A complete D&D 5e random encounter table for plains scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a plains, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Plains encounter table
d100 = 1
D6=1: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.
D6=2:The sound of a distant church bell reaches your ears.
D6=3:Players encounter a traveling circus in the middle of the plains. They are being entertained by a group of traveling players. They are performing a play about the end of the world. The players' party can watch and be involved in the play. The party may also join in on the conversation with the players as they talk.
D6=4:A small wagon caravan rolls steadily along, horses snorting and huffing.
D6=5:A group of teens play a game of catch with a leather ball.
D6=6:A group of people are gathered around a bonfire. They are celebrating the last harvest festival.
d100 = 2
D6=1:The sounds of laughter and music come from a distant village party.
D6=2: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.
D6=3: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.
D6=4:A crow flies overhead, cawing loudly as it goes.
D6=5: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.
D6=6: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).
d100 = 3
D6=1:A weathered signpost points the way to a nearby village.
D6=2: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.
D6=3:The gentle rustling of leaves creates a soothing soundtrack.
D6=4:You find a trail of animal tracks leading off into the distance.
D6=5:A carriage is coming. It is full of monsters. The monsters are on the right side of the carriage. The left side of the carriage is empty.
D6=6:The sun casts long shadows as it sets behind the hills.
d100 = 4
D6=1:The sound of frogs croaking comes from a nearby pond.
D6=2:The party comes across a small stone building that has been abandoned for some time. Inside they will find a large mirror with a large crack in it. A small note written in common says: 'We were robbed! We were robbed! Please help! It was a large mirror!'
D6=3:A group of children are playing in a nearby field.
D6=4:A cluster of ripe berries offers a sweet snack.
D6=5: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.
D6=6: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.
d100 = 5
D6=1:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are compensated for their lost time and effort.
D6=2: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.
D6=3:The sky is filled with the calls of migrating birds.
D6=4: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.
D6=5:A cluster of ripe berries offers a sweet snack.
D6=6:A group of women are walking along the road holding hands. They are talking about how happy they are to be going home. One of the women is acting strangely. She is staring at the sky and talking to herself.
d100 = 6
D6=1: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.
D6=2:A pair of foxes playfully wrestle in the distance.
D6=3:A solitary wolf's howl echoes in the distance.
D6=4:A merchant caravan is traveling the plains. They have been out here for some time and are low on food and water. If the players help them, they will reward the players with silver.
D6=5: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.
D6=6:The party sees a group of centaurs, who attack them.
d100 = 7
D6=1: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.
D6=2:The sky is painted in shades of orange and pink as the sun sets.
D6=3:A group of mages is having a magical duel in the middle of the plains. The players must navigate through the blasts of spells and avoid being caught in the crossfire.
D6=4:A party of bison meander across the road, forcing the players to dodge out of the way.
D6=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.
D6=6:A field of golden barley sways gently in the breeze.
d100 = 8
D6=1:A goat bleats from a nearby field.
D6=2:A single crow caws from a distant treetop.
D6=3:A solitary wolf's howl echoes in the distance.
D6=4:A fluffy white cloud drifts lazily across the sky.
D6=5: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.
D6=6: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 = 9
D6=1:A pack of wild horses gallop across the plains, carrying a group of nomadic halflings on their backs. The halflings call out to the players, challenging them to a race. If the players win, they are given a magical item as a prize.
D6=2:A family of five commoner children is playing on the side of the trail, throwing rocks at each other, when one of them hits a horse and injures it. The children scatter as the horse rears up and throws its rider, then runs away into the night. The horse is an evil spirit that wants to see people suffer, and will pursue players at high speeds for two hours before disappearing forever.
D6=3:A spider has spun a delicate web between two branches.
D6=4:A magical glen where jokes literally grow on trees. Players must harvest the best jokes if they want to use them as components in amusingly potent spells.
D6=5:A group of villagers gather around a bonfire, sharing stories and songs.
D6=6: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.
d100 = 10
D6=1: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.
D6=2:The distant sound of laughter suggests a village festival.
D6=3: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.
D6=4:The air is filled with the scent of blooming flowers.
D6=5: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.
D6=6: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!
d100 = 11
D6=1: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.
D6=2:You come across a small, secluded glade with a stream running through it.
D6=3: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.
D6=4:You spot a distant farmhouse on the horizon.
D6=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.
D6=6:As you cross a small river, you notice a group of merfolk gathered at the water's edge. They seem to be mourning the loss of one of their own and may offer the players a quest to retrieve something lost in the depths of the river.
d100 = 12
D6=1:A strange old man appears suddenly and asks the players to help him find his lost wand. If they agree, they may have to navigate a maze filled with magical traps and illusions.
D6=2:The smell of freshly baked bread reaches your nose from a nearby village.
D6=3:The air is cool and refreshing, perfect for a walk.
D6=4:A small pond of frogs can be heard singing in unison and croaking. The players can interact with them, or they can scare them away by walking too close.
D6=5:Birds dive and swirl overhead, chasing insects above the field.
D6=6: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.
d100 = 13
D6=1:The distant sound of a waterfall reaches your ears.
D6=2:A powerful storm suddenly appears on the horizon, threatening to wash away anything in its path. The players must find shelter and may come across a mysterious temple that offers protection from the storm.
D6=3:A group of 2d4+4 humans are riding horses and hunting for deer. They want to kill one for dinner.
D6=4:A colorful kite dances in the sky, tethered by an unseen hand.
