A complete D&D 5e random encounter table for road scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a road, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Road encounter table
d100 = 1
D10=1:A pair of guards are patrolling the road and checking travelers for papers.
D10=2:An elderly man is sitting by the side of the road. He is looking for his dog. The dog is not anywhere nearby. The man will tell the players that he has lost his dog and he needs their help to find it. He will offer them money to help him find his dog. If the players start asking too many questions, he will become agitated and leave. He really doesn't want help finding his dog. He just wants them to leave him alone.
D10=3: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.
D10=4:An acrobat performs an incredible routine in a bustling city square while her compatriots stealthily lift valuables from the distracted crowd. The party notices and must act quickly.
D10=5:The party stumbles upon a mysterious temple hidden in the forest. Inside, they find an intricate puzzle that they must solve in order to unlock the temple's secrets.
D10=6:A group of bandits have set up camp in an abandoned stone building. They are resting and preparing to attack a nearby village.
D10=7:A merchant selling colorful ribbons and thread.
D10=8:A man selling candles made from beeswax.
D10=9:In the midst of an evening campfire, a rogue familiar (e.g., a crow) swoops in and snatches a valuable item, flying towards an ominous tower in the distance.
D10=10:A friendly dog joins you for a short distance before trotting off.
d100 = 2
D10=1:A dog barking at something unseen in the woods.
D10=2:A group of men dressed in black robes is walking down the road. They are arguing about what they should do next. If they are approached, they will tell the party that they are members of a cult, and they have been sent by their cult leader to retrieve a sacred artifact. They will then ask if the party has seen the sacred artifact. They will offer the party money to return the sacred artifact to the cult leader. The cult members are actually thieves and will attack if the party does not return the sacred artifact. The cult leader will actually reward the party if they return the sacred artifact.
D10=3:The road winds through ancient ruins, overgrown with vegetation. As players navigate the overgrowth, 1d4 trolls emerge from the shadows, eager for fresh prey.
D10=4: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.
D10=5:A herd of wild unicorns are grazing by the road. If the party is respectful and doesn't try to harm them, one of the unicorns may gift them with a magical flower or healing tears.
D10=6:The party senses something strange in the air and notice a crow flying by. The crow is actually an assassin who is scouting out the party. If attacked, the assassin will summon 2d6 skeletons to attack the party.
D10=7:A group of villagers are on the run from a powerful monster terrorizing their town. They will frantically ask the players for help to defeat it before it destroys their homes and lives.
D10=8:Zephyron the Elder, a bearded old man, is walking down the road. He has a staff with a crystal on the top. If players approach him, he will ask them to bring him to the nearby town of Scartown, where his nephew is the barkeep of the Red Dragon Tavern. He wants to know if his nephew has been cheating him out of his rightful share of the family inheritance. If players do not help him, he will curse them.
D10=9:A group of faeries invite the player to join their magical dance in the woods. The players must make a DC check to resist the hypnotic music and escape unharmed. Those who fail will be trapped in the faeries' realm and must complete a series of tasks to earn their freedom.
D10=10:A group of adventurers is walking down the road. They are arguing about whether or not to go into a large cave and find treasure.
d100 = 3
D10=1:A group of friendly pixies are stuck in a human-sized trap. They offer the players a magical item in exchange for freeing them. But beware, they love to play pranks.
D10=2:A woman is playing a flute.
D10=3:A man named Maugh is on the road, looking for work. He's a strong man and is willing to carry the party's gear for a few coins.
D10=4:You find an ancient, weathered milestone marking the distance to the next town.
D10=5:A wandering monk offering blessings to those who pass by.
D10=6:A group of adventurers from a faraway land are lost and ask the party for directions. However, they speak a different language and may need the help of a translator or a clever communication method.
D10=7:An herbalist gathering plants by the roadside.
D10=8:A traveling bard is playing a beautiful melody on his lute. If players listen to his performance, they will receive a small boost to their morale.
D10=9:At a crossroads, 3d6 kobolds are operating a free 'roadside assistance' stand, offering to fix wagons or sharpen weapons. They ask only for tales of adventure in return and seem genuinely thrilled to help.
D10=10:A group of men are sitting on the side of the road drinking ale and wine. They are singing songs and telling stories about their adventures as mercenaries, thieves, and soldiers of fortune!
d100 = 4
D10=1:Crazed Elf: An insane elf is running down the road. He is shouting about giant rats. If players approach, he will attack them with a shortsword. He is actually a member of the Cult of the Rat and has been sent to cause trouble along the road. If players kill him, they will find a strange tattoo on his arm which leads to a local tavern which caters to Cult of the Rat members. Players can discover the location of the Cult of the Rat's hideout by investigating the tattoo.
D10=2:A group of displaced faeries are trying to find their way back to their own realm, and the players must help them navigate through difficult terrain while being pursued by dark creatures.
D10=3:Villagers are constructing a new well in the center of town.
D10=4:A group of children approach the party, begging for food or money. They are wizened little creatures and look like they are up to no good. They may be con artists or thieves or something else entirely.
D10=5:An old scarecrow seems to wave as the wind blows.
D10=6:The road passes under a picturesque stone archway.
D10=7:A man is sharpening his sword on a whetstone.
D10=8:In a shaded grove, 2d10 hobgoblins practice calligraphy and painting on large sheets of bark. They welcome the adventurers to observe their art and may even offer to write the party's names in their elegant script.
D10=9:A gang of human thugs is walking down the road. They are headed to a local village, where they plan to steal from all the local shops. The players can stop them before they have a chance to do any damage or they can follow them back to their hideout after they have committed their crimes.
D10=10:The party meets 1d6 trolls who are weaving intricate flower crowns. They offer to make some for the adventurers, discussing the meaning of different flowers and their symbolism with surprising insight.
d100 = 5
D10=1:A gnome tinkerer is selling various gadgets and gizmos on the roadside, claiming they can make your adventures more convenient. The gadgets may have unexpected consequences when used.
D10=2:A tinker's wagon is loaded with pots, pans, and other metal goods for sale.
D10=3:A traveling priest of an obscure deity is on his way to a faraway temple of his god. He will ask for food and water and will want to talk about his god for hours on end.
D10=4:Q1: A group of 2d6 orcs are walking down the road. They are looking for food and supplies. They will attack the players if they feel threatened.
D10=5:A group of humans are attacked by a group of hobgoblins.
D10=6:A group of knights on horseback stop the players and demand a toll for traveling through their land. The players can either pay the toll or try to outsmart the knights.
D10=7:Four men sit around a campfire on the side of the road far from any town or village or city or temple or church or graveyard or any other place where anyone would bother them for any reason at all because this area is deserted except for this one place where these four men sit around this campfire on this side of this road far from any town or village or city or temple or church or graveyard or any other place where anyone would bother them for any reason at all because this area is deserted except for this one place where these four men sit around this campfire on this side of this road...
D10=8:A group of 3d6 gnolls carrying spears are walking down the road. If players approach, they will attack!
D10=9:A group of orphans playing make-believe adventures.
D10=10:You come across a freshly plowed field, the smell of earth in the air.
d100 = 6
D10=1:A caravan of talking animals is traveling on the road, heading to a magical sanctuary where they can live in peace. They offer the players some of their supplies as thanks for helping them on their journey.
D10=2:The party encounters a group of paladins on a quest to vanquish a dark force that is threatening the region. They offer the party to join them in their holy crusade, but the players may discover that the paladins' methods are more ruthless and brutal than they initially thought.
D10=3: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.
D10=4:A group of 2d6 farmers are walking along the road. They are going to the nearby town to sell their crops at the market. They will offer to hire the players as mercenaries to protect their crops from bandits. They will offer the players a share of their crop profits as payment if they will agree to protect their crops on their journey back to their farms after the harvest has been sold at the market and while they are being transported back to their farms after being sold at the market.
D10=5:The party’s allies lose a precious artifact during a spectacular raid on their home, hinting at an inside job orchestrated by a deeply trusted servant.
D10=6:A group of 5 men and women are gathering firewood. They will let the party take as much as they want without a fight.
D10=7:A traveling merchant is showing off colorful silks and fabrics.
D10=8:A group of friendly mermaids are stranded on the side of the road, having lost their way back to the ocean. They offer the players a magical pearl as thanks for helping them find their way.
D10=9:A single, eerie lullaby can be heard in the distance. As players follow the haunting sound, they are confronted by 1d6 harpies perched on a nearby cliff, their enchantments powerful and disorienting.
D10=10:A group of 2d6 highwaymen block the road. They demand a toll from the players. If players refuse, they attack. They are not very good at their jobs. If players pay or fight, the bandits will flee after taking 1d4 GP from each player.
d100 = 7
D10=1:A mysterious hooded figure is seen disappearing into the forest. If the party follows, they may discover a secret ritual being performed by a cult.
D10=2:A wandering bard is playing a lute and singing songs for spare coins.
D10=3:A group of friends sharing a meal by the roadside.
D10=4:Two giant spiders attack the party. They are hiding in trees and have been there for a few days. Their web glows when they attack.
D10=5:A flock of colorful birds is flying overhead, but upon closer inspection, they are actually small dragon hatchlings who have escaped from a nearby dragon's lair. They will be skittish and territorial, but there may be a reward from the dragon for their safe return.
D10=6:A cobbler is setting up shop by the road, mending shoes.
D10=7:The moonlight casts eerie shadows as a grizzled fortune teller warns of danger. No sooner does she disappear than 1d4 ethereal reapers materialize, their scythes ready to harvest.
D10=8:A mysterious fog covers the road, leading to a magical forest where time moves differently. The players must navigate through the forest and find a way to return to their own time.
D10=9:A merchant cart full of copper coins and a merchant. The merchant will offer you some copper coins. If you accept them, then the merchant will be robbed and killed by bandits later that night. If you refuse them, then the merchant will get angry and attack.
D10=10: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 = 8
D10=1:An old man walks up to you and says, 'I'm looking for my lost pet dog. I saw it running this way.' If you say you haven't seen it, he will curse you and walk away angrily.
D10=2:A pair of elderly men playing a game of chess on a stump.
D10=3: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.
D10=4:A dense thicket rustles unexpectedly, and out leaps 2d4 displacer beasts, their forms bending the light as they close in for the kill.
D10=5:A traveling bard offers to tell the party the tale of an ancient hero and their quest to defeat a powerful lich. However, the bard may not be telling the whole truth about this legendary hero.
D10=6:A ranger warns you of bandits in the area and advises caution.
D10=7:A traveling circus has set up in the nearby field, but the performers have all fallen ill from a mysterious disease. The party must find a cure or risk losing the circus forever.
D10=8:An artist is painting a landscape.
D10=9:A powerful wizard appears before the players, offering to teleport them to any destination they desire. But will they be able to trust this mysterious figure?
D10=10:Tattered clothes and a wizened face. A man on the side of the road is selling old clothes. The clothes are in bad shape, but not bad enough that he can't sell them. He is looking for a good deal on some new clothes. He is not a con artist, and doesn't want the party to think that he is. He will be grateful for any help, even if it is just a bit of food or a few coins.
d100 = 9
D10=1:A sign warns of a dangerous animal in the area.
D10=2:The party sees a group of 4 men and women, gathering food from a field. They are farmers and will tell the party to leave the field if they try to take any food without helping them first.
D10=3:A group of friendly talking rabbits are being chased by a hungry dragon. The players can choose to help the rabbits or face the dragon.
D10=4:A group of merchants traveling with a caravan of camels offer to sell the players exotic spices and goods from far-off lands. But are their intentions truly honest?
D10=5:A group of 2d6 men and women are on their way to a wedding. They are carrying gifts between them. If you approach, they will demand to know if you are going to the wedding as well. If you say yes, they will invite you to join them, if not, they will threaten you and continue on their way
D10=6:The gravel crunches under your feet as you walk along the road.
D10=7:A group of 2d6 men and women are walking down the road. They are headed to town to sell their produce at market.
D10=8:A group of men and women, who are dressed in rags and look like they have been traveling for miles, are sitting on the side of the road. The group of people are sitting on the right side of the road and looking exhausted. The group of people look like they are traveling to the next town, but they look like they can't go on anymore.
D10=9: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.
D10=10:A beautiful woman approaches the party, asking for food and water. She is a poor woman, just trying to make it through the winter. If players help her, she will give them a magical cloak of winter that is enchanted to be twenty degrees warmer than the surrounding temperature.
d100 = 10
D10=1:In the middle of a cobblestone path, 2d6 trolls play an intricate board game. They invite the party to join them, explaining rules with surprising clarity. Should the adventurers indulge, they'll find the trolls are surprisingly strategic and fair players.
D10=2:Players see a mysterious figure standing at the edge of the forest. The figure turns out to be a powerful druid who is looking for help to stop a group of loggers from destroying the forest.
D10=3:The party finds a group of gnomes who have set up a marketplace in the middle of the road. They offer an array of strange and magical items for sale, but they only accept rare and valuable items as payment. The gnomes may also have a hidden agenda in their seemingly innocent business.
D10=4:A pack of wild horses is blocking the road, neighing loudly and aggressively. They have been magically enchanted and will only let the adventurers pass if they can solve a riddle.
D10=5:A group of young adults are gathered at a tavern. They are talking about their future and one of them has a map. The young adults are planning a trip somewhere. The map indicates that they are planning to go to a nearby dungeon.
D10=6:The rhythmic pounding of drums can be heard in the distance. Cresting a hill, the party encounters a group of 2d8 orcs engaged in a war dance, preparing for an imminent raid.
D10=7:A traveling circus is performing on the side of the road. Players can choose to watch their performance or participate in it for a chance to win valuable rewards.
D10=8:The ground suddenly caves in, plunging the party into an underground cavern where 1d6 giant centipedes lie in wait, their venomous bites lethal if not treated quickly.
D10=9:A group of 3d6+9 ants are running down the road. If the players attack them, they will be attacked by 2d6 giant ants.
D10=10:Four men sit around a campfire on the side of the road far from any town or village or city or temple or church or graveyard or any other place where anyone would bother them for any reason at all because this area is deserted except for this one place where these four men sit around this campfire on this side of this road far from any town or village or city or temple or church or graveyard or any other place where anyone would bother them for any reason at all because this area is deserted except for this one place where these four men sit around this campfire on this side of this road...
d100 = 11
D10=1:A group of travelers are performing a ritual to summon a powerful demon. They believe this demon will grant them power and riches, but in reality, it has been summoned on the whim of a mischievous deity and will wreak havoc on the surrounding area.
D10=2:The players stumble upon a traveling merchant who claims to have a magical item that can grant wishes. However, the item is cursed and will bring misfortune to anyone who uses it. The players must choose whether to risk using it for their own desires or destroy it to prevent harm to others.
D10=3:The moonlight casts eerie shadows as a grizzled fortune teller warns of danger. No sooner does she disappear than 1d4 ethereal reapers materialize, their scythes ready to harvest.
D10=4:A young girl selling lemonade from a makeshift stand.
D10=5:A group of peaceful giants are having a heated argument and are on the verge of a physical fight. Will the players intervene or let them settle it themselves?
D10=6:A fisherman mending his nets by the river.
D10=7: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.
D10=8:A group of villagers are on the run from a powerful monster terrorizing their town. They will frantically ask the players for help to defeat it before it destroys their homes and lives.
D10=9:You come across a fresh campsite showing signs of a hasty departure.
D10=10:A young couple asking for directions to the nearest inn.
d100 = 12
D10=1:A baker is selling fresh bread and pastries.
D10=2:A woman is walking down the road. She is talking to herself. She has a small satchel over her shoulder, and it has a few silver pieces in it. She's going to town to get some food for her family.
D10=3:A group of mischievous pixies are playing pranks on anyone who passes through their territory. They will only leave the adventurers alone if they can entertain them with some sort of performance.
D10=4:You hear the distant chime of church bells from a nearby town.
D10=5:Near a babbling brook, 1d12 skeletons are painting the landscape. They invite the adventurers to join in their artistic endeavor or simply relax by the water as they capture the scene on canvas.
D10=6:The party comes across a wounded dragon, who pleads for their help in defending its hoard from a group of greedy thieves.
D10=7:A merchant's wagon has broken a wheel. The merchant offers a small reward if you help him fix it.
D10=8:An old woman offering to tell fortunes for a few coins.
D10=9:While traveling, the players will come across a beautiful and enchanted meadow filled with mythical creatures. But when they attempt to leave, they realize they have been trapped in the meadow and must solve a riddle to escape.
D10=10:A wagon full of apples and a human farmer. The farmer will offer you some of his apples. If you accept them, then a nearby apple tree will have a major apple blight and the farmer will be ruined. If you refuse them, the farmer will get angry and attack.
d100 = 13
D10=1:You will see two men fighting each other with swords. One of them is wounded and bleeding from his arm, but he does not seem to notice it or be concerned about it at all.
