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D6 Royal Court Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for royal court scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a royal court, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Royal Court encounter table

d100 = 1

  1. D6=1:A visiting noble speaks highly of his homeland's customs.
  2. D6=2:A bard is reciting epic poems about the king's heroic deeds, and the nobles are showering him with gifts and praise.
  3. D6=3:Guards practice their drills in the royal courtyard.
  4. D6=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.
  5. D6=5:A stray enchanted object causes a servant’s broom to sweep by itself.
  6. D6=6:A clumsy courtier knocks over a suit of armor, causing a loud clatter and chuckles.

d100 = 2

  1. D6=1:The players are hired to entertain the court with a performance of their choice. However, as they are getting ready, they realize that a group of thieves is planning to steal from the audience during the performance. The players must find a way to stop the thieves without disrupting the show.
  2. D6=2: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.
  3. D6=3:A minor fender-bender occurs during a practice jousting session, causing minor bruises and mild embarrassment.
  4. D6=4:The royal court is plagued by rumors and gossip, causing tension and mistrust among the members. The players must navigate through the political web and uncover the source of the rumors before it tears the kingdom apart. But who can they trust in a court filled with deceit and manipulation?
  5. D6=5:A noble reacts dramatically to the news of an upcoming arranged marriage.
  6. D6=6:You hear whispers about a conspiracy to overthrow the king and place a puppet ruler on the throne.

d100 = 3

  1. D6=1:A noblewoman questions the players about their origins out of pure curiosity.
  2. D6=2:A parade is passing through the town square, celebrating the victory of the kingdom in a recent war. The players are called upon to lead the parade and bask in the glory of the people. But amidst the celebrations, a group of disguised enemies are planning an attack. Can the players protect the king and the people from this sudden threat?
  3. D6=3:A messenger rushes through, delivering urgent news.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A family of 10 is selling some food items. (The family is hiding a few more items in their clothing.)

d100 = 4

  1. D6=1:A group of female courtiers are gossiping about a noblewoman in the room. All of them say they saw her with a different man. One of them says, 'I saw her with three men!' One of them says, 'I saw her with two men!' One of them says, 'I saw her with two women!'
  2. D6=2:An alchemist talks about his latest experiments to anyone who will listen.
  3. D6=3:A pair of nobles argue heatedly about the merits of falconry versus fox hunting.
  4. D6=4: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.'
  5. D6=5:A group of human bards are performing a song about their adventures fighting goblins in the north.
  6. D6=6: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.

d100 = 5

  1. D6=1:The players witness a heated argument between the king and his eldest son, the prince. As they try to uncover the root of their conflict, they discover a shocking family secret that could change the fate of the kingdom.
  2. D6=2:The Queen's prized falcon has gone missing. Will you track down the thief and return the bird or let the Queen handle it on her own?
  3. D6=3:A group of dwarves are accosted by a group of elves. They demand to be paid for the time they spent protecting their kingdom.
  4. D6=4:Two men wearing grey 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.
  5. D6=5: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?
  6. D6=6:A nobleman offers wine from his private vineyard.

d100 = 6

  1. D6=1:A servant stumbles, spilling a tray of food and drink, causing a minor commotion.
  2. D6=2:A powerful and ancient artifact is discovered beneath the castle, but its powers are unpredictable and dangerous. The players must decide whether to keep it hidden or attempt to harness its powers.
  3. D6=3:A foreign prince or princess arrives with grandiose gifts and asks for the hand of the king's daughter/son in marriage.
  4. D6=4:A young orphan girl has snuck into court and claims to be the king's long lost daughter. Will you help her prove her identity or expose her as a fraud?
  5. D6=5: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.
  6. D6=6: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.

d100 = 7

  1. D6=1:A group of women are gossiping about the king's affair with a peasant girl.
  2. D6=2: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?
  3. D6=3:A group of 2d4 merchants are standing in front of the throne, telling the king that they want to trade with other cities.
  4. D6=4:A long-lost crown discovered hidden away brings more tears than joy as it revives memories of betrayal and lost kinship flowing in the veins of the once-regal court.
  5. D6=5: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?
  6. D6=6:One of the statues is missing an arm. The king's guards think the players broke the statue.

d100 = 8

  1. D6=1:A dragon has been spotted near the kingdom, causing fear and panic among the people. The king offers a handsome reward to anyone who can slay the dragon, but the players soon find out that there may be a more peaceful solution.
  2. D6=2:FOUR knights in the corner are playing a game of cards. They will not be happy if anyone interrupts them.
  3. D6=3:A drunken old man is stumbling around the castle, swearing and yelling. He knocks over things and talks to people who are not there. The old man is screaming and swearing about the king. He is also blaming the king for making him drink. The palace staff and guards are watching him. The players can see the old man and hear him yelling. The old man is the king. The king is still alive, but he is very, very drunk. The queen is not answering the call for help. The queen has been waiting for her husband to die for many years. She is hoping to get a divorce so she can marry another man who is even richer than the king.
  4. D6=4:A weaponsmith displays his latest, intricate dagger.
  5. D6=5: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.
  6. D6=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?

d100 = 9

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A new painting's unveiling leads to mixed opinions amongst the courtiers.
  4. D6=4:A rich man is giving a large donation to the king. He is giving it because he feels sorry for the king.
  5. D6=5:A haughty noble criticizes a commoner petitioning the king for aid.
  6. D6=6:The King's treasury has been robbed by a group of cunning thieves. The players must track them down and recover the stolen goods before the kingdom's economy is ruined.

d100 = 10

  1. D6=1:An apprentice knight asks for the king’s blessing in a timid voice.
  2. D6=2: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.
  3. D6=3:An archery contest is being held in the courtyard.
  4. D6=4:A group of musicians practice harmonizing for an upcoming festival.
  5. D6=5: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?
  6. D6=6: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.

d100 = 11

  1. D6=1:An elderly nobleman complains about his aching joints.
  2. D6=2:Two courtiers compete in an impromptu poetry contest to pass the time.
  3. D6=3: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.
  4. D6=4:An eccentric wizard presents the players with a magical puzzle - if they can solve it, they will receive a powerful magical item as a reward. However, the puzzle becomes increasingly complicated and dangerous as they attempt to solve it.
  5. D6=5:A messenger brings news of a distant relative's wedding.
  6. D6=6:Noblewomen gossip about the upcoming seamstress’s ball.

d100 = 12

  1. D6=1:A famous bard is performing at the court and invites the party to join him on stage for a musical competition. The catch? They must come up with their own lyrics and compete against the bard's powerful magical voice.
  2. D6=2:A torrential downpour and flooding hit as a beautiful stranger enraptures the court with her voice. She casts a spell over the attendees, leading them through dangerous floodwaters to an underwater realm. The party must resist her enchantment and uncover her true motives.
  3. D6=3: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.
  4. D6=4:A stranger arrives at the castle, weary and beaten. He has traveled a long way and has come to ask for help from the king. The stranger is actually an assassin and will try to kill the king if he gets a chance.
  5. D6=5:A dispute between two noble families threatens to turn violent. The players must act as mediators and come up with a solution that satisfies both parties before things get out of hand.
  6. D6=6:The court librarian is found babbling about voices from an ancient book. The book starts changing its text every night to warn or reveal threats to the realm.

