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D4 Plains Random Encounters

D&D 5e · 396 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for plains scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 396 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a plains, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Plains encounter table

d100 = 1

  1. D4=1:A cowbell rings gently as a herd of cattle move slowly by.
  2. D4=2:The sound of an army can be heard from the east. A group of soldiers dressed in battle armor, led by a captain on horseback, can be seen riding towards you. Their mission is to find and kill an evil wizard who has been terrorizing the land for years.
  3. D4=3: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.
  4. D4=4: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.

d100 = 2

  1. D4=1:A small bird is sitting on a tree limb. As the players pass it flies off. It says 'Help! Help!'
  2. D4=2:A group of friendly harpies approaches the players, asking for help in retrieving their stolen eggs from a nearby bandit camp. The harpies promise to help the players in return with their musical abilities.
  3. D4=3:The soft gurgle of a nearby brook provides a peaceful soundtrack.
  4. D4=4:The players stumble upon hyper-intelligent squirrels hosting a trivia night. They must answer questions correctly to avoid mild but entertaining magical penalties like their voices changing pitch.

d100 = 3

  1. D4=1:A traveling merchant offers to sell the players a seemingly worthless piece of land. If they buy it, they may discover hidden riches buried beneath the surface.
  2. D4=2:A tribe of 2d10 nomadic centaurs crosses your path. They are on a sacred pilgrimage to a hidden meadow where their ancestors battled a dragon and won freedom for their people.
  3. D4=3:An old man is sitting on the side of the road making a necklace out of leaves. He tells the players that he is looking for a special leaf that he knows is somewhere out in the plains. He has been looking for 4 years now.
  4. D4=4:A pack of wild dogs appears and starts barking loudly at the players. They are actually trying to lead them to a nearby cave where a young girl has been trapped by a mountain lion.

d100 = 4

  1. D4=1:As you walk through the plains at night, you hear the sound of footsteps approaching from behind you...
  2. D4=2: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
  3. D4=3: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.
  4. D4=4:Distant smoke suggests a nearby farmstead.

d100 = 5

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=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.

d100 = 6

  1. D4=1:A lone heron stands majestically by a small pool.
  2. D4=2:A flock of giant eagles soar overhead, hunting for prey. One eagle swoops down and grabs a small animal from the ground, but accidentally snags a player's pack as well. The eagle flies off with the pack, leaving the player to chase after it.
  3. D4=3:A group of sheep lazily graze under the midday sun.
  4. D4=4:A family of ducks paddles serenely on a small pond.

d100 = 7

  1. D4=1: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.
  2. D4=2:You find a small, clear pool of water surrounded by rocks.
  3. D4=3:A group of paladins on a holy quest approach the party, asking for their help in defeating a powerful undead creature that is terrorizing the nearby villages.
  4. D4=4:The air is filled with the scent of fresh rain.

d100 = 8

  1. D4=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.
  2. D4=2:A deer stands still for a moment, watching you before bounding away.
  3. D4=3: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.
  4. D4=4:A pack of deadly carnivorous plants ambushes the party, who must fight for their lives or find a way to outsmart the plants.

d100 = 9

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 10

  1. D4=1: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.
  2. D4=2:A pair of magpies chatter noisily in a nearby tree.
  3. D4=3:A weathered barn leans precariously against the elements.
  4. D4=4:A large bird with a long neck is flying overhead. The bird has a snake in its mouth. It is alive.

d100 = 11

  1. D4=1: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.
  2. D4=2:Two elderly women are lost on the open plains. They are from the city and they are looking for the road that leads to their homes.
  3. D4=3:You come across a fallen log covered in moss.
  4. D4=4:A group of people are protesting. They are protesting against a corrupt nobleman. They are demanding that the nobleman restore their lands and titles.

d100 = 12

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A group of trolls are arguing over a shiny object they found. It turns out to be a cursed ring that grants the wearer immense strength but also turns them into a troll. The players must decide whether to take the ring or leave it be.

d100 = 13

  1. D4=1: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.
  2. D4=2:The sky is clear and the sun is shining brightly.
  3. D4=3:The air is cool and refreshing, perfect for a walk.
  4. D4=4:Amidst rolling hills, the party encounters 2d6 minotaurs. These creatures guard the secret entrance to a labyrinth built by a forgotten civilization.

