A complete D&D 5e random encounter table for fortress scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 396 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a fortress, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Fortress encounter table
d100 = 1
D4=1: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?
D4=2:A messenger relays news to the lord of the fortress.
D4=3:The players stumble upon a room filled with 1d100 caged birds. The birds are actually enchanted and can speak. They reveal that they were cursed and turned into birds by an evil wizard and plead with the players to find a way to break the curse and restore them to their original forms. The players must track down the wizard and confront him to break the curse.
D4=4:A washerwoman hangs wet clothes on a line to dry.
d100 = 2
D4=1:A gardener is trimming the hedges in the courtyard.
D4=2:The players find a room full of people. They seem unusual. They are wearing clothing that looks like it was turned inside out, which causes them to look like they are wearing their skin. They are eating food that looks like it's still alive. The food is moving.
D4=3:Shadowy archives describe binding forgotten gods. Creatures bound to these gods' souls roam this chamber, compelled by the curses of their banished patrons, obstructing access to forbidden knowledge.
D4=4:You find a carpenter repairing the leg of a wooden chair.
d100 = 3
D4=1:A weapons cache includes a cursed quiver of arrows. If used, the quiver’s curse slowly turns the wielder into a mindless guardian.
D4=2:The fortress’s battlements include a high parapet with fierce winds, daring players to brave acrobatics checks to safely traverse it without falling.
D4=3: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?
D4=4:A cook tastes the soup and adds a pinch of salt.
d100 = 4
D4=1:A group of children play a game of hide and seek in the courtyard.
D4=2:A cobbler repairs a worn shoe.
D4=3:A maid is struggling with a large basket of laundry, looking quite exhausted.
D4=4:As the players make their way through the fortress, they come across a room filled with mirrors. Each mirror shows a distorted reflection of whoever looks into it. Some players may see themselves as goblins, while others see themselves as dragons.
d100 = 5
D4=1:A room filled with winding gears and mechanisms puzzles the players. At the heart of it, a gnome tinkerer is working on a colossal construct. Diplomacy may persuade the gnome to share blueprints or provide assistance.
D4=2:You come across a small library where a scholar is engrossed in a thick tome.
D4=3:A group of 1d10+1 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 containing 1d10+1 magic items.
D4=4: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.
d100 = 6
D4=1:The scent of incense leads the party to Tamsin, a cleric performing a purification ritual. She needs help collecting sacred herbs and in return offers divine blessings and insights into celestial realms.
D4=2:The party finds a group of 2d4 men, who are looking for hide and skin of a nearby dragon for their own purposes. 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.
D4=3:A pack of werewolves is stalking the players as they make their way through the forest. They must either find a way to defeat the werewolves or outrun them before the next full moon.
D4=4:Downdraft: a dark, amorphous tear on the floor that looks as if it is about to suck everything on the floor into it. The wind from it is cold and makes an eerie whistling sound. If a character gets too close to the seam, he is sucked into it for 2d4 hours and will reappear in another part of the dungeon.
d100 = 7
D4=1:A seamstress is sewing a patch onto a servant’s uniform.
D4=2: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.
D4=3:The party finds a room with a large copper chandelier above a pool of water with a corpse floating in it. When they move closer, they see that the corpse has a piece of paper on it with the words 'Do not disturb' written on it.
D4=4:A washerwoman irons linens.
d100 = 8
D4=1: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.
D4=2: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.
D4=3:A cook peels potatoes and hums a tune.
D4=4:A minstrel looks for inspiration in the surroundings.
d100 = 9
D4=1: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.
D4=2:A cat stretches and yawns in the sun.
D4=3: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.
D4=4:The players stumble upon a group of friendly gnomes who ask for their help in retrieving a magical item that has been stolen by a group of rogue goblins. If the players help them, the gnomes will reward them with a magical gadget or device of their choice.
d100 = 10
D4=1:A farmer is delivering fresh produce from the nearby village.
D4=2: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.
D4=3:The players stumble upon a group of talking animals who have been cursed to forever guard the fortress's entrance. They need the players' help to break the curse and regain their human form.
D4=4:The party finds a group of 2d4 men, who are looking for hide and skin of a nearby dragon for their own purposes.
d100 = 11
D4=1:In the alchemy wing of the fortress, players face volatile compounds that must be carefully neutralized—a single wrong move could spell explosive danger.
D4=2: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.
D4=3:The groundskeeper sweeps leaves off the stone pathways.
D4=4:A cook checks the pantry for supplies.
d100 = 12
D4=1:A servant scurries by, carrying a load of clean laundry.
D4=2:A scout arrives, tired and dusty, asking for water and rest.
D4=3:A lady-in-waiting attends to her mistress.
D4=4:A guard yawns loudly, clearly bored and tired.
d100 = 13
D4=1: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.
D4=2:A large crowd has gathered around a mysterious cloaked figure who claims to be a powerful wizard. They are presenting a magic show, promising to perform incredible feats for a small fee. Is the figure really a wizard or just a skilled con artist?
