A complete D&D 5e random encounter table for royal court 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 royal court, 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 Royal Court encounter table
d100 = 1
D10=1:A stablehand describes the intricacies of horse grooming to an inquiring noble.
D10=2:A courtier’s new perfume sparks both admiration and sneezing fits.
D10=3:The king's court wizard has gone missing and the kingdom's magical defenses are starting to fail. The players must venture into dangerous territories to find the wizard and bring them back before it's too late.
D10=4:A courtier's loud sneeze disrupts a solemn moment.
D10=5:The king holds a tournament, with the winning prize being his daughter's hand in marriage. However, during the tournament, the princess is kidnapped. The players must rescue her and confront the person who orchestrated the kidnapping.
D10=6:A delivery of extravagant flowers causes envy among those who didn't receive any.
D10=7:A small dog barks furiously at a noble’s oversized hat.
D10=8:You hear whispers about a conspiracy to overthrow the king and place a puppet ruler on the throne.
D10=9:Three men and a woman are playing cards. They are cheating.
D10=10:A visiting noble's child gets lost in the castle, prompting a frantic search.
d100 = 2
D10=1:A page chases after a runaway horse.
D10=2:A group of ladies are talking about whether or not their husbands are cheating on them.
D10=3:You hear the sound of singing coming from down the corridor. As you get closer, you see a group of bards performing for the court. They sing songs of the kingdom's victories and the bravery of the royal family.
D10=4:The court is visited by a group of powerful and ancient dragons seeking an alliance with the kingdom to defeat a powerful enemy. The players are tasked with convincing the Queen to trust the dragons and form an alliance.
D10=5:A merchant presents rare spices from a distant land to the court, causing curious sniffing and sneezing fits.
D10=6:Players see a young princess crying in the hallway. When they approach her, they find out that she lost her precious necklace and is too afraid to tell her father, the king. The party must help her retrieve the necklace before the king finds out.
D10=7:Two men are arguing about one of them cheating at cards.
D10=8:A group of 2d4 men and women are arguing about the next great venture to explore. The adventurers could join in the arguing or convince one of the groups to do them a favor.
D10=9:A pair of nobles argue heatedly about the merits of falconry versus fox hunting.
D10=10:A scholarly cleric engages courtiers in a theological debate that rapidly spirals into confusion.
d100 = 3
D10=1:A fashionably late noble excuses their tardiness with an exaggerated tale of their journey.
D10=2:A goblet held by a visiting dignitary turns into an ethereal chain binding the King. Break the curse but discover elements that signify a larger magical war within the court.
D10=3:A group of 2 men and 2 women are standing in front of the throne, talking about the latest gossip. They are talking about how one of the men is cheating on his wife with one of the women.
D10=4:The court is to host a diplomatic envoy from an underwater kingdom, needing special accommodations. The twist: A conspiracy unfolds involving a plot by surface-dwellers to sabotage the entity’s visit in an attempt to start a war with the underwater kingdom.
D10=5:The king’s messenger presents an urgent scroll dramatically.
D10=6:A man in the room is reading a book about magic. He says to the players, 'There is information about the magic in this book that no one else in the kingdom knows.' He hands them the book and says, 'I want you to have this book.' It's a book of magic spells called 'The Book of Zan Zan.'
D10=7:Three men and a woman are playing cards. They are cheating.
D10=8:No one is in the throne room. It looks like the place has recently been torn apart. There are papers strewn about. This is an indication that there has been a struggle.
D10=9:Two courtiers whispered conspiring earnestly about potential political alliances.
D10=10:A magical mirror in the throne room reveals a glimpse of the future, where the party sees themselves as rulers of the kingdom. However, the mirror also reveals a dark future where the kingdom falls under a tyrannical ruler. The party must make choices to determine which future will come to pass.
d100 = 4
D10=1:Two nobles discuss strategies for the upcoming grand hunt.
D10=3:The queen's prized diamond necklace has been stolen and the players must track down the thief. The catch? The thief is a master of disguise and could be anyone in the court.
D10=4:A set of enchanted dice show a different courtier’s death with each roll. Surviving this prophecy may demand the dice be taken to a distant volcanic forge.
D10=5:A mysterious figure disguised as a beggar offers the players a map leading to a hidden treasure in the kingdom. However, they must pass a series of riddles and challenges to obtain the map.
D10=6:The sound of clinking swords is heard around the corner. A group of 1d4+4 knights are doing swordplay. One of the knights is having trouble. He is getting smacked around. The rest of them are trying hard to help him. They all seem tired. The knights have all been on the training field all day. The guards, 1d3+3, are all bored with it. They are sitting on their hands, looking bored and surly.
D10=7:Children of the nobility play hide-and-seek, inadvertently causing chaos among the busy servants.
D10=8:The royal falconer’s hawk remains steadfastly perched on a rafter.
D10=9:Three elderly women are sitting at a table in the throne room, talking about their ailments. One of them has a bad back, another one has a bad hip, and the third one has a bad chest. They want to know if it's possible for them to get young again.
D10=10:A servant rushes in, announcing the arrival of a surprise gift from a neighboring kingdom.
d100 = 5
D10=1:Six knights rush into the room. They are looking for the court magician. The court magician is in another room. They have just killed a giant owl. It attacked them in the main hall of the court. They want the court magician to cast a spell of 'speak with animals' on them. If successful, they will find out why the owl attacked them. If the spell is unsuccessful, the owl will be enraged for killing his son and will attack the court again.
D10=2:The king's brother, who was exiled years ago, has returned seeking reconciliation. The players must navigate the delicate family dynamics and decide whether to trust the brother's intentions or not.
D10=3:A group of men are talking about their plans to rob the castle.
D10=4:A mysterious figure disguised as a beggar offers the players a map leading to a hidden treasure in the kingdom. However, they must pass a series of riddles and challenges to obtain the map.
D10=5:A gambler is trying to sell a man on a game of chance.
D10=6:As you pass by a large, ornate door, you hear shouting and loud crashes. It seems like an argument is taking place inside between two very passionate courtiers. How will you handle this situation?
D10=7:The king's mad brother, long thought to be dead, returns to the court and demands his rightful place as heir to the throne. The players must uncover the truth behind his disappearance and decide whether or not to support his claim.
D10=8:A servant stumbles, spilling a tray of food and drink, causing a minor commotion.
D10=9:An alchemist presents a peculiar potion and tries to convince the courtiers of its miraculous properties.
D10=10:The royal treasury is running low and the king orders a series of festivals and tournaments to raise money. The players are tasked with organizing and participating in these events. But will they attract a wealthy sponsor or will the events turn into chaotic disasters?
d100 = 6
D10=1:A visiting noble’s lavish robes draw both admiration and envy.
D10=2:An elderly couple is arguing about the direction of a nearby mountain range.
D10=3:A foreign ambassador has come to the royal court with an offer of an alliance and a large sum of money. However, the players soon discover that the ambassador is not who he claims to be and has a hidden agenda.
D10=4:A noblewoman named Karen is standing in the corner of the room and sobbing. She is holding a small golden box with the head of a cat on it. It opens in the center and has its own small golden key.
D10=5:The banquet hall's enchanted chandelier displays a night of shadows depicting murders yet to take place. Preventing them involves following its eerie play.
D10=6:The herald announces the arrival of a minor distant cousin of the queen.
D10=7:A wooden sculpture donated to the court is actually a trapped dryad, who, once freed, foresees the court’s downfall unless the artifact binding her is destroyed.
D10=8:A feat of strength competition between two knights draws a crowd of cheering onlookers.
D10=9:As the players walk through the throne room, they accidentally knock over a priceless vase. The king's guards immediately surround them, demanding an explanation and retribution for the damage. Can the players talk their way out of this predicament?
D10=10:The court jester is performing a comedic routine for a group of nobles, but their laughter seems forced and uncomfortable. As the jester catches your eye, they plead for your help to escape this hellish gig.
d100 = 7
D10=1:An elderly advisor, seated in a corner, quietly sips wine from a golden goblet. His eyes, though sharp, are distant, haunted by memories of battles long past and friends long gone.
D10=2:A famous bard has written a scandalous play that portrays the royal family in a negative light. The king demands that it be shut down, but the players may uncover a plot to use the play for political gain.
D10=3:A group of young nobles challenge each other to a game of chess.
D10=4:The Queen's personal advisor reveals a dark secret about one of the court members, stirring up chaos and distrust in the court. The Queen must navigate through this crisis and maintain order.
D10=5:The Queen's prized rose garden has been destroyed overnight, and there are strange footprints leading away from the scene. The party must track down the culprit, which turns out to be an exotic creature from a far-off land that has escaped from a traveling circus.
D10=6:Courtiers gossip in hushed tones about a secret love affair between members of the court.
D10=7:A scribe insists on writing down the player's stories.
D10=8:Two courtiers play a game of cards, trying their best to cheat without getting caught.
D10=9:The king has a few men in his throne room. One of them is a knight. Another is a jester. The third is the king's son. He is wearing his crown. The king is sitting at his throne in the room.
D10=10:A small troupe of musicians experiments with a newly-composed ballad, seeking feedback from the courtiers.
d100 = 8
D10=1:A group of rebellious peasants is causing chaos in the kingdom, protesting against high taxes and mistreatment from the nobles. The players must find a way to appease the peasants and prevent a full-blown revolt. But will the solution be in line with the king's will or against it?
D10=2:A mysterious hooded figure approaches the players and offers them a job to steal a precious item from the king's personal vault. The reward is great, but the risks are even greater.
D10=3:An enchanted mirror is discovered in the court, which shows the viewer their greatest desire. However, it also reveals their deepest fears and insecurities. The players must navigate the delicate balance between pursuing their desires and avoiding their fears.
D10=4:A thick, unnatural mist shrouds the castle, lending an otherworldly sense to everything. Whispers of necromancy and dark magic circulate through the court. The royal scribe is found dead, clutching an artifact of dark power. The party must unravel these supernatural events cloaked in a sinister fog.
D10=5:A group of religious zealots arrive at the court, claiming that the king is an impostor and that the true ruler is a deity. The players must navigate the delicate situation and prove the king's legitimacy while also dealing with the religious fanatics' extreme actions.
D10=6:In the royal garden, the marble statue of a weeping angel serves as a silent guardian to the tomb of a lost royal child, its melancholic presence deepened by the vines creeping up its base.
D10=7:Four young children are running around the throne room. 1d6+5 adults are chasing them around. They are the children of nobles in the court.
D10=8:A group of 2d6 nobles and their children are talking near a fireplace. They are talking about how they are going to help the king, how they are going to help the kingdom, and how this city is going to go down in history. They think they're running the kingdom, but they're not.
D10=9:A group of mercenaries has been hired by a noble to kidnap the King's eldest daughter in an attempt to force the King to step down from his throne. The players must track down the mercenaries and rescue the princess before it's too late.
D10=10:You see a man in a strange bear-like outfit. He is wearing a bear-head helmet and holds a very large sword that is almost as long as he is tall.
d100 = 9
D10=1:A mysterious masked figure approaches the players and offers them a chance to join a secret rebellion against the tyrannical king. The catch? They must first prove their loyalty by completing a dangerous task.
D10=2:The castle's resident healer administers to a young squire who fainted during training.
D10=3:The royal falcon returns from a hunt with an unexpected prey item.
D10=4:You see a servant sneaking a peek at a mysterious book on the Queen's shelf. Is it forbidden knowledge or a harmless storybook?
D10=5:A new painting's unveiling leads to mixed opinions amongst the courtiers.
D10=6:The court jester has gone missing and the king is beside himself with worry. Can you find the jester and bring him back before the king's mood turns sour?
D10=7:A magical artifact claimed from a recent adventure is brought to court for appraisal. When activated, it grants the user the ability to peer into alternate realities. The twist: The players discover an alternate reality version of the kingdom where dark forces have taken over, prompting a quest to prevent it from happening in their world.
D10=8:A noble displays an ancient stone tablet foretelling the resurrection of an old kingslayer within the court, pushing a nail-biting investigation.
D10=9:A man is playing chess against himself. He will ask a player to call out moves for him. If the player refuses, he will ask the player to get him a drink.
D10=10:A courtesan whispers scandalous rumors into a noble's ear, causing eyebrows to raise.
d100 = 10
D10=1:The Royal Advisor is in the throne room and is trying to get the Queen to listen to common sense. The Queen is ignoring him and looking very angry. The advisor says that the Queen was only supposed to rule for two years and that his job is
D10=2:The court cook is struggling to come up with a new dish for the upcoming feast. Can you help create a delicious masterpiece or will the feast be a disaster?
D10=3:Three young noblemen are talking about their love lives. One of them says, 'My love life is bad. I can't get a woman to love me.' One of them says, 'My love life is good. I have a new lover every week.' One of them says, 'My love life is splendid! I have the most beautiful woman in the kingdom as my lover!'
D10=4:Three men wearing red uniforms with gold trim walk into the room. They say, 'We have been sent by King Nathaniel to guard Prince Farad.'
D10=5:A juggler entertains children with his skill.
D10=6:The court is visited by a group of powerful druids who seek to use their magic to heal the kingdom's crops, which have been struck by a mysterious blight. However, they require a sacred offering that is guarded by a powerful guardian. The players must retrieve the offering and safely bring it to the druids.
D10=7:The king's royal alchemist is experimenting with a new potion that he believes will grant eternal youth. However, the potion has some unexpected side effects and he needs the players' help in containing the chaos that has been unleashed.
D10=8:A group of giants have been causing havoc in the kingdom, stealing crops and terrorizing the villagers. The king has put out a bounty for their heads, but the players soon discover that there is a twist to this tale and the giants may not be the real villains.
D10=9:The harsh sun reveals no solace, casting long shadows in the courtyard. A wandering soothsayer predicts the awakening of a sleeping draconic spirit within the castle walls. The party must act quickly to confirm or negate this prophecy before twilight falls.
D10=10:The court physician has been trying to perfect a healing potion, but it has been causing strange side effects on the patients. The party must help the physician figure out the source of the problem and fix it before it becomes a disaster.
d100 = 11
D10=1:A visiting noble from a cold climate struggles with the castle’s warmer temperature.
D10=2:A young page is traipsing around the court, trying to complete a scavenger hunt given to him by the queen. Will you help him find the items or try to sabotage his quest for your own amusement?
D10=3:An artist sketches portraits of the nobles in the court.
D10=4:Tension rises as two nobles vie for the same royal title or office.
D10=5:The prince's betrothed has gone missing and the wedding is just a week away. The king asks the players to search for her and bring her back in time for the wedding.
D10=6:A violent storm makes travel impossible. The court is cloistered within the castle with dwindling supplies. Paranoia sets in as the royal cook is found dead in the kitchen, suggesting sabotage or betrayal from within. The party must uncover the culprit before trust completely disintegrates.
D10=7:A courtier approaches you with a proposal to overthrow the Queen and take control of the kingdom. Will you be tempted by power or stay loyal to the rightful ruler?
D10=8:You have overheard important information about a specific person. They are arranging to have a person abducted.
D10=9:A group of elderly women is arguing about the direction of a nearby dragon in the mountains.
D10=10:A group of 2d6+2 young guards are playing cards in front of the door leading to Prince Farad's quarters.
d100 = 12
D10=1:A court poet reads aloud his latest piece.
D10=2:A noble mysteriously speaks of a hidden treasure within the castle.
D10=3:Rumors are spreading about the king. One noble says that the king is weak, while another says that the king is a little slow, but so what? A third says that he is not a bad king all in all.
D10=4:A jester performs a hilarious routine, but as he bows to the king, his head falls off revealing that he was actually a shape-shifting assassin in disguise. The players must take down the assassin before he causes any harm.
D10=5:A noble and his escort are standing in the corridor, talking about crop prices and taxes.
D10=6:The queen's son is sitting on the throne, bored. He says, 'The queen doesn't like me and I don't like her.' He says to the players, 'She never even plays with me.' He says it as if it is his mother's fault.
D10=7:The court mage demonstrates a minor but impressive fiery spell.
D10=8:The court's grand piano is found to store souls in its keys. When questioned further about its victims, the piano plays distressing melodies triggering panic in the court.
D10=9:The players are tasked with training a group of young squires, but soon realize that one of them may be a traitor sent to infiltrate the court.
D10=10:A group of 2d4 wealthy women are sitting in the throne room talking about their social lives. They are gossiping about a woman who is desperately trying to get farad's father to marry her.
d100 = 13
D10=1:A visiting bard impresses everyone with a magical instrument.
D10=2:A group of dwarves is here selling their wares. The wares are very cheap, but the kingdom's treasury is nearly empty. The king doesn't trust what the dwarves are selling, so he doesn't buy any of the goods. The dwarves won't leave until they sell something.
D10=3:The queen's prized diamond necklace has been stolen and the players must track down the thief. The catch? The thief is a master of disguise and could be anyone in the court.
D10=4:A feast begins, with servants rushing to place platters of steaming food on long tables.
D10=5:The king's advisor is found dead in his chambers, and the players must use their investigative skills to solve the mystery and discover the true culprit.
D10=6:The Queen's council is arguing over diplomatic strategies with their neighboring kingdom. The Queen sits quietly, listening to both sides and then making a decision that surprises everyone.
D10=7:Courtiers awkwardly avoid discussing a recent public faux pas by a high-ranking official.
D10=8:As you walk through the gardens, you come across a young prince sitting on a bench, staring longingly at a portrait of a beautiful woman. He looks sad and lost in thought. Do you approach him?
D10=9:A group of foreign ambassadors approach the Queen, requesting an alliance against a common enemy. The Queen must weigh the risks and benefits of forming this alliance, knowing that it could have far-reaching consequences.
D10=10:The royal garden’s ancient tree, an artifact itself, begins sprouting buds that scream when plucked, revealing conspiracies tied to anyone who tries.
d100 = 14
D10=1:The court tapestries start moving, showing battles of the past and potential future wars. Engaging with them might imbue the viewer with troubling visions.
