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D10 Tavern Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for tavern scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a tavern, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Tavern encounter table

d100 = 1

  1. D10=1:A famed fencing master sits alone, eyes darting around, revealing they expect an old opponent who plans to “take back” a treasured rapier they once lost in a duel.
  2. D10=2:A group of cultists are meeting in secret in the tavern. They are discussing their plans to overthrow the government. They will attack if discovered.
  3. D10=3: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.
  4. D10=4:A minstrel sings a song of protest about local taxes, gaining some approving nods.
  5. D10=5:A man is selling maps to the Mines of Castanac, which he claims to have discovered himself. He will sell each map for one coin. The maps are actually local area maps with the Mines of Castanac marked - you can replace this with whatever you want.
  6. D10=6:A bard sings about an epic journey he once undertook.
  7. D10=7:An eccentric sage complains about the theft of his “Gem of Obfuscation,” a stone that clouds the minds of those with ill intentions. In the wrong hands, it could be used for manipulation. Players must decide whether it’s right to use it to control others' moral paths.
  8. D10=8:A tipsy dwarf challenges an elf to a drinking contest, the elf apprehensively agreeing.
  9. D10=9:A merchant approaches the adventurers, offering to sell them a bottle of the finest and most expensive wine in the world. But when they open the bottle, they discover that it is actually just water. The merchant quickly disappears, leaving them with an empty wine glass and a burning desire for revenge.
  10. D10=10:A man is trying to sell a painting of a beautiful woman. He claims that the painting is enchanted, and will show the portrait's life story if someone puts their hand on it. This is actually a trap set by a local thief who has been stealing from people while they're distracted by the portrait.

d100 = 2

  1. D10=1:A small group of gnomes are trying to sell their latest invention - a flying machine. However, they've never tested it before and it seems a little unstable. Will anyone try it out?
  2. D10=2:A bard narrates the tale of a renowned thief and her escapades.
  3. D10=3:A mysterious figure approaches the party and offers to sell them a rare and powerful magic item. But as they make the exchange, the figure reveals themselves to be a shape-shifting creature, and the item may not be what it seems.
  4. D10=4:A group of adventurers are sitting at the bar, complaining about how they were just attacked by a dragon and had all of their gear destroyed in the fight. They're looking for cheap, used gear so that they can get back into the dungeon and try to get their gear back.
  5. D10=5:A disguised noblewoman slips into the tavern and urgently asks the players for protection, revealing she’s carrying stolen documents that could expose a vast conspiracy.
  6. D10=6:The party is approached by a young, timid apprentice wizard who desperately needs their help. His master has gone missing in a nearby cave and he needs the party to go rescue him. However, the apprentice has no idea that his master is actually a powerful evil sorcerer who has gone into hiding to perform a ritual that will unleash a demonic entity upon the world.
  7. D10=7:A group of musicians come into the tavern and put on a magical performance that enchants the entire crowd. However, they are actually mind-controlling the patrons and stealing their valuables while they are mesmerized by the music.
  8. D10=8:An astronomer mourns the theft of a telescope that reveals the reality behind celestial myths. The thief wishes to maintain the mystique and wonder of the skies. Must every star's story be uncovered, or should some mysteries remain?
  9. D10=9:The tavern is having a costume party and the players must come up with the best disguise to fit in. However, things get complicated when a group of thieves also shows up, using the party as a cover for their next heist.
  10. D10=10:A group of dwarves are drinking and singing loudly. One of them challenges the players to a drinking contest.

d100 = 3

  1. D10=1:A bard in the process of play-acting "King Lear"
  2. D10=2:Rumors spread that a master locksmith is in town to crack the tavern's vault tonight, and every patron becomes potential competition for a slice of the loot.
  3. D10=3:There is a group of men all sitting together at a large table. They are all dressed in matching garb, and they are speaking in hushed tones.
  4. D10=4:A group of three men enter the inn looking for adventure. They are all good men, but they are all rich men who have provided themselves well in life and do not wish to work for their money anymore.
  5. D10=5:A group of merchants are gathered here, lamenting the downfall of their businesses because of the war.
  6. D10=6:A bard challenges someone to a duel of wits and wordplay.
  7. D10=7:People looking for adventurers to bring them to some location
  8. D10=8:The players are approached by a seemingly innocent old woman, offering to sell them a magical object for a very low price. However, the object is actually cursed and causes chaotic and unpredictable effects on anyone who touches it.
  9. D10=9:A bard tells a tragic story of lost love.
  10. D10=10:A local bard hires the players to help him find inspiration for a new song. They must travel to various locations and encounter different creatures and puzzles in order to gather the necessary ingredients for the song.

d100 = 4

  1. D10=1:A young couple shares a quiet drink in a corner, lost in whispered conversation.
  2. D10=2:Three men sit at a table. One of them is a bard. They are all drinking ale. The bard is singing a song about the local lord, who is not very popular.
  3. D10=3: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.
  4. D10=4:The tavern owner yells at a group of unruly patrons, threatening to kick them out if they don't calm down. The patrons laugh and continue causing chaos, clearly enjoying getting a rise out of the owner.
  5. D10=5:A mysterious man sits alone in a dimly-lit corner, his face hidden by a wide-brimmed hat. When you walk over to him, he offers to sell you a map to a hidden treasure. However, when you look at the map, you realize it's just a crude drawing of a stick figure and a big X. Regardless, he insists it will lead you to riches beyond your wildest dreams.
  6. D10=6:A strange-looking man enters the tavern. He asks if anyone has seen a rat with a yellow coat and a red hat.
  7. D10=7:The tavern is hosting a "bard-off" competition, where bards from all over come to compete for the grand prize. However, one bard seems to be cheating by using magic to enhance their performance.
  8. D10=8:Approached by a trembling barmaid late in the night, she spills out details of an imminent heist. Suddenly, the lights are cut, and a group of masked thieves bursts in.
  9. D10=9:The players are approached by a group of dwarves looking for brave adventurers to retrieve a lost artifact from a nearby abandoned mine. However, they fail to mention that the mine is infested with giant spiders.
  10. D10=10: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.

d100 = 5

  1. D10=1: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.
  2. D10=2:The local oracle’s "Eye of Destiny" has been stolen, leading to great public anxiety. Without it, she claims she can no longer guide people to their fates. Players must wrestle with the philosophical notion of fate versus free will as they decide whether to retrieve it or not.
  3. D10=3:One of the patrons at the bar challenges the party to a drinking contest. The catch? The drink is actually a potion that causes uncontrollable hiccuping for 24 hours. Do you accept the challenge?
  4. D10=4:A mysterious hooded figure approaches the players, offering them a chance to prove their bravery by participating in a ritual to summon a powerful demon. But as the players quickly realize, there is more to this ritual than meets the eye.
  5. D10=5:A man stumbles into the tavern, clearly drunk, and challenges anyone to an arm wrestling match. If the party accepts, they realize the man has a wooden arm and it's a guaranteed win.
  6. D10=6:A barmaid hums a lullaby as she cleans empty tables, the melody strangely soothing.
  7. D10=7:A group of adventurers are talking about the dragon they met.
  8. D10=8:A group of men are playing dice for gold.
  9. D10=9:A group of men and women are talking about how bad the local lord is, how much they dislike him, and how much better things were when his father was in charge - he was much more fair and reasonable than his son ever was or ever will be...
  10. D10=10:Two men are talking about how they're going to beat up a third man.