D4=3:A messenger quickly rides into the fortress with urgent news.
D4=4:A stableboy is gently brushing a horse, ensuring its coat is clean and shiny.
d100 = 14
D4=1:The players stumble upon a room where they see a group of cultists holding a ritual. But instead of sacrificing a human, they are sacrificing a powerful magical artifact. Will the players intervene and stop the ritual or let the cultists complete their sacrifice and potentially unleash a powerful ancient force upon the world?
D4=2:A stable boy leads a horse out for exercise.
D4=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.
D4=4:A catnapper curled up on one of the wine barrels.
d100 = 15
D4=1:A messenger sprints by, clearly in a hurry to deliver a letter.
D4=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!'
D4=3:A group of 2d6+2 orcs are running through the hall, looking for a way out of the fortress.
D4=4:In a seemingly normal barracks, the players discover a portal to another dimension. As they step through the portal, they find themselves in a strange and dangerous world.
d100 = 16
D4=1:The party hears a strange laughing noise. They find a strange room that has cages in it and strange creatures in them. A Witch is in the room. She smiles at the party and begins dancing.
D4=2:In a flooded chamber, the spirit of an ancient shipwright perfects designs. Proven mariners or shipbuilders can gain access to the blueprints of naval vessels legends were made from, learning about historical maritime innovations (or disasters).
D4=3:A bunch of drunkards wandering around, mumbling about various things.
D4=4:A farmer brings in a pig, hoping to sell it at the market.
d100 = 17
D4=1:The adventurers find remnants of legendary courtesans and concubines, their spirits recounting pulsing court intrigues. Engaging them reveals key politicizing charm skills and deceptive techniques influential rulers once employed.
D4=2:Cockroach: normal in appearance although it appears to be "walking" faster than an ordinary cockroach. It makes a slightly higher-pitched sound when it walks.
D4=3:A group of 3d4 men are walking down the hallway. They have gone mad and have lost all hope. They have put their faith in a madman and believe that the world is going to end in three days.
D4=4:A minstrel serenades a noblewoman.
d100 = 18
D4=1:A group of 3d4 men are walking down the hallway. They have gone mad and have lost all hope. They have put their faith in a madman and believe that the world is going to end in three days.
D4=2:An old man, wearing rags, approaches the party. He tells them that he is a wizard. He tells the party that he is a wizard who is trying to free the world from the clutches of evil, and he asks the party to join him in his quest. He promises them gold and riches if they help him. If the party attacks him, he transforms into a Manticore and attacks them.
D4=3: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?
D4=4:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their magic staffs and wands.
d100 = 19
D4=1: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.
D4=2:In a grand library, a sphinx guards rare knowledge. Solving its riddles diplomatically could yield powerful spells or intelligence.
D4=3:A group of 2d6 orcs is trying to sneak into the fortress through a side entrance. They will attack party if they see them.
D4=4:A group of 3d4+2 men and women are praying for their safe return. They are worried about the battle that they are about to enter into.
d100 = 20
D4=1:A blacksmith is engraving a crest onto a shield.
D4=2:A mysterious figure is seen sneaking around the fortress at night, but when the players attempt to confront them, they disappear without a trace. Who is this figure and what is their purpose in the fortress?
D4=3:The players stumble upon a messy library, where they meet Edgar, a slightly mad sage who was searching for ancient knowledge. Edgar can assist with deciphering old texts but only if they help him find his lost glasses.
D4=4:You find a cook chopping vegetables for the evening meal.
d100 = 21
D4=1: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...
D4=2:You smell freshly baked bread and find a baker pulling loaves from an oven.
D4=3:A tired stablehand leads a horse back into its stall.
D4=4:The players stumble upon an ancient library guarded by a sentient, talking book that tests their knowledge with riddles. Correct answers might earn the players valuable lore or spells; wrong answers could trigger magical traps.
d100 = 22
D4=1:Formless: a dark brown amorphous cloud covering about a two-foot area on the floor. It has no smell or sound.
D4=2: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.
D4=3: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.
D4=4:An old woman is telling a story to a group of enthralled children.
d100 = 23
D4=1: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.
D4=2:The wind howls through the cracks in the battlements.
D4=3: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.
D4=4:In the castle's throne room, the players see a group of advisors arguing over the best course of action for the kingdom. They can offer their own advice and potentially sway the decision, gaining favor with the king or queen.
d100 = 24
D4=1:The players encounter Volandis, a wizard specializing in elemental magic, trapped by a magical barrier. Freeing him grants them mastery over elemental spells but risks attracting destructive elemental spirits.
D4=2:Two guards play a game of dice during their break.
D4=3:A young squire is practicing with a wooden sword in a courtyard.
D4=4:An apprentice juggles several scrolls and books as he heads to the library.
d100 = 25
D4=1:A hall decorated with hero statues, each animated to share their stories. Diplomacy here could involve honoring these past heroes and earning heroically imbued items.
D4=2: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.
D4=3:A gardener waters flowers in the garden.
