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D6 Fortress Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for fortress scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  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 D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Fortress encounter table

d100 = 1

  1. D6=1:A blacksmith tests the balance of a newly forged sword.
  2. D6=2:A court room locked in jurisprudence long since passed awaits. Phantom jurors and orators issue trials related to historic judgments, rewarding those who fluidly navigate ancient laws with powerful boons.
  3. D6=3: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?
  4. D6=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.
  5. D6=5:A group of 2d6+3 archers are practicing archery. If players approach, they will be told to go away or be shot at.
  6. D6=6: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 = 2

  1. D6=1: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.
  2. D6=2:A group of children are playing tag in front of the gates of the fortress. One of the children is attacked by a malevolent spirit, possessed by a spirit, and attacks others in the group, causing the rest of the children to run away in fear.
  3. D6=3:A group of 1d4+4 soldiers are searching the woods nearby the fortress for a group of thieves that were seen in the area. The thieves were seen in this area around mid-morning and were last seen heading toward the southwest.
  4. D6=4:The fortress is being invaded by a swarm of giant, enchanted rats who are stealing food and other supplies. The players must navigate through the maze-like tunnels underneath the fortress and find the source of the enchantment in order to stop the invasion.
  5. D6=5: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.
  6. D6=6: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.

d100 = 3

  1. D6=1:A group of mischievous pixies have taken up residence in the castle. They are causing all sorts of chaos and trouble for the residents, but no one can catch them. The players are tasked with capturing the pixies and returning them to their own realm before they cause any more mayhem.
  2. D6=2:The fortress is used as a recruiting ground for an evil cult. Will you put an end to their plans or will you join their ranks?
  3. D6=3: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.
  4. D6=4:The cooper delivers freshly made barrels to the pantry.
  5. D6=5:The fortress treasury is guarded by a series of mathematical puzzles. Players must use logical reasoning and arithmetic to solve these fiendish guards.
  6. D6=6:A messenger tidies himself up after a long journey.

d100 = 4

  1. D6=1:A servant polishes the wooden banisters.
  2. D6=2:The fortress is hosting a tournament for the various races in the surrounding kingdoms. Players can participate in events such as jousting, archery, and even a dragon riding competition.
  3. D6=3:A falconer is explaining the intricacies of falconry to a curious noble.
  4. D6=4:A large tapestry covers the wall. It is a map of this level of the fortress. It is labeled, 'Property of Lord X'.
  5. D6=5: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.
  6. D6=6:A young knight in training fumbles with his armor.

d100 = 5

  1. D6=1: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.
  2. D6=2:A servant refills oil lamps along the hallway.
  3. D6=3:The adventurers uncover an ancient wine cellar filled with enchanted casks. The spirit of the Vintner insists on hosting a wine-tasting, where each sip transports the drinker back to a pivotal historical event.
  4. D6=4:A cook chops vegetables for a stew.
  5. D6=5:A faint sound of harp music leads the party to Lyra, a blind bard who plays enchanting tunes. She can foretell the future through her music, but her services come at the cost of revealing a painful personal secret.
  6. D6=6:Illicitly experimenting mages have left behind arcane constructs that guard crucial paths. Bypassing or combatting these constructs calls for players' arcane focus and strategic planning.

d100 = 6

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:The party comes across a room filled with treasure, but it is guarded by a giant dragon. However, upon closer inspection, the dragon turns out to be an illusion created by a mischievous gnome who just wants to test the players' bravery. Will the players fall for the illusion or see through the gnome's trickery?
  4. D6=4:A cook's assistant struggles with a heavy sack of flour.
  5. D6=5: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.
  6. D6=6:A knight sharpens his sword by the firelight.

d100 = 7

  1. D6=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. D6=2:A scribe is translating a document from a foreign language.
  3. D6=3:A stablehand is grooming the horses to keep them clean and healthy.
  4. D6=4:As the players explore the dungeon, they find a room filled with mirrors. However, each mirror reflects a different reality or alternate dimension. The players must find a specific mirror that will lead them to their desired destination.
  5. D6=5: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.
  6. D6=6:The dungeon jailer yawns boredly at his post.

d100 = 8

  1. D6=1:A portion of the fortress’s ramparts is enchanted to swap gravity. Players must navigate this vertigo-inducing challenge by balancing their coordination skills.
  2. D6=2: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.
  3. D6=3:A group of washerwomen is laundering clothes by the river.
  4. D6=4:A group of orcs are huddled together in a circle, chanting and performing a ritual. The players can choose to interrupt them and fight, or sneak by and potentially use the distracted orcs to their advantage.
  5. D6=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. D6=6:The players enter a seemingly empty room, but as they walk through, they trigger a magical spell that transforms the room into a giant labyrinth. They must navigate through the constantly shifting walls and find the exit before they are trapped forever.

d100 = 9

  1. D6=1:Two nobles are engaged in a heated debate about politics.
  2. D6=2: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.
  3. D6=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.
  4. D6=4:A flock of pigeons takes off from a rooftop.
  5. D6=5: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.
  6. D6=6:The party hears a group of men chanting, 'Blood for the blood god.'

d100 = 10

  1. D6=1: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.
  2. D6=2:A dusty old chest sits forgotten in a storage room.
  3. D6=3: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.
  4. D6=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.
  5. D6=5:A group of traveling merchants has set up shop outside the fortress, selling rare and exotic goods. However, some of their items are cursed, and the merchants need the players' help to lift the curses before their customers find out.
  6. D6=6:The fortress chaplain offers a blessing.

d100 = 11

  1. D6=1:A group of elderly people are gossiping 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 intentions and about the witch's mirror.
  2. D6=2:A group of men looking for women.
  3. D6=3:The players arrive at a room with a table and two chairs. There are plates, forks, and knives on the table, but they are all made of iron and extremely hot. Players who touch them will receive third degree burns.
  4. D6=4: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.
  5. D6=5:Players find an ancient throne that dominates any who sit upon it. Sitting grants regal knowledge but uncontrollable urges to exact draconic law.
  6. D6=6:A group of 5 guardsmen are walking down the hallway, headed somewhere else. They will ignore the players unless attacked.

d100 = 12

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A group of 3d6 orcs are trying to sneak into the fortress through one of the side entrances. They will attack party if they see them.
  6. D6=6: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 = 13

  1. D6=1: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.
  2. D6=2:A servant drops a tray of dishes, shattering them on the floor.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A group of washerwomen gossip as they scrub clothes by the stream.
  6. D6=6: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.

d100 = 14

  1. D6=1:Secret teleportation circles within the fortress need deciphering. Players must proficiently use their teleportation knowledge to travel through the fortress undetected.
  2. D6=2:A minstrel entertains a small crowd with a lively tune.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=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. D6=6:The fortress’s library contains a time seal trapping a chronomancer wizard stuck in a time loop. Helping her break free involves intricate diplomacy and time-based riddles, rewarding the players with temporal knowledge.