d100 = 6

  1. D10=1:A bard offers to perform a personal serenade at each table.
  2. D10=2:You see a mysterious figure in a dark cloak sitting in the corner of the tavern, their face hidden by the shadows. Whenever someone tries to approach them, they quickly disappear and reappear in a different part of the tavern. Some say they are a powerful sorcerer playing tricks, while others believe they are a ghost haunting the tavern.
  3. D10=3:A man is sitting at a table, drinking wine and mumbling to himself. He will talk to anyone who sits down at his table. If players have not already figured it out, he is actually a mad wizard who has cast an Illusion spell on himself. He'll try to convince players that he is a powerful wizard and they should listen to him.
  4. D10=4:A bard begins to play a decades-old favorite, bringing nostalgia.
  5. D10=5:A group of drunk patrons challenge the players to a drinking competition. If they participate, they gain some gold and a hangover. If they refuse, they may offend the locals and be kicked out of the tavern.
  6. D10=6:An eccentric-looking wizard enters the tavern, surrounded by a swirling vortex of colors and lights. He approaches the bar and orders a drink, but when he takes a sip, he transforms into a frog. The bartender calmly picks him up and puts him in a nearby pond, informing the patrons that this happens every time the wizard visits and that he will be back to his human form in a few hours.
  7. D10=7:A fortune teller sets up shop in a corner of the tavern, offering to tell customers their fortune for a small fee. However, when the customers leave, they are surprised to find that some of the predictions have come true.
  8. D10=8:A bard spars with a local tale-spinner in storytelling.
  9. D10=9:The party overhears a group of halflings planning a heist on a local noble's mansion. The halflings are in desperate need of a distraction and offer the party a cut of the loot if they can create chaos in the marketplace while the heist takes place.
  10. D10=10:A group of heroes are sitting around a table, talking about their adventures. They are hoping to find a worthy adventure soon.

d100 = 7

  1. D10=1:A group of drunkards are arguing about the war.
  2. D10=2:A group of men are playing dice for gold.
  3. D10=3:A group of fey creatures have snuck into the tavern and are causing mischief, stealing drinks and moving furniture around. The owner doesn't seem to mind, as long as they don't break anything.
  4. D10=4:A waitress drops a tray of mugs, spilling ale everywhere.
  5. D10=5:A group of musicians suddenly appear in the tavern, playing upbeat and catchy tunes. As they play, they encourage the patrons to join in and dance. Those who do are rewarded with a small bag of gold coins or a drink on the house. But when the song ends, the musicians disappear as quickly as they came.
  6. D10=6:A group of sorcerers are having a heated debate about the best spell to use in a battle. They are casting spells at each other and destroying tables and chairs in the process.
  7. D10=7:A group of men are sitting at a table, arguing about whether or not there are good dragons in the world.
  8. D10=8:Two men argue over whether to go in search of treasure or go home. A group of men have gathered around a table in
  9. D10=9:A bard brings humor with a cheeky drinking song.
  10. D10=10:Rumors swirl that the town’s beloved statue depicting “Justice” has been stolen. The thief left an enigmatic poem claiming that true justice cannot be represented by stone. Will the players restore order by retrieving the statue, or ponder the deeper meaning behind its theft?

d100 = 8

  1. D10=1:An acolyte of truth named Jevon is found drunkenly confessing he stole a magical tome that reveals hidden knowledge from a rival faction, only to realize the ensuing wisdom brings pain and suffering. He begs the adventurers for help, but warns that the truth might be the heaviest burden of all.
  2. D10=2:A group of knights enters the tavern, boasting about their bravery and skill in battle. However, when they try to demonstrate their sword fighting abilities, they accidentally break a table and get into a brawl. The other patrons watch in amusement as the knights realize they may not be as skilled as they thought.
  3. D10=3:A mysterious cloaked figure enters the tavern and approaches the party. They offer to sell them a powerful magical artifact for a hefty price. But the artifact may come with a dangerous and potentially deadly curse.
  4. D10=4:An eccentric inventor bursts into the tavern, looking for investors for his latest creation – a flying machine. The players can test out the machine and even go on a short flight, but they soon realize that the inventor's true intentions are not what they seem.
  5. D10=5:People looking for adventurers to accompany them on an expedition
  6. D10=6:A group of adventurers are sitting at the bar, complaining about how they were just attacked by a dragon and had all of their gear destroyed in the fight. They're looking for cheap, used gear so that they can get back into the dungeon and try to get their gear back.
  7. D10=7:A halfling rogue approaches the adventurers, offering to show them a secret tunnel that leads to the local black market. But as they make their way through the tunnel, they realize that it may not be as secret as they thought and they may have some unwanted company.
  8. D10=8:A group of people are playing a drinking game called 'Spin and Puke'. The first to lose their coin must drink.
  9. D10=9:There is a man sitting by himself, who seems to be very concerned with who is coming and going. He is making sure no one comes and looks over his shoulder at his new spellbook.
  10. D10=10:A group of halfling chefs come into the tavern, offering samples of their delicious dishes for a small fee. However, the players soon realize that the halflings have been using a dangerous and illegal ingredient in their meals.

d100 = 9

  1. D10=1: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?
  2. D10=2:The theft of a “Pendant of Belonging” from a local tailor echoes throughout the tavern, bringing sorrow. The artifact helps wearers feel accepted and loved. The thief opposes crutches for belonging. Is external validation a vice or necessity?
  3. D10=3:A man is selling jewelry. He says they are magic, but they are not actually magic at all.
  4. D10=4:A woodcarver offers to sell small trinkets and toys, most of which are beautifully made.
  5. D10=5:A bard performs an energetic dance number, encouraging others to join in.
  6. D10=6:A man is singing very badly, he is drunk. He is sitting at a table with another man, who is not drunk, but he is not sober either.
  7. D10=7:A carpenter inspects the tavern's wooden beams and remarks about needing repairs.
  8. D10=8:A cloaked figure is sitting alone in a dark corner. If players approach, he reveals himself to be a powerful sorcerer in need of assistance with a spell.
  9. D10=9:A group of bards are sitting at a table, telling stories about the fall of Nuln.
  10. D10=10:A man sits by himself, eating and drinking very slowly. On his left is a big bag, and on his right is a pile of coins and a few valuables. He is picking at his food, but his face is badly injured and his hands seem to be covered in blood.