D6=5:A large and majestic eagle swoops down and steals one of the party's weapons or supplies. If the players are quick enough, they may be able to retrieve their item by using ranged attacks against the eagle. If they fail, they may have to negotiate with a nearby tribe of bird people who have a reputation for trading in stolen goods.
D6=6:The ground is dotted with patches of clover.
d100 = 14
D6=1:A gentle slope offers a perfect spot for a brief rest.
D6=2:A group of children are playing with a ball. The ball is actually a magical ball that can predict the future.
D6=3:You come across a small, secluded glade with a stream running through it.
D6=4: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.
D6=5:A deer stands still for a moment, watching you before bounding away.
D6=6: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.
d100 = 15
D6=1:A group of friendly halflings invite the party to a feast in their village. However, during the feast, the halflings reveal that they are actually a cannibalistic tribe and plan to make the party their next meal. The players must find a way to escape and possibly put an end to the halflings' dark practices.
D6=2:The party comes across a group of friendly werewolves who have learned to control their transformations. They offer to teach the party how to do the same.
D6=3:You spot a distant farmhouse on the horizon.
D6=4:The sound of a distant church bell reaches your ears.
D6=5:A pair of children search for hidden treasures along the roadside.
D6=6:The sky is painted with vibrant colors as the sun rises.
d100 = 16
D6=1:A group of 3d4 lizardfolk attack the players. They are led by a lizardfolk shaman (cleric) who has a wand of lightning bolt.
D6=2:The sound of a distant train whistle echoes across the plains.
D6=3:A group of farmers are gathering around a fire. They are celebrating the harvest season. A member of the party is invited to join in. The farmers are actually cultists and the party member is being inducted into the cult.
D6=4:The party comes across a group of gnolls attacking a lone traveler. The players must either intervene and fight the gnolls or stay out of the conflict and deal with the consequences.
D6=5:A flock of sheep is herded across a dusty road.
D6=6: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.
d100 = 17
D6=1:A farmer is walking down the road, carrying a basket of eggs. He's worried about them breaking.
D6=2:A group of villagers sing a merry tune as they work.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:Out of nowhere, a gale storm sweeps the plains, and within it move 2d6 air elementals. They are drawn to the ruined towers of a former sky-mage kingdom now laid waste.
d100 = 18
D6=1:A group of skinless corpses crosses the road ahead, dragging shards of metal and bloody pieces of meat attached to hooks in their wounds.
D6=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.
D6=3:A large group of men are being held in a large cage before being sold into slavery.
D6=4:You find an old, rustic wagon wheel half-buried in the ground.
D6=5: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.
D6=6:A group of children are playing in a nearby field.
d100 = 19
D6=1:A cloud in the form of a grumpy face follows the party, raining on them whenever they make a bad joke. Helping dissipate the cloud’s sour mood increases their skill in weather-related survival.
D6=2: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.
D6=3: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?
D6=4:A single crow caws from a distant treetop.
D6=5:A single hawk circles high in the sky, scouting for prey.
D6=6:A field of prankster pixies that spring humorous traps such as water balloons, showering the party with harmless glitter or turning their hair rainbow-colored for a day. Intelligence checks help to spot their traps in advance.
d100 = 20
D6=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.
D6=2:A farmer approaches the party, pleading for help. A group of kobolds have taken over his farm and are holding his family hostage.
D6=3:A gentle breeze rustles through a field of tall grain.
D6=4:The players come across a lone farmer who is being attacked by a group of scarecrows that have come to life. If players defeat the scarecrows, the farmer will reward them with a magical item.
D6=5:You come across a scarecrow guarding a farmer's crops.
D6=6: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.
d100 = 21
D6=1:The wind picks up, rustling the leaves on the trees.
D6=2:A pair of hares nibble on fresh grass at the edge of a clearing.
D6=3:The distant toll of a church bell marks the passage of time.
D6=4: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.
D6=5:A gentle breeze stirs a field of wheat, creating rippling waves.
D6=6: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.
d100 = 22
D6=1:You hear the distant sound of a blacksmith's hammer.
D6=2:A distant thunderstorm flashes on the horizon.
D6=3: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.
D6=4:The sounds of laughter and music come from a distant village party.
D6=5:A patch of clover offers a possible four-leafed lucky charm.
D6=6: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?
d100 = 23
D6=1: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.
D6=2:A distant figure practices archery at a makeshift range.
D6=3: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.
D6=4: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.
D6=5:A group of farmers are gathering in the center of the road, talking about a recent monster attack on their village.
D6=6: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.
d100 = 24
D6=1:The ground is covered with a thick layer of pine needles.
D6=2: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)
D6=3:A group of farmers are working in the fields. They are planting new crops and working in their fields.
D6=4: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.
D6=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.
D6=6:A cowbell rings gently as a herd of cattle move slowly by.
d100 = 25
D6=1:The distant sound of laughter comes from an unseen source.
D6=2: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.
D6=3:A group of merchants pass by, delivering lumber to a nearby village. They ask the players if they need any.
D6=4: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.
D6=5: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!
D6=6: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 = 26
D6=1:Players encounter a traveling circus in the middle of the plains. They are being entertained by a group of traveling players. They are performing a play about the end of the world. The players' party can watch and be involved in the play. The party may also join in on the conversation with the players as they talk.
D6=2:The sound of a distant church bell reaches your ears.
D6=3:As the players rest for the night, they hear strange noises coming from a nearby pond. Upon investigation, they find a group of mermaids who are mourning the loss of their queen. The mermaids ask the players for help in avenging her death.
D6=4:The sun is warm on your face as you walk.