d100 = 15

  1. D6=1:A minstrel strums a quiet tune.
  2. D6=2:A group of 2d4+2 children are running down the corridor, laughing and giggling. They seem to be playing some sort of game together.
  3. D6=3: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.
  4. D6=4:A knight is sparring with a fellow soldier to keep their skills sharp.
  5. D6=5:A cat and a mouse have a standoff in the kitchen.
  6. D6=6: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 = 16

  1. D6=1:The fortress stables are occupied by vicious warhorses turned wraiths. Players can appease these creatures with their animal handling skills or defeat them to gain access to rare items.
  2. D6=2:A group of 1d6+3 dwarves is hiding in the tower, waiting for an opportunity to attack some monsters.
  3. D6=3:A secret passage leads to an underground harbor, where sea elves dock for secretive trades. Diplomatic engagement might facilitate beneficial trade routes or maritime alliances.
  4. D6=4: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.
  5. D6=5:In a secluded cave, they meet Silas, an old thief who claims to know every secret within the fortress's walls. He offers treasure maps and insider info in return for assistance in acquiring a forgotten relic he seeks.
  6. D6=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.

d100 = 17

  1. D6=1:The chandler laughs loudly at a joke.
  2. D6=2: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.
  3. D6=3:Deep within the fortress, the party meets Rhogar, a dragonborn paladin on a divine quest to recover a lost relic. Joining forces with Rhogar offers divine aid and an ally in future battles but invites the wrath of ancient enemies.
  4. D6=4:A grand ballroom frozen in time where timekeeper spirits debate the flow of destiny. Diplomacy could involve influencing these debates for favorable outcomes.
  5. D6=5:Two knitting women share the latest gossip.
  6. D6=6: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.

d100 = 18

  1. D6=1: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.
  2. D6=2:The players come across a magical portal that leads to a parallel dimension where everything is backwards and topsy-turvy. They must navigate through this dimension and find a way to return to their own world.
  3. D6=3:A messenger consults a map to check his route.
  4. D6=4:A group of 1d6+3 dwarves is hiding in the tower, waiting for an opportunity to attack some monsters.
  5. D6=5:A sorcerer is enchanting a blade, making it glow with arcane power.
  6. D6=6:Gathering of Wizards The party will find a group of wizards in a room. Their robes are tattered, and they appear to be a mix of male and female. They will speak quickly about their magical ability, and say that they will help the party if they need magical help.

d100 = 19

  1. D6=1: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.
  2. D6=2:The players come across a room with a large table covered in various maps and plans. As they examine the maps, they are approached by a group of strategists who are planning a coup against the current rulers of the fortress. Will the players join forces with them or report their plans to the present rulers?
  3. D6=3: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.
  4. D6=4:A boy is whittling a piece of wood into a toy sword.
  5. D6=5: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.
  6. D6=6:A massive bell tower echoes with strange chimes from a war long forgotten. The bell, said to bring fortunes, is haunted by the spirit of a war-weary commander who needs convincing to recount his lost battle strategies.

d100 = 20

  1. D6=1:The potter's cat jumps on his worktable, knocking over a pot.
  2. D6=2:A servant is sweeping the grand staircase.
  3. D6=3:A grand spectral army appears in the courtyard, reenacting their glorious last stand. Each soldier retells a fragment of their campaign, offering knowledge in exchange for mourning their comrades properly with symbolic gestures known through history.
  4. D6=4: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.
  5. D6=5:Bound in a magical circle, the specter of an ancient court jester trades dangerous secrets for hilarious tales. Amusement causes them to reveal hidden passages where kings hid treasures from rivals.
  6. D6=6: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.

d100 = 21

  1. D6=1:Xothorn and his men are raiding this fortress. They are warriors who worship a god called Raka, the God of War. Xothorn is the leader of the group and his holy symbol is a silver chalice with a red liquid in it.
  2. D6=2:In the midst of a heated battle, the players accidentally trigger a trap that releases a swarm of giant bees. They must quickly find a way to escape the bees or risk getting stung and potentially falling unconscious.
  3. D6=3:Two kitchen staff are arguing over the best recipe for stew.
  4. D6=4:In the throne room, the players encounter a powerful sorcerer who challenges them to a battle of wits. Can the players outsmart the sorcerer and emerge victorious?
  5. D6=5: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...
  6. D6=6:A page runs messages between various rooms.

d100 = 22

  1. D6=1:In the dining hall, the players see a long banquet table filled with a variety of delicious food and drinks. However, as they approach, the food comes to life and attacks them, revealing itself to be a mimic. If they defeat the mimic, they can enjoy a feast without having to pay for it.
  2. D6=2: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.
  3. D6=3:The party hears a loud argument coming from inside a tavern owned by a dwarf named Alfafar. He is arguing with another dwarf named Goram. Goram works as an engineer and has designed a huge siege machine. It has been sitting in his workshop for months, and he has been unable to convince Alfafar to pay for parts for it.
  4. D6=4:2d4+4 goblins are in the room. They are arguing about which one of them will be the leader.
  5. D6=5:In a crumbling, abandoned tower, echoes of a long-forgotten battle resonate through the halls. As the heroes venture through, they come face-to-face with spectral knights reliving their final moments, reenacting a conflict from a century ago.
  6. D6=6:A weary traveler asks for directions to the nearest town.

d100 = 23

  1. D6=1:A scribe takes a break and stretches his cramped fingers.
  2. D6=2:A group of 2d6+3 mid-level warriors are practicing their swordsmanship and spearsmanship. They are led by a noble named Sir Langton, who is looking for volunteers for a quest to rescue his brother who has been captured by a troll. If players do not want to be captured by the troll, Sir Langton will give them a letter of introduction to the Lord of the castle.
  3. D6=3: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?
  4. D6=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. D6=5:An enchanted pond in the courtyard shows true forms and revels hidden natures when gazed into, unraveling false disguises but also exposing secrets the players may wish to keep hidden.
  6. D6=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.

d100 = 24

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=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.

d100 = 25

  1. D6=1:A group of dwarves are arguing about how many midgets it takes to make a midget worth a damn. If pressured, they will attack.
  2. D6=2: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.
  3. D6=3:A group of 1d4 vampires have been living here. They have set up a sleeping area and a bathing area.
  4. D6=4:The players see a knight in full plate armor, sitting at a table with a mug of ale in hand. As they approach, he looks up and introduces himself as Sir Gregory, the keeper of the fortress. He invites them to join him for a drink and tales of his adventures.
  5. D6=5: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.
  6. D6=6:A servant drops a tray of dishes and frantically starts picking up the pieces.

