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D4 Road Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for road scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

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

The D4 Road encounter table

d100 = 1

  1. D4=1: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.
  2. D4=2:A traveling salesman demonstrates his variety of gadgets and contraptions.
  3. D4=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.
  4. D4=4: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.

d100 = 2

  1. D4=1:A group of peasants are walking down the road. They are carrying food and supplies to the nearby city.
  2. D4=2: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.
  3. D4=3:You pass by an ancient oak tree with a trunk wide enough to hide in.
  4. D4=4:A group of friends sharing a meal by the roadside.

d100 = 3

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A courier entrusted with vital maps was waylaid. The maps fell into the hands of marauding bandits plotting their own heist using the same information.
  4. D4=4:A mysterious fog descends upon the road and strange whispering voices can be heard. Will the players brave the fog or find a way around it?

d100 = 4

  1. D4=1:An old wooden signpost stands at a crossroads, marked by scratches and claw marks. Suddenly, 1d4 manticores swoop down, their barbed tails poised to strike.
  2. D4=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.
  3. D4=3:A mysterious figure in a full hooded cloak walks by and says, "Beware, dark forces are gathering in the forest ahead." Then disappears.
  4. D4=4:The players stumble upon a hidden cave with a secret entrance. Inside, they find a group of scientists experimenting with new magical potions and willing to offer the players a free sample.

d100 = 5

  1. D4=1:A beekeeper tends to his hives by the roadside, offering honey for sale.
  2. D4=2:A man is delivering milk from a cart.
  3. D4=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.
  4. D4=4:A messenger is riding quickly, bearing urgent news.

d100 = 6

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A group of travelers are stranded with a broken wagon wheel. They are on their way to a wedding and will offer the players a reward if they can help fix it and get them to the ceremony on time.
  4. D4=4:A group of men is standing near the road. They are waiting for the players to pass by. They are standing in the road and they are holding swords, ready to attack players if they are approached by them.

d100 = 7

  1. D4=1:A beggar asking for food or money.
  2. D4=2:An elderly couple is sitting by the road, needing assistance to get to the next town.
  3. D4=3:A pair of squirrels chase each other up and down a tree trunk.
  4. D4=4: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.

d100 = 8

  1. D4=1:A pair of lovebirds flits from branch to branch above you.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=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.

d100 = 9

  1. D4=1:A pack of wild dogs cross the path of the players. The dogs seem to be acting strangely and may be under the influence of a nearby witch or wizard.
  2. D4=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.
  3. D4=3:The party stumbles upon a group of dwarves mining for rare gems in a nearby cave. They offer to sell the players raw materials or even teach them the secrets of mining.
  4. D4=4: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.

d100 = 10

  1. D4=1: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.
  2. D4=2:A group of trolls demand a toll from the players for crossing "their" bridge. Will they pay up or try to outsmart the trolls?
  3. D4=3:Old Soldier: An old soldier is sitting on the side of the road. He is coughing a lot and seems ill. If players approach, he will ask for water. If players give him water, he will reward them with some gold. He will then ride off on a horse. He will actually be a member of the Cult of the Rat posing as an old soldier. The Cult of the Rat wants to cause unrest in the kingdom by making it appear as if old soldiers are being mistreated.
  4. D4=4: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.

d100 = 11

  1. D4=1: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.
  2. D4=2:A mysterious hooded figure selling potions and elixirs.
  3. D4=3: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.
  4. D4=4: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.

d100 = 12

  1. D4=1: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.
  2. D4=2:Villagers are constructing a new well in the center of town.
  3. D4=3:A mysterious figure offers the party a map that leads to a hidden treasure in exchange for their assistance in defeating a powerful dragon who has been terrorizing a nearby village. But the map may lead the party into a trap set by the dragon itself.
  4. D4=4: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.

d100 = 13

  1. D4=1: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.
  2. D4=2:The party encounters 1d4 gnolls who are weaving grand tapestries of mythical tales. They invite the adventurers to add their own stories through thread and needle, offering a small woven keepsake in return.
  3. D4=3:Q8: A woman approaches the players and asks for help. She tells the players that she 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 her horse, carriage and everything else she owned.
  4. D4=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 to the market.

d100 = 14

  1. D4=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.
  2. D4=2:Two men, who are dressed as traveling merchants, are arguing about the price of a knife. Both men are arguing about the price of a knife. One of the men really wants to buy the knife, but the other man doesn't want to sell it.
  3. D4=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.
  4. D4=4:You come across a small grove with a babbling brook, ideal for a short rest.

d100 = 15

  1. D4=1:A mysterious figure in a dark cloak watches you but doesn't approach.
  2. D4=2:A troll blocks the road and demands a toll in the form of a riddle. If the players answer correctly, they can pass safely.
  3. D4=3:The party sees smoke in the distance. As they draw closer, they can see that it's a large bonfire. There is a large group of people around the bonfire. The players can hear them chanting something in unison. If they try to get closer, they will be stopped by a group of 2d6 guards who will ask them their business. If they ask about the bonfire, they will be told that they are burning heretics.
  4. D4=4:A group of 3d6+9 ants are running down the road. If the players attack them, they will be attacked by 2d6 giant ants.

