A complete D&D 5e random encounter table for grassland scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 990 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a grassland, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Grassland encounter table
d100 = 1
D10=1:A farmer is walking with his dog to check on his pigs.
D10=2:A gentle hill provides a vantage point of the surrounding grassland.
D10=3:A hummingbird hovers near a flower, wings a blur.
D10=4:A tribe of goblins has been raiding nearby farms. A group of farmers and their mercenaries are trying to stop them, but they are losing. The farmers are willing to pay well to anyone who helps them. If the players help, they will find out that the goblins are not local, but they are from an abandoned city just a few days away, a city infested with orcs, goblins and worse.
D10=5:A pair of crows chatter back and forth from nearby branches.
D10=6:A puddle of rainwater has collected in a low spot, reflecting the sky above.
D10=7:A stream babbles as it winds its way through the grassland.
D10=8:The distant smoke of a farmer's chimney suggests a homestead nearby.
D10=9:A mysterious figure on horseback rides past the players, but they can't see their face and they leave no tracks. If followed, they will lead the players to a hidden temple of a long-forgotten deity.
D10=10:A train of ants carries food back to their hidden hill.
d100 = 2
D10=1:A field of clovers grows densely here, a rare four-leaf one might be found.
D10=2:An enormous, ancient monolith has been defaced by cultists invoking dark powers. The adventurers need to cleanse the monolith and fend off summoned fiends through synchronized holy and martial effort.
D10=3:A group of 3d4 human rangers approach. They are looking for elves, because they have been raiding the area and stealing from the humans. If asked, they will tell the party all they know about the elves and their weaknesses and strengths.
D10=4:A fey creature weaves illusions across the plains, leading travelers astray. The adventurers must pool their perceptive resources to separate illusion from reality and unearth the fey's true motives.
D10=5:A well-worn footpath diverges from the main road, leading into the underbrush.
D10=6:The sun sets in a blaze of color, casting long shadows across the grassland.
D10=7:A lone halfling is trying to catch a giant butterfly with a net. If the party helps him, he will reward them with a magical charm that gives them good luck for one day.
D10=8:A lizard suns itself on a warm rock.
D10=9:An old, wise turtle appears to the players, asking for help in retrieving a stolen collection of ancient scrolls. The scrolls contain important knowledge about the history of the land and must be returned to the turtle's sacred temple.
D10=10:Wildflowers dot the landscape in vibrant colors.
d100 = 3
D10=1:A flock of birds swoops in, circling overhead before heading off toward the horizon.
D10=2:The lowing of a cow carries on the wind.
D10=3:A hydra has taken up residence near a vital water source, threatening local villages and wildlife. Coordinated attacks to simultaneously strike multiple heads are essential to prevent regrowth and defeat the beast.
D10=4:A puddle of rainwater has collected in a low spot, reflecting the sky above.
D10=5:A patch of mushrooms forms a nearly perfect circle in the grass.
D10=6:Keg of ale. A group of 1d8 dwarven bards are celebrating the anniversary of their band. They will entertain the players with a song to which a local noblewoman has requested they play. She will promise them a reward. They will be willing to give it in exchange for a keg of ale. The dwarven bards are trying to collect enough money to buy a magic potion that will allow them to summon a demon that will give them their best song ever.
D10=7:A wooden flute lies half-buried in the mud, unmarred but mysterious.
D10=8:You see an artist's easel with an unfinished painting.
D10=9:A gentle river meanders through the countryside, its water clear and inviting.
D10=10:A spider web, glistening with dew, stretches between two branches.
d100 = 4
D10=1:The party stumbles upon a group of children who are playing a game of tag. The children will run away if they are approached. They will run into a nearby cave if they are followed. The cave will turn out to be an abandoned mine shaft.
D10=2:The players encounter a group of farmers trying to protect their crops from a swarm of locusts. If the players help them, they may find a rare magical plant growing in the field.
D10=3:You come across a herd of wild horses grazing freely.
D10=4:A gang of prankster bark beetles known as the "Woody Woodgang," carving graffiti in tree trunks and stalking travelers to involve them in practical jokes.
D10=5:A mythical thunderbird nests atop a grassy hill, its storms threatening the region. The adventurers must work in tandem to approach, communicate, and appease or drive away the creature without invoking its full wrath.
D10=6:The distant call of a bugle suggests a nearby encampment.
D10=7:A group of people from another world, which is different from the world the players are from, pass by. They are on their way to the nearest settlement to get supplies and information.
D10=8:A gentle slope reveals a hidden valley.
D10=9:...A Large Black Dragon Swoops Down From The Sky And Attacks!: ...a large black dragon swoops down from the sky and attacks!
D10=10:A distant barn, in need of repair, sits nestled in a valley.
d100 = 5
D10=1:As the players walk through the grassy plains, they see a group of centaurs galloping in the distance. The players must either hide or risk being trampled by the charging centaurs.
D10=2:A small, abandoned wagon rests by the side of the trail.
D10=3:The chirp of a distant robin breaks the air’s stillness.
D10=4:Tall wild grasses create whispering sounds as they move gently in the breeze.
D10=5:A group of 2d6 priests from a nearby village are looking for a group of 2d6 barbarians that have been terrorizing the area.
D10=6:A jolly llama named “Chuckles” that keeps spitting hilariously unrelated but accurate trivia facts about random parts of the world.
D10=7:A flock of geese honks overhead, flying in a perfect "V" formation.
D10=8:A merchant has an amazing deal on fine swords. The swords are actually made of glass and are worthless.
D10=9:A group of men are standing near a wagon. They are talking about leaving the area for a better life elsewhere.
D10=10:A hastily dug fire pit and the remains of a small camp suggest others recently passed this way.
d100 = 6
D10=1:A group of cheerful halfling adventurers led by a fearless leader named Bramble find themselves in a predicament, needing help to fend off a pack of particularly cunning wolves.
D10=2:A tribe of nomadic beastmen has been enslaved by an evil sorcerer. Liberating them requires infiltrating the sorcerer's encampment and overthrowing his control through a multifaceted assault.
D10=3:The party encounters a historian named Elowen who has found traces of a lost culture in the grasslands. She seeks protection and assistance in unearthing more artifacts.
D10=4:An old handcart lies abandoned by the side of the path.
D10=5:A silver locket glints from a patch of grass, lost by some traveler.
D10=6:A lone fisherman casts his line into a small, quiet lake.
D10=7:The distant sound of a smithy’s hammer rings faintly in the air.
D10=8:A group of traveling merchants are selling expensive jewelry, but the jewelry turns out to be made of brass and not gold as they claim. They can be shamed into giving their jewelry at a discount.
D10=9:Narrow trail. You see a group of mounted soldiers racing towards the players. They are from the nearby fort. They are looking for a group of thieves that was seen on the trail. They will question the players. If a thief is found, the soldiers will take them to the fort for questioning. If no thieves are found, they will continue to search for them.
D10=10:Ugly goblins are running away from an ugly bugbear.
d100 = 7
D10=1:The party comes across a group of gnolls who are terrorizing a nearby village. The villagers are desperate for help and offer a reward for the gnolls' defeat.
D10=2:A group of lizardfolk have set up camp near a river in the grasslands. They seem to be peacefully fishing, but if the players get too close, the lizardfolk will reveal their true nature and attack.
D10=3:A weathered sign warns of "Beware of Wolves."
D10=4:The sound of frogs croaking fills the air.
D10=5:The ground underfoot is covered in a thick carpet of moss.
D10=6:A hidden nook in the roots of a tree seems the perfect size for a small creature’s home.
D10=7:The players hear a loud boom, followed by a loud boom. The players see two large birds flying high up in the sky. They are fighting each other for territory.
D10=8:A fallen tree offers an impromptu bridge over a small creek.
D10=9:An abandoned picket fence looks out of place in the tall grass.
D10=10:A mysterious traveler approaches the party, offering to sell them a map to a nearby hidden treasure. But can this traveler be trusted?
d100 = 8
D10=1:The sky darkens as a storm approaches, adding urgency to your journey.
D10=2:A group of 2d6 men are running towards the players with their hands held high in the air. They are being chased by a group of 2d6 goblins who are riding on wolves and who are armed with bows and swords.
D10=3:The setting sun casts long shadows across the grass.
D10=4:A group of 2d6 men riding horses gallop past the players at full speed. They are carrying a box that is tied up in a heavy sack cloth and they look like they are in a hurry to get somewhere.
D10=5:As the players cross a river on a rickety bridge, they are approached by a mysterious figure. She introduces herself as a river guardian and tasks the players with cleansing the river of pollution caused by nearby villagers.
D10=6:A group of children plays a game of tag, their laughter carrying on the wind.
D10=7:The players come across a group of halfling farmers who are in desperate need of help. Their crop fields have been infested with giant beetles, and they are unable to harvest their crops. Will the players be able to use their skills and knowledge to help the farmers rid of their pest problem?
D10=8:A group of gnolls, five of them, are on the road ahead. They walk with a purpose and look as if they've been traveling for days. If the players are noticed, the gnolls will attack with all they have.
D10=9:With dusk approaching, the sky is painted in shades of pink and orange.
D10=10:A group of 1d4+2 cultists of Tiamat approach the party. They are looking for a group of adventurers to join their party and help them with their mission. They are actually spies for Tiamat.
d100 = 9
D10=1:A patch of wild strawberries offers a sweet treat for those who find it.
D10=2:A family of otters plays in a nearby stream.
D10=3:Gigantic birds have built nests atop strategic hills, preventing access. Coordinated climbing, stealth, and negotiation or combat must be employed to reclaim the vantage points.
D10=4:The party sees a small group of farmers on horses heading west. They are carrying food to a city that has been under siege by an army of hobgoblins and goblins for the past month. The farmers are hoping to be relieved soon. If players help them, the farmers will give them all their food.
D10=5:A line of low hills breaks the otherwise flat horizon.
D10=6:A group of centaurs is seen running through the grass. If the party attacks, the centaurs will retreat and disappear into the grass.
D10=7:A party of five rangers approaches the players and asks if they have seen any unusual creatures in the area.
D10=8:You stumble upon a hand-carved wooden flute.
D10=9:A single old man. He is a retired bard. He has no teeth and wears no shoes. He asks for food and money. He is a con artist. If players give him money, he will vanish. If players give him food, he will sing for them. He is not a good bard, but he is a good con artist.
D10=10:The ground suddenly rumbles beneath the party's feet. A giant burrowing creature is heading straight towards them!
d100 = 10
D10=1:A man is lying on the ground, dead. If players investigate, they find a pouch full of gold coins in his hand.
D10=2:You stumble upon a hand-carved wooden flute.
D10=3:A distant windmill creaks as its blades turn in the wind.
D10=4:A distant village is just visible, smoke rising from chimneys.
D10=5:A powerful storm elemental carves a path of destruction, guided by a rogue shaman. The elemental’s fury must be subdued through combined resistance and control efforts, neutralizing the shaman’s influence.
D10=6:Cries of distant sheep create an oddly relaxing background sound.
D10=7:A lone shepherd tends to his flock, a watchful dog by his side.
D10=8:A mysterious illness is spreading among the wildlife, affecting everything from birds to large game. A local healer asks the party to find a rare herb in a dangerous part of the grassland, requiring protection from aggressive predators.
D10=9:A lone hawthorn tree stands sturdy and gnarled.
D10=10:A well with an old wooden bucket, offering clear, cool water.
d100 = 11
D10=1:A SHOAL OF SCHOOLS OF FISH swim past the players, disappearing into the distance.
D10=2:A field mouse pops up from a hole, sniffing the air before darting back.
D10=3:The players stumble upon a group of 2d4 faeries arguing over a magical item. They may join in the dispute or try to steal the item for themselves.
D10=4:A distant church bell chimes softly, marking the passage of time.
D10=5:The ground beneath you vibrates slightly as a distant herd of buffalo runs.
D10=6:A fallen tree creates a natural bridge.
D10=7:A family of badgers rambles through the underbrush.
D10=8:The distant wail of a train’s whistle echoes across the land.
D10=9:A group of cows lazily chew cud in a fenced-in area.
D10=10:A single deer grazes peacefully before darting away upon noticing you.
d100 = 12
D10=1:A lone shepherd tends to his flock of sheep, whistling a cheerful tune.
D10=2:A blue jay’s call brings a touch of lively color to the scene.
D10=3:A shepherd's crook leans against a nearby tree.
D10=4:The players encounter a group of 2d6 hunters tracking a dangerous beast that has been terrorizing nearby villages. They may be offered a reward for helping them defeat the creature.
D10=5:A migrating herd of giant, semi-sentient beetles is causing widespread destruction. An experienced ranger needs the party’s help to guide the herd to a safer area, using both direct action and careful distraction.
D10=6:A group of elderly men and women are dancing around a campfire. They are laughing and singing merrily. The elderly men and women are celebrating the harvest. They are singing songs about the harvest and dancing around a campfire.
D10=7:An old, wise turtle appears to the players, asking for help in retrieving a stolen collection of ancient scrolls. The scrolls contain important knowledge about the history of the land and must be returned to the turtle's sacred temple.
D10=8:A patch of red poppies stands out vividly against the green grass.
D10=9:An enigmatic mage named Oswin has set up camp and is conducting experiments on magical ley lines that run through the grasslands. He needs bodyguards as he performs a delicate ritual.
D10=10:Players see a herd of wild horses. They are black and white and brown, and are the size of small ponies. Their hooves are the size of dinner plates.
d100 = 13
D10=1:A squirrel chatters angrily at you from a tree branch.
D10=2:Gossiping Peasants: Three peasants are sitting around a fire, gossiping. They are talking about the local lord and what a tyrant he is.
D10=3:The whispering wind carries a distant song, haunting and ethereal.
D10=4:A circle of mushrooms suggests a faerie ring.
D10=5:A stray dog follows you briefly, then runs off in another direction.
D10=6:A beautiful unicorn approaches the players, seeking help in locating a magical spring that has dried up. The players must navigate through the grasslands and find the spring, which has been stolen by an evil creature. The unicorn promises a reward and good fortune to those who help her.
D10=7:A group of elves on horseback ride by, singing a beautiful melody that makes the surrounding flora bloom and grow. They are heading to a sacred grove to conduct a ritual that will bless the land with abundance and fertility. The players can join in the ritual and be rewarded with a magical artifact or item.
D10=8:A hastily dug fire pit and the remains of a small camp suggest others recently passed this way.
D10=9:A winding footpath leads through a patch of wildflowers.
D10=10:The scent of freshly baked pies wafts from a distant cottage.
d100 = 14
D10=1:The hoot of an owl signals the arrival of night.
D10=2:Two men named Jim and Tim are hunting in this area. They are hunting deer, wild pigs, and wolves. They are armed with longbows and short swords. They are wearing leather armor and they have a wolf as a pet.