D10=2:A group of royal hunters have returned from a successful hunt, but rumors begin to spread that they may have been hunting more than just animals.
D10=3:An enchantress offers to read the players' fortunes using her crystal ball. Her predictions are eerily accurate, revealing secrets and insights about each player.
D10=4:Courtiers awkwardly avoid discussing a recent public faux pas by a high-ranking official.
D10=5:A dismissed advisor spills enchanted sand in the courtroom; when swept, it forms runes that predict betrayal from a trusted confidante.
D10=6:The court is in chaos as a plague begins to sweep through the kingdom. The players must find a cure and stop the spread of the disease before it's too late.
D10=7:Two men are arguing about whether or not a man in a tavern was telling the truth when he said that he was a dragonborn. They say that they know that he was not telling the truth because he had a beard and they know that dragonborns do not have beards!
D10=8:A knight receives word of a new quest and pledges his sword to the king.
D10=9:Sages are debating the correct interpretation of the Old Laws.
D10=10:The players are invited to a grand royal hunt, but the prey turns out to be much more dangerous and intelligent than expected.
d100 = 15
D10=1:A group of 3 men are standing near the entrance to the throne room. If players approach them, one of the men will ask for help finding his lost pet dog.
D10=2:A gardener proudly shows off the first blooms of the season.
D10=3:The castle's cook has quit suddenly and the king's feast is just a few days away. The players must find a replacement cook and may discover that the previous cook had a dark secret.
D10=4:A man is walking down the street yelling. He says, 'A giant goblin is attacking the town.'
D10=5:The court is visited by a group of powerful wizards, seeking the king's assistance in locating a rare ingredient for a powerful potion. The players must accompany the wizards on a dangerous quest to retrieve the ingredient and protect them from any potential dangers.
D10=6:A jeweler displays an array of beautiful trinkets.
D10=7:The king holds a tournament, with the winning prize being his daughter's hand in marriage. However, during the tournament, the princess is kidnapped. The players must rescue her and confront the person who orchestrated the kidnapping.
D10=8:The king's advisor has been using dark magic to manipulate the throne and gain power. The players must uncover his treachery and stop him from causing harm to the kingdom.
D10=9:A group of 4d4+4 guards are doing nothing but standing around and looking bored. They will tell the party to move along. If the party does not comply, they will attack.
D10=10:The king's crown has been stolen and the court is in a frenzy trying to find it. Can you track it down and return it before anyone notices?
d100 = 16
D10=1:The players are approached by a group of merchants who are trying to sell rare and exotic goods to the royal court. However, they seem to be hiding something and are nervous when asked about the origins of their products. Do the players investigate further?
D10=2:A group of men are talking about a nearby city that they want to destroy.
D10=3:The court is visited by a group of powerful wizards, seeking the king's assistance in locating a rare ingredient for a powerful potion. The players must accompany the wizards on a dangerous quest to retrieve the ingredient and protect them from any potential dangers.
D10=4:A retired knight tells exaggerated tales of his adventures to a group of wide-eyed youths.
D10=5:A woman wearing an orange dress with a red sash and red boots walks into the room. She says, 'I am here to challenge Prince Farad to a duel.'
D10=6:The Queen is visiting the common folk, and the townspeople are excitedly showing her their homes and businesses. She takes great interest in their stories and gives out blessings and advice along the way.
D10=7:The royal family's pet dragon has gone missing and chaos ensues as the court tries to find and capture it before it causes any harm. Can you help locate the missing dragon?
D10=8:The king's favored advisor is hosting a grand party, but there's a rumor that he has a dark secret. Will you investigate or ignore the gossip?
D10=9:A rare eclipse blankets the castle in an eerie twilight. During this dark interval, an ancient vampire awakes in the castle's crypts. Court members vanish, and the party must uncover the vampire's identity and put an end to its reign of terror before daylight returns.
D10=10:A: Two men are talking about their new fashion line. It involves a hat with a feather in it. They are trying to figure out how many feathers they will need.
d100 = 17
D10=1:A feat of strength competition between two knights draws a crowd of cheering onlookers.
D10=2:A loud, drunken man is telling a story about how he drank too much at a tavern and woke up three days later with a black eye and no idea how he got it.
D10=3:The queen is heard having conversations with an invisible entity. The court is divided between those who believe she is mad and those convinced she is communing with a deity. The twist: An invisible stalker has been spying and feeding her harmful advice under the guise of divine counsel.
D10=4:A minstrel tells tales of legendary heroes.
D10=5:A demon has infiltrated the royal court, taking the form of a wealthy noble. Can you discover its identity and stop its evil plans?
D10=6:Three men and a woman are playing cards. They are cheating.
D10=7:During a tour of the castle, the players stumble upon a hidden room filled with ancient artifacts and forbidden knowledge. They must decide whether to reveal their discovery to the King or keep it secret for their own gain.
D10=8:A servant becomes flustered as they are asked to fetch five different items at once.
D10=9:The grand carpet depicting the kingdom’s vast territories now only covers a fraction of the crumbling throne room floor, a mirrored image of glory lost to time.
D10=10:An enchanted mirror is discovered in the court, which shows the viewer their greatest desire. However, it also reveals their deepest fears and insecurities. The players must navigate the delicate balance between pursuing their desires and avoiding their fears.
d100 = 18
D10=1:A strange creature is brought before the Queen, captured by her knights on their latest quest. It appears to be a cat with wings, and the Queen orders her wizards to study it and figure out its origins.
D10=2:A knight returning from distant lands presents curious artifacts to the curious courtiers.
D10=3:A nobleman challenges another to a friendly duel with wooden swords.
D10=4:A group of women are gossiping about the king's affair with a peasant girl.
D10=5:A well-dressed man and woman enter the room. They are arguing about the price of something. The woman wants to pay too much and the man is trying to get more money out of her.
D10=6:You see a man walking across the room. A woman comes out of nowhere, grabs him by the wrist, and pulls him into a back room. You see the door shut behind them. You hear the lock click. There is a sign posted on the door that reads, 'Private. Please knock before entering.'
D10=7:Two men are talking about a recent battle that they fought in together against some monsters from a nearby dungeon. One of them was seriously injured while they were fighting off attacks from two different directions at once, but he stayed behind and fought off one side of the attack so that his friend could get away safely before he was seriously injured himself. The other man was seriously injured in both of his legs during this battle, but is going to be fine because his friend stayed behind and fought off one side of the attack so that he could get away safely before he was injured too badly himself.
D10=8:You see a group of four knights talking. One of them is talking about how he was in a battle in a nearby village. He is trying to impress the others with his tale.
D10=9:A group of 2d6 merchants bring in a new type of product to sell to the kingdom. It is up to the king and his advisers to decide if the product is worth buying or not.
D10=10:Varen Auger is here, sitting alone with a large book, annotating it and looking almost mad. If approached, he will introduce himself and tell players that he has been researching a particular item for a long time, and is trying to find out more information.
d100 = 19
D10=1:One of the court jesters has been telling jokes that are deemed too risqué and offensive by the King. He orders the jester to be executed, but the jester begs for one last chance to entertain the court. The players must assist the jester in coming up with a new, more appropriate act to save his life.
D10=2:The king's crown jewel, a powerful magical artifact, suddenly goes missing. The players must solve the mystery and retrieve it before the kingdom falls into chaos.
D10=3:An enchantress offers to read the players' fortunes using her crystal ball. Her predictions are eerily accurate, revealing secrets and insights about each player.
D10=4:An alchemist presents a peculiar potion and tries to convince the courtiers of its miraculous properties.
D10=5:The court is thrown into chaos when a cursed object is accidentally activated, causing everyone to switch bodies for a day. The players must use their new bodies to navigate the court and figure out how to reverse the curse before it becomes permanent.
D10=6:Up ahead, three people are arguing in the hallway. They are nobles arguing about something. Players haven't a clue about what it is.
D10=7:The players come across a group of young squires in training, struggling to complete a difficult task set by their master. Will the players offer their guidance and help these aspiring knights, or will they mock and belittle them?
D10=8:A visiting noble becomes indignant over perceived slights and threatens to take offense.
D10=9:Up ahead, you see someone waving a white flag. She is talking to the prince, happily telling him a story about something she did.
D10=10:A minor noble challenges another to a duel over a perceived slight, leading to hurried diplomatic intervention.
d100 = 20
D10=1:The players are invited to a grand royal hunt, but the prey turns out to be much more dangerous and intelligent than expected.
D10=2:The rain ceases abruptly, leaving behind an oppressive stillness. A grand secretary is poisoned during a critical council meeting. The party's investigation is hindered by gathering shadows and sightings of faceless figures roaming the castle's corridors.
D10=3:Two courtiers place bets on the outcome of the ongoing jousting match.
D10=4:A minor noble presents a painting that animates and depicts events in the room. Moments later, it shows the King being attacked by shadows. The painting must be questioned to understand the impending threat.
D10=5:A noble and his friends are celebrating his birthday. They are drinking, singing, and dancing.
D10=6:A group of 2d6 people are standing in a corner.
D10=7:The players are invited to a lavish ball at the court, but they soon realize that all of the guests are actually vampires, with the king being their leader. The players must find a way to escape before they become the next blood donors.
D10=8:A group of performers from a foreign land arrive at the court and request to put on a show for the royals. However, during their performance, one of the performers uses their magic to manipulate the audience and steal valuable items from the court. The adventurers must try to stop them before they disappear with the loot.
D10=9:A family of 10 is selling some food items. (The family is hiding a few more items in their clothing.)
D10=10:A group of refugees from a nearby kingdom seeks asylum in the court, claiming they are fleeing from a tyrannical ruler.
d100 = 21
D10=1:A group of musicians are playing a lively tune on instruments made of bones. They seem to be enjoying themselves, but there is something unsettling about their music.
D10=2:Eltahale, a high elf, is standing in the corner. He is quietly whispering to himself.
D10=3:A mysterious foreign object falls from the sky and causes panic in the court. Upon further investigation, it appears to be a spaceship from another world.
D10=4:A renowned herbalist offers remedies for common ailments, attracting curious onlookers.
D10=5:Courtiers gossip about the latest fashion trends in the realm.
D10=6:The players are invited to a grand feast with the nobles and high-ranking officials. But during the meal, the food and drinks are poisoned, leaving the guests paralyzed and vulnerable to attack. Can the players survive and uncover the plot behind this treacherous act?
D10=7:A famous bard is set to perform at the royal court, but on the day of his performance, he goes missing. The players must track him down and uncover the reason behind his disappearance.
D10=8:A few blind people are begging near the throne. They are also singing songs to make money. Some of them have lutes and singing voices.
D10=9:A man is arguing with a butcher over the price of some beef before they see the local judge.
D10=10:The court is abuzz with rumors of a cursed object in the castle that brings misfortune to anyone who touches it. The players can choose to investigate or dismiss it as superstition.
d100 = 22
D10=1:A page chases after a runaway horse.
D10=2:A flock of doves, released for a ceremony, circles the court’s rafters.
D10=3:Snow falls heavily, burying the castle under a white blanket. The royal court is tense, having been isolated for days. Suddenly, a bloodied messenger staggers in claiming that a coup is underway. The thick snow muffles sound and visibility, making discernment of fact impossible.
D10=4:The Queen's personal advisor reveals a dark secret about one of the court members, stirring up chaos and distrust in the court. The Queen must navigate through this crisis and maintain order.
D10=5:The princess is holding an art exhibition and invites the adventurers to be the judges. The pieces on display are unique and beautiful, but there is a clear rivalry between two of the artists. The adventurers must choose a winner, potentially making an enemy in the process.
D10=6:A fashionably late noble excuses their tardiness with an exaggerated tale of their journey.
D10=7:Shuffling, lurching humanoid creatures are mixed into the crowd of people here. They are friendly to anyone in the room, but their movements are so awkward that they make people uncomfortable. They don't seem to be able to speak any language, but they can make the noises of a few words and letters. They can be interrogated about their pasts and the surrounding areas, but their answers are mostly nonsense. If a player attempts to get close to them to take them somewhere else, they will disappear into a wall or floor or something. Some of the creatures are near the velvet curtains or near the windows or near the staircases. They may be able to go through walls and floors or through the ceiling or through the staircases. The creatures will try to lead players into danger. They don't seem to be able to hurt the players, but they can be annoying.
D10=8:A group of people are giving money to a man. He is giving them religious pamphlets.
D10=9:The royal librarian offers to show the players the rare collection of ancient manuscripts.
D10=10:A mysterious foreign object falls from the sky and causes panic in the court. Upon further investigation, it appears to be a spaceship from another world.
d100 = 23
D10=1:The king's beloved horse has fallen ill and nothing seems to cure it. The players must find a rare ingredient from a dangerous monster to make a potion that will save the horse.
D10=2:A minor noble presents a painting that animates and depicts events in the room. Moments later, it shows the King being attacked by shadows. The painting must be questioned to understand the impending threat.
D10=3:A nobleman debates the best hunting grounds nearby.
D10=4:A duke sits in his library surrounded by books, each one echoing with memories and dreams long extinguished. Knowledge, and the lack of anyone to share it with, weighs heavily on him.
D10=5:Two courtiers whispered conspiring earnestly about potential political alliances.
D10=6:A stablehand asks for help lifting a heavy saddle.
D10=7:The court alchemist is experimenting with a new potion that could grant immortality. But as the players assist in the trials, they begin to question at what cost this immortality comes.
D10=8:An artist sketches portraits of the nobles in the court.
D10=9:The court is holding a charity event to raise funds for the poor citizens of the kingdom. The party is invited to participate and must come up with creative ways to attract wealthy donors.
D10=10:A group of nobles is found here, arguing about whether or not the king is fit to rule. They are making plans to depose him if he doesn't step down soon.
d100 = 24
D10=1:A royal advisor approaches you and asks for your aid in solving a mystery. Someone has been sabotaging the king's chambers and they suspect it to be one of the courtiers. Can you help them uncover the truth?
D10=2:Mösieh, a local elf, is in the room. She is wearing a large hat and is juggling a dozen purple balls. She is juggling them with her feet.
D10=3:The court magician invites the players to a demonstration of his latest invention. However, the device goes haywire and creates chaos in the court. The players must stop the madness and fix the device before it causes any permanent damage.
D10=4:An advisor is caught trying to hide a cursed dagger under the King’s throne. They claim they were framed by a ghost who communicates through the dagger’s engravings.
D10=5:The king's royal alchemist is experimenting with a new potion that he believes will grant eternal youth. However, the potion has some unexpected side effects and he needs the players' help in containing the chaos that has been unleashed.
D10=6:The court is visited by a traveling merchant who claims to have rare and valuable items for sale. However, as the players peruse the items, they discover that some of them are cursed and cause bizarre effects. The merchant is actually a mischievous fey who enjoys causing trouble.
D10=7:A group of street performers have set up outside the castle walls, hoping to earn some coin from the wealthy courtiers. Will you stop and watch their show or keep walking?
D10=8:The royal seamstress asks for opinions on a new gown design.
D10=9:A merchant discusses the latest trade goods arriving at the port.
D10=10:In the royal garden, the marble statue of a weeping angel serves as a silent guardian to the tomb of a lost royal child, its melancholic presence deepened by the vines creeping up its base.
d100 = 25
D10=1:In the royal crypt, a spider weaves its intricate web between the tombs, a startlingly beautiful yet somber reflection of the complex haunts of the court’s history.
D10=2:One of the courtiers is holding a charity event in the name of the royal family. Will you attend and support their cause?
D10=3:A group of foreign ambassadors has arrived to discuss trade agreements. However, tension arises when one ambassador accuses the other of stealing from their kingdom. The players are called upon to mediate the situation and uncover the truth.
D10=4:A group of men are talking about their plans to rob the castle.
D10=5:A nobleman offers wine from his private vineyard.
D10=6:Courtiers discuss the latest scandal involving a rival court.
D10=7:A group of elves are accosted by a group of dwarves. They demand to be paid for the time they spent protecting their kingdom.
D10=8:A group of 2d4 burly guards are standing in front of the throne.
D10=10:The Queen's personal handmaiden seeks your help in uncovering a plot against the throne. Will you assist her in unraveling the conspiracy?
d100 = 26
D10=1:An eccentric inventor approaches the players asking for help in testing out his new inventions. The players must navigate through a series of dangerous experiments while trying to keep the inventor from getting them all killed.
D10=2:A mysterious woman is observing the court from a distance, her eyes constantly shifting as if she's looking for someone. Who is she and what is her purpose here?
D10=3:The court is abuzz with rumors of a cursed artifact that has been unearthed by a group of adventurers. The king is offering a large reward to anyone who can retrieve it and bring it back to the palace. The catch? The artifact is said to have the power to control minds.
D10=4:A court wizard tries to impress nobles with minor enchantments.
D10=5:Two magicians engage in a light-hearted rivalry, displaying minor illusions to impress onlookers.
D10=6:The court pharmacist hands out herbal remedies for various minor ailments.
D10=7:The jester attempts to catch the eye of a disinterested royalty through increasingly absurd antics.
D10=8:An elderly counselor falls asleep during a long, dry speech on kingdom finances.
D10=9:The castle is suddenly plunged into darkness as an unexpected eclipse occurs. Strange creatures appear and attack the castle, and the players must fight them off and figure out how to bring back the light.
D10=10:A junior court magician demonstrates simple tricks for entertainment.
d100 = 27
D10=1:A man is arguing with a butcher over the price of some beef before they see the local judge.
D10=2:A royal advisor approaches you and asks for your aid in solving a mystery. Someone has been sabotaging the king's chambers and they suspect it to be one of the courtiers. Can you help them uncover the truth?