d100 = 16

  1. D4=1:The sound of a barking dog leads the players to a little child trapped in a bear trap.
  2. D4=2: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.
  3. D4=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.
  4. D4=4:A man is carving a wooden figurine.

d100 = 17

  1. D4=1:The sound of humming can be heard from up ahead. The players see a group of people walking up the road. They are carrying large sacks and boxes. They are heading to the next town to sell their goods. They are farmers.
  2. D4=2: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.
  3. D4=3:A street magician performing tricks for a small audience.
  4. D4=4:The sound of a barking dog leads the players to a little child trapped in a bear trap.

d100 = 18

  1. D4=1: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.
  2. D4=2:A mailman delivering letters on horseback.
  3. D4=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.
  4. D4=4: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.

d100 = 19

  1. D4=1:Dusty Tracks - Tracks of an animal lead off the road to the west and then come back onto the road again after a few yards. The tracks are very dusty and have been left by someone or something that has been in this area for quite a while.
  2. D4=2:A group of children playing a game of marbles.
  3. D4=3:A man is selling maps of the area, including details of the region's caves, ruins, and dungeons.
  4. D4=4:A group of 2d8 humans are traveling through the area. They are going to a nearby town to buy supplies before continuing on their journey elsewhere.

d100 = 20

  1. D4=1:A beggar is sitting by the road, asking for alms.
  2. D4=2:A young couple asking for directions to the nearest inn.
  3. D4=3: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.
  4. D4=4:A mysterious figure in a dark cloak watches you but doesn't approach.

d100 = 21

  1. D4=1:A man is selling maps to a nearby dungeon. He says they're accurate and up-to-date. He's actually selling maps to an abandoned castle that he discovered while wandering the area.
  2. D4=2:A pack of wild dogs cross the path of the players. The dogs seem to be acting strangely and may be under the influence of a nearby witch or wizard.
  3. D4=3:You come across a group of pixies having a tea party in the middle of the road. They invite the players to join and offer some delicious and magical treats.
  4. D4=4: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.

d100 = 22

  1. D4=1: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.
  2. D4=2:A group of dwarves is repairing a stone bridge that spans a small river.
  3. D4=3: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.
  4. D4=4:A carnival caravan is traveling on the road. The party is invited to join in the festivities, with games, food, and a fortune teller. However, rumors start to spread that the fortune teller is actually a powerful sorcerer looking for new victims for his experiments.

d100 = 23

  1. D4=1:A farmer's wife offering her homemade preserves.
  2. D4=2:A group of 1d10 merchants are traveling through the area and are willing to trade with any players that approach them.
  3. D4=3: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.
  4. D4=4:A traveling alchemist offering potions and cures.

d100 = 24

  1. D4=1: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.
  2. D4=2:A group of 2d4 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.
  3. D4=3:A group of thieves are hiding in the bushes. They are hiding and waiting for a wealthy merchant to pass by on the road.
  4. D4=4:A group of bards are having a sing-off in the middle of the road. They invite the players to participate and compete for a prize.

d100 = 25

  1. D4=1:A ranger warns you of bandits in the area and advises caution.
  2. D4=2:A peddler with a cart full of trinkets and baubles offers to sell you something.
  3. D4=3:Beside a bubbling spring, 1d8 ogres meticulously carve wooden toys and figures. They wave cheerfully at the party and hold up their best creations, offering trades and eager to show off their craftsmanship.
  4. D4=4:A pack of wild dogs are chasing a farmer's sheep. If players help the farmer, he will give them 1d4 silver pieces. If they help the dogs, they will get 1d4+1 silver pieces from the Pack Leader.

d100 = 26

  1. D4=1:You pass by a derelict house that looks like it hasn't been lived in for years.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A traveling librarian sharing stories and books.

d100 = 27

  1. D4=1:A group of players who are dressed as elves, and they are all singing songs of elven glory and honor, while they march through the woods. They will challenge any non-elves to battle.
  2. D4=2: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.
  3. D4=3:A narrow bridge crosses a rushing river. As players make their way across, 1d4 water elementals rise from the depths, intent on dragging the party into the icy waters below.
  4. D4=4:A group of men are sitting on the side of the road, drinking and playing games. They look like they have been there for a while and are feeling good. They are willing to share their drinks and games with anyone who wants to join in.

d100 = 28

  1. D4=1:A tailor sewing a fine garment for a customer.
  2. D4=2:Wagon full of dwarven traders, who are selling their goods.
  3. D4=3: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.
  4. D4=4:A group of apprentices is practicing swordplay.

