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D10 Fortress Random Encounters

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

A complete D&D 5e random encounter table for fortress 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 fortress, 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 Fortress encounter table

d100 = 1

  1. D10=1:A group of orcs are trying to sneak into the fortress through a secret entrance that they found.
  2. D10=2:In the courtyard, players encounter a group of knights competing in a jousting tournament. The players can either join in on the joust or try to sabotage their opponents.
  3. D10=3:In the library, players stumble upon animated books attacking a lone wizard. The group must rescue the wizard while defending against the aggressive tomes, and can learn new spells from the grateful mage.
  4. D10=4:A group of 4d6 dwarves are celebrating in a large hall. They are singing and drinking. A dwarf named Fredrick is trying to get everyone's attention. He wants to tell everyone about a giant infestation in the sewers.
  5. D10=5:The players discover Echo, a cursed bard whose voice can soothe even the most savage beasts. She requests their aid in breaking the curse, promising them songs that enchant and inspire, and possibly a melody to solve their most perplexing challenges.
  6. D10=6:As the players explore the armory, they come across a cursed sword that is whispering to them, promising great power if they wield it. Will they be tempted to take the sword and unleash its dark magic, or will they resist its allure?
  7. D10=7:A strange female creature is walking down the hallway. She appears to be made of bone with no flesh. She is taking out her spleen and she is trying to put it back in.
  8. D10=8:The head seamstress cuts a large piece of cloth at her workstation.
  9. D10=9:A minstrel is practicing a new song on their lute, filling the room with melody.
  10. D10=10:In the depths of the fortress, you come across a powerful ancient artifact that is said to grant its owner immortality. However, it is guarded by a powerful demon who will stop at nothing to protect it. How will you claim the artifact for yourself?

d100 = 2

  1. D10=1:The party hears a strange hissing noise. They find a strange gas coming from a nearby room.
  2. D10=2:Deep vibrations reveal an underground Forge of Giants. Standing before the Forge grants the user immense strength but anchors them to the spot until a given task is completed.
  3. D10=3:An arcane laboratory houses Seridwyn, an elderly wizard who has accidentally trapped himself in a time loop. Freeing Seridwyn from his predicament rewards the party with spells and knowledge of time magic.
  4. D10=4:A group of 3d4 cultists are walking in circles and chanting. They are trying to summon something up.
  5. D10=5:A group of men are standing around talking about how they are going to get rich off of a new trade route that has opened up with a distant land.
  6. D10=6:They find a hall of portraits with eyes following them. The paintings come alive as spectral guardians if the relics they are bound to protect are disturbed.
  7. D10=7:A troll disguised as a human merchant tries to sell the players fake items, but if they confront him he will transform and attack.
  8. D10=8:The fortress is home to a legendary creature that is said to grant wishes to those who offer it a sacrifice. But beware, the wishes often come with terrible consequences. Will you risk making a deal with this creature?
  9. D10=9:A chamber filled with giant spiders and a massive web. The players must navigate through the web and either fight or negotiate with the spiders to continue on their journey.
  10. D10=10:A party member notices the words 'Don't trust the necromancer' written on one of the walls in blood. A few feet above it, there is another message of 'The necromancer will betray you!' written in blood on another wall.

d100 = 3

  1. D10=1:A group of 2d6 scouts are running down a hallway. They are being chased by a group of 2d4 orcs. The orcs will catch the scouts if players do not help them.
  2. D10=2:The party hears a man screaming, 'I'm sorry! I'm sorry!'
  3. D10=3:A lone artist is adding the final touches to a mural on a wall.
  4. D10=4:In a small, cluttered workshop, the players meet Balthazar, a sorcerer who has been experimenting with alchemy. His latest potion needs one final ingredient, which he tasks the party to retrieve in exchange for powerful elixirs.
  5. D10=5:A secluded crypt contains Lavinia, a banshee mourning her lost love. Easing her sorrow provides the players with knowledge of necromancy but risks invoking the ire of the other vengeful spirits.
  6. D10=6:The players encounter a scholar deeply engrossed in an ancient text. He is genuinely helpful, providing valuable information, but unbeknownst to the players, he is a simulacrum programmed to lead them into a trap.
  7. D10=7:A group of friendly goblins, who are surprisingly good at gambling, challenge the players to a game of dice.
  8. D10=8:A messenger pauses to catch his breath.
  9. D10=9:A group of 1d6+3 soldiers are sitting around a table drinking and talking about their adventures fighting goblins, kobolds and other low level humanoids. They will gladly talk with players about local rumors and events, but nothing too exciting ever happens here so they have nothing interesting to talk about.
  10. D10=10:A group of 5 guardsmen are walking down the hallway, headed somewhere else. They will ignore the players unless attacked.

d100 = 4

  1. D10=1:A magistrate writes up a new edict in his office.
  2. D10=2:A messenger takes a brief rest in the courtyard.
  3. D10=3:A male dwarf is seen walking down the hall with a large sack of coins over his shoulder. If the players approach him, he will stop, turn around and say 'Mind your own business'. He then climbs up a rope ladder which is connected to the ceiling and disappears into the darkness above.
  4. D10=4:The players stumble upon a centuries-old obstacle course designed for royal children. Each trial introduces obstacles based on historical kingdoms, challenging would-be heirs to remember or learn critical lineage lessons.
  5. D10=5:A washerwoman struggles to carry a heavy bucket of water from the well.
  6. D10=6:A tower chamber housing a powerful mage researching planar travel. Diplomacy could involve aiding his experiments in exchange for planar teleportation access.
  7. D10=7:The fortress is being overrun by a swarm of giant ants. The soldiers are struggling to fight them off and need your help to come up with a strategic plan.
  8. D10=8:A servant is arranging seating in the dining hall for an upcoming feast.
  9. D10=9:A group of enchanted suits of armor have come to life and are attacking the castle's inhabitants. The players must find a way to deactivate the magic animating the armors and stop them from causing any more harm.
  10. D10=10:A group of bullywugs are hiding under the water in the room. They see the PCs, and try to pretend they aren't there.

d100 = 5

  1. D10=1:A loud explosion shakes the fortress and a cloud of smoke fills the air. When it clears, the party sees a group of gnomes frantically running around, trying to fix their failed invention before anyone notices.
  2. D10=2:A gardener rakes leaves into neat piles.
  3. D10=3:A maid dusts a candelabra.
  4. D10=4:A boy is whittling a piece of wood into a toy sword.
  5. D10=5:A group of 2d6+2 dwarves is trying to dig through the walls of the fortress to get to other buildings.
  6. D10=6:A knight adjusts his armor and prepares for patrol.
  7. D10=7:The players encounter a group of injured soldiers from an opposing army who have taken shelter in the fortress. Do they help them or turn them over to their own army for questioning?
  8. D10=8:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their bows and crossbows.
  9. D10=9:A servant is brushing the dirt from a noble’s cloak.
  10. D10=10:The players see a group of men and women sitting around a table, laughing. They are not paying any attention to each other and would not notice if someone tried to sneak past them. They are drunk and laughing at each other's bad jokes. They are members of the Cult of the Drunken God, who worship an ancient god of wine through drunken revelry and song.

d100 = 6

  1. D10=1:The fortress seems to be deserted, but upon closer inspection, you find that the inhabitants have all been turned into mindless zombies. Can you find the source of the curse and put an end to it?
  2. D10=2:A wizard named Drelvin has been gathering information about a cult that worships an evil dragon. He will give the party information about it if they agree to destroy the dragon. It is an evil dragon named Rathin. It is worshipped by a cult of five evil clerics in a nearby fortress called the Black Keep.
  3. D10=3:The fortress' kitchen is run by a cook who has been feeding the residents enchanted food that controls their minds. If confronted, the cook will unleash animated food golems to fight.
  4. D10=4:An elderly servant tends to the hearthfire.
  5. D10=5:They find a hall of portraits with eyes following them. The paintings come alive as spectral guardians if the relics they are bound to protect are disturbed.
  6. D10=6:A beautiful woman with silver hair and a white dress approaches the party. She wants the party to escort her to the City of the Damned. She will offer them a large amount of money, but it's a trick. If they follow her, they will be led into a trap.
  7. D10=7:A pigeon tries to steal a crumb from a kitchen window.
  8. D10=8:A hidden chamber reveals Maelwen, a master illusionist who has guarded the fortress's secrets for centuries. She offers to teach illusion spells but needs help completing a powerful ritual to solidify her presence in the material plane.
  9. D10=9:The players find a room with a large pool inside of it. The pool is filled with a thick, greenish liquid. The liquid itself is alive and appears to be breathing. Strange creatures are swimming in the liquid. In the center of the room, floating above the liquid, is a bed with a man and a woman on it. They are both asleep.
  10. D10=10:A blacksmith is hammering away on a piece of metal, grumbling about needing more coal.

d100 = 7

  1. D10=1:Gathering of Soldiers The party will find a group of soldiers in a room. They are wearing their uniforms ragged, and they appear to be on their way out of the stronghold. The party will have to find out what they know. They will tell the party that they are going to defend another city or stronghold against an attack by a hobgoblin force.
  2. D10=2:A group of 2d6+3 nobles are talking about their decadent habits.
  3. D10=3:A group of elderly men are playing a game of checkers in a dark corner of the corridors. They are very good players and will be very upset if the players try to cheat them.
  4. D10=4:The players find themselves in a room with no doors or windows, and a mysterious voice challenges them to solve riddles and puzzles to escape. The voice belongs to an ancient and powerful being who will reward the players if they can prove their worth.
  5. D10=5:The players meet a group of friendly giants who have accidentally stumbled upon the fortress and are now causing unintentional damage. The players must help the giants fix their mistakes and send them on their way before they cause any more chaos.
  6. D10=6:X the Minotaur, who is carrying the gates to the city in his hands, is pounding on the gates to get out of the city. He is trying to get to the Mines of Maratos to rescue one of his friends. He is very stubborn and is not willing to listen to anyone in the city. He will listen to the players because he believes that they also want to rescue his friend. He tells the players, 'My friend is in the mines. The mines are located below this city, and the fairy Lilli is the only one who knows how to get in. Tell Lilli that the Minotaur said to make an opening in the rocks, and to bring some light.'
  7. D10=7:A falconer is training a new bird in the mews.
  8. D10=8:A pack of giant spiders has infested the fortress and the players must navigate through the webs to reach their destination. But the spiders are not the only danger, as the webs conceal traps set by the fortress's inhabitants.
  9. D10=9:A gardener feeds the birds in the courtyard.
  10. D10=10:A scribe is meticulously updating the castle's ledgers.

d100 = 8

  1. D10=1:The players come across a room filled with ancient artifacts and a mysterious hooded figure. The figure reveals themselves to be a time traveler from the future and tasks the players with retrieving a specific artifact to prevent a future disaster.
  2. D10=2:In a forgotten armory, the players come across a weaponsmith named Thadros, who insists he’s forging a blade of destiny. Thadros needs rare metal to complete his work and promises a uniquely enchanted weapon in return.
  3. D10=3:While exploring the castle's dungeons, the players come across a group of prisoners being held captive. They discover that the prisoners are wrongly accused and imprisoned by a corrupt official. The players must help the prisoners escape and bring the corrupt official to justice.
  4. D10=4:A group of adventurers are arguing about what to do next in their quest. If players get too close, they will attack.
  5. D10=5:The castle's fool juggles a trio of colorful balls for entertainment.
  6. D10=6:The players hear shouting, followed by a loud crash. Something has fallen to the floor. If the players investigate, they'll find an old man who has fallen from his wheelchair.
  7. D10=7:Formless: a dark brown amorphous cloud covering about a two-foot area on the floor. It has no smell or sound.
  8. D10=8:A secret spy tunnel beneath the fortress keeps opening into another dimension momentarily creating enemy infiltrators unless sealed permanently.
  9. D10=9:Deep in the catacombs, they find a chamber with mosaic tiles depicting scenes of historical peace treaties, cursed by betrayal. Spirits of diplomats argue eternally over interpretations, dragging newcomers into their never-ending debates.
  10. D10=10:A group of animated armor statues, each with a different weapon, challenge the players to a duel for the "honor" of defeating them.

d100 = 9

  1. D10=1:Inside a lavish parlor, the players find an aristocratic vampire negotiating a trade deal with merchants. Diplomatic intervention could tilt the deal to the players’ benefit, gaining coveted resources.
  2. D10=2:A gardener trims the grass near a pond.
  3. D10=3:A man will run up to you and ask if you will escort him to his home in the city. He was on his way when he was robbed at knifepoint. His attackers are still here in the fortress. They stole all his money, his clothes, and even his shoes.
  4. D10=4:A haunted gallery’s paintings come to life. Players need to find and interpret clues in the paintings to uncover the traitor responsible for the hauntings or exorcise the malevolent spirits.
  5. D10=5:A stableboy is mucking out the stables, shoveling hay and manure.
  6. D10=6:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their weapons.
  7. D10=7:A gardener is watering the plants in the courtyard.
  8. D10=8:A gardener hums as he plants seeds.
  9. D10=9:A cat stretches and yawns in the sun.
  10. D10=10:A pair of noble children run past, giggling and playing a game of tag.

d100 = 10

  1. D10=1:You see a steward counting and inspecting the contents of a storeroom.
  2. D10=2:A group of halflings appears, disguised as salesmen. They offer the players a variety of magical items for a low price. However, upon closer inspection, the items turn out to be cursed. Will the players be able to break the curse or will they fall victim to the halflings' tricks?
  3. D10=3:A group of 1d6+5 acolytes are walking down the hallway. They are on their way to one of the dungeons to worship the idol there.
  4. D10=4:A group of circus performers have set up camp outside the fortress and invite the players to watch their show. But as it turns out, the performers are actually thieves trying to steal from the fortress. Will the players catch them in the act or be fooled by their illusionary tricks?
  5. D10=5:A group of drunken dwarves stumble upon the players and mistake them for invading enemies. They challenge the players to a drinking contest, but little do they know, the drinks have been spiked with a powerful potion that will have unpredictable effects.
  6. D10=6:A gardener is planting new flowers in the castle's herb garden.
  7. D10=7:A page runs messages between various rooms.
  8. D10=8:A weaver fixes a tear in a tapestry hanging on the wall.
  9. D10=9:Finding a strange shard, players discover it opens a planar portal. They must demonstrate their knowledge of different planes and handle the extradimensional threat that spills forth.
  10. D10=10:Players hear a strange singing sound coming from one of the nearby rooms. When they investigate, they'll find an old man who is sitting in a rocking chair while he works on a strange looking doll. He says that he is trying to make it look like one of the villagers who live in the fortress, but it keeps coming out looking like a troll instead. If anyone asks him about the fortress, he will tell them that he has been there before, but they never let him back in because they think he's crazy.

d100 = 11

  1. D10=1:The party comes across a room with a large painting on display. Upon closer inspection, they realize that the painting is a magical portal to a world of endless landscapes and fantastical creatures. Will they risk stepping through and face the unknown?
  2. D10=2:A servant brings hot water to the noblewoman’s bath.
  3. D10=3:A group of thieves are planning their next heist in one of the rooms. They will try to distract the players and slip away while they are not looking.
  4. D10=4:You encounter a pair of guards playing dice and grumbling about their pay.
  5. D10=5:A servant lights the torches along the walls.
  6. D10=6:Two guards are patrolling the walls, keeping an eye out for trouble.
  7. D10=7:A thick fog has engulfed the fortress, obscuring vision and making it difficult to navigate. The players must rely on their other senses and perhaps even their magic to find their way through the fog. However, there may be hidden dangers lurking within the fog, such as traps or enemies waiting to ambush.
  8. D10=8:The players come across a group of mercenaries who have been hired to assassinate the king. They must stop the mercenaries and uncover who is behind the plot to overthrow the kingdom's ruler.
  9. D10=9:Within a darkened chapel, shadows seem to come to life. Players must use their divine magic or find other sources of light to banish the shadow creatures that attempt to engulf them.
  10. D10=10:The players stumble upon a secret underground laboratory where a mad scientist is conducting experiments on different creatures. Will they choose to free the creatures and stop the scientist's unethical practices or strike a deal with the scientist for powerful enhancements?

d100 = 12

  1. D10=1:As the players explore the fortress, they come across a room filled with mirrors. However, as they touch one, they are transported to different dimensions where they must face their fears and overcome challenges before they can return to their own world.
  2. D10=2:A labyrinthine hedge maze in the inner courtyard is filled with hostile creatures and traps. Players must use their navigation skills and cleverness to find their way out without succumbing to its dangers.
  3. D10=3:A group of children giggle as they play hopscotch.
  4. D10=4:The astrologer charts the stars in his observatory.
  5. D10=5:Two men are arguing about their misadventures. They mention a strange fog. One of them has a strange scar on his hand.
  6. D10=6:An elderly blacksmith teaches his apprentice the trade.
  7. D10=7:In the main hall of the fortress, a group of knights is holding a charity auction to raise money for their fallen comrade's family. Players can bid on magical items, rare weapons, and even a trained griffin mount.
  8. D10=8:A group of 2d4+1 men in robes are scheming against each other. They are trying to kill each other for the position of leader. The leader is a man named Fierand.
  9. D10=9:A falconer tends to his birds of prey in the mews.
  10. D10=10:A cat chases a mouse across the courtyard.

d100 = 13

  1. D10=1:The party hears a strange cackling noise. They find a strange room with cages in it, and strange creatures in them. The cages are empty. A dark figure is in the corner, laughing maniacally.
  2. D10=2:Up ahead in the distance, you see two men arguing about a piece of metal. They seem to be arguing about whether it is made out of bronze or copper. One of them says: 'I tell you it's copper, but you just won't listen!'
  3. D10=3:In the armory, players find a cursed weapon that seems to have a will of its own. Identifying and breaking the curse tests their arcane knowledge and dispel magic abilities.
  4. D10=4:They discover a forgotten garden once blessed by elemental lords of ancient days. Each encountered elemental reveals geographic lore and forgotten elemental pacts resembling ancient environmental manipulations.
  5. D10=5:A man wearing a brown robe is standing on a nearby balcony. He has short, brown hair and brown eyes. If anyone gets close, he will try to sell them a bottle of 'magic' potion. It's actually just water. He is not very good at this sort of thing, and will give up if anyone questions him about it.
  6. D10=6:The players encounter a group of injured soldiers from an opposing army who have taken shelter in the fortress. Do they help them or turn them over to their own army for questioning?
  7. D10=7:A mysterious illness has befallen the castle's inhabitants, turning them into mindless zombies. The players must find a cure and stop the spread of the illness before it consumes the entire kingdom.
  8. D10=8:A maid is struggling with a large basket of laundry, looking quite exhausted.
  9. D10=9:A bard regales a small crowd with a tale of heroic deeds.
  10. D10=10:A chamber eerily devoid of sound contains Maelis, a deaf sorceress who excels in silent spellcasting. She teaches unique silent spells if the players retrieve her magically silenced spellbook.