D10=3:An elaborate, yet dilapidated, royal theater stands unused but for an old playwright who rehearses scenes alone. His monologues are imbued with the bittersweet nostalgia of glory days passed.
D10=4:You sense a powerful magical presence lingering in the throne room. When the players investigate, they discover a hidden portal that leads to a mysterious realm. They must make a deal with the powerful being that resides there in order to close the portal and protect their kingdom.
D10=5:A bard dares to tell a mildly scandalous joke, drawing mixed reactions.
D10=6:The king's youngest daughter is playing hide and seek with the players. While searching for her, they stumble upon a secret room filled with the king's most valuable treasures.
D10=7:A group of elves and dwarves are accosted by a group of humans. They demand to be paid for the time they spent protecting their kingdom.
D10=8:The players are invited to a private audience with the king, but upon arrival, they realize that he has been possessed by a malevolent spirit. They must perform an exorcism or risk losing the king forever.
D10=9:A court herbalist shows off some rare, medicinal plants.
D10=10:The players are roped into performing in the annual play for the king's birthday celebration. Will they be able to impress the demanding audience and avoid any mishaps?
d100 = 28
D10=1:The king’s messenger presents an urgent scroll dramatically.
D10=2:A powerful sorcerer visits the court, offering to share his knowledge and spells with the players. But in exchange, he asks for rare and valuable ingredients found in the kingdom's most dangerous places. Will the players risk their lives and anger the local creatures to fulfill the sorcerer's requests?
D10=3:A nervous courtier clumsily tries to flirt with a newcomer, much to their own embarrassment.
D10=4:A court jester tries out new jokes, with varying degrees of success among the assembled nobles.
D10=5:The king's advisor has been kidnapped by a group of bandits and is being held for ransom. The players must track down the bandits and rescue the advisor before the ransom deadline.
D10=6:The players enter the royal court during a grand ball. The attendees wear opulent masks, and conversations buzz with intrigue. A courtier whispers that the masks are enchanted; if someone lies while wearing one, it will reveal their true face. The twist: Suddenly, a noble's mask reveals an orc's face beneath, and panic ensues.
D10=7:A mysterious illness has befallen the Royal Family, and the players are tasked with finding the cure. They must venture into dangerous territories and gather rare ingredients to create the antidote.
D10=8:FOUR MEN are gathered around a table. They are all in the robes of Kings. They are playing a game. There is no gold on the table.
D10=9:In the royal garden, the marble statue of a weeping angel serves as a silent guardian to the tomb of a lost royal child, its melancholic presence deepened by the vines creeping up its base.
D10=10:During an important banquet, all the royal members suddenly fall ill due to a mysterious poisoning. The twist: It turns out the poison was intended for the players, sent by a rival kingdom aware of the players' growing influence and fearing their potential.
d100 = 29
D10=1:Nasty jest: A priest offers a group of players a ring. He says that it is a magic ring. If they put it on, then their feet will grow an extra pair of toes.
D10=2:You see a man in bright purple robes.
D10=3:Two boys are teasing a fawn. They are hitting it with sticks. If players approach, the deer will run away.
D10=4:A spoiled young noble demands to ride in the royal chariot, despite an ongoing procession.
D10=5:BRUTES: A group of brutish men are playing cards. If the characters attack one of the men, everyone in the group, including the players, will fight.
D10=6:The royal treasurer is discovered embezzling funds and using them for personal gain. The players must decide how to handle this betrayal.
D10=7:Up ahead, three people are arguing in the hallway. They are nobles arguing about something. Players haven't a clue about what it is.
D10=8:A group of religious zealots arrive at the court, claiming that the king is an impostor and that the true ruler is a deity. The players must navigate the delicate situation and prove the king's legitimacy while also dealing with the religious fanatics' extreme actions.
D10=9:A servant quietly warns a noble of a ripped hem in their robe before it becomes a scandal.
D10=10:A sage peers deeply into a crystal ball, not seeking the future, but haunted by visions of her own youth and dreams left unfulfilled in the mists of time.
d100 = 30
D10=1:A heavily armored knight is standing in the hall. He is standing guard. He wants you to move. He wants you to be quiet. He wants you to go away.
D10=2:A group of nobles are sitting around a table, talking about their horses and stables.
D10=3:A visiting noble speaks highly of his homeland's customs.
D10=4:An astrologer offers to read the players' fortunes.
D10=5:A king stares regretfully at an old piece of heraldry, worn but carefully preserved, a reminder of a lost era and broken oaths.
D10=6:A troubled queen holds court, her once voluminous hair streaked with gray. Her careful facade cracks just a little when she glances at an empty throne beside hers.
D10=7:The king is crying.
D10=8:A tired guard leans against a wall, trying not to doze off.
D10=9:Two aging knights argue over who had the greater deeds of valor in their younger years.
D10=10:Two nobles discuss strategies for the upcoming grand hunt.
d100 = 31
D10=1:The players witness a knight receiving a new, polished shield.
D10=2:The court’s fletcher brings in a new design for hunting arrows.
D10=3:The doubled shadows of the flickering torchlight cast grim reflections in the royal portrait gallery, each gaze a reminder of the burdens and grief experienced over generations.
D10=4:The ominous quiet before a forecasted storm leaves the still air thick with dread. A foreign diplomat collapses during a meeting, babbling about a curse. The party must unearth the source of this mysterious curse and save the diplomat before the storm breaks.
D10=5:A servant stumbles, spilling a tray of food and drink, causing a minor commotion.
D10=6:A group of beggars have snuck into the court, begging for scraps from the lavish feast. Will you turn a blind eye or have them kicked out?
D10=7:A traveling salesman arrives, offering exotic and rare goods to the king and his court. The players can choose to purchase items or investigate the salesman's shady past.
D10=8:A wizard presents a monocle that reads minds. When tried in court, it unveils a courtesan's plan to poison the royal family.
D10=9:A foreign ambassador brings gifts to the court, including a mysterious and alluring gem. Will you investigate its origins or accept it as a gesture of goodwill?
D10=10:A young nobleman boasts of his recent hunting trip.
d100 = 32
D10=1:The queen is calmly sitting on a throne. She is weaving with a golden thread, and a thick cloud of smoke is coming out of her eyes and mouth. She is ignoring the party and the other people in the room.
D10=2:A nobleman is sitting in the hall, writing something in a journal. He is obviously from the Royal Court, because he is wearing a bright, red robe and looks very official. He will ask the party, 'Can I help you with anything?' If the party has business with the king or queen, he will show them where to go. If the party doesn't, he will tell them, 'No, and I was just writing in my journal, so if you don't need any information, I think I'll just be on my way.'
D10=3:The Queen and the Royal Advisor are arguing about taxation. The Royal Advisor says that taxing people so much will hurt their morale. The Queen says that it is only fair that the rich pay more.
D10=4:A courtier rehearses a speech nervously before approaching the throne.
D10=5:A dreamy young heir muses about future conquests, causing older courtiers to roll their eyes.
D10=6:The castle is suddenly plunged into darkness as an unexpected eclipse occurs. Strange creatures appear and attack the castle, and the players must fight them off and figure out how to bring back the light.
D10=7:A foreign princess practices the court's formal dances, trying to avoid tripping on her gown.
D10=8:The castle’s engineer explains the benefits of a new mechanical device to skeptical listeners.
D10=9:A man named George is sitting in the corner of the throne room, he looks like he has been there for a while. If players approach him, he will ask for help finding his lost pet parrot.
D10=10:A mysterious foreign object falls from the sky and causes panic in the court. Upon further investigation, it appears to be a spaceship from another world.
d100 = 33
D10=1:A man claiming to be a long-lost prince arrives at the castle, demanding to be recognized and given his rightful title. The king refuses, but the prince insists and his backstory seems to check out. The players must unravel the truth behind his claims.
D10=2:A choreographed dance performance delights the gathered audience.
D10=3:A tailor mends a tear in a noble's cloak.
D10=4:A pigeon lands on a well-dressed lady's head, causing a minor uproar and laughter.
D10=5:A heavy fog enshrouds the castle grounds, making everything eerie and disorienting. Within the royal court, a masked assassin moves silently, slipping through the shadows. The party must identify and stop the intruder before they reach the king. The air is thick with tension and visibility is dangerously low.
D10=6:Players see a young princess crying in the hallway. When they approach her, they find out that she lost her precious necklace and is too afraid to tell her father, the king. The party must help her retrieve the necklace before the king finds out.
D10=7:The court seamstress is looking for test subjects to try on her new line of enchanted clothing. The party must wear the clothes and deal with the unexpected consequences, such as changing into different animals or objects.
D10=8:Eighty-five maidens are standing around, waiting for Prince Farad to pass judgment on their suitors. The suitors are in one corner of the room. The maidens are moving about, talking to each other. One is talking about going to the beach. Another is telling one of her friends about how beautiful Prince Farad is. Several others are in pairs, gossiping about other people at the court. The suitors are standing around in one corner, fidgeting and waiting for Prince Farad to decide their fate. One of the suitors is talking about how the prince is getting married soon. The suitors' parents are gathered in a group near one door. They are discussing the prince's decision. Prince Farad is standing in the centre of the room. He is waiting for the court to quiet down.
D10=9:The players can talk to a man sitting alone in a chair next to the door. He is new here and is trying to learn about the other people here. The man is a poet and loves hanging around here all of the time. The players can ask him what he sees and hear here. He can tell them to go see the king and queen together or he can tell them to go see the king alone or he can tell them to go see the queen alone. He can tell them to go see a different person. If the players start to argue with the man or if he feels ignored he will go away.
D10=10:A courtier rehearses a speech nervously before approaching the throne.
d100 = 34
D10=1:The court is holding a tournament to showcase the kingdom's best knights. Will you participate or place your bets on the winner?
D10=2:A popular noblewoman’s pet ferret escapes its cage, causing a small commotion.
D10=3:There is an old man passed out on the floor. He doesn't wake up. He is wearing nice clothes. He looks like he is powerful, but he looks like he is a beggar. There are coins on the ground around him. If players take the coins, there will be hell to pay.
D10=4:A child prince/princess demands attention, displaying a drawing they've made for the king.
D10=5:The court cook is struggling to come up with a new dish for the upcoming feast. Can you help create a delicious masterpiece or will the feast be a disaster?
D10=6:A man is selling maps of the dungeon at too high a price, hoping to get a good deal on them.
D10=7:The royal chef has been experimenting with new magical ingredients and is hosting a tasting event for the court. However, some of the dishes have unexpected effects on those who eat them.
D10=8:The King's favorite hunting hound becomes ill and no one can figure out how to cure it. The players must venture into the nearby woods and retrieve a rare plant that only grows in a specific cave guarded by a powerful monster.
D10=9:X, a bard, is in the middle of a song. He is a professional, and has been singing for 7 years. He is considered to be one of the best bards in the kingdom.
D10=10:A group of noble ladies are gossiping about the latest scandal involving a high-ranking member of the court. They stop talking as you approach, but you catch bits and pieces of their conversation. Are you curious to know more?
d100 = 35
D10=1:The palace gardens are being plagued by mysterious and deadly plants. The players must find a way to stop the plants from spreading and protect the innocent visitors and workers. But who or what is behind this deadly infestation?
D10=2:Two courtiers play a game of cards, trying their best to cheat without getting caught.
D10=3:As you pass by a large, ornate door, you hear shouting and loud crashes. It seems like an argument is taking place inside between two very passionate courtiers. How will you handle this situation?
D10=4:The players are given a quest by the king to retrieve an ancient artifact from a cursed temple. But as they journey through the dangerous ruins, they must also face their worst fears and temptations.
D10=5:The king's brother is trying to seduce a noblewoman. If he is discovered, he will deny it.
D10=6:A merchant discusses the latest trade goods arriving at the port.
D10=7:A noblewoman tenderly wipes the dust from a faded painting of the old family estate, now in ruins. The memory of a past grandeur is all that remains.
D10=8:A loud, drunken man is telling a story about how he drank too much at a tavern and woke up three days later with a black eye and no idea how he got it.
D10=9:Sages are debating the correct interpretation of the Old Laws.
D10=10:The players find themselves caught in the middle of a heated debate between two high-ranking officials, both seeking the king's favor. Will they choose a side or try to solve the issue peacefully?
d100 = 36
D10=1:The air here is filled with a feeling of unease and anxiety. There is a chaotic mix of magic in the air. It feels like time is moving faster here than in the rest of the castle.
D10=2:A court jester is performing amusing antics in the hall.
D10=3:The Queen is visiting the common folk, and the townspeople are excitedly showing her their homes and businesses. She takes great interest in their stories and gives out blessings and advice along the way.
D10=4:A faded tapestry depicting a golden age of the kingdom lies crumpled at the feet of a princess. She absently traces the threads, lost in a reverie of what her family once was.
D10=5:A knight recounts captivating tales of a recent dragon hunt.
D10=6:The party is invited to a formal ball at the palace, but quickly realizes that an assassin is targeting the king. They must discreetly find and stop the assassin before it's too late.
D10=7:The king's favorite court musician is taken captive by a rival kingdom, and the players must embark on a daring rescue mission without alerting the enemy.
D10=8:The king's favored advisor is hosting a grand party, but there's a rumor that he has a dark secret. Will you investigate or ignore the gossip?
D10=9:A group of noblewomen from an opposing kingdom are visiting the court. They are beautiful, but dangerous. They have information about a certain subject and will sell it to the highest bidder. They will try to get the party to help them with their task. The information they have is wrong and will get the party in trouble if they follow it up.
D10=10:A strange fog descends upon the court, causing everyone inside to fall asleep and dream wildly. The players must navigate through dreamlike scenarios and figure out how to wake themselves and the other court members.
d100 = 37
D10=1:A group of diplomats from an ally kingdom visit the court to discuss a potential trade agreement. However, one of the diplomats is actually a spy working for a rival kingdom and has planted a bomb in the court. The adventurers must use their wits and skills to find and disarm the bomb before it explodes.
D10=2:The royal court is visited by a monk who brings an enchanted hourglass. When turned, it stops time except for those holding it. The party and the monk must figure out how to reverse it before the effects become permanent.
D10=3:A knight is challenging the king's champion to a duel for his title. Will you step in and fight for the king's honor or let the champion handle it on his own?
D10=4:The court is thrown into chaos when a group of talking animals invade, claiming to have been transformed by a powerful sorcerer. The players must solve the mystery and stop the sorcerer before things get even more out of hand.
D10=5:The king has decided to hold a tournament of champions to show off the might of his kingdom. The party must compete against skilled warriors, powerful mages, and clever rogues to prove themselves as the ultimate champions.
D10=6:A group of thieves sneaks into the court, attempting to steal from the royal treasury. Will you catch them in the act or let them escape?
D10=7:One of the nobles is attempting to convince the King to give land in a different part of the country to his nephew. This nephew is of good blood, but is no longer able to make a living. The King is listening to the noble when another noble interrupts them. He is wearing a blue coat and yellow pants. He says that the forest that is being talked about is his and the king cannot take it from him. He is threatening the King that if he does so, he will have him killed.
D10=8:A crowd gathers outside the throne room door. They start in on a speech about how the players should be in there and how they should just open the door, etc. No matter what the players do, they won't leave the door. They'll just continue the speech about how they are better than the person in the throne room.
D10=9:The throne room feels like a kitchen. There is a large feast being held and the nobles are eating, drinking, talking and laughing. The king is talking to a group of merchants.
D10=10:A foreign envoy presents a mysterious artifact as a gift, claiming it has powerful healing properties. The twist: The artifact is actually a prison for a malevolent spirit, which, when released, seeks vengeance on the envoy’s enemies—nowadays, the entire court.
d100 = 38
D10=1:A group of men are trying to convince an inexperienced guard to let them into the castle to see the king.
D10=2:A group of mercenaries has been hired by a noble to kidnap the King's eldest daughter in an attempt to force the King to step down from his throne. The players must track down the mercenaries and rescue the princess before it's too late.
D10=3:A group of people are talking about the old days, when the king was a young man. They will not be happy if they are interrupted.
D10=4:The court is hosting a grand tournament and the players are invited to compete. Will they come out on top and win the admiration of the court, or will they be overshadowed by more skilled competitors?
D10=5:The Queen receives a strange prophetic dream that foretells a great danger coming to the kingdom. The players must help her decipher the dream and prepare for the looming threat, whether it be an invading army or a powerful supernatural being.
D10=6:The players stumble upon a secret passage that leads to the dungeon. Inside, they find a prisoner who claims to have important information about a plot against the kingdom.
D10=7:A troubled queen holds court, her once voluminous hair streaked with gray. Her careful facade cracks just a little when she glances at an empty throne beside hers.
D10=8:A group of men are talking about their plans to rob the castle.
D10=9:A man wearing a red uniform with gold trim and a large golden anchor on the front walks into the room. He says, 'I was just about to challenge Prince Farad for a duel, but I am afraid I will be killed. My family is poor.'
D10=10:A group of 2d4 noblemen are talking to Farad, trying to convince him to do what they want.
d100 = 39
D10=1:A foreign prince or princess arrives with grandiose gifts and asks for the hand of the king's daughter/son in marriage.
D10=2:You see a devil. He is wearing a purple robe and looks very dignified.
D10=3:A solemn advisor holds a book of laws, trembling with the knowledge that justice will never again shine as brightly as it did during the rule of a beloved former monarch.
D10=4:A child of the court practices his archery skills in the courtyard.
D10=5:A group of 2d4 burly guards are standing in front of the throne.
D10=6:The court tailor struggles to finish a garment in time for a celebration.
D10=7:The players stumble upon a secret meeting of the underground resistance, who are planning to overthrow the current ruler. They must decide whether to join the cause or report the rebellion to the authorities.
D10=8:A guard reminisces about his time serving on the front lines.