D6=5: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.
D6=6:The players come across a group of druids performing a ritual to the Earth Mother. They ask for the players' assistance in protecting the area from a nearby logging company that threatens to destroy the sacred land.
d100 = 27
D6=1:A beautiful and majestic stallion appears out of nowhere and challenges one of the players to a race. If the player wins, they are rewarded with a magical bridle that can be used to summon the stallion anytime. If they lose, they have to give up their most prized possession.
D6=2:As the party travels through the plains, they suddenly encounter a thick fog that seems to be moving with them. In the fog, they may encounter illusions, traps, or mysterious creatures that they must overcome to find their way out.
D6=3:A pair of ground squirrels chase each other in and out of their burrows.
D6=4:The distant sound of a waterfall reaches your ears.
D6=5:The party comes across a small wooden bridge that has been destroyed by a large group of goblins who have been using it as a bridge across a small chasm in their journey across the plains.
D6=6:The party finds a talking horse who claims the ability to predict the future but only in cookery terms. They solve his bread-related puns to learn of a small upcoming event in the campaign.
d100 = 28
D6=1:A pair of hares nibble on fresh grass at the edge of a clearing.
D6=2:The sound of frogs croaking comes from a nearby pond.
D6=3:The ground is covered with a thick layer of fallen leaves.
D6=4:A group of men and women are fighting over a bag of gold coins. If the players interfere, they will all attack the players.
D6=5:A merchant caravan is traveling down the road with its goods for sale in some nearby town or village or city. The merchants are older and tired of traveling around and making their living this way. They want to retire but don't have anywhere else to go or any other skills or talents that they can make an honest living at already... or anywhere else they could comfortably live off their savings without starving or going homeless somewhere else away from civilization if they run out of money before they reach their retirement years... If 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 while they help them with their traveling and trade goods that they're carrying... They don't need help but will accept it since it's being offered and it's better than nothing... They may even offer enough pay once in awhile so it's worth it if players want to do some traveling together after awhile until something better comes up for everyone involved...
D6=6: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.
d100 = 29
D6=1:A hawk screeches as it dives toward the ground.
D6=2: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.
D6=3:A friendly dog follows you for a while, enjoying the company.
D6=4: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.
D6=5:The scent of wild herbs wafts through the air.
D6=6: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.
d100 = 30
D6=1:A solitary wizard is standing in the middle of a field, muttering to himself and waving his staff wildly. As the players approach, he asks for their help in locating a missing ingredient for a potion he is creating. If they help him, he will reward them with a powerful magical item.
D6=2:A pair of foxes playfully wrestle in the distance.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A group of boys practice archery, aiming at makeshift targets.
d100 = 31
D6=1: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.
D6=2:The party meets a jovial cleric who has been experimenting with turning bad jokes into minor healing spells. He offers to share his knowledge if they can make him laugh.
D6=3:You see a group of nomads in the distance. They move slowly, carrying heavy loads on their backs. If the players interact with them, they will learn that the nomads are on a journey to a sacred site to make offerings to their gods.
D6=4:The ground is covered with a carpet of fallen leaves.
D6=5:The whispering wind brings the sound of 1d4 banshees. They were once queens of warring tribes who sought to unify their people but met tragic ends.
D6=6: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 = 32
D6=1:The air is cool and refreshing, perfect for a walk.
D6=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.
D6=3:A group of villagers sing a merry tune as they work.
D6=4: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.
D6=5:A group of 1d4+4 wizards are on their way to a nearby city to trade with humans. They're very friendly and will tell players all about their magic if asked.
D6=6:The sky is filled with fluffy white clouds.
d100 = 33
D6=1: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.
D6=2:They encounter a traveling troupe of halfling musicians playing peculiar songs that cause minor magical effects when danced to. A performance in line with their lilting tunes earns a musical boon.
D6=3: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.
D6=4:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are given a gift.
D6=5:The ground is covered with a carpet of fallen leaves.
D6=6: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.
d100 = 34
D6=1:The sound of a distant church bell reaches your ears.
D6=2:A group of men and women are fighting over a bag of gold coins. If the players interfere, they will all attack the players.
D6=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.
D6=4:The players come across an abandoned temple in the middle of the plains. Inside, they find a group of monks meditating and training. They offer the players a chance to join in their training and learn new skills.
D6=5:A pack of deadly carnivorous plants ambushes the party, who must fight for their lives or find a way to outsmart the plants.
D6=6: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.
d100 = 35
D6=1: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.
D6=2:In a sudden drop in temperature, the party sees 2d4 frost giants marching across the plains. They are searching for remnants of an ancient glacier that once covered this area.
D6=3:A weathered windmill creaks as it turns lazily in the soft wind.
D6=4:An injured unicorn is seen lying in the plains. If players nurse it back to health, it will bless them with good luck and a few of its magical hairs.
D6=5: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.
D6=6:A halfling farmer is frantically chasing after his runaway sheep. He offers the party a free meal if they help him round them up.
d100 = 36
D6=1: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.
D6=2:A gentle slope offers a perfect spot for a brief rest.
D6=3:Two merchants 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...
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 37
D6=1:A mysterious figure on horseback offers a challenge to the party to a friendly jousting competition. The winner receives a valuable magical talisman.
D6=2: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.
D6=3: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.
D6=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.
D6=5: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.
D6=6:A cowbell rings gently as a herd of cattle move slowly by.
d100 = 38
D6=1:A spider has spun a delicate web between two branches.
D6=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.
D6=3: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.