d100 = 14

  1. D10=1:A novice monk drops a stack of scrolls, scattering them everywhere.
  2. D10=2:The castle apothecary holds ancient and dangerous potions. When disturbed, they animate into elemental spirits. Players must identify and neutralize these vials safely, using their alchemy skills.
  3. D10=3:The party hears a strange buzzing noise. The sound is coming from an area with some old empty cages. PC's will find 3d6 giant rats inside of it.
  4. D10=4:In the alchemy wing of the fortress, players face volatile compounds that must be carefully neutralized—a single wrong move could spell explosive danger.
  5. D10=5:The adventurers reach a room with wall carvings celebrating a series of historical inventions. Manipulating the carvings triggers mechanisms sprouting relics, guarded by the jealous ghosts of the inventors who died seeking recognition.
  6. D10=6:A maid dusts the great hall’s chandelier.
  7. D10=7:A group of 2d4 guards are walking down a hallway talking about their families at home. They stop and stare at a painting on the wall for a long time before continuing on their way.
  8. D10=8:The players are approached by a group of shadowy figures who offer them a great deal of gold if they can retrieve a powerful artifact from deep within a dangerous dungeon. However, the catch is that they must complete the task within a short amount of time or the deal is off.
  9. D10=9:The fortress's library has been overrun by books that have come to life and are causing chaos. The players must use their knowledge and wits to calm the rabble of books and organize the library once again.
  10. D10=10:Players encounter a secretive cult performing dark rituals in an ancient chamber. Players must use their own stealth and combat prowess to stop the ritual before it completes, releasing a demon.

d100 = 15

  1. D10=1:A minstrel is tuning his lute and practicing a new song.
  2. D10=2:In a grand dining hall, 2d8 ghosts of a long-dead royal family are hosting an eternal banquet, serving cursed dishes. Diplomatic skills can turn this tragic scene into an opportunity to lift their curse and gain a royal favor.
  3. D10=3:A group of 3d4 cultists are walking around chanting and mumbling. They are going to perform a ritual. They will attack anyone who gets in their way.
  4. D10=4:A maid dusts the great hall’s chandelier.
  5. D10=5:A weapons cache includes a cursed quiver of arrows. If used, the quiver’s curse slowly turns the wielder into a mindless guardian.
  6. D10=6:The fortress's cook has quit, and the players are hired to find exotic ingredients for a feast to impress the king and his guests. They must venture out into the surrounding forest to find rare herbs, giant mushrooms, and even a live dragon egg.
  7. D10=7:As you rest for the night in the fortress, you are visited by a ghost who has been trapped within its walls. Can you help put their spirits to rest?
  8. D10=8:Some idiots running around shooting holes in the walls.
  9. D10=9:A servant dusts the tapestries in the great hall.
  10. D10=10:A grand hall features an enchanted mirror that reveals the viewer’s destiny. The players find a philosopher trapped in debate with his own reflection. Resolving his existential crisis could yield profound insights or a valuable ward.

d100 = 16

  1. D10=1:The fortress is surrounded by a moat of acid. If anyone falls into it, they will start to dissolve and die within one minute.
  2. D10=2:A librarian is carefully dusting shelves full of ancient scrolls.
  3. D10=3:A serene courtyard holds Morrigan, an aged healer who once served the royal family. She offers curative spells and rare medicinal herbs in exchange for recovering her late daughter’s amulet from a dangerous part of the fortress.
  4. D10=4:A storyteller’s hall echoes with ghostly bardic tales of ancient lands. To gain beneficial lore, adventurers must either recount comparable sagas or fill in lost legends’ gaps, each story bearing significance to historical mysteries.
  5. D10=5:In a dark corridor, the players encounter a young girl crying. She claims to be lost and asks for their help to escape the fortress. However, upon closer inspection, the girl is actually a shape-shifting demon who just wants to lure the players into a trap. Can the players see through the demon's disguise and defeat her?
  6. D10=6:A feast hall where spectral revelers relive their final banquet. Diplomatic negotiation might help them rest in peace and uncover hidden treasures.
  7. D10=7:The adventurers discover an old wizard's workshop. The ghostly apprentice still works tirelessly to complete a spell they began centuries ago, seeking someone to assist in their final incantation.
  8. D10=8:A servant hurriedly repairs a ripped tapestry.
  9. D10=9:A shepherd is bringing a small flock of sheep through a side gate into the bailey.
  10. D10=10:A group of children are sneaking across the hall, clearly up to some mischief.

d100 = 17

  1. D10=1:A group of 2d8 skeletons have been living here. They have made up some crude furniture, due to a shortage of flesh to work with.
  2. D10=2:The party hears a badly-done rendition of a bard song.
  3. D10=3:A smith's apprentice struggles to lift a heavy hammer.
  4. D10=4:A magistrate writes up a new edict in his office.
  5. D10=5:A young noble reads a book by the fire.
  6. D10=6:A group of children play a game of hide and seek in the courtyard.
  7. D10=7:A strange mist has settled over the fortress, causing all magical abilities to malfunction. The players must rely on their physical skills to survive until the mist dissipates.
  8. D10=8:As the players wander through the fortress, they come across a strange, glowing portal. A mysterious voice lures them in, promising them great treasures and riches on the other side. However, the portal may lead them to a dangerous and unknown place, and they must be willing to take the risk to potentially reap the rewards.
  9. D10=9:A fortified kitchen augmented by a culinary wizard. Their creations grant temporary boons but after 24 hours induce hallucinogenic and debilitating effects.
  10. D10=10:The fortress is home to a mysterious prophet who claims to have foreseen the end of the world. Will you believe their prophecies or will you try to stop their doomsday plans?

d100 = 18

  1. D10=1:An apprentice blacksmith is delivering freshly forged tools to the armory.
  2. D10=2:A group of 2d4+2 orcs are running away from an invisible man. He is stabbing at them with a sword, but they cannot hit him. The invisible man is actually a mage who turned himself invisible to avoid the player characters.
  3. D10=3:A group of ratmen has been living in the room. They are hiding behind the furniture and will attack the PCs if they are caught.
  4. D10=4:The players find a banquet hall where enchanted dining sets converse remarkable feasts and political shifts. Each dish served represents a story, and partaking in meals correctly unveils layers of political intrigue and long-feud enders.
  5. D10=5:While exploring the fortress, the players come across a room full of treasure. However, as they reach for it, they trigger a trap that locks them inside the room with a giant golem made of gold. They must solve a riddle to escape before the golem crushes them.
  6. D10=6:The fortress has been plagued by a mysterious illness that turns people into stone statues. The only cure is said to be hidden deep within the fortress, but can you find it before it's too late?
  7. D10=7:A room filled with enchanted objects that come to life and attack the players when they enter. The players must quickly figure out how to deactivate the objects before being overwhelmed.
  8. D10=8:Two old men are arguing about the recent arrival of the witch and the curse she has placed on the village. They will warn the players about the witch's mirror and about the witch's true intentions.
  9. D10=9:The players encounter a group of bards who are performing outside the fortress. They offer to write a song about the players' adventures if they can provide them with an interesting story. Will the players impress the bards with their tales or will they disappoint them with their lack of heroic deeds?
  10. D10=10:The players find an aviary full of exotic, talking birds, each relaying messages from different realms. Diplomacy involves ensuring the messages reach their intended recipients, earning favors from far-off places.

d100 = 19

  1. D10=1:Players hear singing. When they follow the noise, they find a room that has been converted into a chapel. The room has been converted into a chapel with a statue of an angel in one corner and a statue of a devil in another corner. There is a priest praying in front of the angel statue. When the players enter, he recognizes them as heroes. He asks them to pray with him for the souls of their enemies and for the safety of their kingdom.
  2. D10=2:A group of travelers seeking shelter has stumbled upon the fortress, but they bring with them a dangerous plague. The players must work quickly to find a cure or risk the entire fortress being infected.
  3. D10=3:The party stumbles upon a sealed, eerie crypt adorned with sigils. Inside lies the body of a legendary general, his ghost arising to test those he deems worthy of carrying forth his martial legacies.
  4. D10=4:In a hidden room, the players find a group of wizards attempting to create a new spell. They may offer to help or simply watch the wizards' experiments, which could potentially lead to some interesting and powerful magic items.
  5. D10=5:The dungeon jailer yawns boredly at his post.
  6. D10=6:An Armory puzzle guards legendary weapons. To solve it, players must position various heavy suits of knight armor in precise ways. Tests of strength and puzzle-solving come into play.
  7. D10=7:A weapons cache includes a cursed quiver of arrows. If used, the quiver’s curse slowly turns the wielder into a mindless guardian.
  8. D10=8:In the depths of the fortress, you come across a powerful ancient artifact that is said to grant its owner immortality. However, it is guarded by a powerful demon who will stop at nothing to protect it. How will you claim the artifact for yourself?
  9. D10=9:A magistrate writes up a new edict in his office.
  10. D10=10:A guard dozes off briefly at his post.

d100 = 20

  1. D10=1:A group of 2d6+2 soldiers are guarding a gate. They ask the party what they are doing here. The party explains that they are going to a nearby town that is having a festival. The soldiers tell them to be careful and tells them to listen to the local innkeeper, who knows the area well and can find the best area to stay. They
  2. D10=2:The party hears a strange clicking noise. They find a strange room with a bunch of weapons in it. There is a dark form in the corner, clicking its claws and laughing maniacally.
  3. D10=3:Dwarven engineers once inhabited part of the fortress and left behind a series of puzzles involving gears and levers. Players must demonstrate their engineering skills to restore power to a vital section of the fortress.
  4. D10=4:The players find a group of 3d4+2 men and women who are celebrating their upcoming marriage.
  5. D10=5:The players enter a room filled with illusions. The room is constantly shifting and changing, making it difficult to navigate. To add to the confusion, the players start to see their deepest fears and desires coming to life in the illusions.
  6. D10=6:An elderly servant tends to the hearthfire.
  7. D10=7:As the players enter a room, they suddenly find themselves in a different time period. They must navigate through the fortress during a different era, facing different challenges and meeting different versions of the inhabitants.
  8. D10=8:A group of 5 men wearing black robes with hoods pulled up over their heads are walking down the hallway, talking about finding a new place to set up shop after being kicked out of their guild for performing dark magic.
  9. D10=9:The dungeon jailer yawns boredly at his post.
  10. D10=10:A large, ornate wedding is taking place in the castle's courtyard. The bride and groom are from two rival kingdoms and their union is meant to bring peace between them. However, the players discover that one of the guests is a shapeshifter, planning to assassinate one of the newlyweds. They must find and stop the shapeshifter before it's too late.

d100 = 21

  1. D10=1:A group of 1d4+2 elves is slowly making his way down a corridor. They are going to the kitchens in the main keep in the main keep. They will attack anyone that gets in the way.
  2. D10=2:A squire is oiling their master’s armor.
  3. D10=3:A gardener plants new flowers in the beds.
  4. D10=4:A group of 4d6 dwarves are celebrating in a large hall. They are singing and drinking. A dwarf named Fredrick is trying to get everyone's attention. He wants to tell everyone about a giant infestation in the sewers.
  5. D10=5:A servant is carrying a stack of clean linens to the guest quarters.
  6. D10=6:A clanking noise as someone draws water from the well.
  7. D10=7:Two guards play a game of chess during their shift.
  8. D10=8:Squiggle: a colorful, non-threatening annoyance, resembling a worm with four arms and legs. This "worm" writhes along the floor, causing a rainbow of colors to appear on the floor behind it.
  9. D10=9:Centuries-old magical tomes in a secret chamber invite the players to learn spells. Each spell learned, however, reduces one player's lifespan or rapidly ages them.
  10. D10=10:A room with a large chandelier hanging from the ceiling. As soon as the players enter, the chandelier falls, releasing a horde of rats that were living inside it.

d100 = 22

  1. D10=1:A curious child explores an unused corridor.
  2. D10=2:In the midst of a busy market in the fortress, the players are approached by a street performer who challenges them to a game of "Find the Pea." Do the players take up the challenge, or do they see through the performer's tricks?
  3. D10=3:In a deserted chapel, the party finds Sister Miriam, a nun who has taken a vow of silence. She uses written notes to communicate and provides the group with holy water and a map detailing forbidden zones within the fortress.
  4. D10=4:The players come across a group of travelers who are being held hostage by a group of dwarves. The dwarves are demanding a ransom for the travelers' safe release.
  5. D10=5:The players encounter a group of monks who are trying to meditate in the midst of chaos and noise. They ask the players to help them find a peaceful spot within the fortress where they can continue their spiritual practices.
  6. D10=6:A group of men are selling cheap jewelry to the players. The jewelry is actually very cheap, but the men selling it are doing so with a very confident attitude and will not take no for an answer.
  7. D10=7:A servant sets the dining table for a feast.
  8. D10=8:A washerwoman struggles to carry a heavy bucket of water from the well.
  9. D10=9:A soldier is unpacking supplies from a recent delivery.
  10. D10=10:Players encounter a secretive cult performing dark rituals in an ancient chamber. Players must use their own stealth and combat prowess to stop the ritual before it completes, releasing a demon.

d100 = 23

  1. D10=1:You hear the sound of metal scraping against stone coming from a nearby hallway. Upon further inspection, you find a group of orcs sharpening their weapons and whispering amongst themselves about their plans to raid the fortress.
  2. D10=2:Inside a great hall, the players find a noble family squabbling over their inheritance. Diplomatic mediations might stabilize the political environment, benefiting the players with wealthy allies.
  3. D10=3:A group of robed and hooded men are gathered around a fire. They are talking about the need to bring salvation to the world. They say that the world will only know peace when the true church is brought back to the world again. If the party talks to them, they will invite them to join them. They will say that they are pilgrims and that they are traveling the world, spreading the word of the true faith.
  4. D10=4:One of the fortress's towers is actually a giant, sentient tree who has been guarding the fortress for centuries. The players must convince the tree to let them pass through or find another way around the fortress.
  5. D10=5:As the players pass by a chamber, they hear loud snoring coming from inside. Upon investigating, they find a sleeping dragon, much to their surprise. If they can sneak past the dragon, they may find valuable treasures in the room. If they wake the dragon, they will have to fight for their lives.
  6. D10=6:A washerwoman folds freshly dried clothes.
  7. D10=7:A librarian is carefully dusting shelves full of ancient scrolls.
  8. D10=8:A group of 1d10 soldiers are marching back to the fortress. They are tired and hungry and have been on patrol for several days. They are looking forward to a hot meal and a warm bed at the fort.
  9. D10=9:An apprentice juggles several scrolls and books as he heads to the library.
  10. D10=10:Players find a shrine to an ancient god. A critical option is to make a sacrifice that tests their character's morality and priorities. Depending on their offer, the deity may bless or curse them.

d100 = 24

  1. D10=1:A group of 2d6+1 people are practicing hand-to-hand combat. They are a band of people who realize that brute force and strength alone will not win a battle. They encourage their followers to learn to use clubs, staves, and hand-to-hand combat, as well as other skills. They also encourage their followers to read, learn, and educate themselves as much as possible.
  2. D10=2:A powerful illusion enchantment fakes the presence of a dangerous dragon. Players need to use insight into illusions to dispel the creature or understand the false nature of threats inside.
  3. D10=3:A group of 2d6 men are standing around a table, arguing about the best way to defend the fortress. One is a bard named Shaymus.
  4. D10=4:A parrot loose from its cage, squawking and flapping about.
  5. D10=5:Players come across an armory that has all the armor and weapons from the first edition AD&D Player's Handbook, including a mace named 'Lifehammer' that does 1d6+2 damage. If a player tries to take any item from the armory, a magical alarm on the wall will summon a group of militant dwarves that are currently living in the fortress. If the dwarves are killed, players may take any item from the armory.
  6. D10=6:The players meet a master alchemist who needs rare ingredients for a powerful elixir. Helping him yields a potent potion but also triggers a curse from an ancient rival's spirit, seeking vengeance.
  7. D10=7:The party hears a voice coming from somewhere in the fortress. It says, 'Help me! Help! Please!' If they investigate they will find a prisoner tied up and blindfolded. He is undergoing a torture routine by an orc guard. The player characters can save the prisoner if they wish, but they may have to fight the guard to do so.
  8. D10=8:The players stumble upon a hidden prison cell where a group of innocent prisoners are being held. They will need to come up with a plan to free them without alerting the guards.
  9. D10=9:The players find a room full of spiders. They are crawling on everything: the floor, the ceiling, the walls, the furniture, and even the people. The spiders are normal size, but they are all black, and they are all alive. The spiders are also telepathic and can communicate with each other, although they don't speak any known language.
  10. D10=10:A network of secret passageways requires keen perception and investigation skills to uncover. Within, players find valuable intel and hidden stashes that can aid them further in their exploration.

d100 = 25

  1. D10=1:A group of men are standing around talking about how they are going to get rich off of a new trade route that has opened up with a nearby town.
  2. D10=2:A man will run up to you and ask if you will escort him to his home in the city. He was on his way when he was robbed at knifepoint. His attackers are still here in the fortress. They stole all his money, his clothes, and even his shoes.
  3. D10=3:The players are approached by a group of desperate refugees who are begging for sanctuary in the fortress. Will the players allow them in or turn them away?
  4. D10=4:The players stumble upon a hidden underground fighting ring, where various creatures and races are pitted against each other in brutal battles for the entertainment of wealthy spectators. The players must either navigate through the fights without getting involved or risk participating and potentially winning a large sum of money.
  5. D10=5:A group of 2d4 guards are walking down a hallway talking about their families at home. They stop and stare at a painting on the wall for a long time before continuing on their way.
  6. D10=6:Players see a pile of hay in the corner of a room. They can investigate and find a secret door, but when they enter, they end up in a room filled with angry chickens. The chickens will attack anyone who disturbs their nest.
  7. D10=7:A soldier is unpacking supplies from a recent delivery.
  8. D10=8:The players enter a room filled with strange, glowing runes on the walls and floor. As they decipher the meaning of the runes, they realize they have the power to unlock hidden doors and reveal secret passages.
  9. D10=9:As the players enter a room, they are hit with a strong stench. It turns out the room is filled with dangerous and poisonous gas, and they must find a way to escape before it's too late.
  10. D10=10:The players find themselves in a room with no doors or windows, and a mysterious voice challenges them to solve riddles and puzzles to escape. The voice belongs to an ancient and powerful being who will reward the players if they can prove their worth.

