A group of men are walking down the path. They have been hunting. Their dogs are with them. The dogs are tired, hungry and mean.
  5. D10=5:A group of 1d4+1 humans and 1d4+1 elves are celebrating their alliance and the end of their war by drinking, eating, and laughing together around a campfire. If the players approach, they will invite them to join in on their celebration.
  6. D10=6:A group of 4 humans are hunting deer in the forest. One human is an excellent archer. The other three humans are excellent hunters. If players watch the humans hunt they will learn how to hunt deer in woods.
  7. D10=7:A group of young men are wandering through the forest -- they appear lost -- if approached, one of them will ask for help finding his way home -- if players guide them back to their home village or anywhere else, they will attempt to seduce one of the party members (Perception Check DC 20 revealed that they are incubi and this was only a ruse to get players alone somewhere with them so they could feed)
  8. D10=8:A group of 1d8 1st level fighters are running on the road. They are running to the west, because they believe they will find safety there. They are running away from something. They are only looking out for themselves, and will attack anyone who gets in their way.
  9. D10=9:The sound of gnawing can be heard in the distance coming from a large tree. Any players who approach will be attacked by 2d4 giant wood rats who will then attempt to flee into their nearby den beneath a large root if players try to attack them!
  10. D10=10:A group of 1d4+1 robbers are lying in wait near a trail through the forest. They want to waylay anyone who passes by, then rob them and leave them for dead.

d100 = 86

  1. D10=1:A man is walking through the forest. He is dressed in peasant clothing, carrying a sword and shield, looking for work. He will follow the players until they give him work or send him on his way.
  2. D10=2:A group of 1d10 men in plate armor, riding horses and carrying swords, are riding through the woods. If a player approaches they will ask what they are doing there. If the players do not answer, they will attack.
  3. D10=3:You see a disturbed area of forest where something had been dug up. After some investigation, you find a hidden underground room. In it is a chest filled with 2d6 magic items and scrolls, along with a note that reads, "I give this to you, since someday you will need it."
  4. D10=4:A group of 1d100 goblins are celebrating their victory over a nearby village. If the players get too close, they will be attacked by all the goblins!
  5. D10=5:A small patch of mushrooms is growing. They are not edible.
  6. D10=6:A group of otters is running a miniature amusement park by the river, complete with rides like “Log Flume” and “Nut Ferris Wheel.” The adventurers can partake in the rides, earning tiny prizes.
  7. D10=7:The party comes across a small village. This village is actually a colony of strange, small kobolds with blue skin who all dress the same. They are led by a kobold known as Papa.
  8. D10=8:Players find a small clearing in the forest where 2d6 goblins are playing a game of dice. They will attack the players because they believe they are preventing them from making an offering to their god.
  9. D10=9:A group of 2d6+3 dwarves approach the players and tell them that they have been sent by their king to escort them safely to their destination. The dwarves are actually a group of mercenaries who have been hired to protect the players from danger along their journey.
  10. D10=10:A group of 2d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. They will mention that they saw a dragon flying over head recently and that has scared away all of the local game. They will ask if they can borrow some food since they are starving and haven't had anything to eat in days.

d100 = 87

  1. D10=1:A man wearing a green cloak approaches the party and asks if they have seen an elf wearing an emerald green cloak. The man wearing the green cloak is actually an elf and he does not want to be found by other elves because he does not want to be forced back to their homeland by them - he wants to stay in this land because he fell in love with a human woman and wants to live here with her for the rest of his life.
  2. D10=2:A group of men is sitting around a campfire. They are talking about a powerful dragon that has been terrorizing the area.
  3. D10=3:A group of 1d4+1 robbers are lying in wait near a trail through the forest. They want to waylay anyone who passes by.
  4. D10=4:A group of 1d4+1 elves are guarding a legendary sword. The sword is in an open treasure chest. It is worth 3,000 gold pieces. The elves are in a camp. The elves will not attack if they are not attacked by the party.
  5. D10=5:A group of 2d6 villagers are walking through the forest, carrying what appears to be the body of a dead person. If players approach, the villagers will attack them, demanding that they leave the body alone.
  6. D10=6:The party enters a grove where time behaves oddly, speeding up and slowing down at random intervals. Trees bloom and wither instantaneously, and their own heartbeat becomes erratic.
  7. D10=7:The adventurers come across a family of ducks who are lost and quacking for help. They agree to guide them back to their pond in exchange for a promise of endless duck-related puns.
  8. D10=8:Efreet sitting on a tree branch, laughing at the players. If they walk closer, he will attack them.
  9. D10=9:A path guides them to a glimmering, translucent tree bearing fruit that contains fragments of divine insight. Eating the fruit grants divine visions but at a potential moral cost.
  10. D10=10:A group of scouts from a nearby city are looking for bandits.