D10=9:There is a statue of a young woman holding a book. She seems to be in some sort of pain. You can see her face and her arms are reaching out to the sky. She is blindfolded, and her clothes are torn at the chest.
D10=10:A noble woman's necklace breaks, spilling gems across the floor.
d100 = 40
D10=1:A harried advisor balances multiple documents as they rush to a meeting.
D10=2:Three men wearing red uniforms with gold trim walk into the room. They say, 'We have been sent by King Nathaniel to guard Prince Farad.'
D10=3:One of the knights is accused of treason and is to be executed. However, the players uncover evidence that suggests he has been framed and must prove his innocence before it's too late.
D10=4:A courier delivers letters from a distant land.
D10=5:The players are invited to a royal tea party, but as they sip their tea, they suddenly shrink to the size of mice. They must navigate their way through a now giant-sized palace to find a way to return to their normal size.
D10=6:A bard requests help creating a verse for his latest song.
D10=7:A group of fighters threaten the players. They say they will attack if they don't give them 20 sp.
D10=8:Courtiers gossip about the latest fashion trends in the realm.
D10=9:The queen weeps silently in the royal gardens amidst the stars in the sky, clutching a wilted flower. It's said the flower was picked on the day her child went missing years ago.
D10=10:A dog breaks free and disrupts the court proceedings, causing chaos.
d100 = 41
D10=1:A group of 2d4 men and women are arguing about the next great venture to explore. The adventurers could join in the arguing or convince one of the groups to do them a favor.
D10=2:A group of wild beasts has been attacking nearby villages and the king has organized a hunting party to take care of them. However, the players soon realize that these beasts are not just mindless animals, but are being controlled by someone.
D10=3:A minor noble presents a painting that animates and depicts events in the room. Moments later, it shows the King being attacked by shadows. The painting must be questioned to understand the impending threat.
D10=4:A bard roams the hall, seeking inspiration for his next song.
D10=5:A few blind people are begging near the throne. They are also singing songs to make money. Some of them have lutes and singing voices.
D10=6:You see several people in the throne room playing with toy soldiers. They are laughing and taking turns telling a story about them.
D10=7:A man is walking down the street. He looks like he's sick or dying.
D10=8:The crown jewels start glowing and floating. Once gathered, they form a map that leads to an underground vault filled with more dangerous, powerful magical artifacts.
D10=9:A noble is accusing the king's advisor of treason. Will you investigate and find the truth or let it play out in a heated court trial?
D10=10:A dismissed advisor spills enchanted sand in the courtroom; when swept, it forms runes that predict betrayal from a trusted confidante.
d100 = 42
D10=1:A stray enchanted object causes a servant’s broom to sweep by itself.
D10=2:The king's advisor is attempting to persuade the king to form an alliance with a powerful sorcerer, but the king is hesitant due to the sorcerer's dubious reputation. The players can offer their insights and potentially sway the king's decision.
D10=3:As the players wander through the gardens, they come across a mysterious tree with glowing fruit. Will they risk eating it or will they try to bring it back to the court for a reward from the king?
D10=4:A young noble and his guard are running down the street. They are carrying a chest of money.
D10=5:A traveling group of merchants comes to the castle offering rare and valuable goods. However, they are secretly thieves who plan to rob the castle after gaining the trust of the royal family. The players must uncover their true intentions and stop them before it's too late.
D10=6:The air here is filled with a feeling of unease and anxiety. There is a chaotic mix of magic in the air. It feels like time is moving faster here than in the rest of the castle.
D10=7:A group of 2d6+4 guards are doing nothing but standing around and looking bored. They will tell the party to move along. If the party does not comply, they will attack.
D10=8:A powerful sorcerer has joined the royal court, claiming to be able to control the weather. The king has arranged for a grand display of his powers, but rumors say that the sorcerer is a fraud. Can the players uncover the truth and expose the sorcerer's lies?
D10=9:Two men are arguing about whether or not a man in a tavern was telling the truth when he said that he was a dragonborn. They say that they know that he was not telling the truth because he had a beard and they know that dragonborns do not have beards!
D10=10:A powerful sorcerer visits the court, offering to share his knowledge and spells with the players. But in exchange, he asks for rare and valuable ingredients found in the kingdom's most dangerous places. Will the players risk their lives and anger the local creatures to fulfill the sorcerer's requests?
d100 = 43
D10=1:A visiting bard entertains the court with a story of impossible feats and distant lands.
D10=2:A pair of guards fall asleep. The king wakes them up and yells at them for sleeping on the job. Soon after, he passes out from drinking too much.
D10=3:Two men are talking about how they know that there is a dark power here in this place. They know that there is a dark power here, but it's not what they think it is. They are sure that the dark power is running the kingdom, but it's actually an evil cult trying to take over.
D10=4:The queen’s tiara, an object of incredible beauty, sits on a pillow in a secluded, locked glass case. It is a relic reminding the courtiers of a time when the kingdom knew only prosperity.
D10=5:A group of dwarves is here selling their wares. The wares are very cheap, but the kingdom's treasury is nearly empty. The king doesn't trust what the dwarves are selling, so he doesn't buy any of the goods. The dwarves won't leave until they sell something.
D10=6:The head chef of the royal kitchen challenges the players to a cooking competition. If they win, they will be rewarded with a feast in their honor and a secret recipe for a delicious dish.
D10=7:A sorcerer delivers an indestructible helmet, compelling someone who dons it to probe courtier hearts for ‘true loyalty’. This uncovers distressing treachery.
D10=8:In the throne room, a council meeting is taking place and there is heated discussion about raising taxes. Will you try to sway the decision or stay neutral?
D10=9:A group of bards are performing in the royal court, and their songs contain thinly veiled criticisms of the king and his rule. The king is torn between enjoying the music and being offended by the lyrics.
D10=10:A few blind people are begging near the throne. They are also singing songs to make money. Some of them have lutes and singing voices.
d100 = 44
D10=1:A group of nobles are sitting around a table, talking about their children and grandchildren.
D10=2:The court scribe has been capturing the memories of the court and storing them in magical books. However, a rogue book has escaped and is causing havoc by revealing secrets and private thoughts of the court members. The party must catch the book and return the memories to their original owners.
D10=3:The royal court is thrown into chaos when a powerful curse is placed upon the king and queen, causing them to slowly turn to stone. The players must find a way to break the curse before it's too late.
D10=4:A group of noblewomen from an opposing kingdom are visiting the court. They are beautiful, but dangerous. They are spies for their kingdom. They are looking for a husband for one of their number.
D10=5:A group of foreign ambassadors approach the Queen, requesting an alliance against a common enemy. The Queen must weigh the risks and benefits of forming this alliance, knowing that it could have far-reaching consequences.
D10=6:A mysterious bard appears and plays a harp that entrances the entire court. The players must save the courtiers from the bard’s control and discover the true nature of the harp’s magic.
D10=7:A sorcerer delivers an indestructible helmet, compelling someone who dons it to probe courtier hearts for ‘true loyalty’. This uncovers distressing treachery.
D10=8:The kingdom's borders are being threatened by an undead army, commanded by a powerful necromancer. The king turns to the players for help to defend their land and defeat the necromancer and his army. Can the players use their wit and strengths to save the kingdom from this dark force?
D10=9:The court tailor struggles to finish a garment in time for a celebration.
D10=10:A young bard sings a melancholic ballad about an ancient hero's tragic fate.
d100 = 45
D10=1:The royal chef argues with a fisherman over the freshest catch of the day.
D10=2:You see a man in normal clothing. He looks like a beggar or a tramp but he has a strange sense of pride.
D10=3:Two men are arguing about whether or not a nearby dungeon is actually haunted by ghosts or if it's just rumors spread by desperate local farmers who don't want anyone else to steal their harvests from their fields because they're afraid that their harvests will be stolen if other people don't believe there are any ghosts living
D10=4:A torrential rainstorm brings with it unnatural, bone-chilling cold. An important guest from a foreign land is found frozen solid in their chambers, a magical sigil etched into the ice. The party must figure out who cast the spell and why, while combating the biting cold.
D10=5:A king stares regretfully at an old piece of heraldry, worn but carefully preserved, a reminder of a lost era and broken oaths.
D10=6:A weaponsmith displays his latest, intricate dagger.
D10=7:A family of 10 is selling some food items. (The family is hiding a few more items in their clothing.)
D10=8:The royal gardener has created a new breed of magical plants, but some of them have escaped and are wreaking havoc in the palace gardens. The party must use their botanical knowledge to wrangle the rogue plants.
D10=9:A servant rushes in, announcing the arrival of a surprise gift from a neighboring kingdom.
D10=10:You see a group of dwarves arguing with a group of elves. The dwarves accuse the elves of stealing their precious gems, while the elves deny the accusations and claim the dwarves are hoarding the gems. The players must mediate the argument to prevent violence from breaking out.
d100 = 46
D10=1:A group of four men and one woman, in full armor, come running into the throne room and tell the queen that they have just killed a group of goblins. The queen's aide will be casting a spell, and he will need help defeating the evil wizard. If the players say they have no time, the queen will insist that they help. If they say they have time, they will give up and go back to their families.
D10=2:A notorious criminal, known for his ability to charm and trick his way out of any situation, has been captured and brought before the king for trial. However, he offers to provide valuable information to the players if they help him escape.
D10=3:A respected knight returns from a long campaign, but something about them is off; they seem detached and cold. The twist: The real knight was slain, and an undead entity now inhabits their body, manipulating the court for its necromantic agenda.
D10=4:The players come across a wounded knight who claims to have been attacked by a group of dark creatures. The king asks them to investigate and they may discover that these creatures are not as evil as they seem.
D10=5:A magical portal appears in the palace, transporting the players to a strange and dangerous land. They must find a way to close the portal and return home before they are trapped in this new world forever.
D10=6:A nobleman’s attempt at poetry falls flat, much to his embarrassment.
D10=7:A thick, unnatural mist shrouds the castle, lending an otherworldly sense to everything. Whispers of necromancy and dark magic circulate through the court. The royal scribe is found dead, clutching an artifact of dark power. The party must unravel these supernatural events cloaked in a sinister fog.
D10=8:A servant rushes in, announcing the arrival of a surprise gift from a neighboring kingdom.
D10=9:Constant drizzle makes the air damp and dreary. Poisondarts are found embedded in the throne room's wooden throne. A shadowy figure was seen fleeing the scene, and the party must chase this suspect through the rain-slicked alleyways of the castle.
D10=10:The sound of a ringing bell can be heard in the distance.
d100 = 47
D10=1:A mysterious plague has struck the royal court, causing people to fall into a deep sleep and not wake up. The players must find the source of the illness and create an antidote before it's too late.
D10=2:A group of commoners crash the throne room, begging the Queen for aid in their village's time of need. The Queen sympathizes with their plight and immediately sends out her best knights to help.
D10=3:A traveling group of merchants comes to the castle offering rare and valuable goods. However, they are secretly thieves who plan to rob the castle after gaining the trust of the royal family. The players must uncover their true intentions and stop them before it's too late.
D10=4:A group of foreign ambassadors approach the Queen, requesting an alliance against a common enemy. The Queen must weigh the risks and benefits of forming this alliance, knowing that it could have far-reaching consequences.
D10=5:BRUTES: A group of brutish men are playing cards. If the characters attack one of the men, everyone in the group, including the players, will fight.
D10=6:The queen has organized a scavenger hunt for the court, with the ultimate prize being a magical item. The players must race against the clock to find all the hidden clues and beat their competitors.
D10=7:A court poet reads aloud his latest piece.
D10=8:An old man is holding forth to an audience of merchants. He is talking about how simple life was in the days before the king. How the roads were safe, and how there were no taxes, and how everyone was happy.
D10=9:A minstrel sings an old ballad, mesmerizing onlookers.
D10=10:A group of 2d6 nobles walk into the room, demanding compensation for the damage done to their lands by the kingdom's armies.
d100 = 48
D10=1:The queen's prized jewels have gone missing and she suspects one of her own advisors. The players must search the palace for clues and catch the thief before they can make a getaway.
D10=2:The court mage demonstrates a minor but impressive fiery spell.
D10=3:The King’s new crown, set with a glowing crystal, starts to emit an eerie hum that only the party can hear. Upon investigation, they discover the crystal is a sentient artifact that’s influencing the King’s decisions.
D10=4:The king's prized falcon is missing and a hefty reward has been offered to whoever can find and return it. But the players soon discover that someone has been intentionally releasing the falcons in order to cash in on the reward.
D10=5:You see a servant sneaking a peek at a mysterious book on the Queen's shelf. Is it forbidden knowledge or a harmless storybook?
D10=6:The players are asked to join a game of cards.
D10=7:A group of human bards are performing a song about their adventures fighting goblins in the north.
D10=8:The orchestra’s new enchanted conductor’s baton controls the musicians to play haunting melodies. Worse, the music includes subliminal orders of dissent.
D10=9:An ambassador from a rival kingdom arrives and offers to make a trade deal with the king. However, rumors say that the ambassador is actually a spy and the players must find a way to uncover the truth without causing an international incident.
D10=10:A group of six nobles are arguing about something in front of the throne. One of them wants something from another one of them, but that other noble doesn't want to give it to him because he feels like it will make him look weak in front of his peers if he gives in too easily.
d100 = 49
D10=1:A group of elderly men is arguing about the existence of a nearby dragon in the mountains.
D10=2:A group of children are playing in the hall. They are throwing a ball. It is a game of tag. A small boy is 'it'.
D10=3:The players are challenged to a game of chess by a renowned strategist in the court. But as they play, they begin to notice that the pieces have a life of their own and the game becomes more dangerous than they ever anticipated.
D10=4:Two men wearing black robes and hoods walk into the room and start to walk around. They do not say anything. They do not look like they belong here.
D10=5:The players see a group of courtiers standing around a table. They are drinking and joking about their past adventures. The players can join them and talk about their adventures with them. If the players tell stories about the players' adventures, the courtiers will give them gifts. The gifts will be: 50 gold pieces, a staff of life +3, a chainmail armor +3, and a ring of protection +3. If the players tell stories about things that they were not involved with they will receive a -10% on their campaign adventures. The players can also tell stories about their campaign adventures and receive 20 gold pieces. It is easier for them to get gifts if tell stories about their campaign adventures.
D10=6:The sound of a ringing bell can be heard in the distance.
D10=7:The court is thrown into chaos when a group of talking animals invade, claiming to have been transformed by a powerful sorcerer. The players must solve the mystery and stop the sorcerer before things get even more out of hand.
D10=8:The ruler's favorite dog interrupts a meeting by demanding attention and belly rubs.
D10=9:The court jester is performing a comedic routine for a group of nobles, but their laughter seems forced and uncomfortable. As the jester catches your eye, they plead for your help to escape this hellish gig.
D10=10:A group of noblewomen from an opposing kingdom are visiting the court. They are beautiful, but dangerous. They are spies for their kingdom.
d100 = 50
D10=1:The party is summoned to the throne room by the king, who has become obsessed with a mysterious object that has been causing strange occurrences in the kingdom. They must find a way to break the king's obsession before it consumes him.
D10=2:A new painting's unveiling leads to mixed opinions amongst the courtiers.
D10=3:A group of dragon riders arrive at the court, claiming that their ruler has been overthrown and they need help reclaiming their kingdom.
D10=4:A group of rogue wizards, who have been banished from the kingdom for their dangerous experiments, seek revenge on the king by unleashing powerful magical creatures. The players must stop them and protect the kingdom.
D10=5:A messenger arrives, delivering news of a rebellion brewing in one of the kingdom's provinces. The king must decide whether to send aid or leave the province to fend for itself.
D10=6:A few nobles are walking through the courtyard, looking for someone to have a wager with.
D10=7:A bard recites an epic poem, causing mixed reactions from their audience.
D10=8:A priest is standing in a corner of the hall. He is not moving or saying anything. He looks like he is praying. He looks like he is asleep.
D10=9:A group of three men, one woman and one baby rush into the throne room and ask the king for help. Their children have been taken by goblins.
D10=10:A group of performers have set up a traveling circus outside the palace, and the king's daughter has fallen in love with one of the acrobats. The players must help the acrobat overcome obstacles and prove himself to the king if he wants to marry the princess.
d100 = 51
D10=1:The court's seamstress presents a new fashion design, looking for patronage.
D10=2:A woman wearing a black dress is sobbing quietly. She says, 'I do not know what to do.'
D10=3:The Queen's jester performs a hilarious dance, causing even the most serious court members to crack a smile. The Queen definitely knows how to keep morale up in the court.
D10=4:A bard is performing a satirical song about the king's recent policies. The king is not amused and orders the bard to be executed. The players have the option to intervene and save the bard's life.
D10=5:A group of courtiers are waiting for the King's court to hear a special performance by an obscure Bard. The bard has just finished his performance and is going to be taken in to meet the king. If the players get in his way, they will be assaulted.
D10=6:The king's youngest daughter is playing hide and seek with the players. While searching for her, they stumble upon a secret room filled with the king's most valuable treasures.
D10=7:The king's personal huntsman details the next royal hunt, causing excitement among the nobles.
D10=8:A group of men are talking about how bad the king is and how bad his kingdom is. They don't really believe it, but they're trying to convince others.
D10=9:A veteran soldier recounts tales of past battles.
D10=10:A group of traveling minstrels arrives at the royal court, asking for the king's permission to perform. However, their songs hold secret messages that could reveal a plot against the kingdom. The players must decipher the messages and stop the threat.
d100 = 52
D10=1:The royal glassblower presents a delicate new vase.
D10=2:You see a group of guards walking toward the castle with a prisoner tied to a pole.
D10=3:A noble is walking down the street with his entourage
D10=4:A group of men are standing in a corner. One will say to the other, 'I don't know what the king is thinking. I don't know how the queen is doing it.' The other will say, 'I know how she's doing it.' The first will say, 'How?' The second will say, 'She's a witch!'