d100 = 29

  1. D4=1:A beggar asking for food or money.
  2. D4=2:A man approaches the party, begging for help. His wife has been cursed by a witch and he doesn't know what to do to save her. He says he will do anything if they can save his wife's life.
  3. D4=3:A group of 3d6+9 ants are running down the road. If the players attack them, they will be attacked by 2d6 giant ants.
  4. D4=4:The players encounter a group of friendly goblins who invite them to a feast. But is it a trap?

d100 = 30

  1. D4=1:In a peaceful glen, 1d8 bandits are tending a community garden. They share their knowledge of plants and gardening tricks with the party, offering fresh produce and seeds as thanks for any help.
  2. D4=2: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?
  3. D4=3:You notice a cloaked figure sitting on the side of the road. He is playing a lute and singing a song about a young boy who was lost in the woods.
  4. D4=4:The remnants of a stone circle lie in ruins, with strange symbols glowing faintly in the twilight. As players approach, they are confronted by 1d4 banshees emerging from the stones.

d100 = 31

  1. D4=1: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.
  2. D4=2:A large rock is on the road. It is laying on its side. It looks like it was recently dropped...
  3. D4=3:A solitary unicorn is grazing by the side of the road. It will allow the players to approach and even ride it, but only if they prove themselves to be honorable and pure of heart.
  4. D4=4:Near a peaceful pond, 2d8 hobgoblins are teaching their young ones how to make simple traps and tools. They are hospitable and offer the party a chance to learn or simply relax by the water's edge.

d100 = 32

  1. D4=1:The party sees a group of 5 wild men, who are actually cultists trying to summon a demon. They are not very good at it and the party will be able
  2. D4=2: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.
  3. D4=3:A group of young men are sitting on the side of the road, drinking and playing games. They look like they have been there for a while and are feeling good. They are willing to share their drinks and games with anyone who wants to join in.
  4. D4=4:A rickety cart lies overturned on the road, its goods scattered and abandoned. As players approach, they are ambushed by 1d6 goblins armed with crude weapons, using the cart as bait for travelers.

d100 = 33

  1. D4=1:A sign warns of a steep hill ahead.
  2. D4=2:A man is walking down the road with a large sack over his shoulder. He is not whistling a happy tune. He looks tired and has been walking all day. He is heading to the nearest town to try and find a job there.
  3. D4=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 heard it is not from this world... The raggedy, tattered men approach the campfire and offer to share their beliefs with the farmers... For a small fee... The raggedy men ask for money, but if the players want to give them money instead of buying into their cult... The raggedy men will stop
  4. D4=4: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.

d100 = 34

  1. D4=1:A strange travelling merchant sells enchanted items that appear ordinary until the players are in a dire situation, at which point the items reveal their true power.
  2. D4=2: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.
  3. D4=3:A group of men are sitting on the side of the road, drinking and playing games. They look like they have been there for a while and are feeling good. They are willing to share their drinks and games with anyone who wants to join in.
  4. D4=4:A group of women picking berries from the bushes.

d100 = 35

  1. D4=1: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.
  2. D4=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.
  3. D4=3:A group of faeries are having a tea party in the middle of the road. They will offer the adventurers delicious treats and tea, but if they partake, they will be shrunk down to the size of a mouse and have to complete a series of challenges to return to their normal size.
  4. D4=4:A mysterious figure in a dark cloak watches you but doesn't approach.

d100 = 36

  1. D4=1:A carriage passes you, and you see a masked man inside. He looks like he's in pain.
  2. D4=2: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.
  3. D4=3:A woman is playing a flute.
  4. D4=4:An elderly couple waves at you from their porch as you pass their quaint farmhouse.

d100 = 37

  1. D4=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.
  2. D4=2:A group of men and women are walking down the street, talking about how much they hate their jobs and how much they want to quit their jobs and become adventurers.
  3. D4=3: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.
  4. D4=4:A young dragon is having a tea party with a group of teddy bears. If the party tries to approach, the dragon becomes protective of their toys and may threaten the party.

d100 = 38

  1. D4=1: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.
  2. D4=2:Two merchants: Two merchants are travelling down the road carrying chests full of gold, gems, and jewelry. If players approach, they will ask them to guard the caravan while they
  3. D4=3: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.
  4. D4=4:The players see a group of women walking up the road. They are carrying boxes and sacks of goods purchased in the next town over. They are very happy and friendly.

d100 = 39

  1. D4=1:A strange, floating orb appears on the road and begins to communicate with the players. Is it a helpful creature or something more sinister?
  2. D4=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.
  3. D4=3: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.
  4. D4=4:A group of 2d6 humans are celebrating at the roadside. They will invite the players to join them. They are celebrating their capture of a lizardfolk. The lizardfolk is tied up, but is still alive and can be questioned or rescued.