d100 = 26

  1. D10=1:An old fisherman is mending his nets by the lake.
  2. D10=2:A maid is tidying up the guest rooms.
  3. D10=3:A maid dusts off a portrait of a long-deceased lord.
  4. D10=4:As the players enter a room, they suddenly find themselves in a different time period. They must navigate through the fortress during a different era, facing different challenges and meeting different versions of the inhabitants.
  5. D10=5:An old garrison hold bears the lingering presence of knights who once acted as the fortress's elite guard. Gaining their favor involves dedicating significant actions toward chivalric codes they upheld.
  6. D10=6:A group of 2d6 guards rush into the room and demand to know who the players are and what they're doing here. They will then escort the players to Lord X's quarters, where they will meet Lord X and his minions, who will accuse the players of being spies or thieves and throw them in jail. This can be avoided if players convince the guards they're actually Lord X's personal bodyguards, or if they talk their way out of it or fight their way out of it or whatever else you feel like doing with it.
  7. D10=7:A painter is working on a portrait of a nobleman in a well-lit room.
  8. D10=8:A visiting scholar drones on about ancient forgotten ruins.
  9. D10=9:The players come across a room filled with talking statues, each with a different personality and unique knowledge or secrets to share.
  10. D10=10:A maid is struggling with a large basket of laundry, looking quite exhausted.

d100 = 27

  1. D10=1:A line of peasants waits patiently in front of the granary for their monthly ration.
  2. D10=2:Players find an ancient throne that dominates any who sit upon it. Sitting grants regal knowledge but uncontrollable urges to exact draconic law.
  3. D10=3:An armor smith is delivering repaired armor to a rack in the armory.
  4. D10=4:A group of 2d6 high level, mid level and low level Guardsmen are practicing their fighting and archery skills in the courtyard. They will ask the players to join them in the practice. If they do, they will receive 2d6x10 exp.
  5. D10=5:A nearby building is on fire. If the building is entered, it will be an abandoned house that was set on fire by a local troublemaker. If a player tries to put out the fire, the troublemaker will step in and stop them. They want the building to burn down because they want to buy the land cheap afterwards.
  6. D10=6:A cavernous room contains a colossal, broken mirror. Here the party finds Saphrax, a half-demon seeking redemption. He can aid the players with his arcane knowledge but needs help mending the mirror, which he believes holds his salvation.
  7. D10=7:A group of goblins appear and try to sell their stolen goods to the players. Will the players buy the goods or turn the goblins in to the authorities?
  8. D10=8:A group of mercenaries are having a heated argument over their pay in a hallway. The players can choose to intervene and potentially hire them for their own needs.
  9. D10=9:A dog barks excitedly at a passerby.
  10. D10=10:A group of 3d4 dwarves are walking around checking the cracks in the stonework. They are spies for the fort and the building crew.

d100 = 28

  1. D10=1:Three thieves are hiding in the bushes, waiting for a group of guards to walk by. Then they will attack and rob one of them.
  2. D10=2:As players enter a large hall, they see a group of dwarves performing a strange ritual. As they get closer, they realize that the dwarves are summoning a powerful demon in order to strike a deal with it. The players must decide whether to try and stop the ritual or let it play out.
  3. D10=3:A cook checks the pantry for supplies.
  4. D10=4:The party comes across a room filled with stone statues in heroic poses. These are actual petrified adventurers, and the gaze of a hidden basilisk is the cause. Freeing them will rouse jealousy and competition among the freed.
  5. D10=5:The adventurers discover an old wizard's workshop. The ghostly apprentice still works tirelessly to complete a spell they began centuries ago, seeking someone to assist in their final incantation.
  6. D10=6:A vampire lords over a portion of the fortress. Players’ combat skills and resistance to charm effects are tested as they try to slay the beast and his minions.
  7. D10=7:A playful cat pounces on a piece of string.
  8. D10=8:A novice monk collects firewood for the evening.
  9. D10=9:The players hear arguing coming from somewhere nearby. If they investigate, they will find a group of elves and humans arguing with each other about which race is better.
  10. D10=10:A group of 1d8 soldiers are standing guard outside the throne room of King Marcus. They are making sure that no one enters the throne room without permission. They will stop anyone and question them about their business and reasons for being in the area.

d100 = 29

  1. D10=1:The party hears a voice coming from somewhere in the fortress. It says, 'Help me! Help! Please!' If they investigate they will find a prisoner tied up and blindfolded. He is undergoing a torture routine by an orc guard. The player characters can save the prisoner if they wish, but they may have to fight the guard to do so.
  2. D10=2:The players encounter a group of traveling musicians who offer to perform for them. However, it turns out that the musicians are actually a group of shape-shifting demons who want to feast on the players' souls. Can the players defeat the demons and save themselves?
  3. D10=3:In a courtyard, the players find themselves in the middle of a battle between two rival factions in the fortress. Will they choose to side with one of the factions or try to broker peace between them?
  4. D10=4:A dusty old chest sits forgotten in a storage room.
  5. D10=5:Murals within the outer walls tell tales of great sieges. At certain times of the day (or night), the spirits of defenders relive their battles, mistaking new arrivals as besiegers unless proven otherwise.
  6. D10=6:A group of merchants are trying to sell the players a map that leads to a nearby dungeon.
  7. D10=7:Players find an ancient throne that dominates any who sit upon it. Sitting grants regal knowledge but uncontrollable urges to exact draconic law.
  8. D10=8:A group of drunks have taken over a bar in the fortress and refuse to leave. The players can choose to either persuade them to leave peacefully or engage in a drunken brawl.
  9. D10=9:A scribe is furiously copying a scroll in the library, barely noticing your presence.
  10. D10=10:You hear the sound of metal scraping against stone coming from a nearby hallway. Upon further inspection, you find a group of orcs sharpening their weapons and whispering amongst themselves about their plans to raid the fortress.

d100 = 30

  1. D10=1:In an empty ballroom, the players meet Seraphina, a ghostly dancer who cannot rest until her final dance is complete. She asks one of the players to dance with her, and upon completion, she reveals the location of a secret treasure.
  2. D10=2:The blacksmith’s apprentice struggles to carry a bundle of metal rods.
  3. D10=3:In a hidden chamber beneath the castle, the players discover a powerful artifact that can control the elements. However, once they take possession of it, they realize they are being hunted by a group of elemental beings who want the artifact for themselves.
  4. D10=4:An armory filled with rare and enchanted armor suits. Donning any piece of armor animates a spectral knight that challenges the wearer to a duel or face the entire fortress under siege.
  5. D10=5:A scribe is tallying a list of provisions for the castle.
  6. D10=6:A group of 3d4 cultists are examining a painting in the hallway. They are trying to figure out how to break into the room behind it.
  7. D10=7:In the halls of the fortress, the players notice a shimmering portal that seems to lead to another dimension. When they step through, they find themselves in a mirror version of the fortress where everything is inverted. They must navigate through the inverted fortress to find a way back to their own reality.
  8. D10=8:A group of nobles are trying recreate their favorite battle scene. They are using volunteers as dummies and are attacking them with fake weapons.
  9. D10=9:In a dusty hall filled with portraits, the players meet Hannah, a young girl cursed to be trapped in a painting. If they free her, she reveals hidden treasures and passages within the fortress.
  10. D10=10:The players find a room with a large, ornate fountain in the center. As they approach, a voice booms out, "Only the worthy may take a drink from this fountain." If the players are deemed worthy, they are granted a powerful blessing. But if they fail, they may face a deadly trap.

d100 = 31

  1. D10=1:A chamber eerily devoid of sound contains Maelis, a deaf sorceress who excels in silent spellcasting. She teaches unique silent spells if the players retrieve her magically silenced spellbook.
  2. D10=2:Players hear sounds of battle from the courtyard below. When they look out of the window, they see dozens of soldiers, goblins, and ogres fighting in the courtyard...and losing.
  3. D10=3:A group of 1d4+2 soldiers is standing guard by a door. They are looking tense and nervous. They are waiting for an important person to pass through the door behind them.
  4. D10=4:A carpenter fits a new door to a room.
  5. D10=5:A knight adjusts his armor and prepares for patrol.
  6. D10=6:Up ahead in the distance, you see two men arguing about a piece of metal. They seem to be arguing about whether it is made out of bronze or copper. One of them says: 'I tell you it's copper, but you just won't listen!'
  7. D10=7:The players find a room filled with enchanted objects that come to life and attack them. Will they be able to deactivate the enchantments or find a way to escape the room?
  8. D10=8:The steward tallies the stores in the pantry, noting shortages.
  9. D10=9:A man is climbing a tall ladder to clean the windows on the top story of a building. He will thank the players for passing by and will invite them inside for a drink if they want one. He has a parrot that will repeat what he says if they want to play along.
  10. D10=10:A stable boy feeds hay to the horses.

d100 = 32

  1. D10=1:A messenger sprints by, clearly in a hurry to deliver a letter.
  2. D10=2:The players come across a mysterious creature who appears to be a talking cat. It claims to be a powerful wizard who has been cursed and needs their help to break the curse. Will the players trust the strange cat and help it, or will they suspect it to be a cunning trickster?
  3. D10=3:A group of 2d6+2 elves is trying to break into the armory. They promise to pay any players handsomely if they help them.
  4. D10=4:In the armory, players find a cursed weapon that seems to have a will of its own. Identifying and breaking the curse tests their arcane knowledge and dispel magic abilities.
  5. D10=5:Underneath the fortress, a forgotten room holds an ancient war drum. Beating the drum calls forth the shades of a fallen Bugbear army, longing to complete their last, unfinished mission.
  6. D10=6:As the players enter a room, they suddenly find themselves in a different time period. They must navigate through the fortress during a different era, facing different challenges and meeting different versions of the inhabitants.
  7. D10=7:The wall has been painted to look like a fireplace. It is warm to the touch. Inside, there is a note that reads, 'Thanks for the food'
  8. D10=8:A bored guard stands watch at a tower window, looking out over the landscape.
  9. D10=9:A group of powerful witches have taken over the fortress and are conducting dark rituals within its walls. Can you stop their plans before it's too late?
  10. D10=10:As they explore the castle's kitchen, the players find a secret passage that leads to an underground arena. They are challenged to a series of gladiatorial battles and must emerge victorious to earn their freedom.

d100 = 33

  1. D10=1:While exploring the halls of the fortress, the players come across a group of children playing a game of hide-and-seek. The children are easily convinced to reveal their hiding spots and may even offer clues to the location of secret passages or hidden treasures.
  2. D10=2:Vampires! A group of 1d6 vampires are hiding in the room. They will try to catch the PCs by surprise.
  3. D10=3:A serene courtyard holds Morrigan, an aged healer who once served the royal family. She offers curative spells and rare medicinal herbs in exchange for recovering her late daughter’s amulet from a dangerous part of the fortress.
  4. D10=4:Boil: a dark yellow hazy cloud covering about a two-foot area on the floor. It has no smell or sound.
  5. D10=5:Deep catacombs depict obsidian floors etched with historical eclipses. Spirits bound to lunar cycles unveil powerful spells deeply tied to lunar phases when approached respectfully with offerings linked to celestial history.
  6. D10=6:The adventurers stumble upon a mural depicting the fall of a long-lost kingdom. The mural's inhabitants come to life and act out a tragic love story that deeply involves the observers, dragging them into a tangled web of betrayal and loss.
  7. D10=7:A group of 1d6 pilgrims are on their way to the tomb of the hero. They are seeking to join the company of a local lord. They are carrying a small chest of gems worth about 1d6x100GP.
  8. D10=8:While exploring the fortress, you come across a magical mirror that shows you a glimpse of your future. Will you heed its warnings or try to change your fate?
  9. D10=9:All around you, the walls of the fortress are covered in intricate and ancient runes. Suddenly, the runes start glowing and a deep voice booms out, "Who dares to disturb my slumber? Answer me truthfully, or face my wrath!" The players must figure out a way to answer the voice without lying. If they succeed, a secret passage will open, leading to a hidden treasure room.
  10. D10=10:A servant is brushing the dirt from a noble’s cloak.

d100 = 34

  1. D10=1:Players find a broken golem that can be restored for aid. They must gather and craft parts using their engineering and golem-crafting knowledge to bring it back to life.
  2. D10=2:A group of 2d6+2 moose headed gnomes with long beards and wearing armor is slowly making their way down the corridors. They are going to the kitchens in the main keep in the main keep. They will attack anyone that gets in the way.
  3. D10=3:The players see a group of 2d6 human soldiers marching through the hall, looking for a place to hide from a group of orcs that are chasing them.
  4. D10=4:A gardener plants new flowers in the beds.
  5. D10=5:A child sits on the steps, lost in a book.
  6. D10=6:A treasure vault guarded by a golem who respects intellectual prowess. A diplomatic approach might involve engaging the golem in logical debates, resulting in access to prized possessions.
  7. D10=7:Players encounter a secretive cult performing dark rituals in an ancient chamber. Players must use their own stealth and combat prowess to stop the ritual before it completes, releasing a demon.
  8. D10=8:A tailor is mending a tear in a noble’s gown.
  9. D10=9:A blacksmith tests the balance of a newly forged sword.
  10. D10=10:A maid dusts a candelabra.

d100 = 35

  1. D10=1:A pigeon tries to steal a crumb from a kitchen window.
  2. D10=2:The players hear arguing coming from somewhere nearby. If they investigate, they will find a group of elves and humans arguing with each other about which race is better.
  3. D10=3:Deep in the catacombs, they find a chamber with mosaic tiles depicting scenes of historical peace treaties, cursed by betrayal. Spirits of diplomats argue eternally over interpretations, dragging newcomers into their never-ending debates.
  4. D10=4:A stable boy mucking out the stalls.
  5. D10=5:A farmer is delivering fresh produce from the nearby village.
  6. D10=6:A section of the fortress is flooded, with water rising dangerously high. The players must find a way to drain the water or risk drowning.
  7. D10=7:You smell freshly baked bread and find a baker pulling loaves from an oven.
  8. D10=8:A group of 2d6 men and women sit around a table, playing cards and drinking wine. If players try to join them, they will ask for their names and give them an identity, saying they are welcome to stay. The game they are playing is poker (with a few local variations). They are actually criminals who are planning to kill players once they get their gold.
  9. D10=9:Underneath the fortress, a forgotten room holds an ancient war drum. Beating the drum calls forth the shades of a fallen Bugbear army, longing to complete their last, unfinished mission.
  10. D10=10:The players find themselves in a room with no doors or windows, and a mysterious voice challenges them to solve riddles and puzzles to escape. The voice belongs to an ancient and powerful being who will reward the players if they can prove their worth.

d100 = 36

  1. D10=1:Grubb: a tiny, grub-like creature that appears to be a worm or a caterpillar. It has a red body and six short legs. It is moving very slowly across the floor and is no threat.
  2. D10=2:The players come across a group of dwarves trying to sell fake magical items to unsuspecting adventurers. The dwarves are in a race against time as the real owner of the items is on their way to retrieve them.
  3. D10=3:A group of 2d4+4 orcs are having a party. They are drinking, dancing and getting into fights. They have not seen the player characters yet.
  4. D10=4:Some idiots running around shooting holes in the walls.
  5. D10=5:A nearby room is full of 1d4 dwarves and 1d4+2 goblins. The dwarves and goblins are holding each other at sword point, and they're waiting for someone to tell them what to do next.
  6. D10=6:A gardener rakes leaves into neat piles.
  7. D10=7:A young noblewoman tries on new dresses in her chambers.
  8. D10=8:A group of 2d6+2 soldiers are guarding a gate. They ask the party what they are doing here. The party explains that they are going to a nearby town that is having a festival. The soldiers tell them to be careful and tells them to listen to the local innkeeper, who knows the area well and can find the best area to stay. They
  9. D10=9:In an empty ballroom, the players meet Seraphina, a ghostly dancer who cannot rest until her final dance is complete. She asks one of the players to dance with her, and upon completion, she reveals the location of a secret treasure.
  10. D10=10:All around you, you hear the sound of clanking metal and shouting voices. It seems that the fortress is under attack! Upon further investigation, it is revealed that a group of drunken goblins have accidentally stumbled upon the fortress and are now wreaking havoc.

d100 = 37

  1. D10=1:A blacksmith’s forge glows as he works late into the night.
  2. D10=2:A scribe is meticulously updating the castle's ledgers.
  3. D10=3:A commander's quarters where the spirit of a battle-hardened general offers strategic wisdom in exchange for honoring his legacy. Diplomacy here yields valuable military tactics.
  4. D10=4:A powerful illusion enchantment fakes the presence of a dangerous dragon. Players need to use insight into illusions to dispel the creature or understand the false nature of threats inside.
  5. D10=5:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their bows and crossbows.
  6. D10=6:A servant is sweeping the floors in one of the long corridors.
  7. D10=7:In a hidden chamber, the players find a powerful crystal that can grant wishes. However, as they make their wishes, they soon discover that the crystal has a dark and dangerous price.
  8. D10=8:A blacksmith tests the balance of a newly forged sword.
  9. D10=9:A prison wing of the fortress holds a powerful sorcerer falsely accused of treason. Convincing the warden of his innocence could earn an invaluable magical ally.
  10. D10=10:They stumble upon enchanted chess pieces that reveal land seizures from various wars. The pieces move on their terms, acting out winning strategies from history’s great generals; winning against them earns insight into tactical lore.

