A complete D&D 5e random encounter table for plains scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a plains, 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 Plains encounter table
d100 = 1
D10=1:A gentle breeze stirs a field of wheat, creating rippling waves.
D10=2:The party comes across a group of travelers seeking refuge from a nearby dragon that has been terrorizing the plains. The players must decide whether to help the travelers or confront the dragon themselves.
D10=3:Two elderly farmers are walking down a dusty dirt road with their sheep, ducks, and chickens in tow behind them...They are on their way to sell their flock at market...The farmers will tell players that they have heard that an evil wizard has kidnapped a princess and taken her to his tower which is on top of a nearby hill overlooking the village...
D10=4:The players come across a group of farmers who are struggling to defend their crops against a group of aggressive scarecrows that have come to life. The farmers offer to reward the players with a feast and a share of their harvest for helping them.
D10=5:The players come across a group of men who are training for combat. They have a small village that they have moved to this area and have set up some basic defenses against a possible attack from other humanoids. They are training for possible attacks from hill giant raiding parties. They welcome new recruits for this training, but will not help them in any way.
D10=6:A cloud passes overhead, casting a brief shadow.
D10=7:The players stumble upon a clearing where a group of centaurs is having a heated argument. They must mediate the situation and find a peaceful solution before the argument turns into a full-blown battle.
D10=8:You come across a group of farmers who are being attacked by giant ants. They are desperately trying to protect their crops, but the ants are too strong. Will you help them or let the ants have their feast?
D10=9:A solitary wolf's howl echoes in the distance.
D10=10:A dwarf named Gimble has set up an obstacle course in the plains. Players must navigate through it without triggering laugh-inducing traps. Successful completion offers a temporary boost to their agility.
d100 = 2
D10=1:The distant sound of a cowbell reaches your ears.
D10=2:The party passes by a disused tower. Something inside has survived the ages and has just been awakened by a group of cultists. It will attack any living thing it finds within reach for as long as it can sustain itself.
D10=3:A strange man with a cart full of various potions and elixirs offers to trade with the players. Some of his concoctions have strange effects, such as giving the players temporary wings or turning them invisible.
D10=4:A group of three men and a woman are walking down the road. They are talking about the latest news from the nearby town. The men tell the players that they have heard that an evil wizard has kidnapped a princess and taken her to his tower which is on top of a nearby hill overlooking the village...
D10=5:A goat bleats from a nearby field.
D10=6:The party comes across a group of migrating elephants and their caretakers. The caretakers are in need of assistance as one of the elephants has fallen ill and they must find a rare herb to cure it.
D10=7:The players come upon an ancient stone circle with strange symbols. If they decipher the symbols and perform the correct ritual, they will gain a useful magical boon.
D10=8:A gentle mist hangs in the air, giving the landscape an ethereal quality.
D10=9:A tribe of 2d10 hobgoblins camps near a bubbling spring. This spring is the center of an age-old prophecy about a time when the plains would be covered in a golden harvest.
D10=10:You come across a group of farmers who are being attacked by giant ants. They are desperately trying to protect their crops, but the ants are too strong. Will you help them or let the ants have their feast?
d100 = 3
D10=1:A family of deer graze quietly under a solitary tree.
D10=2:A small camp of mercenaries are sitting around a fire, drinking. They will invite players to join them in their drinking. If players do, they will notice that the mercenaries are bored and want something to do. They will ask the players if they want to play a game of cards. If players accept, the mercenaries will reveal that they are actually thieves who need some money and are trying to find an easy target.
D10=3:You see a single tree standing alone in the distance. As you get closer, you realize that it is a mystical tree that grants one wish to those who answer its riddle correctly. But be warned, there are dangerous consequences for those who fail.
D10=4:A scarecrow with a wide-brimmed hat looks out over the fields.
D10=5:The party meets a talking goat who claims to be a cursed prince. If the party can break the curse, the goat will reward them with his hidden treasure. But if they fail, they will be cursed as well.
D10=6:A group of 2d4+4 half-giants are hunting for deer. They are trying to kill one for dinner.
D10=7:As the party rests for the night, they realize that they are sharing their campsite with a group of friendly treants who offer them protection and tell them ancient stories about the plains.
D10=8:A small band of goblins are smoking their pipes in an abandoned village. They are the only survivors of an attack by local humanoids. They will try to lay waste the village if the PCs do not help them.
D10=9:A pair of squirrels chase each other up a tree.
D10=10:A group of farmers are bringing in their harvest. They ask the players if they are interested in purchasing any of their harvest.
d100 = 4
D10=1:A butterfly flits by, landing briefly on a flower.
D10=2:Players come across a group of farmers who have been working in the fields for weeks. They look tired and haggard, but still very happy. They are on their way home after a day's work. They are walking slowly and singing. The farmers are on their way to the city, because they want to see the king.
D10=3:A fallen tree blocks the road, making it impossible for the party to pass. If the players can work together to clear the tree, they may come across a hidden underground tunnel that leads to a treasure room. However, if the players fail to clear the tree, they may attract the attention of a nearby group of angry earth elementals.
D10=4:A distant shepherd's whistle pierces the quiet.
D10=5:The sound of rushing water can be heard ahead. When players approach they will see two farmers fishing in the river. They will tell the players that they've been catching nothing all day, but they're determined to keep trying.
D10=6:A group of nomadic traders approaches the players, offering unique and exotic goods from faraway lands. However, upon inspection, the goods are revealed to be fake and the traders are actually con artists.
D10=7:The party is approached by a group of pixies who beg them to help them save their queen who has been captured by a nearby ogre. They offer to aid the party in their quest.
D10=8:A pair of squirrels chase each other up a tree.
D10=9:A river crossing reveals 1d4 water weirds controlling the current. These elementals are linked to a buried temple beneath the riverbed.
D10=10:A group of friendly giants are being attacked by a group of evil adventurers who are stealing their livestock. The giants ask for the party's help to stop the thieves and protect their home.
d100 = 5
D10=1:The party comes across a group of 2d4+4 men who are wearing suits of armor and carrying shields and swords. They are traveling along together as a group, but they do not look like they would be good fighters. They are part of a group of knights who protect a nearby village from bandits and monsters.
D10=2:A wildflower meadow stretches out in a riot of color.
D10=3:You hear the sound of a lute being played in the distance. As you get closer, you see a group of bards having a jam session in a field. They invite the players to join in and share songs and stories of their adventures.
D10=4:A pair of children fish in a nearby stream, giggling and chatting.
D10=5:A lone figure mends a fishing net beside a small pond.
D10=6:A pair of doves coo softly from a nearby tree.
D10=7:A man is standing in the middle of the road with his arms out. He is trying to get people to pay attention to him. He is wearing a cloak that is covered in red paint. He is hoping that people will pay him for information about a local murder case.
D10=8:A group of nomads have set up camp in a nearby field. They are willing to trade for supplies or information about the surrounding area.
D10=9:A group of ogres are seen chasing a group of halflings. If players intervene and help the halflings, they will be rewarded with a feast at the nearby halfling village.
D10=10:The smell of roasting meat wafts from a roadside campfire.
d100 = 6
D10=1:A group of travelers set up a small picnic by the roadside.
D10=2:A lone knight in shining armor is sitting on a rock, looking dejected. He reveals that he was cursed by a witch and turned into a statue, and now he needs the party's help to break the spell.
D10=3:A friendly farmer offers a jug of fresh lemonade.
D10=4:A group of faeries are having a grand feast in a clearing. They invite the players to join them, but if any player tries to take any food or drink, the faeries will become hostile.
D10=5:A group of about a dozen men on horses approach and demand to know the players' business in their territory. They are legendary Old West bounty hunters, and they want to know who the players are and what they're doing.
D10=6:The sound of frogs croaking comes from a nearby pond.
D10=7:A pair of squirrels chase each other up a tree.
D10=8:The ground is dotted with patches of clover.
D10=9:The party sees a beautiful rainbow in the sky. As they follow it to its end, they discover a pot of gold guarded by a mischievous leprechaun who challenges them to a game of riddles.
D10=10:A cowbell rings gently as a herd of cattle move slowly by.
d100 = 7
D10=1:Bees buzz around a patch of lavender, hard at work.
D10=2:Players encounter several farmers who are praying for good harvest weather...
D10=3:The ground trembles as a herd of 3d6 aurochs stampedes across the plains. Among them run 1d6 werewolves who have become part of the herd, shunned by both their human and wolf kin.
D10=4:The party is ambushed by 1d4 jester ghosts who challenge them to a game of charades. Winners receive a magical item wrapped in enchanted ribbons.
D10=5:A group of three men and a woman are walking down the road. They are talking about the latest news from the nearby town. The men tell the players that they have heard that an evil wizard has kidnapped a princess and taken her to his tower which is on top of a nearby hill overlooking the village.
D10=6:The party is approached by a group of mages who are in the midst of a heated magical duel. The mages need the party's help to end the duel, which has been going on for days and causing destruction to the surrounding area. The players must use their problem-solving skills to find a peaceful resolution.
D10=7:Players encounter a party of three halfling merchants on the road who do not stop arguing for even a moment.
D10=8:The party is approached by a man in a robe. He says his name is Alfred and that he has been elected mayor of Hilltop. He says he is looking for his cousin, Alfred II, who left the town years ago and never returned. He says he has been worried about his cousin because he had been receiving strange, coded letters from him for years. He says if you find his cousin, you will be rewarded handsomely.
D10=9:A strange mist covers the plains, making it difficult for the players to see. Suddenly, they hear a loud roar and realize they are being hunted by a giant, blind dragon. The players must find a way to defeat the dragon without being seen.
D10=10:A large snowstorm has trapped a group of 3d6 merchants in their wagon for two days now without any food or water or fuel for their firebox or warm clothing or anything else... They will be thrilled to make contact with any strangers who can help them get out of this situation...
d100 = 8
D10=1:A group of villagers gather for an impromptu game of soccer.
D10=2:The party comes across a group of 2d6 merchants who are traveling to a nearby city to sell their goods. The merchants will offer the party leather armor and some silver coins for the players help.
D10=3:The players stumble upon a field of talking scarecrows who have come to life and are demanding to be given a purpose. Will the players help them find a new home and purpose or destroy them?
D10=4:The players come across a group of men who are hunting a deer. If the players help, they will be rewarded with one luckstone each.
D10=5:A party of bison meander across the road, forcing the players to dodge out of the way.
D10=6:A pack of displacer beasts attacks the party, but they soon realize that the beasts are being controlled by a powerful druid who seeks revenge on the nearby village for destroying his sanctuary. The party must stop the druid and save the village.
D10=7:A powerful sorcerer is seen roaming the plains, controlling the weather around them. The players must decide whether to confront the sorcerer or seek a way to stop their powers from causing any harm to the surrounding areas.
D10=8:A group of nomadic traders approaches the players, offering unique and exotic goods from faraway lands. However, upon inspection, the goods are revealed to be fake and the traders are actually con artists.
D10=9:The wind carries the eerie calls of 1d6 banshees. They are the spirits of once-powerful witches who fought a great war upon these plains centuries ago.
D10=10:A patch of clover offers a possible four-leafed lucky charm.
d100 = 9
D10=1:The players come across a beautiful fountain in the middle of the plains. The water is crystal clear and appears to have healing properties. However, upon drinking from it, the players will experience strange and vivid dreams.
D10=2:A rabbit darts across the path and disappears into a burrow.
D10=3:Following a trail of broken statues, the players find 3d6 petrified adventurers and a medusa who once served as a high priestess in a long-fallen cult.
D10=4:A mysterious traveler approaches the party and offers them a map to a hidden dungeon filled with treasure, but warns them of the dangers that lie within.
D10=5:While camping for the night, the party is visited by a friendly unicorn who is drawn to their campfire. The unicorn may offer them a quest or valuable information in exchange for a favor or an offering.
D10=6:A patch of wild mint fills the air with its fresh scent.
D10=7:A bird sings a beautiful melody from a nearby perch.
D10=8:The party encounters a group of friendly centaurs who are being pursued by a deadly chimera. They ask the party for assistance and in return, they offer to guide them to a hidden grove filled with magical herbs and plants.
D10=9:The party suddenly finds themselves surrounded by a swarm of angry bees. The bees are actually the guardians of a hidden treasure and must be appeased or defeated in order for the party to reach the treasure.
D10=10:A group of travelers are relaxing by a peaceful pond, when suddenly a giant frog emerges from the water and starts swallowing them whole. The players must act quickly to save the travelers and defeat the monstrous frog.
d100 = 10
D10=1:The party comes across a group of 2d6 merchants who are traveling to a nearby city to sell their goods. The merchants will offer the party leather armor and some silver coins for the players help.
D10=2:The party sees a group of 1d20+10 halfling men who are on a pilgrimage to a nearby halfling shrine. If the party asks, they'll say that they're on the way to pay their respects to their patron god, who is halfling.
D10=3:A group of 1d4+4 children are playing in this area. They are using sticks as swords and running around in circles, pretending to be knights fighting dragons or something like that.
D10=4:As the sun begins to set, a herd of wild unicorns appears on the horizon. One of them approaches the party and gently nuzzles them before galloping away.
D10=5:Ghost Town: The party finds a small town that has been overgrown. The only remains are foundations, old stone walls, and traces of old stone roads. There are no remains of a large diameter trees or large stones. The ground is uncovered gravel and soil. Soil is not rich for growing. A plant called Devil's Hand is growing by the old road (DC 13 to identify). Two other plants that can be identified with DC 10 are found here. They are: Thornapple (DC 14 to identify) and Stag's Horn (DC 12 to identify)
D10=6:A pair of children search for hidden treasures along the roadside.
D10=7:An old farmer waves as you pass by, offering a mug of fresh milk.
D10=8:The party comes across a field of wildflowers with a beautiful unicorn grazing peacefully. However, upon closer inspection, the unicorn appears to have an infection on its leg, causing it pain and preventing it from moving. If the players can successfully heal the unicorn, it will offer them its horn as a reward, which can be sold for a high price in the city. But if the players fail, the unicorn may become hostile and attack them.
D10=9:A line of people are waiting their turns to have their animals branded by the rancher.
D10=10:A lone shepherd sits atop a hill, playing a mournful tune on his flute. As the players approach, he tells them the story of how his music has the power to tame even the most ferocious creatures. He then offers to lead the players to a nearby herd of stampeding unicorns, with the promise of rewards if they can successfully tame one with his music.
d100 = 11
D10=1:A passing flock of griffons accidentally drops a package while flying overhead. The package contains a map that leads to a hidden treasure deep in the plains. The players must navigate through a series of challenges and dangers to find the treasure.
D10=2:A young boy is sitting on a hill, staring up at the sky. He seems very sad and lost. When approached, he reveals that he is an orphan and has been searching for a family to call his own.
D10=3:The party stumbles upon a small village of halflings who are celebrating a holiday. They invite the players to join in the festivities, which include feasting, drinking, and storytelling. However, as the night goes on, the villagers begin to act strangely and the players soon realize they are actually dealing with a coven of wererats.
D10=4:A group of bandits attack the party, but it turns out they are just trying to steal back the treasure the nearby lord unjustly took from them. They offer to split the loot if the party helps them retrieve it.
D10=5:A traveling merchant offers the players a chance to buy rare and exotic goods from distant lands. However, the items may have hidden curses or consequences that the players must deal with if they choose to purchase them.
D10=6:The sound of children singing drifts on the wind.
D10=7:In the distance, the players see a wagon being attacked by a group of goblins. The wagon's driver, a gnomish merchant, pleads for help. If the players save him and his goods, he rewards them with a special discount on his wares.
D10=8:A group of people are fleeing from a local village for fear of being killed. The players may decide to help them along the way to their new home.
D10=9:A field of golden barley sways gently in the breeze.
D10=10:A pack of wild dire wolves is stalking a herd of unicorns. The players may choose to interfere and protect the unicorns, or let nature take its course and possibly face retribution from the powerful beasts.
d100 = 12
D10=1:The wind carries the eerie calls of 1d6 banshees. They are the spirits of once-powerful witches who fought a great war upon these plains centuries ago.
D10=2:A lost calf bellows mournfully, searching for its mother.
D10=3:A group of men and women approach the party. They are looking for adventurers to help them destroy the giant skeletons.
D10=4:An area of the plains where fierce sandstorms strike. You will find a group of people huddled together for protection from the wind, rain and lightning. They will be friendly and offer to share food and shelter. A short time after the party moves on, a group of 2d6+2 giant scorpions will retreat underground, attempting to escape the storm.
D10=5:The players come across a group of nomadic bards, singing tales of grand adventures and battles. They offer to teach the players legendary songs that will give them strength in battle.
D10=6:A group of shepherds is traveling across the plains. They are driving some sheep to market. If the players help them, they will reward the players with some rare antelope meat.
D10=7:The party comes across a group of nomadic traders who offer to sell them spices and exotic fruits from faraway lands.
D10=8:A group of monks are meditating in the middle of the plains. As the players approach, they form a circle around the players and start chanting, seemingly trying to communicate with the players through their minds. They reveal a vision of an ancient artifact buried deep within the plains and ask for the players' help in retrieving it.