D10=3:The distant call of an elk echoes hauntingly through the grassland.
D10=4:A group of children plays a game of tag, their laughter carrying on the wind.
D10=5:A lone fisherman casts his line, hopeful for a catch.
D10=6:A lone fisherman casts his line into a small, quiet lake.
D10=7:A group of people from another world, which is different from the world the players are from, pass by. They are on their way to the nearest settlement to get supplies and information.
D10=8:As the players are setting up camp for the night, they notice a group of gnolls watching them from a distance. Are they planning an attack or just curious?
D10=9:A rusted sickle lies forgotten in the tall grass.
D10=10:A small, abandoned wagon rests by the side of the trail.
d100 = 15
D10=1:A spider's web glistens with morning dew.
D10=2:A farmer is plowing his field with the help of a sturdy ox.
D10=3:A small group of farmers is heading to the next town to sell some produce to a traveling merchant. They are happy to trade food for information about where they can sell their goods for the highest price.
D10=4:A group of euphoric pan flutists hailing from the land of "Tunesia," who summon animals with their melodies and quick pep-talk about the importance of team spirit.
D10=5:The players stumble upon a group of nomadic traders, but their goods are cursed and anyone who buys from them will experience bizarre events and hallucinations.
D10=6:A patch of berries can be seen in the distance, attracting small birds and animals.
D10=7:A gentle hill offers a perfect vantage point to survey the sprawling grassland.
D10=8:A distant river sings its constant, soothing song.
D10=9:The soft cooing of doves can be heard.
D10=10:The party sees a group of men in black robes with red gems on them. They are marching through the grasslands, carrying a coffin. They are putting the coffin in a large tomb.
d100 = 16
D10=1:An elven scout named Arannis warns the party of a war band of gnolls spotted nearby, making their way towards an elven settlement. He requests help in setting up ambushes to slow their advance.
D10=2:A water buffalo has gotten stuck in the mud along the side of the road. The players must help free it or it will die there and attract predators that will attack them.
D10=3:A warrior maiden named Freya seeks brave souls to aid her in retrieving an ancestral sword from a warlord who has made his camp in the heart of the grasslands.
D10=4:The ground beneath your feet begins to rise gently, leading to a small hill.
D10=5:A unicorn approaches the players, its horn glowing with a soft light. It asks for their help in finding a cure for a mysterious sickness that has been plaguing its herd. The cure can only be found in the heart of a dangerous maze guarded by a minotaur.
D10=6:A cardinal chirps from a nearby branch, its feathers a vibrant red.
D10=7:A group of 2d6 thieves have set up a roadside stand to sell their goods to passersby. The thieves are selling swords and armor and shields and other weapons to anyone who wants to buy them.
D10=8:A group of men are building a wooden fence. They are using wooden fence posts and wooden beams to build it.
D10=9:A group of 3d4 orcs approach. They are looking for humans, because they have been raiding the area and stealing from the elves and humans. If asked, they will tell the party all they know about the humans and their weaknesses and strengths.
D10=10:A group of 2d6 prancing horses seem normal until they start discussing philosophy. These "meta-stallions" can bore their enemies with paradoxes and existential debates.
d100 = 17
D10=1:An eagle soars overhead, its piercing cry echoing through the grassland.
D10=2:A shepherd whistles to his dog.
D10=3:Foul Gas: A large area of the grassland has been covered in a foul, green gas. Creatures who breathe the gas will become sick for 1d4 hours. The sickened condition cannot be removed for 1d4 hours. The gas smells terrible and causes 1 point of Constitution damage per hour anyone breathes it. The gas dissipates after 1d4 hours.
D10=4:A gentle breeze rustles through a sea of tall grasses, carrying the scent of wildflowers.
D10=5:A group of goblin merchants are selling goods that appear to be ordinary, but they are actually cursed items that will cause chaos for anyone who buys them.
D10=6:Players hear an old woman calling for help. She is trapped in a large cage and is being carried away by a group of 2d6 kobolds. If players save her, she will offer them a magic item or 2d6 gold pieces in return for saving her.
D10=7:A gopher mound is almost tripped over in the tall grass.
D10=8:A meadow filled with giant sunflowers that look like smiling faces, offering their compliments and encouragement as the party passes through.
D10=9:A rainbow appears in the sky after a light rain shower.
D10=10:A group of people from another world, which is different from the world the players are from, pass by. They are on their way to the nearest settlement to get supplies and information.
d100 = 18
D10=1:An elven ranger named Thalindra needs help finding her missing animal companion, a giant owl that has been captured by a rival ranger who is dabbling in dark magic.
D10=2:You hear the buzzing of bees gathering nectar from nearby flowers.
D10=3:A group of talking animals ask for the players' help in finding their missing leader, a wise owl. She has gone missing and they fear something sinister may have happened to her.
D10=4:The buzzing of a fly becomes a constant companion in the warm sun.
D10=5:A stream's gentle flow is momentarily interrupted by a set of stepping stones.
D10=6:A trail of paw prints hints at recent nocturnal activity.
D10=7:The adventurers come across a small encampment of refugees led by a man named Corwin, who needs protection and leadership in relocating his people to a safer place after their village was destroyed by marauding hobgoblins.
D10=8:A group of lizardfolk have set up camp near a river in the grasslands. They seem to be peacefully fishing, but if the players get too close, the lizardfolk will reveal their true nature and attack.
D10=9:A family of ducks waddles by, leaving small tracks in the mud.
D10=10:A field of sunflowers turns their faces towards the sun.
d100 = 19
D10=1:The sharp cry of a bird of prey breaks the silence.
D10=2:The lush green of the grassland contrasts with the clear blue sky above.
D10=3:A single old man. He is a retired bard. He has no teeth and wears no shoes. He asks for food and money. He is a con artist. If players give him money, he will vanish. If players give him food, he will sing for them. He is not a good bard, but he is a good con artist.
D10=4:A stone cairn sits atop a hill, a marker of old trails.
D10=5:A dragonfly hovers, then darts away in search of food.
D10=6:A field of poppies stretches as far as the eye can see.
D10=7:A rusted sickle lies forgotten in the tall grass.
D10=8:The scent of smoke hints at a bonfire nearby.
D10=9:The air is filled with the sweet scent of blooming flowers.
D10=10:A distant hill is crowned with an ancient oak tree.
d100 = 20
D10=1:A pair of lovebirds flits from branch to branch.
D10=2:A set of colorful kites dances in the breezy sky.
D10=3:A rock outcropping offers a vantage point.
D10=4:A group of druids appear, preaching about the harmony and balance of nature. However, they also seem to be hiding a dark secret and will stop at nothing to protect their belief system.
D10=5:A wandering minstrel offers a tune for a coin.
D10=6:Soft, muffled hoofbeats suggest a nearby horse.
D10=7:You see an artist's easel with an unfinished painting.
D10=8:A hidden pond attracts various forms of wildlife.
D10=9:A patch of nettles grows here, a hazard to the unaware.
D10=10:Two priests of Belar and two priests of Corellon are walking along the road. If players approach them, they will ask for directions to the nearest city where there is a temple of their god.
d100 = 21
D10=1:A group of 2d6 priests from a nearby village are looking for a group of 2d6 barbarians that have been terrorizing the area.
D10=2:The party sees a group of bandits fighting each other. If the party approaches, they will run away.
D10=3:A bright green frog sings its evening song near a small pond.
D10=4:A strange stone circle appears in the distance. As the party approaches, they are transported to a different plane of existence. Will they be able to find a way back to the material plane?
D10=5:The distant call of a horn sounds.
D10=6:A man named Luke is walking along the road. He is carrying a large sack filled with large rocks. He is looking for someone to help him carry his rocks to the next village where he will sell them as building materials.
D10=7:A group of 2d6 elves are hunting. They are on the trail of a dangerous beast that has been terrorizing the area. They will ask the party for information about it.
D10=8:The Bird of Prey: A giant eagle is swooping down on the party, and then it flies away again.
D10=9:A merchant with a wagon full of ale and wine is headed to a nearby town, hoping to make a profit.
D10=10:A merchant approaches the party, offering to sell them a cow.
d100 = 22
D10=1:A group of men are walking across the plains, looking tired, hungry and thirsty. The men are looking for a lost horse. The horse is actually an enchanted steed that they stole from a dragon's lair while it slept.
D10=2:A gentle rain begins to fall, creating a soothing sound on the grass.
D10=3:Fireflies flicker to life as dusk settles over the grassland.
D10=4:A pack of blink dogs appear, trying to hunt down a pesky cat that keeps disappearing and reappearing. The players may witness the strange but amusing chase between the two creatures.
D10=5:A small, abandoned shack stands alone in a field, its door slightly ajar.
D10=6:A startled turtle quickly retreats into its shell as you approach.
D10=7:The players come across a field of giant sunflowers. Upon closer inspection, they notice that the sunflowers have human-like faces and are whispering secrets to each other.
D10=8:A tribe of savage marauders ambush the party, their tactics brasher and more coordinated than usual. Uniting their skills, the adventurers must break the marauders' formations and overcome the assault.
D10=9:A sun-dappled pond offers respite from the heat.
D10=10:The earthy smell of freshly turned soil is prevalent.
d100 = 23
D10=1:A local farmer is looking for his missing cow. He is offering a reward of 2d6 silver coins to anyone who finds his cow.
D10=2:The sound of bubbling water guides you to a hidden spring.
D10=3:A group of meditating monks are practicing their martial arts in the grasslands. If the players join in, the monks may teach them a new fighting technique.
D10=4:The grass parts to reveal a rabbit warren entrance.
D10=5:As the players make camp for the night, they see a group of twinkling lights dancing in the distance. They soon realize that they are will-o'-the-wisps who are trying to lead them astray. The players must resist the temptation to follow the lights and find their true path.
D10=6:You find an abandoned bird's nest, intricately crafted from twigs and grass.
D10=7:Gossiping Peasants: Three peasants are sitting around a fire, gossiping. They are talking about the local lord and what a tyrant he is.
D10=8:Two elderly halflings are arguing about their missing cow. They will accuse the players of stealing their cow if they see them.
D10=9:A lone traveler walks across the grassland, singing a folk song.
D10=10:A small group of people are wandering the plains looking for their lost sheep. They are tired, tired and hungry. They will beg for food, wine, or money. If given food or wine, they will stay and tell you a story of how they were lost and found by a wizard in a tower, who then tried to test their worth by sending them out into the plains with one sheep.
d100 = 24
D10=1:A traveling minstrel is playing a lively tune on their lute. They offer to tell fortunes for the players in exchange for a few coins.
D10=2:A mysterious fog rolls in and the party finds themselves transported to a different part of the grasslands. But this new area seems to be haunted by the ghosts of those who have died on the grasslands.
D10=3:A group of 2d8 orcs are attempting to raid a nearby village. The orcs are attempting to steal horses from the village stables.
D10=4:A small, rustic cabin stands abandoned, the door swinging gently.
D10=5:A merchant convoy is moving along the road. It consists of 5 wagons. Each wagon is full of goods. The wagons are guarded by 2d6 mercenaries. The mercenaries are armed with swords and shields.
D10=6:A lone monk is searching for a rare flower that only blooms once every hundred years. If the party helps him find it, he will reveal a secret about the grasslands that could lead them to hidden treasure.
D10=7:The unmistakable call of a loon echoes across a nearby lake.
D10=8:Half-Elf Beggar: A half-elf is sitting on the side of the road. He is begging for food and money. He is actually a thief and will attack anyone who gives him something.
D10=9:An old well, with a sturdy wooden bucket, beckons for a drink.
D10=10:A colorful wildflower bouquet lies abandoned on the path.
d100 = 25
D10=1:A quiet dirt road shows signs of recent travel, with wagon tracks and footfalls.
D10=2:A small wooden bridge crosses a trickling brook.
D10=3:A line of low hills breaks the otherwise flat horizon.
D10=4:A single flower blooms brightly, offering a splash of color in the vast sea of green.
D10=5:Zombified humans are running toward the players. They attack them and if they are defeated, they turn into undead humans.
D10=6:A small group of people are wandering the plains looking for their lost sheep. They are tired, tired and hungry. They will beg for food, wine, or money. If given food or wine, they will stay and tell you a story of how they were lost and found by a wizard in a tower, who then tried to test their worth by sending them out into the plains with one sheep.
D10=7:A sudden gust of wind sweeps across the grassland, bending the tall stalks in waves.
D10=8:A mystical beast master named Kalina tracks a rare, endangered creature and needs the party’s aid to capture it safely before poachers do.
D10=9:A family of ducks waddle towards a nearby pond, quacking softly.
D10=10:A group of friendly dwarves invites the players to join them in their underground city, hidden beneath the grasslands. The dwarves are known for their skillful craftsmanship and offer to create magical items for the players in exchange for their help in gathering rare materials from the surface.
d100 = 26
D10=1:A herd of wild horses gallops past the players, followed closely by a group of fierce centaurs. The centaurs are trying to capture the horses to use as mounts, and they see the players as potential threats to their plans.
D10=2:A group of 2d6 centaurs are feuding with a nearby town over land rights. The players can choose to negotiate peace or choose a side in the conflict.
D10=3:A group of men are standing near a wagon. They are talking about leaving the area for a better life elsewhere.
D10=4:A well-worn footpath diverges from the main road, leading into the underbrush.
D10=5:A small waterfall cascades down a rocky outcrop.
D10=6:A group of villagers is attempting to clear a path from the road by removing branches from the road.
D10=7:A man is lying on the ground, dead. If players investigate, they find a pouch full of gold coins in his hand.
D10=8:A group of 3d10 mercenaries are riding along the road. They keep an eye out for any suspicious activity, but if they notice the party, they will not bother them.
D10=9:A large bird swoops down and attacks! A large bird swoops down from above and attacks!
D10=10:A group of children are running around, playing a game that involves throwing small rocks at each other.
d100 = 27
D10=1:A small group of merchants is heading to the next town. They are happy to tell the players about the towns they have passed through, and where the next town is. They have been traveling for two weeks and are ready to stop soon.
D10=2:The party sees a group of bandits fighting each other. If the party approaches, they will run away.
D10=3:A scraggly bush laden with blackberries offers a sweet treat.
D10=4:A painter captures the landscape on his canvas, the picture coming to life with each stroke.
D10=5:A group of dwarves is attempting to tame a wild herd of griffins. The players must either help the dwarves or find a way to safely pass through the territory without angering the griffins.
D10=6:Miniature knights riding ants, jousting for a small medal called "Order of the Tiniest Knighthood," interested in getting the players to officiate their tournaments.
D10=7:A man named Caleb is trying to catch a horse that has escaped from his herd. The horse is being chased by a pack of wolves. The wolves are being led by a giant wolf named Fang.