d100 = 13

  1. D6=1:A parade is passing through the town square, celebrating the victory of the kingdom in a recent war. The players are called upon to lead the parade and bask in the glory of the people. But amidst the celebrations, a group of disguised enemies are planning an attack. Can the players protect the king and the people from this sudden threat?
  2. D6=2:The royal court is hosting a grand feast and the players are invited to join the festivities. However, they soon realize that the food and drinks have been poisoned and must find the culprit before it's too late.
  3. D6=3:A torrential downpour and flooding hit as a beautiful stranger enraptures the court with her voice. She casts a spell over the attendees, leading them through dangerous floodwaters to an underwater realm. The party must resist her enchantment and uncover her true motives.
  4. D6=4:The court is abuzz with rumors of a secret romance between a princess and a lowly squire. Is there any truth to these rumors?
  5. D6=5:A strange and magical portal has appeared in the throne room, leading to a different world. The royal court is offering a large sum of gold to anyone brave enough to venture through and explore the unknown realm.
  6. D6=6:A dog breaks free and disrupts the court proceedings, causing chaos.

d100 = 14

  1. D6=1:An overzealous poet recites their latest work loudly, overshadowing other conversations.
  2. D6=2:The king is holding a contest to find the best musician in the realm, and the players are invited to participate or judge. The twist: One competitor is a fae creature who enchants the audience with their music, causing them to forget themselves and dance uncontrollably.
  3. D6=3: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.
  4. D6=4:The princess is upset and crying. She confides in the players that she is being forced into an arranged marriage with a cruel and abusive prince from a neighboring kingdom. She pleads for their help in escaping.
  5. D6=5:A group of 2d6+2 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.
  6. D6=6: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 = 15

  1. D6=1:The castle's chief architect defends their plans for a new wing of the palace.
  2. D6=2:Crippled from war, a family of 12 has been turned away from the local church. They need food, shelter and clothing.
  3. D6=3:A cat belonging to one of the princesses weaves through the legs of courtiers.
  4. D6=4:The royal falconer’s hawk remains steadfastly perched on a rafter.
  5. D6=5:A young bard sings a melancholic ballad about an ancient hero's tragic fate.
  6. D6=6:A powerful witch has been spotted near the kingdom, brewing a potent potion. The players must decide whether to confront her and possibly turn her into an ally, or leave her be and risk her using the potion for her own nefarious purposes.

d100 = 16

  1. D6=1:The oppressive heat of an unusually fiery summer makes the air tense and sticky within the court. A series of ritual murders within the castle spurs fear that a cult has infiltrated the court. The party races against time to decipher the cult's motives and prevent further deaths.
  2. D6=2:A young page tries to balance a stack of delicate porcelain plates meant for the evening feast.
  3. D6=3: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.
  4. D6=4:A nobleman offers wine from his private vineyard.
  5. D6=5:A scholar debates the merits of an obscure theory with his peers.
  6. D6=6:Bards are playing music, a jester is joking around, and a group of nobles are having a party. If players approach, they will be asked to join in. If players refuse, they will be kicked out of the room by the nobles.

d100 = 17

  1. D6=1:A visiting bard impresses everyone with a magical instrument.
  2. D6=2:The players are approached by a cursed prince who needs help breaking the curse placed on him by a wicked sorcerer. The sorcerer has hidden the cure in a dangerous dungeon that the players must navigate.
  3. D6=3:A young prince is trying to flirt with a lady-in-waiting, but she seems disinterested. He asks you to help him win her heart. Do you accept?
  4. D6=4:A servant spills ash on the tapestry, causing a frantic attempt to clean it up.
  5. D6=5: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.
  6. D6=6: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.

d100 = 18

  1. D6=1:A bard recites a newly composed epic that leaves everyone in awe.
  2. D6=2:A man is begging for help. He says he needs money to get home. He is lying.
  3. D6=3:A cat darts around, trying to catch an errant mouse.
  4. D6=4:A small dog barks furiously at a noble’s oversized hat.
  5. D6=5:A group of 4d4+4 merchants are standing around, waiting for Prince Farad to pass judgment on a dispute between them. They are auctioning off a crate of jasmine and another of rose oil.
  6. D6=6: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.

d100 = 19

  1. D6=1: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.
  2. D6=2:The court poet recites a sonnet to mixed reactions.
  3. D6=3:The King's jester has gone missing, and in his absence, the court is gloomy and tense. The players must find the jester and bring him back, or try to entertain the court themselves and lift their spirits.
  4. D6=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.'
  5. D6=5:Two rival chefs engage in a heated debate over the proper recipe for a royal banquet dish.
  6. D6=6:Yarryr is trying to get a group of high ranking Knights to take on a mission to get ingredients to make a potion which he is selling. The Queen is at the table with the Knights. She says she will give them a good deal if they take the potion.

d100 = 20

  1. D6=1:A foreign princess practices the court's formal dances, trying to avoid tripping on her gown.
  2. D6=2:Tension rises as two nobles vie for the same royal title or office.
  3. D6=3:A mysterious stranger appears at the court, claiming to be a long-lost member of the royal family. The players must investigate and determine if the stranger's story is true or if they are an imposter with malicious intentions.
  4. D6=4: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.
  5. D6=5:A strange illness spreads through the palace and the players must find a cure before the entire court is struck down. But the cure can only be found in a distant land, making the journey even more perilous.
  6. D6=6:A pompous knight challenges a member of the party to a duel, claiming they dishonored his family in a previous encounter. However, the knight's armor is enchanted to make him heavier and slower, giving the party an advantage in the fight.

d100 = 21

  1. D6=1: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.
  2. D6=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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The king's favorite pet dragon has escaped and is wreaking havoc in the kingdom. The players must track down and capture the dragon before it causes any serious damage.
  6. D6=6:A foreign spy is discovered within the court, and the players are tasked with interrogating them to uncover their true intentions.

d100 = 22

  1. D6=1:A penniless man says he has an important message for the Lord (or the King).
  2. D6=2: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.
  3. D6=3:A cook argues with a farmer about the freshness of his produce.
  4. D6=4:A famed illusory artist’s tapestry starts revealing hidden doors and passageways. Discovering it unearths relics guarded by dangerous spectral sentinels.
  5. D6=5:A foreign diplomat has arrived and is causing tension in the court. The players must find a way to smooth things over and avoid a diplomatic disaster.
  6. D6=6: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.

d100 = 23

  1. D6=1: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.
  2. D6=2:You sense a powerful aura of magic coming from the king. Upon closer inspection, you realize he is wearing a powerful magical artifact around his neck. The king is oblivious to its powers and just sees it as a family heirloom.
  3. D6=3:A tailor urgently needs fabric measurements from the players.
  4. D6=4:A falconer introduces the players to the king's prized hawk.
  5. D6=5: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?
  6. D6=6:The King's youngest son has been haunted by nightmares and is convinced he is cursed. The players must uncover the source of the curse and lift it before it consumes the prince.

d100 = 24

  1. D6=1:A messenger from the frontlines brings news of a recent skirmish.
  2. D6=2:A bard roams the hall, seeking inspiration for his next song.
  3. D6=3:Courtiers gossip in hushed tones about a secret love affair between members of the court.
  4. D6=4: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.
  5. D6=5:A group of people are giving money to a man. He is giving them religious pamphlets.
  6. D6=6: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.

d100 = 25

  1. D6=1:The prince is talking to some woman that is not his wife.
  2. D6=2: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.
  3. D6=3:The court healer requests the party's help in gathering rare ingredients for a powerful healing potion. They must travel to dangerous locations and face dangerous creatures to obtain the ingredients. But when they return, the healer reveals that they needed the potion to save the king's life.
  4. D6=4:The castle’s bell-tower rings unexpectedly, causing confusion as to who rang it and why.
  5. D6=5:A lord's unruly hawk causes a scrap among other birds in the aviary.
  6. D6=6:A young boy named Jacob approaches you and says that his brother has been turned into a frog by a witch. If you ask him how he knows it's a witch, he will say that he saw a witch do it.