D10=9:While exploring a cave, the party comes across a band of thieves who have been hiding their stolen loot. The thieves offer to share their spoils with the party if they don't turn them in.
D10=10:The party stumbles upon a druid who is warding off a conclave of ravens. They may offer to help or simply observe the strange encounter.
d100 = 13
D10=1:A group of 2d6 farmers and their families are traveling to a nearby village to sell their produce. The farmers will offer the party fresh vegetables, fruits, and some eggs.
D10=2:The players find a set of tracks. They are impossibly large. They lead away and then stop.
D10=3:The party stumbles upon a small village that seems to have been abandoned. As they explore, they find out that the villagers have been turned into stone statues and must find a way to reverse the curse.
D10=4:A group of nomads invites the players to share a meal with them and tells them about a nearby oasis that is rumored to have a magical healing well. The players can choose to visit the oasis and potentially find the well or continue on their journey.
D10=5:The players find a group of travelers stuck in the mud with their wagon. They offer to help push it out in exchange for a free ride to the next town.
D10=6:The party finds a field of illusionary tents set up by a mischievous illusionist. Solving the puzzle of which tents are real and which are illusions rewards them with useful camping gear.
D10=7:You notice a large herd of 1d12+6 elephants grazing on an area of the plains. If the party approaches them, they will attack!
D10=8:A small child is running towards the party, shouting for help. He has been bitten by a snake and he thinks he is going to die.
D10=9:A single crow caws from a distant treetop.
D10=10:The ground is covered with a thick layer of pine needles.
d100 = 14
D10=1:The party is approached by a group of pixies who beg them to help them save their queen who has been captured by a nearby ogre. They offer to aid the party in their quest.
D10=2:A squirrel scurries up a tree, chattering loudly.
D10=3:A flock of sheep grazes peacefully in a fenced pasture.
D10=4:A young woman with a sword strapped to her back approaches the players. She introduces herself as a traveling warrior looking for a worthy challenge. She is willing to spar with any willing players for a friendly and competitive bout.
D10=5:A shimmering portal suddenly appears in the middle of the plains, and out steps a group of elves on a diplomatic mission. They offer to take the players to their city, where they can participate in a festival honoring their deity. However, there may be hidden agendas and dangers lurking within the city walls.
D10=6:The players stumble upon a group of halflings having a picnic. They invite the players to join them, but it turns out the food is actually cursed and causes the players to shrink to halfling size.
D10=7:A group of nomads have set up camp in a nearby field. They are willing to trade for supplies or information about the surrounding area.
D10=8:A man is standing in the middle of the road with his arms out. He is trying to get people to pay attention to him. He is wearing a cloak that is covered in red paint. He is hoping that people will pay him for information about a local murder case.
D10=9:A group of paladins are on a quest to vanquish a group of evil sorcerers in the area. If the players assist them, they will gain their favor and receive powerful blessings.
D10=10:A man named Wayne is sitting by the side of the road with his sick daughter who is clearly suffering from an illness that has left her delirious and feverish from pain - he will beg for help from anyone passing by, offering anything he has that might be of value in exchange for help for his daughter - he won't accept no for an answer no matter how many times it is repeated by passing strangers!
d100 = 15
D10=1:A slight drizzle begins to fall, cooling the air.
D10=2:The party comes across a small abandoned village with all the buildings mysteriously burned down. As they investigate, they realize that the village was attacked by a rogue dragon and its minions. The party must track down the dragon and defeat it before it can cause more destruction.
D10=3:The party comes across a group of 2d6 soldiers who are searching for a group of bandits who have been attacking caravans and villages.
D10=4:As the sun sets, the party sees 1d4 will-o'-wisps hovering above a series of ancient mud huts. These huts were the homes of those lost in a cataclysmic flood ages ago.
D10=5:A group of mercenaries (human, half-orc, human, half-elven fighter, human wizard) are arguing about their payment and how they were promised more money. They will try to intimidate the party into joining them and robbing the merchants, who are only a couple of miles away.
D10=6:The party comes across an abandoned village, seemingly in perfect condition but with no signs of life. Upon further investigation, they find that all the villagers have been turned to stone, and a group of medusa are lurking nearby, ready to turn the players into statues as well.
D10=7:A gentle hill rises in the distance, inviting you to climb it.
D10=8:A group of adventurers traveling through an open field will be approached by a group of small creatures, looks like rabbits or small pigs dressed up in armor. The adventurers seem to not be bothered by the creatures and allow them to come with them. The creatures are looking for a group who are to join them on their quest in defeating the giant skeletons that are terrorizing the land...
D10=9:A group of traveling merchants is selling flowers. The flowers are actually a rare, magical plant that can be used to create potions that heal and cure all types of ailments. The merchants will sell a single flower for 10 gp. A single flower can be brewed into a potion that will cure any disease or poison.
D10=10:A flock of birds takes off from a nearby tree.
d100 = 16
D10=1:A lone heron stands majestically by a small pool.
D10=2:A man is standing on top of the wall at the edge of town, staring into the distance. He is looking off into the distance at something, but he does not seem pleased about whatever it is that he is looking at.
D10=3:A gentle mist hangs in the air, giving the landscape an ethereal quality.
D10=4:The sound of a distant church bell reaches your ears.
D10=5:A group of people are holding an auction on a small hill. There is a large crowd watching them. The items up for sale are two large bags of flour and two torches. The auctioneer gives a speech about how this is 'untainted' flour and how the torches will help light their way through the darkness. He does an excellent job, and he gets rid of the stuff for cheap prices.
D10=6:The sound of a distant church bell reaches your ears.
D10=7:A group of villagers are gathered around a large wooden signpost at the side of the road. They are arguing with each other about something. If asked, they will say that it's about a warning from the local Duke about an impending attack by a race of giant wolves that live in these plains that are dangerous to humans. None of them know how accurate this is.
D10=8:You come across a peaceful orc tribe, who are surprisingly hospitable and offer the players food and shelter. However, their true intentions may not be as friendly as they seem.
D10=9:A mysterious figure offers to sell the players enchanted items, claiming they are powerful and rare. However, upon closer inspection, the items are revealed to be cursed and could cause more harm than good.
D10=10:Up ahead, you see three giants attacking three humans on horses! The giants have almost killed one of the horses, but one of the humans is riding away on it! The other human is on foot, but he has a spear! One of the giants is hurt! It looks like they were hunting humans! If the players do not stop it, the giants will kill one of their horses, then kill one of their humans!
d100 = 17
D10=1:A distant bell rings, signaling the end of the workday.
D10=2:A man is standing on the side of the road next to a small wooden sign with strange writing on it. The man is wearing robes, but they are not robes that look like they were purchased from a local magic shop or tailor. The man has a strange twisted staff in his hand and he is chanting a strange incantation in a strange language.
D10=3:A band of sprites has created a hopscotch game with ever-changing rules. Each player who completes the course successfully retains a temporary boost to their athletic abilities.
D10=4:A group of villagers gather for an impromptu game of soccer.
D10=5:A farmer is walking down the road, carrying a basket of eggs. He's worried about them breaking.
D10=6:A storm cloud is seen in the distance. As it gets closer, the party can see that it is a flock of giant birds. As they get closer, it is clear that they are Vultures! The party's only chance is to run!
D10=7:A lone rider approaches the party and asks if he can join the party. His name is Jacob and he is looking for a group to travel with. He will offer the party a gold piece if they let him travel with them. He is a very strong fighter, but he is very loud and obnoxious.
D10=8:A father and son are on a fishing trip, trying to catch a legendary giant catfish that is said to bring good luck to whoever catches it. They request the help of the players, promising a share of the luck if they are successful. However, the task may not be as easy as it seems.
D10=9:The players come across a field of giant sunflowers, each one measuring at least 10 feet tall. As they pass through the field, they hear whispers and voices coming from the flowers. Upon closer inspection, they find tiny fairy-like creatures hidden among the petals, who are grateful for the players' respect and offer them valuable information about the nearby town.
D10=10:The party stumbles across an unpopular nobleman. He is traveling with his servants. He is being harassed by an angry mob. He'll pay 100 gp if the party help him. If the party helps him, they won't be allowed in the local village for a while - at least not without problems and hassles.
d100 = 18
D10=1:The distant sound of a cowbell reaches your ears.
D10=2:The party comes across a haunted graveyard, where the spirits of the deceased are being manipulated by a powerful necromancer. The players must put the spirits to rest and defeat the necromancer before they can cause any more harm.
D10=3:The players encounter a group of gnomes who have set up a makeshift tavern in the middle of the plains. They offer a warm meal and lively entertainment for a small fee.
D10=4:A man is standing on top of the wall at the edge of town, staring into the distance. He is looking off into the distance at something, but he does not seem pleased about whatever it is that he is looking at.
D10=5:The party comes across a caravan of traders who are being attacked by a horde of giant ants. The traders offer to reward the players for saving them and their cargo.
D10=6:A group of dwarves are walking across the plains with their metal goods. They look tired, but very happy because they are on their way home after a day's work.
D10=7:As twilight descends, the outline of 1d6 spectral knights can be seen marching. These ghostly figures are cursed to wander the plains, ever in search of honor and valor lost in an ancient betrayal.
D10=8:A strange, cloaked figure approaches the players and offers them a mysterious potion. If they drink it, they will be transformed into an animal of their choice for the next hour. The figure claims to be an alchemist who is testing out his latest creation.
D10=9:A bird sings a cheerful melody from a nearby tree.
D10=10:A black bear is munching on some berries in the nearby area. They may see the PCs and come charging towards them if they get close enough.
d100 = 19
D10=1:A group of 3 dwarves carrying axes walk up to the party. They are looking for the group of thieves who have passed through recently. They are looking for a group of demi-humans who have been spotted in the area.
D10=2:The party passes by a disused tower. Something inside has survived the ages and has just been awakened by a group of cultists. It will attack any living thing it finds within reach for as long as it can sustain itself.
D10=3:A band of robbers ambushes the players, but they are quickly overpowered by a mysterious figure who appears from behind a tree. It turns out the figure is a legendary hero who offers to train the players in combat techniques.
D10=4:The smell of roasting meat wafts from a roadside campfire.
D10=5:An animated scarecrow named Strawbert endeavors to have a stand-up comedy night. Players must help him perfect his script with intelligence checks or face spontaneous changes to their hair colors.
D10=6:A gentle breeze rustles the leaves on the trees.
D10=7:The scent of wild herbs wafts through the air.
D10=8:A large group of men are being held in a large cage before being sold into slavery.
D10=9:The party encounters an alchemist who has brewed laughing potions leading to harmless, uproarious effects. Players must identify and counter the potions through successful intelligence checks to learn a useful potion recipe.
D10=10:The party hears a commotion in the distance. It sounds like a battle. The party approaches the sound and sees two armies fighting it out. The army on the left is wearing blue armor, and the army on the right is wearing red armor. A headless body lies in the middle of the battlefield. The soldiers are fighting over the body and arguing over who killed it. The soldiers will attack anyone who comes near them.
d100 = 20
D10=1:A traveling merchant offers the players a chance to buy rare and exotic goods from distant lands. However, the items may have hidden curses or consequences that the players must deal with if they choose to purchase them.
D10=2:A group of men in uniform are standing by the road, hands on the hilts of their swords, watching the party intently. One of the men asks the party what they are doing here.
D10=3:A group of men are playing a card game while they wait for their friend to return from hunting. They will offer the players some ale if they join in their game.
D10=4:A wandering minstrel approaches the party, offering to tell them stories of heroism and adventure in exchange for a meal and a warm bed for the night. These stories may give the party valuable hints or clues for their current quest.
D10=5:While walking along the road, the party finds a small box with a small mirror attached to it. When the player approaches, it will speak in a loud voice and say 'I am not a mirror! I am a small box!' The mirror is actually a small mirror, so if a player tries to open it they will probably break it.
D10=6:A group of children fly a kite, laughter filling the air.
D10=7:The party comes across a small stone obelisk that has been defaced with red paint. There is a noticable crack in one of the corners of the obelisk and a small red river of blood is trickling down its side.
D10=8:The sound of a battle can be heard in the distance. If the players investigate, they may find a group of soldiers fighting against a group of lizardfolk.
D10=9:While traveling through a swamp, the party encounters a swamp witch who is seeking rare ingredients for her potions. She offers to trade her potions for the items she needs.
D10=10:An old, crooked signpost points to a town long forgotten.
d100 = 21
D10=1:A man named Samuel is riding a horse with no name and no markings. He is headed towards a nearby village to sell his horse to its inhabitants. If the party helps, he will repay them by telling them about a nearby dungeon with a dragon sleeping at its center.
D10=2:A group of friendly giants invite the players to their camp, eager to hear about their adventures and learn about the world beyond the mountains. However, a rival group of giants is not happy about the players' presence. Will the players be caught in the middle of a giant war?
D10=3:A group of men are hunting deer. If the players help, they will be rewarded with a large venison steak dinner at their camp.
D10=4:As twilight descends, the outline of 1d6 spectral knights can be seen marching. These ghostly figures are cursed to wander the plains, ever in search of honor and valor lost in an ancient betrayal.
D10=5:An accident has occurred. A cart has overturned and spilled its contents. The cart belonged to a local merchant. Eggs are all over the road. The merchant will pay 1d4 silver if players help him salvage the rest of the eggs.
D10=6:A group of travelers set up a small picnic by the roadside.
D10=7:Yawning travelers weary with the long dusty road behind them approach you. They are looking for a safe place to spend the night. They warn you to take the main road, not a side path, or you may be robbed, killed, or worse.
D10=8:The party sees a giant, ancient tree in the distance that seems to be calling out to them. When they approach, they realize the tree is actually a powerful druid who is in need of assistance to protect the forest from invading creatures.
D10=9:A group of peaceful centaurs is being attacked by a territorial dragon. The centaurs may ask for the players' help in defending their home in the plains.
D10=10:The sound of distant laughter comes from an unseen source.
d100 = 22
D10=1:A shimmering oasis is found hidden away, guarded by 1d6 elementals who shapeshift between water and sand. The oasis marks the location of an ancient, life-giving well.
D10=2:A group of bandits attack the party, but it turns out they are just trying to steal back the treasure the nearby lord unjustly took from them. They offer to split the loot if the party helps them retrieve it.
D10=3:A pair of hares dart through the grass, playing a game of chase.
D10=4:A swarm of butterflies attempts to match the party members’ clothes to the most humorous colors and patterns. A charisma check can persuade the butterflies to give a more favorable makeover.
D10=5:A group of traveling circus performers invite the party to attend their show. However, things quickly turn sinister as the performers are actually a group of shape-shifting demons disguised as humans. The party must defeat the demons and save the innocent villagers before it's too late.
D10=6:Yawning travelers weary with the long dusty road behind them approach you. They are looking for a safe place to spend the night. They warn you to take the main road, not a side path, or you may be robbed, killed, or worse.
D10=7:A party of bison meander across the road, forcing the players to dodge out of the way.
D10=8:Bees buzz around a patch of lavender, hard at work.
D10=9:A group of farmers are gathering in the center of the road, talking about a recent monster attack on their village.
D10=10:You spot a distant windmill slowly turning in the breeze.
d100 = 23
D10=1:Players encounter a couple of farmers with bows. They are hunting for food. If the players approach they will attack them thinking they are thieves.
D10=2:You come across a scarecrow guarding a farmer's crops.
D10=3:The players stumble across a group of men and women fighting over a small sack of gold coins. They will attack the players if they try to intervene.
D10=4:A massive flock of ravens attacks! There is a murder nearby, and ravens are attacking the corpse to get at the blood. They will attack the party if there is any pretext to do so.
D10=5:The party comes across a group of nomads who have set up camp near a hidden oasis. The nomads may offer valuable trade goods or information about the surrounding area in exchange for assistance in fending off a dangerous creature that has been plaguing them.
D10=6:A babbling brook offers a chance to refill your water skins.
D10=7:A group of 3d6 farmers are walking through the plains, looking for lost sheep and livestock. They are headed towards the nearest village or city and they are very hungry and cold and need help getting home safely before they freeze to death or starve to death or become food for something else...
D10=8:The party stumbles upon a field of giant mushrooms that release mind-altering spores when disturbed. They must find a way to navigate through the field without falling under the spore's effects.
D10=9:The players find an abandoned cart with valuable goods left behind. However, it is a trap set by a group of bandits waiting to ambush anyone who tries to take the goods.
D10=10:Two men and a woman, dressed in formal clothes and carrying a large wooden chest on a horse, approach the party. They tell the players that if they would like, they could tell them about their past. If the players ask, the people will talk about how the world came to be, about the gods and the goddesses, about how magic was discovered and about the first people who walked this land.
d100 = 24
D10=1:A well-worn path suggests frequent travel through the plains.
D10=2:A group of rogue ogres are attacking a nearby village and the villagers ask for the party's help in defending their homes. The ogres are using siege weapons, so the party must strategize and find a way to defeat them.
D10=3:Amidst rolling hills, the party encounters 2d6 minotaurs. These creatures guard the secret entrance to a labyrinth built by a forgotten civilization.
D10=4:A band of robbers ambushes the players, but they are quickly overpowered by a mysterious figure who appears from behind a tree. It turns out the figure is a legendary hero who offers to train the players in combat techniques.