D10=8:A group of 2d6 wolves are running towards the players. They are running at full speed. The wolves are being chased by a group of 2d6 men on horseback. The men on horseback are armed with swords and bows.
D10=9:You see two deer standing in a field, grazing on some grass. They are not alarmed. They turn into two bandits who attack!
D10=10:The smell of fresh-baked bread wafts through the air.
d100 = 28
D10=1:An elven scout named Arannis warns the party of a war band of gnolls spotted nearby, making their way towards an elven settlement. He requests help in setting up ambushes to slow their advance.
D10=2:You find a cluster of mushrooms growing near an old, fallen log.
D10=3:A weathered sign advertises a long-forgotten inn.
D10=4:A mysterious and ancient stone circle in the middle of the grasslands emits a strange energy that affects the players' magical abilities. The players must solve puzzles and overcome challenges to unlock the secrets of the stone circle and gain its powerful effects.
D10=5:A group of 3d6 peasants are looking for someone to lead them away from the danger of the grasslands. They will follow the first person they meet who looks like they know what they're doing.
D10=6:An old stone well appears unexpectedly.
D10=7:A group of farmers are arguing over whether or not to sell their crops to a group of men wearing black and red robes. The men are offering a good price for the crops but the farmers don't trust them because they don't believe in their god.
D10=8:The warm sun overhead makes the grassland feel inviting.
D10=9:A cluster of mushrooms grows under a tree.
D10=10:A butterfly flits from flower to flower, its wings a blur of color.
d100 = 29
D10=1:A wagon with a broken wheel is sitting on the side of the road. Two men are standing beside it, working on it. They will ask the players to help them fix the wheel and will offer them a small reward if they do.
D10=2:A pack of blink dogs, creatures known for their ability to teleport, lead the players to a group of lost travelers who have stumbled upon a cursed temple in the grasslands. The players must navigate through the temple, avoiding traps and solving puzzles to find a way to break the curse and help the travelers.
D10=3:A farmer tends to his crops, waving as you pass by.
D10=4:An old stone well sits unused, half-hidden by overgrown weeds.
D10=5:A group of 2d6+2 farmers are traveling through the grasslands in search of a better place to farm. They are lost and need help getting back to their home city.
D10=6:The party meets a talking raven who claims to be a cursed prince. They need help breaking the curse and returning to their true form.
D10=7:A SHOAL OF FISH swim past the players, disappearing into the distance.
D10=8:The ground beneath you vibrates slightly as a distant herd of buffalo runs.
D10=9:The party encounters a wayward paladin named Arianne who has lost her holy symbol. She believes it’s been stolen by a mischief-making pooka. She requests the party's assistance in tracking down and retrieving her symbol.
D10=10:A large boulder bears strange, weathered carvings, telling an ancient story.
d100 = 30
D10=1:A man dressed in all black attacks the party. He is wielding a dagger. The dagger has a small ruby in it. The man is a thief. He is trying to steal something valuable from the party's bag. The thief is not very good at his job. He is hoping the party will kill him before he gets caught.
D10=2:The players can see a storm cloud approaching from afar. The storms are rare in this area but they are quite dangerous.
D10=3:A startled turtle quickly retreats into its shell as you approach.
D10=4:A tiny, free-floating mirthful cloud named "Fluffin’ Puff" just named all its smaller parts after famous snacks and believes it can predict the weather by snacking on them.
D10=5:The rhythmic clinking of a blacksmith's hammer carries faintly on the wind.
D10=6:A shepherd is tending to his flock of sheep.
D10=7:A child's lost toy lies abandoned in the grass.
D10=8:A pair of foxes playfully chase each other through the grass.
D10=9:An old, weathered fence separates the grassland from a farmer’s field.
D10=10:A group of soldiers is walking along the road. They are carrying swords, shields, and crossbows. They are looking for work. They will offer to protect a town or village from a nearby threat for a fee.
d100 = 31
D10=1:The smell of freshly baked bread wafts from a distant farmhouse.
D10=2:A small, hidden cave mouth peeks from behind a large boulder.
D10=3:A lone hawthorn tree stands sturdy and gnarled.
D10=4:Farmer Bob is missing. He has been kidnapped by hill orcs. His wife is distraught and offers a reward to anyone who finds him.
D10=5:An old, overgrown fence runs parallel to the path, its original purpose unclear.
D10=6:A gentle hill offers a panoramic view of the vast grassland.
D10=7:A line of low hills breaks the otherwise flat horizon.
D10=8:You find an old boot, weathered and covered in moss.
D10=9:A wandering minstrel offers a tune for a coin.
D10=10:The sound of a lute being played softly echoes.
d100 = 32
D10=1:A pair of mice darting in and out of a small hole in the ground.
D10=2:A hawk circles high above, scanning the ground for prey.
D10=3:A rabbit's warren is visible just off the path.
D10=4:Two men are arguing about a nearby mountain peak that one of them thinks looks like a certain body part. If players approach, they will stop arguing and try to sell them a likeness of the mountain if they are interested in it.
D10=5:The shifting grasses reveal an underground temple guarded by vicious aasimar. To retrieve an ancient relic, the party must coordinate their infiltration, utilizing both might and stealth.
D10=6:You find an abandoned bird's nest nestled in the grass.
D10=7:A curious raccoon rummages through a discarded sack.
D10=8:A trail of paw prints hints at recent nocturnal activity.
D10=9:A group of 2d4 humans are celebrating their anniversary by having a picnic in a meadow. They will invite the party to join them in their picnic basket if they have one.
D10=10:A warm, sunny day offers perfect weather for travel.
d100 = 33
D10=1:A curious badger pops its head from its burrow, sniffing the air.
D10=2:The party discovers a temple dedicated to a forgotten deity, guarded by animated constructs. Reaching the inner sanctum for blessings or knowledge necessitates cooperative problem-solving.
D10=3:A group of 2d8 orcs are attempting to raid a nearby village. The orcs are attempting to steal food and supplies from the village. The orcs are being led by a giant orc named Ugly John. Ugly John is a giant orc with an IQ of 12. He wields a sword and wears chainmail armor.
D10=4:The players meet a troupe of traveling actors. They are dressed in old, tattered clothes. They are looking for a new act to perform.
D10=5:A small grove of apple trees offers a brief respite and a chance for a snack.
D10=6:You come across a grove of trees providing welcome shade.
D10=7:The players come across a group of farmers who are being terrorized by a hungry giant. The giant, a gentle and misunderstood creature, is only trying to find food for his family. The players must find a way to communicate with the giant and potentially find a more sustainable solution for both the farmers and the giant's family.
D10=8:The players come across a abandoned castle in the middle of the grasslands. However, the castle is not as abandoned as it seems and is home to a powerful witch.
D10=9:A celestial being named Seraphiel offers to bless the party if they can defeat a demonic horde threatening to breakout from a hidden portal in the grassland.
D10=10:A group of travelling performers, called The Travelling Players, are putting on a show for the king and his court. The king is so impressed by their acting skills that he offers them a reward, but the leader of the acting troupe says that all they want is for the king to provide them with safe passage through his lands so that they can go to the next kingdom and put on their show there. The king is so impressed that he offers them safe passage and protection for them and their acting troupe to get them to the next kingdom safely.
d100 = 34
D10=1:A group of soldiers is walking along the road. They are carrying swords, shields, and crossbows. They are looking for work. They will offer to protect a town or village from a nearby threat for a fee.
D10=2:As the players take a rest in a grassy meadow, they see a group of dancers moving elegantly among the flowers. They are a group of nymphs, celebrating the arrival of spring. The players can join in the dance and gain the blessings of the nymphs for the upcoming season.
D10=3:A distant campfire sends a plume of smoke into the sky.
D10=4:A group of talking animals approach the party, seeking their help in finding a magical object that was stolen from their forest home. They offer to guide the party in return.
D10=5:You see a figure in the distance herding a group of goats.
D10=6:You find an old and rusted plow left behind in the field.
D10=7:A family of ducks swims across a small pond.
D10=8:The buzzing of bees leads you to a small, wild beehive on a tree branch.
D10=9:A bright orange salamander scurries across the path, quickly disappearing.
D10=10:A strange stone circle appears in the distance. As the party approaches, they are transported to a different plane of existence. Will they be able to find a way back to the material plane?
d100 = 35
D10=1:A gentle breeze rustles through a nearby cornfield.
D10=2:As the players set up camp for the night, they hear a loud roar in the distance. If they investigate, they will find a wounded dragon that has been abandoned by its followers and is in need of help.
D10=3:A group of 2d6 thieves have set up a roadside stand to sell their goods to passersby. The thieves are selling swords and armor and shields and other weapons to anyone who wants to buy them.
D10=4:Six farmers are plowing their fields, working hard to get their crops planted before the summer rains come.
D10=5:A herd of overly dramatic dire sheep react to every movement dramatically, offering both an amusing and tragically exaggerated series of collapses.
D10=6:You spot a badger hole and hear some rustling within.
D10=7:A line of distant hills frames the horizon.
D10=8:You hear a loud explosion in the distance and see a plume of smoke rising from a nearby hill. Upon investigation, the players find a group of gnomish inventors testing a new explosive device. They offer to sell the players some of their invention.
D10=9:A group of farmers are plowing their fields. They are using wooden plows.
D10=10:A rusted old plow lies half-buried in the grass.
d100 = 36
D10=1:A line of ants marches diligently across the dirt.
D10=2:As night falls, the party finds a wailing banshee whose lament can deafen and kill. To appease her, they must find and return her lost locket, each clue requiring astuteness, bravery, or finesse.
D10=3:A lone rider approaches in the distance. He is a courier from city X, 20 miles away. He is riding a horse that is badly injured. He needs to get to the nearest city as soon as possible. He is willing to pay one gold piece per person if they will escort him to city X immediately. The horse is in such bad shape that it will probably die before reaching city X.
D10=4:A resting hawk sits perched on a lone tree, watching over the grassland.
D10=5:A mother bird feeds her chicks in a nest high above.
D10=6:You come across a small cluster of cows lazily chewing their cud.
D10=7:A cricket's cheerful chirping fills the air.
D10=8:A flock of griffins, rare and majestic creatures, flies overhead, and one drops a magical feather that can be used to create powerful potions. However, a group of hunters is also after the griffins and their prized feathers. The players must make a choice between aiding the hunters or helping the griffins.
D10=9:A large bird swoops down and attacks! A large bird swoops down from above and attacks!
D10=10:A dust devil dances across the plains, creating a mini-cyclone of dirt and debris.
d100 = 37
D10=1:A lone windmill creaks as its blades spin slowly in the breeze.
D10=2:A merchant prince named Dario seeks bodyguards to escort him across the plains to a major trade hub, offering rich rewards for safe passage.
D10=3:Crows assemble in arrowhead formation over an area of flat ground. The caws of their leader sound like a warning to the players. They are. A hill giant is preparing to attack the players. The giant will be surprised to see the players. They will be surprised to see the giant.
D10=4:A gentle breeze brings the scent of wild mint.
D10=5:A patch of clover, with a few lucky four-leaf ones hiding among them.
D10=6:A lone rider approaches in the distance. He is a courier from city X, 20 miles away. He is riding a horse that is badly injured. He needs to get to the nearest city as soon as possible. He is willing to pay one gold piece per person if they will escort him to city X immediately. The horse is in such bad shape that it will probably die before reaching city X.
D10=7:A group of traveling merchants are selling expensive jewelry, but the jewelry turns out to be made of brass and not gold as they claim. They can be shamed into giving their jewelry at a discount.
D10=8:A gang of roguish hares called the "Bun-ditos" plan their next heist on the local carrot farm. Stealthy and nimble, they offer players a chance to join their higher-stakes carrot capers.
D10=9:A small herd of goats grazes peacefully, their bells jangling softly.
D10=10:A cobblestone path diverges from the main trail, leading to an unknown destination.
d100 = 38
D10=1:A beautiful but mysterious woman offers to guide the players through the grasslands. She seems to know more about them than she lets on.
D10=2:As the players are resting for the night, they are ambushed by a group of bandits who have been targeting travelers in the grassland. The players must use their wits and skills to survive the attack.
D10=3:A goat bleats pitifully, entangled in a thorn bush.
D10=4:A group of 2d4 soldiers are patrolling the area. They are wearing chainmail and carrying shields and swords. They will ask if players have seen any orcs in the area. If players say yes, they will ask to join them on their hunt.
D10=5:A man who appears to be a merchant approaches the players and asks them to help him with his wagon. He has lost a wheel and needs help replacing it. He offers to pay the players with a small amount of food and water.
D10=6:A group of 2d6 lizardfolk are preparing for a ritual to summon a powerful elemental. The players can choose to stop the ritual or help them in exchange for a reward from the elemental.
D10=7:The hum of distant bees signifies a large hive might be nearby.
D10=8:A herd of wild boar root through the underbrush.
D10=9:A traveling circus arrives in town, led by a charismatic ringmaster with a pet lion and a knack for illusions. However, one of the performers, a shy and awkward wizard, constantly messes up his spells, leading to entertaining and chaotic mishaps. The players may be recruited to help him perfect his magic before the big show.
D10=10:A patch of nettles grows near a hedgerow, dangerous but useful.
d100 = 39
D10=1:In the distance, you see a flock of birds circling over the grass. If the players walk closer, they will find a group of 2d6+2 giant eagles fighting for territory and food.
D10=2:A group of 3d6 villagers are running from giant spiders. The spiders are level 5 and can be befriended with a successful Diplomacy check at -5.
D10=3:A pair of deer cautiously cross the path ahead.
D10=4:The setting sun casts a golden hue across the grassland, signaling the end of another day.
D10=5:The presence of burrowing animals is evident by the small holes scattered around.
D10=6:The party hears beautiful music coming from a nearby meadow. As they approach, they realize it is being played by a group of fauns, each with a different instrument. The fauns are in a competition to see who is the most talented musician and ask the players to be the judges. But the competition quickly turns into a chaotic battle of songs and instruments.
D10=7:A group of farmers is standing around, arguing about the state of their crops. The farmers will tell players that they have had a bad harvest, and that they are hungry because they are out of food. They will offer the players food if they will go into their fields and help them pick crops.
D10=8:Two men are arguing about a woman named Delilah. They are both in love with her and are jealous of each other. One of them will try to convince players to side with him against the other one.
D10=9:A pack of blink dogs crosses paths with the players. Will the players see them as a threat or a potential ally?
D10=10:A farmer tends to his crops, waving as you pass by.
d100 = 40
D10=1:A group of men are talking about how they saw a dragon attack a small village and steal some sheep.
D10=2:A faint plume of smoke rises in the far distance, potentially from a village or camp.
D10=3:As the players cross a river on a rickety bridge, they are approached by a mysterious figure. She introduces herself as a river guardian and tasks the players with cleansing the river of pollution caused by nearby villagers.