d100 = 88

  1. D10=1:A pond with magical fish who can predict the future. Catching them gives a brief glimpse into critical events.
  2. D10=2:A man is following a group of travellers, waiting for them to stop so he can rob them.
  3. D10=3:A group of 2d6 hunters from a nearby village are looking for game in the forest. They will challenge the players to a contest of archery, offering a prize of a large trophy deer to the winner and bragging about their excellent skills with the bow and arrow.
  4. D10=4:A group of 2d6+3 Orcs are sitting by the side of the road, examining their weapons and armor.
  5. D10=5:Three human bandits emerge from the forest. They are in a bad mood and are looking for a fight. They are wearing basic leather armour and each is armed with a sword and small shield.
  6. D10=6:A group of 2d6 town watch guards, who say they were told to patrol the forest and protect travelers, are searching for a man who killed a town watch guard's sister. They will ask the players if they have seen him.
  7. D10=7:A group of 1d4 ice elementals have invaded the forest, causing the temperature to drop drastically. The creatures of the forest are struggling to survive in the cold. Players must find a way to defeat the ice elementals and bring warmth back to the forest.
  8. D10=8:A group of sentient talking animals asks the players for help in rescuing their friend, a powerful wizard who was turned into a mouse by an evil sorcerer. They need the players' help to defeat the sorcerer and break the spell.
  9. D10=9:Two men with swords and shields are standing watch over a chest filled with gold and jewels. They are keeping an eye out for any intruders who might try to steal their treasure.
  10. D10=10:The players encounter a border dispute between forest elves and human loggers. By mediating peace, they earn the allegiance of both factions.

d100 = 89

  1. D10=1:You stumble upon a pixie talent show, where 1d8 pixies are trying to outdo each other with their mini magic tricks and acrobatics. They invite the adventurers to be the judges and might gift them with a pixie dust pouch as a thank-you.
  2. D10=2:A group of 2d6 men and women, led by a druid, are traveling through the forest. They are on their way to a nearby village to help the villagers with their problems.
  3. D10=3:A group of 1d10+10 goblins are on their way to a nearby village to attack it.
  4. D10=4:Players come across a group of peasants. They are holding a celebration in honor of a local saint. The celebration is interrupted by 1d4 wolves.
  5. D10=5:A group of 1d4+1 dwarves are traveling through the forest, hoping to be discovered. They're members of a mining troupe that is looking for new members. They're looking for an opportunity to mine in a new location.
  6. D10=6:A group of young elven adventurers are on their first mission together deep in the woods where they believe an ancient ruin is located where an ancient artifact is being held by a powerful lich who is not yet awake or aware of their presence yet.
  7. D10=7:A pack of wolves attacks the party.
  8. D10=8:The party hears a man yell out in pain. The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake.
  9. D10=9:You come across a group of hunters who have been tracking a large bear. They have been tracking the bear for several days and are getting nervous because the bear has been circling their camp at night. If players talk to the hunters, they will tell them that they are not sure what is causing the bear to circle their camp at night.
  10. D10=10:The adventurers meet a pompous peacock who believes he can predict the future based on his feather patterns. He offers to give each adventurer a “feather fortune.”