D10=5:A pack of fierce wolves surround the players, growling and baring their teeth. However, they seem to be guarding something hidden in the woods. Will the players face the wolves or try to sneak around them?
D10=6:The sky is a brilliant shade of blue, without a cloud in sight.
D10=7:The players stumble across a group of men and women fighting over a small sack of gold coins. They will attack the players if they try to intervene.
D10=8:A lone scarecrow stands in the middle of the plains. As the players approach, they notice that it is actually a person who has been cursed and turned into a scarecrow. They can choose to help break the curse or leave them be.
D10=9:The smell of freshly baked bread reaches your nose from a nearby village.
D10=10:The party comes across a group of 2d6 bandits. They are camped out in the woods near the road. They have a large number of captives they have captured while raiding caravans and villages nearby. They are holding them captive in a large cage in their camp. The captives are unhappy and are begging for help from the party. The bandits will attack the party if they get close enough or if they try to free the captives from the cage.
d100 = 25
D10=1:A rich merchant caravan is passing through the area. It is guarded by three highly trained soldiers and a mage. They will attack the players if they try to rob the caravan or attack the guards.
D10=2:Up ahead, on the road, the party can see a small box on the road. It looks like it's been abandoned.
D10=3:A patch of grass is covered in blood.
D10=4:The players find themselves in the midst of 1d10 dryads who are holding a council under a large, ancient tree. This tree is said to be a remnant of the World Tree whose branches covered continents.
D10=5:The sound of a distant church bell reaches your ears.
D10=6:The sound of a distant train rumbles through the air.
D10=7:A group of adventurers traveling through an open field will be slowly make their way towards a small tent that has been set up off to one side. The villagers have gathered to watch a sideshow. As each of the players approaches, they are asked if they would like to take part in the ritual. If they accept, they are told to place their hand into a large box containing a carved wooden hand covered in blood. Once the last person has chosen to enter the box, the tent is unzipped and the box is scooped up in a large hand and carried away...
D10=8:A merchant's caravan has been ambushed by bandits on the road. The merchants offer the party a discount on their wares if they help retrieve their stolen goods from the bandits.
D10=9:A group of traveling merchants are walking down the road. They are trying to get to a nearby city to sell their goods. They have a small donkey with them that is carrying the goods they are trying to sell, which is an old and battered suit of armor they got cheap from another merchant who was desperate to get rid of it after it was damaged in an accident.
D10=10:A group of 2d4+4 thugs are sitting around a campfire, laughing and drinking wine. They are carrying short swords and shields. If any players appear, they will attack them before riding off on their horses
d100 = 26
D10=1:The scent of freshly baked bread wafts from a distant house.
D10=2:The ground is dotted with colorful wildflowers.
D10=3:A pair of rabbits nibble on tender shoots, oblivious to your presence.
D10=4:A young sorcerer is trying to summon a powerful demon to gain more power, but something goes wrong and the party must stop the demon before it destroys everything in its path.
D10=5:The party comes across a small camp of rangers who are taking care of a wounded member of their party. They are too busy to talk and will attack if anyone approaches the injured man or their animals (horses).
D10=6:A babbling brook offers a chance to refill your water skins.
D10=7:A group of men dressed in leather and fur come out at night and sit around a campfire. Before they go to sleep, they are heard saying, "We will be victorious my brother, our time has come."
D10=8:A field of sunflowers turns their faces toward the sun.
D10=9:A lone rider waves in greeting as they pass by.
D10=10:A lone horse can be seen in the distance, it is running towards the party at full speed. The horse is being chased by a large wolf pack.
d100 = 27
D10=1:A lone shepherd sits atop a hill, playing a mournful tune on his flute. As the players approach, he tells them the story of how his music has the power to tame even the most ferocious creatures. He then offers to lead the players to a nearby herd of stampeding unicorns, with the promise of rewards if they can successfully tame one with his music.
D10=2:A group of men and women are walking through the plains. They are walking very quickly and are all nervous. They are headed to a nearby city to help fight off an army of orcs that has attacked a nearby village.
D10=3:The sky is painted in shades of orange and pink as the sun sets.
D10=4:A gentle breeze rustles the leaves on the trees.
D10=5:The party encounters a group of 1d4 enchanted scarecrows having a lively debate on the best way to scare crows. They'll challenge the players to come up with the scariest scarecrow design. Failure results in momentary ridicule but success may earn the party a magical scarecrow companion for a day.
D10=6:The sun is warm on your back as you walk.
D10=7:A group of friendly giants are being attacked by a group of evil adventurers who are stealing their livestock. The giants ask for the party's help to stop the thieves and protect their home.
D10=8:A friendly golem born from agricultural equipment challenges players to a wrestling match. Winning against the golem earns them a unique, farm-themed magical item.
D10=9:The sky is a brilliant shade of blue, without a cloud in sight.
D10=10:While traveling through a swamp, the party encounters a swamp witch who is seeking rare ingredients for her potions. She offers to trade her potions for the items she needs.
d100 = 28
D10=1:A small lizard-like creature is attacking a nearby deer. It is about the size of a large dog and has large tusks that are covered in blood. The lizard is badly injured and will die soon.
D10=2:The players will find a small village of humans who live in a giant tree. They have been attacked by giant birds. If the players help, the villagers will give them a map to a long-lost treasure.
D10=3:A scarecrow stands guard over a field of ripe crops.
D10=4:A man named Wayne is sitting by the side of the road with his sick daughter who is clearly suffering from an illness that has left her delirious and feverish from pain - he will beg for help from anyone passing by, offering anything he has that might be of value in exchange for help for his daughter - he won't accept no for an answer no matter how many times it is repeated by passing strangers!
D10=5:The sun is warm on your back as you walk.
D10=6:The players come across a small cabin built into a hillside, with smoke coming out of the chimney and light shining through the windows. A man and woman emerge from the cabin, asking if they can help the players with anything they may need while they're in the area.
D10=7:The party sees a giant, ancient tree in the distance that seems to be calling out to them. When they approach, they realize the tree is actually a powerful druid who is in need of assistance to protect the forest from invading creatures.
D10=8:A group of four women are walking down the road. They are talking about the latest news from the nearby town. The women tell the players that they have heard that a dragon has been sighted on the outskirts of town.
D10=9:They find a mime trapped in an invisible box that can only be released by solving his mime puzzles, such as miming specific tasks or riddles. Upon success, he grants them a one-time-use wand of silent image.
D10=10:A group of traveling merchants are walking down the road. They are trying to get to a nearby city to sell their goods. They have a small donkey with them that is carrying the goods they are trying to sell, which is an old and battered suit of armor they got cheap from another merchant who was desperate to get rid of it after it was damaged in an accident.
d100 = 29
D10=1:While crossing a river, the party is suddenly attacked by a group of powerful water elementals. The elementals seem to be guarding something in the depths of the river and the players must discover what it is in order to defeat them.
D10=2:The players come across a group of men who are hunting a deer. They will ask the players to help them track it. If the players agree, they will then try to kill the players and steal their equipment.
D10=3:A strange mist covers the plains, making it difficult for the players to see. Suddenly, they hear a loud roar and realize they are being hunted by a giant, blind dragon. The players must find a way to defeat the dragon without being seen.
D10=4:The players discover a group of driders (half-spider, half-drow creatures) who were once regular elves until they were cursed by an evil wizard. They plead for the players' help in lifting the curse and reclaiming their former selves.
D10=5:The party encounters a group of halflings who are on a mission to reclaim their stolen treasure from a nearby bandit camp. They offer to join forces with the party in exchange for a share of the loot.
D10=6:An animated scarecrow named Strawbert endeavors to have a stand-up comedy night. Players must help him perfect his script with intelligence checks or face spontaneous changes to their hair colors.
D10=7:A diligent bee buzzes from flower to flower, collecting nectar.
D10=8:A group of peasants are standing around a fire. They are singing a Harvest Festival song. If players join in on the song, they will receive a +1 to their Persuasion rolls when interacting with other peasants in the region.
D10=9:A soft breeze carries the scent of fresh hay from a nearby farm.
D10=10:A wounded pegasus is hobbling along the trail. It is a very rare event to see one of these creatures. Players should wonder why it is hobbling along the trail in the middle of nowhere. The pegasus is injured, trapped in a net and looking for someone to free it. They may want to trade something for the pegasus and will attempt to make a deal if anything enters their field of vision.
d100 = 30
D10=1:A group of friendly satyrs invite the party to a feast in the forest. However, during the feast, one of the satyrs is poisoned and the party must find the culprit before more harm is done.
D10=2:The party comes across a group of pilgrims who are on a quest to retrieve a holy relic from a nearby temple. They will ask for the players' help and offer to share the blessings of the relic if they succeed.
D10=3:The sound of a distant train rumbles through the air.
D10=4:A herd of 2d8 sheep that actually possess minor telepathic abilities. They mock the party members’ intelligence and solve riddles set to them. Solving these riddles provides a morale boost and a curious sheep follower.
D10=5:A lone wanderer offers a friendly wave as they pass.
D10=6:The party sees a travelling merchant on the road.He sells fresh fruit from his nearby orchard, fresh vegetables, and fresh breads.The merchant says that he came from an orchard a few miles away.He is happy to trade food and other services with the party.
D10=7:A butterfly lands on a wildflower, its wings shimmering in the sunlight.
D10=8:The party encounters an alchemist who has brewed laughing potions leading to harmless, uproarious effects. Players must identify and counter the potions through successful intelligence checks to learn a useful potion recipe.
D10=9:A small child is running towards the party, shouting for help. He has been bitten by a snake and he thinks he is going to die.
D10=10:A gentle slope offers a perfect spot for a brief rest.
d100 = 31
D10=1:A group of children are playing in an open field. They are playing 'kings and queens.'
D10=2:A lone centaur is sitting under a tree, playing a beautiful tune on a pan flute. He is willing to teach the party the song in exchange for a few bottles of wine.
D10=3:A small wagon caravan rolls steadily along, horses snorting and huffing.
D10=4:A butterfly lands on your shoulder for a moment before flying away.
D10=5:The party finds a fishing village that has been burned to the ground by a terrible dragon. If the party asks around, they will be pointed towards a nearby clearing where the dragon appears to be living. If they proceed, they will find a dragon with a very unique physical trait.
D10=6:A gentle brook babbles as it winds through the grass.
D10=7:M: A group of 4 humans and a cat stop the party. The cat has a collar on with an odd piece of jewelry on it. The cat and the humans are very friendly towards the party. The humans are looking for a group of demi-humans who have been spotted in the area.
D10=8:You come across a scarecrow guarding a farmer's crops.
D10=9:A squirrel scurries up a tree, chattering loudly.
D10=10:The air is crisp and cool, perfect for a walk.
d100 = 32
D10=1:The players come across a group of men who are hunting a deer. They will ask the players to help them track it. They will then kill the deer and skin it, giving the players one pelt each as a gift for helping them.
D10=2:A single crow caws from a distant treetop.
D10=3:A rabbit nibbles on some grass, pausing to watch you pass by.
D10=4:A group of 2d6 gypsies pass you by on their way to a nearby city. They have many fancy and expensive items that they're selling. If you follow them, they will notice you, but will not be hostile. They're just taking precautions in case they're attacked.
D10=5:With the sun set, the plains darken. That’s when a horde of 5d6 zombies, remains of soldiers from a massive battle, emerge from beneath the earth.
D10=6:The party comes across a group of people from another city who are traveling through this area on their way to another city. They claim that there is a plague in their city and that they need help dealing with it before it spreads around the rest of the kingdom. If investigated, no trace of disease can be found in their city and it turns out they're just trying to get rid of newcomers so that they can take over the city without any competition.
D10=7:The party finds a peculiar stone circle where everything spoken becomes a limerick. They need to solve a series of riddles presented by an ancient spirit to stop the rhyme curse.
D10=8:The party encounters a group of halflings who are on a mission to reclaim their stolen treasure from a nearby bandit camp. They offer to join forces with the party in exchange for a share of the loot.
D10=9:An old wrought-iron gate stands alone, marking a forgotten path.
D10=10:A group of traveling performers are putting on a show in a nearby town. The players are invited to participate in their act and if they do well, they are rewarded with some interesting magical items.
d100 = 33
D10=1:The party comes across a merchant who is travelling to nearby village to trade. He is looking for someone to join his group so they can help him defend him if he is attacked on the road. He is willing to pay part of their expenses if they help him.
D10=2:Three men and three women are hunting on horseback. They are carrying spears and bows. They are heading towards a nearby village to sell their spoils to its inhabitants.
D10=3:A wandering bard regales a group of listeners with tales of heroism.
D10=4:The players stumble upon a group of knights who are training for an upcoming jousting tournament. They invite the party to test their skills and offer a prize for anyone who can defeat them.
D10=5:A solitary wolf's howl echoes in the distance.
D10=6:The sound of children singing drifts on the wind.
D10=7:A cloud of birds is seen in the sky. If the players look they see they are carrying severed human hands in their beaks.
D10=8:A group of friendly satyrs invite the party to a feast in the forest. However, during the feast, one of the satyrs is poisoned and the party must find the culprit before more harm is done.
D10=9:A family of ducks makes its way across a shallow stream.
D10=10:A friendly golem born from agricultural equipment challenges players to a wrestling match. Winning against the golem earns them a unique, farm-themed magical item.
d100 = 34
D10=1:A traveling merchant offers to sell the party a map to a hidden treasure in the plains. However, the map is actually a fake and leads the party into a dangerous trap set by the merchant's rival. The players must escape the trap and possibly confront the deceitful merchant.
D10=2:A group of cows moo contentedly, lazily chewing their cud.
D10=3:The players find a group of travelers stuck in the mud with their wagon. They offer to help push it out in exchange for a free ride to the next town.
D10=4:While traveling through a swamp, the party encounters a swamp witch who is seeking rare ingredients for her potions. She offers to trade her potions for the items she needs.
D10=5:Two old men named Samuel and Saul are sitting by the side of the road. They are arguing about which way leads to a nearby town named 'Clovis'.
D10=6:The players stumble upon a mysterious temple hidden in a grove of trees. Inside, they find a group of monks who offer them a chance to test their skills in combat and meditation.
D10=7:A pair of foxes playfully wrestle in the tall grass.
D10=8:A friendly bard constructs hilarious caricatures of each player character if they can correctly answer trivia questions about local folklore. Failure results in a target being tagged with magical paint.
D10=9:The players find a dam that's been constructed to stop the water flow of a nearby river.
D10=10:A friendly treant asks for help in solving a giant crossword puzzle carved into a field of stones. Correct answers trigger helpful effects, while incorrect guesses release swarms of harmless but very annoying insects.
d100 = 35
D10=1:A series of humorously enchanted stones forces players to swap items with each other every time they step on one. They must de-trigger the magic with an inventive group solution.
D10=2:A group of teens play a game of catch with a leather ball.
D10=3:A group of villagers gather for an impromptu feast.
D10=4:You hear the distant sound of a flute playing a cheerful tune.
D10=5:The ground is covered with a carpet of fallen leaves.
D10=6:A young boy is sitting on a hill, staring up at the sky. He seems very sad and lost. When approached, he reveals that he is an orphan and has been searching for a family to call his own.
D10=7:The illusion of a golden field shimmers and reveals 2d8 ettercaps weaving an enormous web. They guard the entrance to a network of tunnels built by a forgotten race of subterranean dwellers.
D10=8:A group of children build small shelters out of sticks and leaves.
D10=9:A lone figure mends a fishing net beside a small pond.
D10=10:A group of travelers are relaxing by a peaceful pond, when suddenly a giant frog emerges from the water and starts swallowing them whole. The players must act quickly to save the travelers and defeat the monstrous frog.
d100 = 36
D10=1:You find an abandoned bird's nest in a bush.
D10=2:A distant hill offers a perfect spot for a mid-journey rest.
D10=3:The air is filled with the scent of fresh rain.
D10=4:A group of peasants are standing around a fire. They are grumbling about the local lord and how he has been treating them poorly since his return from war.
D10=5:The sky is filled with the calls of migrating birds.
D10=6:A group of friendly giants are being attacked by a group of evil adventurers who are stealing their livestock. The giants ask for the party's help to stop the thieves and protect their home.
D10=7:A sudden sandstorm arises, and within it are 1d6 sand-elementals. They have recently awakened from their centuries-long slumber beneath the plains.
D10=8:A group of faeries are having a grand feast in a clearing. They invite the players to join them, but if any player tries to take any food or drink, the faeries will become hostile.
D10=9:Wild roses bloom along the roadside, their petals soft and fragrant.
D10=10:A small lizard-like creature is attacking a nearby deer. It is about the size of a large dog and has large tusks that are covered in blood. The lizard is badly injured and will die soon.
d100 = 37
D10=1:The ground is covered with a carpet of fallen leaves.
D10=2:A group of gnomish tinkers are selling their unique inventions along the roadside. One of their inventions catches the players' eyes - a portable hole that can store an infinite amount of items.
D10=3:The party witnesses a heated argument between a group of farmers and a powerful landowner. The farmers accuse the landowner of taking their lands by force and demand justice. The players must choose whether to intervene or stay out of the conflict.