D6=4:A traveling circus comes through the plains and sets up camp. The performers are friendly and invite the party to watch their show. However, during the show, a mysterious disappearance occurs and the party must unravel the mystery.
D6=5:A gentle rain begins to fall, refreshing the air.
D6=6: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 = 39
D6=1:The sun is warm on your face as you walk.
D6=2:The sun casts long shadows as it sets behind the hills.
D6=3: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.
D6=4:A weathered windmill creaks as it turns lazily in the soft wind.
D6=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.
D6=6:A distant hill offers a perfect spot for a mid-journey rest.
d100 = 40
D6=1: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.
D6=2:A dusty road stretches out before you, leading to new adventures.
D6=3:A storm cloud is in the shape of a dragon heart! The dragon heart is being eaten by a black dragon!
D6=4: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.
D6=5:A magical talking bush near a spring offers wishes. However, it's very mischievous and will twist wishes humorously. Players must navigate the bush's puns to get advantageous results.
D6=6:A weathered signpost points the way to a nearby village.
d100 = 41
D6=1:A group of hunters are taking a break. They are on their way back to their village with food that they have hunted.
D6=2: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...
D6=3: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.
D6=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.
D6=5: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.
D6=6:A friendly shopkeeper offers you a selection of local goods.
d100 = 42
D6=1: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...
D6=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.
D6=3:You come across a group of knights who are in need of a healer. One of them has fallen ill and they are desperate for someone to help.
D6=4:A gentle breeze rustles the leaves on the trees.
D6=5:A pack of wild horses gallop across the plains, carrying a group of nomadic halflings on their backs. The halflings call out to the players, challenging them to a race. If the players win, they are given a magical item as a prize.
D6=6:You come across a patch of wild strawberries growing by the path.
d100 = 43
D6=1: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.
D6=2:A distant bell rings, signaling the end of the workday.
D6=3:A rabbit darts across the path and disappears into a burrow.
D6=4:A strange, glowing mist descends upon the players and they hear the sound of bells ringing in the distance. As they follow the sound, they stumble upon a festival led by a group of playful sprites. They are invited to celebrate and participate in games and contests.
D6=5: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.
D6=6: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.
d100 = 44
D6=1:A lone rider gallops across the plains, kicking up dust.
D6=2:You find a trail of animal tracks leading off into the distance.
D6=3: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.
D6=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.
D6=5:The air is crisp and cool, perfect for a walk.
D6=6:A merchant was attacked and robbed by another merchant over a gold coin the other merchant wanted to trade with the merchant. The merchant was given the gold coin and a strong dose of poison in return. The merchant on the receiving end of the robbery will be found dead next to the road.
d100 = 45
D6=1: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...
D6=2: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.
D6=3:A group of farmers are gathering in the center of the road, talking about a recent monster attack on their village.
D6=4:A patch of wild mint perfumes the air as you pass by.
D6=6:The sound of frogs croaking comes from a nearby pond.
d100 = 46
D6=1:As the players are walking along the road they hear a few loud horn-like beeps. Moments later a loud honk is heard and the sound of an enormous bird flying above them is heard. The players see the bird circling above them, so they crouch to the ground and cover their heads.
D6=2:The ground is covered with a carpet of fallen leaves.
D6=3:The party comes across a group of giant ants who are waging war against a nearby village. The ants are controlled by a powerful sorcerer and the party must find a way to break the spell and end the war.
D6=4:You hear the distant sound of a train whistle.
D6=5:You find a small, abandoned cabin in the woods.
D6=6:A large metal flying machine flies overhead, making a loud noise as it goes by. It is carrying a large bundle tied to one of its wings. The bundle falls to the ground and opens up, revealing a large barrel of ale and several kegs of ale. A small note attached to the barrel says that this ale has been sent to you by the local mayor as a gift.
d100 = 47
D6=1:A flock of sheep is herded across a dusty road.
D6=2: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?
D6=3:An old man is sitting on the side of the road, begging for food or money. He's dressed in rags and has long gray hair and beard. He's actually very wealthy and has lots of money hidden away nearby.
D6=4:A traveling minstrel offers to tell the party a story in exchange for a meal and a place near their fire. However, the story turns out to be a cursed tale that brings bad luck to anyone who listens.
D6=5:The sweet fragrance of blooming roses fills the air.
D6=6:A wandering minstrel strums a lute, singing softly to himself.
d100 = 48
D6=1:A group of men, women, and children are fleeing from a nearby town. They are being pursued by a horde of orcs led by a powerful orc shaman who can cast spells and wield a two-handed battle axe at the same time.
D6=2:The players come across a group of druids performing a ritual to the Earth Mother. They ask for the players' assistance in protecting the area from a nearby logging company that threatens to destroy the sacred land.
D6=3:The players come across a field of wildflowers. A giant hawk swoops down and attempts to attack them.
D6=4: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.
D6=5: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.
D6=6: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 = 49
D6=1:The air is filled with the scent of blooming lilacs.
D6=2:You see a group of treants gathered around a small pond, performing a ritual. The players may choose to interrupt the ritual or wait and observe, as the outcome could have significant consequences on the land.
D6=3: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.
D6=4:A group of people are working on a large statue of a human warrior. It appears to be a memorial.
D6=5:The party comes across a group of friendly werewolves who have learned to control their transformations. They offer to teach the party how to do the same.
D6=6:A group of children are playing in a field, their parents are nearby getting ready to start harvesting in the field.
d100 = 50
D6=1:The scent of blooming flowers fills the air.
