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D8 Plains Random Encounters

D&D 5e · 800 scenarios · Roll d100 → roll D8

A complete D&D 5e random encounter table for plains scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a plains, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D8 to pick one of 8 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D8 Plains encounter table

d100 = 1

  1. D8=1: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.
  2. D8=2:The sun casts long shadows as it sets behind the hills.
  3. D8=3:A distant rooster's crow signals the arrival of dawn.
  4. D8=4:A group of people from another city have been sent here because of their failure to uphold certain laws within their home city - they're trying to get rid of them quietly so that no one finds out about how bad things really are back home...
  5. D8=5:The sound of a distant church bell reaches your ears.
  6. D8=6:A small camp of mercenaries are sitting around a fire, drinking. They will invite players to join them in their drinking. If players do, they will notice that the mercenaries are bored and want something to do. They will ask the players if they want to play a game of cards. If players accept, the mercenaries will reveal that they are actually thieves who need some money and are trying to find an easy target.
  7. D8=7: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.
  8. D8=8:A group of paladins on a holy quest approach the party, asking for their help in defeating a powerful undead creature that is terrorizing the nearby villages.

d100 = 2

  1. D8=1:A small flock of geese flies overhead in a V-formation.
  2. D8=2:A mysterious and charming stranger approaches the party, offering to tell their fortunes for a small fee. If the players accept, the fortune teller will reveal some true insights about each of the players, but there is also a chance that they may also come across a tragic fortune that could affect the outcome of the game.
  3. D8=3:A gnome illusionist named Gizmo challenges the party to a dance-off. The ground will shift and change colors to match the beat of the music. Players must perform a successful dexterity check to keep up with the dance moves or face embarrassment for the next 24 hours.
  4. D8=4:A flock of giant eagles flies overhead and one of them suddenly crashes to the ground. The party discovers that the eagle was shot down by poachers and must find a way to stop them and rescue the remaining eagles.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:You see a group of 1d8 centaurs riding horses through the plains. They are carrying spear and shield. If the party approaches them, they will attack before riding off, leaving their horses behind.

d100 = 3

  1. D8=1:A group of sheep lazily graze under the midday sun.
  2. D8=2:Wild violets bloom in a splash of purple among the grasses.
  3. D8=3: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.
  4. D8=4: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.
  5. D8=5:The players come across a large sinkhole in the middle of the trail, with a rope tied across it. Something shiny is in the bottom of it. The rope is frayed and looks as though it may break at any moment.
  6. D8=6:The sound of a distant train whistle echoes across the plains.
  7. D8=7:In the distance, the players see a wagon being attacked by a group of goblins. The wagon's driver, a gnomish merchant, pleads for help. If the players save him and his goods, he rewards them with a special discount on his wares.
  8. D8=8:The air is filled with the scent of fresh rain.

d100 = 4

  1. D8=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).
  2. D8=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.
  3. D8=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.
  4. D8=4:A pair of children chase each other through the waving grasses.
  5. D8=5: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.'
  6. D8=6:A man in a red robe approaches the party. He is a wizard and he has a question for them. He wants to know if they have seen a dragon nearby. He needs to find it because he has an important message for it from his king.
  7. D8=7: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.
  8. D8=8: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 = 5

  1. D8=1:A strange, shimmering portal appears in the middle of the plains. As the party approaches, they notice a group of travelers coming out of the portal, carrying exotic goods from a distant land.
  2. D8=2:A group of peaceful centaurs invites the party to a feast and celebration. However, things take a dark turn when it is revealed that the centaurs are actually cursed and can transform into monstrous creatures.
  3. D8=3:A group of farmers are walking along the road, heading towards a town. They are armed with bows, spears and shields. Their leader is talking about how the Orcs are too strong and they will need to hire mercenaries to fight the Orcs. The farmers are from a faraway kingdom and they are on their way back home after being away for many years.
  4. D8=4: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.
  5. D8=5:The party comes across a group of talking animals, who seem to be protecting a magical artifact. The players must convince the animals to trust them to gain access to the artifact, which could hold the key to their current quest.
  6. D8=6:While camping for the night, the party is visited by a friendly unicorn who is drawn to their campfire. The unicorn may offer them a quest or valuable information in exchange for a favor or an offering.
  7. D8=7:A local lord hires the party to investigate a group of disappearing livestock on his farmlands. The players must use their investigative skills to uncover the truth behind the disappearances, which could lead to a sinister plot.
  8. D8=8:The party sees a group of bandits robbing a merchant caravan. The bandits are attacking the merchants and stealing their goods.

d100 = 6

  1. D8=1:A traveling bard named Finnegan challenges the party to a limerick contest. If the players succeed in making Finnegan laugh with their rhymes, he will reward them with a satirical song that charms their enemies.
  2. D8=2:You hear the distant sound of a train whistle.
  3. D8=3:The distant sound of a cowbell reaches your ears.
  4. D8=4:Players come across a group of farmers who have been working in the fields for weeks. They look tired and haggard, but still very happy. They are on their way home after a day's work. They are walking slowly and singing. The farmers are on their way to the city, because they want to see the king.
  5. D8=5:A group of wild giant tortoises roam the plains, and the players must navigate through or around them to continue their journey. However, they may find themselves in a race against time if they are on a quest to stop a powerful evil that is headed towards the same direction.
  6. D8=6:The players come across a group of giants who are in a heated argument over who is the strongest. They challenge the players to a series of strength tests and if the players win, they are rewarded with a powerful weapon. But if they lose, the giants may demand a favor from the players.
  7. D8=7:You stumble upon a group of nomadic merchants traveling through the plains in their brightly painted wagons. They offer to trade trinkets and items from far-off lands, but beware, some of their goods may be cursed.
  8. D8=8:The players find a dam that's been constructed to stop the water flow of a nearby river.

d100 = 7

  1. D8=1: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.
  2. D8=2:A group of farmers are gathering in the center of the road, talking about a recent monster attack on their village.
  3. D8=3:A group of 3 dwarves carrying axes walk up to the party. They are looking for the group of thieves who have passed through recently. They are looking for a group of demi-humans who have been spotted in the area.
  4. D8=4:A group of peasants are standing around a fire. They are grumbling about the local lord and how he has been treating them poorly since his return from war.
  5. D8=5:The air is cool and refreshing, perfect for a walk.
  6. D8=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!
  7. D8=7:The players come across a group of fey creatures who are hosting a grand feast in the middle of the plains. The feast is to celebrate the coronation of their new queen, but the players soon discover that the queen has sinister plans for the realm.
  8. D8=8:You find a patch of delicious blackberries along the trail.

d100 = 8

  1. D8=1:The ground is dotted with patches of dandelions.
  2. D8=2:A farmer is walking along the road. He is carrying a basket of eggs. He's worried about them breaking.
  3. D8=3:The distant sound of a farmer's song adds to the rural ambiance.
  4. D8=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.
  5. D8=5:The sound of a flute can be heard in the distance, but there is no one around. As the party gets closer, they see a ghostly figure playing the flute. If they follow the music, they will come across a hidden cave full of treasure, but also guarded by the ghost of a musician who died protecting his beloved instrument.
  6. D8=6:A group of peaceful centaurs invites the party to a feast and celebration. However, things take a dark turn when it is revealed that the centaurs are actually cursed and can transform into monstrous creatures.
  7. D8=7:A group of men are hunting deer. If the players help, they will be rewarded with a large venison steak dinner at their camp.
  8. D8=8:The sound of a distant waterfall reaches your ears.

d100 = 9

  1. D8=1:A lost child appears on the side of the road, crying and looking for their parents. If the players agree to help, they will have to navigate through a dense forest in order to find the child's parents who ran into trouble while hunting. Their parents will reward the players for their help and the child will be grateful and may offer a small item as a token of thanks.
  2. D8=2:A gentle breeze rustles the leaves on the trees.
  3. D8=3: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.
  4. D8=4:A distant thunderstorm flashes on the horizon.
  5. D8=5:A patch of wild mint fills the air with its fresh scent.
  6. D8=6: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.
  7. D8=7:Distant smoke suggests a nearby farmstead.
  8. D8=8:An old, weathered fence runs alongside the trail.

d100 = 10

  1. D8=1: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!
  2. D8=2: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.
  3. D8=3:A man is walking down the road with his dog. The dog has a collar with a bow attached to it. The man tells the party that he is going hunting, but his dog keeps running off.
  4. D8=4:A group of peaceful centaurs invites the party to a feast and celebration. However, things take a dark turn when it is revealed that the centaurs are actually cursed and can transform into monstrous creatures.
  5. D8=5: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.
  6. D8=6:The wind howls as a pack of 2d6 hyenas, led by an intelligent and cunning werehyena, stalks the party. The werehyena comes from a cursed lineage that once ruled a vast empire on these plains.
  7. D8=7:A field of lavender waves gently in the breeze, perfuming the air.
  8. D8=8:A weathered stone bench offers a moment of respite.

d100 = 11

  1. D8=1:A small abandoned cottage on the side of the road seems to be inhabited by ghosts. However, upon further investigation, it is actually a group of illusions created by a lonely and bored wizard who just wants some company. If the players can entertain the wizard for the night, they will receive a magical trinket as a reward.
  2. D8=2: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...
  3. D8=3:A couple of frogs croak contentedly in a small pond.
  4. D8=4:A butterfly lands on a wildflower, its wings shimmering in the sunlight.
  5. D8=5:A group of druids are performing a ritual to awaken a powerful nature spirit. The players must choose whether to aid the druids or stop the ritual before it unleashes chaos upon the land.
  6. D8=6:The party comes across a haunted graveyard, where the spirits of the deceased are being manipulated by a powerful necromancer. The players must put the spirits to rest and defeat the necromancer before they can cause any more harm.
  7. D8=7:A pair of children fish in a nearby stream, giggling and chatting.
  8. D8=8:A powerful sorcerer challenges the party to a game of riddles. If they can solve all of his riddles, he will grant them a powerful magic item. But if they fail, they will be cursed with bad luck for the rest of their journey.

d100 = 12

  1. D8=1:A group of peaceful centaurs invites the party to a feast and celebration. However, things take a dark turn when it is revealed that the centaurs are actually cursed and can transform into monstrous creatures.
  2. D8=2: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.
  3. D8=3:You come across a scarecrow guarding a farmer's crops.
  4. D8=4:The players come across a large sinkhole in the middle of the trail, with a rope tied across it. Something shiny is in the bottom of it. The rope is frayed and looks as though it may break at any moment.
  5. D8=5:An accident has occurred. A cart has overturned and spilled its contents. The cart belonged to a local merchant. Eggs are all over the road. The merchant will pay 1d4 silver if players help him salvage the rest of the eggs.
  6. D8=6:A lone treasure hunter has been stranded in the plains after being abandoned by his companions. He begs for the party's help, but it turns out he is actually a wanted criminal using them as a diversion.
  7. D8=7:A gentle breeze carries the scent of wildflowers.
  8. D8=8:The sound of a distant church bell reaches your ears.

d100 = 13

  1. D8=1:A group of adventurers traveling through an open field will be approached by a group of people, all dressed in white robes and holding hands. They will inform the adventurers they were sent by the gods to help them in defeating the giant skeletons that are terrorizing the land...
  2. D8=2: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.
  3. D8=3:A group of teens play a game of catch with a leather ball.
  4. D8=4:A group of three men and a woman are walking down the road. They are talking about the latest news from the nearby town. The men tell the players that they have heard that an evil wizard has kidnapped a princess and taken her to his tower which is on top of a nearby hill overlooking the village...
  5. D8=5:While searching for a lost item, the players come across a group of goblins scavenging through the ruins of an old abandoned castle. The goblins are searching for treasure but also seem to be guarding something they have found. The players must navigate their way through the goblins and discover the secret that lies within the castle ruins.
  6. D8=6:The players are approached by a talking sword that has been abandoned by its previous owner. The sword offers to guide and assist the players in battle, but it has a tendency to be sarcastic and overly critical.
  7. D8=7:You come across a patch of wild strawberries growing by the path.
  8. D8=8:The party comes across a group of talking animals, who seem to be protecting a magical artifact. The players must convince the animals to trust them to gain access to the artifact, which could hold the key to their current quest.