D10=4:The party hears tell of a haunted windmill emanating eerie lights at night. Inside, they find the ghost of an old miller, bound to the place by a curse. Only through discerning the miller's tragic story and solving his plight can they free him.
D10=5:The players come across a meadow filled with beautiful and vibrant flowers. However, upon closer inspection, they realize that the flowers are actually carnivorous plants that will attack any living being that comes too close.
D10=6:The party stumbles upon a group of children who are playing a game of tag. The children will run away if they are approached. They will run into a nearby cave if they are followed. The cave will turn out to be an abandoned mine shaft.
D10=7:The party comes across a group of 2d4 farmers. The farmers are leading a herd of 2d6 pigs. The farmers are on their way home. If the farmers are asked where they are going, they will say they are going home. If they are asked where they are coming from, they will say they are coming from the market.
D10=8:An elven woman is walking along the road. She is carrying an odd looking staff and wearing a cloak made of squirrel fur. She is looking for someone to escort her to the next village. Her name is Liliana and she is a wizard researching the local area.
D10=9:You see a single, majestic white unicorn grazing in a field. It notices you and approaches, giving you a blessing before disappearing into the grasslands again.
D10=10:Up ahead, the players see a small caravan. The horses are tired, and the caravan is packed with supplies. The driver of the caravan is sitting on the ground, resting. He is an older man, with gray hair and a long, gray beard. He warns players that they're in for a rough journey ahead, and offers them a ride in the back of one of the wagons. He looks tired and hungry, but he will do all he can to help them. His name is Ernie.
d100 = 41
D10=1:A rare, albino deer watches you cautiously from the edge of the grassland.
D10=2:A SHOAL OF SCHOOLS OF FISH swim past the players, disappearing into the distance.
D10=3:A family of groundhogs digs burrows in the soft earth.
D10=4:A group of men wearing black and red robes are traveling through the area. They are not hostile and will trade with the players if asked nicely.
D10=5:A man wearing tattered clothing and carrying nothing except for a ratty backpack is walking along the trail toward you. He doesn't look like he has eaten in days...
D10=6:A pair of foxes playfully chase each other through the grass.
D10=7:They meet a nomadic healer named Meryn, who travels the plains to tend to the sick. Recently, she’s noticed an increase in strange diseases and needs help finding the cause, which she thinks may be an ancient curse.
D10=8:A small cairn marks a path, likely set by previous travelers.
D10=9:The bones of a long-dead animal lie bleaching in the sun.
D10=10:A winding footpath leads through a patch of wildflowers.
d100 = 42
D10=1:A well-worn dirt path winds through the grassland, a sign of frequent travel.
D10=2:Players see a dragon flying through the air, but it doesn't seem to be moving at all. It is hovering in the air.
D10=3:The players come across a small pond with crystal clear water. But as they approach, they see a group of large, terrifying frog-like creatures emerge from the water.
D10=4:A pair of wild turkeys strut through the field.
D10=5:A mysterious traveler named Esmeralda offers to read the party’s fortunes in exchange for help in recovering her stolen tarot cards from a bandit camp nearby.
D10=6:A werewolf with two wolf companions are tracking a group of merchants who have silver and gold coins in their wagons. The werewolves will try to capture the merchants and their wagons.
D10=7:A distant tower stands tall against the horizon.
D10=8:A legendary being offers the party a challenge: clear an arena of summoned creatures in a specific order to win a boon. The combat demands quick thinking and teamwork to succeed.
D10=9:A rabbit munches on a patch of clover.
D10=10:A dusty, untraveled road offers a hardier route through the grassland.
d100 = 43
D10=1:A sky filled with migrating birds.
D10=2:A dragonfly flits by, its wings shimmering in the sunlight.
D10=3:A cattle skeleton stands as a stark reminder of past hardship.
D10=4:A merchant prince named Dario seeks bodyguards to escort him across the plains to a major trade hub, offering rich rewards for safe passage.
D10=5:The scent of pine trees mingles with wildflowers.
D10=6:A group of about 10 elven rangers are practicing in the area. They are celebrating their 100th birthday. They will invite the players to join them in a drinking contest. If the players accept, they will win a small prize.
D10=7:A set of hoof prints crisscross the area, evidence of wild horses passing through.
D10=8:A trio of songbirds serenades you from a nearby tree.
D10=9:The winds of the grassland carry the sound of a distant, mournful melody. Following it, the adventurers find a ghostly bard who will only rest after her song is completed. They must learn and play her final composition in perfect harmony.
D10=10:The distant strains of a violin add an air of mystery.
d100 = 44
D10=1:A fallen tree offers an impromptu bridge over a small creek.
D10=2:A quarantined section of the grassland, plagued by a runaway elemental, isolates essential trade routes. The adventurers must restore order, balancing diplomacy with elemental magic.
D10=3:A mysterious fog rolls in and the party finds themselves transported to a different part of the grasslands. But this new area seems to be haunted by the ghosts of those who have died on the grasslands.
D10=4:A party of four armed men appear and demand that the players give them 10 GP.
D10=5:A hidden glen, lush and green, offers a perfect resting spot.
D10=6:A faint line of smoke on the horizon.
D10=7:The faint sound of a flute carries on the wind, but its source is unseen.
D10=8:The players come across a group of friendly giants who have been exiled from their homeland. They offer to join the party and help them on their journey.
D10=9:A giant tortoise slowly moves across the grasslands, carrying a small village on its back. The villagers invite the party to stay for a feast and share their stories.
D10=10:An enigmatic mage named Oswin has set up camp and is conducting experiments on magical ley lines that run through the grasslands. He needs bodyguards as he performs a delicate ritual.
d100 = 45
D10=1:An old milestone, inscribed with faded runes, marks the distance to the nearest town.
D10=2:The players encounter a bard who promises to compose a song about their adventures in exchange for some interesting stories. But the bard may have a hidden agenda.
D10=3:Players see a group of human mercenaries. They have been hired to escort caravans through this grassland plains. They are looking for work. The players might be able to get them to escort their caravan. The mercenaries have 2d6+2 archers, 2d6+2 swordsmen, 2d6+2 pikemen and 2d6+2 spearmen.
D10=4:A wandering priestess is looking for a lost lamb. The lost lamb is actually a small dragon, lost and alone. The priestess is old and frail, but she is kind and wise. She is on her way to meet with the other priests of her church to discuss what to do in the war against the orcs. She will ask players to help her find the lamb.
D10=5:Encountering a "lost" Stonehenge structure that suddenly engages in a kabuki dance when the sun sets, with animated stones taking the lead.
D10=6:A parade of ants marches single file across the path.
D10=7:A small child’s doll, weathered and dirty, lies forgotten in the grass.
D10=8:A powerful druid and his animal companions are patrolling the grasslands, protecting the balance of nature. They may attack or aid the players depending on their actions.
D10=9:A birdwatching guide operated by a very enthusiastic druid who swoons over each bird as though they were celebrities.
D10=10:A traveling merchant passes through the grasslands, offering to sell rare and exotic goods from faraway lands. But not everything is as it seems with this merchant...
d100 = 46
D10=1:The ground is soft and marshy, indicating you are near a hidden waterway.
D10=2:A gentle stream is home to a family of frogs, croaking rhythmically.
D10=3:The players come across a abandoned castle in the middle of the grasslands. However, the castle is not as abandoned as it seems and is home to a powerful witch.
D10=4:A lone swallow dips and weaves through the air, catching insects.
D10=5:The adventurers find a series of mysterious, intricate runes inscribed in the soil. They are part of a puzzle left by a long-forgotten wizard. Solving the puzzle with collective logic yields a powerful artifact buried nearby.
D10=6:The ground is pockmarked with small mole hills.
D10=7:You see a group of hunters chasing after a rare and beautiful creature. Will you intervene and protect the creature or let the hunters continue their pursuit?
D10=8:Tall grasses part to reveal an old, forgotten wagon trail.
D10=9:Three young men dressed in green and gold are walking across the grassland. One of them is carrying a large lute. They are heading towards a small village nearby. Players can follow them to the village and discover that the young men are bards looking for work.
D10=10:A weaving trail of ants disappears into a small mound of earth.
d100 = 47
D10=1:A group of about 10 elven rangers are practicing in the area. They are celebrating their 100th birthday. They will ask the players to join them in a drinking contest. If the players accept, they will be drugged and then robbed by the elves.
D10=2:You notice a collection of smooth, colorful stones arranged in a small circle.
D10=3:In the distance, the players see a massive oak tree with branches reaching into the sky. Upon closer inspection, they notice a group of pixies trying to remove a giant snag in the tree's canopy. The players can choose to help the pixies, who are struggling to lift the snag, or deal with the consequences of a dying tree.
D10=4:As the players rest for the night, they are visited by a wise old owl who tells them about an ancient prophecy that foretells of a legendary sword hidden deep within a nearby castle. The players must brave the dangers of the castle and retrieve the sword to fulfill the prophecy.
D10=5:The players see a group of men practicing swordplay. If any player approaches too closely, they will be attacked by the men.
D10=6:A warrior maiden named Freya seeks brave souls to aid her in retrieving an ancestral sword from a warlord who has made his camp in the heart of the grasslands.
D10=7:Deep beneath the grassland, a forgotten vault hums with latent magic, guarded by ancient constructs. The party must balance their efforts between solving puzzles and fending off guardians to retrieve the stored knowledge or treasures.
D10=8:You find a small, crystalline pond reflecting the sky above.
D10=9:A family of prairie dogs pop in and out of their burrows.
D10=10:A group of children play hide and seek among the tall grass.
d100 = 48
D10=1:A group of 2d6+4 bumbling, babbling humans (1d4 wizards, 1d4 clerics, 1d4 warriors, 1d4 rogues) come riding in on horses. They are lost and want directions to the nearest village. They were on their way to a nearby city to buy supplies but got lost.
D10=2:Players see a group of gnolls, 1d6+2. They are on their way to a nearby camp. If players are within 10' they will attack.
D10=3:A butterfly that keeps mentioning reincarnation unprompted, worried it might be a mismatched soul just passing through.
D10=4:A distant mountain range rises majestically against the horizon.
D10=5:A group of halfling children are playing a dangerous game, jumping from one floating rock to another. They dare the players to join in, promising a reward if they make it across without falling.
D10=6:Two elven rangers are walking along the road, on their way back to the elven city. They will tell the players what they know about the nearby area. They will warn them to stay away from the elven city because the elven high king is a crazy old bastard who hates humans.
D10=7:While traveling, you come across a lone bard sitting under a tree, writing a song about a legendary hero. They offer to compose a song about the party and their adventures for a small fee.
D10=8:A wild hare dashes across the path, disappearing into the underbrush.
D10=9:You come upon an old, weathered scarecrow with a hat half-crooked.
D10=10:A field of lavender stretches out before you, the scent intoxicating.
d100 = 49
D10=1:A beautiful lady just came from a nearby tower. She is looking for help.
D10=2:Little corners of the grassland become alive with insects as night falls.
D10=3:A lone sheepdog watches over a distant flock.
D10=4:The grass parts to reveal a rabbit warren entrance.
D10=5:A hawk dives to catch a field mouse.
D10=6:The players come across a group of traveling bards who have lost their main singer. They ask the players to help them find a new singer before their next performance. The players must audition candidates and choose the most talented singer.
D10=7:You pass a shepherd's crook stuck in the ground beside a woolen blanket.
D10=8:The players discover a hidden temple in the grasslands, dedicated to an ancient deity. But as they explore, they realize that the deity is not as benevolent as they initially thought.
D10=9:A summer sun bathes the landscape in warm light.
D10=10:A family of ducks waddle towards a nearby pond, quacking softly.
d100 = 50
D10=1:A group of about 10 elven rangers are practicing in the area. They are celebrating their 100th birthday. They will ask the players to join them in a drinking contest. If the players accept, they will be drugged and then robbed by the elves.
D10=2:The call of a distant horn suggests a hunt is underway.
D10=3:Blacksmiths. Two blacksmiths are working on their anvils by their forge. They're working on some weapons for sale, and they're also practicing their craft so that they can become better at what they do for a living. The blacksmiths will offer their services to the players at a discounted rate since they're tired and need to have some sleep soon anyway, but if players really want something done properly, then they should go to another blacksmith who can do it for them at full price because that's just how it is sometimes in these types of situations involving blacksmiths and their living situations where players can get stuff done cheaper
D10=4:The players come across a field of giant sunflowers. Upon closer inspection, they notice that the sunflowers have human-like faces and are whispering secrets to each other.
D10=5:A hedgehog heralding itself as "Lord Pricklebottom", claiming dominion over the grasses and demanding respect as the true ruler of the land.
D10=6:A gentle sunshower casts a light mist over the grassland.
D10=7:A stone cairn stands as a marker, etched with ancient runes.
D10=8:A lazy, sunbathing dragon that refuses to get up, explaining that its latest gold binge resulted in a serious nap-need. It offers some gold in exchange for finding better shade.
D10=9:A wandering philosopher named "Grass-hole Socrates," questioning adventurers about the nature of existence and serving quite a few brain teasers.
D10=10:A woman is walking down the road with a large basket full of eggs in her hand. She's headed for town to sell them.
d100 = 51
D10=1:A group of 2d6 centaurs are feuding with a nearby town over land rights. The players can choose to negotiate peace or choose a side in the conflict.
D10=2:The sound of hoofbeats makes the party look to the horizon. A group of mounted knights approach- their armor glittering in the sun. The knights are friendly and will ask the party to join them on their quest to rescue a damsel in distress from a nearby castle.
D10=3:A group of 2d6 men are sitting around a campfire singing songs and telling jokes. The men are on their way to a nearby city to sell their goods at the market there. They were attacked by a group of 2d6 thieves on their way there, but they managed to fight them off and escaped with their goods intact.
D10=4:The distant call of a wolf echoes through the grassland.
D10=5:The party comes across a group of villagers celebrating a harvest festival. They have been celebrating for 28 days. They have been celebrating non-stop and will try to get the players to join in on the festivities.
D10=6:A strange stone circle appears in the distance. As the party approaches, they are transported to a different plane of existence. Will they be able to find a way back to the material plane?
D10=7:A man is standing on top of a hill and he is yelling at the party, "Come on over! I got some hot cider! Come on! It's cold out there! I got some food too! Come on over!"
D10=8:A pair of riders passes by, their horses trotting steadily.
D10=9:A circle of mushrooms suggests a faerie ring.
D10=10:A field of chicory flowers with periwinkle blooms.
d100 = 52
D10=1:An old man is sitting on a rock, telling stories about the local area and its history to anyone who will listen.
D10=2:A group of centaurs are having a heated debate over whether or not to join in a nearby war. If the players can settle the argument, they may receive the centaurs' allegiance in battle.