D6=2:The party comes across a traveling circus. The ringmaster begs them to help him track down his escaped performing animals before tonight's show.
D6=3: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.
D6=4:The air is crisp and cool, perfect for a walk.
D6=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.
D6=6: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 = 51
D6=1: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.
D6=2: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...
D6=3:A large herd of enchanted cows who insist on grazing in unison. Players are challenged to count them without the assistance of magic. Failure merely results in the cows’ mocking moos but success leads to a reward of magical milk.
D6=4:Distant thunderheads promise an afternoon rain shower.
D6=5:The sound of a lute playing a merry tune reaches your ears.
D6=6: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 = 52
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:The party sees a large flock of birds. They are actually harpies in disguise.
D6=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.
d100 = 53
D6=1: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.
D6=2: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.
D6=3:A group of 2d6 lizardfolk attack the players. They are led by a lizardfolk shaman (wizard) who has a wand of lightning bolt.
D6=4:The remains of an old fence stretch across the plains.
D6=5:A young boy is playing with his pet dog at the side of the road. He has lost his pet dog and is worried about him getting lost in the woods because he is too large to stay in one place for long periods of time. The boy will ask players if they can help her find him. If players set out to search for the dog, they discover that it is actually a large wolf in disguise which attacks them instead!
D6=6: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.
d100 = 54
D6=1: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?
D6=2: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.
D6=3:A young boy is playing with his pet dog at the side of the road. He has lost his pet dog and is worried about him getting lost in the woods because he is too large to stay in one place for long periods of time. The boy will ask players if they can help her find him. If players set out to search for the dog, they discover that it is actually a large wolf in disguise which attacks them instead!
D6=4: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.
D6=5: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.
D6=6:While traveling through the woods, a group of adventurers comes across a small tent set up in the road that seems to be a magic show. The performers state they will allow members of the party to take part in their show. For a small fee, they will be able to make animals appear at will, make water do tricks, and turn someone into an animal if they desire.
d100 = 55
D6=1: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.
D6=2:The party sees a group of six soldiers, who are dressed in heavy metal armor and armed with lances and shields. They are standing around a large metal box, which has been placed on the side of the road. The soldiers do not look happy about their situation. One of them tells the party that they have lost contact with their commanders, but they are still on high alert.
D6=3:You find a small collection of colorful feathers on the ground.
D6=4:A flock of sheep is herded across a dusty road.
D6=5: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.
D6=6:A group of nomadic bards are traveling the plains, singing songs and telling stories of great heroes. If the players impress them with their own tales, they will reward them with a magical instrument.
d100 = 56
D6=1:A pack of deadly carnivorous plants ambushes the party, who must fight for their lives or find a way to outsmart the plants.
D6=2:The air is cool and refreshing, perfect for a walk.
D6=3: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.
D6=4:The sky is a brilliant shade of orange as the sun sets.
D6=5: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.
D6=6: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.
d100 = 57
D6=1:While traveling through a forest, the party comes across a group of dryads dancing around a magical tree. If they join in the dance, the dryads will reveal the location of a powerful magical artifact hidden in the forest.
D6=2:A traveling merchant with a colorful wagon struggles with a broken wheel.
D6=3: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.
D6=4:The scent of wild herbs wafts through the air.
D6=5:The scent of wild herbs wafts through the air.
D6=6:A group of 2d4+4 humans are traveling across the plains. As they walk past the party, one of them yells, 'Hey, you there! You look like you know how to fight!' They are looking for a group of adventurers to join them on a quest to find treasure.
d100 = 58
D6=1: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.
D6=2:A gentle stream offers a refreshing break from your journey.
D6=3:A group of 1d6+2 wild horses can be seen grazing in a nearby field. The players can try to tame one for themselves or capture them to sell to a stable.
D6=4:You come across a herd of wild horses, but as you get closer, you realize that they are being controlled by a goblin shaman. The shaman is using the horses to transport stolen goods and will not take kindly to the players interfering.
D6=5:The sound of thunder can be heard. A storm is approaching.
D6=6:A friendly farmer shares the latest gossip from the village.
d100 = 59
D6=1:The ground is covered with a thick layer of fallen leaves.
D6=2:A traveling tinker offers you a selection of odd trinkets.
D6=3:An old man is sitting on the side of the road, begging for food or money. He's dressed in rags and has long gray hair and beard. He's actually very wealthy and has lots of money hidden away nearby.
D6=4: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.
D6=5:The sweet scent of blooming clover fills the air.
D6=6: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 = 60
D6=1:A traveling merchant offers the party exotic goods and trinkets, including a mysterious potion with unknown effects. The potion may grant powers or abilities, or have unexpected consequences.
D6=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.
D6=3:The air is filled with the scent of blooming flowers.
D6=4:A small wooden bridge spans a shallow creek.
D6=5:A group of merchants is heading towards a town. They are on their way back home after being gone for many years. They are tired, but happy to be going home.
D6=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...
d100 = 61
D6=1:A young boy is crying by the side of the road, claiming he has been robbed by a group of bandits. If the players investigate, they may discover that the boy was actually a thief himself.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A scarecrow with a hat and coat stands watch over a field.
d100 = 62
D6=1:A group of farmers are headed towards a town. They are on their way to sell their goods.
D6=2:As you cross a small river, you notice a group of merfolk gathered at the water's edge. They seem to be mourning the loss of one of their own and may offer the players a quest to retrieve something lost in the depths of the river.
D6=3: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.
D6=4: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.
D6=5:A babbling brook offers a chance to refill your water skins.