D10=4:The players come across a farmer whose crops are singing nursery rhymes. Helping the farmer solve the mystery and quiet the crops earns them delicious magical produce.
D10=5:A farmer's dog races up to greet you, tail wagging furiously.
D10=6:A group of villagers gather for an impromptu feast.
D10=7:A man named Samuel is caught in a dust storm. He is looking for shelter. If the party helps, he will repay them by telling them about a nearby dungeon with a dragon sleeping at its center.
D10=8:A group of nomadic halflings is setting up camp for the night and invites the players to join them for a meal and some storytelling. They have traveled far and have many tales to share, some of which may hold useful information for the players.
D10=9:A flock of giant eagles flies overhead and one of them suddenly crashes to the ground. The party discovers that the eagle was shot down by poachers and must find a way to stop them and rescue the remaining eagles.
D10=10:Up ahead, you see three giants attacking three humans on horses! The giants have almost killed one of the horses, but one of the humans is riding away on it! The other human is on foot, but he has a spear! One of the giants is hurt! It looks like they were hunting humans! If the players do not stop it, the giants will kill one of their horses, then kill one of their humans!
d100 = 38
D10=1:A herd of deer grazes calmly in a meadow.
D10=2:As the sun begins to set, a herd of wild unicorns appears on the horizon. One of them approaches the party and gently nuzzles them before galloping away.
D10=3:They find a mime trapped in an invisible box that can only be released by solving his mime puzzles, such as miming specific tasks or riddles. Upon success, he grants them a one-time-use wand of silent image.
D10=4:A group of men and women approach the party. They are looking for adventurers to help them destroy the giant skeletons.
D10=5:The party is ambushed by a group of bandits who are riding on giant ostriches. The bandits are skilled riders and use the ostriches to outmaneuver the players. The players must find a way to defeat the bandits and claim the ostriches for their own.
D10=6:A friendly farmer offers you a ride on his cart.
D10=7:A group of kobolds attack the party.
D10=8:The party sees a large flock of birds. They are actually harpies in disguise.
D10=9:A shepherd plays a flute, his dog lying contentedly at his feet.
D10=10:A cluster of wildflowers attracts a swarm of colorful butterflies.
d100 = 39
D10=1:The players come across a beautiful fountain in the middle of the plains. The water is crystal clear and appears to have healing properties. However, upon drinking from it, the players will experience strange and vivid dreams.
D10=2:The party is approached by a group of pixies who beg them to help them save their queen who has been captured by a nearby ogre. They offer to aid the party in their quest.
D10=3:The players hear a small voice that says 'Help me.' They can't find where the voice is coming from.
D10=4:They find a mime trapped in an invisible box that can only be released by solving his mime puzzles, such as miming specific tasks or riddles. Upon success, he grants them a one-time-use wand of silent image.
D10=5:The players stumble upon a field of talking scarecrows who have come to life and are demanding to be given a purpose. Will the players help them find a new home and purpose or destroy them?
D10=6:The sound of distant laughter comes from an unseen source.
D10=7:A group of men are hitching a wagon to a horse. They say they are going to a nearby town to get supplies. They're not going to the town that is closest.
D10=8:An old wrought-iron gate stands alone, marking a forgotten path.
D10=9:A group of 2d6 centaurs attack the players. They are led by a centaur ranger.
D10=10:A group of traveling bards are walking down the road. They are trying to get to a nearby city to make their living as entertainers.
d100 = 40
D10=1:A group of traveling merchants invites the party to a game of chance and luck. However, it turns out the merchants are actually tricksters and the game is rigged against the players.
D10=2:The distant clatter of a blacksmith's forge rings out.
D10=3:You come across a peaceful orc tribe, who are surprisingly hospitable and offer the players food and shelter. However, their true intentions may not be as friendly as they seem.
D10=4:A faerie ring in the plains asks players to entertain the faeries with humorous stories. Success earns temporary magical abilities, while failure results in harmless pranks.
D10=5:Players encounter a party of three halfling merchants on the road who do not stop arguing for even a moment.
D10=6:A group of gnolls is feasting on a herd of cattle, completely destroying the farmer's livelihood. The players must decide whether to confront the gnolls or find another solution.
D10=7:A squirrel scurries up a tree, chattering loudly.
D10=8:A lone rider waves in greeting as they pass by.
D10=9:A group of dwarves are walking across the plains with their metal goods. They look tired, but very happy because they are on their way home after a day's work.
D10=10:A beautiful unicorn is grazing in a nearby meadow. If the players approach peacefully, it may offer to grant them a wish.
d100 = 41
D10=1:The party stumbles upon a druid who is warding off a conclave of ravens. They may offer to help or simply observe the strange encounter.
D10=2:A group of merchants lead their pack animals along the trail. They are carrying sacks of flour, grain, and other goods.
D10=3:A hawk circles high above, searching for prey.
D10=4:The party comes across a small group of villagers who have been robbed by a group of bandits. The villagers say that they were on their way to the city of Brightport but they were attacked by bandits who stole all of their possessions and killed their horses so they couldn't escape. They say they were headed to Brightport to get help but they'll never make it now that all their possessions have been stolen and their horses have been killed.
D10=5:A halfling farmer is frantically chasing after his runaway sheep. He offers the party a free meal if they help him round them up.
D10=6:With the sun set, the plains darken. That’s when a horde of 5d6 zombies, remains of soldiers from a massive battle, emerge from beneath the earth.
D10=7:As you continue on your journey, you come across a group of fey creatures dancing and playing music. They invite you to join in on their festivities, but be warned, they may have mischief planned for the unsuspecting travelers.
D10=8:The air is filled with the chirping of crickets.
D10=9:A group of 2d4+4 humans are hunting for deer. They want to kill one for dinner.
D10=10:A group of children are playing with a ball. The ball is actually a magical ball that can predict the future.
d100 = 42
D10=1:The illusion of a golden field shimmers and reveals 2d8 ettercaps weaving an enormous web. They guard the entrance to a network of tunnels built by a forgotten race of subterranean dwellers.
D10=2:The air is filled with the scent of fresh rain.
D10=3:The group comes across an old abandoned temple. Inside, they find a group of monks who have been devotedly guarding it for centuries. They offer to share their wisdom and teachings with the party.
D10=4:A group of 3d6 farmers are walking through the plains, looking for lost sheep and livestock. They are headed towards the nearest village or city and they are very hungry and cold and need help getting home safely before they freeze to death or starve to death or become food for something else...
D10=5:A squirrel chatters angrily at you from a tree.
D10=6:A giant mud monster emerges from the ground and begins attacking nearby villages. The players must find a way to defeat it before it causes too much destruction.
D10=7:A group of nomadic halflings is setting up camp for the night and invites the players to join them for a meal and some storytelling. They have traveled far and have many tales to share, some of which may hold useful information for the players.
D10=8:As the party is walking, they notice that the grass beneath their feet is oddly colored. Upon closer inspection, they find a hidden patch of magical mushrooms that can have various effects when consumed.
D10=9:While exploring the plains, the party comes across a field of giant mushrooms. As they observe, they notice the mushrooms moving and realize they are actually shambling mounds. The party must defeat the creatures or find a way to peacefully coexist with them.
D10=10:A mysterious portal appears in the middle of the plains, tempting the players with the promise of treasure and adventure on the other side. Will the players take the risk and enter the portal?
d100 = 43
D10=1:A gnarled old tree provides shade for a napping traveler.
D10=2:The sun casts long shadows as it sets behind the hills.
D10=3:As the players travel through the plains, they come across a peaceful village that is being terrorized by a group of gnolls. The villagers plead for help and offer a reward if the players can defeat the gnolls.
D10=4:A group of 2d4+4 thugs are sitting around a campfire, laughing and drinking wine. They are carrying short swords and shields. If any players appear, they will attack them before riding off on their horses
D10=5:A traveling bard is performing a comical one-man show in a nearby town square. The players can choose to heckle or support the bard and potentially earn a reward.
D10=6:A group of nomads have set up camp in a nearby field. They are willing to trade for supplies or information about the surrounding area.
D10=7:A group of 1d8 griffons is spotted circling a carcass. The carcass is that of a rare wyvern which, according to local lore, were thought to be extinct in this region.
D10=8:You come across a patch of wild strawberries growing by the path.
D10=9:A group of wandering minstrels offers to join the party on their travels, providing entertainment and information about the nearby areas. However, their songs and stories may hold clues to a hidden treasure or a dangerous foe.
D10=10:The party stumbles upon a group of dwarves trying to excavate a massive door hidden in the plains. They believe it leads to a long-lost dwarven city, but they need the party's help in unlocking the door.
d100 = 44
D10=1:A large flock of birds flies overhead, making a huge racket as it flies by overhead. When it's gone by, you notice that one of the birds has stopped in midair and changed directions, flying toward you at high speed!
D10=2:A patch of grass is covered in blood.
D10=3:A group of satyrs are holding a wine-tasting competition in the plains, inviting the players to be the judges. However, the wine has been spiked with a hallucinogen.
D10=4:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=5:The players are invited to a grand tournament held by a wealthy lord. The competition includes challenges of strength, intelligence, and skill, with a grand prize at the end.
D10=6:A group of 1d6 talking cacti asks for help in solving a particularly tricky crossword they’ve been working on for decades. Success earns the players a cactus-themed magical item.
D10=7:Tis' a beautiful day in the plains, the sun high in the sky with a gentle breeze blowing across the luscious green grass. Suddenly, the grass starts to part and a large green colored lizard emerges from the ground. It opens its mouth and releases a cloud of poisonous gas before disappearing back into the ground.
D10=8:The party stumbles upon a group of dwarves trying to excavate a massive door hidden in the plains. They believe it leads to a long-lost dwarven city, but they need the party's help in unlocking the door.
D10=9:A distant thunderstorm flashes on the horizon.
D10=10:A group of nomads invites the players to share a meal with them and tells them about a nearby oasis that is rumored to have a magical healing well. The players can choose to visit the oasis and potentially find the well or continue on their journey.
d100 = 45
D10=1:A band of mercenaries approaches the party and offers to hire them for a dangerous mission. They promise a large sum of gold upon completion, but warn of the risks involved.
D10=2:The sky is filled with the calls of migrating birds.
D10=3:A single crow caws from a distant treetop.
D10=4:While exploring the plains, the party comes across a stone circle surrounded by standing stones. As they approach, they feel a powerful magic presence and must figure out the purpose of the circle and its stones.
D10=5:The party comes across a large ruined tower that has been abandoned for years. Inside, they discover a small chest with 6d8 gold pieces inside it.
D10=6:A pack of displacer beasts attacks the party, but they soon realize that the beasts are being controlled by a powerful druid who seeks revenge on the nearby village for destroying his sanctuary. The party must stop the druid and save the village.
D10=7:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=8:A group of ogres are seen chasing a group of halflings. If players intervene and help the halflings, they will be rewarded with a feast at the nearby halfling village.
D10=9:You find a small, clear pool of water surrounded by rocks.
D10=10:A pack of wild horses is seen in the distance, led by a majestic white stallion. If players successfully tame the stallion, it will become their loyal mount.
d100 = 46
D10=1:You sense an overwhelming feeling of dread as you approach a secluded area. The ground here is cursed and anyone who steps on it will be plagued with misfortune until they can find a way to break the curse. But beware, the curse has a way of spreading to anyone who enters the area.
D10=2:The sky is a brilliant shade of orange as the sun sets.
D10=3:A deer darts out in front of the party. As they stop to avoid running over it, they see that a group of 5 humanoids on giant lizards are chasing it! If the party helps, they will get caught up in a battle with the half-giants.
D10=4:A group of villagers gather for an impromptu game of soccer.
D10=5:A group of kobolds attack the party.
D10=6:The players stumble upon a group of cursed individuals who have been turned into goats. They ask the players to help break the curse and return them to their human form. But beware, the curse may also affect the players.
D10=7:For no reason at all, three young women wearing dresses made out of leaves appear out of nowhere, then run away laughing. They are an illusion cast by a gnome named Randarl who is hiding nearby. A perception check will find him.
D10=8:A chittering noise reveals a group of 2d10 giant ants. These creatures build mounds that serve as the tombs for ancient insectoid royalty.
D10=9:The party hears a commotion in the distance. It sounds like a battle. The party approaches the sound and sees two armies fighting it out. The army on the left is wearing blue armor, and the army on the right is wearing red armor. A headless body lies in the middle of the battlefield. The soldiers are fighting over the body and arguing over who killed it. The soldiers will attack anyone who comes near them.
D10=10:A mysterious figure in a hooded cloak approaches the players, offering to sell them rare magical items. However, there is something off about this person and their items. Will the players take the risk or move on?
d100 = 47
D10=1:A group of peasants are standing around a fire. They are grumbling about the local lord and how he hasn't helped them through the winter.
D10=2:A group of children gather wildflowers, their laughter filling the air.
D10=3:A deadly blizzard closes in and the players must seek shelter from the elements. They find a small hut hidden in the snow, but it may not be as abandoned as it seems.
D10=4:The air is filled with the scent of blooming flowers.
D10=5:A group of nomadic traders from a distant land are passing through the plains, offering exotic and rare items for sale. These traders are peaceful and will only attack if provoked. But be careful, their prices can be quite steep and they have a reputation for being great hagglers.
D10=6:The road ahead is blocked by a herd of buffalo.
D10=7:A gentle hill rises in the distance, inviting you to climb it.
D10=8:The smell of fresh earth and blooming flowers fills the air.
D10=9:The party comes across a group of nomads who have set up camp near a hidden oasis. The nomads may offer valuable trade goods or information about the surrounding area in exchange for assistance in fending off a dangerous creature that has been plaguing them.
D10=10:The wind picks up and blows away all of your players' papers, then replaces them with copies that look like they've been written by an insane person...
d100 = 48
D10=1:A group of people from another city have been sent here because of their failure to uphold certain laws within their home city - they're trying to get rid of them quietly so that no one finds out about how bad things really are back home...
D10=2:A farmer waves at you as he tends to his crops.
D10=4:A band of gypsies traveling through the plains offers the party a fortune-telling session for a small fee. The fortune-teller may reveal a prophecy or some important information to the players.
D10=5:The party comes across a cursed knight who is seeking redemption. They must help him break the curse and redeem himself before he becomes a mindless monster.
D10=6:A group of men with masks, who seem to be protected by magical armor, are gathering around a fire, drinking and laughing. They seem to be trying to work out a plan.
D10=7:A man in a red robe approaches the party. He is a wizard and he has a question for them. He wants to know if they have seen a dragon nearby. He needs to find it because he has an important message for it from his king.
D10=8:A group of farmers are working in the fields. They are planting new crops and working in their fields.
D10=9:A group of children are playing in a nearby field.
D10=10:The players stumble upon a clearing where a group of centaurs is having a heated argument. They must mediate the situation and find a peaceful solution before the argument turns into a full-blown battle.
d100 = 49
D10=1:While traveling through the woods, a group of adventurers comes across a group of men and women dressed in black robes. They are all chanting and praying to their god. They will ask the players to join them in their prayers and chants. If the players refuse, they will attack them. If they accept, they will be captured and sent to a nearby city to be sacrificed to their god by being thrown off a high building...
D10=2:You see a group of 1d8 centaurs riding horses through the plains. They are carrying spear and shield. If the party approaches them, they will attack before riding off, leaving their horses behind.
D10=3:A spider has spun a delicate web between two branches.
D10=4:A large group of birds can be seen flying overhead, they are moving towards a distant location.
D10=5:A group of men are playing a game of dice along the side of the road. They are hoping to win some money to get by until they can find work again. If the players join in, they will find out that these men used to be soldiers that fought in a war with an enemy kingdom far away.
D10=6:The sound of a distant train rumbles through the air.
D10=7:The players come across a group of 1d4+1 goblins who have taken over a nearby farm. The players can choose to help the owner get rid of them or negotiate with the goblins for a share of the farm's earnings.
D10=8:The players come upon a beautiful waterfall in the middle of the plains. However, it is guarded by a water elemental that must be defeated before reaching the waterfall's hidden cave behind it.
D10=9:The party sees a group of 6 humans fighting a wyvern. They are losing. If the party helps, the humans will say, 'Thank you. We will never forget what you did for us.' The humans are actually cultists of Tiamat, and will attack the party once the wyvern is dead.
D10=10:The party comes across a group of friendly bipedal goats who offer to guide them through the plains. The goats possess incredible knowledge of the area and may reveal secrets or hidden locations to the party.
d100 = 50
D10=1:A lone tree stands as a sentinel in the otherwise empty plains.
D10=2:You come across a small, secluded glade with a stream running through it.
D10=3:A traveling bard is performing a comical one-man show in a nearby town square. The players can choose to heckle or support the bard and potentially earn a reward.
D10=4:A group of men are gathered around a bonfire, singing songs about famous heroes and heroines from the past. They're hoping to inspire players to greatness.
D10=5:A group of villagers gather for an impromptu feast.
D10=6:The ground is covered with a thick layer of fallen leaves.
D10=7:A man and his horse are galloping down the road. The man swears at the horse and strikes it with a riding crop. The man is a nobleman who has lost his temper on his way back from a hunting trip.