D4=4: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.
d100 = 26
D4=1:The players are drawn to a flickering light in an otherwise dark room where they meet Caelum, a winged Aasimar who has been trapped for centuries. He offers heavenly insight but asks them to break the seal that confines him.
D4=2:A man is walking down the corridor, muttering to himself. He looks worried and confused. If the players talk to him, he will say that he is lost and does not know where he is. He will not be able to give any directions or answer any questions about where he came from. If the players offer to escort him back to his home, he will say that he lives in a place called 'Outer Castles' but besides that, he has no memory and knows nothing else about himself or where he comes from. The man's name is Bob.
D4=3: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.
D4=4:You find a young lad struggling to carry a heavy bucket of water.
d100 = 27
D4=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.
D4=2:The players discover a druid who has been imprisoned for trying to convert the fortress and surrounding area into a forest. The druid offers aid but secretly plants arcane seeds that will turn the fortress to wood if not dealt with within 24 hours.
D4=3:A large group of people are walking down the corridor, talking loudly about some kind of big feast that's happening later tonight in one of the rooms nearby...
D4=4: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.
d100 = 28
D4=1:A group of friendly ogres invite the players to a game of giant-sized chess. However, the pieces are alive and have their own personalities. Will the players be able to outsmart the ogres and their animated chess pieces?
D4=2: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?
D4=3:A gardener plants new flowers in the courtyard.
D4=4: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.
d100 = 29
D4=1:A grand banquet hall contains Lyria, a graceful courtier who has been waiting for a ball that never ends. She holds secrets of courtly intrigue and hidden passages, hers to share if the players can sate her desire for exquisite gems.
D4=2:A group of 1d6+2 orcs is trying to sneak into the fortress through one of the side entrances. They will attack party if they see them.
D4=3:Servants prepare the guest chambers.
D4=4:Players find an abandoned smithy that can craft potent artifacts. To use its full potential, they need to reignite an ancient forge, requiring knowledge of fire spells or elemental control.
d100 = 30
D4=1:The players stumble upon a messy library, where they meet Edgar, a slightly mad sage who was searching for ancient knowledge. Edgar can assist with deciphering old texts but only if they help him find his lost glasses.
D4=2:A clanking noise as someone draws water from the well.
D4=3: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.
D4=4:Ghost children play in the fortress’s ballroom, unaware they are dead. Players can perform a ritual or solve the mystery of their demise to put these spirits to rest.
d100 = 31
D4=1:Vampires! A group of 1d6 vampires are hiding in the room. They will try to catch the PCs by surprise.
D4=2:The apothecary collects herbs from the garden.
D4=3:In a dark and musty dungeon, players find a prisoner who has been wrongfully accused. They must either free the prisoner and risk the wrath of the fortress's guards or leave them to their fate.
D4=4: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 = 32
D4=1:A group of rogue mages have taken refuge in the castle and are causing havoc with their powerful spells. The players are hired to capture or eliminate the mages and bring order back to the castle.
D4=2:A healer prepares herbs for a sick child.
D4=3: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.
D4=4:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their magic staffs and wands.
d100 = 33
D4=1:A group of goblins are hiding in the room. They see the PCs, and panic, thinking they had been discovered.
D4=2:A page runs messages between various rooms.
D4=3:A servant brings hot water to the noblewoman’s bath.
D4=4:A group of 2d6+2 thugs are playing with a pet dog they found.
d100 = 34
D4=1:Laughter echoes down the hallway and the players hear a goblin saying, "Goblin king, king of gobblins. King of the world, king of the hill. When I catch you, I'll make you clean my shoes!" The players find a door that was left ajar. Opening it reveals that the room is used for storage, and the goblins are living there. They are unarmed and don't seem like a threat.
D4=2:Birds sing from their perches on the walls.
D4=3:A servant is arranging seating in the dining hall for an upcoming feast.
D4=4:A cook checks the pantry for supplies.
d100 = 35
D4=1:Ancient texts hold cryptic warnings and secret passages. Players must combine their history knowledge and linguistic abilities to reveal the hidden path in the fortress.
D4=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.
D4=3:A group of 2d6 soldiers are practicing their fighting skills in the courtyard. If players approach, they will ask them to join them in their practice. If they do, they will receive 1d6x100 exp each, but if they fail a roll while practicing with the soldiers, they will be imprisoned for 1d10 days while they receive additional training from the soldiers who will not permit them to leave until they have completed their training and passed their final test which is a fight against at least three soldiers who have been practicing with them.
D4=4:In the depths of the fortress, the players encounter a group of 1d4+1 ancient, undead guardians. These creatures were once great warriors who served the king of the fortress, but have now been brought back to life by dark magic. The players must defeat them and put their souls to rest once and for all.
d100 = 36
D4=1:A cat chases a mouse across the courtyard.
D4=2:An artist sketches the fortress from a vantage point.
D4=3:A group of halflings has set up a gambling den in one of the empty rooms of the fortress. But the games they play are rigged and they won't let anyone leave until they've lost all their gold. Can the players expose their cheating and free the unsuspecting gamblers?