d100 = 26

  1. D6=1:Amid a thunderous storm rife with lightning strikes, a colossal tree crashes into the castle's great hall, revealing a long-forgotten tunnel beneath the roots. The party must explore the newly revealed passage while court members argue over its secrets and ownership.
  2. D6=2:A group of spellcasters approach the throne, requesting permission from the Queen to use ancient magic to protect the kingdom from an ancient curse. The Queen must decide whether the risk is worth the potential rewards.
  3. D6=3:A choreographed dance performance delights the gathered audience.
  4. D6=4:The King's jester has gone missing, and in his absence, the court is gloomy and tense. The players must find the jester and bring him back, or try to entertain the court themselves and lift their spirits.
  5. D6=5:A group of foreign dignitaries arrive at the court, bringing with them a rare and enchanted creature as a gift for the king. The players must protect the creature from any potential harm while it is in their possession.
  6. D6=6:A king stares regretfully at an old piece of heraldry, worn but carefully preserved, a reminder of a lost era and broken oaths.

d100 = 27

  1. D6=1: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.
  2. D6=2:A musician's attempt at a new composition is met with polite, but clearly divided, opinions.
  3. D6=3: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?
  4. D6=4: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?
  5. D6=5:The king's advisor has been accused of treason and is set to be executed. The players can either find evidence to prove their innocence or help them escape before it's too late.
  6. D6=6:A guard is standing outside the throne room, smoking a pipe and talking to a cute serving woman.

d100 = 28

  1. D6=1: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?
  2. D6=2:The court jester challenges the party to a silly, physically challenging game. If the party wins, they are rewarded with a magic item. If they lose, they are publicly humiliated and must entertain the court in funny ways.
  3. D6=3:The kingdom's treasury has been robbed and the party is tasked with tracking down the thieves and retrieving the stolen gold. However, the trail leads them to a notorious thieves' guild and they must decide whether to risk their lives to retrieve the gold or take a more diplomatic approach.
  4. D6=4:A group of men are talking in the hall. They are talking about the king. The king is an idiot.
  5. D6=5:A group of men are talking in the corner, trying to decide what they should do next. One of them could be the king's advisor, or maybe the king's bodyguard. They all seem tired and worried. One of them, the man with the biggest hat, seems to be in charge. He keeps trying to get them to give an answer. The other men are not happy with him, and they keep trying to change the subject.
  6. D6=6: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?

d100 = 29

  1. D6=1:A group of travelers from a distant land have arrived and are causing a buzz in the court with their exotic goods. The players can choose to trade with them or try to uncover their true intentions.
  2. D6=2:A cook argues with a farmer about the freshness of his produce.
  3. D6=3: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.
  4. D6=4:2 men are having a conversation in the corner. The men are arguing. The argument is about how to get food to the people. One man says they should send the food. The other man says they should keep the food.
  5. D6=5:A noble and his guards are standing in the corridor, talking. The noble is a thin, lean man named Lord Gilbert Pennington. He's nervous and worried about his escort being late. The escort is standing outside of the door, listening to Lord Staggs yell and curse.
  6. D6=6: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. If the party follows it up, they will be arrested for treason and thrown in prison for a year or two.

d100 = 30

  1. D6=1:The herald announces the arrival of a minor distant cousin of the queen.
  2. D6=2:The queen's prized diamond necklace has gone missing. Rumors point to a group of thieves who are known to frequent the court. The players must track down the thieves and retrieve the necklace before the queen's birthday banquet.
  3. D6=3:A noblewoman in the room smells like fresh flowers. She tells the players, 'This castle is full of beautiful flowers. I love flowers.'
  4. D6=4:A visiting noble speaks highly of his homeland's customs.
  5. D6=5:A foreign princess has arrived to court, but it's obvious she has ulterior motives. Will you uncover her true intentions or let her manipulate the king?
  6. D6=6:A group of young nobles challenge each other to a game of chess.

d100 = 31

  1. D6=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.
  2. D6=2:A stray dog finds its way into the banquet hall, searching for scraps.
  3. D6=3:The throne room stands empty except for the king, who stares endlessly at a painting of his late wife. The space between has become an impenetrable chasm of silent grief.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A merchant shows off rare silks and spices in the court.

d100 = 32

  1. D6=1:A chess game is abandoned mid-play, and the players are invited to finish it.
  2. D6=2:A noble complains about the state of the roads in his region.
  3. D6=3:Jules, a young man, teaches players how to play a card game he has made up.
  4. D6=4:The air here smells of chicken and fruit. There are trees on both sides of the walkway and a small pond is next to the path. The queen's guards stand at the front door. They are relaxed. They were not expecting anyone. They won't attack unless provoked.
  5. D6=5:As the players explore the castle, they come across a hidden door that leads to a mysterious maze filled with traps and puzzles. They must escape the maze before it's too late.
  6. D6=6: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.

d100 = 33

  1. D6=1:A group of nobles are sitting around a table, talking about the economy and prices of goods.
  2. D6=2:The players are invited to a tournament held in the Kingdom's honor. They must compete in various challenges and events, while also uncovering a plot to sabotage the tournament by a jealous rival kingdom.
  3. D6=3:A man wearing a red uniform with gold trim shouts, 'Halt! Who goes there? State your name and rank!'
  4. D6=4:Vile and wretched creatures are celebrating a depraved wedding in the middle of the throne room. The party will have to deal with the following: 3d6+8 barbarian warriors wearing wolf pelts, a priest of Talar, a male half-elf cleric of Talar, and a female half-orc cleric of Talar. The party is expected to attend the wedding.
  5. D6=5:A clumsy courtier knocks over a suit of armor, causing a loud clatter and chuckles.
  6. D6=6:A stray magical trinket starts glowing unexpectedly, causing a minor stir.

d100 = 34

  1. D6=1:A woman dressed in robes is standing in the hall. She is chanting a spell over and over again. She is trying to cast a spell. She wants you to move. She wants you to be quiet. She wants you to go away.
  2. D6=2:A weary traveler seeks refuge and shares stories of far-off lands.
  3. D6=3:You see a group of guards playing cards, smoking, and drinking ale. They ignore all the other people in the room. A man walks 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.'
  4. D6=4:During a formal audience, the royal chandelier, which is an ancient artifact, starts to glow and project scenes of the night the King was nearly assassinated. Several courtiers are implicated in the vision.
  5. D6=5:A courtesan whispers scandalous rumors into a noble's ear, causing eyebrows to raise.
  6. D6=6:A visiting dignitary from a distant kingdom is trying to negotiate an alliance with the king. They offer gifts of gold and exotic creatures in exchange for military aid.

d100 = 35

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A group of four knights are talking about the enemy army. They are planning a strategy to defeat them.
  4. D6=4:A noblewoman asks for advice on a charity she is starting.
  5. D6=5:Two courtiers whisper gossip about the king’s new advisor.
  6. D6=6:You see a man in normal clothing. He looks like a beggar or a tramp but he has a strange sense of pride.

d100 = 36

  1. D6=1:The jester attempts to catch the eye of a disinterested royalty through increasingly absurd antics.
  2. D6=2:The court tapestries start moving, showing battles of the past and potential future wars. Engaging with them might imbue the viewer with troubling visions.
  3. D6=3: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.
  4. D6=4:A group of dancers from a traveling troupe performs a mesmerizing routine, distracting the court while their partner steals valuables.
  5. D6=5: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.
  6. D6=6: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?

d100 = 37

  1. D6=1:The court prophet claims to have had a vision of great danger befalling the kingdom. The players must help him decipher the meaning of the vision and prevent the disaster from happening.
  2. D6=2:The diligent handmaid who has served the royal family for generations is caught weeping in a corner. She holds a tiny, ornate box filled with keepsakes of those she’s lost.
  3. D6=3:An overzealous poet recites their latest work loudly, overshadowing other conversations.
  4. D6=4:A group of traveling peddlers have set up shop in the throne room. They are selling cheap magical items that nobody really wants.
  5. D6=5:A noblewoman questions the players about their origins out of pure curiosity.
  6. D6=6:A nobleman challenges another to a friendly duel with wooden swords.