d100 = 14

  1. D8=1:A fierce storm is brewing in the distance. If players fail to find shelter, they will be caught in the storm and must survive its dangerous lightning strikes and strong winds.
  2. D8=2:A beautiful unicorn is grazing in a nearby meadow. If the players approach peacefully, it may offer to grant them a wish.
  3. D8=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.
  4. D8=4:A group of men and women are walking down the road. They are arguing about whether a nearby ruin is haunted or not.
  5. D8=5:A group of traveling bards are walking down the road. They are trying to get to a nearby city to make their living as entertainers.
  6. D8=6:A hawk circles high above, searching for prey.
  7. D8=7:A calm pond reflects the blue sky like a mirror.
  8. D8=8:A group of farmers are gathering in the center of the road, talking about a recent monster attack on their village.

d100 = 15

  1. D8=1:The ground is covered with a thick layer of pine needles.
  2. D8=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.
  3. D8=3:The party finds a fishing village that has been burned to the ground by a terrible dragon. If the party asks around, they will be pointed towards a nearby clearing where the dragon appears to be living. If they proceed, they will find a dragon with a very unique physical trait.
  4. D8=4: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.
  5. D8=5:The sound of a distant flute plays a haunting melody.
  6. D8=6:A gentle breeze carries the scent of wildflowers.
  7. D8=7: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.
  8. D8=8:A group of merchants are sitting around a campfire, drinking and trading stories about their travels. If players approach, they will invite them to join them in their drinking games and will offer them a drink from their wagon which contains expensive wines from faraway lands.

d100 = 16

  1. D8=1: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.
  2. D8=2:A man is standing on the side of the road next to a small wooden sign with strange writing on it. The man is wearing robes, but they are not robes that look like they were purchased from a local magic shop or tailor. The man has a strange twisted staff in his hand and he is chanting a strange incantation in a strange language.
  3. D8=3:The rhythmic sound of a blacksmith's hammer carries on the wind.
  4. D8=4:A flock of sheep grazes peacefully in a fenced pasture.
  5. D8=5:You sense a strange magical aura in the area. Upon investigation, the party finds a small wisp creature trapped in a magical crystal. It offers to grant one wish to anyone who can free it.
  6. D8=6:High noon brings the sighting of 2d8 eagles, carrying the spirits of sky shamans who once guided travelers through these vast lands.
  7. D8=7: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?
  8. D8=8:You see a lone deer grazing in the distance.

d100 = 17

  1. D8=1: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.
  2. D8=2:A gentle brook babbles as it winds through the grass.
  3. D8=3:A cowbell rings gently as a herd of cattle move slowly by.
  4. D8=4:The sound of insects buzzing fills the air.
  5. D8=5:A weathered windmill creaks as it turns lazily in the soft wind.
  6. D8=6:A group of skinless corpses crosses the road ahead, dragging shards of metal and bloody pieces of meat attached to hooks in their wounds.
  7. D8=7:You see a group of people selling a statue made of gold. The statue was made by an elderly man named Alfredo who specializes in making statues. Alfredo doesn't want anyone to know that he's making money on his sculptures but his family is poor and he wants to help them out by giving them some gold coins so they can live comfortably until he dies.
  8. D8=8: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.

d100 = 18

  1. D8=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.
  2. D8=2:A farmer's dog is running down the road, yapping and growling at the players.
  3. D8=3: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.
  4. D8=4:The players come across a group of nomads traveling through the plains. They invite the players to join them for a delicious feast of roasted boar and music around the campfire. The nomads are friendly and offer to trade goods and information.
  5. D8=5:A group of traveling bards offer to perform a play for the players. Depending on their performance, the players may gain inspiration or distraction for the upcoming challenges.
  6. D8=6:A small abandoned cottage on the side of the road seems to be inhabited by ghosts. However, upon further investigation, it is actually a group of illusions created by a lonely and bored wizard who just wants some company. If the players can entertain the wizard for the night, they will receive a magical trinket as a reward.
  7. D8=7:A crow flies overhead, cawing loudly as it goes.
  8. D8=8:While resting for the night, the players are visited by a magical bard who offers to perform a song or tale that can give them valuable information about their quest or the surrounding area.

d100 = 19

  1. D8=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.
  2. D8=2:A small tornado touches down. It's not a tornado, but a wild mage trying to escape something. The party can help him escape (which is in fact a phantasm created by the wizard as a distraction), or keep him prisoner for a while and beat him up for information later.
  3. D8=3:The party comes across a group of nomads who have set up camp near a hidden oasis. The nomads may offer valuable trade goods or information about the surrounding area in exchange for assistance in fending off a dangerous creature that has been plaguing them.
  4. D8=4:The players come across a group of lost travelers who have been cursed with forgetfulness. They can't remember who they are or where they are going, and the players must help them regain their memories.
  5. D8=5:A single crow caws from a distant treetop.
  6. D8=6:A breeze whips up the players’ gear in a whirlwind. Solving the riddle of the gusting wind rewards their gear’s swift return and a temporary speed boost.
  7. D8=7:The sun casts long shadows as it sets behind the hills.
  8. D8=8:A group of peasants are standing around a fire. They are singing a Harvest Festival song. A member of the party is invited to join in on the song.

d100 = 20

  1. D8=1:A goat bleats from a nearby field.
  2. D8=2: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.
  3. D8=3:A group of peasants are standing around a fire. They are singing a Harvest Festival song. A member of the party is invited to join in on the song.
  4. D8=4:A group of traveling bards can be heard in the distance. Unfortunately, they seem to be cursed and their music causes strange hallucinations and illusions in those who listen.
  5. D8=5:A distant figure practices archery at a makeshift range.
  6. D8=6:A group of 1d20+10 elves are sitting by the side of the road, making beer. They'll offer the party a drink if they're thirsty.
  7. D8=7:A pack of wild horses runs across the plains, led by a magnificent golden stallion. The players can try to tame the horses or simply watch in awe as they gallop by. However, they may also face a challenge from a group of rival horse trainers who are also after the prized stallion.
  8. D8=8: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.

d100 = 21

  1. D8=1:A pair of foxes playfully wrestle in the distance.
  2. D8=2:A troll is haggling with a traveling merchant over the price of a shiny gem. The troll seems very excited about it, which is unusual for a creature known for its brute strength.
  3. D8=3:A young wizard is having trouble controlling his fire spells, causing the nearby fields to catch on fire. The party must help him control his magic before it causes further damage.
  4. D8=4:The party encounters a group of friendly centaurs who are being pursued by a deadly chimera. They ask the party for assistance and in return, they offer to guide them to a hidden grove filled with magical herbs and plants.
  5. D8=5:A scarecrow dressed in old clothes waves its arms in the wind.
  6. D8=6:A pair of children gather berries in a woven basket.
  7. D8=7: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...
  8. D8=8:A friendly golem born from agricultural equipment challenges players to a wrestling match. Winning against the golem earns them a unique, farm-themed magical item.

d100 = 22

  1. D8=1: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.
  2. D8=2:A group of mercenaries (human, half-orc, human, half-elven fighter, human wizard) are arguing about their payment and how they were promised more money. They will try to intimidate the party into joining them and robbing the merchants, who are only a couple of miles away.
  3. D8=3:A large rock lands at the feet of the party, no one is around at first glance, but then they notice a large troll hiding in the trees nearby with a large boulder in his hands, he's trying to get a good aim at the party with his next rock throw.
  4. D8=4:The players are approached by a talking sword that has been abandoned by its previous owner. The sword offers to guide and assist the players in battle, but it has a tendency to be sarcastic and overly critical.
  5. D8=5:A group of 1d20+10 elves are sitting by the side of the road, making beer. They'll offer the party a drink if they're thirsty.
  6. D8=6:Players encounter an old man who is telling stories about an old man who is telling stories about how he was once captured by a tribe of giants, who were going to eat him, but he was able to escape by slipping through their fingers...
  7. D8=7:A herd of sheep graze peacefully on a gentle hill.
  8. D8=8:As the players walk along the road they hear a loud screech in the distance. Moments later, a pair of large, leathery wings flutter into view. A large bird circles overhead, pacing above the players and watches them with its beady black eyes.

d100 = 23

  1. D8=1:The party sees a bright streak of light in the sky to the east. It is a meteorite. If the party investigates, they will find a small crater with fragments of metal inside it. These fragments are actually magic items that have been transformed into metal by a powerful wizard. If anyone tries to take them, they will transform into ordinary bits of metal.
  2. D8=2:A hawk circles high above, searching for prey.
  3. D8=3:A group of halflings is having a feast in a clearing. They invite the party to join them and tell stories of their travels while sharing their delicious home-cooked meals.
  4. D8=4:While resting for the night, the players are visited by a magical bard who offers to perform a song or tale that can give them valuable information about their quest or the surrounding area.
  5. D8=5:Crows are circling over an open field. There is a man sitting on the ground surrounded by dead bodies. The man has a long white beard, and wears a full suit of chain mail. He is holding a shirt in his hands; it is covered in blood.
  6. D8=6:A mysterious hooded figure appears out of nowhere and offers to read the party's fortunes for a small fee. The cards they draw seem to eerily reflect their current journey.
  7. D8=7:A sudden sandstorm arises, and within it are 1d6 sand-elementals. They have recently awakened from their centuries-long slumber beneath the plains.
  8. D8=8:A group of four women are walking down the road. They are talking about the latest news from the nearby town. The women tell the players that they have heard that a dragon has been sighted on the outskirts of town.

d100 = 24

  1. D8=1:The sound of drums can be heard in the distance. If the players follow the sound, they will come across a group of tribal warriors performing a ritual. If approached peacefully, they will offer to let the players join in. If approached aggressively, they will attack.
  2. D8=2:A group of hunters are taking a break. They are on their way back to their village with food that they have hunted.
  3. D8=3:A group of people are fleeing from a local village for fear of being killed. The players may decide to help them along the way to their new home.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A group of burly dwarves are trying to fix a broken wagon wheel. They seem to be having some trouble and could use some help from the party.
  7. D8=7:A gentle breeze rustles the leaves on the trees.
  8. D8=8:A group of traveling bards can be heard in the distance. Unfortunately, they seem to be cursed and their music causes strange hallucinations and illusions in those who listen.

d100 = 25

  1. D8=1:A butterfly flits from flower to flower.
  2. D8=2:Players encounter a group of men and women in the middle of the plains. They are all dancing and singing around a campfire. They will invite the party members to join them in their celebration. If the party members join in, they will learn that this is a cult of dancing and singing elves who worship an elven god. They are preparing for a trip to an elven land.
  3. D8=3:The scent of wild herbs wafts through the air.
  4. D8=4:An insane goblin bard named Zarvistan is running around the plains playing music. If a player approaches him and listens, Zarvistan will give them his reward: a small bag containing 3d6 x 10 gold pieces.
  5. D8=5:The players come upon a beautiful waterfall in the middle of the plains. However, it is guarded by a water elemental that must be defeated before reaching the waterfall's hidden cave behind it.
  6. D8=6:A rabbit nibbles on some grass, pausing to watch you pass by.
  7. D8=7:A caravan is approaching. It is carrying a load of rare and expensive goods. If players approach, the caravan will attack. It is a group of bandits dressed as merchants.
  8. D8=8:The air is filled with the chirping of crickets.