D10=5:The court is visited by a traveling merchant who claims to have rare and valuable items for sale. However, as the players peruse the items, they discover that some of them are cursed and cause bizarre effects. The merchant is actually a mischievous fey who enjoys causing trouble.
D10=6:A group of peasants is gathered around a drunk man. They are listening to him tell the story of his son's death. The father misses his son and is willing to tell the party where he lives.
D10=7:The court chef’s apprentice accidentally sets a pot on fire in the kitchen.
D10=8:A group of noblewomen from an opposing kingdom are visiting the court. They are beautiful, but dangerous. They are spies for their kingdom. They are looking for a husband for one of their number.
D10=9:The court is visited by a group of cursed knights, seeking a way to break the curse and regain their humanity. The players must journey with them to a cursed castle and defeat the powerful mage who put the curse on them.
D10=10:The queen is hosting a grand ball and the players are invited as honored guests. However, a murder occurs during the festivities and the players must solve the mystery before the killer strikes again.
d100 = 53
D10=1:The royal steward assigns seating arrangements for an upcoming feast.
D10=2:Eighty-five maidens are standing around, waiting for Prince Farad to pass judgment on their suitors. The suitors are in one corner of the room. The maidens are moving about, talking to each other. One is talking about going to the beach. Another is telling one of her friends about how beautiful Prince Farad is. Several others are in pairs, gossiping about other people at the court. The suitors are standing around in one corner, fidgeting and waiting for Prince Farad to decide their fate. One of the suitors is talking about how the prince is getting married soon. The suitors' parents are gathered in a group near one door. They are discussing the prince's decision. Prince Farad is standing in the centre of the room. He is waiting for the court to quiet down.
D10=3:The queen has hired a famous fashion designer to create extravagant outfits for her and the court. However, the designer's eccentric requests make things difficult for the players who are tasked with fulfilling them.
D10=4:Inside the castle walls, a hurricane's wrath sends debris flying through shattered windows. A trusted soldier reveals they are under the control of a powerful Artefact. The party must overcome the storm's fury to neutralize the artefact's curse and free their ally.
D10=5:A court alchemist presents a potion that supposedly grants eternal youth. Many courtiers are eager to try it. The twist: The potion has an unexpected side effect, randomly aging and de-aging the drinker, causing pandemonium and revealing those who have hidden their true ages.
D10=6:The king's prized horse has fallen ill and the court veterinarian is unable to cure it. The adventurers are hired to find a rare and magical flower that is said to have healing properties, but it can only be found deep in a cursed forest. Will they risk their lives to save the horse or let it die and face the king's wrath?
D10=7:A harried advisor balances multiple documents as they rush to a meeting.
D10=8:The Princess’s amulet, which gives her visions, starts showing the deaths of everyone in the room. She insists the visions will come true unless the artifacts causing them are destroyed.
D10=9:A young scribe in the great hall pens letters by candlelight, trembling under the burden of chronicling the kingdom’s slow decline. His eyes flicker with uncertainty for the future.
D10=10:Courtiers gather around to watch two knights in a friendly duel with practice swords.
d100 = 54
D10=1:The king is screaming and waving his arms madly. He is wearing a crown, and a single strand of his hair is standing on end. He is on the edge of a storm.
D10=2:A court wine steward presents an exotic vintage, evoking mixed reactions from the tasters.
D10=3:Nervous nobleman has lost his horse. He asks the players to find it. He will offer them anything if they find it.
D10=4:The herald announces a schedule mix-up, causing a minor uproar.
D10=5:A group of 2d4 palace guards are standing in front of the throne. They tell the party to leave the room.
D10=6:Constant drizzle makes the air damp and dreary. Poisondarts are found embedded in the throne room's wooden throne. A shadowy figure was seen fleeing the scene, and the party must chase this suspect through the rain-slicked alleyways of the castle.
D10=7:The court jester has gone missing and the king is beside himself with worry. Can you find the jester and bring him back before the king's mood turns sour?
D10=8:A group of 2d6 nobles walk into the room, demanding compensation for the damage done to their lands by the kingdom's armies.
D10=9:An envious noble whispers about another's recent rise to favor.
D10=10:Three elderly men are arguing about which one of them is the oldest one of them. The other two say that the first one is not the oldest one of them because he has a beard and they do not have beards and they both think that he is not the oldest one of them. They all look very old.
d100 = 55
D10=1:A group of nobles are arguing over a piece of land that one of them thinks it his. The other side says it's his. Both sides are raising their voices to each other.
D10=2:The grand chandelier shimmers with a thousand candles, but beneath its bright light, the king reads a letter with trembling hands. His eyes betray a sorrow that rips at the spirit.
D10=3:The Queen's council is arguing over diplomatic strategies with their neighboring kingdom. The Queen sits quietly, listening to both sides and then making a decision that surprises everyone.
D10=4:A nobleman spills ink on an important document, causing a minor panic.
D10=5:A group of traveling performers come to the court to entertain the royal family. However, their real motive is to steal the crown jewels and the players must stop them before they can escape.
D10=6:As you walk through the gardens, you come across a young prince sitting on a bench, staring longingly at a portrait of a beautiful woman. He looks sad and lost in thought. Do you approach him?
D10=7:You see a group of women standing in the corner
D10=8:The queen's prized diamond necklace has gone missing and she believes someone in the royal court has stolen it. The players must use their detective skills to figure out who the culprit is before the queen's wrath is unleashed.
D10=9:A guard reminisces about his time serving on the front lines.
D10=10:A loud, drunken man is telling a story about how he drank too much at a tavern and woke up three days later with a black eye and no idea how he got it.
d100 = 56
D10=1:All around you, servants are frantically preparing for an upcoming tournament. They rush past with weapons, armor, and banners, and you can hear the sound of horses and trumpets in the distance. The king has declared a grand tournament and the adventurers are invited to participate.
D10=2:An apprentice blacksmith shows off his newly forged sword.
D10=3:The King's chef has quit, leaving the court without a skilled cook. The players must take over the kitchen and prepare a grand feast for the visiting ambassadors before they discover the situation.
D10=4:Children of the nobility play hide-and-seek, inadvertently causing chaos among the busy servants.
D10=5:You see a group of women standing in the corner
D10=6:A coronation portrait left unfinished by its artist, who died suddenly. It shows the face of the king half-painted, a haunting reminder of mortality.
D10=7:A group of giants are terrorizing the countryside, raiding villages and destroying crops. The king's army is unable to defeat the giants and the players are called upon for their aid. Can they come up with a clever plan to defeat the giants and save the kingdom?
D10=8:A man named Matthew is sitting in the corner of the throne room, he looks like he has been there for a while. If players approach him, he will ask for help finding his lost pet mouse.
D10=9:As the players enter the court, they see a group of underprivileged peasants protesting outside the gates, demanding better treatment from the king. The players must decide whether to support the peasants or stay loyal to the king.
D10=10:Gale-force winds batter the castle as an eclipse begins, blocking out the sun. A dark ritual at the castle's core threatens to summon a demon lord. The party must battle against the forces of nature and dark magic to avert the cataclysm as the wind howls ominously.
d100 = 57
D10=1:Some of the Queen's courtiers are sitting at the table in the throne room, playing a card game called 'The King's Court.' They are betting large amounts of money on the outcome of each hand.
D10=2:A group of nobles are arguing over a piece of land that one of them thinks it his. The other side says it's his. Both sides are raising their voices to each other.
D10=3:The royal chef presents a culinary masterpiece that wows the entire court.
D10=4:A senior advisor sternly explains the repercussions of neglecting diplomatic relations.
D10=5:The Queen and her jester are arguing in front of the king. The jester is accusing the queen of stealing his lute. Everyone else in the room is paying attention to the argument, including the king.
D10=6:A powerful enchantress arrives at court, claiming to be the rightful heir to the throne and demanding the Queen's surrender. Will you protect the Queen or join forces with the enchantress?
D10=7:The king is found here, sitting on his throne, looking very sad and tired. He is found here, sitting on his throne, looking very sad and tired.
D10=8:Heavy rain and gale forces wind batter the castle as a masked ball is taking place. Amid the swirling dancers, a prized royal artifact goes missing. Suspicion and intrigue mount as the party must navigate through the chaotic revelers in order to find the thief before they escape into the storm.
D10=9:A group of nobles are talking about crop prices and taxes. The noble and his escort are standing outside of the door, listening to Lord Staggs yell and curse.
D10=10:A group of foreign dignitaries are visiting the court, bringing exotic items and stories from their homeland. Will you trade with them or try to learn more about their customs?
d100 = 58
D10=1:The castle’s engineer explains the benefits of a new mechanical device to skeptical listeners.
D10=2:A senior advisor tries to explain the complexities of royal finances to a bored prince.
D10=3:The King and Queen are engaged in a heated argument. It is because the King has lost track of his horse again.
D10=4:Eltahale, a high elf, is standing in the corner. He is quietly whispering to himself.
D10=5:An enchanted quill given to the clerk writes secrets about the court on its own. The party must guard this artifact, decipher its messages, and ensure they do not fall into the wrong hands.
D10=6:The king’s younger sibling creates a small eruption in a debate with a bold statement.
D10=7:A group of rebellious nobles are planning to overthrow the king's rule. Will you side with the king or join the nobles in their rebellion?
D10=8:The players are invited to a royal ball, where they must navigate through political intrigue and alliances to achieve their goals.
D10=9:A masked ball is being held to celebrate the prince's birthday. But whispers of a curse spread throughout the court, as strange incidents occur during the party. Can the players uncover the truth and lift the curse before it's too late?
D10=10:A group of 2d6 wizards walk into the room, telling the king that they have discovered a new spell. The king's wizards are skeptical.
d100 = 59
D10=1:A servant is crying in the corner, holding a broken vase. As you approach, they confess that they accidentally broke a valuable piece of the king's collection and are afraid of the consequences.
D10=2:A noble drops an expensive-looking ring, causing a scurry to retrieve it.
D10=3:The relentless heat of a hidden volcano's eruption sends tremors through the castle, as the heat is nearly unbearable. During this period of tension, a child claiming to be the lost prince reappears. The party must determine the veracity of his claim as seismic activity threatens the castle's stability.
D10=4:The Queen is sitting in the throne room, bored. She wants the Knights to go on a mission. She will give them a good reward if they go on the mission.
D10=5:The players see a very beautiful lady with red hair. She is very unhappy. The players can talk to her. She is the king's wife. Her husband is not treating her well. She is having an affair with another man. The kingdom's laws do not allow the King to divorce her. If she dies, he will not be able to marry again, and any children he has will not be named in the succession line. Any children that he has after a divorce would be considered bastards. He will not see the player's party again during this adventure if the players suggest that he divorce her. He will, however, see the woman at the festival. If the players suggest that he divorce her, she leaves the throne room and goes to find a quiet place to cry.
D10=6:The queen's rare and valuable jewelry collection is missing and it's up to the players to track down the thief and retrieve it before the queen notices.
D10=7:A woman named Violet is in the throne room, she is trying to get an audience with the king and queen. She has lost her dog and needs help finding it. She will give the players a reward if they help her. She will also give the players a reward if they don't help her.
D10=8:A gardener tends to the potted plants adorning the courtyard.
D10=9:The castle is under attack by a powerful necromancer, raising an army of the undead to take over the kingdom. The players must defend the castle and find a way to defeat the necromancer once and for all.
D10=10:The queen's prized jewel has been stolen and she offers a handsome reward for its safe return. The players must track down the thief, who turns out to be a notorious bandit leader with a grudge against the kingdom. Can the players outsmart and defeat him to retrieve the jewel?
d100 = 60
D10=1:The queen's prized jewels have gone missing and she suspects a member of the court. The party must gather evidence and uncover the true culprit before the queen's anger erupts into chaos.
D10=2:A trial takes place in the court, with the judge being a very eccentric and unpredictable sorcerer. The party is summoned to act as jury members and must listen to the arguments and make a decision that could have serious consequences for the accused.
D10=3:A few dwarves (or gnomes) are trying to sell gems from the mines. These gems are worth 5 gp each. The stones are fake and are worthless.
D10=4:The royal cobbler presents a new pair of boots, crafted with impressive detail.
D10=5:An elderly couple is arguing about the direction of a nearby mountain range.
D10=6:A noble reacts dramatically to the news of an upcoming arranged marriage.
D10=7:The king's advisor is attempting to persuade the king to form an alliance with a powerful sorcerer, but the king is hesitant due to the sorcerer's dubious reputation. The players can offer their insights and potentially sway the king's decision.
D10=8:A group of men are talking about how great their king's castle is and how great his kingdom is. They don't really believe it, but they're trying to convince others.
D10=9:A group of 3 men are standing near the entrance to the throne room. If players approach them, one of the men will ask for help finding his lost pet dog.
D10=10:The sound of a ringing bell can be heard in the distance.
d100 = 61
D10=1:The sound of a ringing bell can be heard in the distance.
D10=2:A priceless artifact has gone missing from the royal treasury, and the king suspects a phantom thief. The twist: The thief is revealed to be a court jester using illusion spells, but he insists he's stealing it for a greater cause, possibly to prevent a prophesied disaster.
D10=3:A masked ball is being held to celebrate the prince's birthday. But whispers of a curse spread throughout the court, as strange incidents occur during the party. Can the players uncover the truth and lift the curse before it's too late?
D10=4:A group of children play hide and seek in the grand hall.
D10=5:The court's head librarian has gone missing, along with a powerful grimoire. The players must search for and retrieve both the librarian and the book before dark forces get their hands on it.
D10=6:A group of merchants is arguing with the royal tax collector about the exorbitant taxes they have to pay.
D10=7:As the players enter the court, they see a group of underprivileged peasants protesting outside the gates, demanding better treatment from the king. The players must decide whether to support the peasants or stay loyal to the king.
D10=8:A group of musicians are performing a beautiful symphony in the court, but their leader is missing their instrument. Can you help them find it before their performance is ruined?
D10=9:A mysterious illness has swept through the court, affecting the royals and their servants. The party must find the source of the illness and come up with a cure before it claims more lives. As they delve deeper, they realize that the illness may be a deliberate act of sabotage by an enemy of the kingdom.
D10=10:The doubled shadows of the flickering torchlight cast grim reflections in the royal portrait gallery, each gaze a reminder of the burdens and grief experienced over generations.
d100 = 62
D10=1:An excited page delivers news of a major event happening in a nearby town.
D10=2:The king is hosting a feast and asks the players to perform a traditional dance for entertainment. The catch? The dance is notoriously difficult and requires high charisma checks to pull off successfully.
D10=3:A group of courtiers are discussing a nearby dragon problem and trying to come up with a solution. Can you offer your insight to help defeat the dragon or will you sit back and watch as the kingdom falls into chaos?
D10=4:During an important banquet, all the royal members suddenly fall ill due to a mysterious poisoning. The twist: It turns out the poison was intended for the players, sent by a rival kingdom aware of the players' growing influence and fearing their potential.
D10=5:A harried advisor balances multiple documents as they rush to a meeting.
D10=6:A strange man approaches the party and tells them that he has been sent to find them by a powerful wizard. He gives them a scroll with an enchantment on it and says that it will help them in their quest.
D10=7:A magical portal appears in the palace, transporting the players to a strange and dangerous land. They must find a way to close the portal and return home before they are trapped in this new world forever.
D10=8:A group of nobles engage in a heated discussion about the controversial news that the Queen's brother has challenged the King's rule and seeks to take the throne. The players must investigate and uncover the true motives behind the supposed rebel's actions.
D10=9:Shuffling, lurching humanoid creatures are mixed into the crowd of people here. They are friendly to anyone in the room, but their movements are so awkward that they make people uncomfortable. They don't seem to be able to speak any language, but they can make the noises of a few words and letters. They can be interrogated about their pasts and the surrounding areas, but their answers are mostly nonsense. If a player attempts to get close to them to take them somewhere else, they will disappear into a wall or floor or something. Some of the creatures are near the velvet curtains or near the windows or near the staircases. They may be able to go through walls and floors or through the ceiling or through the staircases. The creatures will try to lead players into danger. They don't seem to be able to hurt the players, but they can be annoying.
D10=10:A group of 3 women are standing near the entrance to the throne room. If players approach them, one of the women will ask for help finding her lost pet cat.
d100 = 63
D10=1:The crown jewels start glowing and floating. Once gathered, they form a map that leads to an underground vault filled with more dangerous, powerful magical artifacts.
D10=2:There are two women wearing beautiful clothes talking in a corner of the room. They are very angry because their merchant caravan was attacked by bandits. They want the king to send soldiers to track down the bandits and bring them to justice. They are very angry because one of the bandits picked something off their bodies and ran away with it. The object was an expensive gold ring.
D10=3:A group of foreign dignitaries are visiting the court, bringing exotic items and stories from their homeland. Will you trade with them or try to learn more about their customs?
D10=4:The royal court is visited by a group of traveling bards who promise to entertain them with a never-before-seen play, but things go awry when the actors suddenly start improvising their own lines.
D10=5:A strange bird that enters the court starts singing prophecies. The song, when interpreted correctly, reveals concealed magical threats within the kingdom.
D10=6:A royal feast is in progress when ethereal figures appear, claiming to be the spirits of past monarchs. The twist: The spirits warn of a dire threat from within the royal court—a hidden vassal who seeks to usurp the throne.
D10=7:A forlorn jester, his antics half-hearted, repeatedly glances towards a locked door at the end of the hall. Rumor among the servants is that his beloved lies on the other side, cursed into eternal slumber.
D10=8:A nobleman spills ink on an important document, causing a minor panic.
D10=9:A pair of nobles argue heatedly about the merits of falconry versus fox hunting.