d100 = 14

  1. D4=1:Amidst rolling hills, the party encounters 2d6 minotaurs. These creatures guard the secret entrance to a labyrinth built by a forgotten civilization.
  2. D4=2:A group of priests from a nearby temple are conducting a religious ritual on the plains. However, something has gone wrong and the ritual has been disrupted, causing the spirits of the ancestors to appear and attack anyone nearby. If the players can help the priests complete the ritual, they will be rewarded with blessings and powerful magical items.
  3. D4=3:A tribe of 2d10 nomadic centaurs crosses your path. They are on a sacred pilgrimage to a hidden meadow where their ancestors battled a dragon and won freedom for their people.
  4. D4=4:A field of wildflowers suddenly comes to life and begins to dance and sing. The party must figure out how to join in the dance without angering the fey creatures controlling the flowers.

d100 = 15

  1. D4=1:A beautiful unicorn is grazing in a nearby meadow. If the players approach peacefully, it may offer to grant them a wish.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A small abandoned cottage on the side of the road seems to be inhabited by ghosts. However, upon further investigation, it is actually a group of illusions created by a lonely and bored wizard who just wants some company. If the players can entertain the wizard for the night, they will receive a magical trinket as a reward.

d100 = 16

  1. D4=1:The players stumble upon a group of plaiurge hunters, who specialize in hunting and taming the swift and deadly creatures of the plains. They offer to take the players on a hunt but warn them of the dangers and skill required to capture these creatures.
  2. D4=2:The party stumbles across a small village that is being terrorized by 2d4+4 half-giants. They are attacking the village and trying to abduct the villagers. They want to sell the villagers as slaves. The villagers will pay the party handsomely if they save them. The half-giants are led by a mid-level half-giant barbarian.
  3. D4=3: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.
  4. D4=4:As the players are resting for the night, they hear beautiful singing coming from a nearby pond. If they investigate, they will find a group of sirens trying to lure them into the water.

d100 = 17

  1. D4=1:A weathered signpost points the way to a nearby village.
  2. D4=2:You come across a cursed field where plants grow to enormous sizes and giant insects roam. The plants may seem like a good source of food, but some may have deadly properties.
  3. D4=3: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.
  4. D4=4:A family of deer graze quietly under a solitary tree.

d100 = 18

  1. D4=1: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.
  2. D4=2:You come across a fallen log covered in moss.
  3. D4=3:Players encounter a traveling merchant who is selling small figurines made out of bone that resembles various monsters and creatures that the players have encountered during their adventures...
  4. D4=4: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.

d100 = 19

  1. D4=1:A group of children are playing in a nearby field.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 20

  1. D4=1:You spot a distant farmhouse on the horizon.
  2. D4=2:The air is cool and refreshing as you walk.
  3. D4=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...
  4. D4=4: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.

d100 = 21

  1. D4=1:A group of men are fighting over a large bag of gold coins. They are the men that the party controls, and the gold is the party's.
  2. D4=2:A man is walking down the road with a large bag of coins on his back. The bag is marked with a seal from the city's bank. He is on his way to deposit the coins at the bank. He will pay players 10% of what he has if they escort him to the bank safely.
  3. D4=3:A beautiful field of flowers suddenly withers and dies as a massive black dragon flies overhead. The party must either try to defeat the dragon or find a way to protect the villages around the area.
  4. D4=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.

d100 = 22

  1. D4=1: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.
  2. D4=2:The players come across a field of wildflowers. A giant hawk swoops down and attempts to attack them.
  3. D4=3:The air is cool and refreshing, perfect for a walk.
  4. D4=4: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...

d100 = 23

  1. D4=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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 24

  1. D4=1:A merchant is transporting a large sack of gold coins on his horse wagon. The party is trying to steal his gold coins.
  2. D4=2: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.
  3. D4=3:A group of human bandits set up an ambush for travelers on the path ahead. They will try to capture any valuable-looking characters and take them back to their hideout for interrogation, torture, and ransom.
  4. D4=4:The party is pursued by a pack of 2d4 dire wolves whose origins trace back to the first creatures of legend spawned by the gods during the world’s creation.

d100 = 25

  1. D4=1:The distant sound of a cowbell reaches your ears.
  2. D4=2:A dusty road stretches out before you, leading to new adventures.
  3. D4=3: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.
  4. D4=4:A scarecrow stands guard over a field of ripe crops.

d100 = 26

  1. D4=1: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 invite players to join them if they impress them with their skills or if they impress them with something else.
  2. D4=2: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'.
  3. D4=3: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.
  4. D4=4: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.