d100 = 26

  1. D8=1:You stumble upon a tribe of goblins who have taken over an abandoned fortress. They seem to be living in harmony with nature and may actually be trying to protect the land from a greater threat.
  2. D8=2:High noon brings the sighting of 2d8 eagles, carrying the spirits of sky shamans who once guided travelers through these vast lands.
  3. D8=3:A dwarf named Gimble has set up an obstacle course in the plains. Players must navigate through it without triggering laugh-inducing traps. Successful completion offers a temporary boost to their agility.
  4. D8=4: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.
  5. D8=5:A messenger in dark red robes with dark red dragon hide saddle bags attached to his horse arrives from the north and delivers a letter to the mayor of the nearest village with an image of a red dragon crest containing an image of a black dragon and an image of a White Dragon, bearing the words 'you are all doomed' scrawled in blood red ink across the bottom of said letter!
  6. D8=6:You hear the distant sound of a waterfall.
  7. D8=7:The sun is warm on your face as you walk.
  8. D8=8:A group of 2d4 lizardfolk attack the players. They are led by a lizardfolk shaman (rogue) who has a wand of lightning bolt.

d100 = 27

  1. D8=1:A group of mercenaries (human, half-orc, human, half-elven fighter, human wizard) are arguing about their payment and how they were promised more money. They will try to intimidate the party into joining them and robbing the merchants, who are only a couple of miles away.
  2. D8=2:The sky is painted in shades of orange and pink as the sun sets.
  3. D8=3:You hear the distant sound of a train whistle.
  4. D8=4:A group of druids are performing a ritual to bless the land and ensure a bountiful harvest. They welcome the party to join them and offer them food and drink afterwards.
  5. D8=5:A patch of wild mint fills the air with its fresh scent.
  6. D8=6:A powerful storm rolls in, forcing the party to seek shelter in a nearby abandoned castle. However, the castle is home to a cursed spirit seeking revenge on those who wronged it. The players must survive the night and break the curse before they become the spirit's next victims.
  7. D8=7: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.
  8. D8=8:The party comes across a haunted graveyard, where the spirits of the deceased are being manipulated by a powerful necromancer. The players must put the spirits to rest and defeat the necromancer before they can cause any more harm.

d100 = 28

  1. D8=1:A young dragon can be seen flying high in the sky. It appears to be chasing its tail playfully.
  2. D8=2:A gentle breeze stirs a field of wheat, creating rippling waves.
  3. D8=3:The players come across a beautiful nymph dancing in a field of flowers. She invites them to dance with her, but if they do, they will become trapped in an eternal dance and must find a way to break the curse.
  4. D8=4: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.
  5. D8=5:You come across a peaceful orc tribe, who are surprisingly hospitable and offer the players food and shelter. However, their true intentions may not be as friendly as they seem.
  6. D8=6:The smell of freshly cut grass fills the air.
  7. D8=7:A dense fog has descended upon the area, making visibility difficult. The players must navigate through the fog and may encounter strange creatures or traps along the way.
  8. D8=8:A gentle rain begins to fall, refreshing the air.

d100 = 29

  1. D8=1:The players see a massive tower in the distance and decide to investigate. Inside, they find a mad sorcerer who has been experimenting on villagers. The sorcerer is also searching for a powerful artifact hidden in the tower, which the players must retrieve before leaving.
  2. D8=2:A powerful wizard is seen battling against a demon in the distance. The party must either join the wizard in the fight or flee before they become caught in the crossfire.
  3. D8=3:The party encounters an old man claiming to be an enchanted prince. They must solve a puzzle to break the curse and return him to his true form. Spoiler: he’s actually just a potato vendor seeking adventure.
  4. D8=4:A farmer's scarecrow looks almost lifelike from afar.
  5. D8=5:A group of gnolls is feasting on a herd of cattle, completely destroying the farmer's livelihood. The players must decide whether to confront the gnolls or find another solution.
  6. D8=6:You find an old, rusty horseshoe lying in the grass.
  7. D8=7:The gentle rustling of leaves creates a soothing soundtrack.
  8. D8=8:A soft breeze carries the scent of fresh hay from a nearby farm.

d100 = 30

  1. D8=1:A lost child appears on the side of the road, crying and looking for their parents. If the players agree to help, they will have to navigate through a dense forest in order to find the child's parents who ran into trouble while hunting. Their parents will reward the players for their help and the child will be grateful and may offer a small item as a token of thanks.
  2. D8=2:A friendly farmer offers a jug of fresh lemonade.
  3. D8=3:The sky is painted with vibrant colors as the sun rises.
  4. D8=4:A group of bandits have set up camp on the side of the road, planning to rob any travelers that pass by. If the players try to sneak past, there is a chance they will be caught and attacked. However, if the players can convince the bandit leader that they mean them no harm, the leader may offer them a chance to join their gang and share in the loot from future robberies.
  5. D8=5:The party comes across a group of friendly bipedal goats who offer to guide them through the plains. The goats possess incredible knowledge of the area and may reveal secrets or hidden locations to the party.
  6. D8=6:A group of men, women, and children are fleeing from a nearby town. They are being pursued by a large group of skeletons led by a necromancer.
  7. D8=7:A group of 2d6 lizardfolk attack the players. They are led by a lizardfolk shaman (wizard) who has a wand of lightning bolt.
  8. D8=8:The party sees a lonely figure sitting on a rock in the distance. As they approach, they realize it is a powerful sorcerer who has been exiled from their village. The sorcerer offers to teach the players some new spells in exchange for their company.

d100 = 31

  1. D8=1: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.
  2. D8=2:A man is tied to a pole. If a player goes over to check on him, he'll scream for help and tell them that he is being tortured for crimes he didn't commit. He'll beg them not to leave him, because he was framed and his family will starve if he is not there to work for them. He is a vicious murderer who can charm almost anyone.
  3. D8=3:A playful air elemental forms a mini-tornado, spinning random items around. Players must solve a puzzle to retrieve their belongings without getting caught in the whirlwind. Dexterity and intelligence checks are required.
  4. D8=4:The party comes across a large ruined tower that has been abandoned for years. Inside, they discover a small chest with 1d10 gems worth 50 gp each inside it.
  5. D8=5: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.
  6. D8=6:The ground is covered with a thick layer of fallen leaves.
  7. D8=7:The sound of rushing water can be heard ahead. When players approach they will see two farmers fishing in the river. They will tell the players that they've been catching nothing all day, but they're determined to keep trying.
  8. D8=8:A family of ducks makes its way across a shallow stream.

d100 = 32

  1. D8=1: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.
  2. D8=2:A rainbow arches across the sky after a brief shower.
  3. D8=3:A man has been wandering along the road, talking to himself and laughing hysterically. If asked, he will tell them that he is on his way to join an army of corpses. If they follow him, they will find an army of skeletons preparing for war.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6: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...
  7. D8=7: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.
  8. D8=8:A pair of rabbits nibble on tender grass near a hedgerow.

d100 = 33

  1. D8=1: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.
  2. D8=2: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?
  3. D8=3:A group of men are walking on the road. One of the men has a cane in his hand. The men are wearing top hats and monocles. They are wearing suits, but they are dusty and worn. They are walking slowly.
  4. D8=4: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...
  5. D8=5:The party stumbles upon a druid who is warding off a conclave of ravens. They may offer to help or simply observe the strange encounter.
  6. D8=6:A group of wild giant tortoises roam the plains, and the players must navigate through or around them to continue their journey. However, they may find themselves in a race against time if they are on a quest to stop a powerful evil that is headed towards the same direction.
  7. D8=7: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.
  8. D8=8:A cloud of dust is seen in the distance. As it comes closer, the party can see that it is a group of five humanoids riding giant lizards.

d100 = 34

  1. D8=1:A mysterious merchant offers the party a magical map that can lead them to a hidden treasure. But the map is cursed and will only guide them to danger.
  2. D8=2:A white dragon has made its home in a nearby cave and is terrorizing the surrounding area. The party must decide whether to confront the dragon or find a peaceful solution to stop its attacks.
  3. D8=3: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.
  4. D8=4:A pair of hares dart through the tall grass, startled by your approach.
  5. D8=5:A group of boys practice archery, aiming at makeshift targets.
  6. D8=6: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.
  7. D8=7: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...
  8. D8=8: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.

d100 = 35

  1. D8=1:A group of traveling merchants are walking down the road. They are trying to get to a nearby city to sell their goods. They have a small donkey with them that is carrying the goods they are trying to sell, which is an old and battered suit of armor they got cheap from another merchant who was desperate to get rid of it after it was damaged in an accident.
  2. D8=2:Wild roses bloom along the roadside, their petals soft and fragrant.
  3. D8=3:A gnome illusionist named Gizmo challenges the party to a dance-off. The ground will shift and change colors to match the beat of the music. Players must perform a successful dexterity check to keep up with the dance moves or face embarrassment for the next 24 hours.
  4. D8=4:In a golden hue, the setting sun illuminates 3d6 fire elementals dancing over a charred area of the plains. This location was once the site of an ancient, destructive volcanic eruption.
  5. D8=5:A strange woman wearing robes and holding a staff is walking from town to town, seeking out people who she believes will help her with her magical problems. She tells each player that people in their town need help with their magic problems, whether it's curing a disease or banishing a demon or something else along those lines. She knows some basic magic that she can teach to players if they don't have any magic themselves, but she's really hoping to find someone who can help her with her biggest problem: Her brother has been possessed by an evil spirit, and she needs someone powerful enough to banish it forever...
  6. D8=6:Players encounter an old man who is telling stories about an old man who is telling stories about how he was once captured by a tribe of giants, who were going to eat him, but he was able to escape by slipping through their fingers...
  7. D8=7:A mysterious and charming stranger approaches the party, offering to tell their fortunes for a small fee. If the players accept, the fortune teller will reveal some true insights about each of the players, but there is also a chance that they may also come across a tragic fortune that could affect the outcome of the game.
  8. D8=8:The sound of a lute playing a merry tune reaches your ears.

d100 = 36

  1. D8=1:Amidst rolling hills, the party encounters 2d6 minotaurs. These creatures guard the secret entrance to a labyrinth built by a forgotten civilization.
  2. D8=2:A wandering minstrel approaches the party, offering to tell them stories of heroism and adventure in exchange for a meal and a warm bed for the night. These stories may give the party valuable hints or clues for their current quest.
  3. D8=3:A giant mud monster emerges from the ground and begins attacking nearby villages. The players must find a way to defeat it before it causes too much destruction.
  4. D8=4:The sound of a distant church bell reaches your ears.
  5. D8=5:The gentle rustling of leaves creates a soothing soundtrack.
  6. D8=6:The players stumble upon a mysterious temple hidden in a grove of trees. Inside, they find a group of monks who offer them a chance to test their skills in combat and meditation.
  7. D8=7:A group of druids are performing a ritual to awaken a powerful nature spirit. The players must choose whether to aid the druids or stop the ritual before it unleashes chaos upon the land.
  8. D8=8:As it starts to get dark, you see an elf walking down a dirt path, looking very lost and confused. He looks hungry and thirsty, so if players approach him to help him find his way, he will tell them that he is lost and looking for his elven village... On his left shoulder, you see a golden arrow tattoo...

d100 = 37

  1. D8=1: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.
  2. D8=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?
  3. D8=3:A man named Samuel is riding a horse with no name and no markings. He is headed towards a nearby village to sell his horse to its inhabitants. If the party helps, he will repay them by telling them about a nearby dungeon with a dragon sleeping at its center.
  4. D8=4:A rainbow appears after a brief rain shower.
  5. D8=5: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.
  6. D8=6:While travelling through the plains, the party comes across a group of druids performing a ritual to heal the land. The druids may ask for their assistance or offer their help in exchange for completing a quest for them.
  7. D8=7:The air is cool and refreshing, perfect for a walk.
  8. D8=8:The party sees a beautiful rainbow in the sky. As they follow it to its end, they discover a pot of gold guarded by a mischievous leprechaun who challenges them to a game of riddles.