D10=10:A group of noblewomen from an opposing kingdom are visiting the court. They are beautiful, but dangerous. They are spies for their kingdom. They are looking for information on a certain topic. They will try to get the party to help them with their task.
d100 = 64
D10=1:A young man walks through the throne room, stops, turns around, and starts laughing at the adventurers. He will say something like, "What are you doing here? We have been sent to kill you." If the adventurers respond to this, he will stop and say, "No? You are a good bunch." If they ignore him, he will repeat himself, continue walking and then disappear into the crowd.
D10=2:A visiting noble’s lavish robes draw both admiration and envy.
D10=3:You see a group of dwarves arguing with a group of elves. The dwarves accuse the elves of stealing their precious gems, while the elves deny the accusations and claim the dwarves are hoarding the gems. The players must mediate the argument to prevent violence from breaking out.
D10=4:The court is visited by a group of righteous paladins, claiming that the Queen has been corrupted by dark magic and must be deposed. The players must investigate and decide whether the paladins are telling the truth or if there is a hidden agenda behind their accusations.
D10=5:The players stumble upon a secret passage that leads to the dungeon. Inside, they find a prisoner who claims to have important information about a plot against the kingdom.
D10=6:The King’s new crown, set with a glowing crystal, starts to emit an eerie hum that only the party can hear. Upon investigation, they discover the crystal is a sentient artifact that’s influencing the King’s decisions.
D10=7:An envious noble whispers about another's recent rise to favor.
D10=8:A prisoner sentenced to death for a crime he claims he did not commit begs for the players' help in proving his innocence. The players must investigate and gather evidence to clear the prisoner's name.
D10=9:A dragon suddenly flies into the court, demanding an audience with the king. It wants to negotiate a peaceful coexistence with the kingdom, but the king's advisors are pushing for war. The players must help the king make a decision.
D10=10:The royal gamekeeper recounts the latest hunt with great embellishment.
d100 = 65
D10=1:An eccentric inventor approaches the players asking for help in testing out his new inventions. The players must navigate through a series of dangerous experiments while trying to keep the inventor from getting them all killed.
D10=2:A chef tastes a new recipe and hesitantly asks for opinions.
D10=3:A priceless artifact has gone missing from the royal treasury, and the king suspects a phantom thief. The twist: The thief is revealed to be a court jester using illusion spells, but he insists he's stealing it for a greater cause, possibly to prevent a prophesied disaster.
D10=4:The throne room feels very heavy and oppressive. It feels like being in the presence of a king. The throne room is huge. Fifty people can gather in the throne room. The party sees a young man playing the harp. The harp music makes one of the party members cry. The party sees a group of people standing in the throne room. They are just talking about a holiday festival which will be held in a few weeks.
D10=5:A cursed painting has been hanging in the royal court for centuries, and has recently begun to affect the minds of those who look at it. The players must find a way to break the curse and rid the court of its dangerous presence.
D10=6:A young nobleman boasts of his recent hunting trip.
D10=7:A noble is accusing the king's advisor of treason. Will you investigate and find the truth or let it play out in a heated court trial?
D10=8:A wizard presents a monocle that reads minds. When tried in court, it unveils a courtesan's plan to poison the royal family.
D10=9:A solitary court musician plays a haunting tune on a lute, his eyes filled with a sorrow he cannot voice. He subtly watches the players, as if searching for someone who might understand his pain.
D10=10:A man with a beard, wearing a cloak and wearing a pot on his head is standing in front of a large statue. He keeps telling the people to get out of his way.
d100 = 66
D10=1:A group of performers have set up a traveling circus outside the palace, and the king's daughter has fallen in love with one of the acrobats. The players must help the acrobat overcome obstacles and prove himself to the king if he wants to marry the princess.
D10=2:The court is thrown into chaos when the king's long-lost brother suddenly reappears, seeking to claim the throne for himself.
D10=3:The court is holding a charity event to raise funds for the poor citizens of the kingdom. The party is invited to participate and must come up with creative ways to attract wealthy donors.
D10=4:The queen holds a lavish feast and invites the players. However, the food is secretly poisoned and the players must figure out who is behind the plot and stop them before it's too late.
D10=5:The court poet recites a sonnet to mixed reactions.
D10=6:A foreign spy is discovered within the court, and the players are tasked with interrogating them to uncover their true intentions.
D10=7:The players are invited to a game of royal court politics, where they must use their wit and charm to gain the favor of the powerful figures in attendance.
D10=8:The sound of a ringing bell can be heard in the distance.
D10=9:A renowned herbalist offers remedies for common ailments, attracting curious onlookers.
D10=10:The players stumble upon a secret meeting of the underground resistance, who are planning to overthrow the current ruler. They must decide whether to join the cause or report the rebellion to the authorities.
d100 = 67
D10=1:A scholarly debate on ancient texts erupts between two learned courtiers, to the confusion of others.
D10=2:A group of elderly women is arguing about the direction of a nearby dragon in the mountains.
D10=3:Tension rises as two nobles vie for the same royal title or office.
D10=4:The players witness the king's son engaging in a forbidden romance with a member of a rival kingdom. They must decide whether to keep this secret or report it to the king.
D10=5:You see a group of dwarves arguing with a group of elves. The dwarves accuse the elves of stealing their precious gems, while the elves deny the accusations and claim the dwarves are hoarding the gems. The players must mediate the argument to prevent violence from breaking out.
D10=6:A group of 2d6 nobles walk into the room, demanding compensation for the damage done to their lands by the kingdom's armies.
D10=7:The court tailor struggles to finish a garment in time for a celebration.
D10=8:Nervous guards rush into the room, announcing that a group of goblins have been spotted nearby, and they will be here any minute. The king's advisors are working on a solution.
D10=9:4 men are standing in the hall. One of the men is dressed as a court messenger.
D10=10:As an unbearably humid heatwave persists, a high-ranking official's unconscious body is discovered in the royal archives, surrounded by cryptic symbols. The party must decipher these arcane signs and uncover what foul magic has brought about this grim discovery.
d100 = 68
D10=1:A group of men are talking about their plans to rob the castle.
D10=2:A group of 2d4 guards are standing at the entrance to the throne room. They will not let the party in unless they have permission from the king or from his messengers.
D10=3:One of the statues is missing an arm. The king's guards think the players broke the statue.
D10=4:A mysterious plague has struck the royal court, causing people to fall into a deep sleep and not wake up. The players must find the source of the illness and create an antidote before it's too late.
D10=5:Sweltering heat grips the castle amidst critical peace talks with a rebellious faction. As tempers run high, reports come in of cursed wells causing madness. The party must mediate truces while investigating these mysterious afflictions.
D10=6:You see several people in the throne room talking about strange monsters. They are very scared because the creatures have been seen in the kingdom.
D10=7:You have overheard important information about a specific person. They are arranging to have a person abducted.
D10=8:A pair of enchanted gloves cause anyone wearing them to compulsively unveil truths. They must be used carefully during critical court sessions.
D10=9:A notorious pirate captain is captured and brought to the court for trial, but he promises to reveal important information in exchange for his freedom.
D10=10:The players are approached by a group of merchants who are trying to sell rare and exotic goods to the royal court. However, they seem to be hiding something and are nervous when asked about the origins of their products. Do the players investigate further?
d100 = 69
D10=1:A group of noblewomen from an opposing kingdom are visiting the court. They are beautiful, but dangerous. They are spies for their kingdom. They have information about a certain subject and will sell it to the highest bidder.
D10=2:The players stumble upon a dragon's lair and learn that it has been terrorizing the kingdom at the command of an evil sorcerer. Will the players defeat the dragon and confront the sorcerer, or will they try to negotiate a peaceful solution with the powerful creature?
D10=3:A group of paladins arrive at the royal court, claiming that the king's rule goes against the teachings of their deity. They demand that the king change his ways or suffer the consequences. The players must mediate between the two parties.
D10=4:The castle is trapped in a swirling snowstorm, and sinister footprints are discovered in the freshly fallen snow. When an important delegate vanishes, the party must confront icy conditions and solve the mystery before more lives are lost.
D10=5:The king's court wizard has gone missing and the kingdom's magical defenses are starting to fail. The players must venture into dangerous territories to find the wizard and bring them back before it's too late.
D10=6:A powerful and ancient being has offered to grant the royal family one wish in exchange for a magical artifact. The players must decide whether to help or hinder the transaction as they uncover the true motives of the being.
D10=7:The king's seneschal is secretly a werewolf, and every night during the full moon, the court is terrorized by a vicious wolf. The players must find a way to cure the seneschal or find a way to prevent the full moon from affecting him.
D10=8:A group of dragons have descended upon the castle, demanding tribute and threatening to destroy the kingdom if their demands are not met. The players must negotiate with them or find a way to defeat them in battle.
D10=9:A royal gardener explains the difficulty of growing a rare plant to a fascinated courtier.
D10=10:A foreign ambassador arrives at the court with a proposal for an alliance, but there are whispers that they may have ulterior motives.
d100 = 70
D10=1:Two young nobles playfully compete in a mock swordfight.
D10=2:A small troupe of musicians experiments with a newly-composed ballad, seeking feedback from the courtiers.
D10=3:A traveling circus arrives at the royal court and offers to put on a grand performance for the king and his court. However, the performers seem to have sinister intentions and the players must stop them before it's too late.
D10=4:The players are invited to a royal tea party, but as they sip their tea, they suddenly shrink to the size of mice. They must navigate their way through a now giant-sized palace to find a way to return to their normal size.
D10=5:A royal advisor approaches you and asks for your aid in solving a mystery. Someone has been sabotaging the king's chambers and they suspect it to be one of the courtiers. Can you help them uncover the truth?
D10=6:A stablehand asks for help lifting a heavy saddle.
D10=7:A group of courtiers are discussing politics and debating on the best course of action for the kingdom. Will you join in or stay out of the conversation?
D10=8:A group of traveling merchants come to the court, claiming to have discovered a rare and valuable item in their travels. The players must negotiate with the merchants and decide if the item is worth the price they are asking.
D10=9:A famous and powerful wizard visits the court, offering to perform a fantastical illusion show, but things take a dangerous turn when the illusions become all too real.
D10=10:A group of nobles are sitting around a table, talking about their horses and stables.
d100 = 71
D10=1:The court is thrown into chaos when the king's long-lost brother suddenly reappears, seeking to claim the throne for himself.
D10=2:A mysterious gift arrives for a courtier, causing widespread speculation on the sender’s identity.
D10=3:A prophet, blind but wise, sits in the shadow of a once-vibrant hall. His veiled eyes see only shadows of futures that might have been, the ghosts of roads not taken.
D10=4:A mysterious illness has befallen the Royal Family, and the players are tasked with finding the cure. They must venture into dangerous territories and gather rare ingredients to create the antidote.
D10=5:A noble’s hawk catches a mouse right in the middle of the hall.
D10=6:The castle's cook has fallen ill, leaving the court without food. The players must use their skills to prepare a feast for the court, with the help of a mischievous kitchen spirit.
D10=7:A group of dwarves has traveled from their kingdom to present a finely crafted weapon as a gift to the king. However, the gift is accidentally dropped and it breaks into pieces. The dwarves are horrified and beg for forgiveness, offering to create a new weapon for free as compensation.
D10=8:A young page trips and drops a tray of delicate pastries.
D10=9:A group of 2d10 squabbling nobles are wearing ridiculous costumes. They are a tribute to specific members of the royal family.
D10=10:The air here is filled with a feeling of unease and anxiety. Time seems to be moving more slowly here. It feels like time is moving faster in the rest of the castle than it is here.
d100 = 72
D10=1:Three elderly women are sitting at a table in the throne room, talking about their ailments. One of them has a bad back, another one has a bad hip, and the third one has a bad chest. They want to know if it's possible for them to get young again.
D10=2:An old man is walking back and forth in front of the throne room, staring at it.
D10=3:A group of 2d4 men and women are arguing about who is going to get paid for the last project. The adventurers could join in the arguing or convince one of the groups to do them a favor.
D10=4:A nobleman receives a mysterious letter and hurriedly leaves the hall.
D10=5:The castle is under attack by a powerful wizard and his army of magical creatures. The players must defend the castle and its inhabitants, while also trying to discover the reason behind the attack and stop it at its source.
D10=6:A famous bard has arrived at the castle and is performing for the royal court. However, his songs contain coded messages about an impending attack on the castle. The players must decipher the messages and warn the King before it's too late.
D10=7:The queen is calmly sitting on a throne. She is weaving with a golden thread, and a thick cloud of smoke is coming out of her eyes and mouth. She is ignoring the party and the other people in the room.
D10=8:A visiting noble’s lavish robes draw both admiration and envy.
D10=9:A stablehand describes the intricacies of horse grooming to an inquiring noble.
D10=10:The king's crown jewel, a powerful magical artifact, suddenly goes missing. The players must solve the mystery and retrieve it before the kingdom falls into chaos.
d100 = 73
D10=1:A dismissed advisor spills enchanted sand in the courtroom; when swept, it forms runes that predict betrayal from a trusted confidante.
D10=2:The court philosopher pontificates endlessly on the nature of justice.
D10=3:A man wearing a black cloak and a black hood is standing in the corner of the room. He says, 'I am here to kill one of the princes, but I am too cowardly.'
D10=4:A bard roams the hall, seeking inspiration for his next song.
D10=5:Two aging knights argue over who had the greater deeds of valor in their younger years.
D10=6:A powerful witch offers to grant the players one wish each in exchange for completing a quest for her. However, the wishes come with a catch and the players must carefully consider their choices.
D10=7:Courtiers gossip about the latest fashion trends in the realm.
D10=8:A group of visiting nobles challenge the party to a friendly game of chess or another mind game. However, as the game progresses, it becomes clear that the nobles are cheating and using magic to tip the odds in their favor. The adventurers must outsmart the nobles and prove their worth to the king.
D10=9:An elderly noblewoman mishears a comment, leading to a comical misunderstanding.
D10=10:A coronation portrait left unfinished by its artist, who died suddenly. It shows the face of the king half-painted, a haunting reminder of mortality.
d100 = 74
D10=1:A group of people are talking about the old days, when the king was a young man. They will not be happy if they are interrupted.
D10=2:The queen’s tiara, an object of incredible beauty, sits on a pillow in a secluded, locked glass case. It is a relic reminding the courtiers of a time when the kingdom knew only prosperity.
D10=3:The king's prized horse has fallen ill and the court veterinarian is unable to cure it. The adventurers are hired to find a rare and magical flower that is said to have healing properties, but it can only be found deep in a cursed forest. Will they risk their lives to save the horse or let it die and face the king's wrath?
D10=4:The players encounter an ageless mage who wanders the halls, whispering faint spells of protection. His eyes reflect the agony of millennia, of watching kingdoms rise and fall.
D10=5:The court is visited by a group of bards, each claiming to be the greatest musician in the world. The players must attend their performances and vote for the winner, who will be awarded a valuable prize by the King.
D10=6:There are two women wearing beautiful clothes talking in a corner of the room. They are very angry because their merchant caravan was attacked by bandits. They want the king to send soldiers to track down the bandits and bring them to justice. They are very angry because one of the bandits picked something off their bodies and ran away with it. The object was an expensive gold ring.
D10=7:A visiting noble's child gets lost in the castle, prompting a frantic search.
D10=8:A group of nobles are sitting around a table, talking about their children and grandchildren.
D10=9:A group of courtiers gather to play a game of draughts.
D10=10:A famous scholar is giving a lecture on the history of the kingdom, but their information seems distorted and biased. Will you challenge their statements or let the people be deceived?
d100 = 75
D10=1:A visiting ambassador discusses trade agreements with local merchants.
D10=2:A young noble presents a newly completed painting of the queen in all her regal glory.
D10=3:A servant fetches a tray full of sweet pastries.
D10=4:The players stumble upon a secret meeting between two members of the court, discussing a plot to overthrow the king. Will they intervene and warn the king, or try to use this information to their advantage?
D10=5:A nobleman spills ink on an important document, causing a minor panic.
D10=6:A solemn advisor holds a book of laws, trembling with the knowledge that justice will never again shine as brightly as it did during the rule of a beloved former monarch.
D10=7:A group of commoners crash the throne room, begging the Queen for aid in their village's time of need. The Queen sympathizes with their plight and immediately sends out her best knights to help.
D10=8:The court mage demonstrates a minor but impressive fiery spell.
D10=9:A giant magical hourglass in the throne room starts leaking sand that seems to age anyone it touches rapidly. Stopping it might require destroying it forever.
D10=10:An apprentice knight asks for the king’s blessing in a timid voice.
d100 = 76
D10=1:The royal steward assigns seating arrangements for an upcoming feast.
D10=2:A minstrel sings an old ballad, mesmerizing onlookers.
D10=3:BRUTES: A group of brutish men are playing cards. If the characters attack one of the men, everyone in the group, including the players, will fight.
D10=4:The royal astronomer tries to convince a skeptical audience of the importance of star charts.
D10=5:The royal cobbler presents a new pair of boots, crafted with impressive detail.
D10=6:The prince is walking and scratching his arm. His hand shakes. When he turns around, you can see that his hand is covered in blood.
D10=7:A young noblewoman sketches a portrait of a nearby soldier.
D10=8:During a routine council meeting, the royal advisor suddenly collapses and transforms into a lifelike statue. The twist: It’s revealed that the kingdom’s sculptor has been using a forbidden art to preserve individuals in stone, awaiting a perfect moment to unveil his "masterpiece."
D10=9:A servant fetches a tray full of sweet pastries.
D10=10:A magician's show at the court turns dangerous when they accidentally summon an ancient spirit. Will you help contain the spirit or try to banish it?
d100 = 77
D10=1:A group of guards are chatting (about what, it doesn't matter).
D10=2:A knight kneels before the king, requesting permission to marry a commoner.
D10=3:A foreign ambassador has come to the royal court with an offer of an alliance and a large sum of money. However, the players soon discover that the ambassador is not who he claims to be and has a hidden agenda.