D4=4: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.
d100 = 37
D4=1: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.
D4=2:Two men are arguing about something in a nearby room. One of them appears to be a wizard or sorcerer because he is holding a staff or wand in his hand.
D4=3:A weaver fixes a tear in a tapestry hanging on the wall.
D4=4:An ornate throne room houses a brooding vampire lord considering a truce with the neighboring human kingdom. The players might act as intermediaries, helping to negotiate a peace treaty.
d100 = 38
D4=1:The players find an indoor garden maintained by a dryad who seeks to expand her grove. A successful diplomatic offer might grant players refuge and natural allies in times of need.
D4=2:A group of men looking for women.
D4=3:A servant brings hot water to the noblewoman’s bath.
D4=4:In a shadowy alcove, the players meet Nyssa, a half-elf rogue who offers crucial information on hidden traps and secret passages. Her price? Assistance in avenging her fallen guildmates.
d100 = 39
D4=1: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.
D4=2:A cook is seasoning a pot of soup with fresh herbs.
D4=3:A steward oversees the household chores.
D4=4: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.
d100 = 40
D4=1: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?
D4=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.
D4=3:A group of half-elven children are playing tag in front of the gates of the fortress.
D4=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.
d100 = 41
D4=1:The blacksmith’s apprentice struggles to carry a bundle of metal rods.
D4=2: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.
D4=3:In the alchemy wing of the fortress, players face volatile compounds that must be carefully neutralized—a single wrong move could spell explosive danger.
D4=4:A novice monk drops a stack of scrolls, scattering them everywhere.
d100 = 42
D4=1:A juggler is practicing their skills, keeping several items aloft with ease.
D4=2: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.
D4=3: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.
D4=4:A nearby room is full of 1d10+2 dwarves and 1d10+2 goblins. The goblins are captive, and the dwarves and goblins are forcing them to work. They are trying to build a suit of armor for their king, but they're pretty bad at it.
d100 = 43
D4=1:A maid rearranges the flowers in a vase.
D4=2:Wingless: a large black insect that appears to be a cockroach but with four giant wings. It is scuttling across the floor and walls at high speed.
D4=3: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.
D4=4:A juggler performs in front of an amused crowd.
d100 = 44
D4=1: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.
D4=2:The wind howls through the cracks in the battlements.
D4=3:A guest offers a toast in the dining hall.
D4=4: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.
d100 = 45
D4=1: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?
D4=2:Ochre jelly in a treasure room. If a player touches it, they will take 1d6 damage. After it is dispatched, the players will find gold and gems in a small hole in the floor that the ochre jelly was originally sitting in.
D4=3:A loud cry for help echoes through the fortress. When the party follows the sound, they find a knight in shining armor being attacked by a group of giant spiders. The knight is trapped and in desperate need of assistance. Will the party choose to help or stand by and watch?
D4=4:A tailor is mending a tear in a noble’s gown.
d100 = 46
D4=1: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.
D4=2:A mysterious spell has been cast on the castle, causing all the objects inside to come to life and wreak havoc. The players must find the source of the spell and put an end to it before the castle crumbles under the chaos.
D4=3:An old scribe is meticulously copying a manuscript onto new parchment.
D4=4: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.
d100 = 47
D4=1:A group of kobolds have taken residence in the fortress and have set up traps throughout the area. The players must use their wits to navigate through the traps and confront the kobolds.
D4=2:A scribe takes a break and stretches his cramped fingers.
D4=3:A guard is meticulously sharpening their sword on a whetstone.
D4=4:A secret spy tunnel beneath the fortress keeps opening into another dimension momentarily creating enemy infiltrators unless sealed permanently.
d100 = 48
D4=1:A group of 1d4+3 soldiers are sitting around a table drinking and playing cards. They are members of a local army that has been called in to help defend the fortress against an attack by orc raiders.
D4=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?
D4=3:An artist mixes paints and oils.
D4=4: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 = 49
D4=1:The castle's fool juggles a trio of colorful balls for entertainment.
D4=2: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.
D4=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.
D4=4:A basket weaver shows off their latest creations.
d100 = 50
D4=1:A group of traveling merchants have set up shop in the fortress, but their prices are outrageously high. Upon further investigation, you find out that they are actually con artists trying to rip off unsuspecting adventurers. How will you deal with these scammers?
D4=2:A dog chases the chickens around the coop, much to the keeper's dismay.
D4=3:The players encounter Talos, a mechanical knight guarding an ancient throne. Talos requires repairs, and upon completion, offers the players secrets about the fortress’s ancient rulers.
D4=4:A group of 1d4+4 soldiers are walking down a hallway. They are on their way to the training yard to practice with their magic staffs and wands.
d100 = 51
D4=1:A gardener tends to the vegetable patch.
D4=2: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?
D4=3: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.
D4=4:Players encounter a possessed puppeteer dealing in dark magic. The marionettes come to life and battle the players. Destroying the puppets reveals hidden compartments containing coveted artifacts.
d100 = 52
D4=1: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?