d100 = 38

  1. D8=1:At the edge of a desert, the party discovers a caravan of traders who offer to guide them through the treacherous sands in exchange for protection from the savage desert creatures.
  2. D8=2:A large group of men are traveling down the road in two wagons and two riders. The two men in the riders are escorting the prince to some distant city. The prince is a nobleman with a large bounty on his head. He has a lot of wealth with him.
  3. D8=3:The grassland ahead is darkened by a swarm of 3d20 locusts. These large, predatory insects thrive in a place where a malevolent sorcerer once cultivated his plague spells.
  4. D8=4:The players come across a group of nomadic bards, singing tales of grand adventures and battles. They offer to teach the players legendary songs that will give them strength in battle.
  5. D8=5:A group of cows moo contentedly, lazily chewing their cud.
  6. D8=6:As the party journeys across the plains, they encounter 3d6 gnolls raiding a small farming village. The gnolls have been driven here by hunger after losing their leader in a battle with a rival clan.
  7. D8=7: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.
  8. D8=8:A hawk circles high above, searching for prey.

d100 = 39

  1. D8=1:A strange woman wearing robes and holding a staff is walking from town to town, seeking out people who she believes will help her with her magical problems. She tells each player that people in their town need help with their magic problems, whether it's curing a disease or banishing a demon or something else along those lines. She knows some basic magic that she can teach to players if they don't have any magic themselves, but she's really hoping to find someone who can help her with her biggest problem: Her brother has been possessed by an evil spirit, and she needs someone powerful enough to banish it forever...
  2. D8=2:A meteor crashes into the plains, leaving behind a strange substance that seems to have healing properties. However, it also attracts dangerous creatures who are after the substance.
  3. D8=3: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.
  4. D8=4: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.
  5. D8=5:As the party is walking, they notice that the grass beneath their feet is oddly colored. Upon closer inspection, they find a hidden patch of magical mushrooms that can have various effects when consumed.
  6. D8=6:A powerful sorceress has been cursed and turned into a medusa, and her sorrow and anger have caused the surrounding fields to turn to stone. The party must find a way to lift the curse and stop the medusa before it’s too late.
  7. D8=7:The sky is a brilliant shade of orange as the sun sets.
  8. D8=8:A group of cows moo contentedly, lazily chewing their cud.

d100 = 40

  1. D8=1:A group of traveling bards offer to perform a play for the players. Depending on their performance, the players may gain inspiration or distraction for the upcoming challenges.
  2. D8=2:A group of elves ambush the party.
  3. D8=3:You hear the distant sound of a waterfall.
  4. D8=4: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.
  5. D8=5:A group of treants are fighting a group of corrupted treants who have been destroying the forest. The party must choose which side to help and deal with the consequences of their choice.
  6. D8=6:The party comes across a small, hidden cave in the side of a hill. Inside, they find a meditating monk who offers them valuable advice and wisdom. He may also challenge them to a test of strength and endurance, with the promise of a powerful artifact as a reward.
  7. D8=7:A giant tree stands in the middle of the plains, with a door carved into its trunk. Inside, the party finds a group of druids performing a ritual to heal the sick and wounded of the nearby villages.
  8. D8=8:It starts to rain. A large thunderstorm is brewing. The party is still miles away from the nearest village. If they continue to move, they will be soaked.

d100 = 41

  1. D8=1:The party stumbles upon a group of villagers who are fleeing from an approaching storm. They ask for help in finding a safe place to take shelter.
  2. D8=2:A chittering noise reveals a group of 2d10 giant ants. These creatures build mounds that serve as the tombs for ancient insectoid royalty.
  3. D8=3:A man and a woman are walking down the road. The man is old and he is carrying an ornate staff in his hands. The woman is young and she is carrying a bow and arrow in her hands. They are on their way to meet with the chief of the local tribe of nomadic hunters to talk about trade with the tribe's hunters who hunt in the nearby forest and hunt in the nearby plains and hunt in the nearby hills and hunt in the nearby hills and hunt in the nearby plains, etc...The nomadic hunters will want to trade their deer meat for wheat and bread, etc...The players can help broker this trade for their own gain...
  4. D8=4:A large herd of 1d10+10 deer are grazing on an area of the plains. They are unusually large and are worth more than normal deer. If you kill them, they will not die - they will just continue to regenerate as if they were undead. When the party has killed them, the party will be attacked by 2d6 dire wolves and 3d6 giant spiders.
  5. D8=5:Two men and a woman, dressed in formal clothes and carrying a large wooden chest on a horse, approach the party. They tell the players that if they would like, they could tell them about their past. If the players ask, the people will talk about how the world came to be, about the gods and the goddesses, about how magic was discovered and about the first people who walked this land.
  6. D8=6:A group of men on horses riding toward the party. They are dressed in black armor. They are trying to track down the party.
  7. D8=7:Four young men pass down the road on horseback. They have a pack of hounds following them. They are searching for a lost parent or brother. One of them says, "If only Master Jack were here..."
  8. D8=8:The party comes across a group of nomadic traders who offer to sell them spices and exotic fruits from faraway lands.

d100 = 42

  1. D8=1:A breeze whips up the players’ gear in a whirlwind. Solving the riddle of the gusting wind rewards their gear’s swift return and a temporary speed boost.
  2. D8=2:2d4 human monks are out walking in the fields. They will ask the party members if they need any healing. If the party members say yes, the monks will heal them.
  3. D8=3:A group of half-elves attack the party, saying they want to avenge their father's death at the hands of bandits. They're actually bandits themselves, who killed their father and are looking for an easy score.
  4. D8=4:A large snowstorm has trapped a group of 3d6 merchants in their wagon for two days now without any food or water or fuel for their firebox or warm clothing or anything else... They will be thrilled to make contact with any strangers who can help them get out of this situation...
  5. D8=5:The party comes across a wounded griffin being hunted by a group of poachers. The players must decide whether to help the griffin or let it succumb to its injuries. Depending on their choice, the griffin could later become a helpful ally or a formidable enemy.
  6. D8=6: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!'
  7. D8=7: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.
  8. D8=8: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.

d100 = 43

  1. D8=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.
  2. D8=2: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...
  3. D8=3:A group of bards is performing a play in the middle of the plains, reenacting a famous battle from history. The players may be invited to participate and play the roles of the heroes, or simply enjoy the show.
  4. D8=4:A friendly innkeeper offers you a tankard of ale.
  5. D8=5:As the players travel through the plains, they come across a peaceful village that is being terrorized by a group of gnolls. The villagers plead for help and offer a reward if the players can defeat the gnolls.
  6. D8=6: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.
  7. D8=7:A father and son are on a fishing trip, trying to catch a legendary giant catfish that is said to bring good luck to whoever catches it. They request the help of the players, promising a share of the luck if they are successful. However, the task may not be as easy as it seems.
  8. D8=8:Players encounter a couple of farmers with bows. They are hunting for food. If the players approach they will attack them thinking they are thieves.

d100 = 44

  1. D8=1:A halfling farmer is frantically chasing after his runaway sheep. He offers the party a free meal if they help him round them up.
  2. D8=2:A mysterious traveler approaches the party and offers them a map to a hidden dungeon filled with treasure, but warns them of the dangers that lie within.
  3. D8=3:You find a trail of animal tracks leading off into the distance.
  4. D8=4:The air is cool and refreshing, perfect for a walk.
  5. D8=5:A group of children are playing in a nearby field.
  6. D8=6:The sky is filled with fluffy white clouds.
  7. D8=7:A traveling merchant selling horses is approached by a group of gypsies who want to buy his horses. They offer him wine.
  8. D8=8:A small child approaches you and asks for help. He says his parents were captured by goblins and dragged into the woods. He says his name is Alfred and that his family were headed to the town of Hilltop to meet up with his cousin, Alfred the III, who had just been elected mayor.

d100 = 45

  1. D8=1: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.
  2. D8=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.
  3. D8=3:You find a small, abandoned nest in a bush.
  4. D8=4:A majestic unicorn approaches the players, asking for their help. Its horn has been stolen by a group of malicious faeries and it needs assistance in retrieving it.
  5. D8=5:A cloud of birds is seen in the sky. If the players look they see they are carrying severed human hands in their beaks.
  6. D8=6:You find an abandoned bird's nest in a bush.
  7. D8=7:The sky is a brilliant shade of orange as the sun sets.
  8. D8=8:The party finds a fishing village that has been burned to the ground by a terrible dragon. If the party asks around, they will be pointed towards a nearby clearing where the dragon appears to be living. If they proceed, they will find a dragon with a very unique physical trait.

d100 = 46

  1. D8=1:The players come upon a beautiful waterfall in the middle of the plains. However, it is guarded by a water elemental that must be defeated before reaching the waterfall's hidden cave behind it.
  2. D8=2:The air is filled with the scent of blooming lilacs.
  3. D8=3:A group of 2d4+4 thugs are sitting around a campfire, laughing and drinking wine. They are carrying short swords and shields. If any players appear, they will attack them before riding off on their horses
  4. D8=4:A group of halflings are having a picnic in the shade of a large tree. They invite the party to join them and offer them a delicious meal of freshly baked bread, cheese and fruit.
  5. D8=5:The players come across a group of gnomes frantically working on a large machine. They explain that it is a device to transport people to other dimensions, but something has gone wrong and they need help fixing it before it explodes.
  6. D8=6:You stumble upon a group of nomadic merchants traveling through the plains in their brightly painted wagons. They offer to trade trinkets and items from far-off lands, but beware, some of their goods may be cursed.
  7. D8=7:While traveling through the plains, the players encounter a portal that leads to a strange and unknown world. They have the option to explore this new world or continue on their journey.
  8. D8=8:The players come across a group of nomadic bards, singing tales of grand adventures and battles. They offer to teach the players legendary songs that will give them strength in battle.

d100 = 47

  1. D8=1:The party comes across a giant eagle carrying a small figure in its talons. As they get closer, they see that the figure is actually a gnome, trying to convince the eagle to let them go. The party can choose to help the gnome or leave them to their fate.
  2. D8=2:As the players walk along the road they hear a loud screech in the distance. Moments later, a pair of large, leathery wings flutter into view. A large bird circles overhead, pacing above the players and watches them with its beady black eyes.
  3. D8=3:A pack of wild horses runs across the plains, led by a magnificent golden stallion. The players can try to tame the horses or simply watch in awe as they gallop by. However, they may also face a challenge from a group of rival horse trainers who are also after the prized stallion.
  4. D8=4:A large bird with a long neck is flying overhead. The bird has a snake in its mouth. It is alive.
  5. D8=5:Two young men are walking down the road, arguing about something. One young man is human, and the other is an elf. If players approach them, the elf will ask them for help arguing with the human. The human will offer players gold to help him win the argument.
  6. D8=6:You find a trail of animal tracks leading off into the distance.
  7. D8=7:A river crossing reveals 1d4 water weirds controlling the current. These elementals are linked to a buried temple beneath the riverbed.
  8. D8=8:As the players travel through the plains, they come across a peaceful village that is being terrorized by a group of gnolls. The villagers plead for help and offer a reward if the players can defeat the gnolls.

d100 = 48

  1. D8=1:A group of friendly harpies approaches the players, asking for help in retrieving their stolen eggs from a nearby bandit camp. The harpies promise to help the players in return with their musical abilities.
  2. D8=2:While traveling, the party is caught in a sudden sandstorm that causes them to lose their sense of direction. They must navigate their way through the storm and find shelter before it's too late.
  3. D8=3:A storm cloud is in the shape of a dragon heart! The dragon heart is being eaten by a black dragon!
  4. D8=4:A friendly innkeeper offers you a tankard of ale.
  5. D8=5:The players come across a group of lost travelers who have been cursed with forgetfulness. They can't remember who they are or where they are going, and the players must help them regain their memories.
  6. D8=6: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.
  7. D8=7:Three young men named Larry, Moe and Curly are sitting by the side of the road. They are arguing about which way leads to a nearby town named 'Clovis'.
  8. D8=8:A group of men are hitching a wagon to a horse. They say they are going to a nearby town to get supplies. They're not going to the town that is closest.