D10=3:A GROUP OF WOODSMAN with axes and chainmail armor stumble into the path of the players. One of them is badly injured and bleeds profusely from a deep gash on his leg. The woodsman will beg for help but will attack if he is not helped quickly.
D10=4:An abandoned bird's nest lies in a low shrub.
D10=5:The party sees a group of men who are singing and celebrating. If the party approaches, the men will tell them that they are celebrating the marriage of a couple. If the party investigates, they will find a couple that has been murdered. The men are cultists of Orcus.
D10=6:A sudden whiff of lavender drifts by, impossibly comforting in this wild place.
D10=7:The call of a distant horn suggests a hunt is underway.
D10=8:Deep beneath the grassland, a forgotten vault hums with latent magic, guarded by ancient constructs. The party must balance their efforts between solving puzzles and fending off guardians to retrieve the stored knowledge or treasures.
D10=9:The players come across a small pond with crystal clear water. But as they approach, they see a group of large, terrifying frog-like creatures emerge from the water.
D10=10:A man is walking along the road with a small dog on a leash. The dog is pulling on the leash, trying to get at some animal droppings on the ground.
d100 = 53
D10=1:A small windmill creaks as its sails turn slowly in the wind.
D10=2:The distant toll of an ancient bell tower carries across the fields.
D10=3:You pass a shepherd's crook stuck in the ground beside a woolen blanket.
D10=4:The distant howling of wolves puts you slightly on edge.
D10=5:A cluster of cattails grows along the edge of a marshy pond.
D10=6:The wind rustles through the tall grass, creating a soft, whispering sound.
D10=7:A small brook babbles quietly, its waters crystal-clear.
D10=8:A rattlesnake suns itself on a flat rock.
D10=9:A group of men are standing near a wagon. They are telling jokes. The jokes are not very funny.
D10=10:A group of farmers is working in a field. They are planting potatoes.
d100 = 54
D10=1:A giant bird of prey swoops down and steals one of the players' belongings. The players must find a way to retrieve their item from the bird's nest, which is located on a dangerous cliffside.
D10=2:You come across a stone bench, offering a place to rest.
D10=3:A speckled egg lies abandoned on the ground.
D10=4:A mysterious fog descends upon the grasslands, trapping the players in a maze-like illusion. They must use their wits and skills to navigate through the fog and find the source of the illusion to break free.
D10=5:A group of children play a game, using sticks and rocks as their toys.
D10=6:A child's lost toy lies abandoned in the grass.
D10=7:The smell of baked bread wafts by, incongruous with the open terrain.
D10=8:A glimmering rainbow arches across the sky.
D10=9:A party of four armed men appear and demand that the players give them 10 GP.
D10=10:A hidden brook babbles softly, concealed by thick undergrowth.
d100 = 55
D10=1:As you pass through a field of tall grass, you feel something brush against your leg. You look down and see a cute baby owlbear following you, looking for a new home.
D10=2:A group of men and women are celebrating the harvest with a party. The party is loud and they are singing and dancing. The party is across the river and across the road and behind a hill.
D10=3:A dwarven prospector named Grunthor believes there's a gold vein hidden somewhere in the grasslands but needs help fighting off territorial monsters to reach it.
D10=4:The faint sound of a flute carries on the wind, but its source is unseen.
D10=5:A lost and weathered scarf lays entangled in a bush.
D10=6:A squirrel bard named "Nut-alie Uzki" who narrates the players’ deeds in an overly heroic and bombastic tone at a speed the players might find hilariously overwhelming.
D10=7:A group of 1d4+2 goblins are gathering berries and mushrooms in the area. They are not too concerned about being attacked by adventurers because they know the nearby tribe of orcs will protect them if anything happens...
D10=8:A glimmering pond reflects the sky, dotted with lily pads.
D10=9:A group of 1d6 centaurs are headed to a nearby centaur camp. They are bringing back captured humans and elves as slaves.
D10=10:A rusted plow lies abandoned, half-buried in the earth.
d100 = 56
D10=1:A cluster of morning glories bloom at daybreak.
D10=2:A group of 2d6 wolves are running towards the players. They are running at full speed. The wolves are being chased by a group of 2d6 men on horseback. The men on horseback are armed with swords and bows.
D10=3:As the players rest for the night, they are visited by a wise old owl who tells them about an ancient prophecy that foretells of a legendary sword hidden deep within a nearby castle. The players must brave the dangers of the castle and retrieve the sword to fulfill the prophecy.
D10=4:A group of peaceful and nomadic centaurs invites the players to join them for a feast and a night of storytelling. The centaurs share their stories and wisdom, which could provide valuable information for the players' quest.
D10=5:The scent of blooming flowers fills the air, carried by a gentle breeze.
D10=6:The distant tolling of a bell reaches your ears.
D10=7:You find a simple but well-crafted wooden toy boat.
D10=8:A discarded horseshoe lies half-buried in the grass.
D10=9:Two old men, both wearing cloaks and hoods, sit on rocks and stare at the sky for hours at a time. If disturbed, they will tell players that they are waiting for a dragon to pass overhead so they can kill it and take its scales back to their village.
D10=10:A blooming honeysuckle vine perfumes the air around you.
d100 = 57
D10=1:A field of wheat, golden and ripe, sways in the wind.
D10=2:A curious badger pops its head from its burrow, sniffing the air.
D10=3:Two old men, both wearing cloaks and hoods, sit on rocks and stare at the sky for hours at a time. If disturbed, they will tell players that they are waiting for a dragon to pass overhead so they can kill it and take its scales back to their village.
D10=4:Players see a group of 2d6+2 gnolls. They are hunting for food.
D10=5:A squirrel chatters angrily at you from a tree branch.
D10=6:The earthy smell of freshly turned soil is prevalent.
D10=7:A butterfly garden attracts an array of vibrant insects.
D10=8:The party stumbles upon a pack of displacer beasts who have been terrorizing the local wildlife. The beasts are fierce and their shifting abilities make them difficult to defeat.
D10=10:A pack of blink dogs crosses paths with the players. Will the players see them as a threat or a potential ally?
d100 = 58
D10=1:A group of 1d10+5 goblins on horseback gallop past, their leader carrying an orc skull on a pike. They are members of a tribe of goblins who are at war with the orcs.
D10=2:The buzz of cicadas rings through the grassland.
D10=3:A farmer is walking with his dog to check on his pigs.
D10=4:A broken cart lies abandoned by the road, its contents scattered around.
D10=5:A patch of tall sunflowers grazes the sky with their cheerful heads.
D10=6:A weathered and faded signpost points in several directions.
D10=7:A small pond reflects the sky like a mirror.
D10=8:A picturesque stone bridge crosses a small stream.
D10=9:A giant talking turtle appears out of a nearby lake and challenges one of the players to a race. If they win, they are granted a wish.
D10=10:A collection of smooth, flat stones perfect for skipping across a pond.
d100 = 59
D10=1:A shiny beetle scuttles across the ground.
D10=2:A group of 3d12 men are standing around a small campfire. They are singing a drinking song. If anyone approaches them, they will challenge them to a drinking contest. If the players accept, they will have to drink three rounds of the strongest drink the men have on them. They will notice if the players try to pass off water as alcohol. If players accept and win, they will get three pieces of information about the local area and the people in it. If players lose, they will have to pay the men 10 gold pieces each for the information and will be publicly shamed by them.
D10=3:The faint smell of a distant campfire reaches your nostrils.
D10=4:A small, peaceful cemetery with weathered gravestones lies forgotten in the tall grass.
D10=5:A patch of tall sunflowers grazes the sky with their cheerful heads.
D10=6:The players stumble upon a friendly giant who is trying to befriend a herd of unicorns. However, the unicorns are skittish and keep running away. The giant asks the players to help him prove his peaceful intentions to the unicorns by retrieving a rare flower that only grows on the highest peak in the grasslands.
D10=7:A group of pixies appear before the players, asking for help in defeating a group of evil fey who have been terrorizing their forest home. The fey have kidnapped the pixies' leader, the Fairy Queen, and the players must navigate through a treacherous enchanted forest to rescue her.
D10=8:The bones of a long-dead animal lie bleaching in the sun.
D10=9:A few scattered stones indicate a long-forgotten fire pit.
D10=10:A wagon train rumbles along a distant road.
d100 = 60
D10=1:The Bird of Prey: An eagle swoops down and attacks one of the players. It carries him up into the air, then drops him to his death.
D10=2:The hauntings of long-dead soldiers plague the grassland by night, causing terror for all travelers. Uniting their skills, the party must perform a respectful burial ritual to lay these restless spirits to rest.
D10=3:A man named Caleb is trying to catch a horse that has escaped from his herd. The horse is being chased by a pack of wolves. The wolves are being led by a giant wolf named Fang.
D10=4:A lone heron stands in a pond, still and silent.
D10=5:The mundane chirping of crickets is occasionally interrupted by a distant owl’s hoot.
D10=6:You spot a rabbit's burrow, expertly camouflaged amidst the undergrowth.
D10=7:Players come across a peaceful druid grove, filled with towering trees and magical creatures. The druids warn the players to be careful, as dark forces have been encroaching on their sacred land.
D10=8:The faint smell of wood smoke drifts through the air.
D10=9:A pair of nesting swallows dart playfully through the air.
D10=10:A mysterious illness is spreading among the wildlife, affecting everything from birds to large game. A local healer asks the party to find a rare herb in a dangerous part of the grassland, requiring protection from aggressive predators.
d100 = 61
D10=1:The party encounters a battlemage named Talon who needs assistance in slaying a rogue wizard who fled into the grasslands after causing havoc in a nearby town.
D10=2:A mysterious figure offers the players a map to a hidden treasure in exchange for an artifact found in a nearby tomb. However, the tomb is guarded by 2d4 deadly traps.
D10=3:A family of squirrels dashes from tree to tree.
D10=4:A chorus of crickets provides a natural soundtrack to your journey.
D10=5:A group of traveling merchants are selling expensive jewelry, but the jewelry turns out to be made of brass and not gold as they claim. They can be shamed into giving their jewelry at a discount.
D10=6:The players come across a group of traveling bards who have lost their main singer. They ask the players to help them find a new singer before their next performance. The players must audition candidates and choose the most talented singer.
D10=7:A hawk soars gracefully above, scanning the ground for prey.
D10=8:A cloaked figure named Seraphina appears, warning the party of an impending invasion by a horde of goblins. She’s a spy and has vital information that could help in defending the nearby fortified town.
D10=9:A flock of geese honks overhead, flying in a perfect "V" formation.
D10=10:A pack of wolves begins to follow the party, seemingly curious about their presence. But as the party continues on, the wolves become more aggressive.
d100 = 62
D10=1:A cluster of mushrooms grows in a moist, shaded area.
D10=2:A group of men dressed in dusty traveling clothes walk along the road ahead of the party. Two of the men are arguing about something, and the other two men look tired and hungry. If players approach them, they will ask for food and water, which they'll accept gratefully after the argument stops. These men are on their way to a nearby town to seek out work.
D10=3:A group of halfling merchants, wearing colorful and eccentric clothing, approach the players and offer to sell them rare and exotic items from far-off lands. However, they are being followed by a group of bandits who are looking to steal their valuable goods. The players can choose to help the halflings defend themselves or try to strike a deal with the bandits.
D10=4:As night falls, the party finds a wailing banshee whose lament can deafen and kill. To appease her, they must find and return her lost locket, each clue requiring astuteness, bravery, or finesse.
D10=5:The players encounter a group of farmers trying to protect their crops from a swarm of locusts. If the players help them, they may find a rare magical plant growing in the field.
D10=6:You find an old boot, weathered and covered in moss.
D10=7:Two men are standing near a wagon. They are arguing about a third man, who is drunk and passed out in the wagon.
D10=8:The scent of blooming wildflowers fills the air.
D10=9:A dragonfly alights on a blade of grass, its wings iridescent in the sun.
D10=10:The distant call of a hunting horn echoes.
d100 = 63
D10=1:A weathered sign advertises a long-forgotten inn.
D10=2:The players stumble upon a group of druids performing a ritual to call upon the spirit of the land. However, something goes wrong and the spirit becomes corrupted, causing chaos and destruction in the grasslands. The players must figure out how to purify the spirit and restore balance to the land.
D10=3:A deer trail leads through the tall grass.
D10=4:The distant call of a horn sounds.
D10=5:As you're walking through the grasslands, you come across a giant talking snail. It offers to give you a ride on its back for a small fee.
D10=6:A solitary gravestone stands, weathered by time.
D10=7:A man is lying on the ground dead. If players investigate, they find a gold coin in his hand. If they try to pick up the coin, it will transform into a giant spider which will attack the players.
D10=8:Two men are arguing about a woman named Delilah. They are both in love with her and are jealous of each other. One of them will try to convince players to side with him against the other one.
D10=9:The shadow of a passing cloud cools the air.
D10=10:A colorful kite is tangled in the branches of a tree, torn and weathered.
d100 = 64
D10=1:A group of children fly kites on a breezy hilltop.
D10=2:A distant mountain range rises majestically against the horizon.
D10=3:A scattered pile of bones indicates the site of a predator's meal.
D10=4:A playful otter splashes in a nearby stream.
D10=5:A group of nomadic centaurs invite the players to join in their hunt for a monstrous beast that has been terrorizing their herd. The players can either help the centaurs or take advantage of their offer to distract them and steal from their camp.
D10=6:The distant barking of a dog carries across the open plain.
D10=7:The distant sound of a town crier reaches your ears.
D10=8:Farmer Bob is missing. He has been kidnapped by hill orcs. His wife is distraught and offers a reward to anyone who finds him.
D10=9:You notice a fox peeking out from a hollow log.
D10=10:A group of bandits are attacking a group of merchants. The merchants are offering a reward for any help they can get. If the players help, they will get the reward. If they attack the bandits, the bandits will fight back fiercely.
d100 = 65
D10=1:A pair of riders passes by, their horses trotting steadily.
D10=2:A discarded length of rope lies coiled near a bush, aged but still usable.
D10=3:You notice a fox peeking out from a hollow log.
D10=4:The players can see a storm cloud approaching from afar. The storms are rare in this area but they are quite dangerous.
D10=5:Suddenly, a group of giant praying mantises descends upon the party's campsite. The mantises are hungry and not afraid to attack.
D10=6:A gentle hill offers a perfect vantage point to survey the sprawling grassland.
D10=7:A giant bird of prey swoops down and steals one of the players' belongings. The players must find a way to retrieve their item from the bird's nest, which is located on a dangerous cliffside.
D10=8:In the distance, you see a massive creature grazing in a field. It's a mighty golem, created by a powerful wizard to guard their tower. Will you try to sneak past or face the golem in battle?
D10=9:A circle of mushrooms suggests a faerie ring.