D4=2:The party hears a strange hissing noise. They find a strange gas coming from a nearby room.
D4=3:In an ancient mining segment, spirits of once-proud miners cling to prized ores trapped in sheer rock. Adventurers who acknowledge past labor and history effectively unearth these valuable remnants without summoning the wrath of spectral miners.
D4=4:A cook offers a newly-baked loaf of bread to passing guards.
d100 = 53
D4=1:Two guards are practicing archery at a makeshift range.
D4=2:A parrot loose from its cage, squawking and flapping about.
D4=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.
D4=4:A gardener removes dead leaves from the flowerbeds.
d100 = 54
D4=1: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.
D4=2: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.
D4=3:A gardener plants new flowers in the beds.
D4=4: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.
d100 = 55
D4=1: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?
D4=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.
D4=3:An invisible maze that can only be navigated by following the sound of a creepy voice that taunts and challenges the players.
D4=4:A group of 3d4 men are walking down the hallway. They have gone mad and have lost all hope. They have put their faith in a madman and believe that the world is going to end in three days.
d100 = 56
D4=1: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?
D4=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.
D4=3: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.
D4=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.
d100 = 57
D4=1:Players find a group of 2d6 elves and a wizard in a room. The wizard is trying to convince the elves to help him with his city's defenses.
D4=2: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.
D4=3:In the gardens of the fortress, the players encounter a group of peaceful dryads and treants. If the players treat them with respect, they may offer their aid in navigating the forest or provide information about nearby dangers.
D4=4:A library filled with grimoires guarded by 1d6 sentient books. Diplomacy could involve negotiating access to arcane knowledge in exchange for solving literary puzzles.
d100 = 58
D4=1:A group of merchants are selling weapons and armor. They are actually thieves in disguise. They will try to rob any player characters who look like easy targets.
D4=2: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.
D4=3:A large group of people are walking down the corridor, talking loudly about some kind of big feast that's happening later tonight in one of the rooms nearby...
D4=4: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.
d100 = 59
D4=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.
D4=2: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.
D4=3:A candle drips wax onto the polished floor.
D4=4: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 = 60
D4=1:A gardener hums as he plants seeds.
D4=2:A group of 3d4+2 men and women are praying for help in an upcoming battle. They are not warriors, but they will fight if they have to.
D4=3: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.
D4=4:An old maid dusts off the chandelier in the great hall.
d100 = 61
D4=1:Inside a massive cavern within the fortress, a young dragon guards its stolen treasure. Diplomatic skills might convince the dragon to make a pact instead of a fight.
D4=2:A grand ballroom holds an enchanted masquerade forever, where partygoers are unaware they're trapped. Diplomacy could involve convincing the host (a powerful enchantress) to release them in exchange for a rare item.
D4=3:A novice monk drops a stack of scrolls, scattering them everywhere.
D4=4: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.
d100 = 62
D4=1:As the players venture deeper into the fortress, they come across a room filled with various torture devices and instruments. A sinister figure, believed to be a mad torturer, is sitting in a chair and sharpening his tools. He pays no attention to the players, but they must decide if they want to confront him and potentially put an end to his cruelty, or avoid him and continue on their quest.
D4=2:A group of 2d6 goblins run by, chased by a bear.
D4=3:While exploring a labyrinthine library, players are harassed by a poltergeist that rearranges books to create false leads. The twist is the poltergeist is protecting a treasure map hidden among the books.
D4=4:A group of musicians is practicing for an upcoming performance.
d100 = 63
D4=1:A group of 1d6+2 orcs is trying to sneak into the fortress through one of the side entrances. They will attack party if they see them.
D4=2:The fortress treasury is guarded by a series of mathematical puzzles. Players must use logical reasoning and arithmetic to solve these fiendish guards.
D4=3:Wingless: a large black insect that appears to be a cockroach but with four giant wings. It is scuttling across the floor and walls at high speed.
D4=4:The sound of clanging metal and shouting can be heard from the fortress' armory. Upon investigation, the party finds two dwarven blacksmiths in a heated argument over the quality of their work. One insists that his swords are sharper, while the other argues that his axes are sturdier. They seem ready to challenge each other to a duel.
d100 = 64
D4=1:A minstrel is practicing a new song on their lute, filling the room with melody.
D4=2:A group of 1d4+2 dwarves carrying a large, heavy chest is slowly making his way down a corridor. They are trying to get back to their barracks in the barracks. They will attack anyone that gets in the way.
D4=3: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.
D4=4:Inside an ancient forge, the party finds endless ammunition and weapon supplies. Using these items in combat, however, breaks a protective enchantment holding back an army of undead.
d100 = 65
D4=1:The players stumble upon a high, fortified tower where Ingrid, a legendary, though reclusive, archer lives. She challenges them to an archery contest, granting enchanted arrows to those who impress her.
D4=2:A group of 1d10 goblins are trying to sneak past the players.
D4=3:A group of goblins are hiding in the room. They see the PCs, and panic, thinking they had been discovered.