D6=6:The party hears eerie, hollow whistling and discovers a group of 2d6 wraiths. These restless spirits are the remnants of an ancient battlefield where their undying lord was defeated.
d100 = 63
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A stray dog sprints through the fields, chasing a rabbit.
D6=5:A pair of hares nibble on fresh grass at the edge of a clearing.
D6=6:A friendly face waves from the porch of a nearby house.
d100 = 64
D6=1:The sound of a distant flute plays a haunting melody.
D6=2:A group of teens play a game of catch with a leather ball.
D6=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.
D6=4:A group of horses grazes peacefully in a fenced field.
D6=5:Butterflies flit among blooming flowers, creating a cheerful scene.
D6=6:While exploring the plains, the party comes across a lone hermit living in a cave. The hermit is actually a powerful sorcerer who has been hiding from a powerful enemy. He may offer assistance or a quest in exchange for the party's help in defeating his enemy.
d100 = 65
D6=1:In a sudden drop in temperature, the party sees 2d4 frost giants marching across the plains. They are searching for remnants of an ancient glacier that once covered this area.
D6=2:A powerful druid has placed a curse on the plains, turning the trees into treants and the flowers into carnivorous plants. The party must find and confront the druid to break the curse and stop the chaos from spreading.
D6=3:A rainbow stretches across the sky after a brief rainfall.
D6=4:A large group of bandits are traveling down the road. They would like to pay a group of mercenaries to help them raid villages for plunder.
D6=5:The air is filled with the scent of blooming lilacs.
D6=6:A group of peasants are standing around a fire. They are grumbling about wizards and how they ruined the harvest by bringing a plague of zombies.
d100 = 66
D6=1:A group of nomad horsemen riding lizard-like creatures pass by. The riders are carrying spears and shields.
D6=2: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.
D6=3:A butterfly flits by, landing briefly on a flower.
D6=4: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.
D6=5:The ground is covered with a thick layer of fallen leaves.
D6=6:A group of men and women approach the party. They are looking for adventurers to help them destroy the giant skeletons.
d100 = 67
D6=1: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.
D6=2:The sound of frogs croaking comes from a nearby pond.
D6=3: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.
D6=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.
D6=5:The scent of fresh-cut hay hangs in the air.
D6=6: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.
d100 = 68
D6=1:A rainbow appears after a brief rain shower.
D6=2: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.
D6=3:A pair of crows squabble over a piece of shiny metal.
D6=4:The distant sound of a blacksmith's hammer reaches your ears.
D6=5: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.
D6=6: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.
d100 = 69
D6=1: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.
D6=2:A pair of hares dart through the tall grass, startled by your approach.
D6=3:The scent of freshly baked bread wafts from a distant house.
D6=4:A group of friendly hill giants are having a picnic on the plains and invite the party to join them. However, their food supply has been stolen by a nearby tribe of trolls and the party must help recover it.
D6=5: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."
D6=6: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.
d100 = 70
D6=1:A group of hunters are out looking for game to eat and clothing to wear. They will ask for help finding what they need.
D6=2:The sound of a distant train rumbles through the air.
D6=3:A group of friendly gnomes on giant rabbits challenge the party to a race across the plains. The party must use their speed and wits to win the race and gain the gnomes' respect.
D6=4:A group of about a dozen men on horses approach and demand to know the players' business in their territory. If the players say they are outlaws, the men will say they are bounty hunters and try to capture them and take them back to town for the reward.
D6=5: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.
D6=6:The sun casts long shadows as it sets behind the hills.
d100 = 71
D6=1: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!
D6=2: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.
D6=3:A group of villagers sing a merry tune as they work.
D6=4: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.
D6=5: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.
D6=6:A group of cursed knights are seen wandering the plains, unable to rest until they fulfill a vow they made in life. The party must decide whether to help them or leave them be.
d100 = 72
D6=1: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.
D6=2:The ground is dotted with patches of dandelions.
D6=3: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.
D6=4:The sky is filled with the calls of migrating birds.
D6=5:The sound of thunder can be heard. A storm is approaching.
D6=6:The party stumbles across a village being attacked by an ooze. Only 1d4 villagers are still alive, and they beg the players to save them. In addition, there is a strange altar in their graveyard which glows with an eerie blue light. If touched, it teleports you to another world!
d100 = 73
D6=1:The distant sound of children's laughter suggests a game in progress.
D6=2:A young dragon can be seen flying high in the sky. It appears to be chasing its tail playfully.
D6=3:A group of children are playing in a nearby field.
D6=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.
D6=5: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.
D6=6:While hunting for food, the players stumble upon a field of giant mushrooms. However, these mushrooms are not what they seem and possess dangerous, mind-controlling spores. The players must find a way to escape the field without falling under the mushrooms' control.
d100 = 74
D6=1:Two old men dressed in clothes of leather and fur walk past the players looking for a place to camp for the night. They offer to share their food with anyone who asks.
D6=2: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.
D6=3:You hear the distant sound of a river flowing.
D6=4:A wandering minstrel offers to perform for the party in exchange for a hot meal and some coin. His songs are filled with epic tales and impressive ballads.
D6=5: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.
D6=6:A lone knight on horseback approaches the players, claiming to be on a quest to defeat a dragon that has been terrorizing nearby villages. Will the players join forces with the knight or doubt his tale?
d100 = 75
D6=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.
D6=2: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.
D6=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.
D6=4:While traveling through a forest, the party comes across a group of dryads dancing around a magical tree. If they join in the dance, the dryads will reveal the location of a powerful magical artifact hidden in the forest.