d100 = 49

  1. D8=1:The players stumble upon a group of cursed individuals who have been turned into goats. They ask the players to help break the curse and return them to their human form. But beware, the curse may also affect the players.
  2. D8=2: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.
  3. D8=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.
  4. D8=4:The party encounters a group of 1d4 enchanted scarecrows having a lively debate on the best way to scare crows. They'll challenge the players to come up with the scariest scarecrow design. Failure results in momentary ridicule but success may earn the party a magical scarecrow companion for a day.
  5. D8=5:A colorful butterfly lands briefly on your shoulder before flying away.
  6. D8=6:A small group of 5-8 men is traveling down the road. They are well-armed in chain mail and carrying large backpacks. They are traveling in a group for safety. They are seeking a group to hire as mercenaries for a quest to steal a magical item from an evil wizard's fortress. They have never been to the wizard's tower before and are looking for experienced mercenaries to help them.
  7. D8=7:The party finds a fishing village that has been burned to the ground by a terrible dragon. If the party asks around, they will be pointed towards a nearby clearing where the dragon appears to be living. If they proceed, they will find a dragon with a very unique physical trait.
  8. D8=8: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.

d100 = 50

  1. D8=1:A pack of wild horses runs across the plains, led by a magnificent golden stallion. The players can try to tame the horses or simply watch in awe as they gallop by. However, they may also face a challenge from a group of rival horse trainers who are also after the prized stallion.
  2. D8=2:2d6 satyr pranksters challenge the party to a 'hide-and-seek' game in tall grasses. They reward those who find them with tips on upcoming locations and humorous advice.
  3. D8=3:A group of lost travelers from a distant land mistakes the players for a legendary group of heroes and begs for their help to defeat a powerful demon that has taken over their kingdom.
  4. D8=4:A group of about a dozen men on horses approach and demand to know the players' business in their territory. They are members of a nearby cult, who are looking for new recruits.
  5. D8=5:A gentle breeze stirs a field of wheat, creating rippling waves.
  6. D8=6:A traveling merchant is stuck in the mud with his cart. He desperately needs help getting it out. The cart is filled with exotic goods from far-off lands, but he is willing to trade some of his wares for the players' assistance.
  7. D8=7: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.
  8. D8=8:A caravan is approaching. It is carrying a load of rare and expensive goods. If players approach, the caravan will attack. It is a group of bandits dressed as merchants.

d100 = 51

  1. D8=1:A group of half-elves attack the party, saying they want to avenge their father's death at the hands of bandits. They're actually bandits themselves, who killed their father and are looking for an easy score.
  2. D8=2: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.
  3. D8=3:A swarm of butterflies attempts to match the party members’ clothes to the most humorous colors and patterns. A charisma check can persuade the butterflies to give a more favorable makeover.
  4. D8=4:A group of boys practice archery, aiming at makeshift targets.
  5. D8=5:A group of kobolds attack the party.
  6. D8=6:The distant sound of a cowbell reaches your ears.
  7. D8=7:Distant smoke suggests a nearby farmstead.
  8. D8=8:A hawk circles high above, searching for prey.

d100 = 52

  1. D8=1:A calm pond reflects the blue sky like a mirror.
  2. D8=2:The players encounter a party of 1d4+2 merchants on the road. They want to trade.
  3. D8=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.
  4. D8=4:The sweet scent of blooming clover fills the air.
  5. D8=5: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!
  6. D8=6:A group of people are gathered around a bonfire. They are celebrating the last harvest festival.
  7. D8=7:A scarecrow stands guard over a field of ripe crops.
  8. D8=8:The party comes across a group of 2d6 bandits. They are hiding in the bushes waiting for a merchant's caravan to pass by. They will attack the party if they get close enough or if they try to stop them from robbing the merchant's caravan.

d100 = 53

  1. D8=1:The scent of freshly baked bread wafts from a distant house.
  2. D8=2:The sound of distant drums can be heard, getting closer and closer. Suddenly, a large group of tribal warriors on horseback appear, chasing after a lone rider. If the players intervene, they will discover that the lone rider is a messenger who holds important information for a nearby village. The tribal warriors are actually from a rival village and will attack the players if they try to help the messenger. If the players successfully protect the messenger, they will receive gratitude and rewards from the village leaders.
  3. D8=3: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?
  4. D8=4:The sound of a distant train rumbles through the air.
  5. D8=5:As you continue on your journey, you come across a group of fey creatures dancing and playing music. They invite you to join in on their festivities, but be warned, they may have mischief planned for the unsuspecting travelers.
  6. D8=6:The distant clatter of a blacksmith's forge rings out.
  7. D8=7: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?
  8. D8=8: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.

d100 = 54

  1. D8=1: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.
  2. D8=2:A group of nomads have set up camp in a nearby field. They are willing to trade for supplies or information about the surrounding area.
  3. D8=3:The scent of freshly baked bread wafts from a distant house.
  4. D8=4:A group of farmers chat animatedly about the upcoming harvest.
  5. D8=5:A traveling merchant offers the players a chance to buy rare and exotic goods from distant lands. However, the items may have hidden curses or consequences that the players must deal with if they choose to purchase them.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8: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.

d100 = 55

  1. D8=1:The ground is covered with a thick layer of pine needles.
  2. D8=2:A lone heron stands majestically by a small pool.
  3. D8=3: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.
  4. D8=4:As the sun begins to set, a herd of wild unicorns appears on the horizon. One of them approaches the party and gently nuzzles them before galloping away.
  5. D8=5:The party comes across a group of 2d6 soldiers who are searching for a group of bandits who have been attacking caravans and villages.
  6. D8=6:The sound of insects buzzing fills the air.
  7. D8=7:A group of peasants are standing around a fire. They are singing a Harvest Festival song. A member of the party is invited to join in on the song.
  8. D8=8:A group of 1d20+10 humans are on their way to a nearby city to trade with centaurs. They're very friendly and will tell players all about the centaurs if asked.

d100 = 56

  1. D8=1:A group of children are playing with a ball. The ball is actually a magical ball that can predict the future.
  2. D8=2:A group of centaurs are in the middle of a heated argument and are about to come to blows. The players must try to mediate the situation and find out the cause of their conflict.
  3. D8=3:Players encounter a group of men and women, all dressed in black robes. They are all chanting and praying to their god. They will ask the players to join them in their prayers and chants. If the players refuse, they will attack them. If they accept, they will be captured and sent to a nearby city to be sacrificed to their god by being thrown off a high building...
  4. D8=4:A babbling brook offers a chance to refill your water skins.
  5. D8=5: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.
  6. D8=6:A caravan is approaching. It is carrying a load of rare and expensive goods. If players approach, the caravan will attack. It is a group of bandits dressed as merchants.
  7. D8=7:A group of friendly gnomes has built an elaborate underground labyrinth, challenging the players to navigate through it and find the treasure at the end.
  8. D8=8: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.

d100 = 57

  1. D8=1:The distant sound of a farmer's song adds to the rural ambiance.
  2. D8=2:A group of peaceful centaurs invites the party to a feast and celebration. However, things take a dark turn when it is revealed that the centaurs are actually cursed and can transform into monstrous creatures.
  3. D8=3:A family of rabbits scatters as you approach their warren.
  4. D8=4:A group of druids are performing a ritual to awaken a powerful nature spirit. The players must choose whether to aid the druids or stop the ritual before it unleashes chaos upon the land.
  5. D8=5: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.
  6. D8=6:The party is suddenly approached by an injured pegasus, who begs for their help in rescuing its mate who has been captured by a group of goblin hunters. The players must navigate through the goblin's traps and free the pegasus before it's too late.
  7. D8=7:As the sun begins to set, a herd of wild unicorns appears on the horizon. One of them approaches the party and gently nuzzles them before galloping away.
  8. D8=8: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.

d100 = 58

  1. D8=1:A small group of 5-8 men is traveling down the road. They are well-armed in chain mail and carrying large backpacks. They are traveling in a group for safety. They are seeking a group to hire as mercenaries for a quest to steal a magical item from an evil wizard's fortress. They have never been to the wizard's tower before and are looking for experienced mercenaries to help them.
  2. D8=2:You hear the distant sound of a train whistle.
  3. D8=3: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.
  4. D8=4:The ground is dotted with colorful wildflowers.
  5. D8=5:The party is greeted by a strange sight - a group of cows standing on their hind legs and marching in formation. These cows are actually an intelligent race that is at war with another nearby intelligent race. They ask for the players' help in the battle.
  6. D8=6:A shimmering oasis is found hidden away, guarded by 1d6 elementals who shapeshift between water and sand. The oasis marks the location of an ancient, life-giving well.
  7. D8=7:The sky is painted with vibrant colors as the sun rises.
  8. D8=8:The sunlight creates a beautiful pattern of shadows through the grass.

d100 = 59

  1. D8=1:A powerful wizard is seen battling against a demon in the distance. The party must either join the wizard in the fight or flee before they become caught in the crossfire.
  2. D8=2:A scarecrow with a hat and coat stands watch over a field.
  3. D8=3:A pair of children fly a kite, their laughter carried on the wind.
  4. D8=4:A group of mercenaries (human, half-orc, human, half-elven fighter, human wizard) are arguing about their payment and how they were promised more money. They will try to intimidate the party into joining them and robbing the merchants, who are only a couple of miles away.
  5. D8=5:An old woman wearing robes covered in strange symbols and strange looking charms made out of animal bones and teeth and claws is standing on the side of the road holding out her hand for money to help feed her family. She has three young children with her who look hungry and homeless, but they do not look like they need food or shelter or clothing, just like they need more time with their mother.
  6. D8=6:A distant hill offers a perfect spot for a mid-journey rest.
  7. D8=7:The party comes across a group of dwarven miners who have accidentally uncovered an ancient crypt. They offer to let the party join them as they explore the crypt for treasure.
  8. D8=8:The distant sound of a fiddle reaches your ears from a nearby barn.

d100 = 60

  1. D8=1: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!
  2. D8=2:A butterfly flits by, landing briefly on a flower.
  3. D8=3:The party comes across a haunted graveyard, where the spirits of the deceased are being manipulated by a powerful necromancer. The players must put the spirits to rest and defeat the necromancer before they can cause any more harm.
  4. D8=4:You see a strange looking bird flying overhead. It circles around, then lands on a nearby bush, cackling in a strange tongue and caws again, before flying off. In the bush is a note tied to it, warning the players to beware the bandit King of the Hill. It is signed by one of his victims.
  5. D8=5:A distant figure trudges steadily along the path, heading for a far-off destination.
  6. D8=6:The wind picks up, rustling the leaves on the trees.
  7. D8=7:You come across a patch of wild strawberries growing by the path.
  8. D8=8:A crow caws raucously from a nearby fence post.

d100 = 61

  1. D8=1:A lone barbarian is searching for a legendary weapon that was lost in the plains. He asks the players to help him find it and in return, he will teach them some of his combat techniques.
  2. D8=2:A group of men are hunting deer. If the players help, they will be rewarded with a large venison steak dinner at their camp.
  3. D8=3:The party sees a group of centaurs, who attack them.
  4. D8=4:The scent of wild herbs wafts through the air.
  5. D8=5:Players encounter several farmers who are praying for good harvest weather...
  6. D8=6: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.
  7. D8=7:A druid enclave asks the players for help in protecting their sacred grove from a group of loggers who are destroying their home. However, not all is as it seems, and the players must uncover the truth before taking sides.
  8. D8=8:The party comes across a group of travelers who are being chased by a pack of giant wolves. The travelers offer to share their treasures if the players can protect them until they reach safety.

d100 = 62

  1. D8=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.
  2. D8=2:A large, mystical tree stands in the middle of the plains with a plethora of shiny objects hanging from its branches. As the players approach, the tree comes to life and demands that they solve a riddle in order to take an item from its branches.
  3. D8=3:The distant sound of a fiddle reaches your ears from a nearby barn.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:The sky is painted with vibrant colors as the sun rises.
  7. D8=7:A group of villagers gather for an impromptu game of soccer.
  8. D8=8:You find an abandoned bird's nest in a bush.