D4=4:A group of 2d6+3 elves is marching down a hallway. They are heading to the barracks in the barracks in the barracks. They will attack anyone that gets in the way.
d100 = 66
D4=1:A tower chamber housing a powerful mage researching planar travel. Diplomacy could involve aiding his experiments in exchange for planar teleportation access.
D4=2:A group of 2d6+2 elves is trying to break into the armory. They promise to pay any players handsomely if they help them.
D4=3: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.
D4=4: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?
d100 = 67
D4=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.
D4=2:A stablehand is grooming the horses to keep them clean and healthy.
D4=3:The party finds themselves in a room with a large pit in the center. Suddenly, a group of kobolds appears and challenges the players to a game of pit fighting. Will they accept the challenge and risk their lives for a chance at riches and glory?
D4=4:A courtyard filled with different species of animals coexisting peacefully. The players may have to pass through without disturbing the animals or choose to take advantage of the unique situation.
d100 = 68
D4=1: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.
D4=2:A messenger relays news to the lord of the fortress.
D4=3:They uncover a crypt containing the fortress's ancient founders. Using the crypt's resources invokes the ghostly founders who demand the blood of the fortresses' current rulers.
D4=4: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.
d100 = 69
D4=1:A group of prisoners are being led out of their cells to be executed. The players can choose to intervene and potentially gain allies or cause chaos in the fortress.
D4=2:An old man, wearing rags, approaches the party. He tells them that he is a wizard. He tells the party that he is a wizard who is trying to free the world from the clutches of evil, and he asks the party to join him in his quest. He promises them gold and riches if they help him. If the party attacks him, he transforms into a Manticore and attacks them.
D4=3:Dungeon Door: a small brown box that teleports the player who touches it to a different room. If a character does this, it will teleport him to a room of about the same size that is filled with deadly traps.
D4=4:A solitary chamber holds a freakish contraption, at the helm of which sits Dr. Alvaris, a mad scientist. He seeks assistance with a risky experiment that could either grant great power or catastrophic failure.
d100 = 70
D4=1:Deep within the fortress, the adventurers discover a hidden vault filled with Dwarven artifacts. Restless spirits of Dwarven craftsmen challenge adventurers to prove their worth through a series of craftsmanship tests to claim these legendary items.
D4=2:A drummer practices in a quiet corner.
D4=3:You hear the cries of a baby and see a nursemaid comforting the child.
D4=4: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.
d100 = 71
D4=1:Two wizards named Arcanus and Zan have been locked up in the dungeon for practicing dark magic. They are both elderly men who are willing to help players with information in exchange for their freedom or for a pardon from the king.
D4=2:The players run into a group of dwarves who are carrying a large gemstone. They will offer to sell it to the players for 500 gp.
D4=3:The players are approached by a group of gnomes who are in need of assistance in repairing their airship. They offer to take the players on a journey to the floating city in the sky in exchange for their help.
D4=4:A cook is rolling out dough for bread.
d100 = 72
D4=1: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. They mention that they have heard that his soldiers are fanatically loyal to him and will do anything he commands without question or hesitation even if it means sacrificing themselves in battle if necessary.
D4=2:Two guards play a game of chess during their shift.
D4=3:A minstrel plays a tune in the great hall, attracting a small audience.
D4=4: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.
d100 = 73
D4=1:A maid dusts the great hall’s chandelier.
D4=2:A messenger relays news to the lord of the fortress.
D4=3:A washerwoman hangs wet clothes on a line to dry.
D4=4:A scribe practices his letterforms on a scrap parchment.
d100 = 74
D4=1: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.
D4=2:A hidden wizard’s tower within the fortress, corrupted by dark magic, with a desperate apprentice seeking aid in cleansing it. Successful negotiation might result in an invaluable magical apprentice.
D4=3:A stable boy feeds hay to the horses.
D4=4:Ancient texts hold cryptic warnings and secret passages. Players must combine their history knowledge and linguistic abilities to reveal the hidden path in the fortress.
d100 = 75
D4=1:A haunted nursery where a ghostly caretaker tends to spectral children. Diplomacy might involve helping resolve her unfinished business, releasing the spirits and gaining a maternal blessing.
D4=2: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.
D4=3:A man will run up to you and ask if you have seen his son. He has wandered into the fortress.
D4=4: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.
d100 = 76
D4=1:A hidden chamber holds an imprisoned effigy of a fire spirit, who promises to imbue the players’ weapons with its essence if released. Persuasion and caution are key to avoid a fiery outburst.
D4=2:Players see a group of knights in shining armor charging towards them, brandishing their swords. However, as they get closer, the players realize that these knights are actually skeletons controlled by a powerful necromancer. Can the players defeat the skeletal knights and stop the necromancer's evil plans?
D4=3:You hear a deep growling from a nearby room. Investigating, you find a family of hungry displacer beasts that have taken refuge in the fortress. Can you find a way to peacefully remove them or will you have to fight for your lives?
D4=4:A line of peasants waits patiently in front of the granary for their monthly ration.
d100 = 77
D4=1:A group of men are practicing fighting with their swords. The suits are so heavy that they can only practice for short periods of time.