d100 = 38

  1. D10=1:An armor smith is delivering repaired armor to a rack in the armory.
  2. D10=2:A bard regales a small crowd with a tale of heroic deeds.
  3. D10=3:A gardener is pruning the castle’s rose bushes.
  4. D10=4:A drummer practices in a quiet corner.
  5. D10=5:A vast treasure room lies before them, guarded by an eternal Golem. This construct speaks of its creators, the First Council of Arkon, and only those who demonstrate knowledge of their historic decrees may pass.
  6. D10=6:The players come across a room filled with treasure and loot. However, it is guarded by a group of mimics disguised as chests. Can the party outsmart the mimics and claim their riches?
  7. D10=7:The players hear singing. The singing is mournful and disturbing. A group of cultists are singing hymns to their god. They are practising for their next ceremony where they will sacrifice their own children to their god.
  8. D10=8:Players hear low chanting. They hear a group of cultists chanting to the Great Old One.
  9. D10=9:Hidden in the fortress is a workshop of an ancient alchemist. Still active even in death, the alchemist's animated tools and constructs guard potent potions and elixirs unknown to current alchemical knowledge.
  10. D10=10:You come across a group of gnomes playing a game of cards. They enthusiastically invite the players to join in, but warn them that the stakes are high. If they lose, they will have to do a favor for the gnomes. Will the players take the risk?

d100 = 39

  1. D10=1:A group of 2d6+2 thieves has been trapped in a room. They will promise to pay the players handsomely if they get them out of this room.
  2. D10=2:One of the rooms has been converted into a chapel, with an altar and candlesticks. If a player approaches, a priest will rush out and demand that they stay away from the altar. If they continue, he will cast a spell at them.
  3. D10=3:A group of 2d6 wizards are experimenting with magical potions in the courtyard. They will offer to sell the players a vial of magic potion for 5 gp. It is a Potion of Leaping.
  4. D10=4:An apprentice carefully copies a map.
  5. D10=5:A blacksmith’s apprentice struggles to shoe a restless horse.
  6. D10=6:A scribe is drafting a formal letter for a noble.
  7. D10=7:Two knights are sparring in the practice yard.
  8. D10=8:A group of curses has been unleashed upon the fortress, causing strange and dangerous occurrences. The players must find the source of the curses and put a stop to them before they become permanent.
  9. D10=9:Small Moth; white with dark brown spots, about the size of a large bird. Surprisingly, it is not very threatening in any way.
  10. D10=10:In the mess hall, the players come across a large group of 1d8+4 halflings who have taken over the tables and are feasting on a lavish meal. The halflings are actually illusionists who have enchanted the food to taste like a feast fit for a king. The players must decide if they want to indulge in the illusion or reveal the truth and potentially anger the halflings.

d100 = 40

  1. D10=1:The players hear a loud rapping on the door. When they open it, they see that there is no one there. If they investigate, they will find that there is no one there. At least not at first glance. If they look carefully, they will notice that there's a handprint on the door. If they look even more closely, they will notice that there is a tiny handprint on the handprint, and it's smaller still. The rapping sound continues for 1d10 minutes.
  2. D10=2:In the midst of a busy market in the fortress, the players are approached by a street performer who challenges them to a game of "Find the Pea." Do the players take up the challenge, or do they see through the performer's tricks?
  3. D10=3:The sound of dripping water leads the players to an underground cistern where Kiran, a water elemental, resides. Kiran can purify any liquid-based poison but is suspicious of land-dwellers and requires convincing.
  4. D10=4:A guard lounges in the barracks, cleaning his gear.
  5. D10=5:Up ahead in the distance, you see two men arguing about a piece of metal. They seem to be arguing about whether it is made out of bronze or copper. One of them says: 'I tell you it's copper, but you just won't listen!'
  6. D10=6:The players encounter a scholar deeply engrossed in an ancient text. He is genuinely helpful, providing valuable information, but unbeknownst to the players, he is a simulacrum programmed to lead them into a trap.
  7. D10=7:The players see a group of men who are carrying a large chest between them. They are heading towards a nearby room. The men will say 'We can't let anyone know about this' if anyone approaches them. They then quickly rush into the room and lock the door behind them. If the players investigate, they'll find that the men were carrying a chest full of gold coins into the room.
  8. D10=8:The players are approached by a group of desperate refugees who are begging for sanctuary in the fortress. Will the players allow them in or turn them away?
  9. D10=9:A group of friendly dwarves appear, asking for help in finding their stolen treasure. They believe it was stolen by a group of goblins, but it turns out the real thief is a sneaky gnome who has been hiding in the fortress. Can the players help the dwarves reclaim their treasure and catch the thief?
  10. D10=10:A veteran soldier is sharing tales of past battles with new recruits.

d100 = 41

  1. D10=1:A man named Ezra Jeeez approaches you and asks if you will help him find his lost pet monkey.
  2. D10=2:A juggler is practicing their skills, keeping several items aloft with ease.
  3. D10=3:A scribe is meticulously updating the castle's ledgers.
  4. D10=4:An old man sits in the corner of the room. He's muttering to himself. He doesn't notice the players until they approach him. When they do, he asks them for help. He tells them that he's a wizard and he's been trapped here by some evil wizards. He says that he has powerful magic that can help them. However, if players try to talk to him again, he will attack them with his staff, which has the powers of an baton.
  5. D10=5:A group of children are playing with a pet dog.
  6. D10=6:An apprentice blacksmith is delivering freshly forged tools to the armory.
  7. D10=7:The wall has been painted to look like a fireplace. It is warm to the touch. Inside, there is a note that reads, 'Thanks for the food'
  8. D10=8:A knight is sparring with a fellow soldier to keep their skills sharp.
  9. D10=9:A traveler seeks shelter in the fortress.
  10. D10=10:An unstable magical portal randomly teleports players to various parts of the fortress. To stabilize it, players must find and align three hidden runestones scattered around the fortress.

d100 = 42

  1. D10=1:A cook is baking pies in the kitchen, the smell of cinnamon and apples filling the air.
  2. D10=2:A man named Rory is trying to sell a book about dwarven history. The book is actually a very bad book and will give the players bad ideas about dwarven culture.
  3. D10=3:Players find an ancient scroll that releases an air elemental. To harness its power or return it to a peaceful state requires expertise in air magic and summoning.
  4. D10=4:A secluded crypt contains Lavinia, a banshee mourning her lost love. Easing her sorrow provides the players with knowledge of necromancy but risks invoking the ire of the other vengeful spirits.
  5. D10=5:Two guards play a game of chess during their shift.
  6. D10=6:A commander's quarters where the spirit of a battle-hardened general offers strategic wisdom in exchange for honoring his legacy. Diplomacy here yields valuable military tactics.
  7. D10=7:The players find a group of 3d4+2 men and women who are celebrating their upcoming marriage.
  8. D10=8:A monstrous creature, a basilisk, has turned many previous adventurers to stone. Players must avoid the creature's gaze and use their combat tactics to defeat or bypass the creature to continue their journey.
  9. D10=9:The players come across a room filled with magical artifacts and ancient scrolls. As they are admiring the items, they accidentally trigger a trap that unleashes a powerful curse upon them. They must find a way to break the curse before it's too late.
  10. D10=10:The players hear a man screaming from the other side of the fortress. It sounds like he is being tortured.

d100 = 43

  1. D10=1:A maid dusts the tapestries in the hallway.
  2. D10=2:The fortress's library has been overrun by books that have come to life and are causing chaos. The players must use their knowledge and wits to calm the rabble of books and organize the library once again.
  3. D10=3:A group of 2d6 men is arguing about their misadventures. They mention a strange fog. One of them has a strange scar on his hand.
  4. D10=4:A young noble practicing archery in the yard.
  5. D10=5:Storied Creature Quest The party will find a group of adventurers in a room. They will have heard of a creature that lives in the fortress, but has not been described. When the party mentions this, the other adventurers will say that they have not seen the creature, and that it must have moved on. The other adventurers will move on, and the party will have to find this creature to get any useful information from them.
  6. D10=6:A hidden chamber reveals Maelwen, a master illusionist who has guarded the fortress's secrets for centuries. She offers to teach illusion spells but needs help completing a powerful ritual to solidify her presence in the material plane.
  7. D10=7:Yawning, the party sees a group of 2d6+3 chime bards chanting to the stars. It would seem that these holy men have been wandering the fortress for an unknown length of time. It is not known whether or not they have encountered any monsters.
  8. D10=8:A cook snaps at a servant for spilling soup.
  9. D10=9:The players are invited to a grand ball at the fortress, but the guests turn out to be vampires who are planning to lure them into their trap. Will the players uncover the sinister plot or fall into the hands of the bloodsuckers?
  10. D10=10:Players discover a hidden scriptorium where monastic scribes are tirelessly working to preserve ancient knowledge. A diplomatic approach could result in valuable scrolls or tomes.

d100 = 44

  1. D10=1:The group enters a peaceful village within the fortress walls, but something seems off. Everyone they meet is eerily similar, with the same facial features and mannerisms. As they investigate, they realize that they are all clones created by a mad wizard who has now gone missing.
  2. D10=2:You see a group of children playing hide and seek.
  3. D10=3:A candle drips wax onto the polished floor.
  4. D10=4:They encounter a training room still used by the ghostly remnants of a cadre of ancient assassins. Only those who solve their riddles and master their trials can obtain the hidden scrolls detailing secretive and deadly techniques.
  5. D10=5:The players find an aviary full of exotic, talking birds, each relaying messages from different realms. Diplomacy involves ensuring the messages reach their intended recipients, earning favors from far-off places.
  6. D10=6:A man is seen walking down the hall, mumbling to himself. A player has to follow him and find out where he's going, or he could lead them to a dangerous place.
  7. D10=7:The players come across a group of dwarves trying to sell fake magical items to unsuspecting adventurers. The dwarves are in a race against time as the real owner of the items is on their way to retrieve them.
  8. D10=8:A guard trains a new recruit in basic swordsmanship.
  9. D10=9:A pack of 1d6+3 displacer beasts have been drawn to the fortress by the scent of fear and chaos. They are constantly on the prowl, and the players must use all their skills and resources to avoid being detected by these powerful and deadly creatures.
  10. D10=10:A group of 2d4 guards are walking down a hallway talking about their families at home. They stop and stare at a painting on the wall for a long time before continuing on their way.

d100 = 45

  1. D10=1:The party hears a strange clicking noise. They find a strange room with a bunch of weapons in it. There is a dark form in the corner, clicking its claws and laughing maniacally.
  2. D10=2:Griddler's Chamber: a large chamber filled with 1d4+2 large, round plants that have stems and vines and hollow, circular leaves. When a high level character touches one of these plants, he is sucked inside, and the plant pulls some of his former body parts into it. If a low level character comes close to a plant and touches it, it throws him up into the air and will attempt to grab onto him. Its hollow leaves grab onto the character, and it draws his body inside of it, digesting him slowly.
  3. D10=3:You come across a group of refugees seeking shelter in the fortress. They tell tales of a powerful dragon that has destroyed their village. Will you take them in and help them seek revenge against the dragon?
  4. D10=4:A guard trains a new recruit in basic swordsmanship.
  5. D10=5:A cat stretches and yawns in the sun.
  6. D10=6:The players come across a group of goblins trying to sneak into a neighboring castle. They are carrying a large, heavy chest and are arguing about how to split the treasure inside. If the players help the goblins, they will receive a generous reward. But if they choose to stop them, they will face a dangerous battle.
  7. D10=7:The players find themselves in a conservatory overgrown with wild plants, tended by Fiorella, a druidess. She asks for their help in taming the aggressive plant life, promising rare herbs and potions in return.
  8. D10=8:A cook chops vegetables for a stew.
  9. D10=9:As the players are exploring the dungeons, they come across a mysterious door with no handle or keyhole. The only way to open it is by solving a riddle, but be warned, a wrong answer may lead to dire consequences.
  10. D10=10:In the armory, players find a cursed weapon that seems to have a will of its own. Identifying and breaking the curse tests their arcane knowledge and dispel magic abilities.

d100 = 46

  1. D10=1:A group of 2d6+2 thugs are playing with a pet rat they found.
  2. D10=2:A minstrel strums a quiet tune.
  3. D10=3:A vestibule holds a teleportation circle guarded by a wary archmage. Diplomacy could involve securing access to the circle for future travel.
  4. D10=4:A juggler performs in front of an amused crowd.
  5. D10=5:In the alchemy lab, strange liquids and unhatched ooze eggs form a menacing security system. Players use alchemical knowledge and careful investigation to neutralize the threats without causing catastrophic reactions.
  6. D10=6:A group of 2d4+4 orcs are having a party. They are drinking, dancing and getting into fights. They have not seen the player characters yet.
  7. D10=7:The players are invited to a grand ball at the fortress, but the guests turn out to be vampires who are planning to lure them into their trap. Will the players uncover the sinister plot or fall into the hands of the bloodsuckers?
  8. D10=8:Teleporter Worms: the private teleporter that the previous owner of this fortress used to transport back and forth to his home, leaving the fortress safely ensconced behind a teleporter that he could control.
  9. D10=9:An eerie hallway is filled with statues of past heroes. One statue speaks, revealing it's under a curse. The players could break this curse through negotiation, earning loyalty from a grateful warrior.
  10. D10=10:A guard polishes his helmet.

d100 = 47

  1. D10=1:The players are invited to a fancy dinner with the king, but they soon realize that their drinks have been spiked with a truth serum. They must navigate through the evening, trying to conceal their true intentions and secrets.
  2. D10=2:A catnapper curled up on one of the wine barrels.
  3. D10=3:Squiggle: a colorful, non-threatening annoyance, resembling a worm with four arms and legs. This "worm" writhes along the floor, causing a rainbow of colors to appear on the floor behind it.
  4. D10=4:You see two dragons engaged in a fierce battle in the sky above the fortress. As you watch, they both land gracefully in the courtyard and continue their fight on the ground. Will you choose to intervene or watch from a safe distance?
  5. D10=5:A celestial observatory where angelic entities argue over mortal interference. Persuasive diplomacy might solidify divine alliances or cosmic boons.
  6. D10=6:The fortress is home to a legendary creature that is said to grant wishes to those who offer it a sacrifice. But beware, the wishes often come with terrible consequences. Will you risk making a deal with this creature?
  7. D10=7:All around you, the walls of the fortress are covered in intricate and ancient runes. Suddenly, the runes start glowing and a deep voice booms out, "Who dares to disturb my slumber? Answer me truthfully, or face my wrath!" The players must figure out a way to answer the voice without lying. If they succeed, a secret passage will open, leading to a hidden treasure room.
  8. D10=8:The players come across a group of reverends. They are praying for the safe return of their comrades.
  9. D10=9:A young squire is practicing with a wooden sword in a courtyard.
  10. D10=10:A cook's assistant struggles with a heavy sack of flour.

d100 = 48

  1. D10=1:The players stumble upon Talia, a chronomancer stuck in a repeating time loop. Freeing her from the loop will grant them temporal abilities and knowledge of both past and future events within the fortress.
  2. D10=2:An ancient library has stacks of enchanted tomes that attack intruders. Players need to identify and disable the magic within the books to access the knowledge stored inside.
  3. D10=3:A group of men are talking about a tournament that will be held in the fortress. They are actually members of a thieves' guild.
  4. D10=4:A juggler practices his routine in the courtyard.
  5. D10=5:The party hears a strange clicking noise. They find a strange room with a bunch of weapons in it. There is a dark form in the corner, clicking its claws and laughing maniacally.
  6. D10=6:The players encounter a group of 1d6+2 wizards who are conducting experiments in a laboratory. They are fascinated by the players and offer to trade magical items or teach them new spells in exchange for something valuable, such as rare ingredients or information. However, their experiments can be dangerous, and the players must be cautious as they navigate through the lab.
  7. D10=7:The players find a tranquil garden where Elowen, an elven healer, tends to enchanted flora. She offers healing potions in exchange for aid in combating a malevolent force corrupting the garden.
  8. D10=8:The castle well has become enchanted and censures anyone approaching. The spirit there offers healing water but curses anyone spreading this knowledge.
  9. D10=9:A serene courtyard holds Morrigan, an aged healer who once served the royal family. She offers curative spells and rare medicinal herbs in exchange for recovering her late daughter’s amulet from a dangerous part of the fortress.
  10. D10=10:A minstrel looks for inspiration in the surroundings.

d100 = 49

  1. D10=1:A minstrel is tuning his lute and practicing a new song.
  2. D10=2:A room filled with artisan tools and materials allows players to craft useful items if they possess blacksmithing or crafting skills.
  3. D10=3:In the dungeon, the players find a mimic disguised as a treasure chest. However, this mimic is unique in that it can talk and is willing to make a deal with the players. If they can complete a task for the mimic, they will be rewarded with valuable items.
  4. D10=4:A garden maze enchanted by an eccentric archdruid. Navigating through diplomatic dialogue might yield plant-based potions or druidic advice.
  5. D10=5:A tower chamber housing a powerful mage researching planar travel. Diplomacy could involve aiding his experiments in exchange for planar teleportation access.
  6. D10=6:A group of 2d6+3 soldiers are standing around. If players approach, they will be told to go away or be killed.
  7. D10=7:A tailor fits a dress for a noblewoman.
  8. D10=8:A scullery maid is scrubbing pots and pans in a large basin.
  9. D10=9:Amidst decaying scrolls, the players find Brenn, a cartographer obsessed with mapping the fortress. Brenn offers his incomplete, yet invaluable, maps in exchange for guidance through the fortress's most treacherous areas.
  10. D10=10:The fortress' kitchen is run by a cook who has been feeding the residents enchanted food that controls their minds. If confronted, the cook will unleash animated food golems to fight.

d100 = 50

  1. D10=1:A group of treasure hunters have entered the fortress before you and have triggered a deadly trap. Can you save them before it's too late?
  2. D10=2:A servant is lighting sconces in preparation for the evening.
  3. D10=3:A lone minstrel is playing a beautiful melody in the courtyard. He claims to be a bard from a far-off land and is willing to tell stories or bardic tales for a small fee. However, his music has a hidden charm that will cause anyone who listens to it to fall asleep. The players must resist the charm and confront the minstrel to end his deceptive ways.
  4. D10=4:A servant is extinguishing torches as the day ends.
  5. D10=5:The laundress airs out freshly washed bed linens.
  6. D10=6:A scribe is meticulously updating the castle's ledgers.
  7. D10=7:As the players enter a room, they are hit with a strong stench. It turns out the room is filled with dangerous and poisonous gas, and they must find a way to escape before it's too late.
  8. D10=8:A library filled with grimoires guarded by 1d6 sentient books. Diplomacy could involve negotiating access to arcane knowledge in exchange for solving literary puzzles.
  9. D10=9:The kitchen harbors culinary spirits reliving past banquets. Correctly deciphering the recipe books brings forth spirits who reward the heroes with enchanted cooking techniques enriching their forage for strength.
  10. D10=10:A powerful mage has summoned a massive dragon to guard the fortress's entrance. The players must either find a way to defeat the dragon or sneak past it unnoticed.