d100 = 40

  1. D4=1:A merchant attempts to sell the players a map to a dungeon filled with extremely valuable treasure. He says it is not a dungeon players can find in any book. It is an original creation made by him and his party.
  2. D4=2:An elderly couple is sitting by the road, needing assistance to get to the next town.
  3. D4=3:An artist is painting a landscape.
  4. D4=4:The road dips into a small valley filled with blooming flowers.

d100 = 41

  1. D4=1:An old scarecrow seems to wave as the wind blows.
  2. D4=2:The road passes under a picturesque stone archway.
  3. D4=3:A man is walking down the road with a large sack over his shoulder. He is whistling a happy tune.
  4. D4=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.

d100 = 42

  1. D4=1:A boy is practicing his whittling.
  2. D4=2:A group of goblins are on their way to attack a local town. They are talking about how easy it will be to defeat the town since it is run by a drunk priest and a stupid sheriff.
  3. D4=3:A group of men are standing on the side of the road. They are looking for work. They are willing to do anything.
  4. D4=4:The players encounter a group of friendly goblins who invite them to a feast. But is it a trap?

d100 = 43

  1. D4=1:The players stumble upon a heated argument between two wizards, each claiming that the other stole their magical artifact. The players can choose to mediate or stay out of the conflict.
  2. D4=2:A man is standing on the side of the road. He is selling maps to nearby towns and villages. He has very detailed maps to sell.
  3. D4=3:A mysterious figure in a full hooded cloak walks by and says, "Beware, dark forces are gathering in the forest ahead." Then disappears.
  4. D4=4: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.

d100 = 44

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

d100 = 45

  1. D4=1:A ghostly apparition visits the party, begging them to retrieve stolen bones necessary for a proper burial. The bones are held by a necromancer who traffics in stolen remains.
  2. D4=2: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.
  3. D4=3:A group of 5 men are walking along the road. They are carrying swords and shields. They are on their way to the local city to join the local city guard. They are practicing their swordsmanship along the way.
  4. D4=4:A strange mist fills the air, causing the players to lose their sense of direction. As they try to find their way through, they encounter eerie creatures and illusions.

d100 = 46

  1. D4=1:A group of men are in the process of transporting a body in a coffin via wagon to their village's graveyard for burial.
  2. D4=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.
  3. D4=3:A farmer's wife offering her homemade preserves.
  4. D4=4: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.

d100 = 47

  1. D4=1:You come across a fresh campsite showing signs of a hasty departure.
  2. D4=2: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?
  3. D4=3:A group of peasant militia patrol the road, looking for bandits.
  4. D4=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.

d100 = 48

  1. D4=1:A group of 2d6 men and women carrying a coffin between them. They will ask if anyone is willing to help them bury their friend. If no one is willing to help, they will bury him by the side of the road and continue on their way.
  2. D4=2:A group of children are selling wooden swords, shields, and other toys made from broken furniture and leftover wood.
  3. D4=3:The players find a small shack. Inside, they find the body of a dead man, 2d6 chickens, and 3d4 geese. The chickens and geese are alive. There is also a small, hungry pony in the corner. The pony is extremely friendly and will follow whoever feeds it.
  4. D4=4: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.

d100 = 49

  1. D4=1:A traveling bard sings and plays, hoping to make some money. His name is Steve and he is actually very good.
  2. D4=2:Wagon slams into the side of the road. The driver is a mid-aged woman. She is missing her left arm, and she has a broken leg. She needs help getting back on the road. She has a handsome reward for helping her.
  3. D4=3:A group of players who are dressed as elves, and they are all singing songs of elven glory and honor, while they march through the woods. They will challenge any non-elves to battle.
  4. D4=4:An old woman is selling a potion that she claims can cure any ailment. The potion actually just tastes like honey and placebo effect is what cures the user.

d100 = 50

  1. D4=1:A group of artists showing off their craftwork.
  2. D4=2:As night falls, the party hears growls and rustling from the surrounding underbrush. Suddenly, 2d8 wolves, led by a larger and more menacing alpha wolf with glowing red eyes, burst from the foliage, intent on taking down their next meal.
  3. D4=3:A traveling circus is setting up tents and practicing routines.
  4. D4=4:A man, who is dressed as a traveling farmer, is picking up pebbles and putting them in his pocket. The man is picking up pebbles on the right side of the road and putting them in his right pocket. The man looks suspicious and shifty.

d100 = 51

  1. D4=1:As the party walks down the road, a group of bandits ambushes them, demanding all their valuables. However, one of the bandits turns out to be a childhood friend of one of the party members and is conflicted about robbing them. The party must navigate this tricky situation and possibly gain an unlikely ally.
  2. D4=2:The players hear a man screaming in pain. If they investigate, they will find a man being attacked by 1d4 giant lizards.
  3. D4=3:A group of performers practicing their acrobatic routines.
  4. D4=4:A group of four men and women, who look like they are on their way to a wedding, are attacked by four goblins. They will fight the goblins, because they hate them. They hate all goblins, even though they have never seen one.