D10=2:A group of friendly gnomes offers the players a ride on their magical balloon, but they must first help the gnomes gather supplies for their journey.
D10=3:A group of players who are dressed as humans, and they are all singing songs of human foolishness and weakness, while they march through the woods. They will challenge any non-humans to battle.
D10=4:A man named Gorc is on the road, looking for work. He's a warrior and is willing to fight for the party for a few coins.
D10=5:A merchant's wagon has broken down and he is struggling to fix it. He offers the players a good deal on his goods if they help him.
D10=6:An ominous mist rolls in from the marsh, carrying with it the shuffling forms of 3d6 bog mummies that reach out with waterlogged hands to drag the party down with them.
D10=7:A group of circus performers are practicing their acts on the side of the road. They invite the players to watch and even participate if they’re feeling daring.
D10=8:A man approaches the players asking them if they have seen his dog, who has gone missing in the area recently.
D10=9:A group of 3d6 farmers are walking down the road with their axes and shields. They are traveling to a nearby village to harvest wheat and bring it back home. They will give the party a small reward if they help them harvest their wheat.
D10=10:Two men approach you and say, 'We heard there was some work going at the local tavern.' They will try to get hired as henchmen by promising to be loyal servants who will do whatever they are told without question or complaint.
d100 = 14
D10=1:Along the road, the adventurers meet 1d8 bandits teaching a group of children (both human and goblin) about the stars. They share tales of constellations and the mysteries of the night sky, offering a peaceful night of stargazing and camaraderie.
D10=2:Near a babbling brook, 1d12 skeletons are painting the landscape. They invite the adventurers to join in their artistic endeavor or simply relax by the water as they capture the scene on canvas.
D10=3:A group of thieves attempt to rob the players while disguised as travelers in distress.
D10=4:A caravan of merchants is traveling down the road, but their cart breaks and they need help fixing it. If the party helps, the merchants reward them with a rare and valuable item.
D10=5:A group of 2d6 highwaymen block the road. They demand a toll from the players. If players refuse, they attack. They are not very good at their jobs. If players pay or fight, the bandits will flee after taking 1d4 GP from each player.
D10=6:A man named Entik is on the road, looking for work. He's a wizard and is willing to cast a spell or two if the players can afford it.
D10=7:A group of men are sitting on the side of the road drinking ale and wine. They are singing songs and telling stories about their adventures as mercenaries, thieves, and soldiers of fortune!
D10=8:Cows graze in a field. 1d6 farmers walk past with the herd's calf. They're going to bring it to the city to sell.
D10=9:A lone traveler is searching for their lost pet dragon. They will offer a reward to anyone who helps them find it. However, the dragon is still young and uncontrollable, making the quest more difficult than anticipated.
D10=10:A group of travelers claim to have seen a ghost in the nearby woods. If the party investigates, they find that it is actually a group of mischievous pixies playing pranks on the travelers.
d100 = 15
D10=1:A local militia recruiting able-bodied men and women.
D10=2:You sense something strange in the air and as you look up, you see a group of flying carpets zooming by above you.
D10=3:The party stumbles upon an ancient, rusted suit of armor standing motionless in the center of the road. As they inspect it, 1d4 flying swords suddenly animate and attack with ferocity.
D10=4:A group of players who are dressed as humans, and they are all singing songs of human bravery and strength, while they march through the woods. They will challenge any non-humans to battle.
D10=5:A cat is napping in a sunny spot.
D10=6:The party comes upon a group of 3d4+4 goblins playing a board game. If players approach them, they will challenge them to a game of their board game. If players lose, the goblins will rob them of their possessions!
D10=7:The players come across a group of travelers who are actually shape-shifting creatures in disguise. They offer the players a chance to guess their true form for a reward.
D10=8:The players stumble upon a hidden temple dedicated to an ancient deity, guarded by fierce guardians and filled with valuable treasures. Will they risk their lives to explore its secrets?
D10=9:A fisherman is gutting and cleaning his catch.
D10=10:An old man painting portraits for a few coins.
d100 = 16
D10=1:A sign offers directions to a famous local landmark.
D10=2: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.
D10=3:A group of kids are playing hide and seek.
D10=4: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.
D10=5:Players see a small cottage at the side of the road. Inside, a kind old woman bakes cakes and pies while her husband tends to the garden. They offer the players a warm meal and a place to rest. Little do they know, this couple is actually a pair of powerful witches. The players can choose to trust or be wary of the couple's hospitality.
D10=6:A group of angry people are arguing about something. If the party asks what they're arguing about, they'll be told that there has been a disagreement about some land or property lines. The argument is about who is right and who is wrong. The party can offer to mediate for them.
D10=7:A group of villagers are walking down the road in a panic. They are screaming about seeing a group of orcs in their village, and they need help with fighting off this attack. Their story might be true, or it might be a ruse to get the party to help them with their other problem, a warlock named Zan who has been terrorizing them for twelve years.
D10=8:A man is trying to sell the players a map to a nearby dungeon. The man claims the map is a copy of an original map that was discovered within the dungeon. The man is lying and wants to trick the players into buying a worthless map.
D10=9:Two men are walking down the road together, talking about the war. They both look like they have been in a few battles and they are both carrying swords on their belts.
D10=10:A mysterious fog covers the road, leading to a magical forest where time moves differently. The players must navigate through the forest and find a way to return to their own time.
d100 = 17
D10=1:A group of 2d4 soldiers are marching down the road. They are on their way to a nearby village. The soldiers are part of a nearby army that is patrolling the roads to keep them safe from bandits and thieves.
D10=2:A traveling minstrel is singing a catchy tune about the party's past deeds. He will offer to trade his song for a small donation. However, if the players refuse or try to cheat him, he will curse them with bad luck for the rest of their journey.
D10=3:Several people are walking along the road towards a nearby village to sell their produce at market there. If players approach, they will ask if any of them want to buy any of their goods or harvest any of their crop fields which they have been cultivating for several months now. The grain, fruit and vegetables they have been growing is extremely fresh, but is at its peak ripeness and must be sold within 24 hours or else it will rot and become useless to sell at market price or for personal use.
D10=4: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.
D10=5:A traveling circus has set up camp on the side of the road. The players are welcome to watch the show and even participate in some of the acts if they'd like.
D10=6:A group of druids are performing a ritual to heal the land. If players help them by gathering ingredients or protecting them from danger, the druids will grant them a blessing.
D10=7:A group of hermits have set up camp in the woods and are searching for a legendary flower that only blooms once every century. They will reward the party if they can find the flower for them.
D10=8:A couple of kids are building a sandcastle.
D10=9:A man riding a donkey asks you for directions to the City of Brass.
D10=10:A mysterious hooded figure is seen disappearing into the forest. If the party follows, they may discover a secret ritual being performed by a cult.
d100 = 18
D10=1:A giant floating rock in the sky provides a shortcut for the players, but they must navigate a series of traps and puzzles to reach it.
D10=2:A man with an eye patch and a wooden leg is sitting on the side of the road. He's holding a sign that says, 'Lost an eye, leg, and soul to the dungeon at .' He looks tired and hungry. He's looking for work as a mercenary or bodyguard or stock mercenary for hire. His name is Fredrick Fury and he's from the city of Fury's Flame, which is about five miles from the dungeon at .
D10=3:A thief has been caught stealing gold from a local merchant. The merchant has hired a mercenary to catch the thief, who will be hanged as punishment for his crimes.
D10=4:A group of men are arguing about whether the moon is made of cheese or eggshells.
D10=5:You see a single butterfly fluttering on the side of the road. Roll a perception check. If the roll is successful, the party notices that the butterfly has a tiny message tied to its wing. The message is a request for help from a small village nearby.
D10=6:A couple of teens are playing a game of dice.
D10=7:A dusty old caravan approaches. It contains a trader who has just made a long, tiresome journey and is now returning home with his goods.
D10=8:Beneath a massive, shady oak, 1d4 trolls are practicing yoga and meditation. They invite the party to join in these calming exercises and offer natural remedies and teas for relaxation and healing.
D10=9:Qynguls attack the party. They are carrying food, supplies, and weapons. There are 20 of them.
D10=10:A man is trying to start a fire.
d100 = 19
D10=1:A group of gnomes dressed in brown robes walk down the road. They are carrying tools, nails, and wood. They're on their way to the nearby village to build a house for themselves.
D10=2:A swirling dust storm blinds the party’s vision. Emerging from the chaos are 2d6 sand wraiths, their apparitions formed from the very particles of the storm.
D10=3:A group of 2d4 men-at-arms are on their way to a nearby city. They've been hired to help with the defense of the city walls.
D10=4:A group of monks travels silently along the road, their heads bowed in prayer.
D10=5:A group of mermaids ask for the players' help in retrieving a stolen pearl from a sea monster. In return, they offer to grant one wish to each player.
D10=6:A man is standing in the road. He is dressed in rags. He has 1d6+1 rat pups in a small cage. He is trying to sell them to passersby.
D10=7:A sign offers directions to a famous local landmark.
D10=8:A flock of harpies are attacking a group of travelers on the road. The players must decide whether to help the travelers or join forces with the harpies.
D10=9:A traveling priest of an obscure deity is on his way to a faraway temple of his god. He will ask for food and water and will want to talk about his god for hours on end.
D10=10:The road has forks in it. A wooden sign points to the left and right. The left side leads to a small harbor town, the right path is a small town with a wizard's tower rising above the common buildings.
d100 = 20
D10=1:A group of adventurers is walking down the road. They are discussing whether or not they should rob a local merchant or not.
D10=2:A strange, floating orb appears on the road and begins to communicate with the players. Is it a helpful creature or something more sinister?
D10=3:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur. It had yellow fangs and claws. The farmers say they have tried to kill it, but it has been too fast and too strong for them do so... So far! They say they have heard it is not from this world...
D10=4:A thief has been caught stealing gold from a local merchant. The merchant has hired a mercenary to catch the thief, who will be hanged as punishment for his crimes.
D10=5:A group of 1d10+2 ogres is walking down the road. They are headed towards the local village, where they plan on killing all the villagers and feasting on their corpses. The players can attack them before they have a chance to do any damage or they can follow them back to their hideout after they have committed their crimes.
D10=6:A group of dwarves are blocking the road, claiming that they are the rightful owners of the land and the party must pay a toll to pass through. But if the players investigate, they may discover that the dwarves are being manipulated by a malevolent force.
D10=7:A group of men are playing cards.
D10=8:A flock of harpies are attacking a group of travelers on the road. The players must decide whether to help the travelers or join forces with the harpies.
D10=9:A swarm of angry bees descends upon the players, seeking revenge for their destroyed hive. The players must either negotiate with the bees or fight them off.
D10=10:A pack of dire wolves is stalking the players from a distance. If players can successfully communicate with them using animal handling skills, they may be able to turn them from enemies to allies.
d100 = 21
D10=1:A traveling circus has set up in the nearby field, but the performers have all fallen ill from a mysterious disease. The party must find a cure or risk losing the circus forever.
D10=2:A group of fey creatures playfully invite the players to partake in a game of riddles and challenges, promising a valuable reward for the winner.
D10=3:A pair of hunters returning with deer carcasses.
D10=4:A group of friendly talking rabbits are being chased by a hungry dragon. The players can choose to help the rabbits or face the dragon.
D10=5:A traveling salesman tries to sell the party a set of magical potions that he claims can heal any ailment or injury. But when the party uses the potions, they discover that they have side effects that may be more harmful than helpful.
D10=6:As the players travel through a forest, they come across a group of druids performing a ritual to protect the land and its creatures. The players can choose to observe or participate in the ritual.
D10=7:A group of 2d6 men carrying axes and wearing leather armor are walking down the road, looking for work as mercenaries for anyone who pays them well. They are led by a man named Egil Blackaxe who is loudmouthed and full of himself but actually has several years of experience fighting bandits and other dangerous creatures around this area. He is willing to hire himself and his men out to anyone who can meet his price.
D10=8:A traveling medicine salesman is offering a miracle cure-all potion that can heal any ailment. However, the potion is actually just colorful water and will not have any effect on the drinker.
D10=9:A man is walking down the road, looking sullen and depressed. He is wearing black robes and has a few tattoos on his arms, but nothing that looks like any kind of magical symbol or spell.
D10=10:A dog leading a sheep that has strayed from the flock.
d100 = 22
D10=1:The adventurers come across 2d8 ogres performing a serene martial arts practice. They invite the party to observe or participate, sharing knowledge about discipline and balance through their graceful movements.
D10=2:You see a group of four men and women dressed in peasant's clothing selling fruit, vegetables and other food. They are trying to get people to buy their goods, but no one seems interested in them. They are desperate and will attack players if they don't help them.
D10=3:A man is sitting on the side of the road. He is carrying a large bag of flour and a large sack of sugar. He is trying to sell them to passersby. He has very little information about what is going on in the area.
D10=4:A herd of wild unicorns are grazing by the road. If the party is respectful and doesn't try to harm them, one of the unicorns may gift them with a magical flower or healing tears.
D10=5:A group of merchants: A group of merchants are travelling along the road carrying chests full of gold, gems, and jewelry. If players approach, they will ask them to guard the caravan while they rest and eat. If players accept, they will be ambushed by thieves and forced to fight for their lives. Players who accept will be rewarded with 1d4x100 gold pieces.
D10=6:A group of farmers repairing a broken wagon wheel.
D10=7:A man is walking down the road, looking sullen and depressed. He is wearing black robes and has a few tattoos on his arms, but nothing that looks like any kind of magical symbol or spell.
D10=8:A group of travelers singing songs around a campfire.
D10=9:A girl is chasing a frog.
D10=10:A beggar is sitting by the road, asking for alms.
d100 = 23
D10=1: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.
D10=2:A group of pilgrims are on their way to a holy site, but their path is blocked by a cursed and haunted forest. They will ask for the players' help in purifying the forest and blessing their journey.
D10=3:A horse has gotten loose from a nearby pasture and is galloping down the road, heading towards the city at full speed. It belongs to a high ranking official of the city and is carrying important documents that must be delivered before they can be read by the local officials. If they're delivered late, they will have no legal standing and could be declared invalid if contested in court by an opposing party. Players should feel free to take advantage of this opportunity if they're so inclined.
D10=4:A traveling alchemist offering potions and cures.
D10=5:A group of horses gallop past, pulling what appears to be a coffin behind them. The horses seem very frightened, despite being well fed and groomed.
D10=6:A group of knights on horseback stop the players and demand a toll for traveling through their land. The players can either pay the toll or try to outsmart the knights.
D10=7:A woman is walking down the road. She is lost and she is trying to find her way home. She is lost and she has been walking for three days now and has not found her way home yet.
D10=8:A roadside stall is selling fruit and vegetables.
D10=9:A smithy operates a roadside forge, offering to repair your gear for a small fee.
D10=10:A group of musicians plays lively tunes at a crossroads.
d100 = 24
D10=1:A lone old man is walking along the road ahead of the party. He is carrying a sack and has a stick in his hand, using it as a cane to walk with. He is headed towards a nearby town and will talk to players if they talk to him and offer him help getting there, introducing them to an NPC that will be important later in the campaign when the party goes to that town to do something there and can seek out this old man who will help them because they helped him when he was traveling along the road to that town while carrying his sack of goodies along with his walking stick that he uses to help him walk along the dusty roads while he's traveling from place to place hoping to find work and make a profit before he dies and goes to meet his maker in the afterlife.
D10=2:A group of 3d6 bandits are riding on horses, they are riding towards the party lashing out with lances and spears at any human they see.
D10=3:The players see a group of men walking up the road. They are carrying axes and large sacks. The men are construction workers who are building a new house on the other side of the road.
D10=4:Several people are walking along the road towards a nearby village to sell their produce at market there. If players approach, they will ask if any of them want to buy any of their goods or harvest any of their crop fields which they have been cultivating for several months now. The grain, fruit and vegetables they have been growing is extremely fresh, but is at its peak ripeness and must be sold within 24 hours or else it will rot and become useless to sell at market price or for personal use.
D10=5:The players stumble upon a group of monks who are searching for a sacred relic stolen by a group of thieves. If they offer their assistance, they may be rewarded with newfound wisdom and rare artifacts.
D10=6:As the players travel through a forest, they come across a group of druids performing a ritual to protect the land and its creatures. The players can choose to observe or participate in the ritual.
D10=7:A flock of sheep are blocking the road. Their shepherd, a young half-elf, is frantically trying to round them up. If the players help, he will reward them with some freshly baked bread and cheese from his campfire.
D10=8:A horse has gotten loose from a nearby pasture and is galloping down the road, heading towards the city at full speed.
D10=9: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?