d100 = 27

  1. D4=1:A babbling brook provides a serene background sound.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 28

  1. D4=1:A tree in the middle of the plains seems to be moving on its own. If players investigate, they will find a group of satyrs playing pranks on travelers passing by.
  2. D4=2:The party comes across a field of wildflowers, each one a different vibrant color. However, upon closer inspection, they realize that the flowers are actually alive and are controlled by a group of dryads. The dryads are using the flowers to lure unsuspecting travelers and then capture them for their own purposes.
  3. D4=3:The sound of a distant train rumbles through the air.
  4. D4=4:In a golden hue, the setting sun illuminates 3d6 fire elementals dancing over a charred area of the plains. This location was once the site of an ancient, destructive volcanic eruption.

d100 = 29

  1. D4=1:A group of 3 men riding horses and carrying swords walk up to the party. The leader is a fat man named Jago. He will ask the party if they have seen any strange looking people pass through. He is looking for a group of thieves who have passed through recently.
  2. D4=2:A small abandoned cottage on the side of the road seems to be inhabited by ghosts. However, upon further investigation, it is actually a group of illusions created by a lonely and bored wizard who just wants some company. If the players can entertain the wizard for the night, they will receive a magical trinket as a reward.
  3. D4=3:The party comes across a large ruined tower that has been abandoned for years. Inside, they discover a small chest with 1d10 gems worth 50 gp each inside it.
  4. D4=4:The party sees a group of 1d20+10 humans who 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 = 30

  1. D4=1:A rainbow arches across the sky after a brief shower.
  2. D4=2: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.
  3. D4=3:Pheasants scatter as the players hike across a grassy field.
  4. D4=4: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 = 31

  1. D4=1: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.
  2. D4=2:A group of men dressed in heavy armor and carrying swords and shields, who seem to be protected by magical armor, are riding their horses through the plains looking for something. They seem to be trying to work out a plan.
  3. D4=3:A beautiful unicorn is grazing in a nearby meadow. If the players approach peacefully, it may offer to grant them a wish.
  4. D4=4:You come across a fallen log covered in moss.

d100 = 32

  1. D4=1: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.
  2. D4=2:The distant toll of a church bell marks the passage of time.
  3. D4=3:A group of giant ants are carrying a strange glowing object into their hive. Upon closer inspection, the players realize that it is a magical crystal. They must make a decision on whether to take it or leave it be.
  4. D4=4:A herd of sheep graze peacefully on a gentle hill.

d100 = 33

  1. D4=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.
  2. D4=2:The distant sound of laughter suggests a village festival.
  3. D4=3:A farmer waves at you as he tends to his crops.
  4. D4=4: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.

d100 = 34

  1. D4=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.
  2. D4=2:While on a ship at sea, the party comes across a small island inhabited by friendly merfolk. The merfolk offer to share their knowledge of the sea and its secrets with the party.
  3. D4=3: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.
  4. D4=4:A group of elves ambush the party.

d100 = 35

  1. D4=1:An old man is sitting on the side of the road making a necklace out of leaves. He tells the players that he is looking for a special leaf that he knows is somewhere out in the plains. He has been looking for 4 years now.
  2. D4=2:A mysterious portal appears in the middle of the plains, leading to another realm. The party must choose to enter the portal and face the unknown dangers within or ignore it and continue on their journey.
  3. D4=3:A pack of wild dogs appears and starts barking loudly at the players. They are actually trying to lead them to a nearby cave where a young girl has been trapped by a mountain lion.
  4. D4=4: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.

d100 = 36

  1. D4=1:A flock of sheep is herded across a dusty road.
  2. D4=2:The ground is covered with a carpet of fallen leaves.
  3. D4=3:A group of farmers are working in the fields. They are planting new crops and working in their fields.
  4. D4=4: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 = 37

  1. D4=1:A river crossing reveals 1d4 water weirds controlling the current. These elementals are linked to a buried temple beneath the riverbed.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A patch of wild mint fills the air with its fresh scent.

d100 = 38

  1. D4=1:The distant sound of a fiddle reaches your ears from a nearby barn.
  2. D4=2: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.
  3. D4=3:You hear the distant sound of a waterfall.
  4. D4=4:A small group of kids are picking flowers and giggling. They will run off if a player attempts to approach them, but not without leaving a small gift behind.

d100 = 39

  1. D4=1:A merchant is transporting a large sack of gold coins on his horse wagon. The party is trying to steal his gold coins.
  2. D4=2:A traveling bard named Finnegan challenges the party to a limerick contest. If the players succeed in making Finnegan laugh with their rhymes, he will reward them with a satirical song that charms their enemies.
  3. D4=3: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.
  4. D4=4: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.