d100 = 38

  1. D6=1:The king's youngest daughter is having a tantrum and refuses to listen to anyone. The players must find a way to calm her down and earn her trust before she reveals an important secret.
  2. D6=2:A merchant approaches the players and asks them to buy a few of his trinkets. If players refuse, he will offer to sell them at a lower price.
  3. D6=3: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.
  4. D6=4:A stablehand describes the intricacies of horse grooming to an inquiring noble.
  5. D6=5:A gardener discusses the best methods to cultivate roses with another courtier.
  6. D6=6:The Queen's advisor is trying to persuade her to make a decision that he believes is best for the kingdom. The Queen listens intently, but ultimately makes her own decision based on her own intuition.

d100 = 39

  1. D6=1: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.
  2. D6=2:A veteran soldier recounts tales of past battles.
  3. D6=3: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.
  4. D6=4:The herald tries to remember the full titles of an obscure visiting dignitary.
  5. D6=5: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?
  6. D6=6:A powerful and ancient artifact is discovered beneath the castle, but its powers are unpredictable and dangerous. The players must decide whether to keep it hidden or attempt to harness its powers.

d100 = 40

  1. D6=1:Two courtiers exchange love letters under the table.
  2. D6=2:A noble child excitedly asks if the players have ever fought a dragon.
  3. D6=3: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.
  4. D6=4:The royal animal trainer shows off a well-trained falcon.
  5. D6=5:The court magician accidentally switches the minds of two important individuals, causing chaos and confusion in the palace. It's up to the players to figure out how to reverse the spell and restore order to the court.
  6. D6=6:A gardener discusses the best methods to cultivate roses with another courtier.

d100 = 41

  1. D6=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.
  2. D6=2:A court jester is performing amusing antics in the hall.
  3. D6=3: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.
  4. D6=4:The King is absent, and the Queen is in his place. The queen is wearing men's clothing and is looking very distraught. If players ask her where the king is, she will tell them he is ill, and will ask them to leave.
  5. D6=5:The sun is setting amid ominous, dark clouds as the king receives word of an incoming siege from a rival kingdom. The court erupts in chaos, and the party must quickly navigate heated debates and desperate pleas to find a way to fortify the city before nightfall brings an unsustainable assault.
  6. D6=6:The court is hosting a masquerade ball and all attendees must wear masks. However, the party discovers that their masks have been enchanted and give them the abilities of the creatures they resemble.

d100 = 42

  1. D6=1: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.
  2. D6=2:One of the courtiers is secretly plotting to overthrow the king and the players must uncover their treacherous plans before it's too late.
  3. D6=3:The king and 6d6 noblemen are in the throne room. The king is telling the noblemen all about his recent victory over the evil monster. He exaggerates all his feats. He makes himself look really good. He makes all his nobles look really good. He makes his knights look really good. He makes all the peasants look really bad. He takes all the credit for it. He makes the monster look worse than it is.
  4. D6=4:The king's prized hunting hound runs loose in the court, causing chaos and destruction. The players can help catch the hound and gain the king's gratitude.
  5. D6=5: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.
  6. D6=6:A knight recounts captivating tales of a recent dragon hunt.

d100 = 43

  1. D6=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.
  2. D6=2: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.
  3. D6=3:A minstrel sings a playful, teasing song that many believe is about a well-known court scandal.
  4. D6=4:A foreign ambassador arrives, seeking an audience with the Queen. He presents her with gifts from his kingdom and tries to negotiate trade agreements. The Queen stays poker-faced, but her gaze gives away her amusement at the ambassador's persistent attempts.
  5. D6=5:Courtiers gossip in hushed tones about a secret love affair between members of the court.
  6. D6=6:A group of 2d4 merchants are standing in front of the throne, telling the king that they want to trade with other cities.

d100 = 44

  1. D6=1: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.
  2. D6=2:A retired general stands by the war memorial, laying a single wreath in honor of fallen comrades. His silence speaks more than eloquent words could convey.
  3. D6=3:Twin courtiers argue over who has the best taste in fashion.
  4. D6=4:A mischievous courtier plants a fake spider in a lady’s hair, causing a minor panic.
  5. D6=5: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.
  6. D6=6: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.

d100 = 45

  1. D6=1:A solitary monk tends the flames in the grand fireplace, staring wistfully into the deep orange embers. He whispers softly of days gone by and hopes for what can never return.
  2. D6=2:The King's personal advisor, a powerful sorcerer, is seeking an apprentice to train in the ways of magic. The players must compete against other candidates in a series of challenges to prove themselves worthy of the position.
  3. D6=3: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?
  4. D6=4:A court jester tries out new jokes, with varying degrees of success among the assembled nobles.
  5. D6=5: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.
  6. D6=6:The castle’s bell-tower rings unexpectedly, causing confusion as to who rang it and why.

d100 = 46

  1. D6=1: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!'
  2. D6=2:The Queen's prized dragon suddenly goes missing. Will you embark on a quest to find it or leave it to the Queen's guards?
  3. D6=3:The players are brought into the throne room by a herald and meet the king and queen. The king and queen are actually Muggs and Grunts in disguise. They want the players to slay the dragon that has been terrorizing the countryside.
  4. D6=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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 47

  1. D6=1: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.
  2. D6=2:A visiting noble's child gets lost in the castle, prompting a frantic search.
  3. D6=3:The Queen's advisor is trying to persuade her to make a decision that he believes is best for the kingdom. The Queen listens intently, but ultimately makes her own decision based on her own intuition.
  4. D6=4:A lord's unruly hawk causes a scrap among other birds in the aviary.
  5. D6=5: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?
  6. D6=6: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.

d100 = 48

  1. D6=1:A magical storm brews with strange colors illuminating the sky above the castle. During an important night court session, a terrible secret about the king is revealed by an unexpected visitor. The party must manage the fallout and uncover the truth as magical lightning crackles overhead.
  2. D6=2:A messenger from the frontlines brings news of a recent skirmish.
  3. D6=3: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.
  4. D6=4:Two young nobles playfully compete in a mock swordfight.
  5. D6=5: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.
  6. D6=6:A group of children play hide and seek in the grand hall.

d100 = 49

  1. D6=1: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.
  2. D6=2:A merchant approaches the players and asks them to buy a few of his trinkets. If players refuse, he will offer to sell them at a lower price.
  3. D6=3:A man is arguing with a butcher over the price of some beef before they see the local judge.
  4. D6=4:A guest from a distant land tries to enchant the courtiers with tales of their homeland.
  5. D6=5:The court entertainer, a gnome illusionist, has been casting powerful spells that have been causing strange occurrences in the palace. The party must convince the gnome to stop before their illusions become dangerous.
  6. D6=6:A demon has infiltrated the royal court, taking the form of a wealthy noble. Can you discover its identity and stop its evil plans?

d100 = 50

  1. D6=1: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.
  2. D6=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.'
  3. D6=3:You see a man with a shaggy beard and wild hair. He is wearing rags and has a staff in his hand. He is ranting about the king being an idiot.
  4. D6=4:A man is standing in front of the throne, but he is not trying to talk to the Queen. He is standing there, holding a big fish that he has caught. The Queen is sitting on her throne, and she is smiling at him. It looks like she's flirting with him.
  5. D6=5: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.
  6. D6=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.