D10=10:A group of 2d6 guards patrol the road in front of a large manor that belongs to Lord Castor, who is known as Lord Castor the Blackfist due to his notoriously foul temper. He will not hesitate to accuse anyone of trespassing or assault on his person and throw them in jail for a long time if he feels like it. He is especially suspicious of elves, gnomes, and halflings due to conflicts with these races in the past and will arrest them on sight if he has any reason to suspect they're even within a mile of his lands.
d100 = 25
D10=1:A traveling bard reveals their lute, an heirloom with mystical powers, was stolen by a rival group of bards. Finding it will require unraveling the motive and tackling musical challenges.
D10=2:A rickety, old windmill stands abandoned by the road. As the players investigate, 1d4 gargoyles perched on its ledges come to life, their stony grins filled with malice.
D10=3:A couple is dancing to no music.
D10=4:A stray goat is eating grass by the roadside.
D10=5:The road leads to a secluded pond where 2d4 ogres practice gentle tai chi. They invite the party to join in the calming movements, sharing wisdom about balance and internal peace.
D10=6:A group of children sells lemonade and cookies by the roadside.
D10=7: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.
D10=8:A weary dragon asks for a sip of water from the players' canteens. In return, it offers to answer one question truthfully.
D10=9:A roadside shrine has a few fresh flowers laid at its base.
D10=10:Nasty, open wound on the back of the neck. Riding a wagon filled with hay, the horse that pulled the wagon is in the back of the wagon. The horse is bleeding badly, and the wound looks infected. A man, who is dressed as a traveling farmer, is looking at the horse. The man is looking at the horse's wound and frowning.
d100 = 26
D10=1:A girl is chasing a frog.
D10=2:A traveling circus has set up camp on the side of the road. The players are welcome to watch the show and even participate in some of the acts if they'd like.
D10=3:The players see a man with a black robe, who is standing very still. He will attack if noticed, then run away into the woods if he is not killed quickly.
D10=4:A nearby tower is surrounded by a thick mist, and a haunting melody can be heard coming from it. The players must solve the riddle of the musician who disappeared inside to dispel the fog and unearth the treasure inside.
D10=5:A young couple is walking along the road, looking for a place to settle down. They will ask anyone they meet for work, a place to stay, a place to build a home, or anything else they can think of.
D10=6:A pack of hungry and aggressive owlbears is blocking the road, guarding their territory. The players can choose to fight or try to peacefully negotiate with the creatures to pass through.
D10=7:A group of men are walking down the road and talking about how much they love their wives and how great they are.
D10=8: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.
D10=9:A group of bards are performing a traveling play about a great hero. The players are welcomed to join in and play the hero's companions.
D10=10: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 = 27
D10=1:A talking tree in the middle of the road asks the party for help in retrieving its lost acorn. If the party helps, the tree may grant them a magical seed that can grow into a useful item.
D10=2:An old man with a long white beard offers to read your fortune in exchange for food.
D10=3:You see a strange looking man, he is wearing robes and has a staff with a strange looking crystal at the top of it. He is talking to another wizard about a strange creature that has the body of a lion and the head of an eagle.
D10=4:The road is lined with blooming wildflowers, attracting bees and butterflies.
D10=5:A traveling monk is meditating near a small shrine.
D10=6:A traveling potion seller offers to trade one of his rare potions for an unusual ingredient - the scales of a dragon. The players can either negotiate, hunt down a dragon, or find another way to obtain the scales.
D10=7:The road takes the party past a hedge maze, where 1d12 bandits are experimenting with various plant arrangements. These former brigands have turned to horticulture and offer gardening tips or trade herbs for adventuring stories.
D10=8:A group of 1d4+3 men are sitting around a campfire, singing songs and drinking ale. They don't mind if the players join in.
D10=9:A group of dwarves are walking down the road talking about how their mines have been overrun by goblins and orcs. They are going to go back and try to reclaim their mines or find new ones to work in.
D10=10:A beggar is sitting by the road, asking for alms.
d100 = 28
D10=1:A group of 2d6 guards patrol the road in front of a large manor that belongs to Lord Castor, who is known as Lord Castor the Blackfist due to his notoriously foul temper. He will not hesitate to accuse anyone of trespassing or assault on his person and throw them in jail for a long time if he feels like it. He is especially suspicious of elves, gnomes, and halflings due to conflicts with these races in the past and will arrest them on sight if he has any reason to suspect they're even within a mile of his lands.
D10=2:You find a shiny coin on the ground.
D10=3:A donkey stubbornly refuses to move, despite the frantic efforts of its owner.
D10=4:A traveling alchemist is in need of rare ingredients for their potions and offers a handsome reward to anyone who can gather them. However, the ingredients can only be found in a treacherous and dangerous dungeon guarded by a powerful monster.
D10=5:A young elf is sitting at a crossroads, crying. When approached, they reveal that they were on their way to a nearby city to start a new life, but were robbed and left with nothing. They ask the party for help in retrieving their stolen items.
D10=6:A group of 2d6 humans are heading through the area. They are going to a nearby city to sell their harvest from the last few weeks.
D10=7:The players encounter a traveling circus, complete with colorful tents and dazzling performances. The ringmaster offers them a chance to join in on the fun and perform in their next show.
D10=8: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.
D10=9:A family traveling to a distant relative's wedding.
D10=10:A group of three men and women are sitting by the side of the road. They are sitting around a small campfire, arguing about the best way to get to the nearby city safely. They will ask the players for their advice on the best way to get to the nearby city safely. They will then follow the players, thanking them for their help.
d100 = 29
D10=1:A bard is singing a beautiful and haunting melody in the woods. If the adventurers listen closely, they will realize it is a warning of a powerful cursed item that is hidden nearby. If they can find and destroy the item, the bard will reward them with a powerful magical item.
D10=2:You pass a marker indicating a historical battlefield site.
D10=3:The road is suddenly swarmed by a colony of ants. You must tread carefully to avoid their pincers.
D10=4:The road winds through ancient ruins, overgrown with vegetation. As players navigate the overgrowth, 1d4 trolls emerge from the shadows, eager for fresh prey.
D10=5:A shepherd is herding a flock of sheep across the road.
D10=6:The players see a group of bandits attacking a nearby village. Will they join in the fight or try to stop the violence?
D10=7:A wandering bard is playing a lute and singing songs for spare coins.
D10=8:While traveling through a swamp, the party comes across a group of lizardfolk who claim to be peaceful and offer to guide them through the treacherous terrain. But can the party trust them?
D10=9:A priestess of Beldaroon approaches the party, asking them to help her destroy a band of undead which are attacking her village and killing her people.
D10=10:A couple of children collecting feathers and stones.
d100 = 30
D10=1:The road opens into a field where 2d6 trolls are setting up a makeshift market, selling curious trinkets and preserved foods. They're surprisingly polite, offering fair trades and even a cup of herbal tea for travelers who browse their wares.
D10=2:A girl is skipping rope.
D10=3:You see a man wearing robes and holding a staff. He is trying to convince a farmer to give him some food and supplies.
D10=4:A group of bards are performing a traveling play about a great hero. The players are welcomed to join in and play the hero's companions.
D10=5:A group of 2d4 men-at-arms are on their way to a nearby city. They've been hired to help with the defense of the city walls.
D10=6:Two female elves are walking down the road. They are headed towards a nearby village. They are carrying bows and arrows. If players talk to them, they will tell the party that they are hunting for food for their village.
D10=7:A group of villagers are walking down the road in a panic. They are screaming about seeing a group of orcs in their village, and they need help with fighting off this attack. Their story might be true, or it might be a ruse to get the party to help them with their other problem, a warlock named Zan who has been terrorizing them for twelve years.
D10=8:Zephyron the Elder, a bearded old man, is walking down the road. He has a staff with a crystal on the top. If players approach him, he will ask them to bring him to the nearby town of Scartown, where his nephew is the barkeep of the Red Dragon Tavern. He wants to know if his nephew has been cheating him out of his rightful share of the family inheritance. If players do not help him, he will curse them.
D10=9:The party hears a loud argument between a man and a woman. The man accuses the woman of being unfaithful and he wants to leave her for another woman. The woman begs him not to leave her and she promises to be faithful from now on.
D10=10:A group of ghosts haunt the road, causing travelers to get lost and disoriented. The players must figure out how to navigate through the ghosts and find their way back to the correct path.
d100 = 31
D10=1:A young elf is sitting at a crossroads, crying. When approached, they reveal that they were on their way to a nearby city to start a new life, but were robbed and left with nothing. They ask the party for help in retrieving their stolen items.
D10=2:The party crosses paths with a group of cultists who are trying to summon a powerful demon. The cultists may ask the party to help them complete the ritual or try to capture them as sacrifices to appease the demon.
D10=3:Two men are arguing about whether orcs or goblins are worse.
D10=4:The party encounters a wagon that has run off the road. There are two men arguing about what happened. One of the men is telling the other not to leave him behind. The man who is telling the other man not to leave him behind is a dwarf. They were attacked by an owlbear, and the other man was injured. The owlbear is still in the woods.
D10=5:An old man with a long white beard offers to read your fortune in exchange for food.
D10=6:You will see two women fighting each other with daggers. One of them is wounded and bleeding from her leg, but she does not seem to notice it or be concerned about it at all.
D10=7: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.
D10=8:A horse has gotten loose from a nearby pasture and is galloping down the road, heading towards the city at full speed. It belongs to a high ranking official of the city and is carrying important documents that must be delivered before they can be read by the local officials. If they're delivered late, they will have no legal standing and could be declared invalid if contested in court by an opposing party. Players should feel free to take advantage of this opportunity if they're so inclined.
D10=9:A snake slithers across your path, disappearing into the underbrush.
D10=10:A group of 1d8+2 humans are heading through the area with supplies. They are going to a nearby town to sell the supplies. They are willing to trade with anyone who approaches them.
d100 = 32
D10=1:Qynguls attack the party. They are carrying food, supplies, and weapons. There are 20 of them.
D10=2:The sound of a waterwheel turning fills the air.
D10=3:A group of pilgrims dressed in red robes are walking down the road. They are carrying a large statue of a god. The statue is adorned with gold and jewels. The pilgrims are on their way to the nearby temple.
D10=4:A young couple asking for directions to the nearest inn.
D10=5:A group of people are walking down the road, headed to a nearby town. They are carrying boxes full of food and supplies.
D10=6:You will hear a woman singing beautifully while she walks down the road towards you. She is carrying an elegant dress that she is hoping to sell in the next village. She will stop and talk with you for a few moments if you ask her about it.
D10=7:A group of 2d4 men-at-arms are on their way to a nearby city. They've been hired to help with the defense of the city walls.
D10=8:A group of players who are dressed as humans, and they are all singing songs of human love and romance, while they march through the woods. They will challenge any non-humans to battle.
D10=9:A caravan of traders passing by with exotic goods.
D10=10:An old man walks up to you and says, 'I'm looking for my lost pet dog. I saw it running this way.' If you say you haven't seen it, he will curse you and walk away angrily.
d100 = 33
D10=1:In the distance, the players see a giant dragon flying overhead. Is it a friendly creature or a deadly threat?
D10=2:A group of 5 men and women are gathering water from a well. They will challenge the party to a fight if they try to take any water without helping them first.
D10=3:The party comes across an overturned merchant's cart. The merchant explains that a thief used a potion to turn invisible and incapacitated him, making off with his rare gems.
D10=4:A man is trying to catch a loose chicken.
D10=5:A man with an eye patch and a wooden leg is sitting on the side of the road. He's holding a sign that says, 'Lost an eye, leg, and soul to the dungeon at .' He looks tired and hungry. He's looking for work as a mercenary or bodyguard or stock mercenary for hire. His name is Fredrick Fury and he's from the city of Fury's Flame, which is about five miles from the dungeon at .
D10=6:A pair of elderly men playing a game of chess on a stump.
D10=7:A group of hunters are sitting around a campfire, cooking their morning meal and telling stories about their hunts and kills. If players approach them, they will offer them food and drink if they need it.
D10=8:A gust of wind sends fallen leaves swirling around you.
D10=9:A man is sitting on a barrel. He is selling apples. He has a small basket of apples next to him. The apples are very good. They cost 1 silver per apple.
D10=10: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 = 34
D10=1:By a clear brook near the road, the party comes across 3d4 kobolds attempting to catch fish with handmade nets. They offer to share their catch and a cooked meal if the adventurers help haul in the fish.
D10=2:The party sees a group of 3d4 skeletons riding horses. If the players approach, the skeletons will attack and if possible, ride away on their horses.
D10=3:A caravan of traders passing by with exotic goods.
D10=4:A family traveling to a distant relative's wedding.
D10=5:A pair of lovebirds flits from branch to branch above you.
D10=6:A group of 2d6+2 wights attack the party!
D10=7: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.
D10=8:A knight in full armor is traveling the road alone. He seems lost and disoriented, and will ask the players for directions. If they help him, he will reward them with a valuable gemstone from his travels.
D10=9:You hear the distant sound of a river and consider taking a detour to replenish your water supply.
D10=10:A man named Joe is standing in between two trees, holding a sign that reads 'I will work for food'. If players give him food, he will follow them around until they get rid of him.
d100 = 35
D10=1:A man wearing a coat that looks to be made from dragon hide asks the party for help. He is looking for his brother, who he has not seen in years. His brother is a wizard and went exploring in an area that was off limits to wizards and adventurers. The coat wearer is not really a dragon, instead he is a member of a race that looks like a dragon but isn
D10=2:Eighty goblins attack the party. They are led by a hobgoblin.
D10=3:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur. It had yellow fangs and claws. The farmers say it has been terrorizing the area for the past few weeks, killing everything in its path. The farmers say they have tried to kill it, but it has been too fast and too strong for them to do so... So far!
D10=4:A lone adventurer is searching for a legendary treasure, but they are being stalked by a group of bounty hunters hired by an evil sorcerer. The party can choose to help the adventurer and share in the treasure, or they can turn them over to the bounty hunters for a reward.
D10=5:A group of young men are walking along the road, looking for adventure and fame. They will approach anyone they meet and ask for work or a chance to join an organization.
D10=6:A group of fairies are having a dance party on the road. They invite the players to join in and have some fun with some magical music and dancing.
D10=7:A lone traveler is stuck in quicksand on the side of the road. He claims to be a famous explorer and will offer a reward for anyone who can save him. However, he is actually a con artist and the reward is fake.
D10=8:In a serene clearing, 2d10 goblins are piecing together a beautiful mosaic. They invite the party to contribute, explaining the symbolism of each part and sharing stories woven into the artwork.
D10=9:A sign warns of a toll road ahead.
D10=10:A traveling merchant is looking for someone to escort him to a nearby town, because he has some goods that need to be sold there, but he is too afraid to travel alone because of recent bandit attacks along this stretch of road.
d100 = 36
D10=1:A herd of unicorns is blocking the road. If players approach them with an open heart and good intentions, they may be blessed with good luck for the rest of their journey.
D10=2:A creeping vine slithers unnaturally across the road. Before the party can react, 1d6 vine blights spring from the forest, trying to entangle and strangle travelers.
D10=3:A group of gnomes dressed in brown robes walk down the road. They are carrying tools, nails, and wood. They're on their way to the nearby village to build a house for themselves.
D10=4:You see an old man, he has a very noticeable limp. He is wearing common clothes but they are very worn and look very filthy. He has a strange looking cane, it looks like it is made of bone. He will ask you if you have seen his dog, it is a strange looking creature, with strange looking fur on it's back.
D10=5:The party finds themselves accused of stealing a magical artifact. Proving their innocence requires tracking down the real thief, who leaves tricky false leads.
D10=6: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.
D10=7:As the party rests for the night, they hear strange noises and see eerie lights coming from a nearby cave. Upon investigation, they find a group of kobolds who have been cursed with eternal life and are trapped in the cave. The players can choose to help them break the curse or put them out of their misery.
D10=8:A woman is making a daisy chain.
D10=9:A tinker's wagon is loaded with pots, pans, and other metal goods for sale.
D10=10:A dog barking at something unseen in the woods.
d100 = 37
D10=1:A group of travelers approach the party, claiming to be a group of adventurers in need of assistance. They offer to pay the party a handsome sum of gold if they help them complete their quest. But once the party joins them, they discover that the travelers are actually a group of con artists trying to trick them out of their money and supplies.
D10=2:A group of pickpockets target the players, but they quickly realize they have made a mistake. The pickpockets are actually a band of goblins disguised as humans and beg for mercy when the players confront them.
D10=3:A traveling circus is looking for new performers and they offer the party a chance to join them. The party may have to pass an audition or perform a specific task to be accepted.
D10=4:A group of apprentices is practicing swordplay.
D10=5:A mailman delivering letters on horseback.