d100 = 10

  1. D10=1:The tavern's resident bard challenges the patrons to a rap battle, boasting of their lyrical skills. Will anyone be able to defeat the bard and claim their own bragging rights?
  2. D10=2:Two men are sitting at a table talking about their day. One says he saw something big and green floating across the sky. The other says he didn't see it, but he did see something big and blue floating across the sky earlier that day. They continue arguing about what they saw until one man says he saw red in the sky earlier that day. They argue about what color was actually in the sky until they get into an argument about what they saw and eventually start fighting.
  3. D10=3:An old treasure hunter offers the players a map to a long-lost dungeon in exchange for their help in retrieving his lost journal from a nearby cave.
  4. D10=4:The tavern is hosting a game night, where the players can join in various card and dice games with the locals. However, some of the games may have stakes higher than just gold, and the players may find themselves in trouble if they lose.
  5. D10=5:The players notice an eccentric inventor pouring over blueprints of his stolen magnum opus: a device designed to “simulate enlightenment.” He believes its theft might ironically lead to its true purpose -- enlightening the thief. Should the device be returned or destroyed?
  6. D10=6:A group of adventurers who are trying to make a name for themselves in the area and would love the chance to prove themselves agains the group of evil adventurers currently holding the local keep against the full might of the king's armies.
  7. D10=7:A wizard enters the tavern, offering to sell rare and powerful spell scrolls. However, upon reading the scrolls, the players realize that all the spells were written backwards, causing unexpected and often humorous outcomes.
  8. D10=8:A famous minstrel enters the tavern and offers to write a song about any interesting events that happen throughout the night, promising to perform it in the morning. The catch? The song will be a comedic ballad and may not paint the events in the most flattering light.
  9. D10=9:A group of bards are having a jam session in the corner of the tavern. The music is lively, and the crowd is dancing and singing along. As the evening progresses, the bards start taking turns telling stories and playing their instruments to match the tale.
  10. D10=10:A group of traveling merchants sit at the bar, offering rare and exotic items for sale. However, one of the items seems to have a sinister aura and keeps catching the eye of the players.

d100 = 11

  1. D10=1:A human merchant showing off rare spices he acquired from distant lands attracts a curious crowd.
  2. D10=2:You see two dwarves chugging ale and arm wrestling in the corner. The winner gets to determine the evening's entertainment.
  3. D10=3: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.
  4. D10=4:A gang of young adventurers discuss their next quest, maps and notes spread across their table.
  5. D10=5:The tavern's resident bard has been replaced by a doppelganger, who seems to imitate the regular bard perfectly. The doppelganger has been using this disguise to collect gossip and secrets from the patrons.
  6. D10=6:A young girl hugs the players' legs, crying and begging them to help her find her lost kitten. Little do they know, the kitten is actually a powerful magical creature in disguise.
  7. D10=7:A group of adventurers are singing a song about the orc they killed.
  8. D10=8:You see a man in the tavern who wears a very distinctive cloak. It is so dark it looks like a shade of black that has never been seen before. It gives off a faint ripple of darkness as he moves. He will not talk to you if he sees you first.
  9. D10=9:In a corner booth, a rogue recounts stealing an instrument from a famed composer; the lute plays one's soul's melancholy melodies. A melancholic tune echoes as the rogue questions if some art forms are too intimate to share. Should the players fetch the instrument or ponder the value of hidden sorrow?
  10. D10=10:Three drunk adventurers stumble out of the tavern and try to fight each other. Two of them aren't even wearing armor!

d100 = 12

  1. D10=1:A traveling salesman approaches the party and offers them a discounted price on a magical item. However, the item is cursed and will cause trouble for the party if they purchase it from him. The salesman is actually a trickster fey who enjoys causing chaos with his cursed items.
  2. D10=2:Two men are standing outside on the street, talking about how bad the weather has been lately and how bad 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.
  3. D10=3: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?
  4. D10=4:A mysterious cloaked figure offers the players a map to a secret treasure in the nearby mountains. But can they trust this stranger?
  5. D10=5:A group of children are playing games outside the tavern. They are laughing and having fun.
  6. D10=6:As the party enters the tavern, they see a man standing on a table, reciting a dramatic monologue - it's the town's local bard, trying to earn some coin.
  7. D10=7:A nobleman challenges anyone to a game of chess, confident in his abilities.
  8. D10=8:The party sees a man stumbling out of the tavern. He tells them that he has been robbed! He was on his way to sell his wares, but was robbed on the way there. He will give them a description of the robber and his wares that he was robbed of. He will give them a reward if they capture the robber and return his wares to him. He will also give them a reward if they bring him the head of the robber after they catch him.
  9. D10=9:A group of elderly adventurers gather around a table, reminiscing about their past exploits and offering words of wisdom to any younger adventurers who care to listen.
  10. D10=10:A drunken patron starts a fight with one of the players, claiming they stole his pet wyvern. The player must prove their innocence while trying to calm down the angry patron.

d100 = 13

  1. D10=1:A bard asks for stories from patrons to include in a song.
  2. D10=2:A group of fire genasi enters the tavern, causing flames to erupt from their hands and feet as they perform a fiery dance. However, they soon reveal that they are actually on a quest to find their long-lost brother who was kidnapped and taken to the Elemental Plane of Fire. Will the party help them on their dangerous journey and possibly gain some powerful allies, or will they turn a blind eye and continue with their own adventures?
  3. D10=3:A lone wizard sits at a table, surrounded by various potions and scrolls. He offers to trade magical items with the party if they have anything of interest to him. But be careful, some of his items may have unexpected side effects.
  4. D10=4:A group of gnomes challenge the players to a game of "Rock, Paper, Scissors" with a twist - they use magic to transform the players into the corresponding object when they lose a round.
  5. D10=5:Two men are talking about a love potion that they were going to sell to two young lovers, but they ran away before they could get it. They will offer it to the party for free if they want it. It's just month old apple juice.
  6. D10=6:A bard tells a humorous anecdote involving a local character.
  7. D10=7:The tavern is hosting a "pig racing" competition, where patrons can bet on different pigs to win. However, one of the pigs seems to be enchanted and runs twice as fast as the others.
  8. D10=8:Three soldiers are conversing about their experiences in battle. They are quite drunk. A fourth soldier walks up and starts to argue with one of the others. He leaves quietly, only to return with twelve more men. Then, another group shows up to join in on the argument. Then, a group of six men shows up with the intention of killing everyone in the tavern. The first soldier throws a knife at someone who he feels has slighted him. The tavern is full of knives, and some people start throwing them. The drunken fools have still not noticed that there are only a few people in the tavern.
  9. D10=9:A group of druids enters the tavern, seeking help in saving their sacred grove from an evil corporation that wants to cut down the trees for profit. The players must navigate through legal battles and possible sabotage to protect the grove.
  10. D10=10:An old man is sitting at the bar. He is waiting for his son to return from a quest. He will offer players information if they bring his son back safely.