D4=2:A group of men are singing drinking songs in the hallway. They are drunk and will attack if players try to get them to quiet down.
D4=3:The players come across a group of halflings playing a game of dodgeball with small knives. They invite the party to join in, promising a reward for the winning team. But beware, these halflings are surprisingly skilled and may not play fair.
D4=4:A small hole on the floor leads down into a pit with a small cage at the bottom. The cage has a skeleton in it.
d100 = 78
D4=1: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.
D4=2: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?
D4=3:In one of the rooms, the players find a trapped genie who offers them three wishes if they can answer his riddles. However, each wish will have unintended consequences, making the players think carefully before making their choices.
These are just a few of the many random encounters the players may come across while exploring the fortress. With each encounter, they must use their wit, skills, and teamwork to overcome the challenges they face. How will your players fare in this fantastical world? Only time will tell in this ever-changing and unpredictable campaign.
D4=4:A servant brings hot water to the noblewoman’s bath.
d100 = 79
D4=1:A man and his two sons are trying to sell a horse. The horse is actually a terrible horse, but they are very good salesmen. They will try to convince the players that the horse is worth a lot of money.
D4=2:A group of 1d6 knights are playing with a small kitten.
D4=3: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?
D4=4:As the players explore the fortress, they come across a huge feast laid out in the dining hall. But there is no one around, and the food looks untouched. Is this a trap, or a free meal?
d100 = 80
D4=1:A group of 2d6 orcs are hiding in the room. They are afraid to come out.
D4=2:While exploring the castle's library, the players stumble upon a book that contains a powerful spell. However, the spell transports them into the book's world, where they must complete a quest to return to their own reality.
D4=3:A servant is sweeping the grand staircase.
D4=4:The party hears a man screaming, 'I'm sorry! I'm sorry!'
d100 = 81
D4=1:The players discover Thalia, a witch who maintains a sanctuary for magical creatures within the fortress. She provides them with familiars if they assist in protecting her sanctuary from dark forces.
D4=2:As the players make their way through the fortress, they start to feel a strange sense of deja vu. They keep passing by the same rooms and running into the same monsters. Is this a coincidence or is someone or something playing with their minds?
D4=3:A group of 2d6 bandits are hiding in a room. They are attempting to attack and steal the party's gold in their sleep.
D4=4: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.
d100 = 82
D4=1:The players come across a group of prisoners locked in a cell. They beg to be freed and are willing to reveal valuable information about the fortress and its inhabitants in exchange. However, they may also be dangerous criminals seeking to manipulate the players for their own gain.
D4=2:Inside an ancient forge, the party finds endless ammunition and weapon supplies. Using these items in combat, however, breaks a protective enchantment holding back an army of undead.
D4=3:The players come across a group of children playing a game of tag. One of the children accidentally bumps into one of them, spilling their bag of marbles everywhere. The children beg the players to help them collect the marbles, but is there more to this game than meets the eye?
D4=4:A servant is arranging seating in the dining hall for an upcoming feast.
d100 = 83
D4=1:A group of 2d6 merchants are walking down the corridor, loudly discussing their wares and prices they are willing to negotiate.
D4=2:Deep halls harbor an ancient serpent worship temple where illusory cult rituals play on. These illusions, if interacted with cleverly, unveil secret passages protected by viper apparitions.
D4=3:In the depths of the fortress, the players encounter a group of 1d4+1 ancient, undead guardians. These creatures were once great warriors who served the king of the fortress, but have now been brought back to life by dark magic. The players must defeat them and put their souls to rest once and for all.
D4=4: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.
d100 = 84
D4=1:A blacksmith tests the balance of a newly forged sword.
D4=2:A falconer is explaining the intricacies of falconry to a curious noble.
D4=3:An old woman is selling mushrooms. They are actually shriek lily bulbs. She is an agent of the dark elves. Her name is Buxomoolah and she can be bribed to reveal secret information about the fortress.
D4=4: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.
d100 = 85
D4=1:The players stumble upon a moss-covered graveyard where they encounter Dara, a spirit capable of communing with the dead. She can summon ancestral wisdom but requires a rare relic to anchor the spirits.
D4=2: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?
D4=3:A courier enters the fortress carrying a sealed letter.
D4=4:A butler is carefully arranging a bouquet of flowers in a vase.
d100 = 86
D4=1:You see a gardener pruning a climbing plant that's growing over a stone wall.
D4=2:In the distance, you hear a strange noise like a horse neighing.
D4=3: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.
D4=4:The players encounter Talos, a mechanical knight guarding an ancient throne. Talos requires repairs, and upon completion, offers the players secrets about the fortress’s ancient rulers.
d100 = 87
D4=1:A scribe carefully inks a manuscript.
D4=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...
D4=3:Players see a group of knights in shining armor charging towards them, brandishing their swords. However, as they get closer, the players realize that these knights are actually skeletons controlled by a powerful necromancer. Can the players defeat the skeletal knights and stop the necromancer's evil plans?