d100 = 90

  1. D10=1:A group of 2d4+2 merchants are traveling through the forest. They are carrying an assortment of tools and weapons that they will trade with players for food or water or whatever they can get from them.
  2. D10=2:A small troup of druids are looking for ingredients for their potions.
  3. D10=3:A group of men are sitting around a campfire, talking about how they had been attacked by some strange creatures in the forest that day after they had been hunting for game for their village. One of them was killed in the attack, however they were able to fend off the creatures long enough for reinforcements to arrive from the village, where they managed to kill off all but one of the creatures which had escaped into the woods after killing another villager in front of them before escaping.
  4. D10=4:A man named James (level 1 Fighter) has been hunting game in the area near this section of forest for the past few days. He has been successful so far, but decided to return to town for more supplies today instead of continuing to hunt in the area near this section of forest which is full of wolves, bears, boars and other dangerous creatures which he doesn't want to encounter while he's out hunting for game which he sells to hungry villagers in nearby towns and villages for extra cash on top of his regular pay as a guard for a local lord or nobleman who rules over this region of land near this area of forest which he patrols regularly as part of his duties as a member of the city watch or local militia which is made up mostly of commoners and
  5. D10=5:A group of humans is hunting deer. The humans are level 1, the deer are level 3.
  6. D10=6:A group of 1d4+1 humans from a nearby village are trying to kill a band of 2d6 orcs who have been attacking their village.
  7. D10=7:A group of peasants are sitting around a fire. They're having a discussion about the local lord.
  8. D10=8:The players find a pool of crystal clear water. If a character drinks from the pool, he or she is attacked by a water elemental that rises from the pool and attempts to drown the character.
  9. D10=9:A group of 3d6 humans are sitting around a campfire, talking about their latest hunting expedition where they went into a nearby forest to hunt down some wild animals for food and resources. They were surprised when they encountered a group of orcs while they were hunting, because they didn't expect to find orcs so far away from their usual territory. The orcs attacked immediately when
  10. D10=10:A deer darts across the path, followed by a pack of wolves.

d100 = 91

  1. D10=1:Tired and hungry travelers will stumble upon a small camp on the side of the path. If they approach, they will be greeted by a halfling named Stan. He tells the players that he is on his way to a nearby city. He will offer them some food and drink, then ask for directions to the city. If players refuse, he will become angry and attack. If players accept, he will attack as soon
  2. D10=2:A group of 2d6 orcs are attacking a village and attempting to burn it down.
  3. D10=3:Players find a hidden forest shrine desecrated by wild animals. Restoring it summons an avatar of the deity who bestows a boon upon the party.
  4. D10=4:Wailing of a baby in the distance. It can be heard faintly in the background. A group of 2d6+2 humans are praying and wailing over the baby. If they are disturbed, they will attack.
  5. D10=5:The party finds a legendary sword embedded in stone, its guardian spirit only allowing the worthy to withdraw it for a great quest.
  6. D10=6:The players stumble across a small clearing where a small band of 1d4+3 kobolds are having a little feast. They will attack.
  7. D10=7:A group of 2d4 gnolls are hunting for food. If players are nearby, they will attack.
  8. D10=8:A dream manifests where the players are confronted by spectral versions of themselves, locked in an ancient struggle that mirrors their own quests and inner battles.
  9. D10=9:The adventurers find a clearing where forest animals are holding an election for "King of the Forest." They've narrowed it down to a badger and an otter, and they want the adventurers to moderate the debate.
  10. D10=10:A group of 2d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. They will mention that they saw a dragon flying over head recently and that has scared away all of the local game.

d100 = 92

  1. D10=1:The party comes across a large tree with a skull on top of it. This is actually a warning sign that warns travelers that the area ahead is dangerous and to beware.
  2. D10=2:A satyr plays a hauntingly beautiful tune on his pan flute, luring unsuspecting travelers deeper into the forest. Those who follow the tune end up lost and disoriented, wandering in circles until the satyr reveals himself and demands a toll for his music.
  3. D10=3:The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake. He is deathly afraid of snakes and will not accept help from anyone who has been touched by a snake. If players try to help him, he will yell at them and tell them to leave him alone!
  4. D10=4:A large group of 2d6+2 bandits are lying in wait for a caravan to pass through. They will attack the party if they catch them first.
  5. D10=5:A group of 3d4 dwarven merchants are traveling. If players approach, they will offer to sell them weapons and armor for twice their value.
  6. D10=6:A group of lumberjacks are about to start a log rolling contest.
  7. D10=7:A lone harp made of living wood plays an enchanting melody that imbues the listeners with temporary foresight or clarity but also reveals deep-seated fears.
  8. D10=8:A large, black dragon is seen in the distance, flying away from the party.
  9. D10=9:Two warriors are standing guard over a pile of treasure that they found in a cave. They will not let anyone near it or steal it. They will attack anyone who tries to do so.
  10. D10=10:The players hear a man talking to himself. He is sitting on a tree branch high above their heads. If they look up, he will stop talking. If they look away, he will start up again when they look back at him. He is a mad wizard who has been experimented on by his own companions, and now he has become a talking bird that can only speak in riddles about what has happened to him since he was turned into this form.