d100 = 26

  1. D6=1:A group of children are playing with a pet dog.
  2. D6=2:As you approach the gates, you see a group of travelers arguing with the guards. They claim to be ambassadors from a far-off kingdom and demand to be let in immediately. The guards are skeptical and are hesitant to let them in without proper documentation. Will the players intervene?
  3. D6=3:Inside a fortified kitchen, a belligerent cook accuses the players of stealing provisions. Proving innocence through diplomacy could result in hearty meals and insider information.
  4. D6=4:An artist sketches a scene in the courtyard.
  5. D6=5:In a secluded cave, they meet Silas, an old thief who claims to know every secret within the fortress's walls. He offers treasure maps and insider info in return for assistance in acquiring a forgotten relic he seeks.
  6. D6=6: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 = 27

  1. D6=1: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.
  2. D6=2:A merchant haggles with a customer over the price of silk.
  3. D6=3:A frozen chamber holds an imprisoned frost giant, bound there during a past alliance with the fortress inhabitants. Freeing or re-imprisoning it could have significant consequences due to the giant’s ancient grudges.
  4. D6=4:The party stumbles upon a seemingly abandoned armory. It contains an array of ancient, enchanted weapons, each more impressive than the last. However, as soon as the players try to take something, the weapons animate and attack as cursed sentient constructs.
  5. D6=5: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.
  6. D6=6:The kitchen staff works to prepare a feast.

d100 = 28

  1. D6=1:The grand clock tower holds a powerful artifact reset periodically. Taking the artifact implies solving a time-based peril holding the key to the fortress’ deepest secrets.
  2. D6=2:The sound of chattering and scraping claws can be heard coming from a nearby room. It sounds like it could be rats or badgers, but it's hard to tell...
  3. D6=3:A strange man wearing strange clothes approaches the party. He offers to sell them strange weapons that he claims were made by the dwarves of D'eldor. He will offer them a good deal, but these weapons are actually dangerous and should not be purchased.
  4. D6=4:The chandler's boy spills beeswax on the floor of the storeroom.
  5. D6=5:A group of 2d6 bandits are hiding in a room. They are attempting to attack and steal the party's gold in their sleep.
  6. D6=6:Deep within the fortress, the party meets Rhogar, a dragonborn paladin on a divine quest to recover a lost relic. Joining forces with Rhogar offers divine aid and an ally in future battles but invites the wrath of ancient enemies.

d100 = 29

  1. D6=1:The walls are covered in graffiti of local lore. A large section of the wall is covered in a strange script. It reads 'Death will come to all who enter here.'
  2. D6=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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A fierce storm has caused parts of the fortress to crumble. Players must use their acrobatics or athletics to climb or leap across dangerous gaps while under threat from the weather.
  6. D6=6:A secret passage leads to an underground harbor, where sea elves dock for secretive trades. Diplomatic engagement might facilitate beneficial trade routes or maritime alliances.

d100 = 30

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:In the middle of the hallway, a large tapestry hangs on the wall. As the players pass by, the tapestry begins to move, revealing a hidden door behind it. Inside, they find a hidden library with valuable books and scrolls.
  4. D6=4:A gardener plants new flowers in the beds.
  5. D6=5:Court officials discuss trade agreements in the council chamber.
  6. D6=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.

d100 = 31

  1. D6=1:Fog rolls in, obscuring the distant trees.
  2. D6=2:A blacksmith is hammering away on a piece of metal, grumbling about needing more coal.
  3. D6=3:The groundskeeper sweeps leaves off the stone pathways.
  4. D6=4:Players find an abandoned chapel with a ghostly cleric. Resolving her spiritual unrest through diplomacy could earn divine blessings or holy relics.
  5. D6=5:A seamstress is sewing a patch onto a servant’s uniform.
  6. D6=6:A middle-aged man wearing a black robe and carrying a staff made of bone is walking down the hallway, muttering to himself. He will approach the players and ask for help with a problem he is having with some goblins in his basement. If the players help him, he will give them some magical items that he has been saving for his grandchildren. If the players refuse, he will attack them with his staff made of bone. His name is Gramps, and he is an old wizard who was kicked out of his guild because of his age. He is very grumpy and is looking for any way to get back at his old guild by getting rid of any young wizards who come around. His basement is filled with goblins, and he has been hiding away treasure that he found while adventuring. He is looking for any way to get back at his old guild by giving away treasure to anyone who will listen to his stories about adventuring when he was young.

d100 = 32

  1. D6=1:Deep in the fortress dungeons, they find a prisoner claiming to be a rightful heir. Freeing them leads to a power struggle complicated by the prisoner's deceitful nature.
  2. D6=2: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?
  3. D6=3:A healer prepares herbs for a sick child.
  4. D6=4: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.
  5. D6=5:The players stumble upon a room filled with mirrors. As they look closer, they realize that the mirrors are showing them different versions of themselves. Some versions are prosperous and happy, while others are twisted and evil. The longer they stay in the room, the more the mirrors seem to change.
  6. D6=6: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 = 33

  1. D6=1:A minstrel plays a tune in the great hall, attracting a small audience.
  2. D6=2:A baker kneads dough in the kitchen.
  3. D6=3:A cook's assistant struggles with a heavy sack of flour.
  4. D6=4:A group of 1d4+4 soldiers are searching the woods nearby the fortress for a group of orcs that were seen in the area. The orcs were seen in this area around mid-morning and were last seen heading toward the southeast.
  5. D6=5:A kitchen filled with 2d6 enchanted chefs requires assistance in perfecting a feast for an upcoming festival. Diplomatic engagement could ensure splendid sustenance and grateful cooks who owe the players a boon.
  6. D6=6:A group of children are playing tag in front of the gates of the fortress. One of the children is attacked by a malevolent spirit, possessed by a spirit, and attacks others in the group, causing the rest of the children to run away in fear.

d100 = 34

  1. D6=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. D6=2:A chef is tasting a soup and adding a pinch of spices for flavor.
  3. D6=3:A juggler is practicing their skills, keeping several items aloft with ease.
  4. D6=4:A bunch of drunkards wandering around, mumbling about various things.
  5. D6=5: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.
  6. D6=6:A servant hurriedly repairs a ripped tapestry.

d100 = 35

  1. D6=1:A falconer is explaining the intricacies of falconry to a curious noble.
  2. D6=2:A strange cat is walking down the hallway. It is a blue cat with a strange crest of feathers on top of its head.
  3. D6=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.
  4. D6=4:Deep in the fortress dungeons, they find a prisoner claiming to be a rightful heir. Freeing them leads to a power struggle complicated by the prisoner's deceitful nature.
  5. D6=5:The sound of hammering can be heard from a nearby room. The room is full of 1d4 dwarves and 1d4+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.
  6. D6=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?