d100 = 40

  1. D4=1:Unexplained lights keep appearing over a small dark wooded area along the road. A group of adventurers are patrolling the area searching for some sort of monster or creature. A group of creatures has been terrorizing several smaller wooded copses. The group is led by Baron Razza, a Half-Elven Mage. His lieutenant is a Dwarf named Arghain.
  2. D4=2:A deer stands still for a moment, watching you before bounding away.
  3. D4=3:The sound of frogs croaking comes from a nearby pond.
  4. D4=4:A field of grass is covered in eagles feasting on a carcass.

d100 = 41

  1. D4=1: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.
  2. D4=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.
  3. D4=3:The sun casts long shadows as it sets behind the hills.
  4. D4=4:A dusty road stretches out invitingly, promising new experiences.

d100 = 42

  1. D4=1: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.
  2. D4=2:A cluster of wildflowers attracts a swarm of colorful butterflies.
  3. D4=3:A mysterious hooded figure appears out of nowhere and offers to read the party's fortunes for a small fee. The cards they draw seem to eerily reflect their current journey.
  4. D4=4: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.

d100 = 43

  1. D4=1:The party stumbles upon a peaceful village that is being terrorized by a nearby tribe of goblins. The villagers ask for the party's help in driving off the goblins and will reward them with valuable information about the surrounding area.
  2. D4=2:A rumbling sound draws the party to a collapsed tunnel where 2d6 earth elementals are excavating. These beings protect a long-sealed underground city lost to a cataclysm.
  3. D4=3:A lost ogre appears on the side of the road, crying and asking for help. It turns out he has been separated from his family and is desperate to find them. If the players can help him reunite with his family, he will become a loyal friend and ally, and will even offer to carry the party's heavy items for them.
  4. D4=4:As the players walk along the road they hear a loud screech in the distance. Moments later, a pair of large, leathery wings flutter into view. A large bird circles overhead, pacing above the players and watches them with its beady black eyes.

d100 = 44

  1. D4=1:The sound of distant laughter comes from an unseen source.
  2. D4=2: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!
  3. D4=3:The sound of a distant train whistle echoes across the plains.
  4. D4=4:The players find an old shrine to a forgotten god. Inside the shrine, there is a statue of the god. If players pray to the statue, a spirit will appear and grant them one wish.

d100 = 45

  1. D4=1:A group of 3d6 centaurs attack the players. They are led by a centaur cleric.
  2. D4=2:A butterfly flits by, landing briefly on a flower.
  3. D4=3:A wounded knight stumbles upon the players, begging for their help. He has been cursed by a powerful witch and is slowly turning into a monster. Will the players find a way to lift the curse or put the suffering knight out of his misery?
  4. D4=4:The party notices a glimmer of light in the distance and upon investigation, they find a magical portal to a different plane. They may choose to enter the portal, or try to close it to prevent any dangerous creatures from coming through.

d100 = 46

  1. D4=1:The sun is warm on your face as you walk.
  2. D4=2: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?
  3. D4=3:A pair of doves coo softly from a nearby tree.
  4. D4=4:The distant sound of laughter comes from an unseen source.

d100 = 47

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A herd of wild horses suddenly stampedes through the plains, causing chaos and destruction in their wake. The party must find a way to calm the horses and stop the stampede before anyone gets hurt.
  4. D4=4:A large bat is flying overhead, it makes a large swooping motion towards the players and swoops past them.

d100 = 48

  1. D4=1:A group of four men 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 a dragon has been sighted on the outskirts of town.
  2. D4=2:The fighting stops as the two armies of men look in amazement as 2d4 white horses appear led by a silver haired lady. As she approaches them, the horses turn invisible.
  3. D4=3: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.
  4. D4=4:An old farmer waves as you pass by, offering a mug of fresh milk.

d100 = 49

  1. D4=1:A group of children are playing in a field, their parents are nearby getting ready to start harvesting in the field.
  2. D4=2: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.
  3. D4=3:A group of four men 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 a dragon has been sighted on the outskirts of town.
  4. D4=4:A pair of hares nibble on fresh grass at the edge of a clearing.

d100 = 50

  1. D4=1:A distant rooster's crow signals the arrival of dawn.
  2. D4=2:A flock of sheep grazes peacefully in a fenced pasture.
  3. D4=3:A group of men and women are standing next to a large cage. The cage has a small open top and bottom, but it has thick bars on all four sides. The cage is made out of wood and vines.
  4. D4=4:A butterfly flits from flower to flower.

d100 = 51

  1. D4=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.
  2. D4=2:A lone donkey grazes quietly, abandoned equipment nearby.
  3. D4=3: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.
  4. D4=4:As the party is traveling, they pass through a mysterious fog that leads them to a parallel dimension. In this dimension, everything is reversed and they must find a way to navigate their way back to their own world.