d100 = 52

  1. D4=1: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.
  2. D4=2:The players find a small shack. Inside, they find the body of a dead man, 2d6 chickens, and 3d4 geese. The chickens and geese are alive. There is also a small, hungry pony in the corner. The pony is extremely friendly and will follow whoever feeds it.
  3. D4=3:A strange rift in the fabric of reality has opened up on the road, leading to a parallel dimension. The players must navigate through this dangerous and unfamiliar place to find a way back to their own reality.
  4. D4=4:Eighty goblins attack the party. They are led by a hobgoblin.

d100 = 53

  1. D4=1:A patch of wild mushrooms grows by the roadside.
  2. D4=2:A cat is napping in a sunny spot.
  3. D4=3:A group of friendly werewolves warn the players of a nearby village that is being terrorized by a powerful beast. They offer to help defeat the creature if the players aid them in breaking their curse.
  4. D4=4: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 = 54

  1. D4=1: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.
  2. D4=2:The players encounter a group of knights who are practicing their jousting skills on a makeshift course next to the road. They offer the players a chance to try their hand at jousting.
  3. D4=3:A sign warns of bandits on the road ahead.
  4. D4=4:A group of dwarfs are on their way to their mountain home. They will tell the story of how they lost their gold at the local tavern.

d100 = 55

  1. D4=1:A girl is chasing a frog.
  2. D4=2:An old mill with a creaking waterwheel stands by the river.
  3. D4=3:A raging bull charges towards the party, followed by a farmer chasing after it. The farmer reveals that the bull was cursed by a witch to cause chaos in their village and asks for the party's help in lifting the curse.
  4. D4=4: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!

d100 = 56

  1. D4=1:A local politician giving a speech to gather support.
  2. D4=2:The road is blocked by a group of men. They are standing in the middle of the road. They are looking for work. They are willing to do anything.
  3. D4=3:An old man approaches the players, begging for help. He says his wife is sick and needs medicine. If the players help him, he will reward them with gold.
  4. D4=4:A woman is reading a book under a tree.

d100 = 57

  1. D4=1: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.
  2. D4=2:A group of bards are having a sing-off in the middle of the road. They invite the players to participate and compete for a prize.
  3. D4=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.
  4. D4=4:You sense a powerful magical presence coming from a nearby cave. You enter to find a wizard experimenting with dangerous spells. He offers to share his knowledge with one of the players if they can answer his riddle correctly.

d100 = 58

  1. D4=1:A group of bandits dressed in ridiculous costumes (think clowns or jesters) jump out from behind some bushes and demand that the players give them all of their gold.
  2. D4=2: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.
  3. D4=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.
  4. D4=4: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 left side of the road and looking exhausted. The group of people look like they are traveling from the next town, but they look like they can't go on anymore.

d100 = 59

  1. D4=1:Old Soldier: An old soldier is sitting on the side of the road. He is coughing a lot and seems ill. If players approach, he will ask for water. If players give him water, he will reward them with some gold. He will then ride off on a horse. He will actually be a member of the Cult of the Rat posing as an old soldier. The Cult of the Rat wants to cause unrest in the kingdom by making it appear as if old soldiers are being mistreated.
  2. D4=2:An old mill with a creaking waterwheel stands by the river.
  3. D4=3: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. If the players ask, they will say that the king was kidnapped by orcs.
  4. D4=4:You come across an old boot abandoned by the side of the road.

d100 = 60

  1. D4=1:A pack of wild dogs cross the path of the players. The dogs seem to be acting strangely and may be under the influence of a nearby witch or wizard.
  2. D4=2: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.
  3. D4=3:A pair of fishermen selling their day's catch.
  4. D4=4: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.

d100 = 61

  1. D4=1:The road is eerily silent when a series of haunting whispers fills the air. Before long, 3d6 zombies shuffle out from the underbrush, their vacant eyes fixed on the living.
  2. D4=2:A solitary unicorn is grazing by the side of the road. It will allow the players to approach and even ride it, but only if they prove themselves to be honorable and pure of heart.
  3. D4=3:You come across an old boot abandoned by the side of the road.
  4. D4=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.

d100 = 62

  1. D4=1:A group of artists showing off their craftwork.
  2. D4=2: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.
  3. D4=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.
  4. D4=4: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.

d100 = 63

  1. D4=1:A group of men are sitting on the side of the road, drinking and playing games. They look like they have been there for a while and are feeling good. They are willing to share their drinks and games with anyone who wants to join in.
  2. D4=2:A dwarven caravan is traveling through the area. It is coming from a nearby city. It will only stop for a few hours.
  3. D4=3:A merchant gives the party an item for free if they'll tell him their names and where they are traveling.
  4. D4=4: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.

d100 = 64

  1. D4=1: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.
  2. D4=2:A traveling alchemist offering potions and cures.
  3. D4=3:A group of people are walking down the road, headed to a nearby town. They are carrying boxes full of food and supplies.
  4. D4=4:The players see a group of bandits attacking a nearby village. Will they join in the fight or try to stop the violence?