d100 = 36

  1. D6=1:A servant scurries by, carrying a load of clean laundry.
  2. D6=2:A group of 1d6+3 temple guards are walking down a hallway. They are on their way to the temple of the local god to pray and offer sacrifices.
  3. D6=3:A cobbler repairs a worn shoe.
  4. D6=4:Fog rolls in, obscuring the distant trees.
  5. D6=5: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."
  6. D6=6: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 = 37

  1. D6=1: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.
  2. D6=2:A group of children listens intently to a storyteller’s tale.
  3. D6=3:As you explore the fortress, you come across a room filled with mirrors that seem to reflect different versions of yourself. However, one of the reflections is not your own and seems to be trying to communicate with you. Who or what could it be?
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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 = 38

  1. D6=1: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.
  2. D6=2:The players find an orc chieftain imprisoned in an enchanted cage, cursed for his past misdeeds. A persuasive argument could convince him to renounce his old ways and become a guardian of the fortress.
  3. D6=3: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.
  4. D6=4:A mischievous child ties a guard's shoelaces together while he's distracted.
  5. D6=5:They meet a sorcerer who needs help completing a powerful ritual. The ritual's completion opens a gate to another dimension unless managed carefully.
  6. D6=6:Several guards are playing dice. They will stop and yell at the players for disrupting their game. They will then invite them to join in.

d100 = 39

  1. D6=1: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.
  2. D6=2:A group of thieves have infiltrated the castle and are trying to steal the king's crown. The players must find a way to stop the thieves and protect the crown before it falls into the wrong hands.
  3. D6=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. D6=4:A falconer releases a bird into the air.
  5. D6=5:A wandering bard adjusts his hat before serenading a group of servants.
  6. D6=6:A servant is lighting sconces in preparation for the evening.

d100 = 40

  1. D6=1:A scribe is drafting a formal letter for a noble.
  2. D6=2:A candle drips wax onto the polished floor.
  3. D6=3:The players stumble upon a vast chamber with Taryn, a dragon shapeshifter who has lost control of his transformations. Taryn offers powerful draconic spells if they help him regain control by locating his lost heirloom.
  4. D6=4:A stern-looking butler supervises the cleaning of the main hall.
  5. D6=5: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.
  6. D6=6: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?

d100 = 41

  1. D6=1:You see a gardener pruning a climbing plant that's growing over a stone wall.
  2. D6=2:An ancient armory houses Thoralf, a frost giant sentinel with a memory impaired by age. His insight into ancient battles and strategies is offered in return for the players’ assistance in recovering his lost battle helm.
  3. D6=3:A group of musicians is practicing for an upcoming performance.
  4. D6=4:The players come across a group of prisoners who claim to have been wrongfully imprisoned. Do the players trust them and set them free or question their motives?
  5. D6=5:You see a falconer training a bird of prey in the courtyard.
  6. D6=6:A garden maze enchanted by an eccentric archdruid. Navigating through diplomatic dialogue might yield plant-based potions or druidic advice.

d100 = 42

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=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. D6=5:You stumble upon a hidden room filled with ancient relics and artifacts. However, they all seem to be cursed and have caused the previous owners to go mad. Will you risk taking any of the artifacts with you?
  6. D6=6:A librarian is organizing a stack of returned books.

d100 = 43

  1. D6=1:A blacksmith is testing the balance of a newly forged sword.
  2. D6=2:An invisible maze that can only be navigated by following the sound of a creepy voice that taunts and challenges the players.
  3. D6=3:A room filled with mirrors that constantly shift and distort reflections. The players may have to navigate carefully to avoid getting lost or accidentally attacking their own reflection.
  4. D6=4: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.
  5. D6=5:A room with mirrors covering the walls and ceiling. Each player must make a Wisdom saving throw or become entranced and see their worst fears in the reflections.
  6. D6=6:A traveling apothecary hawks his wares in the market.

d100 = 44

  1. D6=1: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?
  2. D6=2:Deep inside, a dungeon trapped in time holds enemy leaders shackled eternally. Conversing with these ethereal prisoners reveals espionage plots and hidden escape routes known only to imprisoned traitors.
  3. D6=3:A guard trains a new recruit in basic swordsmanship.
  4. D6=4: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.
  5. D6=5:A scribe meticulously illustrates the margins of a book.
  6. D6=6:A blacksmith’s forge glows as he works late into the night.

d100 = 45

  1. D6=1: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.
  2. D6=2:The fortress armory features a magical anvil that can craft enchanted weapons. Players must activate it by solving elemental puzzles revolving around fire, water, earth, and air.
  3. D6=3:A gardener waters flowers in the garden.
  4. D6=4:A group of 3d4+3 drow are walking in circles, casting spells to summon up demons.
  5. D6=5:In the kitchen, players encounter a chef with a thick accent who insists on serving them a traditional meal from his homeland. However, the meal is made up of strange and exotic ingredients that may have unexpected effects on the players.
  6. D6=6: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 = 46

  1. D6=1:The fortress is being invaded by a swarm of giant, enchanted rats who are stealing food and other supplies. The players must navigate through the maze-like tunnels underneath the fortress and find the source of the enchantment in order to stop the invasion.
  2. D6=2:The players find a decrepit aviary, old perches still bearing the sigils of vanished noble houses. Ghostly carrier pigeons attempt to deliver unread letters centuries old, carrying secrets that could shift the current balance of power.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A servant scurries by, carrying a load of clean laundry.
  6. D6=6: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?

d100 = 47

  1. D6=1:An invisible bridge guarded by a trickster fae who demands cleverness over brawn. Diplomatic riddles might secure safe passage and future fae assistance.
  2. D6=2: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.
  3. D6=3:The players come across a group of elderly wizards who have taken up residence in the fortress to study ancient magic. But their experiments have gone awry, causing strange and dangerous phenomena. Can the players help them control their magic or will they have to put an end to their studies?
  4. D6=4: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.
  5. D6=5:The players hear a group of men and women sitting around a table, talking quietly amongst themselves. They are talking about the local lord and how corrupt he is. They are members of the Cult of the Tattered King, who worship an ancient being who they believe will one day return to claim his kingdom and punish the wicked who have claimed his land by building their own castles on top of his old keeps and palaces
  6. D6=6:The party hears a strange knocking noise. They find a strange door that has a strange symbol on it. It looks like it has been attacked by something.

d100 = 48

  1. D6=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.
  2. D6=2: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.
  3. D6=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. D6=4: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.
  5. D6=5: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.
  6. D6=6:The fortress’s library contains a time seal trapping a chronomancer wizard stuck in a time loop. Helping her break free involves intricate diplomacy and time-based riddles, rewarding the players with temporal knowledge.

