d100 = 1
A group of gruff looking dwarves enter the tavern, arguing over who was the first to discover a new type of gem. They decide to let a game of arm wrestling determine the ownership of the gemstone.
D&D 5e · 100 scenarios · Roll d100 → roll D1
A complete D&D 5e random encounter table for tavern scenes. Roll a d100 to pick a set, then roll a D1 to pick a scenario within that set — 100 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.
A group of gruff looking dwarves enter the tavern, arguing over who was the first to discover a new type of gem. They decide to let a game of arm wrestling determine the ownership of the gemstone.
A man is standing in the corner, quietly muttering to himself. If anyone approaches, he will stop and ask them if they're a thief. If they say no, he will apologize and say that he was talking to himself again. If they say yes, he'll tell them he's hiding some treasure in the local graveyard and give them a map to it. He's not a thief though, he just wants to make sure no one else steals it before him!
A suspicious-looking man enters the tavern and starts asking patrons if they have seen a rare, magical item. He claims that it was stolen from him and offers a hefty reward for its return. However, upon further investigation, it is revealed that the man is actually the thief and the item belongs to the town's wizard.
A bard challenges patrons to outdo his jokes.
A group of adventurers from a rival guild enters the tavern, challenging the players to a competition to see who is the better group.
A group of druids argue about which tree is the best for making longbows.
The tavern owner's cat has gone missing and he offers a reward to anyone who can find it. The catch? The cat has the ability to turn invisible and has been playing pranks on the patrons all night.
A group of tieflings enter the tavern, their presence causing whispers and wary glances from some of the patrons. They seem to be aware of the unease and decide to put on a performance to win over the crowd. They dance and play music, displaying their fire-based abilities in a safe and entertaining manner.
A group of 2d6+2 young women are discussing which man they like best.
A suspicious-looking man enters the tavern and starts asking patrons if they have seen a rare, magical item. He claims that it was stolen from him and offers a hefty reward for its return. However, upon further investigation, it is revealed that the man is actually the thief and the item belongs to the town's wizard.
A mysterious, masked figure sits in the corner of the tavern, watching the players with interest. When approached, they reveal themselves to be a powerful sorcerer seeking a lost artifact. They offer the players a reward if they can retrieve it for them.
A mysterious hooded figure enters the tavern and sits in the darkest corner. If the party approaches, the figure will offer them a quest to retrieve an ancient artifact, but it turns out to be a ploy for the figure to gain power and control over the town.
A group of drunk dwarves challenge the players to a game of axe throwing. But what starts off as a friendly competition, quickly turns into a battle for honor and pride.
A woman and her little baby. The woman is pregnent and the baby is crying. She is telling her husband about how her husband, who is away at sea all the time and who is never home, is the best husband ever because he gives her so much gold and has given her everything she needs and wants.
You sense a strange energy in the corner of the tavern. As you approach, you see a dark figure performing powerful arcane magic. Is this sorcerer friend or foe?
A group of people are talking about how they're going to leave the town.
A local legend speaks of a magical fountain hidden in the basement of the tavern. The players must navigate through traps and puzzles to find it.
A woman is running around, screaming that the innkeeper has stolen all of her money.
A local bard sings a humorous song about the escapades of the local nobility.
A group of 2d6+2 hobgoblins attack the party. They have been sent by the hobgoblin king to destroy the party's village!
A fishmonger hands out free samples of pickled herring, causing mixed reactions.
A bard sings a hauntingly beautiful ballad that leaves the entire tavern spellbound.
A group of miners celebrate their latest discovery.
A group of town guard soldiers enters the tavern, looking for a notorious bandit that has been terrorizing the area. They ask for anyone with information to come forward.
The tavern is suddenly surrounded by a thick fog. The patrons panic and the party must find a way to dispel the fog and uncover the source of it. They may find a group of hags who are causing the fog to lure unsuspecting victims to their lair.
A street peddler enters the tavern, offering a variety of trinkets and charms for sale. As the party browses through the items, they soon realize that some of the items are actually magical and have powerful abilities. Will they purchase the items and risk the consequences, or will they leave empty-handed, possibly missing out on some valuable tools?
A knock on the tavern door reveals a winded courier who accuses one of the patrons of stealing an important letter. The accused swears innocence and looks to the players for a way out.
A bard performs a funny song that has everyone laughing.
A group of women are trying to talk a man into taking them back to his room after the tavern closes. He is drunk, and keeps telling them he loves them all and doesn't want to hurt their feelings.
You hear a scream from down the hallway. You open the door and see a beautiful young woman with long blond hair running toward you, wearing a robe that doesn't cover her.
A group of bards are singing about an upcoming battle. They are trying to raise morale.
A traveling circus has set up camp outside the tavern. If players attend the show, they may discover that the performers are actually shape-shifting creatures.
A rowdy group of adventurers boasts about their latest exploits.