d100 = 52

  1. D4=1:The sweet scent of blooming clover fills the air.
  2. D4=2:A group of young men and women are celebrating the anniversary of their village by having a race through the fields nearby. The prize is a bag of gold that is being given to the winner. The party can join in on the race if they want to or they can just watch.
  3. D4=3:A ring of standing stones marks the ground where 1d4 treants are meditating. These ancient beings are the last of their kin who once dominated the flora of these plains.
  4. D4=4: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.

d100 = 53

  1. D4=1:The players find an old shrine to a forgotten god. Inside the shrine, there is a statue of the god. If players pray to the statue, a spirit will appear and grant them one wish.
  2. D4=2: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!
  3. D4=3:A mysterious figure in a black cloak is seen walking through the plains, leaving behind a trail of dead plants and animals. They seem to be carrying a cursed object that must be destroyed before it spreads more destruction.
  4. D4=4:A gentle hill rises in the distance, inviting you to climb it.

d100 = 54

  1. D4=1: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.
  2. D4=2:2d4 human monks are out walking in the fields. They will ask the party members if they need any healing. If the party members say yes, the monks will heal them.
  3. D4=3: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!
  4. D4=4:The players come across a field of wildflowers. A giant hawk swoops down and attempts to attack them.

d100 = 55

  1. D4=1:Wildflowers blanket the ground in a myriad of colors.
  2. D4=2: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.
  3. D4=3: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!
  4. D4=4:A group of children are playing by the side of the road. They are throwing rocks at birds and other local animals.

d100 = 56

  1. D4=1:A large group of birds can be seen flying overhead, they are moving towards a distant location.
  2. D4=2:A field of wildflowers suddenly comes to life and begins to dance and sing. The party must figure out how to join in the dance without angering the fey creatures controlling the flowers.
  3. D4=3: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.
  4. D4=4: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.

d100 = 57

  1. D4=1:A group of 1d8 enchanted rabbits who love to play tricks offers the players a race through a maze-like patch of tall grass. Fiendishly clever tricks may ensue, but winning the race grants a magical pair of bunny slippers.
  2. D4=2:A group of men dressed in heavy armor and carrying swords and shields, who seem to be protected by magical armor, are riding their horses through the plains looking for something. They seem to be trying to work out a plan.
  3. D4=3:A cloud of birds is seen in the sky. If the players look they see they are carrying severed human hands in their beaks.
  4. D4=4: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.

d100 = 58

  1. D4=1:A rainbow stretches across the sky after a brief rainfall.
  2. D4=2:You find an old, rustic wagon wheel half-buried in the ground.
  3. D4=3:The rustling of leaves creates a soothing background noise.
  4. D4=4:An itinerant preacher delivers a passionate sermon to a small crowd.

d100 = 59

  1. D4=1: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.
  2. D4=2:A group of 2d6 lizardfolk attack the players. They are led by a lizardfolk shaman (wizard) who has a wand of lightning bolt.
  3. D4=3:A group of children gather wildflowers, their laughter filling the air.
  4. D4=4:A lone traveler is being chased by a pack of wolves. The players can choose to intervene or let nature take its course.

d100 = 60

  1. D4=1: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.
  2. D4=2: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).
  3. D4=3:The sun is warm on your face as you walk.
  4. D4=4: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 and then try to kill the deer themselves, the hunters will become hostile and attack them.

d100 = 61

  1. D4=1: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.
  2. D4=2:A colorful patch of wildflowers adds a splash of color to the landscape.
  3. D4=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.
  4. D4=4: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 = 62

  1. D4=1:A patch of grass is covered in blood.
  2. D4=2:As the sun sets, the party comes across a group of travelers roasting marshmallows around a campfire. They invite the party to join them and share stories of their adventures.
  3. D4=3: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.
  4. D4=4: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 = 63

  1. D4=1:The party is approached by a group of nomads who offer to trade their knowledge of the land for some supplies. The nomads have valuable information about nearby dungeons and hidden treasures.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A goat bleats from a nearby field.

d100 = 64

  1. D4=1:A group of treants are fighting a group of corrupted treants who have been destroying the forest. The party must choose which side to help and deal with the consequences of their choice.
  2. D4=2:A traveling merchant is stuck in the mud with his cart. He desperately needs help getting it out. The cart is filled with exotic goods from far-off lands, but he is willing to trade some of his wares for the players' assistance.
  3. D4=3:A playful air elemental forms a mini-tornado, spinning random items around. Players must solve a puzzle to retrieve their belongings without getting caught in the whirlwind. Dexterity and intelligence checks are required.
  4. D4=4:A group of 1d10+10 goblins attack the players. They are led by a goblin shaman (cleric).