d100 = 51

  1. D10=1:In the basement of the fortress, the players come across a group of cultists performing a dark ritual. If they intervene, they will have to fight the cultists and their summoned demon. If they choose to watch, they may gain valuable information about the cult and its plans.
  2. D10=2:A cook is seasoning a pot of soup with fresh herbs.
  3. D10=3:A group of street entertainers will offer to take the party to see the Thief Lord. They will charge the party a large fee, and then lead them through a series of back alleys, which will eventually lead them to a house where they will be robbed.
  4. D10=4:As you rest for the night in the fortress, you are visited by a ghost who has been trapped within its walls. Can you help put their spirits to rest?
  5. D10=5:A group of merchants are trapped in a small room with their wares. They have been attacked by a group of goblins, and their only hope for survival is the players coming to their rescue.
  6. D10=6:The players come across a group of dwarves trying to sell fake magical items to unsuspecting adventurers. The dwarves are in a race against time as the real owner of the items is on their way to retrieve them.
  7. D10=7:A carpenter fits a new door to a room.
  8. D10=8:A scullery maid is peeling potatoes for the evening meal.
  9. D10=9:The central belfry opens to aerial spirits narrating cloudharvesting customs. Recognizing historical weather tales provides advantages in natural spellcasting and knowledge concerning weather manipulation.
  10. D10=10:A gardener removes dead leaves from the flowerbeds.

d100 = 52

  1. D10=1:A serene courtyard holds Morrigan, an aged healer who once served the royal family. She offers curative spells and rare medicinal herbs in exchange for recovering her late daughter’s amulet from a dangerous part of the fortress.
  2. D10=2:While exploring the fortress, the players come across a room full of treasure. However, as they reach for it, they trigger a trap that locks them inside the room with a giant golem made of gold. They must solve a riddle to escape before the golem crushes them.
  3. D10=3:A hidden door is found in the courtyard that leads to a secret underground chamber. The chamber is filled with various magical artifacts and objects, but most intriguing is a large, glowing orb in the center. As the players approach, they can hear whispers and see faces forming on the surface of the orb. What secrets does it hold?
  4. D10=4:You see a group of children playing hide and seek.
  5. D10=5:A group of men looking for women.
  6. D10=6:A group of 3d6 Geats are arguing over which religion is the most superior religion. They are reading passages from books that they have with them (the players'. The Geats will ask the players if the players have any books with passages that they might find interesting. They will give the players gold if they have books with such passages.
  7. D10=7:In one of the empty rooms, the party discovers a group of rats holding a council. Upon closer observation, they realize that one of the rats is wearing a small crown and giving orders to the others. Do the players interfere or watch this unusual scene unfold?
  8. D10=8:Spotting a treasure chest hanging from the ceiling by a thread, players must use ingenuity and tools to retrieve it without triggering a trap that would collapse the room.
  9. D10=9:A thief has been caught red-handed, and the party is offered the chance to hang him. He stole some gold and jewels from another party member and was caught by another party member. The thief pleads for his life and offers to pay back what he stole. It's up to the players to decide what happens next.
  10. D10=10:The players discover a grand throne room with Dominus, the ghost of a fallen king. By helping lay his soul to rest, Dominus reveals hidden royal treasures and grants their allegiance to the king in the form of protection.

d100 = 53

  1. D10=1:Two kitchen staff are arguing over the best recipe for stew.
  2. D10=2:A juggler performs in front of an amused crowd.
  3. D10=3:In the barracks, the players come across a group of soldiers playing a game of dice. They invite the players to join in and offer a valuable item as a prize. The soldiers may also have information about the fortress and its secrets.
  4. D10=4:Inside a great hall, the players find a noble family squabbling over their inheritance. Diplomatic mediations might stabilize the political environment, benefiting the players with wealthy allies.
  5. D10=5:A halfling is selling small, hand-made candles. She has a small pile of them at her feet. They smell faintly of lavender.
  6. D10=6:A group of 2d6 men is arguing about their misadventures. They mention a strange fog. One of them has a strange scar on his hand.
  7. D10=7:Dwarves in a hurry - one of their crew members is sick. They will thank the players if they help them.
  8. D10=8:Darker: a chitinous, dark brown insect that appears to be a beetle the size of a cat. It is slow-moving.
  9. D10=9:Players encounter a regiment of clockwork soldiers; unused for centuries they now malfunction dangerously. Using their engineering skills, players can reprogram the soldiers or defeat them in combat.
  10. D10=10:A group of children giggle as they play hopscotch.

d100 = 54

  1. D10=1:The adventurers reach a room with wall carvings celebrating a series of historical inventions. Manipulating the carvings triggers mechanisms sprouting relics, guarded by the jealous ghosts of the inventors who died seeking recognition.
  2. D10=2:A group of 2d8 skeletons have been living here. They have made up some crude furniture, due to a shortage of flesh to work with.
  3. D10=3:A pack of 1d6+3 displacer beasts have been drawn to the fortress by the scent of fear and chaos. They are constantly on the prowl, and the players must use all their skills and resources to avoid being detected by these powerful and deadly creatures.
  4. D10=4:In the armory, the players meet a dwarf blacksmith forging a legendary weapon but missing a crucial component. Offering to retrieve it might earn the players a custom weapon or armor crafted by his skilled hands.
  5. D10=5:A prisoner in the dungeon moans and rattles his chains.
  6. D10=6:In the middle of a tense negotiation with a group of powerful allies, the players are interrupted by a sudden earthquake that shakes the fortress. They must find a way to protect themselves and their allies from falling debris and navigate out of the unstable fortress before it collapses.
  7. D10=7:The castle's fool juggles a trio of colorful balls for entertainment.
  8. D10=8:The librarian shelves dusty tomes.
  9. D10=9:A minstrel sings a ballad about ancient heroes.
  10. D10=10:They meet a sorcerer who needs help completing a powerful ritual. The ritual's completion opens a gate to another dimension unless managed carefully.

d100 = 55

  1. D10=1:A group of 1d4+2 elves is slowly making his way down a corridor. They are going to the kitchens in the main keep in the main keep. They will attack anyone that gets in the way.
  2. D10=2:You see a group of soldiers preparing for a training drill.
  3. D10=3:A room filled with talking paintings that come to life and interact with the players. They may provide valuable information or lead to secret passageways.
  4. D10=4:A gardener is pruning the castle’s rose bushes.
  5. D10=5:A group of adventurers celebrating a day of their heritage.
  6. D10=6:A guard yawns and stretches at his post.
  7. D10=7:In a magical greenhouse, the players meet Phelan, a ranger who bonds with magical creatures. He requires assistance in tracking down a dangerous beast prowling the fortress grounds.
  8. D10=8:The players stumble upon a hidden chamber filled with ancient artifacts. But as they start to collect them, they realize that each artifact comes with a curse. Will they risk taking the cursed objects or leave them behind?
  9. D10=9:A man named Alaric Gromley approaches you and asks if you will help him find his lost pet monkey.
  10. D10=10:Two men wearing brown robes with hoods pulled up over their heads are walking down the hallway, talking about finding a new place to set up shop after being kicked out of their guild for performing dark magic.

d100 = 56

  1. D10=1:A group of cultists are performing a dark ritual in a hidden chamber. The players may choose to stop them or use the distraction to search for valuable items.
  2. D10=2:The dinner banquet within has ancient food laced with poison. Players need to use their survival and medicine skills to identify and avoid the poisoned dishes while placating their undead host.
  3. D10=3:A couple of women who wear bright colors and wear veils over their faces will approach the party and ask them for help. They want them to help guide them through the sewers under the city because they are trying to find a friend who went in but never came out. They will say they will pay well, but they don't have any money; however, their friend has lots of valuables. They want to rob him, but will ask for the party's help. The sewers are full of giant rats and giant lizards.
  4. D10=4:A stable hand brushes down a tired horse.
  5. D10=5:A chamber with ancient tapestries reveals clues to a powerful artifact’s location, guarded by cursed spirits. Diplomacy might involve negotiating passage in exchange for helping the spirits find eternal rest.
  6. D10=6:In an abandoned forge room, the spirit of a famed blacksmith continues to hammer away, cursed to work eternally. Besting the smith in a contest of strength and skill might earn the heroes a weapon forged of mythic steel.
  7. D10=7:The players find a dragon egg on an altar surrounded by charred skeletons of an ancient dragon cult. Guarding it are the restless spirits of the cultists, who challenge anyone attempting to take their prized relic.
  8. D10=8:A minstrel sings a ballad about ancient heroes.
  9. D10=9:The players discover a powerful magical artifact hidden within the castle's armory. However, it has been cursed by an evil sorcerer and will only bring misfortune and chaos to whoever wields it. The players must find a way to break the curse before it's too late.
  10. D10=10:The players find an aviary full of exotic, talking birds, each relaying messages from different realms. Diplomacy involves ensuring the messages reach their intended recipients, earning favors from far-off places.

d100 = 57

  1. D10=1:A group of 2d6+2 thugs are making fun of an older man who is walking by. If players question them about it, they will say, 'He's just an old drunk.' They are lying, though, and the man is actually a sage who is looking for an ancient temple in the area. He's trying to find out where the Oldest Dungeon is before anyone else does because he believes he knows how to open it.
  2. D10=2:A hallway filled with illusionary traps and obstacles, requiring the players to use their wits to navigate through.
  3. D10=3:All around you, you hear the sound of clanking metal and shouting voices. It seems that the fortress is under attack! Upon further investigation, it is revealed that a group of drunken goblins have accidentally stumbled upon the fortress and are now wreaking havoc.
  4. D10=4:The party hears the sound of chanting coming from one of the rooms. When they enter, they find a 2d6+5 acolytes in a room chanting to an idol. They will not try to stop the players, but will demand that they leave the room. Once they are gone, they will resume chanting.
  5. D10=5:A blacksmith’s forge glows as he works late into the night.
  6. D10=6:The stable is busy with horses being groomed and fed.
  7. D10=7:A servant is sweeping the corridors and muttering about their long list of chores.
  8. D10=8:A minstrel is composing a ballad about recent events in the kingdom.
  9. D10=9:Players hear low chanting. They hear a group of cultists chanting to the Great Old One.
  10. D10=10:The players are transported to a parallel world where the castle is ruled by an evil tyrant. They must find a way to overthrow the tyrant and return to their own reality.

d100 = 58

  1. D10=1:The players encounter a group of 1d6+2 wizards who are conducting experiments in a laboratory. They are fascinated by the players and offer to trade magical items or teach them new spells in exchange for something valuable, such as rare ingredients or information. However, their experiments can be dangerous, and the players must be cautious as they navigate through the lab.
  2. D10=2:You see a group of 3d4+2 men and women who are telling stories about their adventures in their life so far. They seem nervous, like they're hiding something...
  3. D10=3:A mysterious figure in a cloak approaches the players and asks for their help in retrieving a valuable artifact from a guarded tower. They offer a hefty reward, but the tower is known to be heavily guarded. Will the players accept the challenge?
  4. D10=4:An old fisherman is mending his nets by the lake.
  5. D10=5:A group of 2d6 men and women are walking down a hallway talking about how terrible their lives are in the fortress. They stop and stare at a painting on the wall for a long time before continuing on their way.
  6. D10=6:A blacksmith is repairing a broken gate hinge.
  7. D10=7:Players come upon a room full of barrels of water. A man is standing in front of the barrels washing his hands. When he sees the players, he smiles and asks if they have seen his donkey. He is actually an assassin hired by a rival kingdom and is trying to poison as many people as possible by putting poison on his hands and then shaking hands with them.
  8. D10=8:A librarian is cataloging new books for the library.
  9. D10=9:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their weapons.
  10. D10=10:An artist sketches a portrait of a noble.

d100 = 59

  1. D10=1:A party member notices the words 'Don't trust the necromancer' written on one of the walls in blood. A few feet above it, there is another message of 'The necromancer will betray you!' written in blood on another wall.
  2. D10=2:A shepherd guides a flock of sheep past the gate.
  3. D10=3:A mysterious figure in a cloak approaches the players and asks for their help in retrieving a valuable artifact from a guarded tower. They offer a hefty reward, but the tower is known to be heavily guarded. Will the players accept the challenge?
  4. D10=4:The players are approached by a group of mercenaries who claim to have insider knowledge on the fortress. But their loyalty cannot be trusted, and they may have hidden motives for leading the players into danger.
  5. D10=5:A nearby room is full of 1d4 dwarves and 1d4+2 goblins. The dwarves and goblins are holding each other at sword point, and they're waiting for someone to tell them what to do next.
  6. D10=6:A librarian is cataloging new books for the library.
  7. D10=7:A cook is seasoning a pot of soup with fresh herbs.
  8. D10=8:In the courtyard, a group of young squires are trying to train a wild horse. The horse seems to be giving them quite a difficult time, and the players are asked to help tame the horse. But can they handle such a feisty creature?
  9. D10=9:A cook chops vegetables for a stew.
  10. D10=10:In a vaulted chamber, a beautiful crystal ball on a pedestal offers glimpses of the past and future. Viewing it more than three times binds the seer in a cage of time, only escapable through great personal sacrifice.

d100 = 60

  1. D10=1:A servant is arranging seating in the dining hall for an upcoming feast.
  2. D10=2:An armor smith is delivering repaired armor to a rack in the armory.
  3. D10=3:In a repository of shattered relics, each broken piece narrates a significant historical failure. Understanding each tale allows adventurers to repair objects temporarily for unique usage, often against the original owners’ spectral unrest.
  4. D10=4:The fortress's library has been overrun by books that have come to life and are causing chaos. The players must use their knowledge and wits to calm the rabble of books and organize the library once again.
  5. D10=5:Two guards are arguing over whose turn it is to patrol the battlements.
  6. D10=6:The fortress cat catches a rat.
  7. D10=7:In the basement of the fortress, the players come across a group of cultists performing a dark ritual. If they intervene, they will have to fight the cultists and their summoned demon. If they choose to watch, they may gain valuable information about the cult and its plans.
  8. D10=8:A mysterious mist fills a grand courtyard where they discover Ophira, an ethereal spirit tied to an ancient well. She can answer three questions truthfully but asks for a piece of the players' essence in return.
  9. D10=9:A blacksmith cools a horseshoe in water.
  10. D10=10:A loud explosion shakes the fortress and a cloud of smoke fills the air. When it clears, the party sees a group of gnomes frantically running around, trying to fix their failed invention before anyone notices.

d100 = 61

  1. D10=1:The players come across a mysterious altar with an inscription that says "For those who are pure of heart." If a player touches it, they will be healed and blessed with temporary powers.
  2. D10=2:A guard patrols the perimeter of the courtyard.
  3. D10=3:A scribe is meticulously updating the castle's ledgers.
  4. D10=4:The party hears a strange hissing noise. They find a strange gas coming from a nearby room.
  5. D10=5:A monk is offering blessings to passersby.
  6. D10=6:Amidst decaying scrolls, the players find Brenn, a cartographer obsessed with mapping the fortress. Brenn offers his incomplete, yet invaluable, maps in exchange for guidance through the fortress's most treacherous areas.
  7. D10=7:The players enter a room filled with illusions. The room is constantly shifting and changing, making it difficult to navigate. To add to the confusion, the players start to see their deepest fears and desires coming to life in the illusions.
  8. D10=8:A group of 2d4 children are playing with wooden dolls. They seem to be playing some sort of game together.
  9. D10=9:Players discover a hoard of treasure guarded by a dragon spirit. Taking the treasure allows them to fight the spirit, but defeating it triggers a collapsing trap their immediate escape is necessary to survive.
  10. D10=10:The baker’s oven emits warmth and the scent of fresh bread.

d100 = 62

  1. D10=1:In an ancient royal quarter, enchanted musical instruments play. To unveil hidden messages, each note must be replicated perfectly, tasks requiring those skilled in songs of historical significance. The spirits of court musicians aid or hinder progress.
  2. D10=2:The room is full of cages. Each cage contains a bird with a note attached to it. The notes say, 'Feed me!'
  3. D10=3:As they explore the castle's kitchen, the players find a secret passage that leads to an underground arena. They are challenged to a series of gladiatorial battles and must emerge victorious to earn their freedom.
  4. D10=4:They discover a hidden latrine passage giving access to the fortress' secret heart. It’s a shortcut but swarming with parasitic creatures feeding off intruders.
  5. D10=5:A group of rival adventurers have also entered the castle, seeking the same treasure as the players. The players must race against time and overcome various challenges to claim the treasure before the other group does.
  6. D10=6:A stable boy feeds hay to the horses.
  7. D10=7:In the basement of the fortress, the players find a secret chamber filled with enchanted weapons and armor. They must choose wisely which items to take, as each one has its own price to pay.
  8. D10=8:In the alchemy lab, strange liquids and unhatched ooze eggs form a menacing security system. Players use alchemical knowledge and careful investigation to neutralize the threats without causing catastrophic reactions.
  9. D10=9:The players find a strange, glowing rock that whispers to them when they touch it. It speaks in an ancient language, and the players must translate it before they can understand what it's saying.
  10. D10=10:A group of 10 halflings is running through this area, looking for a safe place to hide from some killers who are after them. They are hoping that they can hide in a nearby room.

d100 = 63

  1. D10=1:In the castle's dungeon, the players encounter a prisoner who claims to be wrongly accused and innocent. However, once they free the prisoner, they realize they have unleashed an ancient and powerful demon who was contained within the prisoner's body.
  2. D10=2:A maid carries a stack of clean linens to a guest room.
  3. D10=3:The dinner banquet within has ancient food laced with poison. Players need to use their survival and medicine skills to identify and avoid the poisoned dishes while placating their undead host.
  4. D10=4:A group of 2d6+3 human bandits are trying to sneak into the castle with stolen goods.
  5. D10=5:A servant scurries by, carrying a load of clean laundry.
  6. D10=6:An enchanted maze blocks the players' path to the fortress. They must find a way to navigate through the maze and avoid the illusions and traps set by the mage who created it.
  7. D10=7:A man named Rory is trying to sell a book about dwarven history. The book is actually a very bad book and will give the players bad ideas about dwarven culture.
  8. D10=8:A horse neighs loudly in the stables.
  9. D10=9:A group of 4d20 men are in the hallway. The leader is a priest whose name is Fred. The men are trying to attack the players. The priest calls them murderers for ending his god.
  10. D10=10:Storied Creature Quest The party will find a group of adventurers in a room. They will have heard of a creature that lives in the fortress, but has not been described. When the party mentions this, the other adventurers will say that they have not seen the creature, and that it must have moved on. The other adventurers will move on, and the party will have to find this creature to get any useful information from them.