d100 = 65

  1. D4=1:A caravan of 1d20 orcs is taking a leisurely journey to visit distant relatives. They invite the party to join their campfire for stories and share traditional orcish melodies and dances.
  2. D4=2:A stray cat is sunning itself on a rock.
  3. D4=3: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.
  4. D4=4: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.

d100 = 66

  1. D4=1:A horse has gotten loose from a nearby pasture and is galloping down the road, heading towards the city at full speed.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:During a midnight watch, strange noises lead the party to a traveling circus sabotaged by rivals stealing their prized acts and secrets.

d100 = 67

  1. D4=1:A local farmer spreading news from the village.
  2. D4=2:A troll blocks the road and demands a toll in the form of a riddle. If the players answer correctly, they can pass safely.
  3. D4=3:A merchant selling colorful ribbons and thread.
  4. D4=4:A group of men are in the process of hanging a thief from a local merchant's signpost. The men are from a nearby village, and it is their custom to hang thieves from the merchant's signpost as punishment for their crimes.

d100 = 68

  1. D4=1:A group of bandits dressed in ridiculous costumes (think clowns or jesters) jump out from behind some bushes and demand that the players give them all of their gold.
  2. D4=2:A large group of refugees are fleeing their war-torn homeland and seek shelter and protection from the party. However, the refugees may not be who they claim to be and the party must unravel their true motives and allegiances.
  3. D4=3:Two men are standing beside the road, trying to flag down passing caravans. They are asking for help finding their lost dog.
  4. D4=4:A stray cat or dog approaches the group, looking for food.

d100 = 69

  1. D4=1: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.
  2. D4=2:A farmer: A farmer is walking along the road with a cart full of produce. If players talk to him, he will tell them about a nearby village where a famous bard is performing. The farmer will then ask the players to deliver a letter to the bard. The letter will tell the bard to contact the Cult of the Rat and join them in their efforts.
  3. D4=3:A girl is selling fresh apple cider.
  4. D4=4:A group of five traveling minstrels are standing next to their wagon, which holds their instruments and their food supplies. They are looking for somewhere to perform with their band.

d100 = 70

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:You see a single rider wearing a full suit of armor and carrying a sword. Their horse seems to be injured and the rider looks worried.
  4. D4=4:A beautiful elf passes by the party. She is walking with a group of elves. They are headed to a local tavern. She is probably a bard or a druid and has been hired to entertain at the local tavern. The players can follow her to the local tavern and listen to her perform during her one-night stay at this tavern.

d100 = 71

  1. D4=1:A giant eagle swoops down and grabs one of the players, mistaking them for prey. The rest of the group must work together to rescue their friend and fend off the eagle.
  2. D4=2:A roadside stand is selling homemade jams and jellies.
  3. D4=3:Wagon of hay with 2 dwarves sitting on the hay. Inside the hay are 4 goblins. The dwarves are on their way to the nearby city to sell the goblins. They will not sell the goblins to you. They will fight you instead.
  4. D4=4:Q2: A group of 2d6 humans are walking down the road. They are looking for work. They will attack the players if they feel threatened.

d100 = 72

  1. D4=1:Two caravans: When players come across two caravans, one will be a carpenter's caravan, and the other will be a blacksmith's caravan. The carpenter's caravan will be carrying lumber, nails, and tools. The blacksmith's caravan will be carrying ingots of metal and tools. Each of the caravans has a high quality wagon and multiple horses and mules. The carpenter and the blacksmith have been hired by a local noble to build a bridge over a nearby river. The noble will pay top price for any wood or metal brought to him by the players.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=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.

d100 = 73

  1. D4=1:A religious fanatic is preaching about the end of the world and how the world is being punished for the sins of humans.
  2. D4=2:The party comes across an abandoned traveling circus, its tents in disarray and its animals running wild. They soon discover that the circus was cursed by a vengeful witch and must help break the curse to save the performers and their animals.
  3. D4=3:A pack of friendly werewolves are enjoying a picnic on the side of the road. They invite the players to join them and share some of their delicious food.
  4. D4=4: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.

d100 = 74

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.'
  4. D4=4:A frantic farmer flags down the party, asking for help to retrieve his stolen livestock. The animals are found corralled in a hidden goblin camp nearby.

d100 = 75

  1. D4=1:You hear the distant sound of a blacksmith hammering away at his forge.
  2. D4=2:A farmer's wife offering her homemade preserves.
  3. D4=3:A gust of wind sends fallen leaves swirling around you.
  4. D4=4: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.

d100 = 76

  1. D4=1:A man stranded by the roadside, needing a ride to the next town.
  2. D4=2:A stray goat is eating grass by the roadside.
  3. D4=3: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.
  4. D4=4:A narrow bridge crosses a rushing river. As players make their way across, 1d4 water elementals rise from the depths, intent on dragging the party into the icy waters below.