d100 = 14

  1. D10=1:Ugly Man in a tavern -- Perhaps a villain? A drunk? An old man? A beggar? A bum? A weirdo? A man with a deep scar on his face who's really really ugly and has only one eye?
  2. D10=2:A group of peaceful gnomes enter the tavern, looking for adventurers to help them retrieve a valuable family heirloom that was stolen by a group of goblins. However, the goblins are actually under the control of a powerful hag who is using them to do her bidding. Can the party defeat the hag and retrieve the heirloom before it's too late?
  3. D10=3:A tavern cat curls up in a cozy corner, purring loudly.
  4. D10=4:A ranger recounts the strange creatures they’ve encountered in the forest, gaining captive listeners.
  5. D10=5:You hear a rumbling sound from around a corner. A cart comes crashing through the wall of a building, and then the wall of a building across the street. The driver is a man in plate mail. He looks out of the hole in the wall, and sees that there's no way he can turn the cart around. The horse is now braying and screaming in terror. He turns to you and shouts, "If you can get the horse to stop, I'll share this barrel of ale with you!" The horse stops making noise for a moment when you put your hand on its nose and then it starts up again. The driver decides that continuing to try to turn the cart around is too dangerous and gets out of his seat and into the back of the cart. The horse isn't happy about the change in drivers and the cart starts to trundle forward. He gets out of the way in time, and the cart continues through the wall of the building across the street. The horse stops and then rolls over with a groan. The driver continues to share his barrel of ale with you.
  6. D10=6:A famed fencing master sits alone, eyes darting around, revealing they expect an old opponent who plans to “take back” a treasured rapier they once lost in a duel.
  7. D10=7:A rat scurries across the floor, causing a brief moment of panic among the patrons.
  8. D10=8:An old woman sits at the bar, singing a sorrowful song about her lost love. Her voice is beautiful and her song has a haunting melody. It is so entrancing that few people pay attention to the old woman.
  9. D10=9:Villagers gossip about the stolen “Vial of Moments,” a potion that captures brief snippets of absolute beauty or horror. The thief criticizes the selective nature of memory and asks if truth lies in experiencing everything raw. Should one seek closure or a perpetual openness to beauty and horror?
  10. D10=10:A group of dueling wizards enter the tavern, casting spells at each other that cause strange and unpredictable effects. The party can join in on the fun, but they may have to deal with the consequences of meddling with powerful magic.

d100 = 15

  1. D10=1:A group of adventurers from a rival party walk into the tavern, challenging the players to a game of darts. But do they have ulterior motives for being in town?
  2. D10=2:A bard regales the crowd with a heroic tale.
  3. D10=3:A young girl approaches the party, begging for their help to find her missing pet. When they agree, she leads them to a cave where a ferocious displacer beast has taken up residence. Can the party defeat the beast and save the girl's pet?
  4. D10=4: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.
  5. D10=5:An ambassador from the Magic Academy. He is an expert on teleportation.
  6. D10=6:An amateur bard botches a song, eliciting a mix of jeers and laughs.
  7. D10=7:About 30 drunken Halflings are playing what they call "halfling toss" in the main hall. A woman is adorably trying to convince them to stop, unsuccessfully.
  8. D10=8:A poor-looking woman takes her place at the bar and pours herself a glass of wine. She stares at the crowd for several minutes then gets up to leave without a word.
  9. D10=9:A group of drunk men are trying to start a fight with a group of even drunker men.
  10. D10=10:A mysterious hooded figure sits in the corner of the tavern, watching the party closely. When approached, he offers them a job to retrieve a powerful artifact from a dungeon for a wealthy collector. But as they complete the quest, they realize that the collector has dark intentions for the artifact.

d100 = 16

  1. D10=1:A group of musicians from across the sea are playing a rousing rendition of a very jolly old tune. The women are twirling around their fingers, which are fluttering in the air.
  2. D10=2:A group of halflings are hosting a pie-eating contest and invite you to join in. However, the pies are filled with pranks such as hair, frogs, and explosive sneezing powder.
  3. D10=3:A mysterious woman enters the tavern, dressed in all black and wearing a hood that covers her face. She heads straight to the bar and orders a blackberry mead. As she drinks, she pulls out a deck of tarot cards and begins to perform readings for anyone who is brave enough to ask.
  4. D10=4:A group of traveling bards enters the tavern and offers to perform a play for the patrons. However, they are short one actor and ask for a volunteer from the crowd. The play turns out to be a comedic retelling of a dramatic battle between a dragon and a group of adventurers.
  5. D10=5:A traveling merchant offers exotic fruits from afar, giving free samples that draw mild interest.
  6. D10=6:A high elf prince and his companions enter the tavern, looking for someone to help them retrieve a stolen family heirloom. But as the adventurers embark on the quest, they discover that the prince may not be as noble as he claims to be.
  7. D10=7:A cursed individual sneezes uncontrollably, causing minor items to float briefly.
  8. D10=8:Hrothgar the blacksmith ia a man who is working on a new design of sword with the help of one of his patrons.
  9. D10=9:A man is trying to sell a magical painting of a beautiful woman.
  10. D10=10:A bard's hypnotic song overcomes the crowd, causing abrupt drowsiness. As patrons begin to slump over, a team of thieves begins their silent plunder.

d100 = 17

  1. D10=1:A mysterious stranger enters the tavern, offering a reward to anyone who can solve a riddle. The riddle leads to a hidden treasure, but it won't be easy to decipher.
  2. D10=2:Silly singing barmaids threaten to spill beer all over your lovely lady! The barmaids were hired for the night to get their customers drunker. You must either pay a high price in order to convince the barmaids to leave, or else you must fight them.
  3. D10=3:The party sees a man stumbling out of the tavern. He tells them that he has been robbed! He was on his way to sell his wares, but was robbed on the way there. He will give them a description of the robber and his wares that he was robbed of. He will give them a reward if they capture the robber and return his wares to him. He will also give them a reward if they bring him the head of the robber after they catch him.
  4. D10=4:In a hushed corner, a contemplative monk speaks of the theft of his order’s sacred relic, the "Scroll of Enlightenment." As characters dive into the mystery, they learn the thief is using it to challenge traditional teachings, exposing contradictions and hidden truths. Should progress stem from tradition’s ashes?
  5. D10=5:A group of nobles are having a secret meeting at the tavern, discussing a plan to overthrow the current ruler of the kingdom. The players can choose to aid the nobles or warn the ruler about the plot.
  6. D10=6:A player’s character accidentally bumps into an ogre, causing spilled drinks and a tense moment.
  7. D10=7:The tavern is invaded by a group of goblins who demand free food and drinks. The players can choose to fight them or try to negotiate with their leader, who turns out to be a surprisingly friendly goblin looking for a peaceful life.
  8. D10=8:The innkeeper’s dog leads a successful hunt for a mischievous ferret that’s been stealing food.
  9. D10=9:A man is sitting at the bar, drinking. He seems very depressed.
  10. D10=10:A beautiful elven bard is performing on a small stage in the corner, her ethereal voice filling the tavern and capturing the attention of everyone inside.