D10=10:The buzz of a bee as it moves from flower to flower fills the air with a peaceful hum.
d100 = 66
D10=1:Band of robbers. A group of 1d8 bandits are waiting for travelers to come by so they can rob them. They try to be sneaky, but they're not all that great at it, so they might get caught before they even get the chance to rob anyone.
D10=2:An eccentric gnome invites the players to his traveling circus where they can enjoy bizarre and magical performances. But the gnome may be using the circus for more sinister purposes.
D10=3:A carpenter's hammer lies in the grass, lost and forgotten.
D10=4:A sandy path winds its way through the grassland.
D10=5:A group of 3d4+3 humans are looking for a place to settle down. They are carrying various items including: sacks of grain, sacks of potatoes, sacks of flour, sacks of oats, sacks of carrots, sacks of apples, etc.
D10=6:A GROUP OF MERCENARIES are driving a herd of sheep and goats down the road. They are searching for work and will offer their services to the players if they offer a high fee. If the players hire the mercenaries, the mercenaries will steal from them, desert, and attack them in the middle of the night.
D10=7:The sporadic croak of frogs can be heard near a distant wetland.
D10=8:The Bird of Prey: A giant eagle is swooping down on the party, and then it flies away again.
D10=9:While Riding Through The Grassland...: ...a mounted patrol passes by and asks for identification from any strangers who happen to be in the area!
D10=10:A faint path, likely used by wild animals, weaves through the grass.
d100 = 67
D10=1:An ancient, magical herb has sprouted in the grassland, coveted by a nearby tribe of centaurs. They warily observe the party, demanding they either retrieve the herb for them or risk open conflict. Only through negotiation and strategy can the adventurers hope to avoid bloodshed.
D10=2:A group of dwarves is attempting to tame a wild herd of griffins. The players must either help the dwarves or find a way to safely pass through the territory without angering the griffins.
D10=3:A fox den entrance lies hidden among the rocks, fresh paw prints leading in.
D10=4:A family of rabbits hops across your path and disappears into a burrow.
D10=5:A gentle breeze rustles the tall grass, carrying the distant sound of a river.
D10=6:The sudden rustling of tall grass hints at unseen creatures.
D10=7:Encountering a "lost" Stonehenge structure that suddenly engages in a kabuki dance when the sun sets, with animated stones taking the lead.
D10=8:An enigmatic figure named Alaric invites the party to a clandestine meeting to discuss the formation of a coalition aimed at addressing a growing undead threat emerging from the plains.
D10=9:A group of men are talking about how goblins came through their village and stole their food.
D10=10:Foulbeard the Green, a half-orc mercenary swordsman, is offering 10 gold pieces if a party member will join him on a quest to kill a group of goblins. He has never killed a goblin before.
d100 = 68
D10=1:Players see a horse standing on top of a hill. When players get close, the horse jumps off the hill and lands gracefully, then gallops off.
D10=2:A set of hoof prints crisscross the area, evidence of wild horses passing through.
D10=3:The party sees a group of men walking along the road toward them. Two of them are wearing cloaks and hoods that cover their faces, and the other two are wearing cloaks and hoods that reveal their faces. They are all carrying sacks on their shoulders, and they are talking about how bad the harvest has been this year.
D10=4:A group of 3d6+3 traveling merchants are transporting a wagon of goods through the grasslands. They are lost and need help getting back to their home city.
D10=5:A beautiful unicorn approaches the party, but it is injured and in need of help. Players must determine the cause of its injury and heal it in order to earn its trust.
D10=6:The players come across a small pond, surrounded by tall grass. There are several colorful frogs and lily pads in the pond. Suddenly, a group of winged nymphs appear and invite the players to join in their frog catching game. The players must catch a specific number of frogs to win a prize - a small bag of magical pixie dust.
D10=7:The grass parts to reveal a rabbit warren entrance.
D10=8:The faint sound of a flute carries on the wind, but its source is unseen.
D10=9:A traveling merchant named Johan sets up a colorful tent in the middle of the grassland, selling rare and exotic items. However, Johan fears he’s being followed by bandits and offers the party a discount in exchange for their protection.
D10=10:A solitary barn stands alone, its red paint faded.
d100 = 69
D10=1:A lone heron stands in a pond, still and silent.
D10=2:An old, weathered fence separates the grassland from a farmer’s field.
D10=3:A lone scarecrow stands vigil, swaying slightly in the breeze.
D10=4:A curious groundhog peeks out of its burrow, sniffing the air.
D10=5:Keg of ale. A group of 1d8 dwarven bards are celebrating the anniversary of their band. They will entertain the players with a song to which a local noblewoman has requested they play. She will promise them a reward. They will be willing to give it in exchange for a keg of ale. The dwarven bards are trying to collect enough money to buy a magic potion that will allow them to summon a demon that will give them their best song ever.
D10=6:A distant river sings its constant, soothing song.
D10=7:A mysterious figure offers the players a map to a hidden treasure in exchange for an artifact found in a nearby tomb. However, the tomb is guarded by 2d4 deadly traps.
D10=8:Echoes of an ancient melody rise from a forgotten bard's burial ground, calling the restless dead. Only harmonized music and deft combat can soothe the haunting spirits.
D10=9:A group of 4d6 humans are celebrating their victory in battle. They are drinking, feasting, and telling stories of their exploits in war. If players approach they will ask them to tell their own stories of battle.
D10=10:Up ahead, the players see a small caravan. The horses are tired, and the caravan is packed with supplies. The driver of the caravan is sitting on the ground, resting. He is an older man, with gray hair and a long, gray beard. He warns players that they're in for a rough journey ahead, and offers them a ride in the back of one of the wagons. He looks tired and hungry, but he will do all he can to help them. His name is Ernie.
d100 = 70
D10=1:The branches of a lone tree are adorned with colorful birdhouses.
D10=2:A field of corn sways gently in the breeze.
D10=3:An overgrown stone archway stands as a relic of an old pathway.
D10=4:While searching for food, a group of 3d4 gnolls discover a well-hidden treasure chest full of silver coins.
D10=5:A group of 2d6 goblins are sitting around a campfire laughing and joking and drinking ale and eating meat that they have recently stolen from a nearby village.
D10=6:An old rope swing hangs from a sturdy tree branch.
D10=7:A small child runs up to the players and begs them to save his brother. He leads them to a small village in the middle of the grasslands. The village is under attack by 2d6+3 goblins.
D10=8:A sudden flash of lightning reveals a distant storm on the horizon.
D10=9:A group of friendly gnomes invites the players to join them for a game of tag. However, this is no ordinary game, and the gnomes have a few tricks up their sleeves to make it more interesting.
D10=10:A patch of clover, with a few lucky four-leaf ones hiding among them.
d100 = 71
D10=1:The cicadas' choir starts up as the sun begins to set.
D10=2:A warren of rabbit holes lies beneath your feet, the ground slightly unstable.
D10=3:A farmer is walking with his dog to check on his pigs.
D10=4:An owl hoots from its perch on a nearby tree as evening approaches.
D10=5:A pile of old leaves rustles occasionally with unseen movements beneath.
D10=6:A group of 2d6 elves are hunting. They are on the trail of a dangerous beast that has been terrorizing the area. They will ask the party for information about it.
D10=7:An adventurer from a distant land named Hiroshi has been cursed by a powerful sorceress and needs the party’s help in breaking the curse by retrieving a special artifact hidden in an ancient tomb.
D10=8:The grass here is unusually high, concealing countless small critters.
D10=9:The Bird of Prey: A giant eagle swoops down and attacks one of the players. It carries him up into the air, then drops him onto a nearby hilltop, where he is found by a nearby tribe, who nurse him back to health.
D10=10:An unusually wise cow named "Moopheus" offers sage advice about the upcoming dangers in exchange for a pat and some grass. The cow's insights are spot-on, but its cryptic moo-ssages can drive you utterly mad.
d100 = 72
D10=1:The players encounter a bard who promises to compose a song about their adventures in exchange for some interesting stories. But the bard may have a hidden agenda.
D10=2:An old man sits under a tree and asks the party if they have any food to share with an old man. If the party gives him any food, he will cast a spell on them and summon 2d6 dragons that will attack the party. The old man is actually a powerful mage who is trying to get rid of the party so he can rob a nearby tomb without any trouble.
D10=3:A distant tower comes into view.
D10=4:A group of 3d4+2 herders are herding their sheep. They are led by a group of bandits that are hiding in a nearby tree. The bandits will attack the players if they get close.
D10=5:A young boy is being chased by a pack of wolves. He is crying for help and seems to be injured. If the players save him, he reveals he is a prince from a nearby kingdom who ran away from his responsibilities and got lost in the forest. He offers a reward for their help and promises to remember their kindness when he becomes king.
D10=6:A pack of blink dogs appear, trying to hunt down a pesky cat that keeps disappearing and reappearing. The players may witness the strange but amusing chase between the two creatures.
D10=7:A gopher mound is almost tripped over in the tall grass.
D10=8:An enchanted fence that fences back. It nearly always parries and makes fun of opponents who ‘fall flat.’
D10=9:A group of musicians is playing music and singing songs near a well. The musicians are hoping to earn some money and maybe get some free drinks.
D10=10:A howling sound can be heard from up ahead. It sounds like it is coming from a hilltop. It is actually coming from a small pack of wolves that are making a kill.
d100 = 73
D10=1:You discover a patch of wild mint growing along your path.
D10=2:A man is walking with his dog toward a small orchard. The orchard has 2d10 apple trees in it and each tree has a small wooden bucket next to it filled with apples. The man and his dog are going to collect apples from the orchard.
D10=3:A dwarven prospector named Grunthor believes there's a gold vein hidden somewhere in the grasslands but needs help fighting off territorial monsters to reach it.
D10=4:A gentle rain begins to fall, creating a soothing patter.
D10=5:A group of 3d4 human rangers approach. They are looking for elves, because they have been raiding the area and stealing from the humans. If asked, they will tell the party all they know about the elves and their weaknesses and strengths.
D10=6:The sound of bees buzzing fills the air as they go about their work.
D10=7:A lone fisherman casts his line, hopeful for a catch.
D10=8:The faded remains of an old stone wall peek out from the tall grass.
D10=9:The trail passes by an abandoned mine entrance. If players enter, they will find a trapped room with a chest full of treasures (this is an old D&D module). If they decide to open it, they will be attacked by a group of kobolds who were hiding in the room (about 8 kobolds).
D10=10:A wandering minstrel follows the party, singing songs and telling stories of far-off lands. If the players are kind to him, he may reward them with a magical tune that can heal their wounds.
d100 = 74
D10=1:The players come across a group of farmers who are being terrorized by a hungry giant. The giant, a gentle and misunderstood creature, is only trying to find food for his family. The players must find a way to communicate with the giant and potentially find a more sustainable solution for both the farmers and the giant's family.
D10=2:A young woman is sat on the side of the road, sobbing quietly to herself. She's dressed in old and ragged clothes and she's covered in dirt and grime. She appears to be in her mid 20s, but she looks like she's been on the road for years. She's actually an escaped criminal who has been traveling for years to avoid capture. If players approach her, she will ask for food and water. If they help her, she will give them a gift - a small wooden figurine that looks like an owl. It could be worth money, or it could be worthless.
D10=3:You see a small campfire up ahead. As you approach, you see two men sitting around the campfire. One man is old and the other is young. The old man is telling a story about a dragon he once encountered. The young man interrupts him and says that his grandfather was telling the story wrong.
D10=4:A family of halflings offers to trade their delicious honey for some help in defending their home from a pack of giant ants.
D10=5:A group of tactical field mice running drills like a mini-military, offering witty banter and unexpected tactical advice for a possible cheese reward.
D10=6:An enchanted maze composed of tall, twisting grass appears overnight, trapping travelers. Navigating it requires overcoming illusions and physical obstacles, necessitating constant communication and teamwork.
D10=7:The sound of footsteps through the grass reaches your ears.
D10=8:The party sees a group of men who are singing and celebrating. If the party approaches, the men will tell them that they are celebrating the marriage of a couple. If the party investigates, they will find a couple that has been murdered. The men are cultists of Orcus.
D10=9:A set of wagon ruts from years past is still visible in the ground.
D10=10:The buzzing of a fly becomes a constant companion in the warm sun.
d100 = 75
D10=1:A rare bird sings a melodic tune from a hidden perch.
D10=2:A man is lying on the ground, dead. If players investigate, they find a pouch full of gold coins in his hand.
D10=3:A small wooden bridge crosses a trickling brook.
D10=4:A mysterious merchant offers the players a rare item in exchange for a favor - stealing a flower from a nearby temple guarded by druids. The catch is, if the players accept and successfully complete the task, the item disappears and the merchant is revealed to be a mischievous fae.
D10=5:The players come across an old man who is sitting on a large, red blanket. The old man says that he wants to tell a story. If the players sit on the blanket and listen, he will tell them a story about a dragonlady's vault and a dragonling who became a dragonlord. If the players don't want to sit, he will run away.
D10=6:You find a weathered sign pointing the way to a nearby hamlet.
D10=7:An old wooden fence, long neglected, marks the edge of a forgotten field.
D10=8:A farmer and his wife are arguing about their daughter's recent elopement.
D10=9:A distant train whistles, though the tracks are nowhere in sight.
D10=10:The players come across a abandoned castle in the middle of the grasslands. However, the castle is not as abandoned as it seems and is home to a powerful witch.
d100 = 76
D10=1:A group of children fly kites, the colorful shapes dancing in the air.
D10=2:A group of friendly goliaths offer to guide the players through the grasslands. However, they are being pursued by a pack of dangerous displacer beasts.
D10=3:A lonely, weather-beaten scarecrow stands forgotten in an empty field.
D10=4:The party sees a group of men with spears facing off against a pack of wolves. The wolves attack the men, who fight back with their spears.
D10=5:A goat escapes from its pen and runs through the party. Its owner will hear it and come to catch it.
D10=6:As the players set up camp for the night, they hear a loud roar in the distance. If they investigate, they will find a wounded dragon that has been abandoned by its followers and is in need of help.
D10=7:A group of 2d6 men are walking along the trail. They are armed and are on their way to the nearby city to join the army.
D10=8:A pair of owls hoot softly from a hidden perch.
D10=9:A nearby farm has been attacked by a group of goblins. The party sees a field of dead bodies and lots of blood. The party also sees a group of goblins leaving the area. The party hears a baby crying from inside the farmhouse. If the party enters the house, they find a baby in a cradle. The baby is in poor condition and looks like it needs help. The baby is not a goblin; it is the child of one of the dead farmers. The farmers left the baby in the cradle, not knowing what else to do with it.
D10=10:A group of drunken men are arguing about the best way to fix a broken chair. They will ask players to settle the argument for them.
d100 = 77
D10=1:Peculiar Plants: A giant mushroom suddenly grows in the grassland.