d100 = 49

  1. D6=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. D6=2:You see a group of soldiers preparing for a training drill.
  3. D6=3: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.
  4. D6=4:A group of cursed knights are trapped in the fortress, unable to leave until they complete a certain quest. Will you lend them your aid or leave them to their fate?
  5. D6=5:A cat and a mouse have a standoff in the kitchen.
  6. D6=6:A group of mercenaries is being paid to stand guard at the fortress and will attack anyone who looks like they're up to no good (like trying to sneak into the fortress).

d100 = 50

  1. D6=1: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.
  2. D6=2:A man named Ezra Jeeez approaches you and asks if you will help him find his lost pet monkey.
  3. D6=3:The players come across a magical portal that leads to a parallel dimension where everything is backwards and topsy-turvy. They must navigate through this dimension and find a way to return to their own world.
  4. D6=4:You smell freshly baked bread and find a baker pulling loaves from an oven.
  5. D6=5: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.
  6. D6=6:An unknown scholar’s secret quarters holds shrouded research on abyssal creatures. Delving in too deeply transforms the researcher into an eldritch abomination.

d100 = 51

  1. D6=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. D6=2:Players encounter a hall of chanting monks. Participation in the forbidden mantra shifts reality, creating duplicated containment unless rectified.
  3. D6=3:A monk is offering blessings to passersby.
  4. D6=4:A minstrel is practicing a new song on their lute, filling the room with melody.
  5. D6=5:A hallway is flooded partway through the fortress. Players must use their athletics and swimming skills to traverse the challenging underwater environment where aquatic monsters lurk.
  6. D6=6:Up ahead, 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.

d100 = 52

  1. D6=1:A young squire polishes a knight’s shield.
  2. D6=2:You find a servant carrying a large stack of firewood to the kitchens.
  3. D6=3: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.
  4. D6=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. D6=5:The castle hound pads silently through the halls.
  6. D6=6: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.

d100 = 53

  1. D6=1:You find a cook chopping vegetables for the evening meal.
  2. D6=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. D6=3:A carpenter fits a new door to a room.
  4. D6=4: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.
  5. D6=5:A group of men are standing around talking about how they have to fight off an attack by a nearby tribe of goblins, orcs, etc.
  6. D6=6:A cat chases a mouse across the courtyard.

d100 = 54

  1. D6=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.
  2. D6=2:A guard polishes his sword while sitting on a bench.
  3. D6=3: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?
  4. D6=4:A maid is dusting a large chandelier, carefully cleaning each crystal.
  5. D6=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. D6=6:The players enter a seemingly empty room, but as they walk through, they trigger a magical spell that transforms the room into a giant labyrinth. They must navigate through the constantly shifting walls and find the exit before they are trapped forever.

d100 = 55

  1. D6=1:A group of 2d6+2 thugs are playing with a pet rat they found.
  2. D6=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. D6=3:A group of 3d4+2 men and women are praying for a safe journey through the forest they must pass through on the way to their home village...
  4. D6=4:The players enter a room of many doors that shifts each time they leave. Within each door lurks an illusion of unresolved past misdeeds manifested.
  5. D6=5: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.
  6. D6=6:A minstrel practices chords on his lute.

d100 = 56

  1. D6=1: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.
  2. D6=2:The party hears the sounds of a woman (or man) being forcibly restrained. Someone is screaming for help.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:Deep in the fortress, the players come across a room filled with giant mushrooms. Eating one of these mushrooms can have a random, potentially dangerous effect on the players.

d100 = 57

  1. D6=1:The party finds the remains of a man on the floor in a room near the stairs. His throat has been slashed and his stomach has been ripped open. Someone has gone through his pockets and has removed all of his valuables.
  2. D6=2: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.
  3. D6=3:A guard polishes his helmet.
  4. D6=4:A group of 2d6+2 thugs are passing around a bottle of wine.
  5. D6=5: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.
  6. D6=6: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.

d100 = 58

  1. D6=1:As you explore the dungeons, you come across a group of kobolds who are being held prisoner. They beg for your help in escaping and promise to lead you to a hidden treasure in return. Will you trust them?
  2. D6=2: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.
  3. D6=3:The players discover a grand observatory housing Astron, a celestial warlock who studies the stars. He offers cosmic insights and divinations for assistance in fixing his ancient astrolabe.
  4. D6=4:Deep in the fortress, the players come across a room filled with giant mushrooms. Eating one of these mushrooms can have a random, potentially dangerous effect on the players.
  5. D6=5:In the midst of a heated battle, the players accidentally trigger a trap that releases a swarm of giant bees. They must quickly find a way to escape the bees or risk getting stung and potentially falling unconscious.
  6. D6=6:A servant polishes the wooden banisters.

d100 = 59

  1. D6=1:They discover a hidden alchemical lab with a lone elven alchemist who is searching for rare ingredients. Bargaining with her could lead to the players acquiring powerful potions, but she may request assistance in gathering rare herbs.
  2. D6=2:A soldier is adjusting the fit of their armor.
  3. D6=3: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.
  4. D6=4:A squire is oiling their master’s armor.
  5. D6=5:A portion of the fortress’s ramparts is enchanted to swap gravity. Players must navigate this vertigo-inducing challenge by balancing their coordination skills.
  6. D6=6:2d4+4 goblins are in the room. They are arguing about which one of them will be the leader.

d100 = 60

  1. D6=1:An apprentice carefully copies a map.
  2. D6=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. D6=3: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.
  4. D6=4:The room is full of cages. Each cage contains a bird with a note attached to it. The notes say, 'Feed me!'
  5. D6=5:A smith's apprentice struggles to lift a heavy hammer.
  6. D6=6:Birds sing from their perches on the walls.

d100 = 61

  1. D6=1:A minstrel serenades a noblewoman.
  2. D6=2:A messenger quickly rides into the fortress with urgent news.
  3. D6=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?
  4. D6=4:Lizards are coming out of one of the doors. They look like little dragons, about 1" tall. They will not attack; they want to be friends.
  5. D6=5:A group of drunken dwarves celebrating a day of their heritage.
  6. D6=6: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 = 62

  1. D6=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.
  2. D6=2:A group of 1d6+3 dwarves is hiding in the tower, waiting for an opportunity to attack some monsters.
  3. D6=3:In a frost-covered section, an ice golem guards the remains of a winter siege's bitter victims, their strategy works still functional under frigid layers. The golem tests the adventurers' resolve through cold endurance trials.
  4. D6=4:They discover a hidden alchemical lab with a lone elven alchemist who is searching for rare ingredients. Bargaining with her could lead to the players acquiring powerful potions, but she may request assistance in gathering rare herbs.
  5. D6=5: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.
  6. D6=6: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.