D4=4:An underground cavern holds ancient suits of armor encapsulated in crystal. These crystals, etched with old runes, can be deciphered to reveal the history and fates of ancient warriors, with some armor still enchanted and alive.
d100 = 88
D4=1:The players come across a throne room with a spectral king who believes he is still ruling. If not placated or overthrown by convincing the ghost of his demise, he will summon his ethereal knights to attack.
D4=2: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.
D4=3:QUEET - A half-orc 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.
D4=4:A gardener waters flowers in the garden.
d100 = 89
D4=1:In the throne room, the players encounter a powerful lich who offers them a deal. He will grant them immense power and riches in exchange for their souls. Will the players accept the lich's offer or fight against his evil plans?
D4=2:A visiting scholar drones on about ancient forgotten ruins.
D4=3:The party finds themselves in a room with a large pit in the center. Suddenly, a group of kobolds appears and challenges the players to a game of pit fighting. Will they accept the challenge and risk their lives for a chance at riches and glory?
D4=4:A young noble practices swordplay with a training dummy.
d100 = 90
D4=1:An ancient forge houses Ignatius, a fire elemental blacksmith. Ignatius can enhance the players’ weapons with elemental fire, but he demands a special ore found deep within the fortress.
D4=2: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.
D4=3: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.
D4=4: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?
d100 = 91
D4=1:Players encounter a group of desperate dwarves who are trying to escape from a room in the dungeon. The room is filled with 1d6+3 giant rats, and if the players do not help them, they will die. If players help them, they may receive a magic item (50% chance) or 1d10 GP (50% chance).
D4=2:A group of washerwomen is laundering clothes by the river.
D4=3:A merchant wheels in a cart loaded with fresh produce.
D4=4:The steward tallies the stores in the pantry, noting shortages.
d100 = 92
D4=1:In the courtyard, the players are challenged to a game of archery by a group of skilled archers. Can they defeat the archers and claim the prize or will they fall to their superior aim?
D4=2:A fountain releases enchanted water that speaks turning those who drink into prophet-like beings but eventually immobilizes them as stone.
D4=3: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.
D4=4:The groundskeeper sweeps leaves off the stone pathways.
d100 = 93
D4=1:A knight is sparring with a fellow soldier to keep their skills sharp.
D4=2:A curious child explores an unused corridor.
D4=3:As the players enter a grand throne room, they are greeted by a group of sentient statues who mistake them for legendary warriors and challenge them to a test of strength and bravery in order to prove their worthiness of sitting on the throne.
D4=4:The players find a chamber filled with relics of war where Casius, a revenant warrior, guards a powerful artifact. Casius demands a worthy opponent's duel, promising the artifact to those who best him.
d100 = 94
D4=1: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.
D4=2:While exploring a labyrinthine library, players are harassed by a poltergeist that rearranges books to create false leads. The twist is the poltergeist is protecting a treasure map hidden among the books.
D4=3:Pigeons coo contentedly on a ledge.
D4=4:A cook chops vegetables for a stew.
d100 = 95
D4=1: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. They are talking about how they hope that person does not get delayed like the last one did.
D4=2:A servant scurries by, carrying a load of clean laundry.
D4=3: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.
D4=4:A group of 1d6 knights are playing with a small kitten.
d100 = 96
D4=1:In the courtyard, the players are challenged to a game of archery by a group of skilled archers. Can they defeat the archers and claim the prize or will they fall to their superior aim?
D4=2: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.
D4=3:A room filled with enchanted paintings. If a player looks at a painting for too long, they will get sucked into the painting and have to solve a puzzle to escape.
D4=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.
d100 = 97
D4=1:Gathering of Thieves The party will find a group of thieves in a room. They are talking about stealing something valuable in the stronghold. The party will have to find out what they plan to steal, and how they plan to go about it.
D4=2:The heart of the fortress is marked by a magical vine network. Players need to climb in tricky maneuvers or use botanical knowledge to safely navigate without triggering the defensive enchantments.
D4=3: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.
D4=4: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.
d100 = 98
D4=1:An elderly couple is trying to sell a small piece of land to the players. The land is actually a very bad piece of land and is far from any source of water or good soil or anything like that, but they will act like they're doing the players a huge favor by selling it to them and will not take no for an answer.
D4=2: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.
D4=3:A library filled with grimoires guarded by 1d6 sentient books. Diplomacy could involve negotiating access to arcane knowledge in exchange for solving literary puzzles.
D4=4:A merchant haggles with a customer over the price of silk.
d100 = 99
D4=1:Two servants are polishing armor stands in an armory.
D4=2:A group of servants carry firewood into the castle.
D4=3:In the dungeon, the players come across a group of prisoners who claim to be wrongly accused. Will the players believe them and help them escape or leave them to their fate?
D4=4: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.
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, D6, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
Share
Scan to open Fortress encounters (d4) on your phoneScannable QR code encoding the URL https://www.doungim.com/dnd/encounters/fortress/d4. Point a phone camera at this code to open the Fortress encounters (d4) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.