d100 = 64

  1. D10=1:Players happen upon a room with floating crystals that offer minor power boosts. Each crystal drained, however, deactivates a protective ward holding hostile entities in place.
  2. D10=2:The players hear shouting, followed by a loud crash. Something has fallen to the floor. If the players investigate, they'll find an old man who has fallen from his wheelchair.
  3. D10=3:A cat chases a mouse into a pantry.
  4. D10=4:The castle well has become enchanted and censures anyone approaching. The spirit there offers healing water but curses anyone spreading this knowledge.
  5. D10=5:A group of 1d6 pilgrims are on their way to the tomb of the hero. They are seeking to join the company of a local lord. They are carrying a small chest of gold.
  6. D10=6:The fortress dungeon is filled with intricate lock mechanisms on every door. Players must use their lockpicking skills and intelligence to progress, all while avoiding patrolling clockwork sentinels.
  7. D10=7:You encounter a pair of guards playing dice and grumbling about their pay.
  8. D10=8:A room filled with statues suddenly comes to life, with the stone figures attacking the players with deadly accuracy. The players must use their wits to find the source of the statues' magic and put an end to it.
  9. D10=9:A monstrous creature, a basilisk, has turned many previous adventurers to stone. Players must avoid the creature's gaze and use their combat tactics to defeat or bypass the creature to continue their journey.
  10. D10=10:A gardener is pruning the castle’s rose bushes.

d100 = 65

  1. D10=1:The party comes across a room with a large painting on display. Upon closer inspection, they realize that the painting is a magical portal to a world of endless landscapes and fantastical creatures. Will they risk stepping through and face the unknown?
  2. D10=2:In the middle of a tense negotiation with a group of powerful allies, the players are interrupted by a sudden earthquake that shakes the fortress. They must find a way to protect themselves and their allies from falling debris and navigate out of the unstable fortress before it collapses.
  3. D10=3:The cleaning brigade works tirelessly to polish a suit of armor back to its original luster.
  4. D10=4:The players come across a room filled with different portals, each one leading to a different dimension. As they step through the portals, they find themselves in alternate versions of the fortress, each one with its own unique challenges and dangers.
  5. D10=5:In a room filled with arcane symbols, the players meet Zoltan, a warlock haunted by the spirits he’s bound. Freeing these spirits rewards the players with eldritch insights but risks a malevolent backlash.
  6. D10=6:A falconer is training a new bird in the mews.
  7. D10=7:Players come upon a magically sealed crypt. They must combine their religious and arcane skills to perform a ritual that will safely open it and reveal ancient artifacts.
  8. D10=8:A group of robed and hooded men are gathered around a fire. They are talking about the need to bring salvation to the world. They say that the world will only know peace when the true church is brought back to the world again. If the party talks to them, they will invite them to join them. They will say that they are pilgrims and that they are traveling the world, spreading the word of the true faith.
  9. D10=9:The players are invited to a royal feast in the castle's grand hall. However, they soon discover that the food has been poisoned and must find a way to cure themselves before it's too late.
  10. D10=10:You see a small window in the side of the fortress, with a sign that reads "Sally's Bakery". The smell of fresh bread and pastries fills the air. The owner, Sally, greats you with a warm smile and offers you a free sample of her famous apple pie. This encounter will give the players a chance to rest and replenish their supplies.

d100 = 66

  1. D10=1:A thick fog has engulfed the fortress, obscuring vision and making it difficult to navigate. The players must rely on their other senses and perhaps even their magic to find their way through the fog. However, there may be hidden dangers lurking within the fog, such as traps or enemies waiting to ambush.
  2. D10=2:A soldier sharpens his sword on a whetstone.
  3. D10=3:The players discover a secret passage that leads to a forgotten laboratory where a mad scientist has been conducting experiments on the fortress's inhabitants. The players must stop the scientist's twisted creations from wreaking havoc in the fortress.
  4. D10=4:A group of 2d6 people from a local caravanserai are hiding in a room. They are being hunted down by a group of 3d6 soldiers from another nearby fort.
  5. D10=5:You sense a strong magical presence coming from the top of a tower in the castle. As you climb to the top, you find a powerful archmage conducting experiments and attempting to harness the power of the castle's ley lines. You must decide whether to stop the archmage or aid them in their research.
  6. D10=6:Players find a spectral knight in eternal vigil. A forgotten vow to protect the secret chamber causes him to attack anyone nearing unless a proper tribute is offered.
  7. D10=7:A man wearing a suit of armor approaches the players. He will introduce himself as Lord X, the rightful heir to the land around the fortress. He will ask the players to help him reclaim his land.
  8. D10=8:A group of men are talking about a tournament that will be held in the fortress. They are actually members of a thieves' guild.
  9. D10=9:A cook is seasoning a pot of soup with fresh herbs.
  10. D10=10:A group of 2d6+2 thugs are passing around a bottle of wine.

d100 = 67

  1. D10=1:A room with a cursed mirror that reflects the players' darkest desires, tempting them to make a deal with a powerful demon.
  2. D10=2:A ghostly orchestra plays hauntingly beautiful music in a dilapidated ballroom. The spirits are trapped by a curse and can only be freed if someone dances with them for an entire song, but the dance is draining life force from the partner.
  3. D10=3:A map of this level is attached to the wall. It is a map of the fortress one level above the one you are in. The map is labeled, 'Completed by Lord X'
  4. D10=4:The sound of a hundred swords being sharpened can be heard.
  5. D10=5:In the heart of the fortress, the players find an enchanted aviary where Aeliana, a beastmaster, cares for magical birds. She offers the party a magical familiar if they help protect her aviary from an impending threat.
  6. D10=6:A merchant touts the wonders of his spices.
  7. D10=7:You hear the sound of a woman sobbing. Upon further investigation, you find a ghostly figure of a woman mourning over a grave. She will not speak, but if the players offer her flowers, she will bless them with good fortune.
  8. D10=8:A mischievous child ties a guard's shoelaces together while he's distracted.
  9. D10=9:A group of 1d4+4 soldiers are searching the woods nearby the fortress for a group of goblins that were seen in the area. The goblins were seen in this area around mid-morning and were last seen heading toward the southwest.
  10. D10=10:The grand stables hide magical steeds appearing as common horses. Claiming one triggers dormant guardians waiting to test their worthiness resulting in deadly trials.

d100 = 68

  1. D10=1:You come across a small library where a scholar is engrossed in a thick tome.
  2. D10=2:A grand kitchen where a master chef needs help preparing a feast for a celestial event. Successful diplomatic efforts might result in extraordinarily beneficial meals.
  3. D10=3:Secret teleportation circles within the fortress need deciphering. Players must proficiently use their teleportation knowledge to travel through the fortress undetected.
  4. D10=4:The players encounter a group of cursed knights who have been transformed into mindless monsters. They must find a way to break the curse and restore the knights to their former selves.
  5. D10=5:You sense a magical presence and follow it down a corridor, unsure of what you'll find. As you turn a corner, you come face to face with a floating crystal ball surrounded by protective runes. It introduces itself as a lost soul trapped inside the crystal ball and pleads for your help to break the curse that binds it.
  6. D10=6:A seamstress is fitting a noblewoman for a new dress.
  7. D10=7:Gathering of Local Folk The party will find a group of local folk in a room. They will ask the party for help, saying that there are monsters in the stronghold. The party will have to figure out where these monsters are and what creatures are creating this threat to the people of the stronghold.
  8. D10=8:The players come across a room filled with ancient artifacts and a mysterious hooded figure. The figure reveals themselves to be a time traveler from the future and tasks the players with retrieving a specific artifact to prevent a future disaster.
  9. D10=9:A man wearing a brown robe is standing on a nearby balcony. He has short, brown hair and brown eyes. If anyone gets close, he will try to sell them a bottle of 'magic' potion. It's actually just water. He is not very good at this sort of thing, and will give up if anyone questions him about it.
  10. D10=10:Wandering through the halls, you stumble upon a room filled with mysterious runes and symbols. It seems to be some sort of magical workshop, but there is no one around. The runes appear to be glowing and pulsing, and it is clear that something is about to happen. Do the players investigate further or leave?

d100 = 69

  1. D10=1:The fortress seems to be deserted, but upon closer inspection, you find that the inhabitants have all been turned into mindless zombies. Can you find the source of the curse and put an end to it?
  2. D10=2:A dimly lit tavern within the fortress is run by Brog, a retired adventurer turned barkeep. He shares valuable rumors and old adventuring gear in exchange for rare liquors found in the fortress.
  3. D10=3:A group of men are standing in the hall arguing about the best way to kill a dragon. They will attack the players if they get too close. A group of 3 men with swords and shields, they will fight to the death if cornered.
  4. D10=4:A grand terrace overlooks a barren wasteland, which a weather-controlling elementalist hopes to rejuvenate. Diplomatic engagement could offer aid and earn elemental control.
  5. D10=5:A magical fountain of youth in the garden is guarded by a treant. Players must use their diplomacy and nature skills to convince the treant to give them access to its waters.
  6. D10=6:A group of merchants are trapped in a small room with their wares. They have been attacked by a group of goblins, and their only hope for survival is the players coming to their rescue.
  7. D10=7:In the courtyard, a treant beseeches the players to help regrow the fortress’s gardens. Diplomacy may lead to future aid from nature itself.
  8. D10=8:Two priests are arguing with each other about the nature of evil in their religion. They will get angry if players try to listen in on their conversation.
  9. D10=9:Pigeons coo contentedly on a ledge.
  10. D10=10:Bums living in a cave. The group of bums will not say anything. They will just stare at the players and wait until they leave.

d100 = 70

  1. D10=1:An apprentice juggles several scrolls and books as he heads to the library.
  2. D10=2:Gathering of Heroes The party will find what appears to be a group of adventurers in a room. The party will have to speak to them to find out who they are and what they are doing here.
  3. D10=3:A group of men are standing around talking about how they have to fight off an attack by an army of humans, elves, etc. led by a powerful human general named X, who has a reputation for being ruthless and fierce in battle even though he is a kind man in his camp and to his staff members and close friends and family.
  4. D10=4:In the quarters of an influential figure, they discover private letters revealing dark pacts. Disseminating information triggers a political power struggle exploding into civil turmoil within the fortress.
  5. D10=5:A messenger pauses to catch his breath.
  6. D10=6:A messenger relays news to the lord of the fortress.
  7. D10=7:A man is climbing a tall ladder to clean the windows on the top story of a building. He will thank the players for passing by and will invite them inside for a drink if they want one. He has a parrot that will repeat what he says if they want to play along.
  8. D10=8:A group of 1d6 sorcerers are locked in a heated debate which lasts for twenty minutes, before they leave the hallway. They seem to be arguing over whether or not the arcane arts should be taught to anyone who wants to learn them.
  9. D10=9:Two guards play a game of chess during their shift.
  10. D10=10:You find a young lad struggling to carry a heavy bucket of water.

d100 = 71

  1. D10=1:A room with a cursed mirror that reflects the players' darkest desires, tempting them to make a deal with a powerful demon.
  2. D10=2:A group of 1d6 pilgrims are on their way to the tomb of the hero. They are seeking to join the company of a local lord. They are carrying a small chest of gold.
  3. D10=3:As you rest for the night in the fortress, you are visited by a ghost who has been trapped within its walls. Can you help put their spirits to rest?
  4. D10=4:Two old men are arguing about the recent arrival of the witch and the curse she has placed on the village. They will warn the players about the witch's mirror and about the witch's true intentions.
  5. D10=5:A pigeon tries to steal a crumb from a kitchen window.
  6. D10=6:A stable boy mucking out the stalls.
  7. D10=7:A man is seen walking down the hall, mumbling to himself. A player has to follow him and find out where he's going, or he could lead them to a dangerous place.
  8. D10=8:A group of acrobats are putting on a show for the fortress residents, but one of them is injured and unable to perform. The rest of the troupe begs the players to help them out and join in the show. Will the players step into the spotlight?
  9. D10=9:A band of 1d6+3 dwarves is hiding in a guard post, hoping to shoot anyone who walks by. They have been stranded here for weeks, and are hoping to find a way off the island before the monsters in the territory eat some of their party.
  10. D10=10:Griddler's Chamber: a large chamber filled with 1d4+2 large, round plants that have stems and vines and hollow, circular leaves. When a high level character touches one of these plants, he is sucked inside, and the plant pulls some of his former body parts into it. If a low level character comes close to a plant and touches it, it throws him up into the air and will attempt to grab onto him. Its hollow leaves grab onto the character, and it draws his body inside of it, digesting him slowly.

d100 = 72

  1. D10=1:A group of half-elven children are playing tag in front of the gates of the fortress.
  2. D10=2:A servant drops a tray of dishes, shattering them on the floor.
  3. D10=3:A group of 1d4+4 soldiers are searching the woods nearby the fortress for a group of goblins that were seen in the area. The goblins were seen in this area around mid-morning and were last seen heading toward the southwest.
  4. D10=4:A room filled with traps and puzzles. The players must use their wits to navigate through and retrieve a valuable item hidden within.
  5. D10=5:Players see a pile of hay in the corner of a room. They can investigate and find a secret door, but when they enter, they end up in a room filled with angry chickens. The chickens will attack anyone who disturbs their nest.
  6. D10=6:A room full of mirrors suddenly comes to life as the players enter, the reflections attacking them with weapons and spells. The real challenge is figuring out which reflection is the real enemy.
  7. D10=7:The fortress is being overrun by a swarm of giant ants. The soldiers are struggling to fight them off and need your help to come up with a strategic plan.
  8. D10=8:The castle's fool juggles a trio of colorful balls for entertainment.
  9. D10=9:Teleporter Worms: the private teleporter that the previous owner of this fortress used to transport back and forth to his home, leaving the fortress safely ensconced behind a teleporter that he could control.
  10. D10=10:A group of 2d6+2 thieves has been trapped in a room. They will promise to pay the players handsomely if they get them out of this room.

d100 = 73

  1. D10=1:A group of 4d6 dwarves are celebrating in a large hall. They are singing and drinking. A dwarf named Fredrick is trying to get everyone's attention. He wants to tell everyone about a giant infestation in the sewers.
  2. D10=2:A hidden door is found in the courtyard that leads to a secret underground chamber. The chamber is filled with various magical artifacts and objects, but most intriguing is a large, glowing orb in the center. As the players approach, they can hear whispers and see faces forming on the surface of the orb. What secrets does it hold?
  3. D10=3:The players are caught in the middle of a battle between two powerful wizards, each with their own army of magical creatures. Will they pick a side or try to stop the conflict altogether?
  4. D10=4:A powerful wizard has taken over the fortress and has enslaved its inhabitants with mind control spells. Will you be able to defeat the wizard and free the captives?
  5. D10=5:A messenger relays news to the lord of the fortress.
  6. D10=6:A group of soldiers are running down the hall. They are running to battle. They are screaming, 'To arms!' The players can see that the soldiers are wearing armor and carrying weapons.
  7. D10=7:An old garrison hold bears the lingering presence of knights who once acted as the fortress's elite guard. Gaining their favor involves dedicating significant actions toward chivalric codes they upheld.
  8. D10=8:In the midst of a battle with an enemy army, the players suddenly find themselves transported to a parallel dimension where they must fight their way back to their own reality.
  9. D10=9:A group of castle guards spar with wooden swords.
  10. D10=10:A guard patrols the perimeter of the courtyard.

d100 = 74

  1. D10=1:A couple sneaks away to share a secret kiss behind the stables.
  2. D10=2:A monstrous creature, a basilisk, has turned many previous adventurers to stone. Players must avoid the creature's gaze and use their combat tactics to defeat or bypass the creature to continue their journey.
  3. D10=3:Players see a pile of hay in the corner of a room. They can investigate and find a secret door, but when they enter, they end up in a room filled with angry chickens. The chickens will attack anyone who disturbs their nest.
  4. D10=4:The players come across a group of goblins throwing a wild party. They are drinking and dancing, completely oblivious to the players' presence. If the players join in, they will be rewarded with valuable information about the fortress and its inhabitants.
  5. D10=5:A group of soldiers are looking for a group of bandits who are hiding in the fortress. The bandits have been raiding nearby villages for the past year and the soldiers need help finding them and killing them.
  6. D10=6:The party finds a room filled with various weapon racks. Some weapons are cursed and will attack when touched, while others are powerful magic items. Players must identify which ones are safe to obtain.
  7. D10=7:An eerie music hall echoes with ghostly melodies. Within, players must defeat the cursed conductor orchestrating the undead orchestra through either combat or breaking their curse through arcane means.
  8. D10=8:In the dungeon, the players encounter a group of prisoners who are actually powerful and dangerous criminals. Will the players choose to release them or turn them over to the authorities?
  9. D10=9:A soldier sharpens his sword on a whetstone.
  10. D10=10:A group of 2d6 soldiers are selling pictures to passing civilians. They have pictures of beautiful women.

d100 = 75

  1. D10=1:Players encounter a mage’s lab where the mage is near a breakthrough on a significant spell. Offering diplomatic assistance might earn a portion of the spell’s benefit.
  2. D10=2:A group of men are talking about a tournament that will be held in the fortress. They are actually members of a thieves' guild.
  3. D10=3:A madman is running down the hallway screaming about a giant. The man is so mad that the players won't be able to get anything useful out of him.
  4. D10=4:A washerwoman folds freshly dried clothes.
  5. D10=5:You see two dragons engaged in a fierce battle in the sky above the fortress. As you watch, they both land gracefully in the courtyard and continue their fight on the ground. Will you choose to intervene or watch from a safe distance?
  6. D10=6:Players find a hiding place occupied by spies compiling information on the fortress' defenses. Players can decide to help or hinder them, but betrayal from either side twists alliances rapidly.
  7. D10=7:The wind howls through the cracks in the battlements.
  8. D10=8:A cavernous room contains a colossal, broken mirror. Here the party finds Saphrax, a half-demon seeking redemption. He can aid the players with his arcane knowledge but needs help mending the mirror, which he believes holds his salvation.
  9. D10=9:A servant is sweeping the grand staircase.
  10. D10=10:The dungeon has a beast with false treasure hoards. The true treasure is inside but is improbably accessible unless deducing cryptic guarding patterns.