d100 = 51

  1. D6=1:Erika, the Queen's handmaiden, is in despair. She has just been caught stealing from the royal treasury, and the Queen has ordered her to be put to death.
  2. D6=2:The player characters walk into the throne room, and see a man standing in front of the throne. He has a sword and some armor, but he does not look like a soldier. It's clear that he has been there for quite some time, because he's extremely tired and hungry. He's there to see the Queen about some kind of grievance.
  3. D6=3:A nearby town is being terrorized by a powerful and ancient dragon. The players must journey to the town and convince the dragon to stop its attacks before it destroys the entire town.
  4. D6=4: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.
  5. D6=5:A group of children are arguing about whether goblins are real or not.
  6. D6=6:The players are invited to a royal ball, where they must navigate through political intrigue and alliances to achieve their goals.

d100 = 52

  1. D6=1:A courtly newcomer causes a stir with their exotic accent and mysterious background.
  2. D6=2:A courtier's loud sneeze disrupts a solemn moment.
  3. D6=3:An ancient tome in the royal library levitates and opens itself during a court session, revealing cryptic prophecies about an impending disaster. The pages must be decoded before it’s too late.
  4. D6=4:A retired knight tells exaggerated tales of his adventures to a group of wide-eyed youths.
  5. D6=5: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.
  6. D6=6:A group of 2d4 wealthy men are standing around the throne room talking about their finances.

d100 = 53

  1. D6=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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A cook inquires if the players have any exotic recipes.
  5. D6=5:Three children are sitting around a table by the door. There is an open fire burning. The children are eating sausages on sticks. One child picks up a pebble and throws it into the fire. Suddenly the fire explodes and the children suddenly disappear. The walls of the throne room turn greasy green and dripping black tentacles appear from nowhere. The floor turns into a living sponge. It tries to swallow the party. This is the result of a hallucinogenic the party accidentally ate earlier...
  6. D6=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.

d100 = 54

  1. D6=1:A haughty noble criticizes a commoner petitioning the king for aid.
  2. D6=2:Three old men are sitting at a table arguing about whether or not an old woman has been turned into a dog by a witch. The old woman sits at their feet, looking at them and looking sad. The men all have goatees, beards, and long grey hair. They look like they are about to get into a fight with each other. They are all drunk.
  3. D6=3:A servant spills ash on the tapestry, causing a frantic attempt to clean it up.
  4. D6=4:A group of 2d4 burly guards are standing in front of the throne.
  5. D6=5:A group of 2d6 people are standing in a corner.
  6. D6=6:A mysterious sickness has spread through the court, causing chaos and paranoia. Will you find the source and cure or let the illness consume the court?

d100 = 55

  1. D6=1: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?
  2. D6=2:A beautiful woman with long red hair enters and says she is looking for someone.
  3. D6=3:Two courtiers place bets on the outcome of the ongoing jousting match.
  4. D6=4:The castle's chief architect defends their plans for a new wing of the palace.
  5. D6=5:The king's brother is trying to seduce a noblewoman. If he is discovered, he will deny it.
  6. D6=6:A penniless man says he has an important message for the Lord (or the King).

d100 = 56

  1. D6=1:A nobleman in the corner is crying softly. Another nobleman is trying to comfort him by saying, 'There, there...'
  2. D6=2:The king's advisors are split on a decision and request the party's help in persuading the king. Each advisor has their own agenda and the party must navigate through their arguments and make the best choice for the kingdom.
  3. D6=3:An alchemist talks about his latest experiments to anyone who will listen.
  4. D6=4: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.
  5. D6=5: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?
  6. D6=6: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.

d100 = 57

  1. D6=1:A mysterious sickness spreads through the court, and the players must find and retrieve a rare herb from a dangerous location to cure it.
  2. D6=2:During a royal hunt, the players stumble upon a secret entrance to an underground dungeon, filled with traps and treasure. Will they explore it or report their findings to the king?
  3. D6=3:A lonely minstrel sings a ballad about lost loves and battles forgotten in one corner of the courtyard. His melodies carry the weight of his own unspoken regrets.
  4. D6=4: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.
  5. D6=5:The castle's blacksmith proudly showcases a newly forged ceremonial sword.
  6. D6=6:The Knights are arguing about whether to take on the mission. The Knights are trying to decide who gets to go on the mission. The Queen is sitting at the table with them. She wants them to go on the mission.

d100 = 58

  1. D6=1:A group of travelers from a distant land have arrived and are causing a buzz in the court with their exotic goods. The players can choose to trade with them or try to uncover their true intentions.
  2. D6=2:A powerful sorcerer appears at the court, claiming to have information about a long-lost magical artifact. However, he needs the players' help to retrieve it from a dangerous dungeon filled with traps and creatures.
  3. D6=3:The king of the kingdom has a daughter who has been kidnapped by a dragon. The players are sent to rescue her.
  4. D6=4: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.
  5. D6=5:The court physician checks on an injured knight’s recovery.
  6. D6=6:A noblewoman’s precious pet bird escapes its cage, causing a frantic search.

d100 = 59

  1. D6=1:The court’s astrologer declares an impending portent with dramatic flair.
  2. D6=2: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?
  3. D6=3:The court magician is testing a new teleportation spell and asks the adventurers to be the test subjects. However, the spell goes awry and the party is teleported to a dangerous and unfamiliar location. They must find their way back to the court before being stuck in this strange land forever.
  4. D6=4:The air here smells of chicken and fruit. There are trees on both sides of the walkway and a small pond is next to the path. The queen's guards stand at the front door. They are relaxed. They were not expecting anyone. They won't attack unless provoked.
  5. D6=5:The king's prized hunting dog has gone missing, and the king offers a handsome reward for its safe return. The players must search the kingdom and encounter various creatures and obstacles as they try to find the dog.
  6. D6=6: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?

d100 = 60

  1. D6=1:The king's advisor, a wise and elderly wizard, is teaching a group of young apprentices in the magical arts. They are casting spells and trying to impress the advisor with their skills. One of the spells goes wrong and creates a small fire, causing chaos in the room. The advisor calmly extinguishes the fire and continues the lesson.
  2. D6=2:The royal stable master needs help rounding up a group of runaway unicorns, who have been causing chaos in the palace gardens. The party must use their animal handling skills to catch the magical creatures.
  3. D6=3: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.
  4. D6=4:A twilight vigil held in memory of a fallen knight, his armor displayed before his weeping family and comrades. The silence is heavy with unspoken oaths and lamentations.
  5. D6=5:The royal falcon returns from a hunt with an unexpected prey item.
  6. D6=6:The royal gardener proudly presents unusual flowers they've cultivated in the greenhouse.

d100 = 61

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:The court physician checks on an injured knight’s recovery.
  4. D6=4: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?
  5. D6=5:A group of nobles are sitting around a table, talking about the economy and prices of goods.
  6. D6=6: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.

d100 = 62

  1. D6=1:A minor noble challenges another to a duel over a perceived slight, leading to hurried diplomatic intervention.
  2. D6=2:A group of orcs have been hired as guards for the royal court, but rumors say that they are planning to betray the court and attack from within. The players must gather evidence and present it to the king before it's too late.
  3. D6=3:A watchdog alarms, prompting a brief scramble to determine the cause.
  4. D6=4:The players catch sight of a rare bird perched on a windowsill.
  5. D6=5:Two lovers, separated by duty and court machinations, can only dare to share long, longing looks from across the bustling court hall, their hearts silently breaking.
  6. D6=6: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.

d100 = 63

  1. D6=1:A brilliant wizard has a letter for the king. The letter is from a queen of a neighboring kingdom. The queen says, 'I'm sending you my most brilliant wizard to look into your country's problems. I wish you wouldn't be so stupid. A couple generations ago, your grandfather was just as dumb as you are now and look what happened then.'
  2. D6=2:The towering stained-glass windows of the castle's chapel cast multicolored shadows on the stone floors, creating a somber yet beautiful kaleidoscope of lost dreams and eternal hope.
  3. D6=3:An isolated astronomer sits atop the highest castle tower, hoping the stars can offer solace and guidance for the troubled kingdom below.
  4. D6=4:A dancer practices her steps in a quiet corner.
  5. D6=5:A young noblewoman rehearses a song for the upcoming feast.
  6. D6=6:A courtly newcomer causes a stir with their exotic accent and mysterious background.