d100 = 65

  1. D4=1:A pack of hungry dire wolves attacks the players' camp at night. If the players defeat them, they discover the wolves were actually protecting a litter of wolf pups.
  2. D4=2: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.
  3. D4=3:While resting by a creek, the group is ambushed by 1d8 lizardfolk. These warriors are descendants of a dynasty that once ruled the waterways crisscrossing these plains.
  4. D4=4: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.

d100 = 66

  1. D4=1: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.
  2. D4=2:A tree in the middle of the plains seems to be moving on its own. If players investigate, they will find a group of satyrs playing pranks on travelers passing by.
  3. D4=3: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.
  4. D4=4:The air is filled with the scent of fresh rain.

d100 = 67

  1. D4=1: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.
  2. D4=2:A weathered bridge crosses a slow-moving stream.
  3. D4=3: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.
  4. D4=4:You find an old, rusty horseshoe lying in the grass.

d100 = 68

  1. D4=1: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.
  2. D4=2:The party crosses paths with a powerful sorceress who is in search of rare components for her next spell. She offers to pay them handsomely if they help gather these items for her.
  3. D4=3:An old wrought-iron gate stands alone, marking a forgotten path.
  4. D4=4:A group of villagers gather for an impromptu feast.

d100 = 69

  1. D4=1:An earth elemental named Rocky practices his juggling skills with boulders. He offers the party a chance to join and juggle. Dexterity checks prevent getting flattened.
  2. D4=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.
  3. D4=3:A giant eagle swoops down and grabs one of the players, mistaking them for a rabbit. The players must find a way to communicate with the eagle and convince it to release their friend.
  4. D4=4:A babbling brook provides a serene background sound.

d100 = 70

  1. D4=1:You come across an old stone well, unused for years.
  2. D4=2:In a dense forest, the party comes across a fey creature who is being hunted by a group of bounty hunters. The fey offers valuable information in exchange for the party's help.
  3. D4=3:The players come across a small house that has been built off the side of the road. Inside the house, there is a family who has been captured by a group of 3d6 goblins who have been torturing them for information on their town and where they keep their valuables and what not.
  4. D4=4:A patch of clover offers a possible four-leafed lucky charm.

d100 = 71

  1. D4=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 silver coins for their help.
  2. D4=2:A gentle breeze rustles the leaves on the trees.
  3. D4=3: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.
  4. D4=4:The distant sound of music drifts from a gathering of travelers.

d100 = 72

  1. D4=1:A field of flowers that share terrible puns and jokes. If players fail a wisdom saving throw, they must resist taking psychic damage from the awful humor or be incapacitated by fits of laughter for 1d4 rounds.
  2. D4=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.
  3. D4=3: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.
  4. D4=4:A gnarled old tree provides shade for a napping traveler.

d100 = 73

  1. D4=1:A wandering 2d4 giants approach the party. These giants are descendants of an ancient builder race who crafted the ruins that dot this landscape.
  2. D4=2:The warmth of the day is interrupted by a herd of 3d6 thundering bison led by a spirit bison. They are drawn to ancient carvings that tell the tales of the plains’ primal days.
  3. D4=3:The party encounters a group of 5 to 6 outriders, who are dressed in the clothes of their defeated foes. They are attempting to cross a nearby river, but they are too late and the water is too high. They are being pursued by a group of bandits.
  4. D4=4:A group of farmers are bringing in their harvest. They ask the players if they are interested in purchasing any of their harvest.

d100 = 74

  1. D4=1:A group of friendly giants is having a picnic in the plains. They invite the party to join them and feast on their delicious food.
  2. D4=2: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.
  3. D4=3:The air is filled with the scent of pine trees.
  4. D4=4:A friendly shopkeeper offers you a selection of local goods.

d100 = 75

  1. D4=1:A group of teens play a game of catch with a leather ball.
  2. D4=2: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.
  3. D4=3:You hear the distant sound of a waterfall.
  4. D4=4:A small wooden bridge spans a shallow creek.

d100 = 76

  1. D4=1:You find a patch of delicious blackberries along the trail.
  2. D4=2:The air is filled with the scent of fresh rain.
  3. D4=3:The players come across a group of traveling performers, who are on their way to the next town. They are a talented group of musicians, acrobats, and magicians, and may offer the players a chance to join their troupe or participate in one of their shows.
  4. D4=4:A patch of grass is covered in blood.