D10=4:A group of giants have been causing havoc in the kingdom, stealing crops and terrorizing the villagers. The king has put out a bounty for their heads, but the players soon discover that there is a twist to this tale and the giants may not be the real villains.
D10=5:Courtiers gossip about the latest fashion trends in the realm.
D10=6:The court wizard loses track of a stray magic “cleaning” spell, causing a brief chaos.
D10=7:The court philosopher pontificates endlessly on the nature of justice.
D10=8:A court painter works on an unfinished portrait of a noble who died before their time. Every brushstroke seems to imbue the canvas with a lingering sorrow.
D10=9:A group of well-armed guardsmen, led by a sergeant of the watch, burst into the room. They are here for a crime that was committed in the room. They will look around and then leave, unless players try to stop them.
D10=10:An eccentric inventor approaches the players asking for help in testing out his new inventions. The players must navigate through a series of dangerous experiments while trying to keep the inventor from getting them all killed.
d100 = 78
D10=1:The queen's prized pet dragon escapes from its pen, causing chaos in the court. Can the party track it down and return it to its owner before it wreaks havoc?
D10=2:A strange creature is brought before the Queen, captured by her knights on their latest quest. It appears to be a cat with wings, and the Queen orders her wizards to study it and figure out its origins.
D10=3:A group of nobles is found here, arguing about whether or not the king is fit to rule. They are making plans to depose him if he doesn't step down soon.
D10=4:Players see a group of court jesters performing for the royal family. They seem to be subtly mocking various members of the court, creating tension and intrigue.
D10=5:A group of thieves have planned to steal a valuable artifact from the court's treasury. Can you stop them or will they succeed in their heist?
D10=6:Three good men are in the throne room waiting to tell their troubles to the king. They will tell their story to any who ask, and will try to convince him to help them.
D10=7:A mysterious illness has befallen the Royal Family, and the players are tasked with finding the cure. They must venture into dangerous territories and gather rare ingredients to create the antidote.
D10=8:The king requests the help of the party in solving a murder mystery in the palace. The suspects include members of the court and the party must use their detective skills to uncover the truth.
D10=9:A traveling fortune-teller offers cryptic predictions to curious courtiers.
D10=10:The Throne room suddenly becomes dim and a mysterious figure appears. It's the court wizard, who needs the Queen's help with a dangerous magical experiment. She agrees, but only if he promises to keep everyone safe.
d100 = 79
D10=1:The players are roped into performing in the annual play for the king's birthday celebration. Will they be able to impress the demanding audience and avoid any mishaps?
D10=2:The party is summoned to the throne room by the king, who has become obsessed with a mysterious object that has been causing strange occurrences in the kingdom. They must find a way to break the king's obsession before it consumes him.
D10=3:A loud, drunken man is telling a story about how he drank too much at a tavern and woke up three days later with a black eye and no idea how he got it.
D10=4:Dukes, barons, and earls are making a lot of noise in the throne room and demanding that the King do something about the recent plague of refugees at their borders.
D10=5:A court painter works on an unfinished portrait of a noble who died before their time. Every brushstroke seems to imbue the canvas with a lingering sorrow.
D10=6:The prince is talking to a group of people. Guests of the prince, NPCs, important merchants, old friends, etc.
D10=7:The court's beloved royal pet, a magical unicorn, has gone missing and the players must track it down before it falls into the wrong hands.
D10=8:At the feast, musicians play a melancholic tune, echoing in the cavernous hall, while nobles quietly converse, their smiles thin and unconvincing. The air is thick with the weariness of tradition and the longing for something more.
D10=9:The court pharmacist hands out herbal remedies for various minor ailments.
D10=10:The door to the throne room is cracked open. If players open it further, they will find a servant outside, sleeping. If awakened, she will say that she is waiting for someone and will not tell any more.
d100 = 80
D10=1:A group of 2d6 wizards walk into the room, telling the king that they have discovered a new spell. The king's wizards are skeptical.
D10=2:At the feast, musicians play a melancholic tune, echoing in the cavernous hall, while nobles quietly converse, their smiles thin and unconvincing. The air is thick with the weariness of tradition and the longing for something more.
D10=3:A guardian golem starts malfunctioning during a court session, revealing an embedded artifact within it that suddenly reactivates ancient defensive protocols.
D10=4:A nobleman is sitting in the hall, writing something in a journal. He is obviously from the Royal Court, because he is wearing a bright, red robe and looks very official. He will ask the party, 'Can I help you with anything?' If the party has business with the king or queen, he will show them where to go. If the party doesn't, he will tell them, 'No, and I was just writing in my journal, so if you don't need any information, I think I'll just be on my way.'
D10=5:A senior advisor sternly explains the repercussions of neglecting diplomatic relations.
D10=6:You see a group of 6d4+4 humans with very strange armor. One of them is wearing a turban, another is in full plate.
D10=7:The queen weeps silently in the royal gardens amidst the stars in the sky, clutching a wilted flower. It's said the flower was picked on the day her child went missing years ago.
D10=8:A group of foreign dignitaries are visiting the court, bringing exotic items and stories from their homeland. Will you trade with them or try to learn more about their customs?
D10=9:The court wizard is performing a new spell for the king and queen, but something goes wrong and the players must work together to fix the chaos that ensues.
D10=10:A group of well-armed guardsmen, led by a sergeant of the watch, burst into the room. They are here for a crime that was committed in the room. They will look around and then leave, unless players try to stop them.
d100 = 81
D10=1:You see a group of dwarves arguing with a group of elves. The dwarves accuse the elves of stealing their precious gems, while the elves deny the accusations and claim the dwarves are hoarding the gems. The players must mediate the argument to prevent violence from breaking out.
D10=2:The court is disrupted by a group of hostile gnomes who demand to be allowed to live in the castle. The players must decide whether to grant their request or find a peaceful way to remove them.
D10=3:A noble drops an expensive-looking ring, causing a scurry to retrieve it.
D10=4:A courtier drops their personal seal, and a child picks it up reverently.
D10=5:A noble is walking down the street with his entourage
D10=6:A thick, unnatural mist shrouds the castle, lending an otherworldly sense to everything. Whispers of necromancy and dark magic circulate through the court. The royal scribe is found dead, clutching an artifact of dark power. The party must unravel these supernatural events cloaked in a sinister fog.
D10=7:The queen's beloved pet dragon goes missing and the palace is turned upside down in search of it. The players must track down the dragon and return it safely before the queen finds out.
D10=8:A group of jesters are performing for the court, but they seem to be causing more chaos than laughter. Will you intervene or let the hilarity continue?
D10=9:A man is reading a book. He tells the players, 'I'm reading about a famous wizard named Zan Zan the Magnificent. He lived in this castle centuries ago.' He points to the wall behind him and a painting of Zan Zan.
D10=10:An old bard is sitting in the corner playing a sad tune on a lute. He is the court minstrel. He is playing a requiem for Prince Farad's mother.
d100 = 82
D10=1:The players are invited to a royal tea party, but as they sip their tea, they suddenly shrink to the size of mice. They must navigate their way through a now giant-sized palace to find a way to return to their normal size.
D10=2:The court mage demonstrates a minor but impressive fiery spell.
D10=3:A group of monks, who are heading north to find a lost temple, are standing in one corner of the throne room.
D10=4:A group of 3d6+3 dwarfs and gnomes from the local dwarven mines are arguing about whether or not a dragon has made its nest in their mines.
D10=5:You see a group of four knights talking. One of them is talking about how he was in a battle in a nearby village. He is trying to impress the others with his tale.
D10=6:A powerful and ancient being has offered to grant the royal family one wish in exchange for a magical artifact. The players must decide whether to help or hinder the transaction as they uncover the true motives of the being.
D10=7:A man wearing armor that barely fits him is here. He has a look of desperation on his face.
D10=8:A group of knights enter the court, seeking the king's approval to embark on a quest to retrieve a powerful artifact. The king grants permission, but secretly hires the players to ensure the knights do not succeed and bring the artifact back to him.
D10=9:A powerful enchantress arrives at court, claiming to be the rightful heir to the throne and demanding the Queen's surrender. Will you protect the Queen or join forces with the enchantress?
D10=10:A mysterious hooded figure approaches the players and offers them a job to steal a precious item from the king's personal vault. The reward is great, but the risks are even greater.
d100 = 83
D10=1:The court jester challenges one of the players to a game of wits and riddles. If they can outsmart the jester, they will win a rare magical item. But if they fail, they will be the laughingstock of the court.
D10=2:A group of nobles is found here, scheming about how to get ahead in the court. They are plotting to kill an important nobleman to advance their own position.
D10=3:A haughty noble criticizes a commoner petitioning the king for aid.
D10=4:The royal chef presents a culinary masterpiece that wows the entire court.
D10=5:The court's seamstress presents a new fashion design, looking for patronage.
D10=6:The court wizard is performing a new spell for the king and queen, but something goes wrong and the players must work together to fix the chaos that ensues.
D10=7:A group of nobles is found here, celebrating with wine and song about how great the king is. They are actually making fun of other nobles, who are not present.
D10=8:An enchantress offers to read the players' fortunes using her crystal ball. Her predictions are eerily accurate, revealing secrets and insights about each player.
D10=9:A woman wearing an orange dress with a red sash and red boots walks into the room. She says, 'I am here to challenge Prince Farad to a duel.'
D10=10:A tailor urgently needs fabric measurements from the players.
d100 = 84
D10=1:A group of musicians are trying to convince a palace guard to let them into the palace. If the
D10=2:A powerful enchantress visits the court seeking an audience with the king. However, her intentions are not as pure as they seem, and the players must stop her before she uses her charms to manipulate the king and gain control.
D10=3:A bard recites a newly composed epic that leaves everyone in awe.
D10=4:A mysterious masked figure approaches the players and offers them a chance to join a secret rebellion against the tyrannical king. The catch? They must first prove their loyalty by completing a dangerous task.
D10=5:A servant asks if the players require any assistance.
D10=6:You hear the sound of singing coming from down the corridor. As you get closer, you see a group of bards performing for the court. They sing songs of the kingdom's victories and the bravery of the royal family.
D10=7:A mysterious illness has struck the castle, affecting only those of noble blood. The players must find a cure before it's too late.
D10=8:The players witness a knight receiving a new, polished shield.
D10=9:A once magnificent ballroom is now dark and empty, save for a single noble who waltzes alone with a phantom memory of a lost love under the flickering candlelight.
D10=10:A dark and mysterious figure in a hooded cloak enters the court and whispers ominous warnings to the Queen. Will you investigate or dismiss it as superstition?
d100 = 85
D10=1:The court cook is struggling to come up with a new dish for the upcoming feast. Can you help create a delicious masterpiece or will the feast be a disaster?
D10=2:The King suddenly becomes ill and slips into a feverish delusion. The players must find a rare herb that only grows in a dangerous jungle and brew a potion to heal the King before it's too late.
D10=3:A group of religious zealots arrive at the court, claiming that the king is an impostor and that the true ruler is a deity. The players must navigate the delicate situation and prove the king's legitimacy while also dealing with the religious fanatics' extreme actions.
D10=4:A mysterious figure in a dark cloak approaches the players, offering them a quest to retrieve a powerful artifact from a dangerous dungeon. The reward? A large sum of gold and a favor from the cloaked figure. But can they trust this stranger and what is their true motive?
D10=5:A solemn advisor holds a book of laws, trembling with the knowledge that justice will never again shine as brightly as it did during the rule of a beloved former monarch.
D10=6:A group of nobles are arguing about a contract with a foreign merchant. They are arguing about who is going to get the bigger share of the profits from the transaction.
D10=7:A woman wearing a black dress is sobbing quietly. She says, 'I do not know what to do.'
D10=8:Twin courtiers argue over who has the best taste in fashion.
D10=9:A delivery of extravagant flowers causes envy among those who didn't receive any.
D10=10:Two men are arguing about something, loudly. They will not be happy if they are interrupted.
d100 = 86
D10=1:Drumming rain and dark skies greet the unveiling of a precious artifact. When it's stolen, the royal court accuses a respected noble. The party must navigate a maze of deceit and recover the artifact before the storm's end exacerbates already strained relationships.
D10=2:A group of giants have been causing havoc in the kingdom, stealing crops and terrorizing the villagers. The king has put out a bounty for their heads, but the players soon discover that there is a twist to this tale and the giants may not be the real villains.
D10=3:The court is visited by a group of elven ambassadors, and a heated debate ensues about elven-human relations.
D10=4:A bugler practicing for an upcoming tournament causes a collective grimace among those nearby.
D10=5:A jester performs a hilarious routine, but as he bows to the king, his head falls off revealing that he was actually a shape-shifting assassin in disguise. The players must take down the assassin before he causes any harm.
D10=6:A minor fender-bender occurs during a practice jousting session, causing minor bruises and mild embarrassment.
D10=7:A group of men are talking about a nearby city that they want to destroy.
D10=8:Two men wearing black robes and hoods walk into the room and start to walk around. They do not say anything. They do not look like they belong here.
D10=9:The royal architect presents an enchanted box of gears. Once activated, it starts re-configuring part of the castle itself, uncovering deadly relics and trapping courtiers.
D10=10:The players are invited to a luxurious royal ball, but they soon realize that it is a trap set by a powerful lich who seeks revenge on the royal family. The players must navigate through traps and illusions to confront the lich and put an end to their plans.
d100 = 87
D10=1:An aide and a group of 2d4 men rush into the throne room to tell the king that a group of goblins/giant owls/kobolds/etc. is attacking the kingdom and needs to be killed or run off. They will ask for aid from the adventurers. If the adventurers are not ready to leave the throne room, the aide will return later with the same request, saying that the goblins/giant owls/kobolds/etc. have been found fighting a small group of farmers in the nearby fields. A royal guard will rush through and urge them to leave. This is a red herring. The king will have told you, as he has told the adventurers, that a group of goblins/giant owls/kobolds/etc. attacked, killed a dozen farmers, and then vanished. The king cannot spare any men to send on a goose chase to find them, but he will reward anyone who can bring back proof of their existence.
D10=2:The royal canine starts growling at a statue in the hall that suddenly moves. The statue holds a key and riddles that unlock a hidden chamber filled with dangerous and enchanted artifacts.
D10=3:A group of 2d6 nobles and their children are talking near a fireplace. They are talking about how they are going to help the king, how they are going to help the kingdom, and how this city is going to go down in history. They think they're running the kingdom, but they're not.
D10=4:A troubled queen holds court, her once voluminous hair streaked with gray. Her careful facade cracks just a little when she glances at an empty throne beside hers.
D10=5:A group of traveling peddlers have set up shop in the throne room. They are selling cheap magical items that nobody really wants.
D10=6:A foreign envoy arrives at the court and demands to speak with the king immediately. He claims he has crucial information about an impending invasion from a neighboring kingdom. The players must help the king decide whether to trust the envoy or not.
D10=7:A goblet held by a visiting dignitary turns into an ethereal chain binding the King. Break the curse but discover elements that signify a larger magical war within the court.
D10=8:A heated argument breaks out between two nobles, each claiming ownership of a valuable artifact. Will you mediate the dispute or take a side?
D10=9:2d4 peasants are standing around the castle, because the local lord has been collecting taxes for a long time. They are waiting for the lord to return and give them their taxes back.
D10=10:The throne room is filled with the lively sound of music and laughter. The Queen is throwing a grand ball in celebration of her daughter's birthday. The guests are dressed in elaborate costumes, and there's a table filled with all sorts of delectable treats.
d100 = 88
D10=1:A merchant discusses the latest trade goods arriving at the port.
D10=2:A bard sings a melancholic ballad, captivating several courtiers.
D10=3:The court wizard is experimenting with a new spell and accidentally transforms a guest into a chicken. The players can help reverse the spell and possibly gain a favor from the transformed guest.
D10=4:BRUTES: A group of brutish men are playing cards. If the characters attack one of the men, everyone in the group, including the players, will fight.
D10=5:A group of human bards are performing a song about their adventures fighting goblins in the north.
D10=6:The players overhear a heated debate about local politics.
D10=7:An elderly nobleman complains about his aching joints.
D10=8:A noblewoman questions the players about their origins out of pure curiosity.
D10=9:The king's advisor is found dead in his chambers, and the players must use their investigative skills to solve the mystery and discover the true culprit.
D10=10:A visiting sorceress offers the Queen a cursed comb. The comb resonates with dark magic, forcing the party to neutralize it before the Queen’s next grooming session.
d100 = 89
D10=1:The King's trusted advisor has been found murdered in his chambers with no traces of the culprit. The players must use their detective skills to gather clues and solve the mystery, which leads them to a shocking discovery about the court.
D10=2:A foreign ambassador has come to the royal court with an offer of an alliance and a large sum of money. However, the players soon discover that the ambassador is not who he claims to be and has a hidden agenda.
D10=3:A group of 2d10 squabbling nobles are wearing ridiculous costumes. They are a tribute to specific members of the royal family.
D10=4:A group of men are arguing about whether or not there is a dragon in a nearby mountain range.
D10=5:The king's youngest son has gone missing and the only clue is a cryptic riddle left in his room. The players must solve the riddle and find the missing prince before it's too late.
D10=6:A new painting's unveiling leads to mixed opinions amongst the courtiers.
D10=7:A group of 2d6+4 guards are doing nothing but standing around and looking bored.
D10=8:The court is visited by a group of gnomish tinkerers, offering their latest inventions for sale. However, some of their inventions seem to be causing more harm than good.
D10=9:The queen has hired a famous fashion designer to create extravagant outfits for her and the court. However, the designer's eccentric requests make things difficult for the players who are tasked with fulfilling them.