d100 = 93

  1. D10=1:A mythical herbivore driven mad by dark enchantment. Calming it restores natural order and rewards them with an invaluable ingredient for potions.
  2. D10=2:A group of men are gathering fruit and berries. They will ask the players if they would like some fruit.
  3. D10=3:The ground crumbles beneath the party, dropping them into an underground cavern filled with bioluminescent flora and deadly forest creatures.
  4. D10=4:The party finds a group of people sitting around a campfire. They seem to be telling stories about something to each other. The stories are about a wizard who lives in a cave at the heart of the swamp. The wizard is working on powerful magic that will change the world forever.
  5. D10=5:A group of 2d6 men in plate armor are riding through the woods. If a player approaches they will demand to know where the players are going. If the players do not answer they will attack.
  6. D10=6:A green dragon is perched on a high tree branch. It is watching a woodcutter at work at the base of the tree. The woodcutter is unaware of the dragon's presence.
  7. D10=7:While walking through the woods, the party hears strange noises coming from the bushes. If they investigate, they will find a group of halflings, who have been cursed. They will beg the party to help them get back to their home in the hills, where they will be safe from the curse.
  8. D10=8:A group of 2d4+2 merchants are traveling through the forest. They are carrying an assortment of tools and weapons that they will trade with players for food or water or whatever they can get from them.
  9. D10=9:A group of 2d6 hobgoblin champions are in the forest.
  10. D10=10:An old, abandoned well is slowly being covered in moss and ivy. A group of 3d6+6 kobolds (mostly level

d100 = 94

  1. D10=1:A group of wizards are studying in a nearby clearing. They will offer to join the party if players help them with their research by fighting off an attack from a nearby band of orcs.
  2. D10=2:The adventurers catch an owl host "Forest Feud," a trivia game where teams of forest critters battle it out. They can join the game for a chance to win an enchanted pine cone.
  3. D10=3:Zipping through the forest you are attacked by a group of 1d4+1 hobgoblins. If the party wins, they will find a treasure chest. The chest contains 1d6 potions. The potions are magical and have a purple color. They have a powerful healing effect.
  4. D10=4:The forest is enveloped in an ethereal fog. Out of the mist, an ancient, floating ship appears, sailing through the trees as if it were the ocean. The ship's spectral crew beckons the party onboard.
  5. D10=5:A chest filled with gold and jewels, but it is trapped.
  6. D10=6:A group of 3d6 goblins are in a camp, and there is a large cage made out of branches near the campfire. Inside the cage is a large lion, which is growling and trying to escape the cage. The lion is hungry and angry.
  7. D10=7:A pair of wood elves are being attacked by a flock of sparrows. The sparrows can be made to flee if the players help the elves. If the players do, the elves will grant them a +2 bonus on any night time stealth rolls in their territory.
  8. D10=8:A man is on the ground, blood coming from his head. He is being tended to by two men. They are dressed in peasant clothing. One of the men is wearing a toad on his head as a hat. The peasants are talking about the toad and how it works as an early warning system for bandits.
  9. D10=9:A group of 6d4 barbarians are practicing their fighting skills in a nearby field. They will not attack unless provoked.
  10. D10=10:Omen. A passing bird drops a feather.

d100 = 95

  1. D10=1:A pack of 2d6 werewolves are chasing after a group of 3d6 sheep which are being herded by a group of 2d6 farmers who are armed with pitchforks and spears.
  2. D10=2:You come across a cave entrance that leads into the ground. If the party goes into the cave, they will find a tunnel that leads into a dungeon complex. The dungeon complex is a home to 1d4+1 goblins and 1d4+1 hobgoblins who are led by a hobgoblin warlord named Zuggzug. Zuggzug is a level six fighter with two swords who wants to capture the party and cook them for dinner.
  3. D10=3:An eerie wail cuts through the air, and the party finds themselves confronted by a banshee seeking vengeance for an age-old grievance connected to their ancestry.
  4. D10=4:A witch has placed a curse on the players and they must find a way to reverse it before it's too late. The witch's cottage is nearby and she can be found there, if players can find it...
  5. D10=5:A mythical herbivore driven mad by dark enchantment. Calming it restores natural order and rewards them with an invaluable ingredient for potions.
  6. D10=6:Manticore attacks.
  7. D10=7:The party comes across a clearing in the forest. In the clearing sit two elves. The elves are playing a game of tiles. One of the elves is losing. The losing elf says, 'I'm out of tiles!' The winning elf says, 'Two more games and you lose your title!'
  8. D10=8:While traveling through the forest, the party comes across a group of dryads who are being terrorized by an evil druid who has corrupted their sacred grove. The dryads offer the party help in taking down the corrupted druid.
  9. D10=9:A group of 1d4+1 humans and 1d4+1 elves are celebrating their alliance and the end of their war by drinking, eating, and laughing together around a campfire. If the players approach, they will invite them to join in on their celebration.
  10. D10=10:Druids of the Grove hide out in the forest.