A tiefling fortune teller offers to read the players' palms, but as she touches their hands, she accidentally switches their bodies. The players must now navigate the tavern while in each other's bodies.
An old man falls asleep at his table, snoring loudly and occasionally muttering in his sleep.
The bard is missing and it's up to the players to find him before tonight's performance. But they soon discover he has been kidnapped by a rival bard who wants to ruin his show.
Two men are standing in the street arguing about which direction is North. One says North is that way, but the other says it's the opposite direction again. The men will argue with you at length if you humor them.
The tavern's regulars bemoan the theft of the “Grimoire of Resolutions.” This magical book resolves any moral paradox when read aloud. The thief claims it takes away from the deep moral choices that define us. Will players restore it or let moral dilemmas remain?
A bard performs a riddle-song, challenging the patrons.
A group of creatures from a nearby kingdom enter the tavern, seeking refuge from their tyrant king. They offer to share their secret weapon with the players in exchange for helping them overthrow the king.
Suddenly, a loud explosion is heard outside and the tavern shakes. The patrons rush outside to see a wizard frantically trying to control a flying carpet, narrowly avoiding crashing into buildings. When he finally lands, he apologizes and explains he is looking for his lost familiar, a mischievous imp who loves to play pranks.
A group of men are playing a game of bones. One man has been winning most of the games and has become very cocky and arrogant towards his fellow players. If the party joins the game, they will find out that he is cheating at the game and is using magic to make sure he wins.
A group of men and women are talking about how cold it's been lately and how cold it will get when winter really hits hard. One of the men is wearing a cloak with an emblem on it - it's the crest of the local lord, although the crest has been altered slightly so that it looks like a wolf's head with an axe in its mouth instead of the usual lord's crest with a wolf's head above two axes crossed underneath it.
A group of druids enter the tavern, claiming to be able to control the elements. However, their control is not as strong as they claim and their spells often have hilarious results.
A group of goblins stumble into the tavern, drunk and rowdy. They start causing a ruckus and picking fights with the patrons, but instead of attacking with weapons, they use silly string and confetti. It's up to the adventurers to decide whether to join in on the chaotic fun or try to stop the goblins.
A man walks in and asks if anyone is going to Calimshan. He says he is a merchant trader and traveling to a trade fair. He is willing to trade gold for passage on a ship going to Calimshan.
Man is being loud about a product he wants to sell. He is hiding it under a table, he doesn't want to attract attention.
A tipsy patron insists on dancing atop a table, slipping and falling into the arms of another patron.
The players see a minstrel performing in the corner of the tavern, singing a song about a powerful dragon who is terrorizing the nearby town. As the song continues, the players realize that the minstrel is actually a shape-shifting dragon themselves, who is trying to gather information on the party before deciding whether to attack them or not.
A novice wizard tries to light a candle with a cantrip and accidentally singes his robe.
Everyone is dressed in bizarre clothing. (This is on Halloween - a forgotten holiday).
A local who once journeyed far and wide shares tales of his adventures with anyone who'll listen.
A renowned magician who frequents the tavern realizes their greatest illusion—a gem floating in a glass case—has been swapped for a perfect replica.
A group of 1d10 men are standing around a table in the tavern, arguing about whether or not there is life after death!
A half-ogre tries to fit through the door and gets stuck, causing a commotion and requiring several patrons to help pry him out.
A group of bards are singing about a famous battle. They are trying to raise morale for allies. The song is not very good and no one is listening.
A young charted adventurer brags loudly about his latest loot from a dragon’s hoard, unaware that a shady figure is quietly making plans to relieve him of his new wealth.
A group of men are sitting at a table, playing cards. One of them has an owl on his shoulder.
Two adventurers are talking about the dragon they met. 4
A man is trying to sell a gem to a merchant. He says it is worth 500 GP, but the merchant says it is worthless.
There is a man sitting over in the corner muttering to himself about how he wants to become a great wizard. He has spent a lot of money on books and magic items, but he does not know that in order to use these methods, he must be trained appropriately. He gets very upset when anyone tries to tell him this.
The lights suddenly go out, and when they come back on, a prized painting hanging above the bar is gone—replaced by a mocking note signed by a notorious thief.
The tavern is suddenly raided by a group of bandits, looking for money and valuables. But it turns out they are just desperate villagers trying to feed their families, and the party must decide whether to fight or negotiate with them.
A group of dwarves are sitting at a table, drinking ale and talking about how they got drunk at this very tavern last night and got into a fight with some orcs who were also drinking here at the same time.
A bard waxes poetic about the changing seasons.
A bard performs a dark, mysterious tune.
A group of four bards are playing music at one of the tables in the tavern - they're good but not great. They're hoping to get enough money together to record an album some day...