d100 = 64

  1. D6=1:You see a devil. He is wearing a purple robe and looks very dignified.
  2. D6=2: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.
  3. D6=3: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?
  4. D6=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.
  5. D6=5:A group of nobles challenge you to a game of skill and wit. Will you accept the challenge and emerge victorious?
  6. D6=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.

d100 = 65

  1. D6=1: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?
  2. D6=2:A messenger arrives with a letter from a neighboring kingdom, inviting the king to a tournament to showcase their best fighters and compete for the title of Champion. The king eagerly accepts and the players are chosen as representatives for their kingdom. Can they win the tournament and bring honor to their people?
  3. D6=3:A group of 2d4 noblemen are talking to Farad, trying to convince him to do what they want.
  4. D6=4:You see a group of goblins trying to sneak their way into the royal treasury. They are led by a cunning goblin who speaks common and offers to split the treasure with the players if they help him get in.
  5. D6=5:Yarryr is trying to get a group of high ranking Knights to take on a mission to get ingredients to make a potion which he is selling. The Queen is at the table with the Knights. She says she will give them a good deal if they take the potion.
  6. D6=6:One of the king's advisors is revealed to be a spy for a rival kingdom. The players must expose the traitor and stop them from delivering crucial information to their enemies.

d100 = 66

  1. D6=1: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.
  2. D6=2:A group of street urchins sneak into the court and steal a valuable artifact from the king's treasury. The adventurers must track down the thieves through the city's underground tunnels and return the artifact before the king discovers it is missing.
  3. D6=3:A group of boys are throwing rocks at an old man, yelling at him to take a bath.
  4. D6=4:An ancient tome in the royal library levitates and opens itself during a court session, revealing cryptic prophecies about an impending disaster. The pages must be decoded before it’s too late.
  5. D6=5:A traveling circus arrives in town, promising a spectacular show that includes trained magical creatures. But rumors spread that the circus is actually using dark magic to control their performers. Will the players expose the truth and save the enchanting creatures, or will they be lured in by the allure of the circus?
  6. D6=6: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.'

d100 = 67

  1. D6=1: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.
  2. D6=2:A servant asks if the players require any assistance.
  3. D6=3: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.
  4. D6=4:The royal court is plagued by rumors and gossip, causing tension and mistrust among the members. The players must navigate through the political web and uncover the source of the rumors before it tears the kingdom apart. But who can they trust in a court filled with deceit and manipulation?
  5. D6=5:An ambassador from a distant land requests an audience, claiming to be from a future where the kingdom lies in ruins. The twist: The ambassador has ulterior motives, attempting to shape events to ensure their rise to power back in their own time.
  6. D6=6:A drunken old man is stumbling around the castle, swearing and yelling. He knocks over things and talks to people who are not there. The old man is screaming and swearing about the king. He is also blaming the king for making him drink. The palace staff and guards are watching him. The players can see the old man and hear him yelling. The old man is the king. The king is still alive, but he is very, very drunk. The queen is not answering the call for help. The queen has been waiting for her husband to die for many years. She is hoping to get a divorce so she can marry another man who is even richer than the king.

d100 = 68

  1. D6=1: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.
  2. D6=2:A 2d4 guildmaster and 2d4 guild assistants are sitting together in the throne room talking about their business. They are whining about how much more they want to make.
  3. D6=3:You sense whispers and whispers. You hear a whisper that shimmers in and out of existence. The whisper says 'We fleeg thee.' A whisper with chattering teeth and a guttural voice says 'He wantts thee.' A whisper that is sharp like the wind before a storm says 'We will eat thy.' And then there is a silence.
  4. D6=4:The queen is hosting a grand feast and invites the adventurers to join. The food is delicious and there is plenty of wine, but suddenly one of the guests starts choking on their food. The adventurers must act quickly to save the guest's life and earn the favor of the queen.
  5. D6=5:The royal heir is being married off to secure an alliance, but during the celebrations, the bride/groom is found to be cursed and begins transforming into a hideous beast. The twist: The curse was actually meant for the royal family, and the marriage was a cover to get close enough to deliver it.
  6. D6=6: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!

d100 = 69

  1. D6=1: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.
  2. D6=2:A man named Harold is standing in the corner. He is quietly whispering to himself. He is not aware of anyone else in the room.
  3. D6=3: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.'
  4. D6=4: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.
  5. D6=5:The royal banquet is interrupted when all the food on the tables starts to speak, revealing ancient secrets and riddles that only the party can solve to prevent a looming catastrophe.
  6. D6=6:A lady-in-waiting conveys the princess's need for new sewing patterns.

d100 = 70

  1. D6=1:A group of nobles are sitting around a table, talking about their horses and stables.
  2. D6=2:2d4 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.
  3. D6=3:The court is thrown into chaos when the king's long-lost brother suddenly reappears, seeking to claim the throne for himself.
  4. D6=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.
  5. D6=5:A beautiful sunset sets the court hall aglow, prompting nostalgic reminiscences among the elders.
  6. D6=6: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.

d100 = 71

  1. D6=1:The court pharmacist hands out herbal remedies for various minor ailments.
  2. D6=2:The king's personal huntsman details the next royal hunt, causing excitement among the nobles.
  3. D6=3:The neighboring kingdom has sent a group of spies to gather information and weaken the court from within. The players must uncover the spies' identities and stop them before they can cause too much damage.
  4. D6=4:A renowned chef is preparing a feast for the court but has run into trouble in the kitchen. The players must help save the meal from disaster before it's served to the king and queen.
  5. D6=5:An elderly couple is arguing about the direction of a nearby mountain range.
  6. D6=6: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.

d100 = 72

  1. D6=1:A royal baby is born with a mysterious mark, believed to be a divine blessing. The twist: The mark is actually a sigil for an ancient demon, and cultists within the court seek to exploit the child’s power for dark rituals.
  2. D6=2:A visiting noble’s lavish robes draw both admiration and envy.
  3. D6=3:Players see a group of men. They are dressed in fine clothes.
  4. D6=4:A mysterious figure wearing a mask and a cape sneaks up to you and whispers a cryptic message about a looming danger to the royal family. Will you investigate or dismiss it as a prank?
  5. D6=5:The king's brother is trying to seduce a noblewoman. If he is discovered, he will deny it.
  6. D6=6:The king is holding a tournament to find a worthy successor to his throne. The players are invited to participate and must face various challenges and opponents to prove their worth.

d100 = 73

  1. D6=1: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. If the party follows it up, they will be arrested for treason and thrown in prison for a year or two.
  2. D6=2: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.
  3. D6=3:A fortune teller has come to the court, predicting doom and disaster for the kingdom. Will you dismiss their claims or take them seriously and try to prevent the prophecy from coming true?
  4. D6=4:A messenger from the frontlines brings news of a recent skirmish.
  5. D6=5:The king and queen are worried about their son. He has been acting strangely and they are afraid that he is under a spell.
  6. D6=6: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.

d100 = 74

  1. D6=1:A nervous courtier clumsily tries to flirt with a newcomer, much to their own embarrassment.
  2. D6=2:A forgotten garden, overgrown with wildflowers and ivy, contains a secluded bench where an old groundskeeper sits alone, reminiscing about the kingdom's former glory.
  3. D6=3:A stranger arrives at the castle, weary and beaten. He has traveled a long way and has come to ask for help from the king. The stranger is actually an assassin and will try to kill the king if he gets a chance.
  4. D6=4: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.
  5. D6=5:A woman approaches a player and asks him to deliver a letter to the lord. If he refuses, the woman will try to force the letter onto the player.
  6. D6=6:A retired knight tells exaggerated tales of his adventures to a group of wide-eyed youths.

