d100 = 1
A local farmer approaches the party and asks them to help him with his problem. His farm animals have been disappearing at night, and he suspects that a pack of wolves has been hunting them at night. He gives the party some wolves' pelts as a reward if they can find out what is causing this problem and fix it.
d100 = 2
A girl is picking flowers.
d100 = 3
A carnival caravan is traveling on the road. The party is invited to join in the festivities, with games, food, and a fortune teller. However, rumors start to spread that the fortune teller is actually a powerful sorcerer looking for new victims for his experiments.
d100 = 4
The party is accused of participating in a heist by a phantom thief who left a note implicating them: "Thanks for the help, friends."
d100 = 5
A farmer is stuck in a tree and cannot get down. They ask the party for help, claiming the tree was enchanted by a mischievous fey. The party may need to solve a puzzle or riddle to free the farmer.
d100 = 6
A group of women are walking down the road and talking about how much they love their husbands and how great they are.
d100 = 7
A group of farmers are working in the field. They will offer players food and water if they need it.
d100 = 8
A troubadour sings a ballad of heroes and lost loves.
d100 = 9
A woman weaving a tapestry on a large loom.
d100 = 10
A tailor sewing a fine garment for a customer.
d100 = 11
A group of friendly giants are having a picnic on the side of the road and invite the players to join them. However, their giant-sized food may prove to be a challenge for the players to eat.
d100 = 12
In the distance, the party sees a massive dragon flying overhead, heading towards a nearby village. They must decide whether to go after the dragon and potentially gain a powerful ally or stay on the road and continue their journey.
d100 = 13
Q2: A group of 2d6 humans are walking down the road. They are looking for work. They will attack the players if they feel threatened.
d100 = 14
A group of traveling minstrels are performing a play about a brave warrior who defeated a dragon. However, halfway through the performance, a real dragon shows up and the minstrels flee, leaving the party to deal with the dragon.
d100 = 15
A local farmer approaches the party and asks them to help him with his problem. His farm animals have been disappearing at night, and he suspects that a pack of wolves has been hunting them at night. He gives the party some wolves' pelts as a reward if they can find out what is causing this problem and fix it.
d100 = 16
You come across a freshly plowed field, the smell of earth in the air.
d100 = 17
A group of kobolds is trying to sell a suspicious-looking potion to players. It's up to the players to decide if they want to take the risk and buy it or not.
d100 = 18
A caravan of performers and acrobats are passing by, advertising their upcoming show. They will invite the players to watch, but if they do, they will be accused of stealing from the performers and be forced to prove their innocence.
d100 = 19
An old woman is collecting herbs by the side of the road.
d100 = 20
You come across a field of wildflowers, perfect for picking a bouquet.
d100 = 21
A group of women are sitting outside a building. If the players interact with them, they will be able to tell that they are working for a local wizard, and he has been kidnapping children, turning them into lizards, and returning them to their parents, who are distraught. If players can find the wizard and stop him, they can save the children, who will want to join their party.
d100 = 22
A group of merchants from a nearby village are travelling along the road. They are transporting goods on pack mules, and are heading back to their village after successfully trading with another village in a nearby region.
d100 = 23
A traveling circus full of exotic animals and acrobats invites the players to watch their show. But when the ringmaster goes missing, the players must help find him before the show can start.
d100 = 24
A traveling fortune teller offers to read the players' fortunes in exchange for a valuable item. The fortunes may be true or false, depending on the players' actions.
d100 = 25
The players stumble upon a peaceful faerie circle in the middle of the woods, surrounded by glowing fireflies and intoxicating music. But beware, as faeries are known to be mischievous tricksters.
d100 = 26
Three farmers in ragged clothes walk down the road. They look like they're headed to town for the market day there to sell some of their crops.
d100 = 27
The sound of a waterwheel turning fills the air.
d100 = 28
A man is standing in the road with his horse. The man's horse is lame. The man is a merchant from a nearby city, and he needs a new horse but he does not have the money to buy a new horse.
d100 = 29
A group of 1d4+4 giant lizards is walking down the road, looking for food. If attacked, they will attack back with claws that deal 3d6 points of damage each round until all lizards are dead or the attacking party retreats from combat.
d100 = 30
The players encounter a cart filled with various goods and a farmer driving it. The farmer offers to trade for any items the players might have.
d100 = 31
A traveling librarian sharing stories and books.
d100 = 32
A group of soldiers are on their way back from fighting in a war. They are talking about how they were cheated out of their pay by their superiors and are considering revolt if it happens again.
d100 = 33
A large, hairy creature with claws is attacking a nearby settlement. The creature is 20 feet tall, and it is attacking with its large claws. It looks like an ogre, but its claws are large and sharp. It also has a large nose and small ears.
d100 = 34
A strange, floating orb appears on the road and begins to communicate with the players. Is it a helpful creature or something more sinister?
d100 = 35
A caravan of refugees begs for aid as they flee from a nearby war-torn city. The players must decide whether to help them or continue on their journey.
d100 = 36
A man is standing by the side of the road. He says he is waiting for a caravan to pass. He will tell the players that he is a merchant and he is traveling to a nearby town.