D10=6:You see two young lovers from rival noble families sneaking off into the woods to meet in secret. They are both carrying daggers and it is clear they are planning to elope.
D10=7:A broken-down carriage is blocking the road. The players can choose to help fix it or loot the abandoned belongings inside.
D10=8:A hunter is skinning a rabbit and offers to sell you fresh meat.
D10=9:A couple of kids collecting bugs in jars.
D10=10:A group of children are playing with a ball. The ball rolls into the street and is almost run over by a wagon full of goods. The players can help the children get their ball back, or not bother helping them.
d100 = 38
D10=1:A woman is picking berries.
D10=2:A roadside stand is selling homemade jams and jellies.
D10=3:A group of 3d6 humans are walking down the road with their 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.
D10=4:A traveling circus setting up a small show for the townsfolk.
D10=5:A narrow canyon presents the only way forward. As the party proceeds, 3d6 bandits descend from hidden perches, crossbows at the ready, demanding tribute.
D10=6:A group of seven men sit around a campfire on the side of the road. The men are dressed in rags, but they are armed with swords, shields, and helmets. The men are soldiers who have been banished from their homeland and they are looking for work.
D10=7:A group of 2d6 farmers are walking along the road. They are going to the nearby town to sell their crops at the market. They will offer to hire the players as mercenaries to protect their crops from bandits. They will offer the players a share of their crop profits as payment if they will agree to protect their crops on their journey back to their farms after the harvest has been sold at the market and while they are being transported back to their farms after being sold at the market.
D10=8:A pack of wild horses is running down the road, seemingly in a panic. If players follow them, they will lead them to a hidden cave filled with treasures.
D10=9:A father is carving a toy for his son.
D10=10:A child is flying a kite.
d100 = 39
D10=1:A group of travelers are being followed by a pack of hungry wolves. The travelers are desperate for help and will offer a reward for anyone who can help them fend off the wolves.
D10=2:A man is whistling a tune.
D10=3:An old scarecrow seems to wave as the wind blows.
D10=4:A traveling librarian sharing stories and books.
D10=5:In a shaded grove, 2d10 hobgoblins practice calligraphy and painting on large sheets of bark. They welcome the adventurers to observe their art and may even offer to write the party's names in their elegant script.
D10=6:A man is selling donkey jerky.
D10=7:The road is flanked by towering stone pillars. Just as the party passes between them, 1d6 gargoyles animate, their stone wings flexing as they pounce.
D10=8:A derelict wagon lies toppled on its side, its goods spilled across the road. As players sift through the wreckage, the scene is disrupted by 1d4 hobgoblins wielding deadly precision.
D10=9:A sorcerer approaches the party, offering to teach them powerful magic in exchange for a favor. But the favor turns out to be a dangerous and morally questionable task. The party must decide whether to go through with it or turn down the offer.
D10=10:A group of men are standing on the side of the road. They are looking for work. They are willing to do anything.
d100 = 40
D10=1:A group of 5 men and women are gathering firewood. They will let the party take as much as they want without a fight.
D10=2: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 their village.
D10=3:On a scenic overlook, 1d10 trolls gather to practice music on various instruments. They welcome the party to listen or join in, sharing musical knowledge and improvised instruments as tokens of friendship.
D10=4:A noble wedding ceremony is abruptly halted by a jewel theft. The panicked bride-and-groom reveal that the thief is hiding among invited guests, prompting an intricate investigation.
D10=5:A group of 2d4 men-at-arms are on their way to a nearby city. They've been hired to help with the defense of the city walls.
D10=6:A girl is learning to spin wool.
D10=7:A tailor is offering to repair clothing.
D10=8:Lava flows have blocked the roads. The party sees a group of five humans who are attempting to clear the path. They are wearing chain mail, but they are not armed with weapons. They have shovels and axes.
D10=9:You pass by a derelict house that looks like it hasn't been lived in for years.
D10=10:You find a worn and weathered map lying on the ground.
d100 = 41
D10=1:A couple of guards patrolling, looking for escaped criminals.
D10=2:A man is reading a book, and he looks like he's enjoying it a lot. He looks really smart and might be a good person to talk to about other things besides the book he's reading.
D10=3:A group of young adults are gathered at a tavern. They are talking about their future and one of them has a map. The young adults are planning a trip somewhere. The map indicates that they are planning to go to a nearby dungeon.
D10=4:A group of men are in the process of transporting a body in a coffin via wagon to their village's graveyard for burial.
D10=5:A dog is digging a hole.
D10=6:A tree on the side of the road comes to life and starts talking to the players. The tree is actually a treant who is being bullied by a group of orcs and needs the players' help in getting revenge.
D10=7:A group of men are arguing about whether the sun is round or flat.
D10=8:A flock of sheep is blocking the road and a shepherd is frantically trying to round them up. If the party helps, the shepherd may lead them to a secret cave where they have hidden treasure.
D10=9:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur. It had yellow fangs and claws.
D10=10:In the middle of a cobblestone path, 2d6 trolls play an intricate board game. They invite the party to join them, explaining rules with surprising clarity. Should the adventurers indulge, they'll find the trolls are surprisingly strategic and fair players.
d100 = 42
D10=1:The road is suddenly swarmed by a colony of ants. You must tread carefully to avoid their pincers.
D10=2:A powerful wizard appears before the players, offering to teleport them to any destination they desire. But will they be able to trust this mysterious figure?
D10=3:A talking sword in the hands of a fallen warrior begs to be wielded by one of the players. The sword's previous owner can provide information about its history and powers.
D10=4: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.
D10=5:A weary traveler sits by the roadside, tending to a small fire. He invites you to join him and share stories.
D10=6:A mysterious figure on a horse approaches the party, offering to sell them a map to a hidden treasure. But as soon as the map is bought, the figure disappears, leaving the party to navigate the treacherous terrain and traps to find the treasure.
D10=7:A horse-drawn cart with a human selling cooked chickens and potatoes. He will offer you some cooked chicken
D10=8:A young couple asking for directions to the nearest inn.
D10=9:A merchant cart full of copper coins and a merchant. The merchant will offer you some copper coins. If you accept them, then the merchant will be robbed and killed by bandits later that night. If you refuse them, then the merchant will get angry and attack.
D10=10:A pair of guards are patrolling the road and checking travelers for papers.
d100 = 43
D10=1:A group of farmers are working in the field. They will offer players food and water if they need it.
D10=2:Wagon full of dwarven traders, who are selling their goods.
D10=3:A group of bards are performing a traveling play about a great hero. The players are welcomed to join in and play the hero's companions.
D10=4:As the players travel through a dense forest, they witness a battle between a group of druids and an evil corporation trying to destroy their sacred grove. The players must choose a side, or come up with a peaceful solution to stop the conflict.
D10=5:A man is walking down the road, looking around nervously as if he is expecting to be attacked any moment. He is carrying a large chest between his arms and looking around nervously as if he is expecting to be attacked any moment but does not appear to be armed or ready to fight or defend himself if attacked by anyone at all despite looking around nervously as if he is expecting to be attacked any moment
D10=6:A mysterious fog covers the road, leading to a magical forest where time moves differently. The players must navigate through the forest and find a way to return to their own time.
D10=7:A merchant caravan setting up camp for the night.
D10=8:The road winds through an ancient battlefield, littered with rusting weapons and armor. As players traverse the field, 2d6 spectral warriors rise from their once-grave, seeking redemption through unending battle.
D10=9:A horse has gotten loose from a nearby pasture and is galloping down the road, heading towards the city at full speed.
D10=10:The wail of a horn rises from a nearby hill, signaling the charge of 2d4 centaurs armed with combat-ready spears, intent on defending their territory from intruders.
d100 = 44
D10=1:A group of bandits have set up camp in an abandoned stone building. They are resting and preparing to attack a nearby village.
D10=2:A fierce thunderstorm suddenly breaks out, forcing the players to take shelter in a nearby abandoned cottage. But is the cottage truly abandoned?
D10=3:An old man walks up to you and says, 'I'm looking for my lost pet dog. I saw it running this way.' If you say you haven't seen it, he will curse you and walk away angrily.
D10=4:A group of travelers on the road are being attacked by a pack of ferocious owlbears. The party can choose to help the travelers or ignore their cries for help. But if they do decide to help, they may have to face the wrath of the powerful and terrifying mother owlbear.
D10=5:A girl is chasing a frog.
D10=6:A group of 3d6 bandits are riding on horses, they are riding towards the party lashing out with lances and spears at any human they see.
D10=7:A man is standing on the side of the road. He is giving out free samples of his new drink. It's called 'Drink.' It's not very good, but it's free!
D10=8:A missing person flyer is posted on a nearby tree. If the players investigate, they will find out that the person is actually a werewolf and must be stopped before the full moon.
D10=9:A man named Jacob approaches the party. He asks them if they have seen his son, who was traveling with him. The party can either help him find his son, or not. If they help him, he will reward them with a magic item that he was going to give to his son.
D10=10:The road brings the adventurers to a meadow where 2d8 skeletons are preparing a twilight dance under the stars. They invite the party to join in or watch, sharing ghostly refreshments and the soft glow of wisp lanterns.
d100 = 45
D10=1:The party notices an increase in patrols on the road, only to find out a high-ranking official's documents were stolen in a bold heist. The party is recruited to help investigate.
D10=2:You see a group of 4 men and women dressed in peasant's clothing selling fruit, vegetables and other food. They are trying to get people to buy their goods, but no one seems interested in them. They are desperate and will try to give players anything they have for money. They need coins to repair their house after a recent tornado swept through the area.
D10=3:A group of 5 men and women are gathering firewood. They will let the party take as much as they want without a fight.
D10=4:Q1: A group of 2d6 orcs are walking down the road. They are looking for food and supplies. They will attack the players if they feel threatened.
D10=5:In a wooded area, the party discovers 2d12 kobolds creating intricate beadwork and jewelry. They offer to teach the art and share stories behind each design, gifting enchanting pieces to those who participate.
D10=6:The party encounters a traveling bard who offers to tell them a tale in exchange for a warm meal and a bed for the night. But as the bard tells their story, the players start to notice eerie similarities between the tale and their own journey. Could the bard be a prophet or a spy sent by their enemies?
D10=7:A man is sharpening his sword on a whetstone.
D10=8:A group of friends racing each other down the road.
D10=9:In a small roadside village, 3d4 goblins run a miniature festival, complete with games and homemade treats. Their hospitality is genuine, and they hope to entertain and celebrate with any travelers who stop by.
D10=10:The players stumble upon an ancient burial ground with tombstones and statues covered in glowing runes. They must decipher the runes to uncover the secrets of the buried and unlock a hidden treasure.
d100 = 46
D10=1:The party sees a man carrying a large jug of wine. If they ask, he says that he is taking it to a nearby village where he will sell it and make a profit.
D10=2:Two men are walking down the road, carrying a large chest between them. They will tell anyone who asks them that they are taking it to a nearby village where they will sell it for a profit.
D10=3:A pair of scouts mapping out the area.
D10=4:Nasty, open wound on the back of the neck. Riding a wagon filled with hay, the horse that pulled the wagon is in the back of the wagon. The horse is bleeding badly, and the wound looks infected. A man, who is dressed as a traveling farmer, is looking at the horse. The man is looking at the horse's wound and frowning.
D10=5:A group of humans are attacked by a group of dwarves.
D10=6:A group of 1d8 goblins attempts a daring heist on the party, using crude but effective traps to slow them down. One goblin carries a map highlighting their hideout.
D10=7:A group of adventurers from a closely neighboring kingdom are engaged in a heated battle with an ancient dragon. The adventurers must decide whether to join the fight in hopes of gaining the dragon's hoard or try to negotiate a peaceful resolution.
D10=8:A group of satyrs invite the players to join their nighttime feast and celebration. The players must dance and perform to earn the satyrs' favor.
D10=9:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur.
D10=10:A caravan of gypsies invites you to join them for a night of storytelling and dancing.
d100 = 47
D10=1:A woman selling fragrant herbs and spices.
D10=2:A group of men and women are arguing about where to put the remains of a man who died recently. The dead man was a merchant who owned several shops in town. The men and women arguing about where to put the remains of the merchant are arguing whether or not they should be given an expensive funeral because he was a merchant with several shops in town.
D10=3:A group of 2d6 humans are heading through the area. They are going to a nearby city to sell their harvest from the last few weeks.
D10=4:A local wizard is trying to summon a demon. He is a mid-level wizard with a demon-summoning spell book. He has been trying to summon a demon for months. He needs to make a new spell book.
D10=5:A priestess of Beldaroon approaches the party, asking them to help her destroy a band of undead which are attacking her village and killing her people.
D10=6:An elderly couple waves at you from their porch as you pass their quaint farmhouse.
D10=7:The road dips into a small valley filled with blooming flowers.
D10=8:Three women named Momma, Ma, and Ma are walking down the road with a cart full of turnips and other root vegetables. They're headed to the local shire to sell their harvest at market day.
D10=9:A group of skilled thieves known as the "Highwaymen" challenge the players to a heist competition - whoever can steal the most valuable treasure from a nearby castle wins.
D10=10:The party sees a group of 5 men and women, gathering food from a field. They will attack anyone who tries to take food from the field without helping them first.
d100 = 48
D10=1:While camping for the night, the party is visited by a friendly but mysterious creature who tells them a riddle. If they solve the riddle, the creature will reward them with a valuable item. But if they fail, they may face the creature's wrath.
D10=2:A lone traveler is being hunted by a group of cursed assassins. The travelers begs for the players' help in breaking the curse and defeating the assassins once and for all.
D10=3:At a roadside shrine, the adventurers find 2d8 skeletons quietly maintaining the area, arranging flowers, and lighting incense. They bow to the party and motion for peaceful passage, leaving offerings of polished bone tokens for good luck.
D10=4:Q4: Two elderly women approach the players and ask for help. They tell the players that they have been robbed by two men named Bob and Bill. The two women have been robbed of 10 silver pieces and 5 gold pieces each. The two men have also taken their horses, carriages and everything else they owned.
D10=5:While resting for the night, the players are visited by a group of fairies who invite them to a magical feast. However, if they accept, they must pass a series of enchanting challenges and puzzles before they can leave.
D10=6:A mysterious elven woman appears on the road, offering to tell the players a fortune for a small fee. Her fortunes are often eerily accurate.
D10=7:A traveling circus is in town, offering a variety of performances and entertainment. However, upon closer inspection, one of the circus members is a dangerous criminal on the run and the adventurers must decide whether to turn them in or help them escape.
D10=8:A flock of colorful birds is flying overhead, but upon closer inspection, they are actually small dragon hatchlings who have escaped from a nearby dragon's lair. They will be skittish and territorial, but there may be a reward from the dragon for their safe return.
D10=9:Along the road, a powerful druid appears, asking the party to help him protect a sacred grove. But the grove is being threatened by a fire elemental and the party must find a way to extinguish the flames and save the grove.
D10=10:A man is practicing his juggling.
d100 = 49
D10=1:The gravel crunches under your feet as you walk along the road.
D10=2:The party hears a rumbling sound coming from the top of a nearby hill. A group of 3d6 orcs are riding wargs down the hill towards the party.
D10=3:Four men sit around a campfire on the side of the road far from any town or village or city or temple or church or graveyard or any other place where anyone would bother them for any reason at all because this area is deserted except for this one place where these four men sit around this campfire on this side of this road far from any town or village or city or temple or church or graveyard or any other place where anyone would bother them for any reason at all because this area is deserted except for this one place where these four men sit around this campfire on this side of this road...
D10=4:A powerful wizard challenges the players to a duel of conjuration magic. The winner can claim a powerful spellbook as their prize.
D10=5:A pair of birds have built a nest in a nearby bush.
D10=6:The players see a group of men carrying large sacks. They are walking up the road. The men are carrying flour to make bread for the church.
D10=7:A group of children are playing with a ball.
D10=8:A group of 3d4 kenku impersonates the party members, creating chaos and stealing in their name. The real party must clear their name and catch the shapeshifting thieves.
D10=9:At a quiet bend in the road, 1d4 trolls host a small workshop on carving wooden totems. They teach techniques and share stories about the significance of each design, offering materials for the party to create their own.
D10=10:A group of 3d6 bandits are riding on horses, they are riding towards the party lashing out with lances and spears at any human they see.
d100 = 50
D10=1:A man is trying to catch a loose chicken.
D10=2:A pair of children play hide-and-seek among the tall grass.
D10=3:A group of goblins are trying to rob a merchant caravan. If the players intervene, the grateful merchants will offer them a discount at their next trade post.
D10=4:A group of 2d6 farmers are walking along the road. They are going to the nearby town to sell their crops at the market.
D10=5:Two men are standing on the side of the road. They are selling their horses and wagons. They want top dollar for their horses and wagons.