d100 = 96

  1. D10=1:A small mound of leaves reveals a treasure chest, but it is trapped. It is filled with 1d8 gems worth 1d6 x 10 GP each.
  2. D10=2:A group of 1d4+1 dwarves are traveling through the forest, hoping to be discovered. They're members of a mining troupe that is looking for new members. They're looking for an opportunity to mine in a new location.
  3. D10=3:Mist. A faint mist rises from the ground.
  4. D10=4:A group of kids are playing tag in the forest. They are wearing common clothes.
  5. D10=5:Peculiar Hooded figure with black robes and a strange staff. The hood covers the figures head. The figure is chanting words and circling a dead wolf. There is an odd green aura around the figure. There are several bones scattered around the area from the wolf.
  6. D10=6:A group of 2d6+2 humans are praying and wailing over the body of a fallen comrade. If they are disturbed, they will attack.
  7. D10=7:A group of 1d4+2 half-elven rangers are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.
  8. D10=8:A group of men and women in full plate armor and shields are running through the forest as if they are being chased by something. They scream as they run by, and the players can see that their shields have the crest of an army from a foreign land not far from this area of the woods. They are running west to east, towards the players.
  9. D10=9:Fairy rings glow at the base of ancient trees, creating portals to alternate dimensions where time flows differently. Stepping through can lead to adventure or peril.
  10. D10=10:Whispering shadows coalesce around the campfire, telling tales of alternate timelines where the party made different choices, providing wisdom and regret in equal measure.

d100 = 97

  1. D10=1:A group of ten halflings are riding horses along the road. They are on their way to a wedding.
  2. D10=2:An incredibly fast chipmunk named Speedy challenges the adventurers to a race. If beaten, he gifts the winner an enchanted acorn that grants a temporary speed boost.
  3. D10=3:A group of 2d4 gnomes are wandering around aimlessly. They are drunk and have been celebrating their new invention, a portable keg that never runs out of ale, which they have brought with them to the forest.
  4. D10=4:The party enters a grove where time behaves oddly, speeding up and slowing down at random intervals. Trees bloom and wither instantaneously, and their own heartbeat becomes erratic.
  5. D10=5:A group of 1d4+4 humans attack. They are armed with bows and arrows.
  6. D10=6:A druid comes running through the forest, pursued by a group of one-eyed men. The men are armed with spears and shields. The druid's name is Jasper. He is a good cleric who was captured by the one-eyed men and forced to work as their slave. He'll be glad to be rescued.
  7. D10=7:A party of 2d4+2 pirates emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with swords, axes, and crossbows.
  8. D10=8:A group of 2d8 Gnolls are walking through the forest, looking for food. They are hungry and will kill and eat anyone who gets in their way.
  9. D10=9:A group of 2d6 halflings are looking for mushrooms.
  10. D10=10:A path leads to a tree whose branches form a detailed night sky. Each star can be plucked and holds a fragment of a lost legend, giving the seeker insight or power.