d100 = 63

  1. D8=1:The sky is clear and the sun is shining brightly.
  2. D8=2:A pack of wild dogs appears and starts barking loudly at the players. They are actually trying to lead them to a nearby cave where a young girl has been trapped by a mountain lion.
  3. D8=3:The sweet scent of blooming clover fills the air.
  4. D8=4:A group of 3d4 lizardfolk attack the players. They are led by a lizardfolk shaman (cleric) who has a wand of lightning bolt.
  5. D8=5: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.
  6. D8=6:A group of men are wandering around a ruin looking for odd things. The group leader is trying to find treasure. The group has already found a hoard of treasure.
  7. D8=7:On a moonlit night, the players come across 3d6 shadow mastiffs prowling a series of burial mounds dedicated to ancient warrior-kings.
  8. D8=8:The players stumble upon a group of knights who are training for an upcoming jousting tournament. They invite the party to test their skills and offer a prize for anyone who can defeat them.

d100 = 64

  1. D8=1:A series of humorously enchanted stones forces players to swap items with each other every time they step on one. They must de-trigger the magic with an inventive group solution.
  2. D8=2: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.
  3. D8=3: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?
  4. D8=4:You come across an old stone well, unused for years.
  5. D8=5:The party comes across a mysterious stone circle with strange symbols and runes carved into each stone. If they can decipher the symbols and perform a ritual in the correct order, they may be granted a wish by the powerful beings who reside within the circle.
  6. D8=6:As you walk through the plains, you come across a small village with a big problem. The villagers are being terrorized by a group of giant moles that have been burrowing into their homes and stealing their food. They ask for the players' help to get rid of the moles.
  7. D8=7:The sky is painted with vibrant colors as the sun rises.
  8. D8=8:A group of men are fighting over a woman. After the fight is over, the woman will ask the players to help her bury the dead bodies.

d100 = 65

  1. D8=1:A young wizard is having trouble controlling his fire spells, causing the nearby fields to catch on fire. The party must help him control his magic before it causes further damage.
  2. D8=2:The party comes across a small abandoned village with all the buildings mysteriously burned down. As they investigate, they realize that the village was attacked by a rogue dragon and its minions. The party must track down the dragon and defeat it before it can cause more destruction.
  3. D8=3: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.
  4. D8=4:The scent of wild herbs wafts through the air.
  5. D8=5:The sky is a brilliant shade of orange as the sun sets.
  6. D8=6:The party comes across a merchant who is travelling to nearby village to trade. He is looking for someone to join his group so they can help him defend him if he is attacked on the road. He is willing to pay part of their expenses if they help him.
  7. D8=7:The party hears a commotion in the distance. It sounds like a battle. The party approaches the sound and sees two armies fighting it out. The army on the left is wearing blue armor, and the army on the right is wearing red armor. A headless body lies in the middle of the battlefield. The soldiers are fighting over the body and arguing over who killed it. The soldiers will attack anyone who comes near them.
  8. D8=8:A gentle breeze carries the scent of wildflowers.

d100 = 66

  1. D8=1:A small lizard-like creature is attacking a nearby deer. It is about the size of a large dog and has large tusks that are covered in blood. The lizard is badly injured and will die soon.
  2. D8=2:The sound of a nearby stream provides a soothing backdrop.
  3. D8=3: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.
  4. D8=4:A cloud of 3d6 stirges descends upon the party. According to local legend, these vile creatures were created by a long-forgotten dark mage.
  5. D8=5:The rhythmic sound of a blacksmith's hammer carries on the wind.
  6. D8=6:A line of people are waiting their turns to have their animals branded by the rancher.
  7. D8=7:The players find a cart full of enchanted pastries that offer temporary buffs or humorous side effects like making them hiccup bubbles for an hour. Intelligence checks can help identify what each pastry might do.
  8. D8=8:A group of elves ambush the party.

d100 = 67

  1. D8=1:The smell of freshly baked bread reaches your nose from a nearby village.
  2. D8=2:A group of men, women, and children are fleeing from a nearby town. They are being pursued by a large group of skeletons led by a necromancer.
  3. D8=3:A farmer is walking down the road, carrying a basket of eggs. He's worried about them breaking.
  4. D8=4:A pair of rabbits nibble on tender shoots, oblivious to your presence.
  5. D8=5:A herd of peaceful unicorns grazes in a nearby meadow. As the players approach, one of the unicorns approaches them and offers to grant them a wish each if they can defeat a ferocious beast that has been terrorizing their herd.
  6. D8=6: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.
  7. D8=7:A group of friendly gnomes has built an elaborate underground labyrinth, challenging the players to navigate through it and find the treasure at the end.
  8. D8=8:A group of 1d4 men and women are hunting on horseback. They are carrying longbows and spears. They are heading towards a nearby village to sell their spoils to its inhabitants.

d100 = 68

  1. D8=1:The air is filled with the scent of blooming flowers.
  2. D8=2:The sound of an army can be heard from the east. A group of soldiers dressed in battle armor, led by a captain on horseback, can be seen riding towards you. Their mission is to find and kill an evil wizard who has been terrorizing the land for years.
  3. D8=3:The party is ambushed by 1d4 jester ghosts who challenge them to a game of charades. Winners receive a magical item wrapped in enchanted ribbons.
  4. D8=4:A group of people are gathered around a bonfire. They are celebrating the last harvest festival.
  5. D8=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.
  6. D8=6:The players come across a small cabin built into a hillside, with smoke coming out of the chimney and light shining through the windows. A man and woman emerge from the cabin, asking if they can help the players with anything they may need while they're in the area.
  7. D8=7:The sound of thunder can be heard. A storm is approaching.
  8. D8=8:The ground is covered with a carpet of fallen leaves.

d100 = 69

  1. D8=1:A family of deer graze quietly under a solitary tree.
  2. D8=2:The air is cool and refreshing, perfect for a walk.
  3. D8=3:The players hear a small voice that says 'Help me.' They can't find where the voice is coming from.
  4. D8=4:A mischievous spirit sets up a field of mirror illusions. The players must deduce which reflections are real and which are tricks to navigate safely. Failure results in a brief episode of whimsical dizziness.
  5. D8=5:The sound of drums can be heard in the distance. If the players follow the sound, they will come across a group of tribal warriors performing a ritual. If approached peacefully, they will offer to let the players join in. If approached aggressively, they will attack.
  6. D8=6:The party stumbles upon a field of giant mushrooms that release mind-altering spores when disturbed. They must find a way to navigate through the field without falling under the spore's effects.
  7. D8=7:The players are invited to a grand tournament held by a wealthy lord. The competition includes challenges of strength, intelligence, and skill, with a grand prize at the end.
  8. D8=8:The distant sound of music drifts from a gathering of travelers.

d100 = 70

  1. D8=1:A group of drunken farmers are celebrating the harvest. They want to start a fight with the players because they think they're better than them.
  2. D8=2:A group of peaceful centaurs is being attacked by a territorial dragon. The centaurs may ask for the players' help in defending their home in the plains.
  3. D8=3:A calm pond offers a perfect reflection of the clear sky above.
  4. D8=4:A lone rider gallops across the plains, kicking up dust.
  5. D8=5:A strange man with a cart full of various potions and elixirs offers to trade with the players. Some of his concoctions have strange effects, such as giving the players temporary wings or turning them invisible.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:The distant clatter of a blacksmith's forge rings out.

d100 = 71

  1. D8=1:A pack of 2d12 wolves follows the group cautiously. Among them is a wise old dire wolf, said to possess knowledge passed down from a time when the plains were covered in dense forests.
  2. D8=2:A scarecrow with a wide-brimmed hat looks out over the fields.
  3. D8=3:You see a large hawk circling above you. Suddenly, it swoops down and snatches a small animal from the ground. It looks like the hawk is being controlled by someone, but from where?
  4. D8=4:The players find a dam that's been constructed to stop the water flow of a nearby river.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:A pair of squirrels chase each other up and down a tree.
  8. D8=8:A powerful wizard is testing new spells in the plains, causing random and strange magical effects to occur. The players may choose to help or hinder the wizard's experiments.

d100 = 72

  1. D8=1:A traveling bard named Finnegan challenges the party to a limerick contest. If the players succeed in making Finnegan laugh with their rhymes, he will reward them with a satirical song that charms their enemies.
  2. D8=2:A large bat is flying overhead, it makes a large swooping motion towards the players and swoops past them.
  3. D8=3:A wildflower meadow stretches out in a riot of color.
  4. D8=4: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.
  5. D8=5:Distant smoke suggests a nearby farmstead.
  6. D8=6:A gentle brook babbles as it winds through the grass.
  7. D8=7:The scent of roasting meat wafts from a nearby campfire.
  8. D8=8:The party comes across a group of nomads who have set up camp near a hidden oasis. The nomads may offer valuable trade goods or information about the surrounding area in exchange for assistance in fending off a dangerous creature that has been plaguing them.

d100 = 73

  1. D8=1:Two shepherds argue loudly about the best way to herd sheep.
  2. D8=2:A pair of children chase each other through the waving grasses.
  3. D8=3:A pair of rabbits nibble on tender shoots, oblivious to your presence.
  4. D8=4:The party sees a group of bandits robbing a merchant caravan. The bandits are attacking the merchants and stealing their goods.
  5. D8=5:The sounds of laughter and music come from a distant village party.
  6. D8=6:A butterfly flits by, landing briefly on a flower.
  7. D8=7:You see a strange looking bird flying overhead. It circles around, then lands on a nearby bush, cackling in a strange tongue and caws again, before flying off. In the bush is a note tied to it, warning the players to beware the bandit King of the Hill. It is signed by one of his victims.
  8. D8=8: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.

d100 = 74

  1. D8=1:A single crow caws from a distant treetop.
  2. D8=2:A friendly farmer offers a jug of fresh lemonade.
  3. D8=3:A group of men and women approach the party. They are looking for adventurers to help them destroy the giant skeletons.
  4. D8=4:The distant sound of a cowbell reaches your ears.
  5. D8=5:The sound of a distant train whistle echoes across the plains.
  6. D8=6:You come across a small shrine at the base of a tree.
  7. D8=7:The ground before the party suddenly opens, revealing 1d4 ropers. Their holes were entrances to a now-long-forgotten underworld city.
  8. D8=8:An animated scarecrow named Strawbert endeavors to have a stand-up comedy night. Players must help him perfect his script with intelligence checks or face spontaneous changes to their hair colors.

d100 = 75

  1. D8=1:A traveling merchant with a colorful wagon struggles with a broken wheel.
  2. D8=2: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.
  3. D8=3:You notice a large herd of 1d12+6 elephants grazing on an area of the plains. If the party approaches them, they will attack!
  4. D8=4:A gentle breeze rustles the leaves on the trees.
  5. D8=5:A group of 2d6 gypsies pass you by on their way to a nearby city. They have many fancy and expensive items that they're selling. If you follow them, they will notice you, but will not be hostile. They're just taking precautions in case they're attacked.
  6. D8=6:While traveling through the woods, a group of adventurers comes across a group of men and women dressed in black robes. They are all chanting and praying to their god. They will ask the players to join them in their prayers and chants. If the players refuse, they will attack them. If they accept, they will be captured and sent to a nearby city to be sacrificed to their god by being thrown off a high building...
  7. D8=7:The party sees a bright streak of light in the sky to the east. It is a meteorite. If the party investigates, they will find a small crater with fragments of metal inside it. These fragments are actually magic items that have been transformed into metal by a powerful wizard. If anyone tries to take them, they will transform into ordinary bits of metal.
  8. D8=8:A river crossing reveals 1d4 water weirds controlling the current. These elementals are linked to a buried temple beneath the riverbed.