d100 = 63

  1. D6=1:A group of 2d6 men is arguing about their misadventures. They mention a strange fog. One of them has a strange ring.
  2. D6=2:A group of elves is celebrating their newest member. The party can join in, or not.
  3. D6=3: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.
  4. D6=4:Inside a music hall, a ghostly bard plays melancholy tunes. Diplomacy could involve piecing together his forgotten story, releasing his soul and gaining a bardic boon.
  5. D6=5: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.
  6. D6=6:Two guards play a game of dice during their break.

d100 = 64

  1. D6=1:The players see a knight in full plate armor, sitting at a table with a mug of ale in hand. As they approach, he looks up and introduces himself as Sir Gregory, the keeper of the fortress. He invites them to join him for a drink and tales of his adventures.
  2. D6=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. D6=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?
  4. D6=4:A messenger quickly rides into the fortress with urgent news.
  5. D6=5:A strange man wearing strange clothes approaches the party. He offers to sell them strange weapons that he claims were made by the dwarves of D'eldor. He will offer them a good deal, but these weapons are actually dangerous and should not be purchased.
  6. D6=6: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 = 65

  1. D6=1:A messenger sprints by, clearly in a hurry to deliver a letter.
  2. D6=2:A group of 1d4+1 lizardfolk are guarding a secret entrance to an underground network of tunnels. They are actually allies to the fortress and will only attack if the players appear to be a threat. They may also have valuable information about the layout of the tunnels and potential dangers within.
  3. D6=3:A soldier is adjusting the fit of their armor.
  4. D6=4: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.
  5. D6=5:A hallway is flooded partway through the fortress. Players must use their athletics and swimming skills to traverse the challenging underwater environment where aquatic monsters lurk.
  6. D6=6: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.

d100 = 66

  1. D6=1:A group of 2d6+2 elves is trying to break into the armory. They promise to pay any players handsomely if they help them.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A musician is tuning their instrument in preparation for a performance.
  5. D6=5: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.
  6. D6=6: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 = 67

  1. D6=1:A scout arrives, tired and dusty, asking for water and rest.
  2. D6=2:A powerful demon has taken possession of one of the fortress's residents and is wreaking havoc. Can the players find a way to exorcise the demon without harming the possessed person?
  3. D6=3:A courier enters the fortress carrying a sealed letter.
  4. D6=4: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.
  5. D6=5:The party finds a group of 2d6+2 women who are singing and dancing in the street. When the party approaches, they stop and ask for donations. If the party does not give them anything, they will become angry and attack. They are actually a group of 2d6+2 hags in disguise.
  6. D6=6: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.

d100 = 68

  1. D6=1:A courier enters the fortress carrying a sealed letter.
  2. D6=2: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?
  3. D6=3:The players see a group of soldiers and a priest. They are escorting a witch to the dungeons. She is wailing and screaming and trying to escape. She is actually a spy for a nearby kingdom that is pretending to be a witch and is trying to find out as much information about this kingdom as she can by bluffing her way through the castle.
  4. D6=4:Up ahead, 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.
  5. D6=5: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.
  6. D6=6:A cook rushes by with a large tray of steaming food, too busy to chat.

d100 = 69

  1. D6=1:A messenger runs by, carrying letters and looking worried.
  2. D6=2:The players come across a mystical creature that has been trapped in a cage and is being tortured by a group of evil sorcerers. The creature promises to reward the players if they can free it and help it escape.
  3. D6=3:A group of 2d6+3 mid-level warriors are practicing their swordsmanship and spearsmanship. They are led by a noble named Sir Langton, who is looking for volunteers for a quest to rescue his brother who has been captured by a troll. If players do not want to be captured by the troll, Sir Langton will give them a letter of introduction to the Lord of the castle.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=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!'

d100 = 70

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The players come across a group of prisoners who claim to have been wrongfully imprisoned. Do the players trust them and set them free or question their motives?
  6. D6=6:An eerie nursery room where spectral children play with ghostly toys. If disturbed, they attack, revealing themselves as wraiths bound to the fortress by an ancient rite needing undone.

d100 = 71

  1. D6=1:The players stumble upon a group of cursed princesses who have been turned into swans. They must find a way to break the curse and return the princesses to their human form.
  2. D6=2: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.
  3. D6=3:A knight is sparring with a fellow soldier to keep their skills sharp.
  4. D6=4: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?
  5. D6=5:A guard patrols the perimeter of the courtyard.
  6. D6=6:A bunch of drunkards wandering around, mumbling about various things.

d100 = 72

  1. D6=1:A group of 2d6+3 mid-level warriors are practicing their swordsmanship and spearsmanship. They are led by a noble named Sir Langton, who is looking for volunteers for a quest to rescue his brother who has been captured by a troll. If players do not want to be captured by the troll, Sir Langton will give them a letter of introduction to the Lord of the castle.
  2. D6=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. D6=3: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?
  4. D6=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.
  5. D6=5:A group of 2d6 masons are building a wall. If players approach them, they will ask them to help build the wall. If they do, they will receive 3d6 copper pieces each.
  6. D6=6: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.

d100 = 73

  1. D6=1: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?
  2. D6=2: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.
  3. D6=3:A juggler practices his routine in the courtyard.
  4. D6=4:Ancient artifacts decorate a regal throne room haunted by the ghost of an overthrown king. Examining the throne closely reveals mechanisms and traps designed during his paranoid reign, now maintained out of sheer spite.
  5. D6=5: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.
  6. D6=6:A gardener battles with some stubborn weeds.

d100 = 74

  1. D6=1: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.
  2. D6=2:A group of children listens intently to a storyteller’s tale.
  3. D6=3:A troll is trying to convince a group of orcs to help it kill the party.
  4. D6=4:A duelist is practicing their fencing techniques against a training dummy.
  5. D6=5: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.
  6. D6=6:A young page eagerly tries to help a knight with his armor.

d100 = 75

  1. D6=1:A group of 1d4 vampires have been living here. They have set up a sleeping area and a bathing area.
  2. D6=2: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...
  3. D6=3: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.
  4. D6=4: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
  5. D6=5:A group of cursed knights haunt the fortress, attacking anyone who enters their territory. The only way to lift the curse is to find and destroy the source, hidden deep within the fortress.
  6. D6=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.

d100 = 76

  1. D6=1:A librarian is carefully dusting shelves full of ancient scrolls.
  2. D6=2:Deep in the fortress dungeons, they find a prisoner claiming to be a rightful heir. Freeing them leads to a power struggle complicated by the prisoner's deceitful nature.
  3. D6=3:A washerwoman scrubs clothes by a small stream near the fortress.
  4. D6=4:Stumbling upon the fortress’s garden, players are attacked by carnivorous plants. They must use their nature knowledge and combat skills to fend off the plant-life and find rare herbs hidden within.
  5. D6=5:A chef is supervising the preparation of a grand feast in the kitchen.
  6. D6=6:The fortress' chapel contains a relic warding off demons. Removing it grants power but weakens the wards allowing demons entry.