d100 = 76

  1. D10=1:The fortress is under a magical fog that induces fear and hallucinations. Players must use their willpower and mental fortitude to resist the effects and help their companions who fall prey to the illusion.
  2. D10=2:The players come across a secret passage leading to a hidden chamber filled with ancient artifacts. But the chamber is guarded by powerful traps and monsters. Can the players successfully navigate the traps and claim the treasures within?
  3. D10=3:A group of 2d6+2 thugs are playing cards. One of them is cheating.
  4. D10=4:A dimly lit tavern within the fortress is run by Brog, a retired adventurer turned barkeep. He shares valuable rumors and old adventuring gear in exchange for rare liquors found in the fortress.
  5. D10=5:All around you, the walls of the fortress are covered in intricate and ancient runes. Suddenly, the runes start glowing and a deep voice booms out, "Who dares to disturb my slumber? Answer me truthfully, or face my wrath!" The players must figure out a way to answer the voice without lying. If they succeed, a secret passage will open, leading to a hidden treasure room.
  6. D10=6:The players come across a group of goblins trying to sneak into a neighboring castle. They are carrying a large, heavy chest and are arguing about how to split the treasure inside. If the players help the goblins, they will receive a generous reward. But if they choose to stop them, they will face a dangerous battle.
  7. D10=7:A small child playing with a doll and a couple of stuffed animals. The child is selling them to the players. They can buy them for $1/each.
  8. D10=8:A veteran soldier is sharing tales of past battles with new recruits.
  9. D10=9:A flock of pigeons takes off from a rooftop.
  10. D10=10:A room with a statue that comes to life and demands a dance party before he will let the players pass.

d100 = 77

  1. D10=1:A washerwoman irons linens.
  2. D10=2:A room where the tapestries weep blood. Touching them causes hallucinations and prophetic visions masked with a mix of truths and lies.
  3. D10=3:A group of 2d6+2 thugs are passing around a bottle of wine.
  4. D10=4:An old beggar asks for a coin at the gate.
  5. D10=5:A group of 2d6 undead zombies are slowly walking down the hall. It is unclear what they are capable of doing, since they are moving at a slow pace. It is also unclear whether they are undead, or are just regular people that were turned into undead during the night.
  6. D10=6:A scribe is translating a document from a foreign language.
  7. D10=7:A library filled with grimoires guarded by 1d6 sentient books. Diplomacy could involve negotiating access to arcane knowledge in exchange for solving literary puzzles.
  8. D10=8:A commander's quarters where the spirit of a battle-hardened general offers strategic wisdom in exchange for honoring his legacy. Diplomacy here yields valuable military tactics.
  9. D10=9:A messenger relays news to the lord of the fortress.
  10. D10=10:A group of 2d6 wizards are experimenting with magical potions in the courtyard. They will offer to sell the players a vial of magic potion for 5 gp. It is a Potion of Leaping.

d100 = 78

  1. D10=1:Two kitchen staff are arguing over the best recipe for stew.
  2. D10=2:A pack of 1d4+2 werewolves have infiltrated the fortress, disguising themselves as members of the guard. The players must uncover their true identities and stop them before they can cause any harm. However, the werewolves may have already turned some of the guards into their minions, making the task even more challenging.
  3. D10=3:The stable is busy with horses being groomed and fed.
  4. D10=4:A servant is sweeping the corridors and muttering about their long list of chores.
  5. D10=5:The players find an ancient laboratory with a bubbling cauldron and shelves of mysterious potions. Drinking a potion gives a magical benefit, but it also binds the drinker's soul to the fortress unless reversed within 24 hours.
  6. D10=6:A cavernous room contains a colossal, broken mirror. Here the party finds Saphrax, a half-demon seeking redemption. He can aid the players with his arcane knowledge but needs help mending the mirror, which he believes holds his salvation.
  7. D10=7:A group of children are playing a game of tag in front of the gates of the fortress, but a group of malevolent spirits are possessing the children's bodies and forcing them to attack anyone who comes too close to the gates.
  8. D10=8:The party stumbles upon a sealed, eerie crypt adorned with sigils. Inside lies the body of a legendary general, his ghost arising to test those he deems worthy of carrying forth his martial legacies.
  9. D10=9:A group of 2d6+2 thugs are talking about their plans for the next few days. If players ask, they will tell them about a nearby dungeon that is about to open up. They're also trying to find some work in the area and will happily join the party for a share of the loot from the dungeon.
  10. D10=10:A curious child explores an unused corridor.

d100 = 79

  1. D10=1:Mad scientists lair: a scientist by the name of Maximillian Ecks is insane. He has genetically mutated creatures, and he keeps them in a small holding area. He is in this room, holding a small, green, non-speaking humanoid creature. If the players approach him and attack, he will cast an Obscuring Mist spell and will teleport out of this area.
  2. D10=2:As players traverse a dark hallway, they encounter a series of pressure plates on the floor. Some trigger crossbow traps, others open hidden doors. Players must use their perception and dexterity to safely navigate through the gauntlet.
  3. D10=3:A group of 1d6+3 dwarves is hiding in the tower, waiting for an opportunity to attack some monsters.
  4. D10=4:Players hear sounds of battle from the courtyard below. When they look out of the window, they see dozens of soldiers, goblins, and ogres fighting in the courtyard...and losing.
  5. D10=5:A man named Alaric Gromley approaches you and asks if you will help him find his lost pet monkey.
  6. D10=6:The fortress is under a magical fog that induces fear and hallucinations. Players must use their willpower and mental fortitude to resist the effects and help their companions who fall prey to the illusion.
  7. D10=7:A blacksmith is repairing a broken gate hinge.
  8. D10=8:The players find a room with a large pool inside of it. The pool is filled with a thick, greenish liquid. The liquid itself is alive and appears to be breathing. Strange creatures are swimming in the liquid. In the center of the room, floating above the liquid, is a bed with a man and a woman on it. They are both asleep.
  9. D10=9:A room filled with enchanted objects that come to life and attack the players when they enter. The players must quickly figure out how to deactivate the objects before being overwhelmed.
  10. D10=10:An old beggar asks for a coin at the gate.

d100 = 80

  1. D10=1:A maid fluffs the pillows in a guest room.
  2. D10=2:A group of 2d6+2 thugs are playing with a pet dog they found.
  3. D10=3:In a room filled with arcane symbols, the players meet Zoltan, a warlock haunted by the spirits he’s bound. Freeing these spirits rewards the players with eldritch insights but risks a malevolent backlash.
  4. D10=4:A tailor is mending a tear in a noble’s gown.
  5. D10=5:The players come across a group of goblins who have accidentally activated an ancient magical artifact that has given them immense strength and intelligence. They are terrorizing the fortress and the players must find a way to deactivate the artifact before it's too late.
  6. D10=6:A commander's quarters where the spirit of a battle-hardened general offers strategic wisdom in exchange for honoring his legacy. Diplomacy here yields valuable military tactics.
  7. D10=7:A pair of onlookers cheer on two wrestlers grappling in the yard.
  8. D10=8:A troop of 2d4+4 soldiers are marching in the hallway. They are not aware of the PCs yet. They are marching to a battle to help the town.
  9. D10=9:A young noble practicing archery in the yard.
  10. D10=10:A young girl is picking flowers to make a garland.

d100 = 81

  1. D10=1:Players find a broken golem that can be restored for aid. They must gather and craft parts using their engineering and golem-crafting knowledge to bring it back to life.
  2. D10=2:The players see a group of soldiers and a priest. They are escorting a witch to the dungeon. She is wailing and screaming and trying to escape.
  3. D10=3:The players stumble upon a hidden prison cell where a group of innocent prisoners are being held. They will need to come up with a plan to free them without alerting the guards.
  4. D10=4:A group of 2d6+2 men are blocking the hallway. These are the watchmen of this floor. They are blocking the way because they want to protect their treasure from the prisoners.
  5. D10=5:A band of 1d6+3 dwarves is hiding in a guard post, hoping to shoot anyone who walks by. They have been stranded here for weeks, and are hoping to find a way off the island before the monsters in the territory eat some of their party.
  6. D10=6:A minstrel is entertaining a small group with a lively tune.
  7. D10=7:The players encounter a group of bards who are performing outside the fortress. They offer to write a song about the players' adventures if they can provide them with an interesting story. Will the players impress the bards with their tales or will they disappoint them with their lack of heroic deeds?
  8. D10=8:Nervous Nobles The party will find a group of nobles or other important people wandering around the stronghold. Their clothing is tattered and they are nervous. They appear to be noblemen, but they are unable to pay the party, and they appear to be of little use to the party.
  9. D10=9:The sound of a hundred swords being sharpened can be heard.
  10. D10=10:A grand ballroom frozen in time where timekeeper spirits debate the flow of destiny. Diplomacy could involve influencing these debates for favorable outcomes.

d100 = 82

  1. D10=1:A juggler entertains a small crowd of children.
  2. D10=2:As the players explore the dungeon, they come across a door with a riddle written on it. If they solve the riddle, the door will open and reveal a room with valuable treasures. If they fail, they may be faced with a trap or a group of enemies.
  3. D10=3:A group of rogue knights challenge the players to a duel to prove their worthiness. However, the knights are not honorable and will use any means necessary to win the duel.
  4. D10=4:The players find a dusty alchemical lab where Elia, an elven alchemist, experiments with various potions. She seeks a rare ingredient to complete her potion of true sight, offering they share its powerful effects.
  5. D10=5:The players stumble upon a room filled with cursed mirrors. Each mirror shows a different possible future, but they are all filled with danger and death. Will the players risk looking into the mirrors to gain knowledge or avoid them altogether?
  6. D10=6:As the players explore the dungeon, they come across a group of mind-controlled prisoners who are forced to work in the fortress. Will the players free them or use them to their advantage?
  7. D10=7:Players find an abandoned laboratory where a wizard was experimenting on a potion to rid himself of his own beard. The potion was a success, but it also turned his mustache into tiny sentient beings that are now running around the lab eating everything in sight. There are 1d4+3 tiny mustaches running around the lab looking like tiny orcs from Lord of the Rings. If players kill the mustaches, they will receive 1d4 random magical items from another adventure that the DM is running.
  8. D10=8:A room full of mirrors suddenly comes to life as the players enter, the reflections attacking them with weapons and spells. The real challenge is figuring out which reflection is the real enemy.
  9. D10=9:A group of elves is trying to keep their campfire burning. They will reward the party for keeping the fire going.
  10. D10=10:The fortress is home to a colony of peaceful gnomes, but they have been terrorized by a neighboring tribe of aggressive ogres. Will you help defend the gnomes or try to come to a peaceful resolution with the ogres?

d100 = 83

  1. D10=1:They discover a hidden garden in perfect bloom, tended by the restless ghost of the fortress's legendary gardener. The flowers whisper secrets of historical assassinations and hidden past horrors when a specific combination is planted or arranged.
  2. D10=2:Players find an abandoned laboratory where a wizard was experimenting on a potion to rid himself of his own beard. The potion was a success, but it also turned his mustache into tiny sentient beings that are now running around the lab eating everything in sight. There are 1d4+3 tiny mustaches running around the lab looking like tiny orcs from Lord of the Rings. If players kill the mustaches, they will receive 1d4 random magical items from another adventure that the DM is running.
  3. D10=3:The gate guard greets an incoming caravan.
  4. D10=4:A group of 2d6 adventurers are trying to convince a group of 2d6 villagers to help them defeat a nearby dragon.
  5. D10=5:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their weapons.
  6. D10=6:A group of 2d6+3 hobgoblins are marching in formation through the hall, singing a song about their recent victory over the players' village.
  7. D10=7:A group of guardsmen are walking down the hallway, headed somewhere else. They will ignore the players unless attacked.
  8. D10=8:Players find a man standing in the middle of a room covered in blood. He is holding a bloody sword and looking very pleased with himself. When players ask him what happened, he says, 'I just killed the damn wizard!' The man is actually the wizard's apprentice who has just killed his master to become the new wizard in town...
  9. D10=9:As the players enter a grand hall, they see a group of knights practicing their sword fighting skills. If the players challenge them to a friendly duel, the knights will gladly accept and reward the winners with a valuable weapon or armor piece.
  10. D10=10:The players find a group of 3d4+2 men and women who are celebrating their upcoming marriage.

d100 = 84

  1. D10=1:The players are hired to investigate a murder that occurred in the fortress. As they gather evidence and interrogate suspects, they discover that the killer is a powerful lich who has been using the fortress as a hiding place.
  2. D10=2:A group of powerful witches have taken over the fortress and are conducting dark rituals within its walls. Can you stop their plans before it's too late?
  3. D10=3:The mistress of the castle instructs new maids on their duties.
  4. D10=4:Nervous Nobles The party will find a group of nobles or other important people wandering around the stronghold. Their clothing is tattered and they are nervous. They appear to be noblemen, but they are unable to pay the party, and they appear to be of little use to the party.
  5. D10=5:The dungeon has a beast with false treasure hoards. The true treasure is inside but is improbably accessible unless deducing cryptic guarding patterns.
  6. D10=6:An old scribe is meticulously copying a manuscript onto new parchment.
  7. D10=7:Harsh, dry winds pound the fortress, blowing dust and sand into the air. The guards are constantly sweeping their area to make sure their feet are not buried in the dirt. Plenty of scorpions and hill giants are sleeping in the sand, but they will not bother anyone until the sandstorm stops.
  8. D10=8:A room full of traps and puzzles. At the end, the players will find a chest with a note that says "Congratulations, you have passed the test. Now please return the inherited family heirloom."
  9. D10=9:The players stumble upon a room filled with cursed mirrors. Each mirror shows a different possible future, but they are all filled with danger and death. Will the players risk looking into the mirrors to gain knowledge or avoid them altogether?
  10. D10=10:A friar recites prayers in the chapel.

d100 = 85

  1. D10=1:The fortress dungeon has cells filled with rabid, mind-controlled prisoners. Players must subdue or cure them to advance further into the depths.
  2. D10=2:Gathering of Soldiers The party will find a group of soldiers in a room. They are wearing their uniforms ragged, and they appear to be on their way out of the stronghold. The party will have to find out what they know. They will tell the party that they are going to defend another city or stronghold against an attack by a hobgoblin force.
  3. D10=3:A group of 2d6 dwarven mercenaries are drinking and celebrating their latest job well done at the end of the hall. They are drunk and will welcome the players into their group and they will buy them drinks, etc. The dwarven mercenaries are actually working for the enemy and their drinks have been spiked with a poison that will make the players appear as if they are drunk, but they are actually dying.
  4. D10=4:The fortress is hosting a grand feast, but the food is slowly turning everyone who eats it into mindless zombies. Can the players figure out the cause and stop it before it's too late?
  5. D10=5:While exploring the fortress, you come across a magical mirror that shows you a glimpse of your future. Will you heed its warnings or try to change your fate?
  6. D10=6:The players are approached by a group of desperate refugees who are begging for sanctuary in the fortress. Will the players allow them in or turn them away?
  7. D10=7:A scribe carefully inks a manuscript.
  8. D10=8:A group of 2d8 raiders are hiding in the fortress. They are members of a gang named the Barracudas. They are attempting to lay low and get some rest.
  9. D10=9:Murals within the outer walls tell tales of great sieges. At certain times of the day (or night), the spirits of defenders relive their battles, mistaking new arrivals as besiegers unless proven otherwise.
  10. D10=10:A group of 5 men wearing black robes with hoods pulled up over their heads are walking down the hallway, talking about finding a new place to set up shop after being kicked out of their guild for performing dark magic.

d100 = 86

  1. D10=1:Two children are bothering the dog. They will be scolded by their mothers for being so rude to the poor animal.
  2. D10=2:In a grand library, a sphinx guards rare knowledge. Solving its riddles diplomatically could yield powerful spells or intelligence.
  3. D10=3:A jeering crowd surrounds an arm-wrestling contest.
  4. D10=4:A gardener is pruning the castle’s rose bushes.
  5. D10=5:As the players explore the fortress, they come across a room filled with cursed objects. Will they be tempted to take any of the items or will they resist and avoid the curses?
  6. D10=6:A massive golem suddenly awakens and starts rampaging through the fortress, destroying everything in its path. Can the players find a way to stop it before it causes too much damage?
  7. D10=7:A steward is checking an inventory of wines in the cellar.
  8. D10=8:Kaltin the Sorceress is addressing a group of people about the virtues of magic. She will explain about how magic and sorcery takes power away from the gods, who are the ultimate authority. She will also talk about how magic and sorcery is the true path to happiness and is the only way to gain ultimate wisdom in this world.
  9. D10=9:A group of washerwomen is laundering clothes by the river.
  10. D10=10:Two soldiers are standing guard by a door. They are looking tense and nervous. They are waiting for an important person to pass through the door behind them.

d100 = 87

  1. D10=1:A half-orc named Urk has lost his battle axe. He will tell the party that he lost it while chopping wood to help rebuild the fortress.
  2. D10=2:You find a cook chopping vegetables for the evening meal.
  3. D10=3:A group of treasure hunters has made their way into the fortress, using sneaky tactics to steal valuable items. The players must catch them before they escape with the loot, but the thieves have hidden themselves among the fortress's inhabitants.
  4. D10=4:You see a group of 3d4+2 men and women who are telling stories about their adventures in their life so far. They seem nervous, like they're hiding something...
  5. D10=5:A group of rival adventurers have also entered the castle, seeking the same treasure as the players. The players must race against time and overcome various challenges to claim the treasure before the other group does.
  6. D10=6:A talking painting suddenly comes to life and asks the players to help it find its missing pieces so it can be restored to its original form. The pieces are scattered throughout the fortress and guarded by dangerous monsters.
  7. D10=7:In an outrageously ornate bedroom, they come across a cursed royal bed. Sleeping in it rejuvenates completely but diverts all health restoration into the bed's magical aura for three nights, leaving the user vulnerable.
  8. D10=8:Servants prepare the guest chambers.
  9. D10=9:A maid dusts off a portrait of a long-deceased lord.
  10. D10=10:A swarm of spiders descends from the ceiling and attacks the players. They must fend off the spiders while also trying to figure out how to escape the web-filled room.