d100 = 18

  1. D10=1:A group of people are sitting at a table. They are all playing a game of cards. The bets are high, but no one is winning.
  2. D10=2:The town's eccentric inventor arrives at the tavern, showcasing his latest creation - a clockwork contraption that can predict the weather. But his invention starts going haywire, causing chaos in the tavern.
  3. D10=3:An artist mourns his stolen "Palette of Souls," which lets him paint others’ true selves. Without it, he questions if he ever really knew his subjects. The thief might use it for manipulation. Should genuine self-reflection be up to one person?
  4. D10=4:The players overhear a group of thieves planning to rob a nearby wealthy merchant. Will they intervene or let the thieves carry out their plan?
  5. D10=5:A gruff-looking man with a scar across his face stands at the bar, a mug of ale in hand. He notices you looking at him and grumbles, "What are you looking at? Never seen a scar before?" You quickly apologize, but he just laughs and offers to buy you a round of drinks.
  6. D10=6:A trio of mischievous pixies enter the tavern, looking for some fun and pranks. However, their pranks often go too far and can cause chaos and harm to those involved. Will the party be their next targets, or will they find a way to outsmart the mischievous pixies?
  7. D10=7:The locals are begging for aid against these ruffians and their leader. They say that he is a very powerful sorcerer from the North and that he is totally ruthless in his quest for power. If a group of adventurers will help them, they will all but guarantee that the heroes will be able to loot all the treasure within the tower of this sorcerer when he is defeated.
  8. D10=8:Two brothers argue about who works harder on the family farm, nearly coming to blows.
  9. D10=9:The bard sings a song about a boy who overcomes many challenges on his way to becoming a great hero. It is very inspiring.
  10. D10=10:A well-known bounty hunter enters the tavern, looking for someone who has been causing destruction in nearby villages. The players may choose to help the bounty hunter, capture the culprit themselves, or try to find out the real reason behind the destruction.

d100 = 19

  1. D10=1:Noxious fumes are rising up in the air, causing a coughing fit in everyone. The tavernkeeper quickly opens the windows and fans the air with a handkerchief. It is rumored that the barkeep is a wizard who was accidently transformed into a halfling when some of his experimental spells backfired.
  2. D10=2:A group of 2d6+2 old women are discussing which man they like best.
  3. D10=3:The innkeeper is selling cheap lanterns made of paper and oil.
  4. D10=4:A group of musicians from across the sea are playing a rousing rendition of a very jolly old tune. The women are twirling around their fingers, which are fluttering in the air.
  5. D10=5:A group of three men are sitting around a table in the tavern. They are playing a game of darts.
  6. D10=6:A young dragon, disguised as a human, stumbles into the tavern, asking for help finding its true dragon parents. Will the players go on a quest to help the dragon or try to capture it for their own gain?
  7. D10=7:A fishmonger hands out free samples of pickled herring, causing mixed reactions.
  8. D10=8: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.
  9. D10=9:A group of halflings enter the tavern, claiming to be representatives of the "Halfling Liberation Front." They are demanding better treatment and rights for halflings in the city. However, their methods may be more extreme than anyone expects.
  10. D10=10:A young, inexperienced adventurer challenges the group to an arm-wrestling contest. It's obvious that they are not very strong, but their determination and confidence are admirable.

d100 = 20

  1. D10=1:The theft of an "Orb of Voices," able to summon council from the greatest minds past, troubles the town sage. The thief suggests relying solely on one's intellect. Does wisdom accrue through discourse or solitary thought?
  2. D10=2:A group of three men are sitting around a table in the tavern. They are playing a game of cards.
  3. D10=3:A group of rowdy halflings have taken over the tavern, drinking and gambling loudly. The owner is too afraid to approach them, and asks the players to handle the situation.
  4. D10=4:A strange old woman sits alone, staring into a crystal ball. When the players approach, she offers to read their fortunes. However, her predictions are humorous and often outlandish, leaving the players confused and amused.
  5. D10=5:A hunter is seated at a table in the corner, and he seems to be keeping an eye on the other patrons. He isn't being rude, but he isn't talking to anyone. He has a large sword at his side, and there are several bags of gold on the table. Apparently he has a lot of money and he is carrying it with him. He seems to be waiting for someone, but noone has come to his table yet.
  6. D10=6:The tavern is known for their infamous chili cook-off, with a secret ingredient that is different each year. The players are invited to participate and must gather ingredients and create their own chili in order to win the grand prize. However, the secret ingredient turns out to be a rare and dangerous item, causing chaos and making the competition much more challenging.
  7. D10=7:Two dwarves sit at the bar, comparing the size of their beards. One has a long, flowing beard that nearly reaches his knees, while the other has a short and neat one. They argue playfully, and you can't help but smile at the camaraderie between them.
  8. D10=8:A group of orcs enter the tavern, trying to blend in with the patrons. They are actually on a break from pillaging nearby villages and just want to relax and have a drink.
  9. D10=9:An old man falls asleep at his table, snoring loudly and occasionally muttering in his sleep.
  10. D10=10:A priest and a warrior are sitting at a table, drinking ale and talking about their adventures. They seem to be comparing how heroic they are. They seem to be best friends and enjoy each other's company very much.

d100 = 21

  1. D10=1:A dragonborn attempts to blow smoke rings, accidentally igniting the edge of his cloak.
  2. D10=2:A bard stands on a small stage, playing a beautiful melody on his lute. The patrons listen in awe, but suddenly, the melody shifts and turns into a hypnotic tune. Will they resist the bard's charming compulsion or fall under his spell?
  3. D10=3:Grapevine whispers hint at the heist of the "Mirror of Reflections," a mystical mirror that shows beings their true selves and innermost flaws. The bandits claim they’re using it to make the powerful confront their own corruption. Whose mirror image is more pertinent—the thief's or the perceived villain's?
  4. D10=4:A man walks into the tavern and asks for directions to the nearby town. He says he's looking for a good place to buy a sword.
  5. D10=5:A powerful wizard has set up a fortune-telling booth in the tavern. If players pay for a reading, they may receive a prophecy that will aid them in their quest.
  6. D10=6:Patrons who bet large sums on a dice game accuse a player of cheating with loaded dice that replace the real ones during the play. Someone’s been swapping the dice all night.
  7. D10=7:The common room is filled with men in chainmail armor and carrying large shields. They are loud, boisterous and very untactful.
  8. D10=8:Rumors swirl of an invisible "Cloak of Perspectives," stolen from a local weaver. The thief claims that true understanding requires stepping into others’ shoes. Can players decide who has the right to wear different perspectives?
  9. D10=9:A mysterious figure approaches the party and offers to sell them a rare and powerful magic item. But as they make the exchange, the figure reveals themselves to be a shape-shifting creature, and the item may not be what it seems.
  10. D10=10:The halfling bard sings a tale of a legendary treasure hidden in plain sight within the tavern, causing a frenzy of patrons searching every nook and cranny.