D10=2:The players stumble upon a field of giant, talking mushrooms. The mushrooms are having a heated argument and ask the players to settle their dispute. However, the players soon realize that the mushrooms have their own hidden agenda.
D10=3:The ground beneath your feet trembles slightly as a distant earthquake rumbles.
D10=4:A weathered and faded signpost points in several directions.
D10=5:A group of friendly centaurs invite the players to join in on their celebration and feast. But as the night goes on, the players start to realize that the centaurs may have an ulterior motive for inviting them.
D10=6:A solitary rock stands in the middle of an otherwise empty field.
D10=7:A roadside shrine, with offerings of flowers and coins.
D10=8:Three men are sitting along the road, their backs resting against a large boulder. They look as if they've been traveling for days and are tired and hungry. The men are dressed in leather armor and carry swords. They are on their way to a nearby town to seek out work as guardsmen.
D10=9:A wandering priestess is looking for a lost lamb. The lost lamb is actually a small dragon, lost and alone. The priestess is old and frail, but she is kind and wise. She is on her way to meet with the other priests of her church to discuss what to do in the war against the orcs. She will ask players to help her find the lamb.
D10=10:A traveling merchant named Johan sets up a colorful tent in the middle of the grassland, selling rare and exotic items. However, Johan fears he’s being followed by bandits and offers the party a discount in exchange for their protection.
d100 = 78
D10=1:The party comes across an area where a group of peasants are trying to dig up a chest that is stuck in the ground. If the peasants are approached then they will quickly hide the chest and pretend to be picking berries. If players ask then they will tell them that they are picking berries but that it is dangerous out here because of all the goblins around here. The peasants were actually digging up a chest full of treasure belonging to a nearby tribe of goblins. The gems and gold inside were being divided among the peasants by a corrupt bureaucrat named Balack Skullcrusher. He will be furious if he finds out that anyone has discovered his treasure. He will try to kill the party and force them to become slaves.
D10=2:The smell of freshly baked bread wafts from a distant farmhouse.
D10=3:A group of friendly merfolk appears on the shore of a large lake. They invite the players to join them for a feast, but first, they must complete a dangerous task - retrieving a sacred pearl from the bottom of the lake, guarded by a giant water serpent.
D10=4:They meet a nomadic healer named Meryn, who travels the plains to tend to the sick. Recently, she’s noticed an increase in strange diseases and needs help finding the cause, which she thinks may be an ancient curse.
D10=5:The party comes across a mysterious druid, who challenges them to a game of riddles. Can they outsmart the druid and win a valuable prize?
D10=6:An old man is sitting along the road, his back resting against a large boulder. He looks hungry and tired. If players approach him, he tells them that he is on his way to a nearby town to seek out work as a blacksmith. His name is Steven.
D10=7:A solitary ranger is tracking a large beast that has been terrorizing the nearby villages. He is hesitant to accept help, but if the players are persuasive, he may allow them to accompany him and join in the hunt.
D10=8:A herd of magic-resistant beasts stampedes across the plains, driven by a dire wolf pack. Unifying their might to corral or redirect the herd while handling the wolves is vital for the party.
D10=9:A rabbit scampers across your path and disappears into the tall grass.
D10=10:A child's lost toy lies abandoned in the grass.
d100 = 79
D10=1:A cloaked ranger named Kael needs help hunting down a large beast that has been terrorizing local game herds, disrupting the natural balance of the region. Kael is also tracking a rival hunter who uses dark magic.
D10=2:As the party rests for the night, they hear a haunting melody in the distance. If they follow the sound, they may come across a mystical nymph who offers to grant them a wish in exchange for a favor.
D10=3:You spot a rabbit's burrow, expertly camouflaged amidst the undergrowth.
D10=4:A faded trail, almost completely reclaimed by nature, suggests a path once traveled often.
D10=5:Lightning bugs flash in the evening air.
D10=6:The trail cuts through a patch of tall, whispering reeds.
D10=7:A narrow footpath winds its way through the tall grass.
D10=8:The party comes across a strange, glowing flower. If they touch it, they are transported to a different part of the grasslands. They must find their way back to their original location before nightfall.
D10=9:The players come across a mysterious tower made entirely of glass. Inside, they find a group of 2d6 sorcerers experimenting with powerful magic. They might offer to teach the players some new spells or ask for their help in an experiment.
D10=10:A stream's gentle flow is momentarily interrupted by a set of stepping stones.
d100 = 80
D10=1:A group of friendly centaurs invite the party to a feast in their village. But during the feast, the party discovers that the centaurs have been cursed and need the party's help to break it.
D10=2:Equestrian race. A group of 1d4 horse-riders are riding their horses through the grasslands. They are riding across the grasslands to get to the next village where there will be an equestrian race held on the next day, so these horse-riders are practicing their skills. One horse-rider will be betting on another horse-rider getting first place in the race, so he might give a ride to some of the players if they ask him politely and perhaps even especially if they offer him some money as a wager on his horse getting first place in this race he's competing in.
D10=3:A cart laden with hay trundles down a gravel path.
D10=4:A small man wearing dark robes is sitting under a tree. He appears to be studying something. As the party passes, he looks up and says, 'I have found the answer.' He will then go back to studying whatever it is he's studying. If players approach, he will say, 'I've found it! I've found it! Ha ha ha! I've found it!' He seems to be talking to himself. He will then go back to studying whatever it is he's studying.
D10=5:A flock of sheep grazes peacefully, their shepherd dozing nearby.
D10=6:A single old man. He is a retired bard. He has no teeth and wears no shoes. He asks for food and money. He is a con artist. If players give him money, he will vanish. If players give him food, he will sing for them. He is not a good bard, but he is a good con artist.
D10=7:They come across an inquisitor named Thalor who is investigating rumors of a cult summoning dark entities within the grasslands, posing a threat to nearby settlements.
D10=8:Three old men are sitting together talking about how much they miss young people. If anyone asks them what they are talking about, they will say that they were talking about how much they miss young people.
D10=9:Party sees a group of halflings racing each other. If the party approaches, they will challenge them to a race. If the party wins, they will get a bag of 2d6+5 gold. If they lose, they must pay the halflings 5 gold.
D10=10:A wandering philosopher named "Grass-hole Socrates," questioning adventurers about the nature of existence and serving quite a few brain teasers.
d100 = 81
D10=1:The players come across a group of friendly giants who have been exiled from their homeland. They offer to join the party and help them on their journey.
D10=2:A quarantined section of the grassland, plagued by a runaway elemental, isolates essential trade routes. The adventurers must restore order, balancing diplomacy with elemental magic.
D10=3:You come across a grove of trees providing welcome shade.
D10=4:The players hear the sound of metal on metal. It sounds like it is coming from an area of flat ground in front of them. They can see a group of 5d4+5 goblins with an orc warlord preparing for battle with an unknown group of enemies moving toward them from a distance. This is not an orc vs orc fight. It is an orc vs some other monsters fight.
D10=5:A hawk soars gracefully above, scanning the ground for prey.
D10=6:A pair of nesting swallows dart playfully through the air.
D10=7:The scent of fresh rain fills the air.
D10=8:A small group of men are in the process of burying a dead friend/family member. They will walk away quietly if the players do not bother them.
D10=9:A small rodent scurries across the path in front of the party. The party hears a small rodent scurrying across the path in front of them.
D10=10:A group of children are dancing around in a field with swords made of sticks, playing at being soldiers and orcs and goblins fighting each other. They will approach the players and ask them to join in their game.
d100 = 82
D10=1:A distant figure waves to you before disappearing over the next ridge.
D10=2:A group of 2d6 men and women in bright red cloaks and bright red hats ride by on horseback, singing loudly and celebrating. They will not stop to talk.
D10=3:A group of dwarves is attempting to tame a wild herd of griffins. The players must either help the dwarves or find a way to safely pass through the territory without angering the griffins.
D10=4:A raven caws loudly, flying away as you come closer.
D10=5:A merchant convoy is moving along the road. It consists of 5 wagons. Each wagon is full of goods. The wagons are guarded by 1d10+5 mercenaries. The mercenaries are armed with shields and spears. They seem annoyed to be on the road.
D10=6:You find a small grove of fruit trees in the middle of the grassland.
D10=7:A group of drunken men are arguing about the best way to fix a broken chair. They will ask players to settle the argument for them.
D10=8:A man and a woman are in the middle of a fight. The man is shouting at the woman, 'Where were you last night?' She throws her hands in the air and shouts back, 'I was on a mission for the Temple of the Moon, you pompous ass!' The man storms off, and the woman says, 'Thank you for saving me from that jerk! I'm Maryan, and that was my husband Davey!' Maryan is a cleric of Phobos who was sent on a mission that brought her here. She will join the party if asked.
D10=9:A group of butterflies clusters around a blooming bush.
D10=10:An old wooden signpost lies half-buried in the grass.
d100 = 83
D10=1:A traveling circus sets up camp in the grassland. The players can either enjoy the entertainment and games or uncover the circus' dark side.
D10=2:An ancient milestone marks a long-forgotten route.
D10=3:Three men are sitting along the road, their backs resting against a large boulder. They look as if they've been traveling for days and are tired and hungry. The men are dressed in leather armor and carry swords. They are on their way to a nearby town to seek out work as guardsmen.
D10=4:The party comes across a group of four farmers who are digging pits and planting seeds. They are trying to protect their fields from being eaten by roaming wildlife. The farmers will pay the players 10 GP if they help them for an hour.
D10=5:A lone kite floats high in the sky, tethered to an unseen hand.
D10=6:A truly enchanted picnic spread consisting of enchanted self-refilling sandwiches and juice that gives a minor buff but might make users float slightly off the ground.
D10=7:A troll approaches the players and asks for their help in killing a group of men who are hunting their kind for sport. He will attack the players if they refuse to help him.
D10=8:A patch of goldenrod stands tall, its yellow flowers buzzing with bees.
D10=9:A weathered fence marks the boundary of a forgotten farmstead.
D10=10:A pair of mice darting in and out of a small hole in the ground.
d100 = 84
D10=1:A timid fawn hides in the tall grass, watching cautiously.
D10=2:You find a handmade wreath hanging from a tree branch.
D10=3:A mysterious traveler named Esmeralda offers to read the party’s fortunes in exchange for help in recovering her stolen tarot cards from a bandit camp nearby.
D10=4:A distant thunderstorm rumbles, dark clouds gathering on the horizon.
D10=5:The party encounters an injured celestial being, targeted by spectral hunters. Defending and aiding the celestial in battle and healing rituals could earn them its gratitude and power.
D10=6:A Man In Black Clothes: A man in black clothes and a black cape is standing in the grassland. He is standing still and staring at a particular spot on the ground. The man doesn't respond to questions or commands. If approached, the man will vanish in a puff of smoke! If attacked, the man will teleport away!
D10=7:A pack of fey wolves, known for their mesmerizing howls, offer to guide the players through the grasslands. However, they are being pursued by a group of hunters who want to capture the wolves and tame them for their own gain. The players must protect the wolves and choose whether to reveal their true fey nature.
D10=8:A pair of mice darting in and out of a small hole in the ground.
D10=9:A group of children are playing in a nearby field. They are wearing bright colors and carrying toy weapons made of wood. If the party approaches them, they will run away laughing, but they will not be afraid of anyone in the party.
D10=10:A group of bandits is seen fighting a group of centaurs. If the centaurs are defeated, the bandits will run away.
d100 = 85
D10=1:A group of pixies appear before the players, asking for help in defeating a group of evil fey who have been terrorizing their forest home. The fey have kidnapped the pixies' leader, the Fairy Queen, and the players must navigate through a treacherous enchanted forest to rescue her.
D10=2:A farmer's scarecrow, adorned with old clothes, stands guard over a field.
D10=3:A group of halflings are driving a herd of cattle toward a nearby town. They are transporting them by horseback and will be happy to give the party a lift if they offer. The halflings will also sell them to the party, but they are not interested in trading.
D10=4:A young farmer approaches the players, seeking help in rescuing his beloved farmhand who has been kidnapped by a tribe of gnolls. He promises a generous reward if they can save his friend. The players must navigate through the grasslands to find the gnoll camp and successfully negotiate for the farmhand's release.
D10=5:A group of mercenaries is looking for work, anyone hiring? They have experience fighting orcs, goblins and other monsters, but only in packs of three or more.
D10=6:A family of rabbits hops across your path and disappears into a burrow.
D10=7:Two elderly halflings are arguing about their missing cow. They will accuse the players of stealing their cow if they see them.
D10=8:A busy anthill, with workers carrying grains of sand.
D10=9:A pack of wild dogs attacks! A pack of wild dogs attacks!
D10=10:Blacksmiths. Two blacksmiths are working on their anvils by their forge. They're working on some weapons for sale, and they're also practicing their craft so that they can become better at what they do for a living. The blacksmiths will offer their services to the players at a discounted rate since they're tired and need to have some sleep soon anyway, but if players really want something done properly, then they should go to another blacksmith who can do it for them at full price because that's just how it is sometimes in these types of situations involving blacksmiths and their living situations where players can get stuff done cheaper
d100 = 86
D10=1:A field of golden sunflowers provides a cheery sight.
D10=2:A group of peaceful satyrs play music and dance in a clearing in the grasslands. If the players join in on the festivities, they may receive a special blessing from the satyrs. But if they refuse, the satyrs may become offended and turn hostile.
D10=3:An old, weathered signpost offers faded directions to distant towns.
D10=4:A field of clover, with honeybees buzzing from flower to flower.
D10=5:An ancient, weathered sundial stands as a testament to times past.
D10=6:The party sees a group of men and women. They look like they are on their way to a wedding. They are carrying a large chest. The chest is locked with a large padlock. The padlock has a keyhole in the center of it. There's nothing inside the chest.
D10=7:A cluster of mushrooms grows in a shaded patch of soil.
D10=8:The players come across a giant sinkhole in the ground. Upon further investigation, they discover that it leads to an underground cave system filled with treasures and dangers. Will they dare to explore it?
D10=9:A gentle slope leads up to a small hillock covered in clover.
D10=10:A mother bird feeds her chicks in a nest.
d100 = 87
D10=1:A large flock of birds fly overhead. If players attack the birds, they will be attacked by 2d6+2 centaurs who ride griffons.
D10=2:A group of 3d6 goblins is hunting. They capture any prey they can. There is a 4 in 10 chance that they capture a party of adventurers. If so, their leader, a goblin shaman, will try to turn them into animals using his magic. He will do this even if the party is made up of non-humans.
D10=3:A hidden brook babbles softly, concealed by thick undergrowth.
D10=4:A wandering minstrel offers a tune for a coin.
D10=5:A playful otter splashes in a nearby stream.