d100 = 77

  1. D6=1: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.
  2. D6=2:A group of travelers seeking shelter in the fortress bring with them a powerful magical artifact that has caught the attention of an evil warlock. Can you protect the artifact and its owners from the warlock's grasp?
  3. D6=3:A kitchen filled with 2d6 enchanted chefs requires assistance in perfecting a feast for an upcoming festival. Diplomatic engagement could ensure splendid sustenance and grateful cooks who owe the players a boon.
  4. D6=4:The players enter a room where a group of skeletons are having a tea party. The skeletons will invite the players to join and have a civilized conversation.
  5. D6=5:A group of 1d4+2 soldiers is standing guard by a door. They are chatting about their last patrol, when they saw a group of kobolds trying to dig their way into the fortress through some old, abandoned tunnels beneath it.
  6. D6=6:A group of dwarves are arguing about how many midgets it takes to make a midget worth a damn. If pressured, they will attack.

d100 = 78

  1. D6=1:The steward tallies the stores in the pantry, noting shortages.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A group of 1d6 knights are playing with a small kitten.
  5. D6=5: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.
  6. D6=6:A room that is constantly changing its layout and contents, making it difficult for the players to navigate.

d100 = 79

  1. D6=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.
  2. D6=2:A throne room where a specter king misunderstands the players' intentions. Persuasive diplomacy might aid in correcting the perception and forging an alliance.
  3. D6=3:A blacksmith tests the balance of a newly forged sword.
  4. D6=4:A guard is meticulously sharpening their sword on a whetstone.
  5. D6=5: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.
  6. D6=6:The players find a group of 3d4+2 men and women who are pre-celebrating their victory in an upcoming battle. They're quite drunk and think a pre-celebration is super-clever!

d100 = 80

  1. D6=1: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?
  2. D6=2:Players hear low chanting. They hear a group of cultists chanting to the Great Old One.
  3. D6=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?
  4. D6=4:A group of 2d4+2 elves is standing guard by a door. They held off a group of goblins for the last three days but are running low on food, water and ammo.
  5. D6=5:A stablehand is filling the water troughs for the animals.
  6. D6=6: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 = 81

  1. D6=1: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.
  2. D6=2:The chandler laughs loudly at a joke.
  3. D6=3:A garden maze enchanted by an eccentric archdruid. Navigating through diplomatic dialogue might yield plant-based potions or druidic advice.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A nearby room is full of 1 dwarf and 1d10+2 goblins. The dwarf is captive, and is being forced to work by the goblins. The dwarf is trying to build a suit of armor for their king, but he's pretty bad at it.

d100 = 82

  1. D6=1: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.
  2. D6=2:A group of 1d6 soldiers are patrolling the area around the gates of the fortress. Their job is to keep the area clear of bandits and monsters and make sure that anyone approaching the gates is not a threat.
  3. D6=3:You smell freshly baked bread and find a baker pulling loaves from an oven.
  4. D6=4:A young noble practices swordplay with a training dummy.
  5. D6=5: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.
  6. D6=6:The players see an orcish shaman wearing bronze armour. He is walking down the hall, mumbling to himself over and over again. If the players approach, he will tell them that he is trying to learn a new spell from an ancient book which he took from a library on a high shelf. He says that he tried to reach it, but he couldn't climb up high enough. He needs someone to bring it back down for him. If a player does this for him, he will give them a magic potion which will give them the ability to fly!

d100 = 83

  1. D6=1:A servant fills the water jugs in the quarters.
  2. D6=2:A messenger quickly rides into the fortress with urgent news.
  3. D6=3:A member of the castle's staff is announcing visitors at the entrance.
  4. D6=4:2d4+4 goblins are in the room. They are arguing about which one of them will be the leader.
  5. D6=5:A courier hands a sealed letter to the lord.
  6. D6=6: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.

d100 = 84

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:An old fisherman is mending his nets by the lake.
  4. D6=4:A scribe is furiously copying a scroll in the library, barely noticing your presence.
  5. D6=5: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.
  6. D6=6: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.

d100 = 85

  1. D6=1: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.
  2. D6=2:A parrot loose from its cage, squawking and flapping about.
  3. D6=3:They find a hidden compartment with explosive vials intended for sabotage. Using wisely grants the upper hand while carelessness risks untold casualties.
  4. D6=4:A gardener is planting new herbs in the garden.
  5. D6=5:A group of elves is trying to keep their campfire burning. They will reward the party for keeping the fire going.
  6. D6=6: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.

d100 = 86

  1. D6=1:A loud explosion rocks the fortress, shattering windows and causing chaos. A group of goblins have managed to sneak in and set off a bomb in the armory. The players must swiftly eliminate the threat and disarm any other bombs that may have been placed.
  2. D6=2:A group of strange creatures resembling bearded humanoids (but with two heads and three arms) approach the party. They want to sell some swords. They offer the party a good deal, but it's a trick. The swords they offer are shoddy, but they will have them repaired by the time the party gets back to the city.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:Court officials discuss trade agreements in the council chamber.

d100 = 87

  1. D6=1:2d4+4 goblins are in the room. They are arguing about which one of them will be the leader.
  2. D6=2:A group of 2d6 soldiers are selling pictures to passing civilians. They have pictures of beautiful women.
  3. D6=3:You watch a seamstress mending a torn tapestry with skilled fingers.
  4. D6=4:A group of 2d4+2 elves is standing guard by a door. They held off a group of goblins for the last three days but are running low on food, water and ammo.
  5. D6=5: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.
  6. D6=6:The players find an orc chieftain imprisoned in an enchanted cage, cursed for his past misdeeds. A persuasive argument could convince him to renounce his old ways and become a guardian of the fortress.

d100 = 88

  1. D6=1:The players find a crypt where an ancient, wise spirit offers guidance for future events. Diplomatic interaction may lead to crucial foresight for upcoming challenges.
  2. D6=2:A group of dwarves is trying to sneak into the fortress through a secret entrance that they found.
  3. D6=3:A minstrel is practicing their instruments in a quiet corner.
  4. D6=4:A dwarf is sitting on a throne, surrounded by piles of gold and jewels. He claims to be the king of the fortress, but his subjects are nowhere to be seen. Upon closer inspection, the gold and jewels turn out to be illusions. Is this king just a delusional treasure hoarder or is there more to his story?
  5. D6=5: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.
  6. D6=6:In the courtyard, besides the fountain, a band of mercenary centaurs debates whether to break their contract with the fortress owner. Persuading them could bring formidable reinforcements for the players.