d100 = 22

  1. D10=1:A man is sitting in the corner, muttering to himself. He keeps saying that everyone he meets is a murderer.
  2. D10=2:A mysterious traveling wizard offers to conduct an experiment for the patrons. He claims to have created a potion that will transform anyone who drinks it into their greatest fear. But what happens when the adventurers drink it and realize they may not be as brave as they thought?
  3. D10=3:A gnome inventor showcases their latest invention - a "mechanical drinking arm" that helps patrons drink without using their hands. However, the arm seems to have a mind of its own and causes chaos in the tavern.
  4. D10=4:A group of men are talking about how nothing good happens in this city anymore. They say they may leave soon. It's not worth living here anymore.
  5. D10=5:An undercover city guard enters and quietly informs the players of a planned raid on the tavern to flush out a hidden thief and recover stolen goods.
  6. D10=6:A group of gnomes are playing a game of darts, but instead of aiming for the bullseye, they are aiming for each other's beards. The game seems to be getting out of hand as beards are being pulled and insults are being hurled.
  7. D10=7:A man is sitting at the bar, drinking. He is very drunk. He offers to sell the players information concerning one of the players' pasts for one gold piece. He has no information, but he's willing to keep drinking until he does get information about one of the players' pasts.
  8. D10=8:People looking for adventurers to bring them to some location
  9. D10=9:A group of men are betting on the outcome of a fight between two men.
  10. D10=10:Two brothers argue about who works harder on the family farm, nearly coming to blows.

d100 = 23

  1. D10=1:An ambassador from the Magic Academy. He is an expert on teleportation.
  2. D10=2: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.
  3. D10=3:A group of eccentric gnomish inventors ask the party to test out their latest invention, a magical flying machine. But something goes wrong during the test flight and the party must find a way to land safely before they crash.
  4. D10=4:A mysterious masked figure begins offering to buy drinks for the house, all the while surveilling the crowd, evidently searching for something—or someone—specific.
  5. D10=5:A group of fairies are causing chaos in the tavern, stealing drinks and pulling pranks on the patrons. How will the adventurers handle this mischievous group?
  6. D10=6:A man is selling maps to the Mines of Castanac, which he claims to have discovered himself. He will sell each map for one coin. The maps are actually local area maps with the Mines of Castanac marked - you can replace this with whatever you want.
  7. D10=7:A whispering shadow discusses the disappearance of a “Necklace of Empathy,” allowing the wearer to feel others’ emotions deeply. The thief's motives toy with the juxtaposition of control versus empathy. Who rightfully owns such empathy?
  8. D10=8:A bard tells a long, convoluted tale that goes nowhere.
  9. D10=9:You see two older gentlemen sitting at one of the wooden tables. Both men are old, but otherwise quite strong and fit for their age. They are arguing with each other over a game of cards. They both wear colorful red and blue cloaks with hoods that cast shadows over their faces and casts a reddish yellow light around them. One man wears a red cloak, the other wears a blue cloak. They seem to be friends as they both know each other well.
  10. D10=10:A half-ogre tries to fit through the door and gets stuck, causing a commotion and requiring several patrons to help pry him out.

d100 = 24

  1. D10=1:A tavern cat curls up in a cozy corner, purring loudly.
  2. D10=2:A group of rowdy sailors come into the tavern, causing chaos and starting fights with anyone who looks at them wrong. The players must either intervene or find a way to get them to leave peacefully.
  3. D10=3:A lone, cloaked figure sits at a table in the corner of the tavern, eyeing the party suspiciously. When approached, he reveals himself to be a powerful and wealthy noble who is looking for brave adventurers to retrieve a valuable artifact for him from a dangerous dungeon. However, he has a hidden agenda and may not be telling the whole truth about the artifact or his intentions for it.
  4. D10=4:A woman is sitting at a table by herself, she looks sad and lonely even though there are lots of people in the tavern having fun and drinking wine and eating food and talking to one another.
  5. D10=5:A cloaked figure at the bar asks the bartender for information about local goings-on, raising suspicions.
  6. D10=6:Two dwarves sit at the bar, comparing the size of their beards. One has a long, flowing beard that nearly reaches his knees, while the other has a short and neat one. They argue playfully, and you can't help but smile at the camaraderie between them.
  7. D10=7:A strange-looking man enters the tavern. He asks if anyone has seen a rat with a yellow coat and a red hat.
  8. D10=8:A group of adventurers are sitting at the bar, complaining about how they were just attacked by a dragon and had all of their gear destroyed in the fight. They're looking for cheap, used gear so that they can get back into the dungeon and try to get their gear back.
  9. D10=9: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?
  10. D10=10:A game of darts turns competitive, with growing tension.

d100 = 25

  1. D10=1:People looking for adventurers to bring them to some location
  2. D10=2:The tavern's resident fortune teller offers to read the player's fortunes in exchange for a few coins. However, the predictions seem to be a little too accurate and some players may feel uneasy.
  3. D10=3:A young girl hugs the players' legs, crying and begging them to help her find her lost kitten. Little do they know, the kitten is actually a powerful magical creature in disguise.
  4. D10=4:A group of pixies enter the tavern, causing mischief and playing pranks on the patrons. However, when one of the pixies falls in love with a player, things take a romantic turn.
  5. D10=5:Noxious fumes are rising up in the air, causing a coughing fit in everyone. The tavernkeeper quickly opens the windows and fans the air with a handkerchief. It is rumored that the barkeep is a wizard who was accidently transformed into a halfling when some of his experimental spells backfired.
  6. D10=6:A philosopher stages an 'ethical heist' to steal a corrupt noble's ill-gotten gains in order to donate the wealth to the poor. The noble blames a rival faction, and civil unrest brews. Can the adventurers navigate the ethical conundrum of vigilante justice?
  7. D10=7:A mysterious cloaked figure approaches the party and offers them a large sum of gold to retrieve a rare ingredient from a dangerous beast in the nearby forest. However, upon completing the task, the party discovers that the cloaked figure was actually a disguised dragon in search of a tasty snack.
  8. D10=8:A small fight breaks out over a spilled drink but is quickly resolved by a stern look from the barkeep.
  9. D10=9:A bartender offers a special drink called the "Dragon's Breath," which is a potent concoction made from fireberries and dragon's blood. Beware, it may ignite your breath.
  10. D10=10:A dragonborn, dressed in elaborate armor adorned with gold and jewels, sits alone at a table. She seems to be brooding, and the air around her seems to grow colder as she stares into her mug of ale.