D10=8:A group of 1d6 talking cacti asks for help in solving a particularly tricky crossword they’ve been working on for decades. Success earns the players a cactus-themed magical item.
D10=9:A group of elves are seen performing a ritual to cleanse a nearby forest corrupted by dark magic. However, they need the party's help in retrieving a rare ingredient from a dangerous creature to complete the ritual.
D10=10:A butterfly flits by, landing briefly on a flower.
d100 = 51
D10=1:A hawk circles high above, searching for prey.
D10=2:A lone treasure hunter has been stranded in the plains after being abandoned by his companions. He begs for the party's help, but it turns out he is actually a wanted criminal using them as a diversion.
D10=3:A group of children are playing in an open field. They are playing 'kings and queens.'
D10=4:A pair of ground squirrels chase each other in and out of their burrows.
D10=5:The air is crisp and cool, perfect for a walk.
D10=6:A group of 1d20+10 humans are on their way to a nearby city to trade with centaurs. They're very friendly and will tell players all about the centaurs if asked.
D10=7:A strange bird-like creature with wings of silver and gold lands on a tree branch. As it lies there, it transforms into what looks like a gold ring with a purple jewel that shines brightly.
D10=8:The players find 1d8 giants performing a ritual dance around a stone circle at twilight. This practice goes back to their divine ancestors who first settled these plains.
D10=9:A group of men and women approach the party. They want to know if they have seen any strange creatures nearby. The leader is named Alfred and he is an elder of the village nearby which has had some strange things happening recently such as missing sheep and stolen crops after midnight.
D10=10:The sound of rushing water can be heard ahead. When players approach they will see two farmers fishing in the river. They will tell the players that they've been catching nothing all day, but they're determined to keep trying.
d100 = 52
D10=1:The distant sound of a fiddle reaches your ears from a nearby barn.
D10=2:You find a small, abandoned nest in a bush.
D10=3:The party comes across a traveling circus full of extraordinary creatures and performers. However, it is run by a powerful hag who demands a toll before allowing the party to pass.
D10=4:The party is approached by a group of goblins who seem to be different from the usual violent and chaotic creatures. These goblins need help in finding a new home as their current one is being destroyed by a powerful monster. The goblins offer to reward the players with their unique inventions and gadgets.
D10=5:While walking along the road, the party finds a small box with a small mirror attached to it. When the player approaches, it will speak in a loud voice and say 'I am not a mirror! I am a small box!' The mirror is actually a small mirror, so if a player tries to open it they will probably break it.
D10=6:The party is approached by a group of nomadic centaurs, who offer to trade with them. The centaurs are known for their metalworking skills and have some unique and valuable weapons and armor to offer.
D10=7:The sound of a shepherd's flute echoes across the plains.
D10=8:The sky is filled with fluffy white clouds.
D10=9:A distant shepherd's whistle pierces the quiet.
D10=10:The sound of a distant church bell reaches your ears.
d100 = 53
D10=1:The party comes across a group of 2d6 merchants who were robbed by a group of thieves. The merchants will offer the party about 150 copper coins for their help.
D10=2:The players come across a field of sentient scarecrows who are being terrorized by a group of jackalweres. The scarecrows offer to help the players if they can defeat the jackalweres.
D10=3:A field of sunflowers turns their faces toward the sun.
D10=4:A lone tree stands as a sentinel in the otherwise empty plains.
D10=5:While searching for a lost item, the players come across a group of goblins scavenging through the ruins of an old abandoned castle. The goblins are searching for treasure but also seem to be guarding something they have found. The players must navigate their way through the goblins and discover the secret that lies within the castle ruins.
D10=6:A group of adventurers are looking for talent to join their adventuring party. They are looking for people with any kind of skills that can help them in their adventures. Their names are Jack Sparrow, Eliza, and Angelica. They will harass players and make fun of them if they do not impress them with their skills or if they do not impress them with something else.
D10=7:The players find a small pool of water. It is bubbling. It smells like sulphur. There is a small creature inside it. It looks like it is being cooked alive.
D10=8:You spot a distant farmhouse on the horizon.
D10=9:The players come across a group of lost travelers who have been cursed with forgetfulness. They can't remember who they are or where they are going, and the players must help them regain their memories.
D10=10:A band of five goblins have been following the players for some time now, because they think the players look like good sport. They stop, push up their sleeves and get ready for a fight if the players look like they want to fight.
d100 = 54
D10=1:A group of terrified peasants are running down the road. They are being chased by a large and hungry wolf. The players can choose to help them or not. If they help, the wolf will turn on them and attack them instead!
D10=2:The smell of fresh earth and blooming flowers fills the air.
D10=3:A group of druids are conducting a ritual to summon a powerful storm to nourish the land. However, things go wrong and the storm becomes a raging cyclone, threatening the nearby villages.
D10=4:Strange Seeds: A group of two men and one woman are selling seeds they harvested from a strange plant they found growing in their fields. They have no idea what kind of plant it was. They provided the following descriptions of the plant: "The plant was huge, about 15 feet in diameter. It had these large leaves on the outside and these smaller leaves on the inside." and "The plant had these strange white berries on it."
D10=5:A butterfly lands on a wildflower, its wings shimmering in the sunlight.
D10=6:A friendly face waves from the porch of a nearby house.
D10=7:The ground is covered with a carpet of fallen leaves.
D10=8:The distant toll of a church bell marks the passing of time.
D10=9:A deer stands still for a moment, watching you before bounding away.
D10=10:A group of three men and a woman are walking down the road. They are talking about the latest news from the nearby town. The men tell the players that they have heard that an evil wizard has kidnapped a princess and taken her to his tower which is on top of a nearby hill overlooking the village.
d100 = 55
D10=1:A pack of fierce wolves surround the players, growling and baring their teeth. However, they seem to be guarding something hidden in the woods. Will the players face the wolves or try to sneak around them?
D10=2:The wind carries the eerie calls of 1d6 banshees. They are the spirits of once-powerful witches who fought a great war upon these plains centuries ago.
D10=3:A group of farmers chat animatedly about the upcoming harvest.
D10=4:A cowbell rings gently as a herd of cattle move slowly by.
D10=5:The plains suddenly feel alive with the presence of 2d4 displacer beasts. These creatures are rumored to have been bred by an ancient wizard to guard treasures buried in the fields.
D10=6:A small child is running towards the party, shouting for help. He has been bitten by a snake and he thinks he is going to die.
D10=7:A group of gnolls attack the party.
D10=8:The players are travelling in the wilderness and notice a very large lizard that stands on its hind legs. It is approximately 3 feet tall with reddish scales and sharp teeth. It approaches the players and with a snarl begins to roar.
D10=9:A group of adventurers traveling through an open field will be approached by a group of small creatures, looks like rabbits or small pigs dressed up in armor. The adventurers seem to not be bothered by the creatures and allow them to come with them. The creatures are looking for a group who are to join them on their quest in defeating the giant skeletons that are terrorizing the land...
D10=10:The ground is covered with a carpet of fallen leaves.
d100 = 56
D10=1:While traveling, the party comes across a large, ancient tree with a face carved into it. The tree reveals that it is a guardian of the forest and asks the party to help stop a group of loggers who are destroying the forest.
D10=2:The party comes across a ruined castle that has a small village near it. Nearby, the party will be able to find an oasis with a very strange looking ogre. He will approach them and ask them to play a game of chance and then attack them if they refuse.
D10=3:The sound of a battle can be heard in the distance. If the players investigate, they may find a group of soldiers fighting against a group of lizardfolk.
D10=4:A group of hunters are walking along the trail. They are carrying bows and arrows. They appear to be searching for game to hunt.
D10=5:A group of traveling merchants invites the party to a game of chance and luck. However, it turns out the merchants are actually tricksters and the game is rigged against the players.
D10=6:The ground is covered with a thick layer of pine needles.
D10=7:A solitary wolf's howl echoes in the distance.
D10=8:The party comes across a group of 2d6 farmers on the road. hey are taking fresh eggs to a nearby city to exchange for other goods. If the players agree to escort the farmers, they will receive XP. The farmers will explain that they were attacked by monsters and lost about half their eggs. If the players escort the farmers to the city, they will also receive some food for helping. The farmers receive XP for staying back to help protect the party.
D10=9:A deer stands still for a moment, watching you before bounding away.
D10=10:A jovial djinni appears, seeking someone to match his humor or wit. Players who provide good-quality entertainment or solve his humor-laden riddles may earn themselves a wish or temporary extraordinary luck.
d100 = 57
D10=1:A meteor crashes into the plains, leaving behind a strange substance that seems to have healing properties. However, it also attracts dangerous creatures who are after the substance.
D10=2:A storm cloud is in the shape of a dragon heart! The dragon heart is being eaten by a black dragon!
D10=3:A group of traveling bards can be heard in the distance. Unfortunately, they seem to be cursed and their music causes strange hallucinations and illusions in those who listen.
D10=4:High noon brings the sighting of 2d8 eagles, carrying the spirits of sky shamans who once guided travelers through these vast lands.
D10=5:A scarecrow dressed in old clothes waves its arms in the wind.
D10=6:A group of villagers gather for an impromptu feast.
D10=7:A band of mercenaries approaches the party and offers to hire them for a dangerous mission. They promise a large sum of gold upon completion, but warn of the risks involved.
D10=8:A small warband is riding through the region toward you. Their leader tells you that they have been ordered to capture someone in your party and return him or her back to their settlement as quickly as possible...
D10=9:You find a patch of wild mint growing by the path.
D10=10:The players see a group of 3d6 halflings running through the plains, screaming and laughing. They are playing a game of tag and accidentally run into the players. They beg the players to join in on their game.
d100 = 58
D10=1:A group of merchants is selling a rare and valuable herb. The herb is actually a rare and valuable flower called 'The Black Rose.' A single Black Rose is worth 5 gp.
D10=2:A group of travelers share stories by a roadside campfire.
D10=3:The sky is filled with the calls of migrating birds.
D10=4:The party comes across a herd of wild unicorns that seem to be in distress. Upon closer inspection, they notice that one unicorn is being controlled by a dark sorcerer and is causing chaos among the herd. The players must find a way to free the unicorn and stop the sorcerer’s evil plans.
D10=5:The sky is filled with fluffy white clouds.
D10=6:A group of travelers are relaxing by a peaceful pond, when suddenly a giant frog emerges from the water and starts swallowing them whole. The players must act quickly to save the travelers and defeat the monstrous frog.
D10=7:A caravan is approaching. It is carrying a load of rare and expensive goods. If players approach, the caravan will attack. It is a group of bandits dressed as merchants.
D10=8:As you continue on your journey, you come across a group of fey creatures dancing and playing music. They invite you to join in on their festivities, but be warned, they may have mischief planned for the unsuspecting travelers.
D10=9:A group of nomads have set up camp in a nearby field. They are willing to trade for supplies or information about the surrounding area.
D10=10:The party sees a large flock of birds. They are actually harpies in disguise.
d100 = 59
D10=1:As the party is walking, they notice that the grass beneath their feet is oddly colored. Upon closer inspection, they find a hidden patch of magical mushrooms that can have various effects when consumed.
D10=2:The grassland ahead is darkened by a swarm of 3d20 locusts. These large, predatory insects thrive in a place where a malevolent sorcerer once cultivated his plague spells.
D10=3:A strange portal appears in the middle of the plains, leading to a different dimension. The party must decide whether to venture through or try to close it before something dangerous comes through.
D10=4:You come across a fallen log covered in moss.
D10=5:A group of dwarves attack the party.
D10=6:The party sees a group of 1d20+10 dwarves who are on a pilgrimage to a nearby dwarven shrine. If the party asks, they'll say that they're on the way to pay their respects to their ancestors.
D10=7:The air is filled with the scent of blooming flowers.
D10=8:The party comes across a traveling bard who offers to tell them a legendary tale in exchange for a place to rest for the night. The bard's tale is filled with adventure and can offer valuable clues to the party's current quest.
D10=9:The players come across a group of men who are burying a man. They will ask the players to help them dig the grave.
D10=10:A giant mud monster emerges from the ground and begins attacking nearby villages. The players must find a way to defeat it before it causes too much destruction.
d100 = 60
D10=1:The ground is dotted with patches of dandelions.
D10=2:A group of pilgrims is on a religious journey and are seeking a specific shrine that is hidden somewhere in the plains. They are hesitant to share their destination, but if the players help them find it, they may be rewarded with rare religious artifacts.
D10=3:A group of people from another city have been sent here because of their failure to uphold certain laws within their home city - they're trying to get rid of them quietly so that no one finds out about how bad things really are back home...
D10=4:A herd of deer grazes calmly in a meadow.
D10=5:As they crest a hill, the party finds themselves in a field of 4d10 field mice. The unusual thing is that these mice are transformed druids gathering to discuss an upcoming celestial convergence.
D10=6:A man in a black robe approaches the party. He is a wizard and he has a question for them. He wants to know if they have seen a dragon nearby. He needs to find it because he has an important message for it from his king.
D10=7:The players come across a caravan of merchants who are willing to trade rare and exotic goods. They may also offer rumors and information about the surrounding lands.
D10=8:The party comes across a group of 2d6 merchants who are traveling to a nearby city to sell their goods. The merchants will offer the party leather armor and some silver coins for the players help.
D10=9:A group of merchants pass by, delivering lumber to a nearby village. They ask the players if they need any.
D10=10:A powerful wizard is testing new spells in the plains, causing random and strange magical effects to occur. The players may choose to help or hinder the wizard's experiments.
d100 = 61
D10=1:A small group of nobles is traveling down the road. They are looking for a group to help them capture a group of bandits who have been raiding the local villages.
D10=2:The players see a group of travelers struggling to cross a bog, as they sink into the muck with every step. They soon realize that the bog is actually a shambling mound, waiting for the perfect moment to attack its unsuspecting prey.
D10=3:As you walk through the plains, you come across a small village with a big problem. The villagers are being terrorized by a group of giant moles that have been burrowing into their homes and stealing their food. They ask for the players' help to get rid of the moles.
D10=4:The party sees a lone traveler sitting in the shade of a tree. As they approach, they realize it is a disguised dragon, testing the kindness and empathy of travelers.
D10=5:A rabbit nibbles on some grass, pausing to watch you pass by.
D10=6:The players find a cart full of enchanted pastries that offer temporary buffs or humorous side effects like making them hiccup bubbles for an hour. Intelligence checks can help identify what each pastry might do.
D10=7:A band of goblins has taken over a nearby abandoned castle, claiming it as their own. The party must either fight against them or find a peaceful solution.
D10=8:The sky is filled with fluffy white clouds.
D10=9:A friendly farmer offers a jug of fresh lemonade.
D10=10:The party sees a group of 1d20+10 halfling men who are on a pilgrimage to a nearby halfling shrine. If the party asks, they'll say that they're on the way to pay their respects to their patron god, who is halfling.
d100 = 62
D10=1:A sudden storm blows in, causing a stampede of wild horses. The party must navigate through the chaos and find shelter before it's too late.
D10=2:You hear the distant sound of a waterfall.
D10=3:A group of children are playing in a field, enjoying themselves and having a good time.
D10=4:Fireflies begin to twinkle as evening descends.
D10=5:You find a trail of animal tracks leading off into the distance.
D10=6:A cluster of mushrooms grows at the base of an old tree.
D10=7:A group of travelers share stories by a roadside campfire.
D10=8:A group of travelers are being attacked by a swarm of giant bees. If the players intervene, they will learn that the travelers are actually beekeepers and the bees were just trying to defend their hive. If the players help the travelers calm down the bees, they will be rewarded with some honey and maybe even a bee mount.
D10=9:The players are invited to a grand feast by a wealthy lord who is looking for brave adventurers to retrieve a valuable artifact from a nearby dungeon. However, the feast may be a distraction from the real quest, and the lord may have ulterior motives.
D10=10:A group of children are playing with a ball. The ball is actually a magical ball that can predict the future.
d100 = 63
D10=1:You come across a patch of wildflowers in bloom.
D10=2:The sound of a distant church bell reaches your ears.
D10=3:A group of children are playing with a ball. The ball is actually a magical ball that can predict the future.
D10=4:A wandering 2d4 giants approach the party. These giants are descendants of an ancient builder race who crafted the ruins that dot this landscape.
D10=5:The sun is warm on your back as you walk.
D10=6:A mysterious fog covers the plains, causing anyone who enters it to experience vivid hallucinations. The players must navigate through the fog while trying to separate reality from illusion.
D10=7:A group of farmers are bringing in their harvest. They ask the players if they are interested in purchasing any of their harvest.
D10=8:A messenger in dark red robes with dark red dragon hide saddle bags attached to his horse arrives from the north and delivers a letter to the mayor of the nearest village with an image of a red dragon crest containing an image of a black dragon and an image of a White Dragon, bearing the words 'you are all doomed' scrawled in blood red ink across the bottom of said letter!
D10=9:The players come across a beautiful fountain in the middle of the plains. The water is crystal clear and appears to have healing properties. However, upon drinking from it, the players will experience strange and vivid dreams.