d100 = 89

  1. D6=1: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?
  2. D6=2: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.
  3. D6=3:A blacksmith is engraving a crest onto a shield.
  4. D6=4:The stable is busy with horses being groomed and fed.
  5. D6=5: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.
  6. D6=6:A gardener removes dead leaves from the flowerbeds.

d100 = 90

  1. D6=1: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.
  2. D6=2:A washerwoman spins yarn by the fire.
  3. D6=3:A group of 2d6 goblins run by, chased by a bear.
  4. D6=4: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.
  5. D6=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. D6=6:A courier enters the fortress carrying a sealed letter.

d100 = 91

  1. D6=1: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.
  2. D6=2:Secret teleportation circles within the fortress need deciphering. Players must proficiently use their teleportation knowledge to travel through the fortress undetected.
  3. D6=3:A stable boy leads a horse out for exercise.
  4. D6=4:As the party approaches a room, they hear the sound of a familiar song being played on a lute. Upon entering, they find a group of bards practicing their craft and exchanging stories. They invite the players to join them and share their own tales.
  5. D6=5: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.
  6. D6=6:A knight adjusts the straps on his shield.

d100 = 92

  1. D6=1:A servant is arranging seating in the dining hall for an upcoming feast.
  2. D6=2:A maid dusts a candelabra.
  3. D6=3: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.
  4. D6=4:A servant hurriedly repairs a ripped tapestry.
  5. D6=5:The players find a decrepit aviary, old perches still bearing the sigils of vanished noble houses. Ghostly carrier pigeons attempt to deliver unread letters centuries old, carrying secrets that could shift the current balance of power.
  6. D6=6:A group of dwarves are sitting in the hall with their axes and shields at their feet, singing drinking songs. They are drunk and will attack if players try to get them to stand up.

d100 = 93

  1. D6=1:A messenger consults a map to check his route.
  2. D6=2: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.
  3. D6=3:A chamber of ancient war banners that animate. These relics look animated as hanging battlenets becoming web-like traps against interlopers.
  4. D6=4:Two apprentices get into a heated argument over who gets to use the anvil.
  5. D6=5:While exploring the castle's gardens, the players come across a group of wandering dryads who are seeking revenge against the castle's inhabitants for destroying their home. The players must find a way to negotiate peace between the two groups.
  6. D6=6:A merchant wheels in a cart loaded with fresh produce.

d100 = 94

  1. D6=1:A group of 2d4 men, women and children are begging for food. They are very thin and look sickly. They have noticed a group of people in colorful clothing from afar, so they came running to ask for food.
  2. D6=2:In a frost-covered section, an ice golem guards the remains of a winter siege's bitter victims, their strategy works still functional under frigid layers. The golem tests the adventurers' resolve through cold endurance trials.
  3. D6=3: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.
  4. D6=4:A cook chops vegetables for a stew.
  5. D6=5: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.
  6. D6=6:You spot a servant adjusting a painting that's slightly askew.

d100 = 95

  1. D6=1:A blacksmith quenches a piece of red-hot metal.
  2. D6=2: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.
  3. D6=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?
  4. D6=4:A group of 2d6+2 thugs are playing with a pet rat they found.
  5. D6=5:An armory, where animated suits of armor practice combat drills, overseen by a veteran strategist's ghost. Diplomacy might yield tactical insights and martial training.
  6. D6=6: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.

d100 = 96

  1. D6=1: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?
  2. D6=2:Tynth: a large, smelly, ravenous, black-furred dire rat -- if you consider a fully-grown dire rat to be "large" -- burrows up from a crack under the door into the room. Tynth is so hungry, he attacks on sight.
  3. D6=3:The players find a room with a large table in it. On the table is one person sitting next to a candle. The person is writing in a large book with a quill dipped in ink and is writing in an ancient language. She doesn't look like she's doing anything wrong, but she doesn't look normal, either.
  4. D6=4:A traveler seeks shelter in the fortress.
  5. D6=5:The fortress is home to a peaceful dragon who has taken on human form. But a group of dragon hunters has tracked her down and is determined to capture her. Can the players protect her secret and defeat the hunters?
  6. D6=6:A cook stirs a bubbling stew pot.

d100 = 97

  1. D6=1:A group of washerwomen gossip as they scrub clothes by the stream.
  2. D6=2:A blacksmith is hammering away at a sword in the forge, sparks flying.
  3. D6=3:A group of 3d4 armed men are walking down the corridor. They appear to be ill and weak. If talked to, they will try to tell you that they are on a mission to kill the local lord, who is a blood drinker. They will beg you to release them from this prison, but they are not who they say they are. They are from the city of the damned. They may be telling the truth, but don't let them out.
  4. D6=4:The adventurers uncover an ancient wine cellar filled with enchanted casks. The spirit of the Vintner insists on hosting a wine-tasting, where each sip transports the drinker back to a pivotal historical event.
  5. D6=5:In the kitchen, players encounter a chef with a thick accent who insists on serving them a traditional meal from his homeland. However, the meal is made up of strange and exotic ingredients that may have unexpected effects on the players.
  6. D6=6:A group of 1d4+4 soldiers are searching the woods nearby the fortress for a group of orcs that were seen in the area. The orcs were seen in this area around mid-morning and were last seen heading toward the southeast.

d100 = 98

  1. D6=1: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.
  2. D6=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.
  3. D6=3:Drow are conducting an experiment on a giant spider. They are trying to make it the size of a rhinoceros. The spider is inedible.
  4. D6=4:A scribe is furiously copying a scroll in the library, barely noticing your presence.
  5. D6=5:Pigeons fly into the room and start flying around, screaming like they are in pain. If players attack thepigeons, they will turn into frogs.
  6. D6=6: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.

d100 = 99

  1. D6=1:A magistrate writes up a new edict in his office.
  2. D6=2:A group of 2d6 men is arguing about their misadventures. They mention a strange fog. One of them has a strange ring.
  3. D6=3:The old council room, filled with spectral advisors, debates forgotten policies. Interaction unveils extensive statecraft knowledge, ideal for structuring new realms founded on ancient principles.
  4. D6=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.
  5. D6=5:Bats the size of small dogs are flying in the room. They are feeding on corpses. There are also giant rats running around the room. The smell of death is heavy in the air.
  6. D6=6:A nearby room is full of 1 dwarf and 1d10+2 goblins. The dwarf is captive, and is being forced to work by the goblins. The dwarf is trying to build a suit of armor for their king, but he's pretty bad at it.

d100 = 100

  1. D6=1:Gravity-reversing runes in the tower challenge players to navigate a vertical maze where up and down constantly shift, testing their dexterous maneuvers.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

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, D8, D10.

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

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