d100 = 26

  1. D10=1:A mysterious figure enters the tavern, looking for a specific person. They refuse to reveal their identity and offer a hefty sum of gold to anyone who can find the person they seek. But who are they really looking for?
  2. D10=2:A bard regales the crowd with a heroic tale.
  3. D10=3:A band of thieves disguised as traveling merchants enter the tavern and try to sell their stolen goods to the party. However, the stolen goods belonged to a powerful crime boss who will stop at nothing to get them back. The party must decide whether to assist the thieves and gain the crime boss as an enemy or turn them in and risk retaliation from the thieves.
  4. D10=4:A group of dwarves enter the tavern, looking for a group of adventurers to help them reclaim a lost mine from a band of goblins. However, upon closer inspection, it is revealed that the dwarves are actually a group of children in disguise, looking for some excitement.
  5. D10=5:A group of people are drinking and arguing about the events of the day. They are unsure if it was a dream or not.
  6. D10=6:A group of men are sitting at a table, arguing about whether or not there are evil wizards in the world.
  7. D10=7:A mysterious cloaked figure approaches the party and offers them a large sum of gold to retrieve a rare ingredient from a dangerous beast in the nearby forest. However, upon completing the task, the party discovers that the cloaked figure was actually a disguised dragon in search of a tasty snack.
  8. D10=8:A group of dwarves enter the tavern, singing a somber tune. They have come to mourn the recent passing of their king and are looking for a worthy warrior to carry out the traditional funeral rites.
  9. D10=9:A nobleman challenges anyone to a game of chess, confident in his abilities.
  10. D10=10:A bard asks for stories from patrons to include in a song.

d100 = 27

  1. D10=1:A group of 2d6+2 young women are discussing which man they like best.
  2. D10=2:A young, inexperienced adventurer challenges the group to an arm-wrestling contest. It's obvious that they are not very strong, but their determination and confidence are admirable.
  3. D10=3:A group of druids argue about which tree is the best for making longbows.
  4. D10=4:A group of rowdy sailors come into the tavern, causing chaos and starting fights with anyone who looks at them wrong. The players must either intervene or find a way to get them to leave peacefully.
  5. D10=5:The tavern owner is a retired adventurer who has many tales to tell. If players listen, he may offer them helpful advice or a quest.
  6. D10=6:One thief leaves to find a ship.
  7. D10=7:The tavern is hosting a poetry competition and the players are invited to be judges. However, they soon realize that the participants are not just reciting poetry, but they are casting powerful spells through their words.
  8. D10=8:A group of men are arguing about whether there are evil orcs in the world. With the word 'yes' or 'no' a character may start a separate conversation. A character may take a turn to argue with one of the men.
  9. D10=9:The bartender recounts a local legend to some intrigued newcomers, adding more drama with each retelling.
  10. D10=10:A grizzled ranger exchanges stories with a young and eager squire.

d100 = 28

  1. D10=1:An eccentric inventor bursts into the tavern, looking for investors for his latest creation – a flying machine. The players can test out the machine and even go on a short flight, but they soon realize that the inventor's true intentions are not what they seem.
  2. D10=2:The tavern is suddenly filled with the sounds of combat as a group of undead creatures attacks. If players defeat them, they may find a cursed amulet on one of the corpses.
  3. D10=3:A well-known blacksmith enters the tavern, looking for adventurers to test out his newest weapon creations. He hands out weapons to the players and challenges them to fight against each other in the tavern's courtyard.
  4. D10=4:A drunken dwarf challenges anyone in the tavern to arm wrestling. However, his strength is not in his brawn, but in his impressive mustache which seems to have a magical hold over his opponents.
  5. D10=5:A well-dressed woman gaiting with a tall man is walking over to some dice tables against a far wall. Must be a racketeer looking to fix some dice or even run an honest game of dice.
  6. D10=6:A group of adventurers are singing a song about the orc they killed.
  7. D10=7:A group of cursed travelers enters the tavern, begging for help to lift their curse. But they are actually werewolves, and the full moon is approaching.
  8. D10=8:The party overhears a debate between a rogue and a monk about the recent theft of a "Philosopher’s Stone," which is said to grant infinite wisdom and eternal life. The rogue believes it can be sold for power, while the monk sees it as a moral challenge to resist temptation. Who will the players side with?
  9. D10=9: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.
  10. D10=10:A group of fire genasi enters the tavern, causing flames to erupt from their hands and feet as they perform a fiery dance. However, they soon reveal that they are actually on a quest to find their long-lost brother who was kidnapped and taken to the Elemental Plane of Fire. Will the party help them on their dangerous journey and possibly gain some powerful allies, or will they turn a blind eye and continue with their own adventures?

d100 = 29

  1. D10=1:The tavern owner is a kindly old man who greets everyone with a smile and a hearty laugh. He seems to know everyone by name and their favorite drink. As you chat with him, you learn that he was once a powerful wizard who retired to run the tavern, but rumors say he still has some magic tricks up his sleeve.
  2. D10=2:A bard creates an impromptu song about what he sees in the tavern.
  3. D10=3:The tavern's floorboards creak under the weight of a heavily armored knight who just entered.
  4. D10=4:A woodcarver offers to sell small trinkets and toys, most of which are beautifully made.
  5. D10=5:The players see an orange glowing patch of light in the corner of the tavern. It seems to be the size of a human head, but the rest of the human is not visible.
  6. D10=6:A young thief tries to pickpocket an obviously wealthy merchant but is easily caught and scolded.
  7. D10=7:A group of men and women are arguing about whether or not an old man is telling the truth about seeing a dragon in the mountains.
  8. D10=8:Two men are talking about a love potion that they were going to sell to two young lovers, but they ran away before they could get it. They will offer it to the party for free if they want it. It's just month old apple juice.
  9. D10=9:A heated argument breaks out between two patrons at a table, with one claiming to be the true heir to a throne and the other declaring them to be an imposter. But as the argument continues, the truth becomes more and more convoluted and it's nearly impossible to tell who is telling the truth.
  10. D10=10:A rumor is spreading that the leader of these ruffians has been spotted entering a tavern down the street. Those who saw him looked very nervous.