D10=10:A small wagon can be seen ahead, it is stuck in the mud. The driver is cursing and trying to get it out, but he is not having much luck.
d100 = 64
D10=1:The sound of rushing water can be heard ahead. When players approach they will see two farmers fishing in the river. They will tell the players that they've been catching nothing all day, but they're determined to keep trying.
D10=2:A group of 2d6 merchants and their guards are traveling to a nearby city to sell their goods. The merchants will offer the party leather armor and some silver coins for the players help.
D10=3:You encounter a group of dwarven miners who have discovered a new, valuable mineral in the plains. They offer to sell some to the players but warn them that the mineral has magical properties that can cause unexpected side effects.
D10=4:A group of 3d6 old men and women are traveling across the plains, hoping to make it back home before winter comes again this year... One is an elf, who keeps his eyes on his feet as he walks; he won't speak up unless pressured too hard by his companion, who is an old human merchant who has seen everything before and doesn't believe in anything anymore except his iron-shod quarterstaff and his iron-shod mouth... They will talk quietly among themselves but stay well away from any young people they see...
D10=5:The party encounters an alchemist who has brewed laughing potions leading to harmless, uproarious effects. Players must identify and counter the potions through successful intelligence checks to learn a useful potion recipe.
D10=6:A group of about a dozen men on horses approach and demand to know the players' business in their territory. They are legendary Old West bounty hunters, and they want to know who the players are and what they're doing.
D10=7:A druid enclave asks the players for help in protecting their sacred grove from a group of loggers who are destroying their home. However, not all is as it seems, and the players must uncover the truth before taking sides.
D10=8:A group of men dressed in black clothes and hoods slowly approach the players. They are robed, but you can see strange symbols on the inside. They hold a book that glows with strange symbols. They offer to help the players in their journey.
D10=9:A wounded pegasus is hobbling along the trail. It is a very rare event to see one of these creatures. Players should wonder why it is hobbling along the trail in the middle of nowhere. The pegasus is injured, trapped in a net and looking for someone to free it. They may want to trade something for the pegasus and will attempt to make a deal if anything enters their field of vision.
D10=10:A dog trots alongside you for a short while before wandering off.
d100 = 65
D10=1:A flock of giant birds lands in the plains, their wingspan casting shadows over the land. Their feathers are rumored to have magical properties and may be highly sought after by alchemists or mages.
D10=2:It is a cold, clear night. A bright moon shines in the sky. The party sees a bright streak in the sky to the north. It is a meteorite. If the party investigates, they will find a small crater with fragments of metal inside it. These fragments are actually magic items that have been transformed into metal by a powerful wizard. If anyone tries to take them, they will transform into ordinary bits of metal.
D10=3:The party stumbles upon a field of flowers that seem to be moving on their own. Upon further inspection, they realize they are actually carnivorous plants and must find a way to escape their grasp.
D10=4:A troupe of traveling performers is seen setting up a show in the middle of the plains. If players stay to watch, they will be invited to participate and earn some extra gold.
D10=5:A gentle breeze rustles through the tall grass.
D10=6:A group of merchants are traveling along the road carrying their goods for sale in a nearby city. They have been traveling for several hours now without encountering any trouble so far, but it hasn't been long yet since they started their journey ahead of the players finding them on the road...
D10=7:A family of ducks makes its way across a shallow stream.
D10=8:A shimmering oasis is found hidden away, guarded by 1d6 elementals who shapeshift between water and sand. The oasis marks the location of an ancient, life-giving well.
D10=9:The smell of smoke reaches your nose from a distant fire.
D10=10:You see a single tree standing alone in the distance. As you get closer, you realize that it is a mystical tree that grants one wish to those who answer its riddle correctly. But be warned, there are dangerous consequences for those who fail.
d100 = 66
D10=1:The air is cool and refreshing as you walk.
D10=2:You stumble upon a field of beautiful butterflies that emit a calming aura. However, the butterflies are actually creatures of illusion and will disappear if touched, revealing a dangerous trap laid by a nearby wizard.
D10=3:The smell of roasting meat wafts from a roadside campfire.
D10=4:A group of wandering minstrels offers to join the party on their travels, providing entertainment and information about the nearby areas. However, their songs and stories may hold clues to a hidden treasure or a dangerous foe.
D10=5:As the players camp for the night, they hear a loud crash and discover a crashed airship that has fallen from the sky. The crew, who are from a distant land, need help repairing their ship and getting back on their journey. However, they may also bring danger and strange technology with them.
D10=6:A thief has been stealing from the party and has been spotted following them. He is a halfling and has a magical dagger. He will try to steal anything valuable.
D10=7:A scarecrow dressed in old clothes waves its arms in the wind.
D10=8:As the party travels through a peaceful meadow, they are suddenly ambushed by a group of friendly-looking pixies. However, the pixies are actually tricksters and play pranks on the party, causing chaos and confusion. The players must find a way to outsmart the pixies and possibly teach them a lesson.
D10=9:The party comes across a beautiful meadow filled with various herbs and flowers. An herbalist lives nearby and offers to teach them about the medicinal properties of the plants and may sell or trade some rare ingredients. However, the herbalist is also keeping a dark secret that may put the players in danger.
D10=10:A strange portal appears in the middle of the plains, leading to a different dimension. The party must decide whether to venture through or try to close it before something dangerous comes through.
d100 = 67
D10=1:A pair of foxes watch you cautiously from the edge of the clearing.
D10=2:A distant thunderstorm lights up the horizon.
D10=3:A lone figure sits atop a hill, gazing out at the horizon.
D10=4:You stumble upon a group of gnomes who are having a heated debate over who has the longest beard. They are willing to pay the players handsomely if they can settle the debate by measuring their beards.
D10=5:The party comes across a group of dwarven miners who have accidentally uncovered an ancient crypt. They offer to let the party join them as they explore the crypt for treasure.
D10=6:A group of men are delivering a large sack to an elderly woman's house. She will offer the players dinner if they unload her wagon for her.
D10=7:A group of religious people are walking along the road. They are on their way back from a religious pilgrimage. They are preaching the teachings of the Church.
D10=8:The party comes across a large, ancient tree in the middle of the plains, with intricate carvings and symbols etched into its bark. If they have a druid or someone with knowledge of nature in their group, they will recognize this as a sacred tree and may be able to decipher its messages. Doing so may lead them to a hidden treasure or offer them protection for their journey.
D10=9:You spot a distant farmhouse on the horizon.
D10=10:The players come across a group of men who are hunting deer. If the players help, they will be rewarded with a large venison steak dinner at the hunters' camp.
d100 = 68
D10=1:A group of nomadic halflings offer to guide the party through the plains in exchange for a rare gem. However, the halflings may not be who they seem and could have ulterior motives for leading the party.
D10=2:A pack of wild dogs is prowling the plains, and they seem to be looking for something. It's up to the party to figure out what they are after.
D10=3:An old stone well sits abandoned but still full of water.
D10=4:The ground is dotted with patches of clover.
D10=5:The plains suddenly come alive as thousands of fireflies light up the night sky. The players can either enjoy the magical sight or try to capture as many fireflies as they can. But what they don't know is that these fireflies are actually tiny fairies who are seeking revenge against the nearby town for destroying their forest home.
D10=6:A man is standing on the side of the road next to a small wooden sign with strange writing on it. The man is wearing robes, but they are not robes that look like they were purchased from a local magic shop or tailor. The man has a strange twisted staff in his hand and he is chanting a strange incantation in a strange language.
D10=7:A mysterious and charming stranger approaches the party, offering to tell their fortunes for a small fee. If the players accept, the fortune teller will reveal some true insights about each of the players, but there is also a chance that they may also come across a tragic fortune that could affect the outcome of the game.
D10=8:A traveling circus is performing on the plains, showcasing various magical creatures and illusions. The players can choose to interact with the performers or try to uncover the secret behind their abilities.
D10=9:A cat curls up in a sunny spot, watching you pass by.
D10=10:A lone barbarian is searching for a legendary weapon that was lost in the plains. He asks the players to help him find it and in return, he will teach them some of his combat techniques.
d100 = 69
D10=1:A group of 1d4+2 knights on horseback are patrolling the area. They will question the players and may demand a toll for passing through their territory.
D10=2:A rainbow appears after a quick rain shower, arching across the sky.
D10=3:The players encounter a group of gnomes who have set up a makeshift tavern in the middle of the plains. They offer a warm meal and lively entertainment for a small fee.
D10=4:The party finds a wounded pteranodon, which attacks them.
D10=5:A large group of birds can be seen flying overhead, they are moving towards a distant location.
D10=6:A squirrel chatters angrily at you from a tree.
D10=7:At the edge of a desert, the party discovers a caravan of traders who offer to guide them through the treacherous sands in exchange for protection from the savage desert creatures.
D10=8:A group of 2d6 gypsies pass you by on their way to a nearby city. They have many fancy and expensive items that they're selling. If you follow them, they will notice you, but will not be hostile. They're just taking precautions in case they're attacked.
D10=9:A group of farmers are bringing in their harvest. They ask the players if they are interested in purchasing any of their harvest.
D10=10:2d6 satyr pranksters challenge the party to a 'hide-and-seek' game in tall grasses. They reward those who find them with tips on upcoming locations and humorous advice.
d100 = 70
D10=1:You see a group of 2d4+4 centaurs riding horses through the plains, looking for caravans to attack. They will attack any party that comes close to them before riding off on their horses.
D10=2:As the players set up camp for the night, they discover strange crop circles in the nearby field. They soon realize that they were created by a group of fey creatures who are playing a mischievous prank. Will the players try to communicate with the fey or ignore their antics?
D10=3:The sound of drums can be heard in the distance. As the party approaches, they see a group of barbarians performing a ritual dance around a fire.
D10=4:You find a small, abandoned nest in a bush.
D10=5:A group of 4 men and 2 women approach the party. There are 2 girls in the group. They are looking to trade goods with the party. The group needs food, but they have read that parties have been giving out food near the village and towns near here. They have some goods to trade, including a few bags of flour.
D10=6:The players stumble upon a group of bandits who are in the middle of dividing their spoils from a recent raid. The bandits will offer to split the loot with the players if they help them take down a nearby merchant caravan.
D10=7:The sound of a lute playing a merry tune reaches your ears.
D10=8:The players encounter a party of 1d4+2 merchants on the road. They want to trade.
D10=9:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=10:The sky is painted in shades of orange and pink as the sun sets.
d100 = 71
D10=1:A cloud passes overhead, casting a brief shadow.
D10=2:A merchant caravan is transporting spices and herbs to a nearby city. They are willing to trade with the players if they have something interesting to offer.
D10=3:A pair of magpies chatter noisily in a nearby tree.
D10=4:The players come across a group of travelers who are being plagued by constant misfortune. As it turns out, they are cursed by a vengeful witch who lives in a nearby tower. The players must defeat the witch and lift the curse in order to help the travelers.
D10=5:A group of farmers are gathering in the center of the road, talking about a recent monster attack on their village.
D10=6:The players come upon an ancient stone circle with strange symbols. If they decipher the symbols and perform the correct ritual, they will gain a useful magical boon.
D10=7:Ghost Town: The party finds a small town that has been overgrown. The only remains are foundations, old stone walls, and traces of old stone roads. There are no remains of a large diameter trees or large stones. The ground is uncovered gravel and soil. Soil is not rich for growing. A plant called Devil's Hand is growing by the old road (DC 13 to identify). Two other plants that can be identified with DC 10 are found here. They are: Thornapple (DC 14 to identify) and Stag's Horn (DC 12 to identify)
D10=8:A majestic unicorn approaches the players, asking for their help. Its horn has been stolen by a group of malicious faeries and it needs assistance in retrieving it.
D10=9:A gentle breeze rustles the leaves on the trees.
D10=10:A distant hill offers a perfect spot for a mid-journey rest.
d100 = 72
D10=1:An old abandoned castle stands in the middle of the plains. Rumors say it was once ruled by a powerful wizard who disappeared along with his treasure. Will the players explore the castle and uncover its secrets?
D10=2:A gentle breeze rustles the leaves on the trees.
D10=3:A large group of travelers are walking through the plains on their way to a nearby city. The travelers will try to invite the party members to join them.
D10=4:A group of kobolds attack the party.
D10=5:A small, white raven flies down from the sky and perches itself on your shoulder. It pecks at you for a few seconds before flying away again.
D10=6:A weathered signpost points the way to a nearby village.
D10=7:You see a strange looking bird flying overhead. It circles around, then lands on a nearby bush, cackling in a strange tongue and caws again, before flying off. In the bush is a note tied to it, warning the players to beware the bandit King of the Hill. It is signed by one of his victims.
D10=8:The sound of a distant train rumbles through the air.
D10=9:A group of wandering minstrels offers to join the party on their travels, providing entertainment and information about the nearby areas. However, their songs and stories may hold clues to a hidden treasure or a dangerous foe.
D10=10:You stumble upon a tribe of goblins who have taken over an abandoned fortress. They seem to be living in harmony with nature and may actually be trying to protect the land from a greater threat.
d100 = 73
D10=1:A group of dwarves attack the party.
D10=2:A group of halfling children are playing a game of hide and seek. They are convinced that the party is a group of monsters sent to find them.
D10=3:A group of 3d6 centaurs attack the players. They are led by a centaur cleric.
D10=4:A majestic unicorn approaches the players, asking for their help. Its horn has been stolen by a group of malicious faeries and it needs assistance in retrieving it.
D10=5:The party suddenly finds themselves surrounded by a swarm of angry bees. The bees are actually the guardians of a hidden treasure and must be appeased or defeated in order for the party to reach the treasure.
D10=6:A field of sunflowers turns their faces toward the sun.
D10=7:While resting for the night, the players are visited by a magical bard who offers to perform a song or tale that can give them valuable information about their quest or the surrounding area.
D10=8:A group of 2d4+4 half-giants are hunting for deer. They are trying to kill one for dinner.
D10=9:A small group of ants traverses the ground. As soon as the players approaches they scatter and disappear into the ground.
D10=10:A group of friendly gnomes has built an elaborate underground labyrinth, challenging the players to navigate through it and find the treasure at the end.
d100 = 74
D10=1:A rabbit nibbles on some grass, pausing to watch you pass by.
D10=2:While exploring the plains, the party comes across a stone circle surrounded by standing stones. As they approach, they feel a powerful magic presence and must figure out the purpose of the circle and its stones.
D10=3:You see a large hawk circling above you. Suddenly, it swoops down and snatches a small animal from the ground. It looks like the hawk is being controlled by someone, but from where?
D10=4:A group of traveling merchants is selling books. The books are actually rare books about necromancy and dark magic.
D10=5:A friendly innkeeper offers you a tankard of ale.
D10=6:A group of farmers ask the players for help protecting their fields from pesky giant rabbits that have been wreaking havoc on their crops. They promise a reward of freshly baked carrot cakes for every rabbit they catch.
D10=7:A roving bard approaches the party, offering to perform for them in exchange for food and shelter for the night. If the players agree, they will be treated to a night of entertainment and receive a bardic inspiration for the next day's journey. However, if the players reject the bard, they may find themselves cursed with bad luck for the rest of the day.
D10=8:The players come across a small village on the outskirts of the plains, but something seems off. Upon further investigation, they discover that the entire village is actually a giant mimic, and the villagers are being held captive within it. The players must defeat the mimic and save the villagers.
D10=9:A group of men and women are sitting around a campfire near the road. They are telling stories of local monsters and other dangers in the area.
D10=10:With the sun set, the plains darken. That’s when a horde of 5d6 zombies, remains of soldiers from a massive battle, emerge from beneath the earth.
d100 = 75
D10=1:A group of traveling merchants are walking down the road. They are trying to get to a nearby city to sell their goods.
D10=2:A young sorcerer is trying to summon a powerful demon to gain more power, but something goes wrong and the party must stop the demon before it destroys everything in its path.
D10=3:The party stumbles upon an eccentric wizard’s mobile menagerie full of mystical animals that tell jokes. They need to solve the wizard's riddle to secure a rare magic item from him.
D10=4:As the sun begins to set, a herd of wild unicorns appears on the horizon. One of them approaches the party and gently nuzzles them before galloping away.
D10=5:A group of farmers ask the players for help protecting their fields from pesky giant rabbits that have been wreaking havoc on their crops. They promise a reward of freshly baked carrot cakes for every rabbit they catch.
D10=6:The party meets a talking goat who claims to be a cursed prince. If the party can break the curse, the goat will reward them with his hidden treasure. But if they fail, they will be cursed as well.
D10=7:The party comes across a group of 2d6 bandits. They are hiding in the bushes waiting for a merchant's caravan to pass by. They will attack the party if they get close enough or if they try to stop them from robbing the merchant's caravan.
D10=8:The players come across a deserted battlefield, littered with the corpses of soldiers and magical artifacts. If players can decipher the spells on the artifacts, they can unlock their power.
D10=9:The party sees a giant, ancient tree in the distance that seems to be calling out to them. When they approach, they realize the tree is actually a powerful druid who is in need of assistance to protect the forest from invading creatures.
D10=10:A friendly face waves from the porch of a nearby house.
d100 = 76
D10=1:The party stumbles upon a field of giant mushrooms that release mind-altering spores when disturbed. They must find a way to navigate through the field without falling under the spore's effects.