The tavern is hosting a cooking competition, and the players are invited to participate. Their cooking skills will be put to the test as they must create a dish using only ingredients found in the tavern's kitchen. The winner receives a free stay at the tavern and a special meal prepared by the chef.
A group of goblins break into the tavern, stealing food and drinks. But one of them seems to have a different motive and asks for the players' help in escaping his fellow thieves.
A group of adventurers are talking about their loot.
A man is heard shouting that he will fight any man who steps foot inside his tavern. Last night, he blames his patrons for his tavern being attacked and robbed by these ruffians.
A group of men are sitting at a table, arguing about whether or not there are evil orcs in the world.
A group of drunken dwarves challenge each other to a drinking contest, boasting about their tolerance for alcohol and making outrageous bets.
A minstrel expertly plays a harp in the corner, bringing soothing music to the room.
Barmaid talks to the party about the problems in the city. We don't want to leave, but it's been hard lately and we're not sure we want to stay. Maybe we'll go south, but leaving is so hard to do.
The players come across a group of goblins performing a play in the middle of the tavern. The play tells the story of a powerful artifact hidden in a nearby dungeon, and the goblins offer to lead the players there if they can help them with their acting skills.
A gnome runs in screaming about being chased by a swarm of bees. Moments later, a druid enters, trying to control the bees. The gnome turns out to be a wanted thief and the druid is a bounty hunter. The players must decide who to side with.
A group of druids enter the tavern, seeking allies in their battle against an evil necromancer who is defiling their sacred grove. Will the adventurers join forces with the druids or stay out of the conflict?
A group of traveling performers put on a lively and colorful show, complete with acrobatics, music, and illusions. The crowd is enthralled, and some even start dancing along.
A group of monks enter the tavern, offering to teach any willing patrons the ways of martial arts. However, their true intention is to recruit strong and skilled fighters to join their secret organization, which is dedicated to protecting the land from dangerous magical artifacts and otherworldly threats. Will the party join their ranks and become part of a powerful organization, or will they turn down the offer and possibly face the consequences of angering the monks?
A wealthy noble is visiting the tavern, bragging about his fortune and possessions. But his valuable ring goes missing, and he suspects the players are responsible.
An injured dragon stumbles into the tavern, pleading for help. The players must decide whether to help the dragon or turn it in for the large bounty on its head. Either way, there will be consequences.
Two men are arguing about something very serious, they both look angry. They are sitting at a small table in a corner, but they both look like they want to be someplace else.
A group of men are sitting at a table, playing cards. One of them has a parrot on his shoulder who repeats everything that is said.
A bard starts a tale of the tavern's history.
The common room is filled with men in chainmail armor and carrying large shields. They are loud, boisterous and very untactful.
Two elderly women are gossiping about the local nobles. They will talk to players for awhile then go back to their gossiping.
A group of four men are sitting at a table. One of them is a bard. They are arguing about the true cause of the fall of the kingdom of Nuln.
A rich, disillusioned merchant sits in a corner, nursing an ale and contemplating the futility of wealth. He has decided to give away his fortune to those he deems worthy through a series of secret trials. He hints to the players about a magical trinket he possesses that needs 'stealing' to kick-start the process, requiring not just agility but moral introspection.
A group of adventurers are sitting around a table, talking about their latest adventure.A dwarf, an elf, and a halfling talk about their latest adventure. They were hired to escort a shipment of gold. The shipment was stolen by a group of orcs. The orcs were captured, and the party was paid for their services.
A friendly-looking man is searching for his missing wife, who got lost in the nearby forest. As the party helps him, they soon find out that the man is actually a werewolf who is searching for his next victim. Will the party be able to escape or defeat the werewolf before it's too late?
A rowdy group of adventurers boasts about their latest exploits.
A brewer from a rival establishment drinks and complains about how much better his ale is.
A group of 2d6+2 hobgoblins attack the party. They have been sent by the hobgoblin king to destroy the party's village!
Three men sit at a table. One of them is a bard. They are all drinking ale. The bard is singing a song about a local legend - it's about an evil lich queen who dwells beneath the abandoned keep in the Old Tomb Hills...
A man who has been drinking heavily approaches you and asks that you play dice with him. You know that many of the patrons here will place bets on your game.
A mysterious, cloaked figure enters the tavern and offers a challenge to any brave warrior who can best them in combat. But as the adventurers engage in battle, they realize that this figure may not be what they seem. Are they truly a powerful warrior, or something more supernatural?
A group of dwarves walks in, carrying a large barrel of ale. They offer to share it with the patrons, but only if they can complete a riddle.
A man is arguing with the barkeep about their prices for drinks. He says that he left his coin purse on the counter and wants to go get it before it is stolen.
A wealthy merchant is looking for adventurers to escort him on a dangerous journey. If players accept, they must navigate through treacherous terrain and fend off bandits.
A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Other dice tiers for the tavern: D4, D6, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.