D6=5: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.
D6=6: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.
d100 = 76
D6=1:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are compensated for their lost time and effort.
D6=2:A wildflower meadow stretches out in a riot of color.
D6=3:The party comes across a peaceful Centaur village that is under threat by a group of angry fauns who are destroying their crops. The Centaurs ask the party for help in driving off the fauns and finding a peaceful resolution to the conflict.
D6=4:The distant toll of a church bell marks the passage of time.
D6=5:The sound of frogs croaking comes from a nearby pond.
D6=6:The prismatic feathers of 3d6 couatls flash in the sunlight. They protect an ancient relic hidden deep below the plains, a gift from the gods themselves.
d100 = 77
D6=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?
D6=2:A group of hunters are taking a break. They are on their way back to their village with food that they have hunted.
D6=3:A group of people are gathered around a bonfire. They are celebrating the last harvest festival.
D6=4: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.
D6=5: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.
D6=6:A pack of deadly carnivorous plants ambushes the party, who must fight for their lives or find a way to outsmart the plants.
d100 = 78
D6=1:A young boy is playing with his pet dog at the side of the road. He has lost his pet dog and is worried about him getting lost in the woods because he is too large to stay in one place for long periods of time. The boy will ask players if they can help her find him. If players set out to search for the dog, they discover that it is actually a large wolf in disguise which attacks them instead!
D6=2:You hear the distant sound of a blacksmith's hammer.
D6=3:A slight drizzle begins to fall, cooling the air.
D6=4: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.
D6=5:A group of friendly halflings invite the party to a feast in their village. However, during the feast, the halflings reveal that they are actually a cannibalistic tribe and plan to make the party their next meal. The players must find a way to escape and possibly put an end to the halflings' dark practices.
D6=6: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.
d100 = 79
D6=1:The players come across an abandoned temple in the middle of the plains. Inside, they find a group of monks meditating and training. They offer the players a chance to join in their training and learn new skills.
D6=2: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.
D6=3:A group of nomad horsemen riding lizard-like creatures pass by. The riders are carrying spears and shields.
D6=4:A friendly stray cat follows you for a while before vanishing into the grass.
D6=5:A lone rider waves in greeting as they pass by.
D6=6:A rainbow arches across the sky after a brief shower.
d100 = 80
D6=1:A friendly nymph entrusts the players with a quest to retrieve a lost ring from the bottom of a nearby lake. However, the lake is guarded by a fierce water elemental, and the ring may not be as valuable as it seems.
D6=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 and then try to kill the deer themselves, the hunters will become hostile and attack them.
D6=3: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.
D6=4:A group of nomad horsemen riding lizard-like creatures pass by. The riders are carrying spears and shields.
D6=5:A wandering bard approaches the players, offering to tell them the stories of a great hero in exchange for a hot meal and a warm bed for the night.
D6=6: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.
d100 = 81
D6=1:A group of farmers are bringing in their harvest. They have a couple of barrels of ale for sale.
D6=2:A gentle breeze rustles through a patch of tall grass.
D6=3:Two old men dressed in clothes of leather and fur walk past the players looking for a place to camp for the night. They offer to share their food with anyone who asks.
D6=4: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.
D6=5:A cluster of wildflowers attracts a swarm of colorful butterflies.
D6=6:A distant thunderstorm lights up the horizon.
d100 = 82
D6=1: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.
D6=2:A lone figure mends a fishing net beside a small pond.
D6=3:The party sees a group of centaurs, who attack them.
D6=4:The air is filled with the scent of fresh rain.
D6=5:A wandering bard approaches the players, offering to tell them the stories of a great hero in exchange for a hot meal and a warm bed for the night.
D6=6:A family of ducks makes its way across a shallow stream.
d100 = 83
D6=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?
D6=2:A farmer waves at you as he tends to his crops.
D6=3:The sun casts long shadows as it sets behind the hills.
D6=4:A distant rooster crows, announcing the change of time.
D6=5: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.
D6=6:The distant sound of a farmer's song adds to the rural ambiance.
d100 = 84
D6=1:A field mouse darts into a burrow, alerted by your footsteps.
D6=2:A distant bell rings, signaling the end of the workday.
D6=3: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.
D6=4:Players encounter what appears to be a small stone statue in the middle of the plains. When they get closer, it will start moving. It is actually an animated stone golem that has been placed there to stop travelers from passing.
D6=5: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.
D6=6:A pair of foxes playfully wrestle in the tall grass.
d100 = 85
D6=1: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?
D6=2:A group of a dozen or so 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. If the players say they are cultists, the men will try to capture them and bring them back to their base camp.
D6=3:The ground is covered with a thick layer of fallen leaves.
D6=4:The ground is dotted with colorful wildflowers.
D6=5:You come across a small, secluded glade with a stream running through it.
D6=6:A small pond of frogs can be heard singing in unison and croaking. The players can interact with them, or they can scare them away by walking too close.
d100 = 86
D6=1:An itinerant preacher delivers a passionate sermon to a small crowd.
D6=2:A well-worn path suggests frequent travel through the plains.
D6=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.
D6=4:You find a trail of animal tracks leading off into the distance.
D6=5: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.
D6=6: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.
d100 = 87
D6=1:A solitary wolf's howl echoes in the distance.
D6=2:A group of children fly a kite, laughter filling the air.
D6=3: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.
D6=4:A bird sings a beautiful melody from a nearby perch.
D6=5:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are compensated for their lost time and effort.