d100 = 76

  1. D8=1:A butterfly flits by, landing briefly on a flower.
  2. D8=2:A gentle hill rises in the distance, inviting you to climb it.
  3. D8=3:A traveling merchant offers the players a chance to buy rare and exotic goods from distant lands. However, the items may have hidden curses or consequences that the players must deal with if they choose to purchase them.
  4. D8=4:A man is standing on the side of the road with his hand out asking for money to help feed his family. He has a strange accent that is not local to the region. His children look healthy and well fed, but he is not holding any food or coins in his hand or in sight at all.
  5. D8=5:A meteor crashes into the plains, leaving behind a strange substance that seems to have healing properties. However, it also attracts dangerous creatures who are after the substance.
  6. D8=6:A group of bandits attack the party, but it turns out they are just trying to steal back the treasure the nearby lord unjustly took from them. They offer to split the loot if the party helps them retrieve it.
  7. D8=7:A line of people are waiting their turns to have their animals branded by the rancher.
  8. D8=8:The players come upon a large bonfire. A group of men are sitting around it, drinking and laughing. They are a group of traveling minstrels. If players listen, they will hear the men singing about a local legend about a dragon that lives in the local cave system.

d100 = 77

  1. D8=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.
  2. D8=2:A storm cloud is in the shape of a dragon heart! The dragon heart is being eaten by a black dragon!
  3. D8=3:You find an old, rusty horseshoe lying in the grass.
  4. D8=4: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.
  5. D8=5:The players are approached by a talking sword that has been abandoned by its previous owner. The sword offers to guide and assist the players in battle, but it has a tendency to be sarcastic and overly critical.
  6. D8=6:The ground is covered with a thick layer of pine needles.
  7. D8=7:A group of children are playing with a ball. They claim that the ball is cursed and it will bring bad luck to whoever touches it. The children will sell the ball for 1 gp. The ball is actually magical and it can detect curses - 1d8 hours after being touched by someone who touches it, the ball will glow if there is a curse nearby - obvious if near someone touching or holding the ball or if anyone nearby has a curse (even if secret one).
  8. D8=8:As twilight descends, the outline of 1d6 spectral knights can be seen marching. These ghostly figures are cursed to wander the plains, ever in search of honor and valor lost in an ancient betrayal.

d100 = 78

  1. D8=1:While traveling through a swamp, the party encounters a swamp witch who is seeking rare ingredients for her potions. She offers to trade her potions for the items she needs.
  2. D8=2:The party comes across a mysterious stone circle in the middle of the plains. As they explore, they realize that the stones have mystical properties that transport them to different dimensions and realms. The players must navigate these dimensions and find a way back to their own world.
  3. D8=3:A group of nomad horsemen riding lizard-like creatures pass by. The riders are carrying spears and shields.
  4. D8=4:The sound of hoof beats can be heard in the distance. The players hear a loud horse neighing. A lone rider comes down the road. He wears a cloak that covers him from head to toe. He is an assassin, and he is on his way to kill a nobleman in a nearby city. The nobleman has wronged him in some way. If the players talk to him, they will learn what happened to him and why he is doing this.
  5. D8=5:The players come across a small cabin built into a hillside, with smoke coming out of the chimney and light shining through the windows. A man and woman emerge from the cabin, asking if they can help the players with anything they may need while they're in the area.
  6. D8=6:A distant rooster's crow signals the arrival of dawn.
  7. D8=7:The sky is a brilliant shade of orange as the sun sets.
  8. D8=8:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are given a gift.

d100 = 79

  1. D8=1:The players come across a seemingly ordinary scarecrow in the middle of a field. However, as they draw closer, the scarecrow begins to move and attack. The players must discover the cause of the scarecrow's sudden animation and put a stop to it.
  2. D8=2:A lone rider waves in greeting as they pass by.
  3. D8=3: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.
  4. D8=4:The sky is a brilliant shade of orange as the sun sets.
  5. D8=5:As the party approaches a seemingly abandoned temple, they find it infested with goblins who have set up their camp inside. The party must decide whether to bravely fight the goblins or try to negotiate with them for safe passage.
  6. D8=6:The distant sound of children's laughter suggests a game in progress.
  7. D8=7:The sound of drums can be heard in the distance. If the players follow the sound, they will come across a group of tribal warriors performing a ritual. If approached peacefully, they will offer to let the players join in. If approached aggressively, they will attack.
  8. D8=8: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 = 80

  1. D8=1:As night falls, the party sees flickering lights and discovers 2d6 jack-o'-lantern apparitions. These spirits are the souls of warriors from an all but forgotten battle waged under the harvest moon.
  2. D8=2:A group of men are wandering around a ruin looking for odd things. The group leader is trying to find treasure. The group has already found a hoard of treasure.
  3. D8=3:A small child approaches you and asks for help. He says his parents were captured by goblins and dragged into the woods. He says his name is Alfred and that his family were headed to the town of Hilltop to meet up with his cousin, Alfred the III, who had just been elected mayor.
  4. D8=4:A weathered stone bench offers a moment of respite.
  5. D8=5: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?
  6. D8=6:A colorful patch of wildflowers adds a splash of color to the landscape.
  7. D8=7:The party comes across a group of 2d6 merchants who are traveling to a nearby city to sell their goods.
  8. D8=8:A black bear is munching on some berries in the nearby area. They may see the PCs and come charging towards them if they get close enough.

d100 = 81

  1. D8=1:A field of sunflowers turns their faces toward the sun.
  2. D8=2:The players find a small pool of water. It is bubbling. It smells like sulphur. There is a small creature inside it. It looks like it is being cooked alive.
  3. D8=3:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are fed.
  4. D8=4:The party stumbles upon a small campsite where a group of nomads are telling stories around a fire. They invite the party to join them and share their own tales.
  5. D8=5:The grass rustles as a group of 2d12 kobolds emerges, dragging behind them a small cart filled with mining equipment. They are descendants of the slaves who once worked in a vast dwarven empire under these plains.
  6. D8=6:A group of travelers are relaxing by a peaceful pond, when suddenly a giant frog emerges from the water and starts swallowing them whole. The players must act quickly to save the travelers and defeat the monstrous frog.
  7. D8=7:Soft golden light bathes the landscape as the sun sets.
  8. D8=8:The air is filled with the scent of blooming flowers.

d100 = 82

  1. D8=1:You find a small, abandoned nest in a bush.
  2. D8=2:A group of terrified peasants are running down the road. They are being chased by a large and hungry wolf. The players can choose to help them or not. If they help, the wolf will turn on them and attack them instead!
  3. D8=3: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.
  4. D8=4:The players come across a beautiful nymph dancing in a field of flowers. She invites them to dance with her, but if they do, they will become trapped in an eternal dance and must find a way to break the curse.
  5. D8=5:A group of children are playing in a field, enjoying themselves and having a good time.
  6. D8=6:The sky is filled with the calls of migrating birds.
  7. D8=7:A pair of hares dart through the grass, playing a game of chase.
  8. D8=8:A distant hill offers a perfect spot for a mid-journey rest.

d100 = 83

  1. D8=1:A pair of rabbits nibble on tender shoots, oblivious to your presence.
  2. D8=2:The sound of a nearby stream provides a soothing backdrop.
  3. D8=3:A mysterious old man approaches the party, claiming to be a powerful wizard. However, he's actually a con artist who tricks the party into retrieving a cursed artifact for him. The players must find a way to break the curse and possibly confront the old man for his deceit.
  4. D8=4: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.
  5. D8=5:Players encounter a group of men and women, all dressed in black robes. They are all chanting and praying to their god. They will ask the players to join them in their prayers and chants. If the players refuse, they will attack them. If they accept, they will be captured and sent to a nearby city to be sacrificed to their god by being thrown off a high building...
  6. D8=6:A group of werebears are seen in the distance, approaching a nearby village. The party must choose to either fight or find a peaceful solution with these creatures.
  7. D8=7:A sudden storm blows in, bringing with it powerful winds and lightning strikes. The players must find shelter and protect themselves from the dangerous weather while also avoiding any potential dangers that may arise.
  8. D8=8:A gentle brook babbles as it winds through the grass.

d100 = 84

  1. D8=1:The sound of a lute playing a merry tune reaches your ears.
  2. D8=2:While traveling, the party is caught in a sudden sandstorm that causes them to lose their sense of direction. They must navigate their way through the storm and find shelter before it's too late.
  3. D8=3:A couple of frogs croak contentedly in a small pond.
  4. D8=4:A man is standing on top of the wall at the edge of town, staring into the distance. He is looking off into the distance at something, but he does not seem pleased about whatever it is that he is looking at.
  5. D8=5:As the party rests for the night, they are visited by a group of sprites who offer them a game of riddles and challenges. The prize for winning could be a powerful magical item or a wish granted by the sprites.
  6. D8=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.
  7. D8=7:The smell of freshly baked bread reaches your nose from a nearby village.
  8. D8=8:A group of lost travelers from a distant land mistakes the players for a legendary group of heroes and begs for their help to defeat a powerful demon that has taken over their kingdom.

d100 = 85

  1. D8=1:A group of peaceful centaurs is being attacked by a territorial dragon. The centaurs may ask for the players' help in defending their home in the plains.
  2. D8=2:A merchant is trying to sell some magic gems he found at his home. He is out looking for a buyer for them.
  3. D8=3:A weathered bridge crosses a slow-moving stream.
  4. D8=4:The party sees a group of bandits robbing a merchant caravan. The bandits are attacking the merchants and stealing their goods.
  5. D8=5:The party comes across a group of two to four travelers who were robbed by a group of thieves. The party will find about 100 copper coins and a copper flask with the words 'Gaius' on it.
  6. D8=6: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...
  7. D8=7:A band of gypsies traveling through the plains offers the party a fortune-telling session for a small fee. The fortune-teller may reveal a prophecy or some important information to the players.
  8. D8=8:A group of peasants are standing around a fire. They are singing a Harvest Festival song. If players join in on the song, they will receive a +1 to their Persuasion rolls when interacting with other peasants in the region. The leader of this group is actually an assassin who is trying to get close to the players.

d100 = 86

  1. D8=1:As the party journeys across the plains, they encounter 3d6 gnolls raiding a small farming village. The gnolls have been driven here by hunger after losing their leader in a battle with a rival clan.
  2. D8=2:A group of 1d8 enchanted rabbits who love to play tricks offers the players a race through a maze-like patch of tall grass. Fiendishly clever tricks may ensue, but winning the race grants a magical pair of bunny slippers.
  3. D8=3:A group of cultists have kidnapped a young girl to sacrifice to their dark deity. The party must stop the ritual and save the girl before it's too late.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:A powerful sorcerer challenges the party to a game of riddles. If they can solve all of his riddles, he will grant them a powerful magic item. But if they fail, they will be cursed with bad luck for the rest of their journey.
  8. D8=8:The sunlight creates a beautiful pattern of shadows through the grass.

d100 = 87

  1. D8=1:The group comes across an old abandoned temple. Inside, they find a group of monks who have been devotedly guarding it for centuries. They offer to share their wisdom and teachings with the party.
  2. D8=2:A group of bards is performing a play in the middle of the plains, reenacting a famous battle from history. The players may be invited to participate and play the roles of the heroes, or simply enjoy the show.
  3. D8=3:A merchant is transporting a prisoner in a cage on his horse wagon. The prisoner is being taken to the nearby city to be executed. The prisoner shouts out to the party, "KILL ME! KILL ME! PLEASE!"
  4. D8=4: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.
  5. D8=5:A cluster of wildflowers attracts a swarm of colorful butterflies.
  6. D8=6:2d6 satyr pranksters challenge the party to a 'hide-and-seek' game in tall grasses. They reward those who find them with tips on upcoming locations and humorous advice.
  7. D8=7:A spider has spun a delicate web between two branches.
  8. D8=8:A deer darts out in front of the party. As they stop to avoid running over it, they see that a group of 5 humanoids on giant lizards are chasing it! If the party helps, they will get caught up in a battle with the half-giants.