D10=2:The party meets a talking goat who claims to be a cursed prince. If the party can break the curse, the goat will reward them with his hidden treasure. But if they fail, they will be cursed as well.
D10=3:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=4:The sky is filled with the calls of migrating birds.
D10=5:A giant tortoise with a small village built upon its back is slowly making its way across the plains. The villagers are in need of help as they have run out of supplies and are being hunted by a group of bandits.
D10=6:A group of women and men are in an argument about why digging for gold is important. They will ask for help in convincing the other side that their view is correct.
D10=7:An old farmer waves as you pass by, offering a mug of fresh milk.
D10=8:As you ride along the plains, you see a group of farmers who have been working in the fields for weeks. They look tired and haggard, but still very happy. They are on their way home after a day's work. They are walking slowly and singing. If asked why they are so happy, they will say: 'Because there's no war.'
D10=9:A traveling merchant selling horses is approached by a group of gypsies who want to buy his horses. They offer him wine.
D10=10:The air fills with the cries of 3d6 harpies perched on a rocky outcrop. They seem to be guarding a nest that contains a clutch of golden eggs, rumored to hatch into mighty roc.
d100 = 77
D10=1:A squirrel scurries up a tree, chattering loudly.
D10=2:A group of 2d4+4 humans are hunting for deer. They want to kill one for dinner.
D10=3:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=4:A man named Samuel is riding a horse with no name and no markings. He is headed towards a nearby village to sell his horse to its inhabitants. If the party helps, he will repay them by telling them about a nearby dungeon with a dragon sleeping at its center.
D10=5:The party sees a bright streak of light in the sky to the east. It is a meteorite. If the party investigates, they will find a small crater with fragments of metal inside it. These fragments are actually magic items that have been transformed into metal by a powerful wizard. If anyone tries to take them, they will transform into ordinary bits of metal.
D10=6:The party sees a group of horsemen riding through the plains, seemingly in a hurry. As they pass by, the players notice that one of the riders is missing and left behind a valuable artifact. They must return it to the rider before the rest of the group notices.
D10=7:A priest of a local religion is walking along the road, headed towards the church in this area. He is carrying his holy book, wearing his robe and carrying his holy symbol. He is trailed by 1d4+3 children who are holding his robes up so he doesn't get mud on them.
D10=8:The air is filled with the scent of fresh rain.
D10=9:A pack of fierce wolves surround the players, growling and baring their teeth. However, they seem to be guarding something hidden in the woods. Will the players face the wolves or try to sneak around them?
D10=10:A goat bleats from a nearby field.
d100 = 78
D10=1:The party can see a small stone tower in the distance. The tower is covered in vines and it looks abandoned. It is not. A troll has made the decaying tower its home.
D10=2:Up ahead, you see a small stone bridge. As you get closer, you notice that the bridge appears to be made of solid gold. In fact, it turns out that it's not gold at all and it's just covered with an extremely thin layer of gold leaf.
D10=3:A field of sunflowers turns their faces toward the sun.
D10=4:The soft gurgle of a nearby brook provides a peaceful soundtrack.
D10=5:Bandits: A group of five bandits have taken a large manor as their base of operations. They set up a network of nets, tripwires, and explosives to make sure that no one can get in. They steal from caravans, attack caravans, and rob people who come into the area. They are holding a young peasant family hostage in their manor. Their leader is a level 5 bandit fighter. He has a pet monkey that he carries around on his shoulder.
D10=6:A deer darts out in front of the party. As they stop to avoid running over it, they see that a group of 5 humanoids on giant lizards are chasing it! If the party helps, they will get caught up in a battle with the half-giants.
D10=7:A group of friendly sprites asks for the players' help in retrieving a stolen magical item from a nearby fairy kingdom. The sprites promise to grant a wish in return for their help.
D10=8:A breeze whips up the players’ gear in a whirlwind. Solving the riddle of the gusting wind rewards their gear’s swift return and a temporary speed boost.
D10=9:An ogre appears, claiming to be a prince under a curse. He asks for the party's help in breaking the curse and returning him to his human form. But is he telling the truth?
D10=10:The scent of roasting meat wafts from a nearby campfire.
d100 = 79
D10=1:The players come across a group of men who are burying a man. They will ask the players to help them dig the grave.
D10=2:The players come upon an ancient stone circle with strange symbols. If they decipher the symbols and perform the correct ritual, they will gain a useful magical boon.
D10=3:A mischievous spirit sets up a field of mirror illusions. The players must deduce which reflections are real and which are tricks to navigate safely. Failure results in a brief episode of whimsical dizziness.
D10=4:The party comes across a group of 2d6 merchants who were robbed by a group of thieves. The merchants will offer the party about 150 copper coins for their help.
D10=5:A group of about a dozen men on horses approach and demand to know the players' business in their territory. They are members of a nearby cult, who are looking for new recruits.
D10=6:The ground shakes as 3d6 hill giants stomp across the plains, carrying oversized clubs. They seek a lost artifact from a time when giants ruled over humans.
D10=7:You come across a small, secluded glade with a stream running through it.
D10=8:As the players are traveling, they come across a giant stone statue that resembles a large humanoid figure. Upon closer inspection, they notice that the statue is slowly cracking and crumbling, revealing a massive creature sleeping inside. The players must decide whether to awaken the creature or leave it be.
D10=9:A flock of sheep is herded across a dusty road.
D10=10:A faint trail of smoke rises from a distant chimney.
d100 = 80
D10=1:A group of bandits attack the party, but it turns out they are just trying to steal back the treasure the nearby lord unjustly took from them. They offer to split the loot if the party helps them retrieve it.
D10=2:The players come across a wandering minstrel playing a beautiful tune on his lute. He offers to play for them and tells them stories of past heroes and battles.
D10=3:The sunlight creates a beautiful pattern of shadows through the grass.
D10=4:Racing flashes of color illuminate 3d4 pixies performing a ritual dance. These tiny fey are attempting to renew the magic of ancient ley lines running beneath the plains.
D10=5:The wind carries the eerie calls of 1d6 banshees. They are the spirits of once-powerful witches who fought a great war upon these plains centuries ago.
D10=6:A group of elves are searching for rare herbs and plants in the plains. They offer to trade some of their findings for information on the best routes to take through the plains.
D10=7:A group of men are walking on the road. One of the men has a cane in his hand. The men are wearing top hats and monocles. They are wearing suits, but they are dusty and worn. They are walking slowly.
D10=8:A field of grass is covered in eagles feasting on a carcass.
D10=9:The sky is painted with vibrant colors as the sun rises.
D10=10:A deer stands still for a moment, watching you before bounding away.
d100 = 81
D10=1:The gentle rustling of leaves creates a soothing soundtrack.
D10=2:The sky is a brilliant shade of orange as the sun sets.
D10=3:You see two lovers kissing in a field of wildflowers, unaware of the dangers around them. As you approach, you see that they are actually a succubus and an incubus in disguise. Will you interrupt their romantic moment or let them be?
D10=4:A group of 2d4 lizardfolk attack the players. They are led by a lizardfolk shaman (rogue) who has a wand of lightning bolt.
D10=5:A lone heron stands majestically by a small pool.
D10=6:The players are invited to a grand tournament held by a wealthy lord. The competition includes challenges of strength, intelligence, and skill, with a grand prize at the end.
D10=7:The players come across a wandering minstrel playing a beautiful tune on his lute. He offers to play for them and tells them stories of past heroes and battles.
D10=8:You come across a patch of wildflowers in bloom.
D10=9:The party sees a large flock of birds. They are actually harpies in disguise.
D10=10:The party comes across a group of 2d6 soldiers who are searching for a group of bandits who have been attacking caravans and villages.
d100 = 82
D10=1:A stray dog sprints through the fields, chasing a rabbit.
D10=2:Following a trail of broken statues, the players find 3d6 petrified adventurers and a medusa who once served as a high priestess in a long-fallen cult.
D10=3:A stroll through tall grass reveals 2d8 ankhegs burrowed just below the surface. The local tribes tell tales of these creatures as guardians of a forgotten royal treasure buried deep in the earth.
D10=4:A group of nomads have set up camp in a nearby field. They are willing to trade for supplies or information about the surrounding area.
D10=5:A majestic unicorn approaches the players, asking for their help. Its horn has been stolen by a group of malicious faeries and it needs assistance in retrieving it.
D10=6:A lone treasure hunter has been stranded in the plains after being abandoned by his companions. He begs for the party's help, but it turns out he is actually a wanted criminal using them as a diversion.
D10=7:As twilight descends, the outline of 1d6 spectral knights can be seen marching. These ghostly figures are cursed to wander the plains, ever in search of honor and valor lost in an ancient betrayal.
D10=8:A gentle breeze carries the scent of wildflowers.
D10=9:A group of 1d4+4 men are hunting deer. They are angry that their village has been raided so many times by the giant rats, so they are going to go kill some giant rats and bring back their ears as trophies.
D10=10:A deer stands still for a moment, watching you before bounding away.
d100 = 83
D10=1:Soft golden light bathes the landscape as the sun sets.
D10=2:The sound of children singing drifts on the wind.
D10=3:In the middle of the plains, the players stumble upon a magical garden filled with beautiful plants and flowers. However, upon closer inspection, they realize that the plants are actually man-eating creatures. The players must figure out how to escape before becoming a meal.
D10=4:The distant sound of a cowbell reaches your ears.
D10=5:You find an old, rustic wagon wheel half-buried in the ground.
D10=6:A flock of wild sheep crosses the party's path, blocking the road and causing a brief delay. However, if the players can successfully herd the sheep, they will be rewarded with some wool and the knowledge of a nearby village that is in desperate need of sheep herders.
D10=7:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=8:A small flock of geese flies overhead in a V-formation.
D10=9:Players encounter a couple who is arguing with each other about whether or not there is life after death...
D10=10:A cluster of wildflowers attracts a swarm of colorful butterflies.
d100 = 84
D10=1:You come across a group of farmers who are being attacked by giant ants. They are desperately trying to protect their crops, but the ants are too strong. Will you help them or let the ants have their feast?
D10=2:As the party rests in a small clearing, they notice an abandoned campsite nearby. Upon further investigation, they find that the previous travelers were cursed and turned into trees. The party must lift the curse and fight off the vengeful tree spirits.
D10=3:An old abandoned castle stands in the middle of the plains. Rumors say it was once ruled by a powerful wizard who disappeared along with his treasure. Will the players explore the castle and uncover its secrets?
D10=4:The scent of blooming flowers fills the air.
D10=5:A squirrel scurries up a tree, chattering loudly.
D10=6:The party comes across a caravan of traders who are being attacked by a horde of giant ants. The traders offer to reward the players for saving them and their cargo.
D10=7:A field of grass is covered in eagles feasting on a carcass.
D10=8:A dense fog has descended upon the area, making visibility difficult. The players must navigate through the fog and may encounter strange creatures or traps along the way.
D10=9:A group of men dressed in leather and fur come out at night and sit around a campfire. Before they go to sleep, they are heard saying, "We will be victorious my brother, our time has come."
D10=10:A man named Samuel is riding a horse with no name and no markings. He is headed towards a nearby village to sell his horse to its inhabitants. If the party helps, he will repay them by telling them about a nearby dungeon with a dragon sleeping at its center.
d100 = 85
D10=1:A dense fog has descended upon the area, making visibility difficult. The players must navigate through the fog and may encounter strange creatures or traps along the way.
D10=2:A group of hobbits invite the players to their peaceful village for a feast and celebration. However, their celebration is cut short when a group of goblins attacks. Will the players help defend the hobbits or let them handle it on their own?
D10=3:The air is cool and refreshing, perfect for a walk.
D10=4:The players stumble across a group of men and women fighting over a small sack of gold coins. They will attack the players if they try to intervene.
D10=5:A flock of giant flamingos is migrating over the plains. As they fly, they leave behind a trail of bright pink feathers.
D10=6:A pair of crows squabble over a piece of shiny metal.
D10=7:The sound of distant farm machinery drifts on the breeze.
D10=8:Following a trail of broken statues, the players find 3d6 petrified adventurers and a medusa who once served as a high priestess in a long-fallen cult.
D10=9:A solitary oak tree provides shade and shelter.
D10=10:Three old men are sitting around a fire, talking about how there's something strange about this area, like something bad happened here recently that still affects this area somehow even now. They can be convinced to tell their story if offered food and drink but only after continuous questioning about why they're sitting around a fire in this part of the country in the middle of winter - turns out they're actually banshees sent by an elven necromancer because he was too lazy to go find his own banshees and wants to terrify people into giving him free money or free slaves or whatever else he wants so he doesn't have to do any actual work for once in his life...
d100 = 86
D10=1:A group of traveling bards can be heard in the distance. Unfortunately, they seem to be cursed and their music causes strange hallucinations and illusions in those who listen.
D10=2:The party sees a bright streak of light in the sky to the west. It is a meteorite. If the party investigates, they will find a small crater with fragments of metal inside it. These fragments are actually magic items that have been transformed into metal by a powerful wizard. If anyone tries to take them, they will transform into ordinary bits of metal.
D10=3:The players find a set of tracks. They are impossibly large. They lead away and then stop.
D10=4:You stumble upon a group of nomadic merchants traveling through the plains in their brightly painted wagons. They offer to trade trinkets and items from far-off lands, but beware, some of their goods may be cursed.
D10=5:A pack of wild dogs is prowling the plains, and they seem to be looking for something. It's up to the party to figure out what they are after.
D10=6:You come across a fallen log covered in moss.
D10=7:The party comes across a small, hidden cave in the side of a hill. Inside, they find a meditating monk who offers them valuable advice and wisdom. He may also challenge them to a test of strength and endurance, with the promise of a powerful artifact as a reward.
D10=8:A group of dwarves are walking across the plains with their metal goods. They look tired, but very happy because they are on their way home after a day's work.
D10=9:The ground is covered with a carpet of fallen leaves.
D10=10:A gentle rain begins to fall, refreshing the air.
D10=2:You encounter a group of dwarven miners who have discovered a new, valuable mineral in the plains. They offer to sell some to the players but warn them that the mineral has magical properties that can cause unexpected side effects.
D10=3:The ground is covered with a carpet of fallen leaves.
D10=4:A group of adventurers traveling through an open field will be approached by a group of people, all dressed in white robes and holding hands. They will inform the adventurers they were sent by the gods to help them in defeating the giant skeletons that are terrorizing the land...
D10=5:A babbling brook provides a serene background sound.
D10=6:The players come across a deserted battlefield, littered with the corpses of soldiers and magical artifacts. If players can decipher the spells on the artifacts, they can unlock their power.
D10=7:The sound of frogs croaking comes from a nearby pond.
D10=8:Tis' a beautiful day in the plains, the sun high in the sky with a gentle breeze blowing across the luscious green grass. Suddenly, the grass starts to part and a large green colored lizard emerges from the ground. It opens its mouth and releases a cloud of poisonous gas before disappearing back into the ground.
D10=9:You see two groups of knights on opposite sides of the plains, facing each other. They are about to engage in a fierce battle. It is up to the players to decide whether to intervene or stay out of it.
D10=10:The party finds a field of illusionary tents set up by a mischievous illusionist. Solving the puzzle of which tents are real and which are illusions rewards them with useful camping gear.
d100 = 88
D10=1:A merchant is transporting a large sack of gold coins on his horse wagon. The party is trying to steal his gold coins.
D10=2:A pair of hares nibble on fresh grass at the edge of a clearing.
D10=3:Strange Seeds: A group of two men and one woman are selling seeds they harvested from a strange plant they found growing in their fields. They have no idea what kind of plant it was. They provided the following descriptions of the plant: "The plant was huge, about 15 feet in diameter. It had these large leaves on the outside and these smaller leaves on the inside." and "The plant had these strange white berries on it."
D10=4:A merchant caravan is traveling along the road with its goods for sale in other cities. The merchants are older and tired of traveling around and making their living this way. They want to retire and live comfortably somewhere else. They will offer the players jobs as caravan guards or traders if they want to get by until they can find something better to do.
D10=5:A rabbit darts across the path and disappears into a burrow.
D10=6:You find a small, clear pool of water surrounded by rocks.
D10=7:The party comes across a group of people from another city who are traveling through this area on their way to another city. They claim that there is a plague in their city and that they need help dealing with it before it spreads around the rest of the kingdom. If investigated, no trace of disease can be found in their city and it turns out they're just trying to get rid of newcomers so that they can take over the city without any competition.
D10=8:The sound of a distant waterfall reaches your ears.
D10=9:A group of 1d4 humans are fighting a group of 1d4+4 hill giants. The hill giants are winning. If the party helps, the humans will say, 'Thank you. We will never forget what you did for us.' The humans and hill giants are actually cultists of Tiamat, and will attack the party once the battle is over.
D10=10:A young wizard is having trouble controlling his fire spells, causing the nearby fields to catch on fire. The party must help him control his magic before it causes further damage.
d100 = 89
D10=1:A group of religious people are walking along the road. They are on their way back from a religious pilgrimage. They are preaching the teachings of the Church.
D10=2:A rabbit nibbles on some grass, pausing to watch you pass by.