D6=6:A pair of crows squabble over a piece of shiny metal.
d100 = 88
D6=1: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).
D6=2: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.
D6=3:The distant sound of laughter suggests a village festival.
D6=4:An old mage challenges them to a magical scavenger hunt with humorous riddles leading to the items. Bringing back the odd selection of objects rewards the players with a usable and comical magical item.
D6=5: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...
D6=6:You hear the distant sound of a blacksmith's hammer.
d100 = 89
D6=1: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.
D6=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.
D6=3:The scent of wild herbs wafts through the air.
D6=4:The sky is a brilliant shade of orange as the sun sets.
D6=5: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.
D6=6: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.
d100 = 90
D6=1: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.
D6=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?
D6=3: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!
D6=4:The players come across a stable. Inside the stable, there are 1d4+3 horses that have been abandoned here, because they are too injured to continue their journey.
D6=5:As the players take a break from their journey, they spot a group of fey creatures having a tea party in a nearby clearing. The fey invite the players to join them, but they must first pass a series of challenges and riddles to prove their worth.
D6=6:A mysterious figure on horseback offers a challenge to the party to a friendly jousting competition. The winner receives a valuable magical talisman.
d100 = 91
D6=1: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.
D6=2:A bird sings a cheerful melody from a nearby tree.
D6=3:A magical talking bush near a spring offers wishes. However, it's very mischievous and will twist wishes humorously. Players must navigate the bush's puns to get advantageous results.
D6=4: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.'
D6=5: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.
D6=6:A group of children are playing in a field, their parents are nearby getting ready to start harvesting in the field.
d100 = 92
D6=1:A lone heron stands majestically by a small pool.
D6=2:A traveling circus comes through the area, showcasing incredible and unique creatures from all over the world. However, the animals seem distressed and mistreated. Will the players intervene and release the animals or stay out of it?
D6=3:As they journey through the plains, the players see a majestic griffin circling in the sky. Suddenly, it swoops down and lands in front of them, carrying a wounded rider on its back. The rider is a prince who has been cursed by an evil sorceress and asks the players for help in breaking the curse.
D6=4: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.
D6=5:A colorful kite dances in the sky, tethered by an unseen hand.
D6=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.
d100 = 93
D6=1:The sound of insects buzzing fills the air.
D6=2: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.
D6=3:The scent of wild herbs wafts through the air.
D6=4:As you walk through the plains at night, you hear the sound of footsteps approaching from behind you...
D6=5:A wandering bard approaches the players, offering to tell them the stories of a great hero in exchange for a hot meal and a warm bed for the night.
D6=6: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.
d100 = 94
D6=1: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.
D6=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.
D6=3:A butterfly flits by, landing briefly on a flower.
D6=4: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.
D6=5:A scarecrow stands guard over a field of ripe crops.
D6=6:A group of bandits is using an old ruined tower as their hideout. The tower is surrounded by traps and their leader is a skilled archer who won't hesitate to take out anyone who crosses their path.
d100 = 95
D6=1: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.
D6=2: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.
D6=3:An old, crooked signpost points to a town long forgotten.
D6=4:A group of men are gathered around a bonfire, telling stories about their adventures fighting monsters and bandits. They want to impress the players, so they're making up stories as they go along.
D6=5:A fluffy white cloud drifts lazily across the sky.
D6=6: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.
d100 = 96
D6=1:A wandering bard regales a group of listeners with tales of heroism.
D6=2:As the party travels through the plains, they come across a herd of unicorns grazing peacefully. However, upon closer inspection, they notice that one of the unicorns has two horns instead of one and appears to be agitated. The players must find a way to calm the unicorn and discover the cause of its abnormal appearance.
D6=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.
D6=4:You hear the distant sound of a train whistle.
D6=5:A powerful druid has placed a curse on the plains, turning the trees into treants and the flowers into carnivorous plants. The party must find and confront the druid to break the curse and stop the chaos from spreading.
D6=6: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'.
d100 = 97
D6=1:Players see a shimmering portal open up in front of them. A voice from within calls out for help, saying they are trapped and need to be freed. But as they approach, the portal disappears and they are left feeling oddly suspicious.
D6=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.
D6=3:A gentle mist hangs in the air, giving the landscape an ethereal quality.
D6=4:The sound of a lute playing a merry tune reaches your ears.
D6=5: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.
D6=6:A chittering noise reveals a group of 2d10 giant ants. These creatures build mounds that serve as the tombs for ancient insectoid royalty.
d100 = 98
D6=1:The smell of freshly baked bread reaches your nose from a nearby village.
D6=2: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.
D6=3:A group of 1d4+4 wizards are on their way to a nearby city to trade with humans. They're very friendly and will tell players all about their magic if asked.
D6=4: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.
D6=5: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!
D6=6:A farmer is walking along the road. He is carrying a basket of eggs. He's worried about them breaking.
d100 = 99
D6=1:The air is filled with the scent of blooming flowers.
D6=2:A scarecrow with a wide-brimmed hat looks out over the fields.
D6=3: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?
D6=4:Birds dive and swirl overhead, chasing insects above the field.
D6=5:The sky is a brilliant shade of orange as the sun sets.
D6=6: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.
d100 = 100
D6=1:The ground is dotted with patches of clover.
D6=2:The smell of roasting meat wafts from a roadside campfire.
D6=3: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.
D6=4:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are fed.
D6=5:The scent of fresh-baked bread wafts from a nearby farmhouse.
D6=6:The sounds of laughter and music come from a distant village party.
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.
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