d100 = 37
A pair of lovebirds flits from branch to branch above you.
d100 = 38
A pack of blink dogs are causing chaos on the road by appearing and disappearing, scaring horse-drawn carriages and causing accidents. The players must find a way to calm them down or capture them.
d100 = 39
A tinker offers to sell you a variety of handy tools and gadgets.
d100 = 40
A group of seven men and women, dressed in black robes and hoods, rush by on their horses. They are carrying a large chest that they are trying to hide from the players.
d100 = 41
The party wakes to discover one of their own has been tied up and left a note: “Meet me at the old mill for the ransom.”
d100 = 42
A man is walking along the road. He is carrying a large bag of feed. He is walking to his farm. He has been doing this for many years. He knows the area well and can give players directions if they ask him. He has no knowledge of the nearby dungeons or ruins.
d100 = 43
A group of pilgrims are walking along the road. They have been walking for several days and are tired, dirty, hungry, and disheveled. If players approach, they will ask for help. If players help, they will be rewarded with one magic weapon/item of their choice which the pilgrims were carrying with them when they were attacked by bandits.
d100 = 44
The party passes by the entrance of a large cave. A group of adventurers are standing outside the cave entrance. One of the adventurers is arguing with the other adventurers. The argument is about whether or not to go into the cave and find treasure. If the party approaches, the arguing adventurer will ask for their opinion about whether or not to go into the cave and find treasure. If the party says yes, the adventurer will go into the cave and find treasure. If the party says no, the adventurer will go into the cave and find treasure anyway.
d100 = 45
A horse-drawn cart full of turnips and a human farmer. The farmer will offer you some of his turnips. If you accept them, then a nearby turnip patch will have a major turnip blight and the farmer will be ruined. If you refuse them, the farmer will get angry and attack.
d100 = 46
Old Soldier: An old soldier is sitting on the side of the road. He is coughing a lot and seems ill. If players approach, he will ask for water. If players give him water, he will reward them with some gold. He will then ride off on a horse. He will actually be a member of the Cult of the Rat posing as an old soldier. The Cult of the Rat wants to cause unrest in the kingdom by making it appear as if old soldiers are being mistreated.
d100 = 47
The party meets a group of friendly giants who are looking for help with a terrible curse that has befallen their leader. The curse is causing the giant's limbs to shrink, and they need the party's aid in finding a cure.
d100 = 48
The road is shaded by a canopy of intertwining tree branches.
d100 = 49
The players see a group of villagers holding a trial for a suspected witch. Will they intervene and try to save the accused, or let the villagers carry out their punishment?
d100 = 50
A woman is embroidering a cloth.
d100 = 51
A man is delivering milk from a cart.
d100 = 52
By a serene river, 2d6 skeletons are composing music on hand-carved flutes. They eagerly share their compositions, inviting the adventurers to join in or simply listen to the haunting melodies.
d100 = 53
The party encounters a grieving noble who was recently robbed of a priceless family heirloom by masked highwaymen. The noble begs for their aid, offering a reward and potential political connections.
d100 = 54
The party sees a group of 3d6 human soldiers. They are carrying swords and shields. They are headed towards a nearby village to fight in a war. They are unaware that they are headed towards their own death.
d100 = 55
A giant eagle swoops down and grabs one of the players, mistaking them for prey. The rest of the group must work together to rescue their friend and fend off the eagle.
d100 = 56
A flickering firelight reveals a group of 3d6 bandits engaging in a heated argument over their stolen loot. The party’s arrival adds fuel to the fire, sparking an immediate confrontation.
d100 = 57
A bandit ambush! Roll initiative as bandits jump out from the bushes and try to rob the players. If they defeat the bandits, they find a note on the leader revealing that they were hired by a rival faction to cause chaos.
d100 = 58
A group of nuns collecting donations for their convent.
d100 = 59
Two caravans: When players come across two caravans, one will be a carpenter's caravan, and the other will be a blacksmith's caravan. The carpenter's caravan will be carrying lumber, nails, and tools. The blacksmith's caravan will be carrying ingots of metal and tools. Each of the caravans has a high quality wagon and multiple horses and mules. The carpenter and the blacksmith have been hired by a local noble to build a bridge over a nearby river. The noble will pay top price for any wood or metal brought to him by the players.
d100 = 60
An old man approaches the players, begging for help. He says his wife is sick and needs medicine. If the players help him, he will reward them with gold.
d100 = 61
A pair of elderly men playing a game of chess on a stump.
d100 = 62
A powerful sorcerer is standing in the middle of the road, casting spells and causing chaos. Players must find a way to defeat or calm the sorcerer down.
d100 = 63
A mysterious merchant in a hooded cloak offers to sell the players a magical lamp that can grant three wishes. However, the wishes come with a price and the players must choose wisely.
d100 = 64
A flock of giant eagles swoop down and surround the party's caravan, squawking and cawing. They are being controlled by a group of druids who believe the party has been sent to destroy their sacred grove. The party must prove their intentions or face an attack.
d100 = 65
A man named Henry is walking down the road, looking for work as a hired sword. He has no skills or abilities and is wearing mismatched armor and carrying a rusty sword.