D10=6:A roadside stall is selling fruit and vegetables.
D10=7:The party comes across an overturned merchant's cart. The merchant explains that a thief used a potion to turn invisible and incapacitated him, making off with his rare gems.
D10=8:Down the road, the adventurers discover a large, cleared area where 3d6 ogres and goblins are holding a peaceful arm-wrestling competition. Visitors are welcome to join, and the participants take the sport very seriously but in good humor.
D10=9:A man is fixing a hole in his boots.
D10=10: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 = 51
D10=1:A lone adventurer is searching for a legendary treasure, but they are being stalked by a group of bounty hunters hired by an evil sorcerer. The party can choose to help the adventurer and share in the treasure, or they can turn them over to the bounty hunters for a reward.
D10=2:A pack of wild horses is blocking the road, neighing loudly and aggressively. They have been magically enchanted and will only let the adventurers pass if they can solve a riddle.
D10=3:The road ahead is blanketed in a thick fog. As the players cautiously advance, they come across the disheveled bodies of 3d6 bandits who appear to have been mauled by an unseen creature. Approaching the corpses cautiously, a ghostly howl pierces the air, and 1d4 disembodied spirits rise to attack.
D10=4:A group of drunk men stumble out of the woods. They are singing a bawdy song about a female dwarf who killed their entire group. They are stopped by a group of men who run them off with their swords. The party sees that one of the men is missing an arm. As the two groups argue, the party sees that one of the groups is made up of shape-shifting creatures called Dopplegangers. The Dopplegangers are attacking these men because they are the real bandits who attacked the Dopplegangers' village months ago.
D10=5:A flock of giant birds are nesting on the road, making it impossible to pass through. The players must figure out a way to convince the birds to let them through without harming them.
D10=6:A messenger is riding quickly, bearing urgent news.
D10=7:A group of 2d6 farmers are walking along the road. They are going to the nearby town to sell their crops at the market. They will offer to hire the players as mercenaries to protect their crops from bandits. They will offer the players a share of their crop profits as payment if they will agree to protect their crops on their journey back to their farms after the harvest has been sold at the market and while they are being transported back to their farms after being sold at the market.
D10=8:A traveling circus has set up camp on the side of the road. The players are welcome to watch the show and even participate in some of the acts if they'd like.
D10=9:You will hear a woman singing beautifully while she walks down the road towards you. She is carrying an elegant dress that she is hoping to sell in the next village. She will stop and talk with you for a few moments if you ask her about it.
D10=10:A pack of 4d4 wolves are attacking a flock of sheep. The flock is guarded by a shepherd who is armed with a sling and a staff.
d100 = 52
D10=1:A group of 1d8 goblins attempts a daring heist on the party, using crude but effective traps to slow them down. One goblin carries a map highlighting their hideout.
D10=2:A group of adventurers are being chased by a giant, angry chicken. They shout for help and beg the players to come to their aid.
D10=3:A pack of dire wolves is stalking the players from a distance. If players can successfully communicate with them using animal handling skills, they may be able to turn them from enemies to allies.
D10=4:A traveling alchemist is in need of rare ingredients for their potions and offers a handsome reward to anyone who can gather them. However, the ingredients can only be found in a treacherous and dangerous dungeon guarded by a powerful monster.
D10=5:A group of children are playing by the side of the road. They are pretending to be soldiers fighting in a war with their toy swords and toy bows and arrows.
D10=6:A group of friendly mermaids are stranded on the side of the road, having lost their way back to the ocean. They offer the players a magical pearl as thanks for helping them find their way.
D10=7:A poet composing verses inspired by the landscape.
D10=8:A group of players find a group of men sitting around a campfire. They are playing cards and gambling. The men will challenge the players to a game of cards. If they win, they will get a large amount of gold from the men. If they lose, they will have to fight the men one on one.
D10=9:A traveling merchant offers to sell you a small, white rock for 5 GP.
D10=10:The road is lined with blooming wildflowers, attracting bees and butterflies.
d100 = 53
D10=1:The players hear a noise coming from inside a nearby ditch. They find a group of 2d6 dwarves who are celebrating their latest dig. They have stumbled upon a small treasure trove within the ditch and they are celebrating their newfound wealth.
D10=2:A group of women weaving baskets and chatting.
D10=3:A man is fishing in a small stream.
D10=4:A man is sitting on a barrel. He is drinking ale. He will be on his third barrel before he leaves.
D10=5:A young boy runs up to the players, asking for help. He claims his father has been kidnapped by goblins and he can't find the cave they took him to. Will the players aid him or is he just a clever decoy?
D10=6:A mysterious figure in a dark cloak approaches the party, offering to sell them rare and powerful magical items. But upon closer inspection, the items are all cursed and will bring great misfortune to whoever uses them.
D10=7:A group of pickpockets target the players, but they quickly realize they have made a mistake. The pickpockets are actually a band of goblins disguised as humans and beg for mercy when the players confront them.
D10=8:A man named Entik is on the road, looking for work. He's a wizard and is willing to cast a spell or two if the players can afford it.
D10=9:A horse-drawn cart full of apples and a human farmer. The farmer will offer you some of his apples. If you accept them, then a nearby apple tree will have a major apple blight and the farmer will be ruined. If you refuse them, the farmer will get angry and attack.
D10=10:A farmer offering horse rides for small coins.
d100 = 54
D10=1:The players hear a man screaming in pain. If they investigate, they will find a man being attacked by 1d4 giant lizards.
D10=2:A ranger warns you of bandits in the area and advises caution.
D10=3:A group of women doing laundry at a roadside stream.
D10=4:The road splits around a large boulder, creating a natural fork.
D10=5:You see a single butterfly fluttering on the side of the road. Roll a perception check. If the roll is successful, the party notices that the butterfly has a tiny message tied to its wing. The message is a request for help from a small village nearby.
D10=6:A sign warns of a dangerous animal in the area.
D10=7:A group of 2d4 men-at-arms are on their way to a nearby city. They've been hired to help with the defense of the city walls.
D10=8:A group of traveling bards are on their way to a local tavern. They will sing and tell stories. They will perform some music as well.
D10=9:A group of 2d6 farmers are walking down the road towards a nearby town. If players ask, they will tell them that they need to sell their harvest in the city and then they will be going home again.
D10=10:A group of children playing a game of marbles.
d100 = 55
D10=1:Three men are walking down the road. The men are talking quietly, but loud enough that the players can hear them if they listen. The men are talking about a dungeon under the city. The men whisper that it goes all the way down through the center of the world, and that there's a lot of treasure in there if anyone's brave enough to go down and get it. The men are actually bandits, and they're trying to lure people into the dungeon to kill them and steal the treasure.
D10=2:The players come across a group of lumberjacks trying to clear out a thick forest. Little do they know, the forest is home to a powerful and vengeful treant.
D10=3:The party finds 1d4 bandits performing a play for an audience of woodland creatures. They offer front-row seats and a share of food and drink for anyone willing to stay and appreciate their performance.
D10=4:A group of 2d4 soldiers are marching down the road. They are on their way to a nearby village. The soldiers are part of a nearby army that is patrolling the roads to keep them safe from bandits and thieves.
D10=5:A troll blocks the road and demands a toll in the form of a riddle. If the players answer correctly, they can pass safely.
D10=6:A group of 2d6 farmers are walking along the road. They are going to the nearby town to sell their crops at the market. They will offer to hire the players as mercenaries to protect their crops from bandits. They will offer the players a share of their crop profits as payment if they will agree to protect their crops on their journey back to their farms after the harvest has been sold at the market.
D10=7:A Broken Sign - A signpost has been broken in half by some strong force or creature. The two pieces still stand, but the post has been snapped in two.
D10=8:The party encounters a village that is being terrorized by a werewolf. They must find a way to stop the creature before it strikes again, or risk being bitten and cursed themselves.
D10=9:In the ruins of an old inn, the party encounters 2d4 minotaurs painstakingly rebuilding the structure. They welcome the adventurers to rest there, offering freshly cooked meals and ale in a partially completed common room.
D10=10:A beggar asking for food or money.
d100 = 56
D10=1:As the players travel, they see strange crop circles in a nearby field. Upon further investigation, they discover that a group of farmers have been using magic to create these intricate designs to attract more customers to their produce.
D10=2:A pair of friends are playing a game of checkers.
D10=3:A group of friendly centaurs is having a feast. If players are respectful and join in, they will be rewarded with a delicious meal and valuable information about the surrounding area.
D10=4:The party stumbles upon a field of wild magic where their every movement causes unexpected and chaotic effects. They must find the source of the wild magic to stop it or risk being caught in its chaos forever.
D10=5:A group of 2d4 dwarves is walking down the road towards a nearby village. They are discussing their plans to ambush the local orc camp and kill as many orcs as they can before heading back to their village.
D10=6:The road splits into two paths, and you must choose which way to go.
D10=7:A merchant selling colorful ribbons and thread.
D10=8:A gnome tinkerer is selling various gadgets and gizmos on the roadside, claiming they can make your adventures more convenient. The gadgets may have unexpected consequences when used.
D10=9:A poet composing verses inspired by the landscape.
D10=10:A group of 2d4 elves is walking down the road towards the party. If they see the party, they will stop and ask them where they can find 'The Keep of the Knives' because they want to join the cult there and become full members after completing their initiation trials there.
d100 = 57
D10=1:The players see a mysterious figure standing at a crossroads, offering them a choice between two paths. One path leads to an ancient and forgotten temple with untold treasures, while the other leads to a treacherous canyon filled with deadly traps.
D10=2:A woman is standing in the road screaming at people as they pass by her. The woman's name is Brunhilda, and she is beautiful but she is also very old and very ugly.
D10=3:A group of bards are having a fierce battle of words and musical instruments in the town square. The party can participate and impress the crowd, or they can try to break up the argument before it turns violent.
D10=4:A rickety, old windmill stands abandoned by the road. As the players investigate, 1d4 gargoyles perched on its ledges come to life, their stony grins filled with malice.
D10=5:The road leads to a secluded pond where 2d4 ogres practice gentle tai chi. They invite the party to join in the calming movements, sharing wisdom about balance and internal peace.
D10=6:The players stumble upon a small village that is being terrorized by a group of goblins. The villagers will beg for the players' help in defeating them and offer a reward if they are successful.
D10=7:A group of players who are dressed as orcs, and they are all singing songs of orcish power and greatness, while they march through the woods. They will challenge any non-orcs to battle.
D10=8:A mysterious figure offers to trade a powerful magical item for a seemingly mundane object that holds a sentimental value to one of the players.
D10=9:Lightning flashes in the distance as a storm rolls in. The party comes across a group of 2d4 cultists performing a dark ritual around a bound and unconscious victim. Dark forces gather as they intone their sinister chant.
D10=10: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 = 58
D10=1:You see an older looking man, he has a very noticeable limp. He is wearing common clothes but they look very well kept, he has a strange looking cane, it looks like it is made of bone. He will ask you if you have seen his dog, it is a strange looking creature, with strange looking fur on it's back. He will give you his cane if you find his dog.
D10=2:A bard is performing acrobatics for a small crowd.
D10=3:A mysterious fog appears on the road, making it difficult to see. The players must navigate through the fog and avoid any dangers that may lurk within.
D10=4:Unexpectedly, a caravan of one hundred mules and horses, led by one hundred men armed with axes, swords, and bows, storms onto the road. They are from a large kingdom and are on their way to a nearby city. They are on their way to trade merchandise with the residents of this city. They will not stay for long.
D10=5:A group of friendly nature spirits offer the players a chance to rest and rejuvenate in their magical oasis. But are they truly as friendly as they seem?
D10=6:A traveling bard reveals their lute, an heirloom with mystical powers, was stolen by a rival group of bards. Finding it will require unraveling the motive and tackling musical challenges.
D10=7:A group of mischievous sprites steals the party’s spellbook and leave behind a trail of glowing mushrooms that point to their hidden grove.
D10=8:A weary dragon asks for a sip of water from the players' canteens. In return, it offers to answer one question truthfully.
D10=9:A lone traveler is stuck in quicksand on the side of the road. Players must find a way to rescue the traveler before it's too late.
D10=10:The players see a mysterious figure standing at a crossroads, offering them a choice between two paths. One path leads to an ancient and forgotten temple with untold treasures, while the other leads to a treacherous canyon filled with deadly traps.
d100 = 59
D10=1:A sign warns of bandits on the road ahead.
D10=2:A man named Joe is standing in between two trees, holding a sign that reads 'I will work for food'. If players give him food, he will follow them around until they get rid of him.
D10=3:A woman is making a daisy chain.
D10=4:At a quiet bend in the road, 1d4 trolls host a small workshop on carving wooden totems. They teach techniques and share stories about the significance of each design, offering materials for the party to create their own.
D10=5:A group of men and women are sitting around on the side of the road, drinking wine and beer. They have been there for a while, and they are feeling good. They are willing to share their drinks and stories with anyone who wants to join in.
D10=6:The road takes you through a shady grove of trees, providing a cool respite from the sun.
D10=7:A man is walking down the road with a large sack over his shoulder. He is whistling a happy tune.
D10=8: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.
D10=9:A crazed wizard has been experimenting with potions and spells, resulting in a group of wild and unpredictable creatures inhabiting the nearby area. The adventurers must either calm the creatures or defeat the wizard to regain control of the area.
D10=10:A flock of sheep is blocking the road and a shepherd is frantically trying to round them up. If the party helps, the shepherd may lead them to a secret cave where they have hidden treasure.
d100 = 60
D10=1:The party finds themselves in the middle of a heated battle between two rival guilds over a valuable piece of land. They must choose a side or try to broker a peace agreement.
D10=2:A group of children are playing with wooden swords and shields. They are pretending to be heroes fighting orcs and dragons. A nearby tree has 'Orc Lair' written on it in faded marker.
D10=3:A group of bards are having a fierce battle of words and musical instruments in the town square. The party can participate and impress the crowd, or they can try to break up the argument before it turns violent.
D10=4:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur.
D10=5:The road passes by a crystal-clear lake, perfect for a quick swim.
D10=6:A man is practicing his juggling.
D10=7:The party comes across a wounded dragon, who pleads for their help in defending its hoard from a group of greedy thieves.
D10=8:A group of fishermen are sitting by a small pond, fishing, drinking ale and laughing at each other's jokes. If players approach them, they will offer them ale and food if they need it.
D10=9:A herd of wild unicorns are grazing by the road. If the party is respectful and doesn't try to harm them, one of the unicorns may gift them with a magical flower or healing tears.
D10=10:A man is walking down the road with his dog. He is headed towards the nearest village. The man is named John and he is an ex-soldier. He lost his home in a war and has been searching for a new home for him and his dog. His dog is named Fido.
d100 = 61
D10=1:A group of 2d6+2 wights attack the party!
D10=2:The party comes across 1d4 bandits brewing and sampling a range of wild teas. They offer to share their favorite blends, each with unique flavors and minor beneficial effects, in exchange for tales of the road.
D10=3:A group of men and women are arguing about where to put the remains of a man who died recently. The dead man was a merchant who owned several shops in town. The men and women arguing about where to put the remains of the merchant are arguing whether or not they should be given an expensive funeral because he was a merchant with several shops in town.
D10=4:You see a group of adventurers arguing over a map. They seem lost and frustrated. You can choose to help them find their way or watch as they continue to bicker.
D10=5:A lone, flickering lamppost stands by the roadside. As the players approach, 1d4 shadowy figures emerge, their faces hidden beneath dark hoods and their weapons drawn.
D10=6:A group of men are sitting around a campfire, talking about the recent kidnapping of their king. They are looking for someone to help them rescue their king. They don't know who kidnapped him or where he is being held hostage. They will ask for help finding him and rescuing him.
D10=7: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.
D10=8:A group of dwarves are walking down the road talking about how their mines have been overrun by goblins and orcs. They are going to go back and try to reclaim their mines or find new ones to work in.
D10=9:The scent of pine and fresh rain fills the air.
D10=10:A group of peaceful giants are having a heated argument and are on the verge of a physical fight. Will the players intervene or let them settle it themselves?
d100 = 62
D10=1: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.
D10=2:A man is fishing in a small stream.
D10=3:A peddler trying to hawk his wares to anyone who'll listen.
D10=4:A group of halflings are running away from a group of kobolds. The kobolds are about to catch up with the halflings. The players can help the halflings, or help the kobolds catch the halflings.
D10=5:As the players travel through a dense forest, they witness a battle between a group of druids and an evil corporation trying to destroy their sacred grove. The players must choose a side, or come up with a peaceful solution to stop the conflict.
D10=6:A group of pilgrims are on their way to a holy site, but their path is blocked by a cursed and haunted forest. They will ask for the players' help in purifying the forest and blessing their journey.