D10=6:While crossing a river, you see a mysterious creature swimming in the water. It seems to be made entirely out of leaves and vines. Is it a friendly nature spirit or a dangerous foe?
D10=7:A merchant is riding along the road on his horse. He is carrying a large leather sack that is tied to his saddle. He is headed toward the city, but if the party offers him a price for whatever he is carrying, he is willing to sell it to them instead.
D10=8:The party sees a herd of goats. They are all grazing peacefully.
D10=9:The distant pounding of hooves suggests a herd is nearby.
D10=10:A traveling merchant offers to sell the players a map to a hidden treasure in the grasslands. However, the map turns out to be fake and leads them to a trap laid out by a group of thieves.
d100 = 88
D10=1:You see a deer standing in a field. It is not alarmed. As you get closer, it transforms into a bandit who attacks!
D10=2:A fallen tree creates a natural bridge.
D10=3:A hummingbird hovers near a flower, wings a blur.
D10=4:A group of men are walking across the plains, looking tired, hungry and thirsty. The men are looking for a lost horse. The horse is actually an enchanted steed that they stole from a dragon's lair while it slept.
D10=5:A gentle rain begins to fall, creating a soothing patter.
D10=6:A priestess named Elara searches for sacred stones scattered across the grasslands with ancient runes. She believes they’re needed to reopen a sealed shrine. She requests the party’s help in locating the stones.
D10=7:The hoot of an owl signals the arrival of night.
D10=8:A wild dog attacks the party. It looks like it has been wounded recently.
D10=9:A deer trail leads through the tall grass.
D10=10:The players hear a faint melody on the wind and follow it to discover a group of pixies playing instruments in a clearing. They offer to teach the players their music if they can pass a series of musical challenges.
d100 = 89
D10=1:A muddy patch sucks at your boots.
D10=2:While searching for food, a group of 3d4 gnolls discover a well-hidden treasure chest full of silver coins.
D10=3:A group of 1d6 centaurs are headed to a nearby centaur camp. They are bringing back captured humans and elves as slaves.
D10=4:A band of 3d4 tiny pasture goblins are having a heated debate about whether the grass is greener on the other side. Intrigued, they might ask the party to be impartial judges.
D10=5:A cluster of bees busily buzz around a flowering bush.
D10=6:Three mules, each with a large wooden chest lashed to its back, are traveling across the grassland. The chests are marked with the emblem of a local merchant. The player can approach the mules and ask to buy something. The merchants are peaceful and will sell players their goods at a discount. Be careful, though; the chests could be filled with gold, or they could be filled with rocks.
D10=7:You spot the tracks of a large animal, possibly a deer or elk.
D10=8:A priestess named Elara searches for sacred stones scattered across the grasslands with ancient runes. She believes they’re needed to reopen a sealed shrine. She requests the party’s help in locating the stones.
D10=9:A ray of sunlight breaks through an overcast sky, highlighting a solitary tree.
D10=10:The party comes across a dragon, but it is stuck in a large pit trap. It begs for help, claiming it was tricked by a group of gnomes and needs to be freed before they return. However, the gnomes claim the dragon stole their treasure and trapped itself. The players must decide who to believe and help.
d100 = 90
D10=1:The sun rises, casting a golden hue over the landscape.
D10=2:A sorceress named Selene believes the ruins scattered throughout the grasslands hold clues to unraveling a powerful spell. She requests the party’s help in deciphering enigmatic inscriptions.
D10=3:Out of nowhere, a huge, black bird swoops down and attacks the players. It is an eagle of some sort.
D10=4:An owl takes flight from a hidden perch in a nearby tree.
D10=5:A group of 3d4+3 men, women, and children can be seen walking away from the players, who are dressed in rags. If players approach, they will beg for food and water. If players give them anything, they will return to their village and tell the others about the kind strangers who helped them.
D10=6:The players encounter a group of friendly gnomes who have set up a carnival in the grasslands. The carnival offers a variety of games and attractions, but some of them may not be as innocent as they seem. The players must use their skills to uncover any potential scams or illusions.
D10=7:You see a group of men sitting around a campfire up ahead. They are drinking ale and are laughing and having a good time. They don't notice you at first.
D10=8:A wandering priestess is looking for a lost lamb. The lost lamb is actually a small dragon, lost and alone. The priestess is old and frail, but she is kind and wise. She is on her way to meet with the other priests of her church to discuss what to do in the war against the orcs. She will ask players to help her find the lamb.
D10=9:A group of distraught villagers led by their spokesperson, Marta, seeks the party’s help to drive out a malicious bandit gang that has been plaguing their homes and stealing their harvest.
D10=10:A herd of antelope grazes in the distance.
d100 = 91
D10=1:A trio of chipmunks chases each other playfully.
D10=2:The scent of honeysuckle is carried on the breeze.
D10=3:The buzzing of a large dragonfly passes right by your ear.
D10=4:You see a beautiful glade with a sparkling creek running through it. As you approach, you notice the water is full of glittering gold and silver fish. However, upon closer inspection, you realize they are actually tiny fey creatures made of living metal. They will pay the players in shiny trinkets if they help them protect the glade from a mischievous group of goblins who keep trying to fish in the creek.
D10=5:The presence of burrowing animals is evident by the small holes scattered around.
D10=6:A small man wearing dark robes is sitting under a tree. He appears to be studying something. As the party passes, he looks up and says, 'I have found the answer.' He will then go back to studying whatever it is he's studying. If players approach, he will say, 'I've found it! I've found it! Ha ha ha! I've found it!' He seems to be talking to himself. He will then go back to studying whatever it is he's studying.
D10=7:A group of pilgrims is making their way through the grasslands to a sacred site. They offer food and shelter to the party in exchange for their protection on the journey.
D10=8:A gentle stream is home to a family of frogs, croaking rhythmically.
D10=9:The distant cry of a coyote echoes across the plains.
D10=10:A stream babbles as it winds its way through the grassland.
d100 = 92
D10=1:Ugly goblins are running away from an ugly bugbear.
D10=2:A field of clover sways gently in the wind.
D10=3:An elven ranger named Thalindra needs help finding her missing animal companion, a giant owl that has been captured by a rival ranger who is dabbling in dark magic.
D10=4:A distant church bell tolls the hour.
D10=5:A squirrel bard named "Nut-alie Uzki" who narrates the players’ deeds in an overly heroic and bombastic tone at a speed the players might find hilariously overwhelming.
D10=6:The scent of wild roses permeates the air.
D10=7:A group of talking, intelligent animals appears before the players. They claim to be looking for their missing leader who has been captured by a group of evil goblins. The players must choose whether to help the animals or use them for their own gain.
D10=8:Two farmers are herding their sheep. One of the farmers is sick. He is hoping someone will bring him some medicine that will cure his illness.
D10=9:A family of rabbits hops through the grass, their ears twitching at every sound.
D10=10:A rusted sickle lies forgotten in the tall grass.
d100 = 93
D10=1:A fallen tree offers an impromptu bridge over a small creek.
D10=2:The hum of distant bees signifies a large hive might be nearby.
D10=3:A hidden knoll offers a rare and welcome viewpoint.
D10=4:A tortoise ambles slowly across the path, heedless of any danger.
D10=5:A spider weaves its web between tall blades of grass.
D10=6:A dilapidated barn, long abandoned, stands as a relic of days gone by.
D10=7:The players come across a group of farmers who are being terrorized by a hungry giant. The giant, a gentle and misunderstood creature, is only trying to find food for his family. The players must find a way to communicate with the giant and potentially find a more sustainable solution for both the farmers and the giant's family.
D10=8:A gentle breeze carries the scent of freshly cut grass.
D10=9:A pair of foxes playfully chase each other through the grass.
D10=10:A vibrant patch of wildflowers offers a splash of color amid the green expanse.
d100 = 94
D10=1:A tiny creek winds its way through a shallow ravine.
D10=2:A wooden signpost points the way to nearby villages.
D10=3:A group of nomadic merchants pass by, selling various trinkets, herbs, and potions. However, one of the merchants is actually a disguised witch, looking for a specific rare ingredient for her powerful spells. She may offer to buy it from the players or trade it for one of her enchanted items.
D10=4:A hawk soars gracefully above, scanning the ground for prey.
D10=5:The players come across a wounded dragon who has been caught in a trap. Will they choose to help the dragon or take advantage of its weakened state?
D10=6:A farmer's scarecrow, adorned with old clothes, stands guard over a field.
D10=7:A field of lavender sways gently in the wind, filling the air with fragrance.
D10=8:A magician's rabbit appears out of nowhere, claiming it took a wrong turn while being pulled out of a hat. Now it needs directions back to its magician.
D10=9:A family of prairie dogs pop in and out of their burrows.
D10=10:A group of giant spiders block the players' path, their webs stretched across the trail. As the players attempt to navigate through, the spiders attack with their venomous bites. Will the players be able to defeat the spiders and continue their journey?
d100 = 95
D10=1:The party encounters a custodian named Gavriel who guards a sacred grove. He needs help purging the grove of an evil spirit that has taken residence within, corrupting its sanctity.
D10=2:A mystical beast master named Kalina tracks a rare, endangered creature and needs the party’s aid to capture it safely before poachers do.
D10=3:A hawk circles high above, scanning the ground for prey.
D10=4:The party hears a distant cry for help. They find a woman being attacked by a lion. The woman is a high priestess of some sort, and she will lead the party to the Temple of the Moon.
D10=5:A small windmill creaks as its sails turn slowly in the wind.
D10=6:The party encounters a revenant named Lysander seeking vengeance on those who wronged him. He needs help in locating and bringing his betrayers to justice.
D10=7:A solitary rock stands in the middle of an otherwise empty field.
D10=8:A gentle breeze carries the scent of fresh grass and distant rain.
D10=9:A pair of squirrels sprint from tree to tree, in the few patches of forest.
D10=10:The party assists a druid in quelling a fire elemental causing havoc across the grassland. Coordinated efforts to summon and control natural forces are crucial to end the elemental’s rampage without further destruction.
d100 = 96
D10=1:Two merchants are transporting a small cage containing a small, angry dire rat. They're hoping to sell it to someone as a pet. If players approach, the merchants will offer to sell it for 2d10 copper pieces. If players buy it, they'll have a tiny, angry dire rat for however long it lasts.
D10=2:The sound of hooves can be heard in the distance. A herd of cattle is approaching. Players must flee from the herd or be trampled.
D10=3:A rusted sickle lies forgotten in the tall grass.
D10=4:A doe leads her fawn through the grassland, stopping to graze.
D10=5:A shepherd tends to his flock of sheep, humming an ancient tune.
D10=6:A group of men are sitting around a campfire, telling stories about their adventures in the region. The story includes an encounter with a band of orcs that were led by a wizard. The wizard had a magic ring that made him invisible. The ring can be found in a nearby cave if the players are interested in exploring it.
D10=7:You encounter a pack of carnivorous unicorns who have been corrupted by a dark sorcerer. They seem to be struggling with their twisted nature and may ask the players for help in breaking the curse.
D10=8:The whispering wind through a stand of willows sounds almost like voices.
D10=9:A group of nomadic merchants pass by, selling various trinkets, herbs, and potions. However, one of the merchants is actually a disguised witch, looking for a specific rare ingredient for her powerful spells. She may offer to buy it from the players or trade it for one of her enchanted items.
D10=10:The players stumble upon a group of nomadic traders, but their goods are cursed and anyone who buys from them will experience bizarre events and hallucinations.
d100 = 97
D10=1:A scarecrow in particularly ornate garb catches your eye.
D10=2:A group of 2d6 mercenaries are sitting around a campfire. They are drinking, laughing, and telling stories about their adventures. If the party approaches, they will ask them to join in on their drinking and storytelling session.
D10=3:A small pond reflects the sky like a mirror.
D10=4:A cluster of bright red mushrooms stands out against the green.
D10=5:With a sudden gust, the whispering wind carries a scent of distant rain.
D10=6:The players stumble upon a field of giant, talking mushrooms. The mushrooms are having a heated argument and ask the players to settle their dispute. However, the players soon realize that the mushrooms have their own hidden agenda.
D10=7:A group of monks are on a quest to find a rare flower that only blooms once every 100 years. If the players help them in their journey, they are granted the flower's magical healing properties.
D10=8:A small tumbleweed rolls across the plains.
D10=9:A meadow filled with giant sunflowers that look like smiling faces, offering their compliments and encouragement as the party passes through.
D10=10:A gentle stream is home to a family of frogs, croaking rhythmically.
d100 = 98
D10=1:A small, wooden bridge spans a narrow, babbling brook.
D10=2:The rhythmic clinking of a blacksmith's hammer carries faintly on the wind.
D10=3:A young sapling stands bravely amidst the tall grass.
D10=4:The remains of a feast lay scattered around a long-abandoned campsite.
D10=5:A wandering minstrel offers a tune for a coin.
D10=6:Equestrian race. A group of 1d4 horse-riders are riding their horses through the grasslands. They are riding across the grasslands to get to the next village where there will be an equestrian race held on the next day, so these horse-riders are practicing their skills. One horse-rider will be betting on another horse-rider getting first place in the race, so he might give a ride to some of the players if they ask him politely and perhaps even especially if they offer him some money as a wager on his horse getting first place in this race he's competing in.
D10=7:A family of wild turkeys struts through the grass.
D10=8:A sudden whiff of lavender drifts by, impossibly comforting in this wild place.
D10=9:A distant thunderstorm rumbles, adding drama to the otherwise peaceful scene.
D10=10:A corn maze promises fun for visitors.
d100 = 99
D10=1:An eccentric gnome invites the players to his traveling circus where they can enjoy bizarre and magical performances. But the gnome may be using the circus for more sinister purposes.
D10=2:The grass is interspersed with patches of colorful wildflowers.
D10=3:Cracks have appeared in the earth, revealing deep chasms filled with malevolent entities trying to breach the surface. Closing these rifts necessitates magical and physical prowess deployed in unified action.
D10=4:The faint smell of wood smoke drifts through the air.
D10=5:The players see a large herd of bison grazing in the distance. Suddenly, a group of hunters appears and begins to attack the bison. The players must choose whether to intervene and help the bison or side with the hunters.
D10=6:A butterfly alights on a flower, pausing before fluttering away.
D10=7:A man named Luke is walking along the road. He is carrying a large sack filled with large rocks. He is looking for someone to help him carry his rocks to the next village where he will sell them as building materials.
D10=8:A group of friendly merfolk appears on the shore of a large lake. They invite the players to join them for a feast, but first, they must complete a dangerous task - retrieving a sacred pearl from the bottom of the lake, guarded by a giant water serpent.
D10=9:A sudden rainfall freshens the air with its distinctive scent.
D10=10:A group of talking animals approach the party, seeking their help in finding a magical object that was stolen from their forest home. They offer to guide the party in return.
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 grassland: D1, D4, D6, D8.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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