d100 = 88

  1. D10=1:A weapons cache includes a cursed quiver of arrows. If used, the quiver’s curse slowly turns the wielder into a mindless guardian.
  2. D10=2:The players find a room with a large, ornate fountain in the center. As they approach, a voice booms out, "Only the worthy may take a drink from this fountain." If the players are deemed worthy, they are granted a powerful blessing. But if they fail, they may face a deadly trap.
  3. D10=3:The fortress is home to a mysterious prophet who claims to have foreseen the end of the world. Will you believe their prophecies or will you try to stop their doomsday plans?
  4. D10=4:You see a group of children playing hide and seek.
  5. D10=5:A falconer is explaining the intricacies of falconry to a curious noble.
  6. D10=6:As you enter the throne room, the king's advisor greets you with a smile. But upon closer inspection, their face seems to shift and change, revealing that they are actually a doppelganger in disguise. They offer to help you overthrow the king, but can you trust their words?
  7. D10=7:A group of 2d6 high level, mid level and low level Guardsmen are practicing their fighting and archery skills in the courtyard. They will ask the players to join them in the practice. If they do, they will receive 2d6x10 exp.
  8. D10=8:A gardener is trimming the hedges in the courtyard.
  9. D10=9:A group of 1d4+3 dwarves are standing guard in a hallway. They are members of a dwarven mercenary company that was hired by the king of the fortress to defend it.
  10. D10=10:As you enter the throne room, you are greeted by a troll king who claims to be the rightful ruler of the fortress. Will you accept his challenge to a duel or find another way to resolve the conflict?

d100 = 89

  1. D10=1:A party member notices that one of the walls has writing on it that reads 'Do not disturb'. They try to go around it, but it seems to follow them no matter where they go.
  2. D10=2:The party stumbles upon a sealed, eerie crypt adorned with sigils. Inside lies the body of a legendary general, his ghost arising to test those he deems worthy of carrying forth his martial legacies.
  3. D10=3:As the players walk down a dark hallway, they see a fey creature dart behind a corner. If they chase after it, they will find themselves in a maze of corridors and rooms, with the mischievous creature constantly popping up and leading them in circles.
  4. D10=4:The party finds a group of 2d4 men, who are looking for hide and skin of a nearby dragon for their own purposes.
  5. D10=5:Fleshmender's Chamber: a strange humanoid plant that is a mutated version of a human. It is a hideous, misshapen creature with arms ending in gnarled, knotty branches. It can grab onto creatures, and when it does so, it drains the life out of them and grows healthier, stronger and more powerful.
  6. D10=6:An old barracks houses spectral soldiers locked in eternal training. They challenge the party to martial contests, demanding proof of skill and courage before providing access to the armory which holds relics of failed invasions.
  7. D10=7:You see a group of children playing hide and seek.
  8. D10=8:An artist is painting a landscape of the surrounding area.
  9. D10=9:As the players enter a room, they are suddenly transported to a different location within the fortress. Will they be able to find their way back or will they be lost in the maze of rooms and corridors?
  10. D10=10:An invisible barrier blocks their way – only by unsettling a presiding illusionist can the barrier be lowered. However, upsetting the illusionist triggers backlash illusions of nightmare scenarios.

d100 = 90

  1. D10=1:The castle hound pads silently through the halls.
  2. D10=2:A falconer releases a bird into the sky for training.
  3. D10=3:A group of 2d6+3 hobgoblins are marching in formation through the hall, singing a song about their recent victory over the players' village.
  4. D10=4:The players encounter a group of monks who are trying to meditate in the midst of chaos and noise. They ask the players to help them find a peaceful spot within the fortress where they can continue their spiritual practices.
  5. D10=5:A group of drunken dwarves celebrating a day of their heritage.
  6. D10=6:Up to two groups of 2d6+3 goblins are sneaking around in the halls. They want to steal food from the kitchen.
  7. D10=7:In a hidden chamber, the players find a group of dwarves conducting a ritual to summon an ancient dragon. They are attempting to form an alliance with the dragon, but things seem to be going awry. Will the party intervene or let the dwarves face the consequences of their actions?
  8. D10=8:A bard is recounting tales from distant lands to a rapt audience.
  9. D10=9:The party finds a room with a bunch of old armor, swords, and shields lying around in it.
  10. D10=10:As you rest for the night in the fortress, you are visited by a ghost who has been trapped within its walls. Can you help put their spirits to rest?

d100 = 91

  1. D10=1:A novice monk collects firewood for the evening.
  2. D10=2:A steward oversees the household chores.
  3. D10=3:A cook tastes the soup and adds a pinch of salt.
  4. D10=4:A pair of gardeners are arguing over the best way to grow tomatoes.
  5. D10=5:You see a steward counting and inspecting the contents of a storeroom.
  6. D10=6:A messenger is awaiting a response to an urgent letter.
  7. D10=7:A tired stablehand leads a horse back into its stall.
  8. D10=8:A room with a large chandelier hanging from the ceiling. As soon as the players enter, the chandelier falls, releasing a horde of rats that were living inside it.
  9. D10=9:Deep within the fortress lies a chamber dedicated to cryptographic mastery, where ancient code makers encrypted battle plans. Successfully deciphering these intricate codes unveils forgotten secret paths and alliances.
  10. D10=10:Raugar: A giant wolf that has been asleep, waiting for someone to come along and discover him. He will leap out and attack anyone.

d100 = 92

  1. D10=1:A vast treasure room lies before them, guarded by an eternal Golem. This construct speaks of its creators, the First Council of Arkon, and only those who demonstrate knowledge of their historic decrees may pass.
  2. D10=2:A maid dusts the great hall’s chandelier.
  3. D10=3:A magical fountain of youth in the garden is guarded by a treant. Players must use their diplomacy and nature skills to convince the treant to give them access to its waters.
  4. D10=4:The sound of men chanting can be heard in the distance. The party can see a group of men and women in robes walking towards them. The group is chanting, 'Blood for the blood god.'
  5. D10=5:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their weapons.
  6. D10=6:As the players walk down a dark hallway, they see a fey creature dart behind a corner. If they chase after it, they will find themselves in a maze of corridors and rooms, with the mischievous creature constantly popping up and leading them in circles.
  7. D10=7:A room with a cursed mirror that reflects the players' darkest desires, tempting them to make a deal with a powerful demon.
  8. D10=8:An old maid dusts off the chandelier in the great hall.
  9. D10=9:The players see a group of men who are carrying a large chest between them. They are heading towards a nearby room. The men will say 'We can't let anyone know about this' if anyone approaches them. They then quickly rush into the room and lock the door behind them. If the players investigate, they'll find that the men were carrying a chest full of gold coins into the room.
  10. D10=10:You see two goblins arguing over a shiny necklace. They are both convinced it brings good luck and are unwilling to let go of it. But as the players approach, the necklace suddenly starts to glow and levitate. What secrets does it hold?

d100 = 93

  1. D10=1:You see a single hardworking dwarf separating out some glittering, valuable ore from a large pile of worthless slag. He asks the players to help him finish the task, promising them a share of the valuable ore as a reward. But as they start to work, they realize that the dwarf is actually an illusion created by a mischievous wizard and the ore is just ordinary rocks. How will the players handle this tricky situation?
  2. D10=2:A group of drunken dwarves stumble upon the players and mistake them for invading enemies. They challenge the players to a drinking contest, but little do they know, the drinks have been spiked with a powerful potion that will have unpredictable effects.
  3. D10=3:Two kitchen staff are arguing over the best recipe for stew.
  4. D10=4:A horse neighs loudly in the stables.
  5. D10=5:A group of 1d4+4 soldiers are searching the woods nearby the fortress for a group of goblins that were seen in the area. The goblins were seen in this area around mid-morning and were last seen heading toward the southwest.
  6. D10=6:A section of the fortress is under construction, with scaffolding and workers bustling around. The players may have to navigate through the construction site or use it to their advantage in a fight.
  7. D10=7:The steward tallies the stores in the pantry, noting shortages.
  8. D10=8:A group of 2d6+2 thugs are playing with a pet dog they found.
  9. D10=9:A stable hand shovels manure.
  10. D10=10:A cook bakes a fresh loaf of bread.

d100 = 94

  1. D10=1:A gardener is pruning the castle’s rose bushes.
  2. D10=2:A blacksmith is hammering away at a sword in the forge, sparks flying.
  3. D10=3:A monstrous creature, a basilisk, has turned many previous adventurers to stone. Players must avoid the creature's gaze and use their combat tactics to defeat or bypass the creature to continue their journey.
  4. D10=4:A chamber filled with lore about different planes of existence, guarded by an enigmatic guardian. Diplomacy might involve bargaining for guidance or safe passage to other realms.
  5. D10=5:The party finds a group of 2d6 men, who are looking for hide and skin of a nearby dragon for their own purposes.
  6. D10=6:A cat chases a mouse across the courtyard.
  7. D10=7:The players stumble upon a secret room hidden behind a bookshelf. Inside, they find a powerful wizard who has been locked away for years. He begs the players to free him and in return, he promises to teach them a rare and powerful spell. But freeing him may have consequences they are not prepared for.
  8. D10=8:As the players rest for the night, they have strange dreams of a powerful wizard who needs their help. When they wake up, they find a strange tattoo on their arms that glows and pulses every time they get closer to the wizard's chambers. Will the players trust their dreams and seek out the wizard or ignore the strange occurrence?
  9. D10=9:A group of 3d4 male and female adventurers are celebrating. One of them, who appears to be the leader, is standing on a table, making a speech in verse. He is saying that they have rebuilt the fortress that was in ruins. He is saying that they have freed the people who were trapped there. He is saying that they have rescued many people that were trapped in fortresses throughout the land. He will explain the fortress they are in was once the home of a dark god. Now that the dark god has been destroyed, the fortress is safe for people to inhabit. He will explain that the people in the area have been offered free shelter by the people of the party. He will talk about how the people of the party have been doing good things through out the land.
  10. D10=10:A section of the fortress is under construction, with scaffolding and workers bustling around. The players may have to navigate through the construction site or use it to their advantage in a fight.

d100 = 95

  1. D10=1:The fortress dungeon is filled with intricate lock mechanisms on every door. Players must use their lockpicking skills and intelligence to progress, all while avoiding patrolling clockwork sentinels.
  2. D10=2:A cook tastes the soup and adds a pinch of salt.
  3. D10=3:Wraiths! - Two wraiths are guarding a room containing the remains of a powerful wizard named Merl, who was turned into a wraith by a group of 3d6 Lich Lords. The Lich Lords have abandoned the fortress and, since that time, the wraiths have been continuously attacking the fortress, hoping to gain their freedom by destroying the fortress.
  4. D10=4:A farmer sells his surplus crops at the market.
  5. D10=5:Two guards practice their swordsmanship.
  6. D10=6:A group of men dressed as swordsmen walk down the road. They are arguing about their swordsmanship and about how well they can wield their swords.
  7. D10=7:A squire is oiling their master’s armor.
  8. D10=8:A group of 2d6+3 human bandits are trying to sneak into the castle with stolen goods.
  9. D10=9:A washerwoman scrubs clothes by a small stream near the fortress.
  10. D10=10:The party hears the sound of chanting coming from one of the rooms. When they enter, they find a 2d6+5 acolytes in a room chanting to an idol. They will not try to stop the players, but will demand that they leave the room. Once they are gone, they will resume chanting.

d100 = 96

  1. D10=1:A man in a dirty smock is wandering around the hall, mumbling to himself. He is a scholar and will answer any questions asked of him if the players feed him some food. He knows nothing of the dungeon or why they are there.
  2. D10=2:A candle drips wax onto the polished floor.
  3. D10=3:Two guards share a flask of ale.
  4. D10=4:A stable boy struggles to haul water buckets.
  5. D10=5:The players come across a group of lost adventurers who are being controlled by a powerful djinn. They must break the djinn's hold and navigate through the treacherous traps set by the adventurers in their confused state.
  6. D10=6:A nearby room is full of 1d4 dwarves and 1d4+2 goblins. The dwarves and goblins are holding each other at sword point, and they're waiting for someone to tell them what to do next.
  7. D10=7:A mysterious figure in a hooded cloak asks the players for their help in finding a long-lost artifact hidden within the fortress. But as they follow the cloaked figure, they realize that they are not alone and must navigate through a series of traps and puzzles to retrieve the artifact.
  8. D10=8:A secret sickbay contains animated armor with healing properties. Using its resources without proper rites angers the spirits who reside there, bringing forth ethereal wardens.
  9. D10=9:The players find themselves in a room with no doors or windows. Suddenly, the room starts to spin and the furniture and objects start to rearrange themselves. As the players try to navigate through the room, they come across a puzzle that needs to be solved in order to escape. But be careful, every wrong move could lead to a trap.
  10. D10=10:Inside the fortress, the players discover a room filled with paintings. As they look at each painting, they find themselves trapped inside the scene, facing the dangers depicted within.

d100 = 97

  1. D10=1:Players find an ancient scroll that releases an air elemental. To harness its power or return it to a peaceful state requires expertise in air magic and summoning.
  2. D10=2:The steward tallies the stores in the pantry, noting shortages.
  3. D10=3:The fortress is under attack by a powerful sorcerer who is using illusion spells to confuse and scare the defenders. The players must use their own magic and cunning to decipher the illusions and find the sorcerer before he destroys the fortress.
  4. D10=4:A falconer is training a new bird in the mews.
  5. D10=5:A servant drops a tray of dishes and frantically starts picking up the pieces.
  6. D10=6:The players find a banquet hall where enchanted dining sets converse remarkable feasts and political shifts. Each dish served represents a story, and partaking in meals correctly unveils layers of political intrigue and long-feud enders.
  7. D10=7:A scullery maid is peeling potatoes for the evening meal.
  8. D10=8:The dungeon jailer yawns boredly at his post.
  9. D10=9:Players see a group of men and women sitting around a table playing a game. They are playing a game of cards that has strange images on it. They are members of the Cult of the Dreaming God, who worship Cthulhu through dreams and visions.
  10. D10=10:A steward is checking an inventory of wines in the cellar.

d100 = 98

  1. D10=1:The players enter a room filled with strange, glowing runes on the walls and floor. As they decipher the meaning of the runes, they realize they have the power to unlock hidden doors and reveal secret passages.
  2. D10=2:Encountering a wereboar in the courtyard, players must either combat the fierce lycanthrope or use their persuasion skills to find a cure for the afflicted creature.
  3. D10=3:A visiting noble complains about the quality of the fortress's wine.
  4. D10=4:The party hears a booming voice coming from somewhere in the fortress. It says, 'Fools! You will never defeat me! I will rule this world forever!' If players investigate, they will find a mad wizard in the highest tower in the fortress. He is standing on a balcony, and he is casting a spell. The spell is a Blast of Lightning.
  5. D10=5:A steward oversees the household chores.
  6. D10=6:As the players enter a room, they suddenly shrink in size, becoming tiny creatures in a giant's room. They must navigate through the room filled with oversized furniture and objects to find a way to return to their original size.
  7. D10=7:While exploring the fortress, the players come across a room full of treasure. However, as they reach for it, they trigger a trap that locks them inside the room with a giant golem made of gold. They must solve a riddle to escape before the golem crushes them.
  8. D10=8:A page runs messages between various rooms.
  9. D10=9:A group of 3d4 cultists are examining a painting in the hallway. They are trying to figure out how to break into the room behind it.
  10. D10=10:A playful cat pounces on a piece of string.

d100 = 99

  1. D10=1:A basket weaver shows off their latest creations.
  2. D10=2:A group of men are standing around talking about how they are going to get rich off of a new trade route that has opened up with a nearby town.
  3. D10=3:A playful cat pounces on a piece of string.
  4. D10=4:A group of circus performers have set up camp outside the fortress and invite the players to watch their show. But as it turns out, the performers are actually thieves trying to steal from the fortress. Will the players catch them in the act or be fooled by their illusionary tricks?
  5. D10=5:In a grand hall, a feast is laid out with sumptuous food and drink, but the hall is eerily silent. If the players consume anything, they find themselves trapped in a time loop until they can solve a puzzle to break the spell.
  6. D10=6:A cavernous underground hall holds Cedric, a duergar scouting the fortress. He offers aid in the form of underground shortcuts and secrets if they help him investigate the strange occurrences within the fortress.
  7. D10=7:The party hears a strange clicking noise. They find a strange room with a bunch of weapons in it. There is a dark form in the corner, clicking its claws and laughing maniacally.
  8. D10=8:A lone minstrel is playing a beautiful melody in the courtyard. He claims to be a bard from a far-off land and is willing to tell stories or bardic tales for a small fee. However, his music has a hidden charm that will cause anyone who listens to it to fall asleep. The players must resist the charm and confront the minstrel to end his deceptive ways.
  9. D10=9:A soldier is adjusting the fit of their armor.
  10. D10=10:As the players pass by a chamber, they hear loud snoring coming from inside. Upon investigating, they find a sleeping dragon, much to their surprise. If they can sneak past the dragon, they may find valuable treasures in the room. If they wake the dragon, they will have to fight for their lives.

d100 = 100

  1. D10=1:A group of 2d4 dwarves are walking down a hallway talking about how drunk they are. They stumble into a room and fall asleep on the floor. They will wake up later with horrible hangovers.
  2. D10=2:A man named Samuel is trying to sell a potion to the players. The potion is actually an extremely potent poison that he secretly put into every bottle he sells and he wants to see who will buy his 'miracle cure-all'.
  3. D10=3:The ancestral hall is filled with illusionary traps that test the players’ perception. They must differentiate between real and fake danger to safely traverse the space.
  4. D10=4:The players enter a dimly lit hall and find 3d6 ghostly knights lost in an eternal dance of combat. They will not attack unless provoked. If the players offer to help them finish their long-forgotten quest, they may gain spectral allies.
  5. D10=5:An artist sketches a scene in the courtyard.
  6. D10=6:A haunting voice echoes in the fortress’s throne room, challenging players with philosophical debates. Success ensures a boon, while failure may invoke a curse.
  7. D10=7:A group of 1d4+4 soldiers are searching for a group of bandits that were seen in the area. The bandits were seen in this area around mid-afternoon and were last seen heading toward the northwest.
  8. D10=8:In the bowels of the fortress, the players find Sulis, a cambion knowledgeable in infernal pacts. He offers powerful dark magic but demands the players perform a morally grey task in return.
  9. D10=9:A minstrel entertains a small crowd with a lively tune.
  10. D10=10:In a magical greenhouse, the players meet Phelan, a ranger who bonds with magical creatures. He requires assistance in tracking down a dangerous beast prowling the fortress grounds.

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

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

Other dice tiers for the fortress: 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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