D10=7: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.
D10=8:A group of 4 knights in plate armor ride down the road on warhorses. They are carrying a chest of money to a nearby city. The knights are ready to fight any bandits they meet along the way.
D10=9:A lone wizard sits by the side of the road, surrounded by books and scrolls. He offers to sell the players rare and powerful spells, but at a hefty price.
D10=10:A group of human bandits are attacked by a group of orcs.
d100 = 63
D10=1:A group of children playing a game of marbles.
D10=2: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.
D10=3:A group of hunters dressed in green cloaks with yellow hoods walk down the road. They are carrying bows, arrows, and furs.
D10=4:A sudden whistle pierces the night, followed by the rapid approach of 2d6 highwaymen mounted on swift horses, sabers glinting in the faint light.
D10=5:A talking tree in the middle of the road asks the party for help in retrieving its lost acorn. If the party helps, the tree may grant them a magical seed that can grow into a useful item.
D10=6:You see a group of men talking about the recent goblin attacks in the area.
D10=7:A wagon selling flowers collected from the fields.
D10=8:Four men walk up to you and say, 'Hey, we are looking for work. We are good men, able to work hard. Do you have any work that needs doing?' If you say yes, they will work for food or cheap wages, but they will try to take over and do all the work themselves, leaving you with nothing.
D10=9:A pair of lovebirds flits from branch to branch above you.
D10=10:On the road, the party meets a talking cat who is actually a cursed noble in disguise. The cat needs the party's help to break the curse and turn back into a human. But not everyone is happy with the idea and the party must deal with the consequences of their actions.
d100 = 64
D10=1:A group of people are gathering around a new statue that has been recently erected in the city. The statue is of a famous hero from the city's past. The players can learn about this hero's history by listening to the people talking around the statue.
D10=2:The party sees a group of 4d6 humans who are fleeing from a pack of 3d10 wolves. They are carrying sacks of valuables.
D10=3:A baker is selling fresh bread and pastries.
D10=4:A street magician performing tricks for a small audience.
D10=5:A group of 2d6 men and women are on their way to a funeral. They are carrying gifts between them. If you approach, they will demand to know if you are going to the funeral as well. If you say yes, they will invite you to join them, if not, they will threaten you and continue on their way.
D10=6:A group of men with spears are running toward the players. It looks like they are running from something...
D10=7:A traveling peddler tries to sell you some "magical" trinkets that seem quite ordinary.
D10=8:A mysterious figure offers to trade a powerful magical item for a seemingly mundane object that holds a sentimental value to one of the players.
D10=9:A traveling minstrel is singing a catchy tune about the party's past deeds. He will offer to trade his song for a small donation. However, if the players refuse or try to cheat him, he will curse them with bad luck for the rest of their journey.
D10=10:A man is selling maps of the area, including details of the region's caves, ruins, and dungeons.
d100 = 65
D10=1:A man named Maugh is on the road, looking for work. He's a strong man and is willing to carry the party's gear for a few coins.
D10=2:A man is sharpening his sword on a whetstone.
D10=3:A mysterious fog appears on the road, making it difficult to see. The players must navigate through the fog and avoid any dangers that may lurk within.
D10=4:A giant tree has fallen across the road, blocking the way forward. Upon investigation, it appears that the tree is actually a powerful treant who has been injured and is in need of help. If the adventurers can heal the treant, it will become a powerful ally.
D10=5:A group of farmers repairing a broken wagon wheel.
D10=6:A rowdy festival masks a team of 2d6 thieves conducting mass pickpocketing. One of the thieves drops a map to their hideout in the chaos.
D10=7:A wandering monk offering blessings to those who pass by.
D10=8:A group of children are playing with a ball.
D10=9:Two men and two women, who are dressed in rags and look like they have been traveling for miles, are sitting on the side of the road. The group of people are sitting on the right side of the road and looking exhausted. The group of people look like they are traveling to the next town, but they look like they can't go on anymore.
D10=10:You see a young boy, he is wearing common clothes but they are very dirty, his hair is very dirty too. He is holding a piece of parchment, it has strange markings on it but you can't quite make them out.
d100 = 66
D10=1:A caravan of colorful wagons passes by, filled with performers and exotic animals.
D10=2:The party hears a rumbling sound coming from above. They look up to see 2d6 giant eagles flying overhead. They are carrying off a group of 2d4 dwarves that are being held by their feet.
D10=3:The party comes across a shrine dedicated to an ancient deity. Inside, they find a group of monks who have dedicated their lives to worshipping this deity. They offer the party their blessings and protection, but they also ask the party to complete a dangerous and potentially deadly trial in the deity's name.
D10=4:The sound of a horse galloping on the road ahead of the players warns them that the rider is in a hurry and wants to get by.
D10=5:A group of men is walking down the road. They are carrying a statue of a horse. If the party asks, they will say they are taking it to a nearby village. If they are asked to rest, they will say they can't because they must get the statue there before dark.
D10=6:You come across a freshly plowed field, the smell of earth in the air.
D10=7:The party comes across a traveling merchant with a strange item for sale - a magical mirror that shows the viewer their greatest fear. Will the party dare to look into the mirror?
D10=8:The players see a group of men walking up the road. They are carrying axes and large sacks. The men are construction workers who are building a new house on the other side of the road.
D10=9:Tattered, raggedy men are trying to recruit people to join their cult. They are trying to recruit local farmers.
D10=10:A traveling librarian sharing stories and books.
d100 = 67
D10=1:By a clear, bubbling spring, 3d6 kobolds are making natural perfumes and soaps. They offer samples and the chance to create personalized scents, chatting happily about the art of fragrance.
D10=2:A man is in the road. He is dressed in the clothing of a king. The man has been robbed of his shoes, his crown, and his gold. He needs help getting back to his kingdom. He has a handsome reward if the party helps him get back to his kingdom.
D10=3:A traveling salesman tries to sell the party a set of magical potions that he claims can heal any ailment or injury. But when the party uses the potions, they discover that they have side effects that may be more harmful than helpful.
D10=4:A group of children are playing a game of tag. If players join in and win, the children will reward them with a small trinket that has magical properties.
D10=5:A man is standing in the road with a small cage filled with 1d6+1 rats. He is trying to sell them to passersby or he is trying to feed them to the caged rats if no one buys them from him.
D10=6:A group of players who are dressed as humans, and they are all singing songs of human love and romance, while they march through the woods. They will challenge any non-humans to battle.
D10=7:A group of young children are playing on the road. They have made a small fort out of sticks and twigs. They are playing a game of tag.
D10=8:A wagon full of hay, a dwarf, and 4 horses. The horses are pulling the wagon full of hay along the road to a nearby city where they will be sold. The dwarf is watching the horses and making sure they don't stray too far from the wagon. He is not interested in talking to anyone and will attack if provoked.
D10=9:A traveling merchant offers to sell you a small, white rock for 5 GP.
D10=10:A group of gnomes are racing their automatons down the road. The players can bet on the race and potentially win a magical item from the gnomish inventor.
d100 = 68
D10=1:A caravan of merchants is traveling down the road, but their cart breaks and they need help fixing it. If the party helps, the merchants reward them with a rare and valuable item.
D10=2:A group of children approach the party, begging for food or money. They are wizened little creatures and look like they are up to no good. They may be con artists or thieves or something else entirely.
D10=3:A mailman delivering letters on horseback.
D10=4:A talking tree in the middle of the road asks the party for help in retrieving its lost acorn. If the party helps, the tree may grant them a magical seed that can grow into a useful item.
D10=5:A lone traveler is stuck in quicksand on the side of the road. He claims to be a famous explorer and will offer a reward for anyone who can save him. However, he is actually a con artist and the reward is fake.
D10=6:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur.
D10=7:Abandoned Campsite - An abandoned campsite is here. It has been abandoned for quite some time and is now covered in dust and cobwebs. The campfire here has not been used for months and the remains of several small animals are scattered around the site.
D10=8:You see a man walking down the road. He is walking in a strange way, like he is walking on hot coals. If you stop and talk to him, he will say he has been walking for two weeks and cannot feel his feet anymore but he cannot rest because he is being chased by a horde of zombies.
D10=9:A horse with a golden bridle runs past the players, followed closely by a group of bandits. The horse is rumored to have magical properties and could be a valuable ally if the players can catch it.
D10=10:A group of 1d4+2 men are standing by the road. They are all drunk and will attempt to harass (or mug, or rob) any passersby.
d100 = 69
D10=1: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.
D10=2:A mischievous satyr has stolen a magical instrument from a nearby village and is using it to charm anyone who comes near. The adventurers must outwit the satyr and retrieve the instrument to undo the charm.
D10=3:A group of children are playing on the side of the road. They are playing a game of tag. They are running around in circles and laughing.
D10=4:A powerful wizard is in desperate need of a rare ingredient for a potion they are creating. They offer to trade a powerful magic item for the ingredient, but the ingredient is guarded by a fierce dragon.
D10=5:An elderly man tells stories about the region's history.
D10=6:A traveling salesman tries to sell the party a set of magical potions that he claims can heal any ailment or injury. But when the party uses the potions, they discover that they have side effects that may be more harmful than helpful.
D10=7:A traveling medicine salesman is offering a miracle cure-all potion that can heal any ailment. However, the potion is actually just colorful water and will not have any effect on the drinker.
D10=8:A group of men and women are walking down the road. They are on their way to a nearby city to sell their goods in the local market. If you follow them, you will find that they are actually traveling to a nearby elf city where they will sell their goods in the local elf market.
D10=9:A group of dwarves are on their way to reclaim their ancestral homeland from a dragon. They ask the party to help them plant a trap for the dragon in exchange for a share of the treasure.
D10=10:A man named Samuel is standing by the side of the road with a large box on the ground next to him. He is trying to convince a group of passersby to join his cult and convert to his religion, which is a combination of all different religions and philosophies that he has studied in his life. He will not let them leave until they convert to his religion, regardless of how much they protest against it.
d100 = 70
D10=1:The moonlight casts eerie shadows as a grizzled fortune teller warns of danger. No sooner does she disappear than 1d4 ethereal reapers materialize, their scythes ready to harvest.
D10=2:You pass by an ancient oak tree with a trunk wide enough to hide in.
D10=3:A powerful wizard challenges the players to a duel of conjuration magic. The winner can claim a powerful spellbook as their prize.
D10=4:A group of adventurers is walking down the road. They are discussing whether or not they should rob a local merchant or not.
D10=5:Nasty, open wound on the back of the neck. Riding a wagon filled with hay, the horse that pulled the wagon is in the back of the wagon. The horse is bleeding badly, and the wound looks infected. A man, who is dressed as a traveling farmer, is looking at the horse. The man is looking at the horse's wound and frowning.
D10=6:A group of adventurers are being chased by a giant, angry chicken. They shout for help and beg the players to come to their aid.
D10=7:A wild rabbit darts across your path and disappears into the brush.
D10=8:A sign warns of bandits on the road ahead.
D10=9:A group of 2d4 men are walking down the road. They are on their way to a nearby village. The men are part of a nearby army that is patrolling the roads to keep them safe from bandits and thieves.
D10=10:A patch of wild mushrooms grows by the roadside.
d100 = 71
D10=1:A group of players who are dressed as humans, and they are all singing songs of human woe and misery, while they march through the woods. They will challenge any non-humans to battle.
D10=2:Q10: A group of 2d4 halflings are walking down the road looking for work. They are carrying axes, picks, shovels and various other tools of their trade. They will hire on as common laborers for 1 silver piece per day plus meals, room and board!
D10=3: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.
D10=4:A traveling minstrel sings a hauntingly beautiful song that tells the story of a legendary sword hidden in a nearby cave. The players can choose to go on a quest to find it.
D10=5: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.
D10=6:A traveling circus is performing on the side of the road. Players can choose to watch their performance or participate in it for a chance to win valuable rewards.
D10=7:You see a man wearing robes and holding a staff. He is trying to convince a farmer to allow him to cast a spell on his field of crops to make them grow faster and better than they normally would.
D10=8:A roadside shrine has a few fresh flowers laid at its base.
D10=9:A caravan of talking animals is traveling on the road, heading to a magical sanctuary where they can live in peace. They offer the players some of their supplies as thanks for helping them on their journey.
D10=10:A young girl selling lemonade from a makeshift stand.
d100 = 72
D10=1:A group of peasants is constructing a new barn.
D10=2:A merchant selling magical potions and scrolls on the side of the road, promising great power and wealth to those who purchase them.
D10=3:A group of 5 men and women are gathering water from a well. They will challenge the party to a fight if they try to take any water without helping them first.
D10=4:The party stumbles across 2d4 kobolds with a roadside lemonade stand. They are enthusiastic and offer refreshing drinks and snacks in exchange for stories of adventure and far-off places.
D10=5:Near a babbling brook, 1d12 skeletons are painting the landscape. They invite the adventurers to join in their artistic endeavor or simply relax by the water as they capture the scene on canvas.
D10=6:The road is lined with blooming wildflowers, attracting bees and butterflies.
D10=7:A group of men are arguing about whether the sun is round or flat.
D10=8:A mysterious fog rolls in, reducing visibility.
D10=9:A group of friends are practicing a song.
D10=10:The party comes across a group of travelers who are searching for a lost relic in a nearby ruined temple. The relic is said to have the power to control the elements, but the temple is home to dangerous traps and creatures.
d100 = 73
D10=1:A woman is walking down the road. She is lost and she is trying to find her way home. She is lost and she has been walking for three days now and has not found her way home yet.
D10=2:You will see a group of dwarves walking down the road. They are on their way to a nearby city to sell their goods in the local market. If you follow them, you will find that they are actually traveling to a nearby gnome city where they will sell their goods in the local gnome market.
D10=3:A group of men are arguing about whether dragons are real or not.
D10=4:A couple of children collecting feathers and stones.
D10=5:The road ahead appears clear but is suddenly blocked by 2d4 expertly trained warhorses, each ridden by spectral knights who challenge the party to a deadly duel.
D10=6:A bard is singing a beautiful and haunting melody in the woods. If the adventurers listen closely, they will realize it is a warning of a powerful cursed item that is hidden nearby. If they can find and destroy the item, the bard will reward them with a powerful magical item.
D10=7:A man selling candles made from beeswax.
D10=8:A group of travelers claim to have seen a ghost in the nearby woods. If the party investigates, they find that it is actually a group of mischievous pixies playing pranks on the travelers.
D10=9:A group of men are in the process of hanging a thief from a tree. The men are from a nearby village, and it is their custom to hang thieves from trees as punishment for their crimes.
D10=10:The road is shaded by a canopy of intertwining tree branches.
d100 = 74
D10=1:A group of children are playing a game where they pretend to be adventurers and monsters. If the party joins in, the children may give them hints or information about nearby quests or treasures.
D10=2:A farmer's wife offering her homemade preserves.
D10=3:A group of travelers are setting up camp for the night.
D10=4:The sound of distant thunder warns you of an approaching storm.
D10=5:A rogue is being chased by a group of guards. He begs the players to hide him and promises a reward if they do.
D10=6:You will see a lone horseman approach from the distance. He will ride up to you and introduce himself as a knight of the realm. He will ask you for food, water, or even just a place to rest for the night. If you help him, he will give you a token of his appreciation. If you refuse, he will threaten you before riding away.
D10=7:A mysterious fog covers the road, leading to a magical forest where time moves differently. The players must navigate through the forest and find a way to return to their own time.
D10=8:The road passes under a picturesque stone archway.
D10=9:Q6: A group of 2d6 kobolds are running down the road away from something. They are babbling in their native tongue.
D10=10:A traveling blacksmith offering to sharpen weapons and tools.
d100 = 75
D10=1:A strange and mysterious figure appears before the players, claiming to be a time-traveler from the future. They offer to help the players in exchange for a small favor - preventing a catastrophic event that will happen in their timeline.
D10=2:A group of dwarves are on their way to a neighboring kingdom to participate in a drinking contest. They are loud and boisterous, challenging players to a drinking competition.
D10=3:A group of children are selling wooden swords, shields, and other toys made from broken furniture and leftover wood.
D10=4:A man is standing in the road with a small cage filled with 1d6+1 rats. He is trying to sell them to passersby or he is trying to feed them to the caged rats if no one buys them from him.
D10=5:A group of 1d8+2 humans are heading through the area with supplies. They are going to a nearby town to sell the supplies. They are willing to trade with anyone who approaches them.
D10=6:A mysterious old man offers to tell the party their future for a small fee. However, his predictions are cryptic and may lead the players on a wild goose chase for treasure, only to end up with a cleverly disguised mimic.
D10=7:A group of 4 men and women playing a card game and drinking. They are not very good at it and the party will be able to take their money without a fight.
D10=8:A street magician performing tricks for a small audience.