d100 = 66
A broken down carriage on the side of the road holds a group of nobles who were on their way to a grand ball. They need the party's help to get the carriage fixed and continue on their journey, but there may be more to their story than meets the eye.
d100 = 67
A group of men are sitting around telling stories about the local area. They are willing to tell the party about areas that they have been to and what has happened there.
d100 = 68
The players see a group of four men and women, led by one man and one woman, rush by on their horses. The four riders are carrying what appears to be a dead body on the back of their horse. The body is covered by a blanket.
d100 = 69
A lone fisherman casts his line into a nearby pond.
d100 = 70
A wounded knight is lying on the side of the road. He will give players a valuable item in exchange for taking him to the nearest town for healing.
d100 = 71
A merchant caravan offers strange and exotic wares from far-off lands.
d100 = 72
The party sees a large group of men arguing with each other and waving their arms around in anger. If any of the men see the players, they will demand that the players tell them who is right and who is wrong in their argument.
d100 = 73
A crudely drawn map with an 'X' marks the spot is found on the ground. The players can follow the map to a buried treasure or it may lead them to a trap set by a rival adventuring party.
d100 = 74
You pass by a small shrine dedicated to a local deity, where offerings of food and flowers have been left.
d100 = 75
Beside a bubbling spring, 1d8 ogres meticulously carve wooden toys and figures. They wave cheerfully at the party and hold up their best creations, offering trades and eager to show off their craftsmanship.
d100 = 76
A traveling circus has set up camp on the side of the road. The players are invited to watch the show and even participate if they wish.
d100 = 77
A woman is traveling with her two children. They are heading to the nearest town to trade. One of the children is a baby in a baby carriage. The woman is middle-aged and overweight.
d100 = 78
The party is accused of participating in a heist by a phantom thief who left a note implicating them: "Thanks for the help, friends."
d100 = 79
As the party travels through a dense forest, they come across a tree that seems to be moving and groaning in pain. Upon closer inspection, they find out that the tree is actually a dryad who has been cursed by an evil witch. The party must find a way to break the curse and save the dryad before it's too late.
d100 = 80
A traveling circus has set up on the side of the road, offering games and performances to passing travelers. The players can participate and potentially win prizes.
d100 = 81
The players see a group of women walking up the road. They are carrying boxes and sacks of goods purchased in the next town over. They are very happy and friendly.
d100 = 82
A group of villagers are pushing a cart full of delicious fruits and vegetables. They offer to trade with the players, but as soon as the players touch the food, it turns into snakes.
d100 = 83
A traveling merchant caravan passes by, loudly proclaiming their rare wares. During the night, the merchant begs for the party's help as their cargo has been stolen, leaving behind a trail of broken pottery and discarded goods.
d100 = 84
A series of disturbing guttural melodies echo from the treeline as the group encounters 2d4 gnolls, their jaws dripping with the remnants of previous meals.
d100 = 85
A group of friendly sprites invites the party to a feast in their hidden home in the forest. But when they arrive, they find that the sprites are being terrorized by a group of mischievous imps. The party must help the sprites protect their home from the troublemaking imps.
d100 = 86
A group of horsemen dressed in red cloaks ride down the road. They are carrying swords, shields, and armor to the nearby city to sell for money to buy supplies for the king's army.
d100 = 87
The road dips into a small valley filled with blooming flowers.
d100 = 88
A villager is leading a cow to market.
d100 = 89
A girl is picking flowers.
d100 = 90
A broken down carriage on the side of the road holds a group of nobles who were on their way to a grand ball. They need the party's help to get the carriage fixed and continue on their journey, but there may be more to their story than meets the eye.
d100 = 91
A traveling merchant offers the party a seemingly worthless item for a cheap price. If purchased, it turns out to be a magical artifact with a powerful enchantment. However, the merchant may later come back to try and buy it back at a higher price.
d100 = 92
A young apprentice trying to master a spell.
d100 = 93
An elderly man tells stories about the region's history.
d100 = 94
You see an old woman walking down the road carrying a basket full of eggs balanced on her shoulder. She tells you that she is on her way to sell her eggs at the market. She says that if you want some eggs then she has plenty and will sell them to you cheap because she likes to help people out. She then turns around and walks away muttering under her breath about how she hates helping people out because they never appreciate it.
d100 = 95
The smell of roasting meat makes your stomach growl.
d100 = 96
A farmer offers you fresh milk from his goats.
d100 = 97
A man with a gorilla body named Gregor is looking for his lost sister. He knows she is in the area and keeps asking the party if they have seen her.
d100 = 98
A group of children are playing in the middle of the road, completely oblivious to any danger. If the party doesn't stop in time, the children will scatter and one of them will be hurt. The children will then beg for help to get their injured friend to a nearby healer.
d100 = 99
A mysterious hooded figure offers the players a puzzle box. If they can solve it, they will be rewarded with a magical item.
d100 = 100
A mysterious fog covers the road and the players find themselves in the middle of a ghostly battle between two armies. They must choose a side or find a way to escape the fog before it consumes them.