d100 = 77

  1. D4=1:A traveling bard is accompanying a merchant caravan and offers to tell the players a tale in exchange for a hot meal and some shelter for the night. Little do they know, the bard's songs have magical powers and the tale he tells may have unforeseen consequences for the players.
  2. D4=2:The players are approached by a talking sword that has been abandoned by its previous owner. The sword offers to guide and assist the players in battle, but it has a tendency to be sarcastic and overly critical.
  3. D4=3: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.
  4. D4=4:A group of men and women approach the party. They are looking for adventurers to help them destroy the giant skeletons.

d100 = 78

  1. D4=1: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.
  2. D4=2:The party finds an abandoned village. A dragon has been mixing up the contents in the well.
  3. D4=3: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.
  4. D4=4:An old farmer waves as you pass by, offering a mug of fresh milk.

d100 = 79

  1. D4=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.
  2. D4=2:A traveling musician is playing a lute near the road. He is a bard who is hoping to make some money.
  3. D4=3:The sky is filled with fluffy white clouds.
  4. D4=4: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.

d100 = 80

  1. D4=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.
  2. D4=2:The party encounters a massive sinkhole, but instead of leading to the underground, it leads to a parallel dimension filled with strange and dangerous creatures. The players must navigate through this dimension to find their way back to their world.
  3. D4=3:You come across an old stone well, unused for years.
  4. D4=4:A group of traveling entertainers is putting on a show at the players' camp. The performers will do magic tricks, tell jokes, and sing songs. The players can pay the entertainers to do anything they want. The players can hire the entertainers to travel with them and do shows along the way.

d100 = 81

  1. D4=1:A group of men and women are fighting over a bag of gold coins. If the players interfere, they will all attack the players.
  2. D4=2:The ground is dotted with colorful wildflowers.
  3. D4=3:The air is filled with the chirping of crickets.
  4. D4=4:The players come across a small house that has been built off the side of the road. Inside the house, there is a family who has been captured by a group of 3d6 goblins who have been torturing them for information on their town and where they keep their valuables and what not.

d100 = 82

  1. D4=1: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.
  2. D4=2:The players hear a small voice that says 'Help me.' They can't find where the voice is coming from.
  3. D4=3:A lone traveler rests by the roadside, enjoying a simple meal.
  4. D4=4: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.

d100 = 83

  1. D4=1:The scent of fresh-baked bread wafts from a nearby farmhouse.
  2. D4=2:The air is cool and refreshing, perfect for a walk.
  3. D4=3: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.
  4. D4=4:A pack of deadly carnivorous plants ambushes the party, who must fight for their lives or find a way to outsmart the plants.

d100 = 84

  1. D4=1:A group of pilgrims is on their way to a nearby temple for a religious festival. They have been stranded on the road due to a broken wagon wheel and are in desperate need of help. If the players offer assistance, they will receive blessings from the priests at the temple and possibly some valuable relics.
  2. D4=2:A group of men are fighting over a large bag of gold coins. They are the men that the party controls, and the gold is the party's.
  3. D4=3:A man named Samuel is caught in a dust storm. He is riding a horse with no name and no markings. He is heading 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.
  4. D4=4:A man is sitting on the side of the road, playing a flute. He's not very good at it. He's hoping to get some money from the players.

d100 = 85

  1. D4=1:A gentle breeze rustles through a patch of tall grass.
  2. D4=2:A scarecrow suddenly comes to life and begins to chase the party, yelling insults and throwing hay bales. It turns out the scarecrow was enchanted by a mischievous wizard.
  3. D4=3:A group of men and women are walking down the road singing and laughing. They are on their way to a local festival.
  4. D4=4:The sky is painted in shades of orange and pink as the sun sets.

d100 = 86

  1. D4=1:M: A group of 5 armed men from a nearby city approach the party. They want to know why the party is trespassing on their lands. They are checking for poachers. They will offer the party a large reward if you turn over known poachers to them.
  2. D4=2:A lone traveler is being chased by a pack of wolves. The players can choose to intervene or let nature take its course.
  3. D4=3:A group of children are playing in a field, their parents are nearby getting ready to start harvesting in the field.
  4. D4=4: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.

d100 = 87

  1. D4=1:A wildflower meadow stretches out in a riot of color.
  2. D4=2:A mysterious old man offers the party a deal - they can have one wish granted in exchange for a favor to be determined at a later date. The players must decide whether to accept the deal and risk the unknown consequences or leave the man and his offer behind.
  3. D4=3:A field of sunflowers turns their faces toward the sun.
  4. D4=4:The party stumbles upon a small campsite where a group of nomads are telling stories around a fire. They invite the party to join them and share their own tales.