d100 = 88

  1. D8=1:A weathered signpost points the way to a nearby village.
  2. D8=2:You see two hill giants play-fighting in the distance, causing chaos and destruction wherever they go. You must either confront them and stop them, or figure out a way to distract them before they cause more harm.
  3. D8=3:The air is crisp and cool, perfect for a walk.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A group of 1d4+4 centaurs are on their way to a nearby city to trade with humans. They're very friendly and will tell players all about their tribe if asked.
  7. D8=7:A hawk screeches as it dives toward the ground.
  8. D8=8:An old, weathered fence runs alongside the trail.

d100 = 89

  1. D8=1:The air is cool and refreshing, perfect for a walk.
  2. D8=2:A white dragon has made its home in a nearby cave and is terrorizing the surrounding area. The party must decide whether to confront the dragon or find a peaceful solution to stop its attacks.
  3. D8=3:A small camp of mercenaries are sitting around a fire, drinking. They will invite players to join them in their drinking. If players do, they will notice that the mercenaries are bored and want something to do. They will ask the players if they want to play a game of cards. If players accept, the mercenaries will reveal that they are actually thieves who need some money and are trying to find an easy target.
  4. D8=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.
  5. D8=5: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.
  6. D8=6:A series of humorously enchanted stones forces players to swap items with each other every time they step on one. They must de-trigger the magic with an inventive group solution.
  7. D8=7:A group of children are playing in a nearby field.
  8. D8=8: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.

d100 = 90

  1. D8=1:A storm giant is wandering the plains, seemingly lost and confused. The players may choose to help the giant find their way or avoid the dangerous encounter altogether.
  2. D8=2:A powerful storm is brewing on the horizon, and a group of farmers is struggling to protect their fields from the strong winds and heavy rain. The players can choose to help them fortify their defenses or seek shelter and wait out the storm. However, something sinister may be causing this unusual weather and putting the farmers at risk.
  3. D8=3: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.
  4. D8=4:The ground is covered with a thick layer of pine needles.
  5. D8=5: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.
  6. D8=6:Wild strawberries grow in abundance along the roadside.
  7. D8=7:A mysterious figure appears before the party, claiming to be a god or goddess of the plains. The figure may test the party's strength and offer rewards, or provide valuable information and guidance for their quest.
  8. D8=8:The party sees a large flock of birds. They are actually harpies in disguise.

d100 = 91

  1. D8=1:You see two large shadowy figures wrestling in the distance. As you get closer, you realize they are two hill giants fighting over a prize possession - a magical amulet that has been dropped in the commotion.
  2. D8=2:A group of 1d4+4 men are hunting in this area. They are looking for food for their village.
  3. D8=3:A gentle stream offers a refreshing break from your journey.
  4. D8=4:A group of farmers driving a herd of cattle is blocking the road. They will not move until they are given a gift.
  5. D8=5:A chittering noise reveals a group of 2d10 giant ants. These creatures build mounds that serve as the tombs for ancient insectoid royalty.
  6. D8=6:A cloud of 3d6 stirges descends upon the party. According to local legend, these vile creatures were created by a long-forgotten dark mage.
  7. D8=7:A small tornado touches down. It's not a tornado, but a wild mage trying to escape something. The party can help him escape (which is in fact a phantasm created by the wizard as a distraction), or keep him prisoner for a while and beat him up for information later.
  8. D8=8:A butterfly lands on a wildflower, its wings shimmering in the sunlight.

d100 = 92

  1. D8=1:A group of satyrs are holding a wine-tasting competition in the plains, inviting the players to be the judges. However, the wine has been spiked with a hallucinogen.
  2. D8=2: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.
  3. D8=3:A friendly farmer offers a jug of fresh lemonade.
  4. D8=4:As the party is walking, they notice that the grass beneath their feet is oddly colored. Upon closer inspection, they find a hidden patch of magical mushrooms that can have various effects when consumed.
  5. D8=5: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.
  6. D8=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.
  7. D8=7:The party sees a lone traveler sitting in the shade of a tree. As they approach, they realize it is a disguised dragon, testing the kindness and empathy of travelers.
  8. D8=8:A rabbit nibbles on some grass, pausing to watch you pass by.

d100 = 93

  1. D8=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.
  2. D8=2:A cluster of ripe berries offers a sweet snack.
  3. D8=3:The distant sound of laughter comes from an unseen source.
  4. D8=4:The remains of a long-abandoned farmhouse crumble away.
  5. D8=5: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.
  6. D8=6:The players come across a group of traveling performers, who are on their way to the next town. They are a talented group of musicians, acrobats, and magicians, and may offer the players a chance to join their troupe or participate in one of their shows.
  7. D8=7:The party sees a group of bandits robbing a merchant caravan. The bandits are attacking the merchants and stealing their goods.
  8. D8=8:The soft rustling of wind through the grass soothes your mind.

d100 = 94

  1. D8=1:A mysterious figure in a black cloak is seen walking through the plains, leaving behind a trail of dead plants and animals. They seem to be carrying a cursed object that must be destroyed before it spreads more destruction.
  2. D8=2:A group of people are holding an auction on a small hill. There is a large crowd watching them. The items up for sale are two large bags of flour and two torches. The auctioneer gives a speech about how this is 'untainted' flour and how the torches will help light their way through the darkness. He does an excellent job, and he gets rid of the stuff for cheap prices.
  3. D8=3:As it starts to get dark, you see an elf walking down a dirt path, looking very lost and confused. He looks hungry and thirsty, so if players approach him to help him find his way, he will tell them that he is lost and looking for his elven village... On his left shoulder, you see a golden arrow tattoo...
  4. D8=4:A group of children race makeshift boats in a stream.
  5. D8=5:A group of about a dozen men on horses approach and demand to know the players' business in their territory. They are members of a nearby cult, who are looking for new recruits.
  6. D8=6:The scent of blooming flowers fills the air.
  7. D8=7:A group of 1d20+10 elves are sitting by the side of the road, making beer. They'll offer the party a drink if they're thirsty.
  8. D8=8:A group of nomad horsemen riding lizard-like creatures pass by. The riders are carrying spears and shields.

d100 = 95

  1. D8=1:A group of children race makeshift boats in a stream.
  2. D8=2:In a clearing, the party finds a young boy crying. He lost his way while picking flowers for his sick mother and needs the party's help to find his way home.
  3. D8=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.
  4. D8=4:A powerful storm rolls in, forcing the party to seek shelter in a nearby abandoned castle. However, the castle is home to a cursed spirit seeking revenge on those who wronged it. The players must survive the night and break the curse before they become the spirit's next victims.
  5. D8=5:The party sees a large, wooden statue of a man, who grabs a nearby person and throws him/her at the party.
  6. D8=6:A merchant is transporting a large wagon filled with weapons to the nearby town. He is looking for men to help him fight off potential bandits.
  7. D8=7:A friendly dog follows you for a while, enjoying the company.
  8. D8=8: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.

d100 = 96

  1. D8=1:2d6 satyr pranksters challenge the party to a 'hide-and-seek' game in tall grasses. They reward those who find them with tips on upcoming locations and humorous advice.
  2. D8=2:A gentle breeze carries the scent of wildflowers.
  3. D8=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.
  4. D8=4:The party stumbles upon a field of flowers that seem to be moving on their own. Upon further inspection, they realize they are actually carnivorous plants and must find a way to escape their grasp.
  5. D8=5:A traveling bard is accompanying a merchant caravan and offers to tell the players a tale in exchange for a hot meal and some shelter for the night. Little do they know, the bard's songs have magical powers and the tale he tells may have unforeseen consequences for the players.
  6. D8=6:A strange mist covers the plains, making it difficult for the players to see. Suddenly, they hear a loud roar and realize they are being hunted by a giant, blind dragon. The players must find a way to defeat the dragon without being seen.
  7. D8=7:The players see a group of farmers frantically trying to rescue their livestock from a group of owlbears that have been terrorizing the area. The players can choose to help the farmers or hunt down the owlbears for a potential reward.
  8. D8=8: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.

d100 = 97

  1. D8=1:A pair of children gather berries in a woven basket.
  2. D8=2:The wind carries the eerie calls of 1d6 banshees. They are the spirits of once-powerful witches who fought a great war upon these plains centuries ago.
  3. D8=3:While searching for a lost item, the players come across a group of goblins scavenging through the ruins of an old abandoned castle. The goblins are searching for treasure but also seem to be guarding something they have found. The players must navigate their way through the goblins and discover the secret that lies within the castle ruins.
  4. D8=4:A distant thunderstorm lights up the horizon.
  5. D8=5:The party is approached by a man in a robe. He says his name is Alfred and that he has been elected mayor of Hilltop. He says he is looking for his cousin, Alfred II, who left the town years ago and never returned. He says he has been worried about his cousin because he had been receiving strange, coded letters from him for years. He says if you find his cousin, you will be rewarded handsomely.
  6. D8=6: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.
  7. D8=7:A row of bright scarecrows line the edge of a cornfield.
  8. D8=8:The air is filled with the chirping of crickets.

d100 = 98

  1. D8=1:A colorful patch of wildflowers adds a splash of color to the landscape.
  2. D8=2:The players stumble upon a group of bandits who are in the middle of dividing their spoils from a recent raid. The bandits will offer to split the loot with the players if they help them take down a nearby merchant caravan.
  3. D8=3:The distant toll of a church bell marks the passage of time.
  4. D8=4:It is a cold, clear night. A bright moon shines in the sky. The party sees a bright streak in the sky to the north. It is a meteorite. If the party investigates, they will find a small crater with fragments of metal inside it. These fragments are actually magic items that have been transformed into metal by a powerful wizard. If anyone tries to take them, they will transform into ordinary bits of metal.
  5. D8=5:The ground is dotted with patches of clover.
  6. D8=6:A friendly shopkeeper offers you a selection of local goods.
  7. D8=7:While exploring a peaceful forest, the party is suddenly attacked by a monstrous treant who believes they are trespassing on its territory. The players must either find a peaceful resolution or defeat the treant in a fierce battle.
  8. D8=8:The sky is filled with fluffy white clouds.

d100 = 99

  1. D8=1:The sky is painted with vibrant colors as the sun rises.
  2. D8=2:A lone wanderer offers a friendly wave as they pass.
  3. D8=3:A cluster of wildflowers attracts a swarm of colorful butterflies.
  4. D8=4:The smell of smoke reaches your nose from a distant fire.
  5. D8=5:You hear the distant sound of a blacksmith's hammer.
  6. D8=6:A man is sitting on the side of the road, playing a flute. He's not very good at it. He's hoping to get some money from the players.
  7. D8=7: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!
  8. D8=8: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.

d100 = 100

  1. D8=1:A flock of giant flamingos is migrating over the plains. As they fly, they leave behind a trail of bright pink feathers.
  2. D8=2:A pack of wild dogs appears and starts barking loudly at the players. They are actually trying to lead them to a nearby cave where a young girl has been trapped by a mountain lion.
  3. D8=3:The party comes across a group of travelers who are being chased by a pack of giant wolves. The travelers offer to share their treasures if the players can protect them until they reach safety.
  4. D8=4: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'.
  5. D8=5:As night falls, the party sees flickering lights and discovers 2d6 jack-o'-lantern apparitions. These spirits are the souls of warriors from an all but forgotten battle waged under the harvest moon.
  6. D8=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.
  7. D8=7:You see a group of 2d4+4 centaurs riding horses through the plains, looking for caravans to attack. They will attack any party that comes close to them before riding off on their horses.
  8. D8=8:While traveling through the woods, a group of adventurers comes across a group of men and women dressed in black robes. They are all chanting and praying to their god. They will ask the players to join them in their prayers and chants. If the players refuse, they will attack them. If they accept, they will be captured and sent to a nearby city to be sacrificed to their god by being thrown off a high building...

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Other dice tiers for the plains: D1, D4, D6, D10.

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

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