d100 = 75

  1. D6=1:The prince is talking to some woman that is not his wife.
  2. D6=2:A court jester is performing amusing antics in the hall.
  3. D6=3: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.
  4. D6=4:A servant fetches a tray full of sweet pastries.
  5. D6=5:A noble is celebrating his birthday. The room is filled with revelers who are drinking and singing.
  6. D6=6:A group of nobles seem to be arguing about which nobles are more important than others. They are trying to figure out which noble will get to be a member of the King's Royal Court.

d100 = 76

  1. D6=1:The court musician struggles to tune a harp, causing a cacophony.
  2. D6=2:The queen's prized diamond necklace has gone missing. Rumors point to a group of thieves who are known to frequent the court. The players must track down the thieves and retrieve the necklace before the queen's birthday banquet.
  3. D6=3:The court magician is testing a new teleportation spell and asks the adventurers to be the test subjects. However, the spell goes awry and the party is teleported to a dangerous and unfamiliar location. They must find their way back to the court before being stuck in this strange land forever.
  4. D6=4:A stray enchanted object causes a servant’s broom to sweep by itself.
  5. D6=5: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.
  6. D6=6:A minstrel tells tales of legendary heroes.

d100 = 77

  1. D6=1: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?
  2. D6=2:A dancer practices her steps in a quiet corner.
  3. D6=3: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?
  4. D6=4:A powerful lich has been awakened and threatens to bring eternal darkness upon the kingdom. The players must gather powerful artifacts and allies to defeat the lich before it's too late. But the lich is not the only one after these artifacts. Can the players outwit their enemies and save the day?
  5. D6=5:The party is being questioned by a suspicious noble about a recent string of murders that have taken place in the city. He suspects that the party is responsible for them. The noble is a member of a secret society called 'The Order of the Red Lion'.
  6. D6=6: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

d100 = 78

  1. D6=1: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.
  2. D6=2:The court jester challenges the players to a game of riddles. If they win, they get a clue to the whereabouts of a powerful magical item. If they lose, they must entertain the entire court for the rest of the evening.
  3. D6=3:A foreign ambassador presents intricate hand-crafted gifts to win favor with the court.
  4. D6=4:A harried advisor balances multiple documents as they rush to a meeting.
  5. D6=5: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.
  6. D6=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?

d100 = 79

  1. D6=1:Rumors spread of an ancient treasure buried beneath the castle. The king assigns the players to investigate. The twist: The treasure is actually a sealed portal to an ancient, cursed realm, and opening it would unleash unspeakable horrors upon the kingdom.
  2. D6=2: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.
  3. D6=3:The sound of a ringing bell can be heard in the distance.
  4. D6=4:A coutrier is polishing a suit of delicate ceremonial armor in the hallway.
  5. D6=5: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.
  6. D6=6:The Queen's royal necklace, a family heirloom and powerful magical artifact, has been stolen. The players must retrieve it from the thieves' guild who plan to sell it to the highest bidder.

d100 = 80

  1. D6=1:A juggler demonstrates their skill with flaming torches, causing some concern among onlookers.
  2. D6=2:A servant stumbles, spilling a tray of food and drink, causing a minor commotion.
  3. D6=3:A scribe searches for a missing quill.
  4. D6=4: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.
  5. D6=5:A beautiful, yet dangerous, creature is spotted on the palace grounds. Will the players try to capture it or will they heed the warnings of the court and stay away?
  6. D6=6:A messenger rushes through, delivering urgent news.

d100 = 81

  1. D6=1:A man stands in the center of the room. He is wearing a cone studded hat and a cloak. He says that he has come many miles to find a great wizard. He says that his village has been attacked by a dragon and he wants a powerful wizard to kill it in exchange for an enchanted flaming sword.
  2. D6=2:A beautiful noblewoman catches your eye. However, she is rumored to be a powerful and dangerous sorceress. Will you risk approaching her?
  3. D6=3:A nobleman challenges another to a friendly duel with wooden swords.
  4. D6=4:A young noble presents a newly completed painting of the queen in all her regal glory.
  5. D6=5: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.
  6. D6=6:A stablehand describes the intricacies of horse grooming to an inquiring noble.

d100 = 82

  1. D6=1:The royal steward assigns seating arrangements for an upcoming feast.
  2. D6=2:The Knights are arguing about whether to take on the mission. The Knights are trying to decide who gets to go on the mission. The Queen is sitting at the table with them. She wants them to go on the mission.
  3. D6=3:A young princess is holding auditions for a new knight to serve in her court. The players must compete against other skilled warriors in a series of challenges and impress the princess with their abilities.
  4. D6=4:A forgotten wizard broods in the dimly lit library, his research filled with dusty tomes about lost magic. The air around him is thick with the despair of unfulfilled ambitions.
  5. D6=5:A group of guards are huddled around. One of them looks worried. They are talking about a murder that happened the day before. They think the murder was done by a witch. They're not sure.
  6. D6=6:A woman wearing a black dress is sobbing quietly. She says, 'I do not know what to do.'

d100 = 83

  1. D6=1:A stray enchanted object causes a servant’s broom to sweep by itself.
  2. D6=2:A traveling circus arrives at the court, offering to perform for the Queen and her subjects. However, the circus is secretly run by a group of hags who use their performances to steal the souls of the audience members. The players must stop the hags before it's too late.
  3. D6=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.
  4. D6=4: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.
  5. D6=5:An alchemist presents a peculiar potion and tries to convince the courtiers of its miraculous properties.
  6. D6=6:Courtiers gossip about the latest fashion trends in the realm.

d100 = 84

  1. D6=1: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.
  2. D6=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.
  3. D6=3:A servant spills wine on a noble's fine silk gown.
  4. D6=4:A mysterious cloaked figure appears at the court and offers to pay the players handsomely for information about the king's whereabouts. Do they take the money and betray their king, or turn down the offer and try to uncover the stranger's true intentions?
  5. D6=5: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.
  6. D6=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.

d100 = 85

  1. D6=1:The court’s astrologer declares an impending portent with dramatic flair.
  2. D6=2:A foreign ambassador arrives, seeking an audience with the Queen. He presents her with gifts from his kingdom and tries to negotiate trade agreements. The Queen stays poker-faced, but her gaze gives away her amusement at the ambassador's persistent attempts.
  3. D6=3: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.
  4. D6=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.
  5. D6=5:A pigeon lands on a well-dressed lady's head, causing a minor uproar and laughter.
  6. D6=6: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 = 86

  1. D6=1:Sages are debating the correct interpretation of the Old Laws.
  2. D6=2: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.
  3. D6=3:A strange man is seen talking to himself in a corner. If the players approach him, he will talk to them about the war and how he can end it. He will ask for their help. If they do help him, he will not be grateful. In fact, he will be very angry and spiteful.
  4. D6=4: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
  5. D6=5: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.
  6. D6=6:A clumsy courtier knocks over a suit of armor, causing a loud clatter and chuckles.

d100 = 87

  1. D6=1:A group of men are singing in the hall. They are drunk. They are singing a song about the king being an idiot. They are singing loudly.
  2. D6=2:The Queen's advisor is trying to persuade her to make a decision that he believes is best for the kingdom. The Queen listens intently, but ultimately makes her own decision based on her own intuition.
  3. D6=3: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?
  4. D6=4:A delivery of extravagant flowers causes envy among those who didn't receive any.
  5. D6=5: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.
  6. D6=6:The castle's blacksmith proudly showcases a newly forged ceremonial sword.