D10=9:A group of adventurers from a closely neighboring kingdom are engaged in a heated battle with an ancient dragon. The adventurers must decide whether to join the fight in hopes of gaining the dragon's hoard or try to negotiate a peaceful resolution.
D10=10: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 = 76
D10=1:The party finds themselves in the middle of a heated battle between two rival guilds over a valuable piece of land. They must choose a side or try to broker a peace agreement.
D10=2:In the midst of an evening campfire, a rogue familiar (e.g., a crow) swoops in and snatches a valuable item, flying towards an ominous tower in the distance.
D10=3:The road winds through an ancient battlefield, littered with rusting weapons and armor. As players traverse the field, 2d6 spectral warriors rise from their once-grave, seeking redemption through unending battle.
D10=4:A mailman delivering letters on horseback.
D10=5:A woman is embroidering a cloth.
D10=6:A small child is wandering down the road. If players approach him, he will ask for help finding his mommy and daddy. If players help him, he will lead them to his parents, who have been turned into lizards by a local wizard and will give them information about him in return for saving them and turning them back into humans.
D10=7:A mysterious cloaked figure offers the players a map leading to a rumored treasure hidden deep in the nearby mountains. But can they trust this stranger?
D10=8:A group of 2d8 men wearing chainmail armor and carrying swords and shields are walking down the road toward you. They are Lord Castor's men and they are looking for trouble. They are led by a man named Sir Reginald Castor who is a younger brother of Lord Castor's who wants to prove that he can be as tough as his older brother by bullying someone into submission or by forcing them to pay 'taxes' for using the road that passes through Lord Castor's lands which he feels rightfully belongs to him since he is Lord Castor's brother and the only person who has any right to claim Castor lands as their own since Castor lands rightfully belong to them since they are Castor's brothers by blood and thus they have more right to Castor lands than Castor himself has since Castor is only their brother by blood when it comes to lands since lands rightfully belong to those who have more right to them than those who do not have more right
D10=9:The road passes by a meadow where 2d6 orcs are flying intricate homemade kites. They eagerly show the adventurers their creations and offer materials to make and fly their own kites.
D10=10:A group of eight dwarves are looking for an ancient dwarven ruin that is hidden in the mountains nearby. One of them is actually an assassin who is looking for an old dwarven treasure cache that hangs around the neck of one of the dwarves. This dwarf has only been with the party for three months, so he has not had time to be aware that the other dwarves are not really his friends or even his colleagues.
d100 = 77
D10=1:A group of traveling actors are putting on a hilarious and entertaining play. They ask the players to join in and act out a scene with them.
D10=2: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.
D10=3:Suddenly, a pack of wild boars charges out of the nearby forest! The players must quickly react or risk getting trampled.
D10=4:A group of 2d4 men are walking down the road. They are on their way to a nearby village. The men are part of a nearby army that is patrolling the roads to keep them safe from bandits and thieves.
D10=5:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur. It had yellow fangs and claws. The farmers say they have tried to kill it, but it has been too fast and too strong for them do so... So far! They say they have heard it is not from this world...
D10=6:A group of 2d4 dwarves is walking down the road towards a nearby village. They are discussing their plans to ambush the local orc camp and kill as many orcs as they can before heading back to their village.
D10=7:The party comes across a group of travelers who are searching for a lost relic in a nearby ruined temple. The relic is said to have the power to control the elements, but the temple is home to dangerous traps and creatures.
D10=8:A gang of 2d6 bandits are looking for a good place to set up camp for the night. They will demand gold from anyone who has it.
D10=9:A group of 5d4 men-at-arms are on their way to a nearby city. They've been hired to help with the defense of the city walls.
D10=10:A sculptor chisels away at a block of marble by the roadside.
d100 = 78
D10=1:A group of prankster gnomes have set up a fake roadblock using a trap and a sign that says "Detour this way!" Players must navigate their way around the trap and outsmart the gnomes to continue on their journey.
D10=2:A group of lizardfolk are preparing for a ritual sacrifice and need a strong adventurer to complete the final task.
D10=3:A dog barks at something, but nothing is there. The dog will bark at this spot again if the party comes back this way later.
D10=4:During a midnight watch, strange noises lead the party to a traveling circus sabotaged by rivals stealing their prized acts and secrets.
D10=5:A man is selling paintings of famous battles from the area's history.
D10=6:A group of goblins are attacked by a group of orcs.
D10=7:You will hear a woman singing beautifully while she walks down the road towards you. She is carrying an elegant dress that she is hoping to sell in the next village. She will stop and talk with you for a few moments if you ask her about it.
D10=8:You see a group of men talking about the recent goblin attacks in the area.
D10=9:Q4: Two elderly women approach the players and ask for help. They tell the players that they have been robbed by two men named Bob and Bill. The two women have been robbed of 10 silver pieces and 5 gold pieces each. The two men have also taken their horses, carriages and everything else they owned.
D10=10:Unexpectedly, the party comes upon a group of 3d6 acolytes who are traveling on the road to a nearby temple. If players talk to them, they will give the players a map to a nearby dungeon that they have found while exploring.
d100 = 79
D10=1:A lone traveler playing a flute for his own amusement.
D10=2:A father is carving a toy for his son.
D10=3:A group of people are gathering around a new statue that has been recently erected in the city. The statue is of a famous hero from the city's past. The players can learn about this hero's history by listening to the people talking around the statue.
D10=4:You see a group of young men and women walking down the road toward you. As they get closer, you see that they are all dressed in black robes with the hoods drawn up over their heads so you can't see their faces. As they pass by, they each give you a small nod as if in greeting but do not speak nor look at you again.
D10=5:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur. It had yellow fangs and claws. The farmers say it has been terrorizing the area for the past few weeks, killing everything in its path. The farmers say they have tried to kill it, but it has been too fast and too strong for them to do so... So far!
D10=6:You see a group of four men and women dressed in peasant's clothing selling fruit, vegetables and other food. They are trying to get people to buy their goods, but no one seems interested in them. They are desperate and will attack players if they don't help them.
D10=7:A stray goat is eating grass by the roadside.
D10=8:A beggar asks for coins, telling a tale of woe.
D10=9:The rhythmic pounding of drums can be heard in the distance. Cresting a hill, the party encounters a group of 2d8 orcs engaged in a war dance, preparing for an imminent raid.
D10=10:A woman is reading a book under a tree.
d100 = 80
D10=1:A group of dwarves is repairing a stone bridge that spans a small river.
D10=2:As the party travels through a dense forest, they notice strange, colorful mushrooms growing along the road. The mushrooms are actually a rare delicacy and highly sought after by a group of forest creatures. The party must decide whether to pick the mushrooms for themselves or negotiate with the creatures to share the harvest.
D10=3:Along a winding road, 3d8 kobolds conduct a peaceful ritual to honor an ancient dragon. They invite the adventurers to observe and participate, sharing food and traditional songs as a gesture of goodwill.
D10=4:A group of young men are on the side of the road. They are carrying spears and shields. They are looking for a fight. They will challenge the party to a fight and then run away when they realize they are in over their heads.
D10=5:Vicious wolf attacks and kills a horse owned by a merchant.
D10=6:A group of travelers are stranded on the side of the road after their carriage is attacked by bandits. They beg the party to help them retrieve their stolen belongings from the bandits' hideout. But when the party arrives, they find out that the travelers were actually the bandits themselves and the whole thing was a trap.
D10=7:A group of people are gathering around a new statue that has been recently erected in the city. The statue is of a famous hero from the city's past. The players can learn about this hero's history by listening to the people talking around the statue.
D10=8: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.
D10=9:Three goblins walk up to the players, bow down to them, then attack them with their small knives.
D10=10:A couple is dancing to no music.
d100 = 81
D10=1:A group of 2d6 elven rangers are hunting in the forest, looking for game to hunt for food or clothing or equipment or weapons or anything else that they can use since they're elves and live in the forest and need everything they can get since they're stuck living in the forest since they're elven rangers who hunt in elven forests which means that they have nowhere else to go since they're elves who live in elven forests...
D10=2:A group of friendly centaurs is having a feast. If players are respectful and join in, they will be rewarded with a delicious meal and valuable information about the surrounding area.
D10=3:A group of men are walking down the road and talking about how much they love their wives and how great they are.
D10=4:A notorious thief disguised as a wandering bard joins the party's campfire for the evening, opting to steal their magical items during the night. Clues are left behind in the form of enigmatic songs and riddles.
D10=5:A traveling merchant offers to sell you a small, white rock for 1 GP.
D10=6:A favorite family pet is stolen by thieves and held for ransom. The party must navigate moral dilemmas to rescue the animal without encouraging future crimes.
D10=7:While resting at a secluded inn, the party’s weapon rack is stolen, revealing the existence of a secretive black market merchant specialized in rare armaments.
D10=8:A couple of friends are painting a fence.
D10=9:The players see a man with a black robe, who is standing very still. He will attack if noticed, then run away into the woods if he is not killed quickly.
D10=10:The road seems swallowed by darkness as 3d6 shadow mastiffs advance, their eyes gleaming with a deadly, unnatural hunger for flesh.
d100 = 82
D10=1:A lone fisherman casts his line into a nearby pond.
D10=2: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.
D10=3:The players see a group of bandits attacking a nearby village. Will they join in the fight or try to stop the violence?
D10=4:A gang of 2d6 bandits are looking for a good place to set up camp for the night. They will demand gold from anyone who has it.
D10=5:A religious fanatic is preaching about the end of the world and how the world is being punished for the sins of humans.
D10=6:A knight in full armor is traveling the road alone. He seems lost and disoriented, and will ask the players for directions. If they help him, he will reward them with a valuable gemstone from his travels.
D10=7:Q6: A group of 2d6 kobolds are running down the road away from something. They are babbling in their native tongue.
D10=8:A group of 2d8 men wearing chainmail armor and carrying swords and shields are walking down the road toward you. They are Lord Castor's men and they are looking for trouble. They are led by a man named Sir Reginald Castor who is a younger brother of Lord Castor's who wants to prove that he can be as tough as his older brother by bullying someone into submission or by forcing them to pay 'taxes' for using the road that passes through Lord Castor's lands which he feels rightfully belongs to him since he is Lord Castor's brother and the only person who has any right to claim Castor lands as their own since Castor lands rightfully belong to them since they are Castor's brothers by blood and thus they have more right to Castor lands than Castor himself has since Castor is only their brother by blood when it comes to lands since lands rightfully belong to those who have more right to them than those who do not have more right
D10=9:The road is shaded by a canopy of intertwining tree branches.
D10=10:1d6 goblins are trying to steal an animal from the party's cart.
d100 = 83
D10=1:A group of 3d6 goblins are running down the road, pursued by a group of 3d6 hobgoblins.
D10=2:The road forks and a signpost is covered in vines, making it unreadable. If the players take the wrong path, they stumble upon a cursed village and must find a way to break the curse before it's too late.
D10=3:A group of fishermen are sitting by a small pond, fishing, drinking ale and laughing at each other's jokes. If players approach them, they will offer them ale and food if they need it.
D10=4:A group of 2d6 farmers are walking along the road. They are going to the nearby town to sell their crops at the market. They will offer to hire the players as mercenaries to protect their crops from bandits. They will offer the players a share of their crop profits as payment if they will agree to protect their crops on their journey back to their farms after the harvest has been sold at the market.
D10=5:In the midst of an evening campfire, a rogue familiar (e.g., a crow) swoops in and snatches a valuable item, flying towards an ominous tower in the distance.
D10=6:The party hears a rumbling sound coming from the top of a nearby hill. A group of 3d6 orcs are riding wargs down the hill towards the party.
D10=7:A young scout on a mission, asking for assistance.
D10=8:A merchant's wagon has broken a wheel. The merchant offers a small reward if you help him fix it.
D10=9:You see a single goblin on the side of the road, looking injured and abandoned. Upon closer inspection, the goblin reveals that it was left behind by its tribe and asks for help to find a new home. The party can either help the goblin find a new tribe or leave it to fend for itself.
D10=10:A group of druids are performing a ritual to heal the land. If players help them by gathering ingredients or protecting them from danger, the druids will grant them a blessing.
d100 = 84
D10=1:A man and his horse camped out on the side of the road. They are lost. They will ask for directions to the nearest town.
D10=2:You see a young man, he is wearing robes and has a staff with a strange looking crystal at the top of it. He is talking to another wizard about a strange creature that has the body of a lion and the head of an eagle.
D10=3:Two men are walking down the road talking about how they were cheated out of their money at a nearby inn. They went there to get a good meal, but got served terrible food that made them sick for days.
D10=4:A hunter is skinning a rabbit and offers to sell you fresh meat.
D10=5:You see a group of adventurers arguing over a map. They seem lost and frustrated. You can choose to help them find their way or watch as they continue to bicker.
D10=6:A giant troll is guarding a bridge and demanding a toll for anyone who wants to cross. Players can choose to pay the toll or find a way to outsmart the troll.
D10=7:A group of women weaving baskets and chatting.
D10=8:A group of orphans playing make-believe adventures.
D10=9:On a sun-dappled path, 2d10 skeletons are peacefully picnicking and invite the party to join. They share ghostly tales and spectral advice, along with some ghostly snacks that are surprisingly tasty and rejuvenating.
D10=10:In the midst of an evening campfire, a rogue familiar (e.g., a crow) swoops in and snatches a valuable item, flying towards an ominous tower in the distance.
d100 = 85
D10=1:A group of traveling actors are putting on a hilarious and entertaining play. They ask the players to join in and act out a scene with them.
D10=2:An ancient bell tower tolls, signaling a grand heist is underway in the nearby town. The party must navigate rooftops and shadowy alleyways to thwart it.
D10=3:The party sees a man carrying a large jug of wine. If they ask, he says that he is taking it to a nearby village where he will sell it and make a profit.
D10=4:An old woman offering to tell fortunes for a few coins.
D10=5:A father is carving a toy for his son.
D10=6: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.
D10=7:A group of 3d6 farmers are walking down the road with their axes and shields. They are traveling to a nearby village to harvest wheat and bring it back home. They will give the party a small reward if they help them harvest their wheat.
D10=8:The road winds through a serene, almost magical, forest glade.
D10=9: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.
D10=10:A group of travelers are performing a ritual to summon a powerful demon. They believe this demon will grant them power and riches, but in reality, it has been summoned on the whim of a mischievous deity and will wreak havoc on the surrounding area.
d100 = 86
D10=1:A tinker's wagon is loaded with pots, pans, and other metal goods for sale.
D10=2:A group of 4 men and women playing a card game and drinking. They are not very good at it and the party will be able to take their money without a fight.
D10=3:You see an older looking man, he has a very noticeable limp. He is wearing common clothes but they look very well kept, he has a strange looking cane, it looks like it is made of bone. He will ask you if you have seen his dog, it is a strange looking creature, with strange looking fur on it's back. He will give you his cane if you find his dog.
D10=4:A local artist painting a scenic view of the landscape.
D10=5:A man is repairing a fence.
D10=6:Q3: A man approaches the players and tells them that he is looking for work. He is carrying a small box. He offers to hire on as a guide for 20 gold pieces per day. His name is Roland and he has a bad leg from an injury. He can't walk that fast, but he knows where there's lots of treasure.
D10=7:Two giant spiders attack the party. They are hiding in trees and have been there for a few days. Their web glows when they attack.
D10=8:The party steps in to protect a jeweler visited by masked robbers exactly at noon every day, only to uncover an inside job orchestrated by a trusted employee.
D10=9:The party stumbles upon a buried cache of stolen jewelry, which leads them to a band of pirates planning to bury more stolen goods following a raid.
D10=10:A group of players find a group of men sitting around a campfire. They are playing cards and gambling. The men will challenge the players to a game of cards. If they win, they will get a large amount of gold from the men. If they lose, they will have to fight the men one on one.
d100 = 87
D10=1:A woman is picking berries.
D10=2:A group of men and women are arguing about where to put the remains of a man who died recently. The dead man was a merchant who owned several shops in town. The men and women arguing about where to put the remains of the merchant are arguing whether or not they should be given an expensive funeral because he was a merchant with several shops in town.
D10=3:A couple of kids collecting bugs in jars.
D10=4:A pack of dire wolves is stalking the players from a distance. If players can successfully communicate with them using animal handling skills, they may be able to turn them from enemies to allies.
D10=5:A group of 1d4+3 former soldiers are traveling the road, looking for a new place to settle down in. They have left their home kingdom.
D10=6:An old scarecrow seems to wave as the wind blows.
D10=7:A desperate ghost of a master thief pleads for help to retrieve stolen treasures hidden in a cursed vault, promising rewards if returned to the proper owners.
D10=8:A stray cat is sunning itself on a rock.