d100 = 77

  1. D4=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.
  2. D4=2:A group of acolytes on a pilgrimage to a distant temple.
  3. D4=3:A pair of hunters returning with deer carcasses.
  4. D4=4: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.

d100 = 78

  1. D4=1:A mysterious figure in a full hooded cloak walks by and says, "Beware, dark forces are gathering in the forest ahead." Then disappears.
  2. D4=2:The players see a group of one hundred men and women, led by one hundred men and women, running to the east. They are fleeing from a group of one hundred men and women, led by one hundred men and women. The band of refugees is seeking the safety of the nearby city.
  3. D4=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.
  4. D4=4:A group of men, who are dressed as traveling merchants and

d100 = 79

  1. D4=1: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.
  2. D4=2:A group of men with spears are running toward the players. It looks like they are running from something...
  3. D4=3:An elderly man, dressed in rags, calls to the players from the side of the road. He asks for help. If the players approach, he tells them that he is a wizard, and that he was on his way to a nearby village to help the villagers before being robbed and left for dead by bandits. He then asks for help getting back to the village. If players help him, he will cast one spell on them before leaving. The spell will either be beneficial or harmful, depending on the GM's whim.
  4. D4=4:A wandering priest seeking donations for his church.

d100 = 80

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A carnival caravan is traveling on the road. The party is invited to join in the festivities, with games, food, and a fortune teller. However, rumors start to spread that the fortune teller is actually a powerful sorcerer looking for new victims for his experiments.
  4. D4=4: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.

d100 = 81

  1. D4=1:A smithy operates a roadside forge, offering to repair your gear for a small fee.
  2. D4=2:As the moon reaches its zenith, the howl of a pack of 2d4 werewolves echoes through the night, surrounding the party and prepared for the hunt.
  3. D4=3:A market stall selling various cheeses.
  4. D4=4: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.

d100 = 82

  1. D4=1:A group of children trying to catch butterflies.
  2. D4=2:The sound of a barking dog leads the players to a little child trapped in a bear trap.
  3. D4=3: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.
  4. D4=4:A woman selling fragrant herbs and spices.

d100 = 83

  1. D4=1:A tailor offering to mend clothes for travelers.
  2. D4=2:A group of children trying to catch butterflies.
  3. D4=3: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.
  4. D4=4:A traveling lawyer offering his services to passersby.

d100 = 84

  1. D4=1:The road splits into two paths. One leads to a peaceful village and the other leads to a dark, foreboding castle. Which path will the players choose?
  2. D4=2:The road becomes rough and uneven, slowing your progress.
  3. D4=3:A group of 1d4+3 soldiers are patrolling the road, looking for bandits or criminals.
  4. D4=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.

d100 = 85

  1. D4=1:Wagon full of dwarven traders, who are selling their goods.
  2. D4=2:A pair of fishermen selling their day's catch.
  3. D4=3:You hear the distant chime of church bells from a nearby town.
  4. D4=4:The sound of music drifts from a nearby village festival.

d100 = 86

  1. D4=1:A group of 2d6 men and women carrying a coffin between them. They will ask if anyone is willing to help them bury their friend. If no one is willing to help, they will bury him by the side of the road and continue on their way.
  2. D4=2:A group of wealthy nobles are traveling together on the road. They offer the players a generous sum of gold to provide them with protection on their journey. However, it turns out one of the nobles is actually an imposter and is planning to betray them all.
  3. D4=3: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.
  4. D4=4:A group of 3 men with swords and shields are walking along the road. They are on their way to the local city to join the local city guard. They are practicing their swordsmanship along the way.

d100 = 87

  1. D4=1:Q2: A group of 2d6 humans are walking down the road. They are looking for work. They will attack the players if they feel threatened.
  2. D4=2: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.
  3. D4=3:A woman is embroidering a cloth.
  4. D4=4:A traveling circus of fire elementals offers to put on a fire breathing show for the players. However, the show could quickly turn dangerous if the fire gets out of control.

d100 = 88

  1. D4=1:A group of dwarves are attacked by a group of goblins.
  2. D4=2: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.
  3. D4=3:The party is suddenly surrounded by a thick fog, making it hard to see and navigate. In the distance, they hear a pack of wolves howling, getting closer and closer. The party must find a way to escape the fog and the wolves before it's too late.
  4. D4=4:A man is standing in the road with his horse. The man's horse is lame. The man is a merchant from a nearby city, and he needs a new horse but he does not have the money to buy a new horse.

d100 = 89

  1. D4=1: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.
  2. D4=2:A group of bards are having a sing-off in the middle of the road. They invite the players to participate and compete for a prize.
  3. D4=3:A baker is selling fresh bread and pastries.
  4. D4=4:A group of elves are traveling through the forest. They are on their way to a nearby city. They will trade with PCs if they have something the elves want or need.