D10=10:A group of diplomats from an ally kingdom visit the court to discuss a potential trade agreement. However, one of the diplomats is actually a spy working for a rival kingdom and has planted a bomb in the court. The adventurers must use their wits and skills to find and disarm the bomb before it explodes.
d100 = 90
D10=1:Two magicians engage in a light-hearted rivalry, displaying minor illusions to impress onlookers.
D10=2:A knight is talking to the King. He tells him about a plan to defeat an enemy that has been attacking for years and is winning every battle. They constantly lose men and land, but the enemy never does. The knight thinks that the king should hire a wizard due to the current state of the kingdom because of their losses.
D10=3:The court is hosting a tournament of champions, where the greatest warriors and mages from all over the kingdom come to compete. However, it is revealed that the tournament is actually a trap set by a powerful demon who seeks to add the champions' souls to his collection. The players must defeat the demon and free the trapped souls.
D10=4:4 men are standing in the hall. One of the men is dressed as a court messenger.
D10=5:A stray dog finds its way into the banquet hall, searching for scraps.
D10=6:A powerful wizard enters the court, claiming to have a prophecy about the king's future. The king is skeptical, but the players can choose to investigate the prophecy further and potentially change the course of the kingdom's history.
D10=7:Three young noblemen are talking about their love lives. One of them says, 'My love life is bad. I can't get a woman to love me.' One of them says, 'My love life is good. I have a new lover every week.' One of them says, 'My love life is splendid! I have the most beautiful woman in the kingdom as my lover!'
D10=8:A group of thieves have planned to steal a valuable artifact from the court's treasury. Can you stop them or will they succeed in their heist?
D10=9:A group of men are talking about how great their king is and how great his kingdom is. They don't really believe it, but they're trying to convince others.
D10=10:A powerful enchantress arrives at court, claiming to be the rightful heir to the throne and demanding the Queen's surrender. Will you protect the Queen or join forces with the enchantress?
d100 = 91
D10=1:The players see a Noblewoman who is worried about her husband. He has been gone for 4 days. She thinks that he has left her.
D10=2:A man named Matthew is sitting in the corner of the throne room, he looks like he has been there for a while. If players approach him, he will ask for help finding his lost pet mouse.
D10=3:The royal tailor displays a newly woven tapestry of a famous battle.
D10=4:A group of 2d6 children are playing in the corner. They are playing a game. It looks like it's some kind of chase game. The children are screaming and laughing. They don't care about anyone else who might be listening. They are busy with their game. A noble is watching. He is trying to decide whether or not to send them away. The noble is hard of hearing.
D10=5:During a formal banquet, a weary army general recounts the darker stories of his campaigns. His eyes, clouded with the pain of seniority, reveal the burden of countless lives lost.
D10=6:The players are invited to a lavish banquet hosted by the queen, but they soon realize that something sinister is lurking in the shadows. Can they uncover the threat and protect the royal family without ruining the feast?
D10=7:A group of knights enter the court, seeking the king's approval to embark on a quest to retrieve a powerful artifact. The king grants permission, but secretly hires the players to ensure the knights do not succeed and bring the artifact back to him.
D10=8:The palace building is large and imposing. It is surrounded by a high wall of marble and is enclosed by an ornamental iron fence with a gate in it. The gate is currently open. Right now, in the plaza in front of the palace, four men are talking and arguing. One of them is saying, 'He is just jealous. He wants to steal all of our wives or take our women or something.' They all laugh. Their wives are on the other side of the plaza, and they go to them. You can hear them in the distance saying, 'Where were you?' and 'We were looking for you.' 'Bring me back some wine.' 'I want to go to bed.' 'You should not go to bed. We should wake up the king.' 'Go and wake up the king. I want to go to bed.'
D10=9:A group of 2d6 nobles and their children are talking near a fireplace. They are talking about how they are going to help the king, how they are going to help the kingdom, and how this city is going to go down in history. They think they're running the kingdom, but they're not.
D10=10:A senior advisor sternly explains the repercussions of neglecting diplomatic relations.
d100 = 92
D10=1:A group of dwarves enter the court, looking for a lost artifact that they believe was stolen by the king. The king denies any involvement but offers a hefty reward if the players can retrieve the artifact from the real thief.
D10=2:The court's main source of magic, a powerful crystal, begins to crack and the players must find a way to stop it from shattering before it's too late.
D10=3:QUEEN ISOLDE is having a party in the throne room. She is drinking and dancing around the throne. She is wearing a T-shirt that says, 'Dragons are for fun--not for eating.' She is wearing a crown.
D10=4:A group of 3 men are standing near the entrance to the throne room. If players approach them, one of the men will ask for help finding his lost pet dog.
D10=5:A group of rebellious nobles are planning to overthrow the king's rule. Will you side with the king or join the nobles in their rebellion?
D10=6:A powerful and feared dragon approaches the court, offering a truce and seeking an alliance with the Queen. Will you trust the dragon or heed the warnings of its treachery?
D10=7:The royal court is being plagued by a series of thefts, with expensive jewels and artifacts going missing. The players must use their detective skills to find the culprit and retrieve the stolen goods.
D10=8:A minstrel performs a haunting requiem at the foot of the now vacant throne of a noblewoman who succumbed to an incurable illness. Each note is filled with sorrow.
D10=9:The king's eldest son has been kidnapped and ransom demands have been made. The players must rescue the prince before it's too late.
D10=10:Heavy fog chokes the courtyard as whispers of a murder plot circulate. The crown prince claims his dreams are plagued by visions of his assassination. The party must dive into the fog-veiled intrigue to unmask the potential assassin and save the prince from his foretold fate.
d100 = 93
D10=1:A group of men are talking about how great their king is and how great his kingdom is. They don't really believe it, but they're trying to convince others.
D10=2:A group of elderly women is arguing about the direction of a nearby dragon in the mountains.
D10=3:The court alchemist is seeking rare ingredients for a powerful potion and offers the party a handsome reward if they can retrieve them. However, the ingredients are guarded by dangerous creatures or hidden in treacherous locations.
D10=4:The royal seamstress asks for opinions on a new gown design.
D10=5:A peasant appears before the court to petition for aid due to a bad harvest season.
D10=6:The court wizard is conducting a magic show, but things go awry when a spell backfires and turns a noble's clothing into a chicken.
D10=7:In a secluded alcove, a prince sits on a windowsill, staring at the moon. His thoughts, heavy with unrequited love and the weighty obligations of his title, remain unspoken.
D10=8:A famous playwright arrives to present a new play that eerily parallels real-life events in the court. The twist: The playwright is a prophetic figure, and their play reveals hidden truths about immediate future treacheries within the court.
D10=9:The court sorcerer needs a rare and dangerous ingredient for an important spell. Will you risk your life to obtain it or find an alternative solution?
D10=10:A group of fighters threaten the players. They say they will attack if they don't give them 20 cp.
d100 = 94
D10=1:A man is trying to sell the king a set of five plates that he found while traveling through a swamp recently. The plates are made of gold and are covered in moss and other stuff that was growing on them while they were submerged in the swamp water. The man wants 100 gp per plate, but the king only wants to pay him 50 gp per plate. The man will insist on getting 100 gp per plate no matter what happens over the course of the session because he knows that he can turn around and sell each plate for 150 gp on the black market, which is what he plans to do after he gets paid for the plates by the king.
D10=2:A group of nobles are arguing about who is going to take over control of a major city. There are soldiers standing in front of their home. A force of 2d6+3 men are standing at the end of the street. They are men from another country.
D10=3:A man in the room is reading a book. He tells the players, 'I'm reading about a famous wizard named Zan Zan the Magnificent. He lived in this castle centuries ago.' He points to the wall behind him. It's really a painting of Zan Zan.
D10=4:A man wearing armor that barely fits him is here. He has a look of desperation on his face.
D10=5:The players are asked to deliver an important message or item to another kingdom's royal court, but the journey is filled with unexpected challenges and obstacles.
D10=6:A dog breaks free and disrupts the court proceedings, causing chaos.
D10=7:A group of 2d6+2 young guards are playing cards in front of the door leading to Prince Farad's quarters.
D10=8:The king's royal jeweler has created a magnificent crown for the upcoming coronation ceremony, but it has been cursed by an enemy. The players must find a way to remove the curse before the coronation or risk the king being under its control.
D10=9:A lord renowned for their wisdom and counsel suddenly begins spouting nonsensical and dangerous advice. The twist: The lord was cursed by a rival using a cursed scroll that twists their thoughts and truths into harmful lies. Decrypting the scroll’s spell could restore their sanity and reveal the rival’s plot.
D10=10:A falcon swoops through the hall, causing a brief commotion.
d100 = 95
D10=1:A man named George is sitting in the corner of the throne room, he looks like he has been there for a while. If players approach him, he will ask for help finding his lost pet parrot.
D10=2:The players are invited to a grand feast with the nobles and high-ranking officials. But during the meal, the food and drinks are poisoned, leaving the guests paralyzed and vulnerable to attack. Can the players survive and uncover the plot behind this treacherous act?
D10=3:The court jester has gone missing right before his big performance. The players must search for clues and piece together what happened to the jester before it's too late.
D10=4:Two boys are teasing a fawn. They are hitting it with sticks. If players approach, the deer will run away.
D10=5:Servants hurry to replace a tapestry that has inexplicably fallen from the wall.
D10=6:A man is gossiping about another man, saying that he is a bastard. He is lying.
D10=7:An artist is commissioned to paint a grand mural depicting the royal family. When unveiled, strange and ominous symbols appear in the painting. The twist: The artist is a seer, and the symbols predict a series of events leading to the fall of the royal house unless action is taken.
D10=8:Players see two groups of nobles scheming against each other. They are arguing about who should be the next king.
D10=9:The court mage demonstrates a minor but impressive fiery spell.
D10=10:A group of beggars have snuck into the court, begging for scraps from the lavish feast. Will you turn a blind eye or have them kicked out?
d100 = 96
D10=1:A mysterious illness has swept through the court, affecting the royals and their servants. The party must find the source of the illness and come up with a cure before it claims more lives. As they delve deeper, they realize that the illness may be a deliberate act of sabotage by an enemy of the kingdom.
D10=2:Shuffling, lurching humanoid creatures are mixed into the crowd of people here. They are friendly to anyone in the room, but their movements are so awkward that they make people uncomfortable. They don't seem to be able to speak any language, but they can make the noises of a few words and letters. They can be interrogated about their pasts and the surrounding areas, but their answers are mostly nonsense. If a player attempts to get close to them to take them somewhere else, they will disappear into a wall or floor or something. Some of the creatures are near the velvet curtains or near the windows or near the staircases. They may be able to go through walls and floors or through the ceiling or through the staircases. The creatures will try to lead players into danger. They don't seem to be able to hurt the players, but they can be annoying.
D10=3:A neglected corridor, lined with portraits of courtly figures forgotten by time, stands as a silent tribute to the fleeting nature of glory and renown.
D10=4:A group of three men and three women are in the throne room, talking about the king's wife, who has been seen behind a building with a man. The players go to check it out, and when they are behind the building, they will see the king's wife, with a man, kissing him. The players tell the king that they saw his wife with a man. The king fires Tasha and two of the advisers. The players can have any one of the three advisers fired. One adviser is the queen's aide. If the players have him fired, the queen will be angry and throw a hissy fit.
D10=5:A stray enchanted object causes a servant’s broom to sweep by itself.
D10=6:A group of children, bored with court affairs, dash through the hallways playing tag.
D10=7:An elderly nobleman complains about his aching joints.
D10=8:A young scribe in the great hall pens letters by candlelight, trembling under the burden of chronicling the kingdom’s slow decline. His eyes flicker with uncertainty for the future.
D10=9:A foreign ambassador is trying to negotiate a new trade deal with the kingdom, but their demands are quite unreasonable. Will you help find a compromise or let the kingdom miss out on potential benefits?
D10=10:A noblewoman named Helga is asleep in the corner of the room. She is wearing a beautiful red dress and has long black hair. A large and deadly-looking spider is sitting on her shoulder. * The spider moves up to the woman's face and bites her on the cheek. She screams, 'Ow!', wakes up, and talks to it. The spider then returns to her shoulder.
d100 = 97
D10=1:The court magician accidentally turns the king into a chicken. The players must find a way to reverse the spell without the rest of the court finding out.
D10=2:The king's pet dragon has escaped and is causing havoc in the kingdom. The players must use their knowledge of dragons to coax it back to the castle before it causes any more damage.
D10=3:A group of people are talking about the old days, when the king was a young man. They will not be happy if they are interrupted.
D10=4:The queen's prized white rose bushes have been dying one by one, causing immense grief to the queen. The players must find out the cause of the sudden withering and save the rest of the roses before the queen's heart breaks.
D10=5:A wizard presents a monocle that reads minds. When tried in court, it unveils a courtesan's plan to poison the royal family.
D10=6:The castle’s cook frantically searches for exotic ingredients the chef has demanded.
D10=7:A group of traveling peddlers have set up shop in the throne room. They are selling cheap magical items that nobody really wants.
D10=8:A group of guards are huddled around. One of them is talking to the others. He is telling them about a treasure he found. He is telling them about how he killed the man that hid it from him.
D10=9:You see a group of four men in the corner of the throne room. They have swords on their belts. They are talking about some important news they have. They are waiting for the king.
D10=10:A strange creature is brought before the Queen, captured by her knights on their latest quest. It appears to be a cat with wings, and the Queen orders her wizards to study it and figure out its origins.
d100 = 98
D10=1:The court tapestries start moving, showing battles of the past and potential future wars. Engaging with them might imbue the viewer with troubling visions.
D10=2:The court's healer offers advice on dealing with a recent outbreak of illness among the servants.
D10=3:A group of sorcerers arrive at the court, offering to perform a magical show for entertainment. However, during the performance, something goes wrong and the players must help contain the chaos before it catches the attention of the king.
D10=4:The Queen is in the middle of a heated debate between two noble families who are fighting over a piece of land. She listens to both sides and comes up with a fair solution that satisfies everyone.
D10=5:A group of dwarves enter the court, looking for a lost artifact that they believe was stolen by the king. The king denies any involvement but offers a hefty reward if the players can retrieve the artifact from the real thief.
D10=6:A young prince is found staring fixedly at the tomb of his elder brother, mumbling prayers under his breath. His shoulders carry the weight of sudden, unexpected responsibility.
D10=7:A servant spills ash on the tapestry, causing a frantic attempt to clean it up.
D10=8:You see a group of a half-dozen men and women bickering, being interviewed by the king. One of them is arguing that the refugees are a threat, while the others are arguing that they should be welcomed and allowed to stay. If they are allowed to stay, they will bring the strength of their numbers, the skills of the men, and the ability to work a broad field of land. If they are turned back, they will forever regret their decision to turn away a large group of people, and they will become a threat to all of their neighbors. Your group may take sides in the argument.
D10=9:A pair of nobles argue heatedly about the merits of falconry versus fox hunting.
D10=10:The court jester has gone missing and the king is beside himself with worry. Can you find the jester and bring him back before the king's mood turns sour?
d100 = 99
D10=1:Players see a group of bullies picking on a weak boy. They are trying to steal some coins from him.
D10=2:The Queen's personal handmaiden seeks your help in uncovering a plot against the throne. Will you assist her in unraveling the conspiracy?
D10=3:The court is visited by a group of elven ambassadors, and a heated debate ensues about elven-human relations.
D10=4:The King’s sword starts glowing ominously and leading the holder towards hidden treacheries within the court chambers.
D10=5:The king's prized hunting dog has gone missing and he is offering a generous reward for anyone who can find it. However, the dog has actually been kidnapped by a rival kingdom in an attempt to weaken the king's army. The adventurers must navigate through enemy territory to rescue the dog and bring it back to the king.
D10=6:The castle’s bell-tower rings unexpectedly, causing confusion as to who rang it and why.
D10=7:A minor noble presents a painting that animates and depicts events in the room. Moments later, it shows the King being attacked by shadows. The painting must be questioned to understand the impending threat.
D10=8:The castle is struck by an earthquake, trapping many chambers and hallways under rubble. A hidden room is unearthed, containing a prisoner claiming to be the rightful ruler. The party must investigate while figuring out how to restore order amidst the quake's destruction.
D10=9:A group of well-dressed people seems to be listening to a speech about how the kingdom's economy is decreasing because their gold is leaking away.
D10=10:A mid-level wizard from the royal court is sure that he has created a spell that will end the war. He asks the players to test it for him. If the players refuse, he will try to force them to test it on him.
d100 = 100
D10=1:A group of 2d4 wealthy men are standing around the throne room talking about their finances.
D10=2:The court is abuzz with rumors of a secret romance between a princess and a lowly squire. Is there any truth to these rumors?
D10=3:The king and queen are arguing about what to do with a thief that has been arrested and brought before them by the city guard.
D10=4:The players see a group of street performers entertaining a large crowd in the town square. One of them catches their eye - a young girl with a mysterious and powerful aura. The players soon find out that she is actually a powerful magical being in disguise, and is being pursued by dark forces trying to capture her. They must help her escape and possibly gain her favor in the process.
D10=5:In a cobweb-laden attic, the once-cherished toys of a princeling who never reached adulthood gather dust; his surviving siblings are too grieved to visit.
D10=6:A foreign merchant displays exotic fabrics brought from distant lands.
D10=7:A group of shape-shifting creatures infiltrate the court, impersonating members of the royal family. The players must figure out who is real and who is an imposter before it's too late.
D10=8:The king's eldest son has been kidnapped and ransom demands have been made. The players must rescue the prince before it's too late.
D10=9:The royal court is being plagued by a series of thefts, with expensive jewels and artifacts going missing. The players must use their detective skills to find the culprit and retrieve the stolen goods.
D10=10:A noble and her friends are celebrating her birthday. They are drinking and singing. If players join in, they will be given gifts. The nobles will try to get them to leave after a few hours because they have work to do the next day.
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Other dice tiers for the royal court: D1, D4, D6, D8.
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