D10=9:The party’s allies lose a precious artifact during a spectacular raid on their home, hinting at an inside job orchestrated by a deeply trusted servant.
D10=10:A group of elves are walking down the road. They are on their way to a nearby city to sell their goods in the local market. If you follow them, you will find that they are actually traveling to a nearby dwarf city where they will sell their goods in the local dwarf market.
d100 = 88
D10=1:A group of seven men sit around a campfire on the side of the road. The men are dressed in rags, but they are armed with swords, shields, and helmets. The men are soldiers who have been banished from their homeland and they are looking for work. They are willing to join up with your party if you will help them get back home or if you will help them get revenge on the people who banished them from their homeland or they will ask you for money if you have any on you or they will attack you if you do not do anything to help them.
D10=2:A group of children are playing a game that involves throwing small rocks at a nearby statue of an elf. The children are throwing rocks at the statue of an elf because the elf is not human. The children will stop throwing rocks at the statue of an elf if they are talked to by a human who tells them that elves are human just like humans are human. The children will then stop throwing rocks at the statue of an elf.
D10=3:A pack of wild wolves are blocking the road, growling and snapping at anyone who tries to pass by. The players will have to come up with a clever way to get past them without getting attacked.
D10=4:A man with a large bird cage with a bird inside it is running toward the players. It looks like he has been chased by something...
D10=5:A merchant caravan setting up camp for the night.
D10=6:Q9: A man approaches the players and asks for help. He tells the players that he has been robbed by two men named Bob and Bill. The two men have been robbed of 10 silver pieces and 5 gold pieces each. The two men have also taken his horse, carriage and everything else he owned.
D10=7:A couple of kids are building a sandcastle.
D10=8:A group of 1d8+2 humans are traveling through the area. They were on their way to a nearby town to watch some kind of sporting event. They will invite any players who want to join them to come along with them and watch the event with them.
D10=9:A lone, flickering lamppost stands by the roadside. As the players approach, 1d4 shadowy figures emerge, their faces hidden beneath dark hoods and their weapons drawn.
D10=10:A traveling bishop reveals sacred relics have been stolen from his abbey. Tracking the thieves reveals they are using the relics for dark rituals.
d100 = 89
D10=1:Vines growing around a skeleton
D10=2:An old scarecrow stands solemnly by a lone field, its eyes seeming to follow the group. As they pass, it suddenly animates, along with 1d4 other scarecrows, all under a malevolent spell.
D10=3:You see two young lovers from rival noble families sneaking off into the woods to meet in secret. They are both carrying daggers and it is clear they are planning to elope.
D10=4:A sudden chill grips the air, and frost forms at the travelers' feet. Emerging from the cold mist are 2d6 ice mephits, their frigid breath causing frostbite with every bite.
D10=5:An ancient bell tower tolls, signaling a grand heist is underway in the nearby town. The party must navigate rooftops and shadowy alleyways to thwart it.
D10=6:A wandering monk offering blessings to those who pass by.
D10=7:A traveling circus setting up a small show for the townsfolk.
D10=8:A dog barks at something, but nothing is there. The dog will bark at this spot again if the party comes back this way later.
D10=9: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.
D10=10:A local farmer spreading news from the village.
d100 = 90
D10=1:A group of men is walking down the road. They are carrying a statue of a horse. If the party asks, they will say they are taking it to a nearby village. If they are asked to rest, they will say they can't because they must get the statue there before dark.
D10=2:A group of farmers are sitting around a campfire, talking about their day. They talk about a strange creature that was seen in the woods. It had six legs and was about twelve feet tall. It was man-eating. It had red eyes and was covered in fur. It had yellow fangs and claws. The farmers say it has been terrorizing the area for the past few weeks, killing everything in its path.
D10=3:Q10: A group of 2d4 halflings are walking down the road looking for work. They are carrying axes, picks, shovels and various other tools of their trade. They will hire on as common laborers for 1 silver piece per day plus meals, room and board!
D10=4:You see a man walking down the road. He is walking in a strange way, like he is walking on hot coals. If you stop and talk to him, he will say he has been walking for two weeks and cannot feel his feet anymore but he cannot rest because he is being chased by a horde of zombies.
D10=5:A boy is practicing his whittling.
D10=6:A group of peasants are walking down the road. They are carrying food and supplies to the nearby village.
D10=7:A group of dwarves are attacked by a group of goblins.
D10=8:A man is setting up a tent.
D10=9:The party sees a group of 4d4 deer who are grazing near a pool of water. There is a group of 4d4 humans who are hunting the deer.
D10=10:Unexpectedly, a caravan of one hundred mules and horses, led by one hundred men armed with axes, swords, and bows, storms onto the road. They are from a large kingdom and are on their way to a nearby city. They are on their way to trade merchandise with the residents of this city. They will not stay for long.
d100 = 91
D10=1:A group of merchants are traveling through the forest to the next village. They have a cage full of live chickens and other animals. They are hoping to sell them in the next village, but they are concerned about wild animals attacking them along the way. They will offer you some live chickens in exchange for protecting their cages from wild animals during their journey through the forest.
D10=2:A local wizard is trying to summon a demon. He is a mid-level wizard with a demon-summoning spell book. He has been trying to summon a demon for months. He needs to make a new spell book.
D10=3:Beneath a massive, shady oak, 1d4 trolls are practicing yoga and meditation. They invite the party to join in these calming exercises and offer natural remedies and teas for relaxation and healing.
D10=4: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.
D10=5:A lone fisherman casts his line into a nearby pond.
D10=6:The road is lined with blooming wildflowers, attracting bees and butterflies.
D10=7:A Broken Sign - A signpost has been broken in half by some strong force or creature. The two pieces still stand, but the post has been snapped in two.
D10=8:A pack of wild wolves are blocking the road, growling and snapping at anyone who tries to pass by. The players will have to come up with a clever way to get past them without getting attacked.
D10=9:A couple of bickering siblings looking for a missing heirloom.
D10=10:The road passes by a crystal-clear lake, perfect for a quick swim.
d100 = 92
D10=1: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.
D10=2:A group of young men are walking along the road, looking for adventure and fame. They will approach anyone they meet and ask for work or a chance to join an organization.
D10=3:A forlorn minstrel plays a mournful tune by the roadside. As he finishes, 1d4 banshees appear, drawn by the sorrowful notes and ready to unleash their wails.
D10=4:A wagon selling flowers collected from the fields.
D10=5:A traveling priest of an obscure deity is on his way to a faraway temple of his god. He will ask for food and water and will want to talk about his god for hours on end.
D10=6:You spot a rainbow arcing across the sky after a brief rainshower.
D10=7:An artist is painting a landscape.
D10=8:A group of thieves attempt to rob the players while disguised as travelers in distress.
D10=9:A young apprentice trying to master a spell.
D10=10:A young scout on a mission, asking for assistance.
d100 = 93
D10=1:A lone farmer is standing in the middle of the road. He is standing there, holding a small box. He will ask the players if they want to trade with him. If they do, they will find out that he wants to trade them one of their chickens for the box, which holds a small magical dragon that will follow them around if they agree to the trade. If they refuse, he will try to attack them with his two sheepdogs.
D10=2:A wizard is performing an experiment on the side of the road. If the players help him gather ingredients, he will gift them with a magical concoction or spell scroll. However, there is a chance that his experiments may backfire and cause chaos.
D10=3:The party sees a group of 4d4 humans who are hunting deer.
D10=4:A wandering bard is playing a lute and singing songs for spare coins.
D10=5:A rogue is being chased by a group of guards. He begs the players to hide him and promises a reward if they do.
D10=6:A weary dragon asks for a sip of water from the players' canteens. In return, it offers to answer one question truthfully.
D10=7:A favorite family pet is stolen by thieves and held for ransom. The party must navigate moral dilemmas to rescue the animal without encouraging future crimes.
D10=8:A group of young men are walking along the road, looking for adventure and fame. They will approach anyone they meet and ask for work or a chance to join an organization.
D10=9:A group of children are playing a game that involves throwing small rocks at a nearby statue of an elf. The children are throwing rocks at the statue of an elf because the elf is not human. The children will stop throwing rocks at the statue of an elf if they are talked to by a human who tells them that elves
D10=10:A group of children: A group of children are playing along the side of the road. If players approach, they will ask for food. If players give them food, they will tell them about some ruins nearby where a powerful statue has been uncovered.
d100 = 94
D10=1:A cat is chasing a butterfly.
D10=2:You see a single goblin on the side of the road, looking injured and abandoned. Upon closer inspection, the goblin reveals that it was left behind by its tribe and asks for help to find a new home. The party can either help the goblin find a new tribe or leave it to fend for itself.
D10=3:A woman is making candles.
D10=4:A group of meditating monks are blocking the road, deep in thought. They offer the players a chance to join them in their meditation and gain some insight or wisdom.
D10=5:A tinker offers to sell you a variety of handy tools and gadgets.
D10=6:A mother is scolding her children.
D10=7:A group of adventurers from a faraway land are lost and ask the party for directions. However, they speak a different language and may need the help of a translator or a clever communication method.
D10=8:The road has forks in it. A wooden sign points to the left and right. The left side leads to a small harbor town, the right path is a small town with a wizard's tower rising above the common buildings.
D10=9:An artist is painting a landscape.
D10=10:A group of 5 men and women are gathering water from a well. They will challenge the party to a fight if they try to take any water without helping them first.
d100 = 95
D10=1:A woman is making candles.
D10=2: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.
D10=3:A man is trying to start a fire.
D10=4:A woman is playing a flute.
D10=5:A group of traveling monks are on a pilgrimage to a holy site. They offer the players food and shelter for the night in exchange for some protection on their journey.
D10=6:A group of friends are practicing a song.
D10=7:During a storm, the party takes shelter in an old inn, only to have their supplies stolen by a gang of thieves that utilizes the weather to their advantage.
D10=8:A swarm of angry bees descends upon the players, seeking revenge for their destroyed hive. The players must either negotiate with the bees or fight them off.
D10=9:You see a strange looking woman, she has wings like a bat but she is wearing robes like a wizard's robe. She is carrying a staff with a strange looking crystal at the top of it. She is talking to another wizard about a strange creature that has the body of a lion and the head of an eagle.
D10=10:A powerful wizard appears before the players, offering to teleport them to any destination they desire. But will they be able to trust this mysterious figure?
d100 = 96
D10=1:A group of fey creatures playfully invite the players to partake in a game of riddles and challenges, promising a valuable reward for the winner.
D10=2: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.
D10=3:A group of performers practicing their acrobatic routines.
D10=4:The party finds themselves accused of stealing a magical artifact. Proving their innocence requires tracking down the real thief, who leaves tricky false leads.
D10=5:Qynguls attack the party. They are carrying food, supplies, and weapons. There are 20 of them.
D10=6:A boy is picking up sticks.
D10=7:A group of travelers are performing a ritual to summon a powerful demon. They believe this demon will grant them power and riches, but in reality, it has been summoned on the whim of a mischievous deity and will wreak havoc on the surrounding area.
D10=8:A traveling bard is playing a beautiful melody on his lute. If players listen to his performance, they will receive a small boost to their morale.
D10=9:A shepherd and his flock of sheep are blocking the path.
D10=10:A serene clearing reveals 4d6 goblins in the midst of a communal dance. They invite the party to join in or simply watch. If the players accept, they may learn a new dance move or two, as well as gain the goblins' respect.
d100 = 97
D10=1:A group of kids are playing hide and seek.
D10=2:The party encounters 3d6 goblins who are engaged in a lively game of dice by the roadside. They invite the characters to join for a round or two, and a few of the goblins even attempt to exchange small trinkets as prizes.
D10=3: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.
D10=4: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.
D10=5:A noblewoman hires the party to recover a stolen family portrait, claiming it’s being held for ransom by a notorious thief known only as 'The Whisper.'
D10=6:A gang of human thugs is walking down the road. They are headed to a local village, where they plan to steal from all the local shops. The players can stop them before they have a chance to do any damage or they can follow them back to their hideout after they have committed their crimes.
D10=7:A traveling merchant offers to sell you a small, white rock for 1 GP.
D10=8:Unexpected Rainstorm - A rainstorm comes out of nowhere and lasts for 1d6 hours. During the rain, any creature not covered by an umbrella must make a Constitution saving throw to avoid losing 1d4 hit points during the rain.
D10=9:A lone adventurer is searching for a legendary treasure, but they are being stalked by a group of bounty hunters hired by an evil sorcerer. The party can choose to help the adventurer and share in the treasure, or they can turn them over to the bounty hunters for a reward.
D10=10:A group of 2d4 elves is walking down the road towards the party. If they see the party, they will stop and ask them where they can find 'The Keep of the Knives' because they want to join the cult there and become full members after completing their initiation trials there.
d100 = 98
D10=1:At a crossroads, the party runs into a traveling circus whose most prized possession—a magical artifact—has been stolen by a rival circus. The party must navigate a web of deception and illusions to retrieve it.
D10=2:Eighty goblins attack the party. They are led by a hobgoblin.
D10=3: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.
D10=4:A man is walking up the road. He is carrying a large box. He is walking very slowly because the box is very heavy. He is walking slowly because he is tired. He wants someone to give him a ride to the next town.
D10=5:A wandering monk offering blessings to those who pass by.
D10=6:A group of women weaving baskets and chatting.
D10=7:A group of soldiers are riding through the area. If the players interact with them, they will be able to tell that they are looking for a group of bandits in the area. They will offer food and water to the players if they need it.
D10=8:A group of knights ride past, led by a noble king and queen. They offer to make the players knights in their service, but only if they can prove their bravery and loyalty.
D10=9:A group of dwarves are on their way to a neighboring kingdom to participate in a drinking contest. They are loud and boisterous, challenging players to a drinking competition.
D10=10:A group of meditating monks are blocking the road, deep in thought. They offer the players a chance to join them in their meditation and gain some insight or wisdom.
d100 = 99
D10=1:Lava flows have blocked the roads. The party sees a group of five humans who are attempting to clear the path. They are wearing chain mail, but they are not armed with weapons. They have shovels and axes.
D10=2:The road is partially blocked by a fallen tree. You must find a way around or clear it.
D10=3:While traveling through a swamp, the party comes across a group of lizardfolk who claim to be peaceful and offer to guide them through the treacherous terrain. But can the party trust them?
D10=4:A group of 2d6 men carrying axes and wearing leather armor are walking down the road, looking for work as mercenaries for anyone who pays them well. They are led by a man named Egil Blackaxe who is loudmouthed and full of himself but actually has several years of experience fighting bandits and other dangerous creatures around this area. He is willing to hire himself and his men out to anyone who can meet his price.
D10=5:A group of villagers are on the run from a powerful monster terrorizing their town. They will frantically ask the players for help to defeat it before it destroys their homes and lives.
D10=6:The party sees a group of 10 men and women, gathering water from a well. They will ask the party to help them and give them a reward if they do so.
D10=7:A group of goblins are hiding behind a tree, watching the party as they pass by. Depending on the party's reaction, they may either throw rocks and run away or offer to trade some stolen goods they have recently acquired.
D10=8:The ground suddenly caves in, plunging the party into an underground cavern where 1d6 giant centipedes lie in wait, their venomous bites lethal if not treated quickly.
D10=9:Yonder, a band of evil adventurers are traveling through the forest. They are led by a cruel, cruel warrior. He is looking for a lost treasure.
D10=10:A boy is playing with a wooden sword.
d100 = 100
D10=1:A swarm of butterflies is flying around a tree. As players approach, they will notice the tree is full of gold coins and gems. However, the butterflies are actually magical creatures that will protect the tree from anyone trying to take the treasure.
D10=2:A group of drunk men stumble out of the tavern. They yell about how much they love their wives and how great they are. The men will attack any strangers on the street without warning.
D10=3:Beneath a massive, shady oak, 1d4 trolls are practicing yoga and meditation. They invite the party to join in these calming exercises and offer natural remedies and teas for relaxation and healing.
D10=4:A wolf howls in the distance, sending chills down your spine.
D10=5:A dog barking at something unseen in the woods.
D10=6:A man is selling maps to a nearby town.
D10=7:The road is lined with berry bushes, ripe for picking.
D10=8:A man is fishing in a small stream.
D10=9:A group of knights on horseback stop the players and demand a toll for traveling through their land. The players can either pay the toll or try to outsmart the knights.
D10=10:A group of orcs are attacking a nearby village. Players can choose to intervene and fight against the orcs, or they can choose to side with the orcs and gain their trust.
Use this table with the rest of Doungim's D&D 5e toolkit
A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
Share
Scan to open Road encounters (d10) on your phoneScannable QR code encoding the URL https://www.doungim.com/dnd/encounters/road/d10. Point a phone camera at this code to open the Road encounters (d10) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.