d100 = 90

  1. D4=1:Two caravans: When players come across two caravans, one will be a carpenter's caravan, and the other will be a blacksmith's caravan. The carpenter's caravan will be carrying lumber, nails, and tools. The blacksmith's caravan will be carrying ingots of metal and tools. Each of the caravans has a high quality wagon and multiple horses and mules. The carpenter and the blacksmith have been hired by a local noble to build a bridge over a nearby river. The noble will pay top price for any wood or metal brought to him by the players.
  2. D4=2: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.
  3. D4=3:The road is covered in mud, making it difficult to traverse.
  4. D4=4: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.

d100 = 91

  1. D4=1:A man is carving a wooden figurine.
  2. D4=2:A group of goblins are on their way to attack a local town. They are talking about how easy it will be to defeat the town since it is run by a drunk priest and a stupid sheriff.
  3. D4=3:A group of farmers repairing a broken wagon wheel.
  4. D4=4: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.

d100 = 92

  1. D4=1:A group of men are arguing about whether the moon is made of cheese or eggshells.
  2. D4=2:A group of men are standing on the side of the road. They are looking for work. They are willing to do anything.
  3. D4=3:A narrow bridge crosses a rushing river. As players make their way across, 1d4 water elementals rise from the depths, intent on dragging the party into the icy waters below.
  4. D4=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.

d100 = 93

  1. D4=1:The players stumble upon a hidden cave with a secret entrance. Inside, they find a group of scientists experimenting with new magical potions and willing to offer the players a free sample.
  2. D4=2:A young boy attempting to train his pet falcon.
  3. D4=3: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.
  4. D4=4:A cat is chasing a butterfly.

d100 = 94

  1. D4=1:A merchant is traveling through the area with his beautiful daughter and his donkey cart filled with his goods. He will offer the party anything he has for sale if they talk to him - even things he doesn't have - but the merchant is an honest man who wants to make a living while doing what he loves - traveling and meeting new people - so he will deal fairly with the party if they deal fairly with him
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 95

  1. D4=1:A woman asking for help to find her lost goat.
  2. D4=2:As the players make their way through a thick fog, they stumble upon a group of lost travelers. Will they help them find their way or be wary of their motives?
  3. D4=3:A group of leprechauns are having a party in the forest and they invite the party to join. However, the leprechauns are notorious tricksters and may have ulterior motives for inviting the party to their revelry.
  4. D4=4: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.

d100 = 96

  1. D4=1:A small brook flows parallel to the road, its waters crystal clear.
  2. D4=2: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.
  3. D4=3:A couple of kids collecting bugs in jars.
  4. D4=4:A group of men is walking down the road. They are carrying several large chests between them. If asked, they will say that they are taking them to a nearby village where they will sell them for a profit.

d100 = 97

  1. D4=1:A traveling circus has set up camp by the side of the road. The ringmaster offers the players tickets to their show, promising a night of entertainment and excitement. But things take a dark turn when the performers turn out to be a coven of hags using the circus as a guise to lure unsuspecting victims.
  2. D4=2:A group of women picking berries from the bushes.
  3. D4=3:The party sees smoke in the distance. As they draw closer, they can see that it's a large bonfire. There is a large group of people around the bonfire. The players can hear them chanting something in unison. If they try to get closer, they will be stopped by a group of 2d6 guards who will ask them their business. If they ask about the bonfire, they will be told that they are burning heretics.
  4. D4=4:Two men are standing by a tree, talking about the last harvest. They will be happy to answer questions about the local area or crops but are otherwise rather dull.

d100 = 98

  1. D4=1:A hawk circles overhead, scanning the ground for prey.
  2. D4=2:A group of bards is having a bard-off competition. Players can join in and try to impress them with their own musical talent for a chance to win a prize.
  3. D4=3: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.
  4. D4=4:The party is accused of participating in a heist by a phantom thief who left a note implicating them: "Thanks for the help, friends."

d100 = 99

  1. D4=1:The party comes across a wounded dragon, who pleads for their help in defending its hoard from a group of greedy thieves.
  2. D4=2: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.
  3. D4=3:1d6 goblins are trying to steal an animal from the party's cart.
  4. D4=4:A dog is barking at a squirrel.

d100 = 100

  1. D4=1:A man is selling paintings of famous battles from the area's history. They are actually paintings of recent battles with the cult of Orcus (or whatever suits your campaign). The paintings change each day (or whenever they're sold).
  2. D4=2:A pair of traveling bards offers to perform a song for a few coins.
  3. D4=3: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. If the players ask, they will say that the king was kidnapped by gnolls.
  4. D4=4:As the party walks down the road, a group of bandits ambushes them, demanding all their valuables. However, one of the bandits turns out to be a childhood friend of one of the party members and is conflicted about robbing them. The party must navigate this tricky situation and possibly gain an unlikely ally.

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

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

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

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

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