d100 = 98

  1. D10=1:A group of humans are fishing in a nearby pond. They will stop and ask players to join them for dinner. If players do so, they will be forced to stay for several days until the catch is brought in.
  2. D10=2:Inside the trunk of a tree, there is a large owl sitting there. It hoots at the party and flies off down the road.
  3. D10=3:A group of elves approach and ask if you have seen their brother. They will show you a portrait of their brother. The portrait is torn and crumpled. They will tell you that the portrait was given to them by their mother and that it was torn by their brother during a fit of rage. The elves will tell you that their brother is possessed by a demon.
  4. D10=4:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by gnolls and lizardfolk.
  5. D10=5:A group of men are sitting around a campfire, talking about how they had been attacked by some strange creatures in the forest that day after they had been hunting for game for their village. One of them was killed in the attack, however they were able to fend off the creatures long enough for reinforcements to arrive from the village, where they managed to kill off all but one of the creatures which had escaped into the woods after killing another villager in front of them before escaping.
  6. D10=6:A family of 5 raccoons trapped in a net. Freeing them reveals an underground tunnel leading to an ancient treasure trove.
  7. D10=7:Q - A group of 2d6 humans are hunting a group of deer. If the players get too close, they will attack.
  8. D10=8:A group of 4 dwarves are mining for gold in a cave that is filled with the bones of dead animals. The dwarves are looking for valuables in the bones of the dead animals. The players can try to talk to the dwarves and find out where the dwarves are from and why they are mining in the forest instead of the mountains where they belong
  9. D10=9:Four elven wizards are studying magic in a clearing in the woods. They are studying a scroll that they found in their travels. The wizards are from a nearby elven city and they are studying here because of the quietness of the area.
  10. D10=10:A wild bear with two cubs is wandering around the corner.

d100 = 99

  1. D10=1:A magical leyline damaged by a battle. Repairing it earns powerful spells refreshing faster when standing within a forest.
  2. D10=2:The adventurers find a snail racing track where the snails move incredibly slowly, but the excitement is palpable. The players can place bets or even enter their own snail.
  3. D10=3:Enchanted fireflies arrange themselves into constellations that retell the lore and myths of the forest, offering wisdom and potential quests.
  4. D10=4:A group of 2d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. They will mention that they saw a dragon flying over head recently and that has scared away all of the local game. They will ask if they can borrow some food since they are starving and haven't had anything to eat in days. If players give them food, they might follow them around for a while..
  5. D10=5:The forest canopy above bursts into flames as a dragon swoops down, scorching the ground and igniting the trees. The dragon seems to be searching for something—or someone—among the party members.
  6. D10=6:The party is attacked by a pack of 2d6 dire wolves.
  7. D10=7:Discovering a sacred grove threatened by trolls. Protecting it secures the loyalty of a powerful druid circle.
  8. D10=8:A human wizard is standing in the middle of a trail, waving his arms. He wants the players to stop and help him. He says that he was attacked by a demon and it just took his soul and left his body behind. He wants to know if the players can cast soul bind on him so that he can regain his body and continue living his life. He will give them a magic item worth 1,500 gp if they help him.
  9. D10=9:A group of 2d4+2 merchants are traveling through the forest. They are carrying an assortment of tools and weapons that they will trade with players for food or water or whatever they can get from them.
  10. D10=10:A group of women is walking through the woods. They are carrying supplies. If the players approach, they will ask them if they can carry their supplies for them. The women are on their way to a small village to help the villagers rebuild after an attack by bandits left many injured and dead.

d100 = 100

  1. D10=1:A group of 1d4+1 halflings are traveling through the forest, hoping to be discovered. They're members of a bardic troupe that is looking for new members. They're looking for an opportunity to perform before a large audience. They're not very good bards or actors.
  2. D10=2:A group of 1d10+10 orcs are hunting in the area. They will attack the party on sight.
  3. D10=3:A group of 2d4+2 half-elves are traveling through the forest, hoping to be discovered. They're members of a traveling acting troupe that is looking for new members. They're looking for an opportunity to perform in front of a large audience. They're not very good actors.
  4. D10=4:Efreet sitting on a tree branch, laughing at the players. If they walk closer, he will attack them.
  5. D10=5:Players stumble upon a faerie market in the heart of the forest. Trading there might gain potent magical artifacts.
  6. D10=6:A porcupine painter named Prickles is creating a masterpiece but is running out of paint. He asks the adventurers for colorful items. In return, he gives them a portrait that grants +1 charisma when carried.
  7. D10=7:A group of 3d4 Halfling thieves are planning a heist on a local village. They will ask the party to help them with the heist. If the party decides to help them with their heist, they will end up getting double-crossed by the halflings and lose all their money and items as well as get arrested by the town guard.
  8. D10=8:Lumberjacks are building a log cabin by the side of the road. They are not happy and want something else to do. If they get something else to do, they will attack.
  9. D10=9:The players find a lost child of a half-orc tribe. Returning the child earns lifelong gratitude and a favor to call upon one time.
  10. D10=10:A nymph cries for help as her pond is tainted. Purifying the water allows her to grant one wish within the forest's confines.

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

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

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

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