d100 = 88

  1. D6=1:A noble reacts dramatically to the news of an upcoming arranged marriage.
  2. D6=2:A man in the room is drinking wine. He says to the players, 'You look like you can handle your liquor. Want to try the wine of the kingdom? It's the best in the world. It's called Blackwater.' He hands them a cup. It's actually very good.
  3. D6=3:A courtly newcomer causes a stir with their exotic accent and mysterious background.
  4. D6=4:The players witness a heated argument between the king and his eldest son, the prince. As they try to uncover the root of their conflict, they discover a shocking family secret that could change the fate of the kingdom.
  5. D6=5:A scribe requests assistance with deciphering an ancient manuscript.
  6. D6=6: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.

d100 = 89

  1. D6=1:A pet ferret causes havoc, running through the court.
  2. D6=2:A noblewoman asks for advice on a charity she is starting.
  3. D6=3:A group of humans, orcs and dwarves are accosted by a group of elves and humans. They demand to be paid for the time they spent protecting their kingdom.
  4. D6=4:Bards are playing music, a jester is joking around, and a group of nobles are having a party. If players approach, they will be asked to join in. If players refuse, they will be kicked out of the room by the nobles.
  5. D6=5:Two nobles discuss strategies for the upcoming grand hunt.
  6. D6=6:The players overhear a heated debate about local politics.

d100 = 90

  1. D6=1:A group of knights are sitting in a circle. They are playing a game of dice. Every so often, one of them looks towards a door.
  2. D6=2:An old man is asking people for food. If players give him food, he will pray for them.
  3. D6=3:A drunk man is standing in the hall. He is talking about the king being an idiot.
  4. D6=4:A visiting noble from a cold climate struggles with the castle’s warmer temperature.
  5. D6=5:The royal stable master needs help rounding up a group of runaway unicorns, who have been causing chaos in the palace gardens. The party must use their animal handling skills to catch the magical creatures.
  6. D6=6: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.

d100 = 91

  1. D6=1:Amid a thunderous storm rife with lightning strikes, a colossal tree crashes into the castle's great hall, revealing a long-forgotten tunnel beneath the roots. The party must explore the newly revealed passage while court members argue over its secrets and ownership.
  2. D6=2: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.
  3. D6=3:A cursed mirror gifted to the King reflects a younger version of anyone who stands before it. Those reflected start behaving as if under a spell, seeking out the mirror constantly.
  4. D6=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.
  5. D6=5: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.
  6. D6=6: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?

d100 = 92

  1. D6=1:A small dog barks furiously at a noble’s oversized hat.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The court is visited by a group of elven ambassadors, and a heated debate ensues about elven-human relations.
  6. D6=6:The court is being swarmed by a group of mischievous pixies, who are causing chaos and pranking the court members. The party must find a way to appease the pixies and convince them to leave.

d100 = 93

  1. D6=1:A group of peasants are gathered around a drunk man. He is laughing and telling a joke to everyone. He tells everyone that he doesn't have to pay taxes to the king. The peasants tell him to go home and leave. He leaves, but the peasants follow him in the background.
  2. D6=2:An astrologer offers to read the players' fortunes.
  3. D6=3: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.
  4. D6=4:A mysterious illness has been spreading throughout the kingdom, affecting both humans and animals. The king's court alchemist has been unable to create a cure and the king asks the players for their help in finding a rare ingredient that could cure the disease.
  5. D6=5:A court herbalist shows off some rare, medicinal plants.
  6. D6=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?

d100 = 94

  1. D6=1:A spoiled young noble demands to ride in the royal chariot, despite an ongoing procession.
  2. D6=2: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.
  3. D6=3:A messenger arrives with a letter from a neighboring kingdom, inviting the king to a tournament to showcase their best fighters and compete for the title of Champion. The king eagerly accepts and the players are chosen as representatives for their kingdom. Can they win the tournament and bring honor to their people?
  4. D6=4:The court is hosting a masquerade ball and the players must find out who is behind a series of pranks and tricks that are causing chaos throughout the event.
  5. D6=5:A dog nips playfully at the heels of passersby.
  6. D6=6:The annual royal ball is interrupted by a group of thieves who steal the crown jewels. The players must chase after them through the winding streets of the city and retrieve the stolen items before the thieves get away.

d100 = 95

  1. D6=1: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.
  2. D6=2: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.
  3. D6=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.
  4. D6=4:A nobleman tries to conceal his anger after losing a wager.
  5. D6=5:You see a group of four d4 men on the side. They are trying to persuade the king to take them on as royal knights. They want to serve the king.
  6. D6=6:A cat darts around, trying to catch an errant mouse.

d100 = 96

  1. D6=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.
  2. D6=2: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.
  3. D6=3:A guard asks for help with a riddle he cannot solve.
  4. D6=4: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.
  5. D6=5:A group of nobles is plying a peasant with wine and getting him drunk. The nobles are hoping to learn secrets from the peasant. If a player interrupts, he will try to bribe them with more wine.
  6. D6=6:A pet ferret causes havoc, running through the court.

d100 = 97

  1. D6=1: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.'
  2. D6=2:Xanthar, the oldest dragon in the land, is asleep in the back of the throne room. The players can try to wake him up without it being a bad thing. If they do wake him up, he will reward them with a magical item he has been guarding for many years.
  3. D6=3:A woman wearing a black dress is sobbing quietly. She says, 'I do not know what to do.'
  4. D6=4: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.
  5. D6=5:A young princess is holding auditions for a new knight to serve in her court. The players must compete against other skilled warriors in a series of challenges and impress the princess with their abilities.
  6. D6=6: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.

d100 = 98

  1. D6=1:Guards practice their drills in the royal courtyard.
  2. D6=2:A pair of nobles argue heatedly about the merits of falconry versus fox hunting.
  3. D6=3:A group of thieves breaks into the court and steals important documents. The players must hunt down the thieves and retrieve the documents before they are used for nefarious purposes.
  4. D6=4:A minstrel sings an old ballad, mesmerizing onlookers.
  5. D6=5:A powerful curse befalls the castle, causing objects to come to life and attack the citizens. The players must break the curse and defeat the objects before they cause too much damage.
  6. D6=6:A visiting foreign dignitary entertains a small group with extravagant tales of their homeland's customs.

d100 = 99

  1. D6=1:The court librarian is found babbling about voices from an ancient book. The book starts changing its text every night to warn or reveal threats to the realm.
  2. D6=2:The players are invited to a tournament held in the Kingdom's honor. They must compete in various challenges and events, while also uncovering a plot to sabotage the tournament by a jealous rival kingdom.
  3. D6=3:The king is holding a contest to find the best musician in the realm, and the players are invited to participate or judge. The twist: One competitor is a fae creature who enchants the audience with their music, causing them to forget themselves and dance uncontrollably.
  4. D6=4:You see a group of guards playing cards, smoking, and drinking ale. They ignore all the other people in the room. A man walks 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.'
  5. D6=5: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.
  6. D6=6: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 = 100

  1. D6=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.
  2. D6=2:The royal treasure chest opens to reveal an ancient relic that roars as it emerges. The relic continues to display signs of sentience, potentially leading the party to an unimaginable secret.
  3. D6=3:A group of 2d6 sweaty, stinky, and dirty fighters are standing around. They just came from a battle in a nearby town where they were killed. They want to enter the service of the prince and will help him find the dragon that is currently terrorizing the kingdom.
  4. D6=4: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.
  5. D6=5:A fierce debate breaks out between the king's advisors over a pressing issue in the kingdom. The players are asked to act as impartial judges and make a decision on the matter. Their choice could have long-lasting consequences.
  6. D6=6: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.

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Other dice tiers for the royal court: D1, D4, D8, D10.

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