D10=3:The players are invited to a grand feast by a wealthy lord who is looking for brave adventurers to retrieve a valuable artifact from a nearby dungeon. However, the feast may be a distraction from the real quest, and the lord may have ulterior motives.
D10=4:The players will find a small village of humans who live in a giant tree. They have been attacked by giant birds. If the players help, the villagers will give them a map to a long-lost treasure.
D10=5:A pair of hares nibble on fresh grass at the edge of a clearing.
D10=6:A group of half-elves attack the party, saying they want to avenge their father's death at the hands of bandits. They're actually bandits themselves, who killed their father and are looking for an easy score.
D10=7:The party comes across a group of travelers who seem to be lost and disoriented. However, the travelers are actually shapeshifting doppelgangers who are trying to lure the party into a trap. The players must find a way to defeat the doppelgangers and possibly uncover their true motives.
D10=8:Fireflies begin to twinkle as evening descends.
D10=9:A powerful sorcerer challenges the party to a game of riddles. If they can solve all of his riddles, he will grant them a powerful magic item. But if they fail, they will be cursed with bad luck for the rest of their journey.
D10=10:The smell of freshly baked bread reaches your nose from a nearby village.
d100 = 90
D10=1:A traveling circus is performing on the plains, showcasing various magical creatures and illusions. The players can choose to interact with the performers or try to uncover the secret behind their abilities.
D10=2:The party comes across a group of 2d6 merchants who are traveling to a nearby city to sell their goods. The merchants will offer the party leather armor and some silver coins for the players help.
D10=3:The sky is filled with the calls of migrating birds.
D10=4:A group of wandering minstrels offers to join the party on their travels, providing entertainment and information about the nearby areas. However, their songs and stories may hold clues to a hidden treasure or a dangerous foe.
D10=5:While traveling through the woods, a group of adventurers comes across a group of men and women dressed in black robes. They are all chanting and praying to their god. They will ask the players to join them in their prayers and chants. If the players refuse, they will attack them. If they accept, they will be captured and sent to a nearby city to be sacrificed to their god by being thrown off a high building...
D10=6:A gentle slope offers a perfect spot for a brief rest.
D10=7:A large bird with a long neck is flying overhead. The bird has a snake in its mouth. It is alive.
D10=8:A mysterious and charming stranger approaches the party, offering to tell their fortunes for a small fee. If the players accept, the fortune teller will reveal some true insights about each of the players, but there is also a chance that they may also come across a tragic fortune that could affect the outcome of the game.
D10=9:A mysterious figure in a hooded cloak approaches the players, offering to sell them rare magical items. However, there is something off about this person and their items. Will the players take the risk or move on?
D10=10:A group of 1d20+10 humans are on their way to a nearby city to trade with centaurs. They're very friendly and will tell players all about the centaurs if asked.
d100 = 91
D10=1:The sound of a distant train rumbles through the air.
D10=2:A thief has been stealing from the party and has been spotted following them. He is a halfling and has a magical dagger. He will try to steal anything valuable.
D10=3:A lone wanderer offers a friendly wave as they pass.
D10=4:You sense a strange magical aura in the area. Upon investigation, the party finds a small wisp creature trapped in a magical crystal. It offers to grant one wish to anyone who can free it.
D10=5:The party comes across a cursed knight who is seeking redemption. They must help him break the curse and redeem himself before he becomes a mindless monster.
D10=6:You see a man sitting on the ground crying his eyes out. The man's name is Alfredo and he was robbed on the road. Alfredo was robbed by a band of vicious half-orcs and he lost everything he had on him - including his shoes. Alfredo has nothing left to his name and will beg for you to give him something - anything - that he can use to get home to his wife and children.
D10=7:The party comes across a group of migrating elephants and their caretakers. The caretakers are in need of assistance as one of the elephants has fallen ill and they must find a rare herb to cure it.
D10=8:A group of men are camped near the road. They are old and tired, and they appear to be waiting for something. If the players talk to one of them, they will learn that the men are waiting for their king to pass by on his way to a nearby city for an important meeting. The king is expected to pass by sometime within the next few days.
D10=9:The air is filled with the scent of freshly cut hay.
D10=10:A mysterious traveler approaches the players, offering them a map to a hidden treasure buried somewhere in the plains. The map may lead to a great reward, but it could also be a trap set by the cunning traveler.
d100 = 92
D10=1:A colony of very articulate prairie dogs have built a miniature city. They demand a small toll of shiny objects to pass through. Players must solve their simple riddles to progress without emptying their pockets.
D10=2:A group of blink dogs are chasing after a pack of unicorns. The players must decide whether to intervene and possibly anger one of the creatures, or let nature take its course.
D10=3:A group of nomad horsemen riding lizard-like creatures pass by. The riders are carrying spears and shields.
D10=4:You hear the distant sound of a train whistle.
D10=5:A mysterious figure in a hooded cloak approaches the players, offering to sell them rare magical items. However, there is something off about this person and their items. Will the players take the risk or move on?
D10=6:You find a small, abandoned cabin in the woods.
D10=7:The party is invited to a centaur’s birthday picnic. An eating contest ensues with the prize being a pack of unique, centaur-crafted arrows for the winner.
D10=8:Birds dive and swirl overhead, chasing insects above the field.
D10=9:The air is crisp and cool, perfect for a walk.
D10=10:A group of friendly giants invite the players to their camp, eager to hear about their adventures and learn about the world beyond the mountains. However, a rival group of giants is not happy about the players' presence. Will the players be caught in the middle of a giant war?
d100 = 93
D10=1:The sky is filled with the calls of migrating birds.
D10=2:The ground is covered with a carpet of fallen leaves.
D10=3:A group of 3d6 farmers are walking through the plains, looking for lost sheep and livestock. They are headed towards the nearest village or city and they are very hungry and cold and need help getting home safely before they freeze to death or starve to death or become food for something else...
D10=4:Five tall, thin, black-skinned men are walking through the plain.
D10=5:A flock of sheep grazes peacefully in a fenced pasture.
D10=6:You see a group of people selling a statue made of gold. The statue was made by an elderly man named Alfredo who specializes in making statues. Alfredo doesn't want anyone to know that he's making money on his sculptures but his family is poor and he wants to help them out by giving them some gold coins so they can live comfortably until he dies.
D10=7:The players come across a group of fey creatures who are hosting a grand feast in the middle of the plains. The feast is to celebrate the coronation of their new queen, but the players soon discover that the queen has sinister plans for the realm.
D10=8:You see two hill giants play-fighting in the distance, causing chaos and destruction wherever they go. You must either confront them and stop them, or figure out a way to distract them before they cause more harm.
D10=9:A group of drunken farmers are celebrating the harvest. They want to start a fight with the players because they think they're better than them.
D10=10:A group of villagers gather for an impromptu feast.
d100 = 94
D10=1:A powerful sorcerer challenges the party to a game of riddles. If they can solve all of his riddles, he will grant them a powerful magic item. But if they fail, they will be cursed with bad luck for the rest of their journey.
D10=2:A squirrel chatters angrily at you from a tree.
D10=3:Two young boys approach the party. The boys seem tired and hungry. They have been walking for days trying to get home from somewhere but they don't remember where exactly, only that it was very far away from here...
D10=4:The road ahead is blocked by a herd of buffalo.
D10=5:A lone rider approaches the party and asks if he can join the party. His name is Jacob and he is looking for a group to travel with. He will offer the party a gold piece if they let him travel with them. He is a very strong fighter, but he is very loud and obnoxious.
D10=6:M: A group of 4 armed men stop the party, but they don't say anything. They are searching for someone. The golem that they are looking for is a humanoid made of clay or stone. The leader is named Bence. He looks for his brother who went missing about an hour before the party was stopped.
D10=7:The ground is dotted with colorful wildflowers.
D10=8:A group of about a dozen men on horses approach and demand to know the players' business in their territory. They are members of a nearby cult, who are looking for new recruits.
D10=9:The party comes across a band of friendly goblins practicing stand-up comedy. They will challenge players to tell jokes, with success granting a magical item that produces the sound of applause when squeezed.
D10=10:A group of children are playing in a nearby field.
d100 = 95
D10=1:A mysterious figure on horseback is racing across the plains, leaving a trail of destruction in their wake. The players can choose to pursue and confront them or continue on their journey, potentially encountering the consequences of the figure's actions later on.
D10=2:A friendly innkeeper offers you a tankard of ale.
D10=3:Five tall, thin, black-skinned men are walking through the plain.
D10=4:A friendly shopkeeper offers you a selection of local goods.
D10=5:While camping for the night, the players are ambushed by a swarm of giant fireflies. These fireflies emit a powerful, blinding light and can cause burns if touched. The players must use quick thinking and strategy to defeat them and salvage their campsite.
D10=6:The players come upon a large bonfire. A group of men are sitting around it, drinking and laughing. They are a group of traveling minstrels. If players listen, they will hear the men singing about a local legend about a dragon that lives in the local cave system.
D10=7:A group of adventurers approaches the party. They want to join the party and help them fight the giant skeletons. They are very brave and honorable. Their names are Sir Alfred, Sir Simon, and Sir William.
D10=8:A group of children are playing in a nearby field.
D10=9:The party comes across a mysterious stone circle in the middle of the plains. As they explore, they realize that the stones have mystical properties that transport them to different dimensions and realms. The players must navigate these dimensions and find a way back to their own world.
D10=10:The smell of fresh earth and blooming flowers fills the air.
d100 = 96
D10=1:As the players set up camp for the night, they discover strange crop circles in the nearby field. They soon realize that they were created by a group of fey creatures who are playing a mischievous prank. Will the players try to communicate with the fey or ignore their antics?
D10=2:You find a patch of wild mint growing by the path.
D10=3:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are given a gift.
D10=4:The party is approached by a man in a robe. He says his name is Alfred and that he has been elected mayor of Hilltop. He says he is looking for his cousin, Alfred II, who left the town years ago and never returned. He says he has been worried about his cousin because he had been receiving strange, coded letters from him for years. He says if you find his cousin, you will be rewarded handsomely.
D10=5:The air is filled with the scent of blooming flowers.
D10=6:You stumble upon a group of nomadic merchants traveling through the plains in their brightly painted wagons. They offer to trade trinkets and items from far-off lands, but beware, some of their goods may be cursed.
D10=7:A scarecrow dressed in old clothes waves its arms in the wind.
D10=8:A group of men and women are walking down the road singing and laughing. They are on their way to a local festival.
D10=9:A friendly stray cat follows you for a while before vanishing into the grass.
D10=10:Two warring tribes are fighting in this region. Players can join in and pick a side or just watch (if they're not into that sort of thing).
d100 = 97
D10=1:The players find a set of tracks. They are impossibly large. They lead away and then stop.
D10=2:A band of robbers ambushes the players, but they are quickly overpowered by a mysterious figure who appears from behind a tree. It turns out the figure is a legendary hero who offers to train the players in combat techniques.
D10=3:The party comes across a small stone obelisk that has been defaced with red paint. There is a noticable crack in one of the corners of the obelisk and a small red river of blood is trickling down its side.
D10=4:A friendly farmer shares the latest gossip from the village.
D10=5:A group of 1d4 men and women are hunting on horseback. They are carrying longbows and spears. They are heading towards a nearby village to sell their spoils to its inhabitants.
D10=6:A group of 2d6 soldiers will approach the party and ask them for help. The soldiers are looking for a group of thieves that have been attacking caravans and villages.
D10=7:A small band of goblins are smoking their pipes in an abandoned village. They are the only survivors of an attack by local humanoids. They will try to lay waste the village if the PCs do not help them.
D10=8:The ground is dotted with colorful wildflowers.
D10=9:A group of well-dressed nobles are traveling along the road in their covered carriage. They are headed towards a nearby city where they will be living at least until they can find something else better to do with their time and money. If the players approach them, they will offer them free food and lodging if they want to make sure they're safe during their travels along the roads and keep them safe from attack from bandits and other dangers along the way.
D10=10:An old woman wearing robes covered in strange symbols and strange looking charms made out of animal bones and teeth and claws is standing on the side of the road holding out her hand for money to help feed her family. She has three young children with her who look hungry and homeless, but they do not look like they need food or shelter or clothing, just like they need more time with their mother.
d100 = 98
D10=1:A pair of children fly a kite, their laughter carried on the wind.
D10=2:A mysterious and charming stranger approaches the party, offering to tell their fortunes for a small fee. If the players accept, the fortune teller will reveal some true insights about each of the players, but there is also a chance that they may also come across a tragic fortune that could affect the outcome of the game.
D10=3:A group of three men and a woman are walking down the road. They are talking about the latest news from the nearby town. The men tell the players that they have heard that an evil wizard has kidnapped a princess and taken her to his tower which is on top of a nearby hill overlooking the village...
D10=4:A traveling merchant with a colorful wagon struggles with a broken wheel.
D10=5:The players will find a small village of humans who live in a giant tree. They have been attacked by giant birds. If the players help, the villagers will give them a map to a long-lost treasure.
D10=6:The party comes across a group of 2d4+4 men who are wearing suits of armor and carrying shields and swords. They are traveling along together as a group, but they do not look like they would be good fighters. They are part of a group of knights who protect a nearby village from bandits and monsters.
D10=7:The party sees something in the distance. It looks like a cloud of smoke or dust. As they get closer to it, they see that it is a group of 1d20+10 men who are riding horses and riding towards them at full speed. They are wearing armor and carrying weapons.
D10=8:A merchant's wagon has been stuck in the mud along the road for several hours. The driver is frustrated and angry, but he is determined to get it out of the mud no matter what it takes. A group of 3d6 villagers have stopped to help him get his wagon out of the mud. They are using their horses to try to pull it out of the mud. The merchant is offering a reward to anyone who can help him get his wagon out of the mud.
D10=9:A flock of crows is swooping across the plains towards you. They're flying very low, so it's hard to see what they're carrying until they get closer. It's a snake, one of those giant ones that's so big, only a crow could carry it all the way to the red dragon's lair without stopping once to rest. You can smell it from here...and it smells like death and decay!
D10=10:Three men are walking down the road towards the party. They are trying to convince the party of their religious beliefs. They are acting very strangely.
d100 = 99
D10=1:A caravan is approaching. It is carrying a load of rare and expensive goods. If players approach, the caravan will attack. It is a group of bandits dressed as merchants.
D10=2:A pack of dire wolves is seen hunting on the plains, but they seem to be targeting a specific individual in the party. It turns out the individual is an important figure from the past and the wolves are seeking revenge.
D10=3:A group of wood elves are hunting in the plains. They offer to trade some of their catch for supplies or information about the outside world.
D10=4:A strange portal appears in the middle of the plains, leading to a different dimension. The party must decide whether to venture through or try to close it before something dangerous comes through.
D10=5:Two old men are walking down the road, arguing about something. One old man is human, and the other is an orc. If players approach them, the orc will ask them for help arguing with the human. The human will offer players gold to help him win the argument.
D10=6:You find a small, abandoned nest in a bush.
D10=7:A group of men with masks, who seem to be protected by magical armor, are gathering around a fire, drinking and laughing. They seem to be trying to work out a plan.
D10=8:As the party sets up camp for the night, they are approached by a pack of friendly wolves who seem to want to be pet and played with.
D10=9:The players come across a group of men who are burying a man. They will ask the players to help them dig the grave.
D10=10:A babbling brook offers a chance to refill your water skins.
d100 = 100
D10=1:The sky is filled with the calls of migrating birds.
D10=2:A group of traveling bards offer to perform a play for the players. Depending on their performance, the players may gain inspiration or distraction for the upcoming challenges.
D10=3:You come across a small family of raccoons foraging for food.
D10=4:A group of peasants are standing around a fire. They are singing a Harvest Festival song. If players join in on the song, they will receive a +1 to their Persuasion rolls when interacting with other peasants in the region. The leader of this group is actually an assassin who is trying to get close to the players.
D10=5:The players see a group of people gathered around a giant tree, weeping and mourning its loss. The tree is actually an ancient treant who has fallen to the corruption of dark magic. The players can choose to try and save the treant or put it out of its misery.
D10=6:M: A group of 4 armed men stop the party, but they don't say anything. They are searching for someone. The golem that they are looking for is a humanoid made of clay or stone. The leader is named Bence. He looks for his brother who went missing about an hour before the party was stopped.
D10=7:A group of children are playing in a field, their parents are nearby getting ready to start harvesting in the field.
D10=8:The party comes across a group of 2d6 merchants on the road. They are taking fresh eggs to a nearby city to exchange for other goods. If the players agree to escort the merchants, they will receive XP. The merchants will explain that they were attacked by monsters and lost about half their eggs. If the players escort the merchants to the city, they will also receive some food for helping.
D10=9:The players come across a group of nomads traveling through the plains. They invite the players to join them for a delicious feast of roasted boar and music around the campfire. The nomads are friendly and offer to trade goods and information.
D10=10:The air is filled with the scent of freshly cut hay.
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.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
Share
Scan to open Plains encounters (d10) on your phoneScannable QR code encoding the URL https://www.doungim.com/dnd/encounters/plains/d10. Point a phone camera at this code to open the Plains encounters (d10) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.