d100 = 88

  1. D4=1: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.
  2. D4=2:A merchant is trying to sell a couple of his horses. He will sell them for cheap if the players can do a bit of work for him first. He just needs them moved to another location.
  3. D4=3:The players are approached by a talking sword that has been abandoned by its previous owner. The sword offers to guide and assist the players in battle, but it has a tendency to be sarcastic and overly critical.
  4. D4=4:The sound of thunder can be heard. A storm is approaching.

d100 = 89

  1. D4=1:The soft gurgle of a nearby brook provides a peaceful soundtrack.
  2. D4=2: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.
  3. D4=3:A group of farmers are walking along the road, heading towards a town. They are armed with bows, spears and shields. Their leader is talking about how the Orcs are too strong and they will need to hire mercenaries to fight the Orcs. The farmers are from a faraway kingdom and they are on their way back home after being away for many years.
  4. D4=4: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.

d100 = 90

  1. D4=1:The scent of wild herbs wafts through the air.
  2. D4=2:A traveling bard is accompanying a merchant caravan and offers to tell the players a tale in exchange for a hot meal and some shelter for the night. Little do they know, the bard's songs have magical powers and the tale he tells may have unforeseen consequences for the players.
  3. D4=3:A flock of birds takes off from a nearby tree.
  4. D4=4:You spot a distant figure walking purposefully across the plains.

d100 = 91

  1. D4=1:A weathered barn leans precariously against the elements.
  2. D4=2:The players are approached by a talking sword that has been abandoned by its previous owner. The sword offers to guide and assist the players in battle, but it has a tendency to be sarcastic and overly critical.
  3. D4=3:A large group of men are being held in a large cage before being sold into slavery.
  4. D4=4:A lone rider waves in greeting as they pass by.

d100 = 92

  1. D4=1:The party sees a group of 1d20+10 humans who are on a pilgrimage to a nearby shrine. If the party asks, they'll say that they're on the way to pray to their god for guidance and protection.
  2. D4=2:The distant sound of a cowbell reaches your ears.
  3. D4=3:A cat curls up in a sunny spot, watching you pass by.
  4. D4=4:A lone rider gallops across the plains, kicking up dust.

d100 = 93

  1. D4=1:A forgotten orchard offers a few ripe fruits for the taking.
  2. D4=2: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...
  3. D4=3: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...
  4. D4=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.

d100 = 94

  1. D4=1:A group of 2d6 centaurs attack the players. They are led by a centaur ranger.
  2. D4=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.
  3. D4=3:A group of paladins on a holy quest approach the party, asking for their help in defeating a powerful undead creature that is terrorizing the nearby villages.
  4. D4=4:You come across a fallen log covered in moss.

d100 = 95

  1. D4=1:A rancher is in the process of branding his cattle. He will pay the players one gold piece each if they help him.
  2. D4=2:The air is filled with the scent of blooming flowers.
  3. D4=3: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.
  4. D4=4: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 = 96

  1. D4=1: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.
  2. D4=2:A wandering 2d4 giants approach the party. These giants are descendants of an ancient builder race who crafted the ruins that dot this landscape.
  3. D4=3:The party sees a group of centaurs, who attack them.
  4. D4=4:The players find a peculiar magic ring that makes them speak only in rhyme while inside the circle drawn around them. Finding an untangled rhyme to a faerie’s tongue twisters grants an ergonomically designed magical hearthstone.

d100 = 97

  1. D4=1:A curious squirrel watches you from the branches of a tree.
  2. D4=2:The players spot a group of giants in the distance, trying to reach a treehouse built high up in a tree. If players help them reach the treehouse, they will be rewarded with a magical item.
  3. D4=3:While camping in the plains, the party is surrounded by a pack of hungry dire wolves. Suddenly, a group of giant spiders come to their rescue and the party must decide whether to trust their new eight-legged allies or continue to fend for themselves.
  4. D4=4: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.

d100 = 98

  1. D4=1:A distant figure practices archery at a makeshift range.
  2. D4=2:You spot a distant figure walking purposefully across the plains.
  3. D4=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.
  4. D4=4:The party comes across a caged wagon. Inside the cage, there is a farmer and his wife. They have been captured by a band of highwaymen, who are holding them for ransom.

d100 = 99

  1. D4=1:The sky is filled with fluffy white clouds.
  2. D4=2: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 leather goods and some rare antelope meat.
  3. D4=3: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.
  4. D4=4:The party is invited to a grand feast in a nearby castle by a mysterious nobleman. However, things are not as they seem and the party must uncover the nobleman's true intentions.

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

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

Other dice tiers for the plains: D1, D6, D8, D10.

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

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