d100 = 30

  1. D10=1:A shifty-eyed individual sitting alone suddenly bolts from their seat, emptying the contents of a pouch onto the table. Then, they dash for the back exit, pursued by tavern bouncers.
  2. D10=2:A timid-looking halfling is sitting at a table in the corner, his hands nervously fidgeting with a small object. You can tell he's nervous, and when you approach him, he jumps and stammers out an apology. He explains that he's a traveling merchant and shows you his wares, which include various trinkets and oddities.
  3. D10=3:A bard in the process of play-acting "King Lear"
  4. D10=4:A drunk patron challenges the players to arm wrestling. If they accept, they find out he has exaggerated strength due to a magical belt he is wearing.
  5. D10=5:A group of men are talking about how nothing good happens in this city anymore. They say they may leave soon. It's not worth living here anymore.
  6. D10=6:People looking for adventurers to escort them home
  7. D10=7:A minstrel sings a song of protest about local taxes, gaining some approving nods.
  8. D10=8:A group of Orcs come in and loudly declare that they are on a quest to find the perfect chicken wing recipe. They start ordering large amounts of food and begin a heated argument over which wing is the best.
  9. D10=9:A grizzled old man sits at the corner of the bar, telling tall tales of his adventures as a brave warrior. However, as you listen closely, you notice his story constantly changes and he doesn't seem to remember his past accurately. Is he lying or does he suffer from memory loss?
  10. D10=10:The bartender starts telling exaggerated tales of his wild adventures, but his nose grows longer with each story, revealing his dishonesty.

d100 = 31

  1. D10=1:The players overhear a conversation between two patrons about a cursed object that can grant immense power to whoever possesses it. The players must track down the object and decide whether to use it for good or destroy it.
  2. D10=2:Two men are arguing about a local legend. They are almost at blows. The argument is over whether the local lord is good or evil. They both want to be right.
  3. D10=3:You see a mysterious figure in a dark cloak sitting in the corner of the tavern, their face hidden by the shadows. Whenever someone tries to approach them, they quickly disappear and reappear in a different part of the tavern. Some say they are a powerful sorcerer playing tricks, while others believe they are a ghost haunting the tavern.
  4. D10=4:A halfling serves up specially brewed cider, greatly appreciated by those who taste it.
  5. D10=5:The innkeeper’s dog leads a successful hunt for a mischievous ferret that’s been stealing food.
  6. D10=6:A portion of the tavern is ringed by what looks like a circle of stones. Someone must have moved them there to make this circle because it does not look like it was built by these people.
  7. D10=7:A bard tells a long, convoluted tale that goes nowhere.
  8. D10=8:A bard is playing a beautiful tune on their lute, but every time they hit a certain note, a bar stool breaks. They play it off and continue the song, but patrons start to move away from the stools.
  9. D10=9:A man is sitting at a table with several other men. They are playing cards and betting on the outcome of the game.
  10. D10=10:A bard softly sings lullabies calming restless children.

d100 = 32

  1. D10=1: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.
  2. D10=2:A group of men are gambling. One of them is cheating. If players approach and accuse him of cheating, he will attack.
  3. D10=3:A group of traveling monks enter the tavern, preaching about the power of inner peace and meditation. However, their peaceful and calm demeanor is constantly disrupted by the chaos of the tavern.
  4. D10=4:The bard sings a song about a boy who overcomes many challenges on his way to becoming a great hero. It is very inspiring.
  5. D10=5: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.
  6. D10=6:The tavern is hosting a poetry competition and the players are invited to be judges. However, they soon realize that the participants are not just reciting poetry, but they are casting powerful spells through their words.
  7. D10=7:A man sits at the bar, drinking wine while talking to the bartender about how he was almost robbed earlier in the day while walking home from work. He was saved by a man in black armor that appeared out of nowhere! He says that he tried to get the bounty on the wanted bandit's head, but no one would pay up.
  8. D10=8:A group of peaceful gnomes enter the tavern, looking for adventurers to help them retrieve a valuable family heirloom that was stolen by a group of goblins. However, the goblins are actually under the control of a powerful hag who is using them to do her bidding. Can the party defeat the hag and retrieve the heirloom before it's too late?
  9. D10=9:A bard starts playing a love song, causing several patrons to suddenly confess their feelings to each other. The bartender is not amused as his tavern turns into a sappy romance novel.
  10. D10=10:A man stands in the tavern, begging for anyone to help him. He says that he is looking for his missing son who has been kidnapped by a band of thieves. If anyone helps him, he will give them a small amount of money.

d100 = 33

  1. D10=1:A man is singing a song about a lost love. He's drunk.
  2. D10=2:Ugly Man in a tavern -- Perhaps a villain? A drunk? An old man? A beggar? A bum? A weirdo? A man with a deep scar on his face who's really really ugly and has only one eye?
  3. D10=3:Two men are having an argument about what happened to the king of Nuln. One man says that the king was killed by a 'foul beast', the other man says that it was the work of a 'fell witch' who used her dark magic to destroy the city and its people.
  4. D10=4:A bard mysteriously shares stories of his past life.
  5. D10=5:A bard begins to play a decades-old favorite, bringing nostalgia.
  6. D10=6:A man and a woman are sitting at a table. They are romancing each other.
  7. D10=7:A group of rowdy dwarves enter the tavern, singing and causing a ruckus. They challenge any willing patrons to a drinking contest. Who will emerge victorious?
  8. D10=8:Rumors spread that a master locksmith is in town to crack the tavern's vault tonight, and every patron becomes potential competition for a slice of the loot.
  9. D10=9:A shady figure offers to sell a map to a hidden treasure in the nearby forest. But when the party follows the map, they realize that the treasure is guarded by a powerful and dangerous creature.
  10. D10=10: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.

d100 = 34

  1. D10=1:A man is sitting at the bar, drinking. He's very drunk. He offers to sell one of the players information concerning one of their pasts for one gold piece. If someone buys the information, he can tell players what they already know about their own past. It's just an easy way to make money at someone else's expense.
  2. D10=2:A traveling bard offers to tell the party their fortunes in exchange for a meal. His predictions are eerily accurate, but he claims to have no magical abilities.
  3. D10=3:Someting is bothering the lead singer of the local band. She and her boyfriend (a local stable hand) are sitting at a table in the corner of the bar. She looks upset and she is playing with her drink instead of drinking it. She is telling him that she doesn't think the two of them should be together anymore. He looks worried.
  4. D10=4: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.
  5. D10=5:An elderly alchemist laments the theft of his "Elixir of Clarity," meant to clear the mind and unshroud the truth. He suspects the thief might abuse its power to reveal or obscure dark secrets. Can truth be too dangerous to know?
  6. D10=6:A man sits at one of the tables and begins to pull out a large scroll. He uncurls the scroll and begins to read about the prophecy of an end of the world. The man looks like he is just closing in on the end of the scroll and reads a passage about prophecy saying it will come in a time of darkness. He reads that - when darkness falls upon the land and when men do terrible things to each other, then a hero will come who will have little notice and few friends, but all he cares about is helping people.
  7. D10=7:A wealthy nobleman enters the tavern, looking for brave adventurers to retrieve a precious family heirloom from a dragon's lair. However, upon arriving at the lair, the players realize that the nobleman has tricked them and there is no dragon or heirloom.
  8. D10=8:A mysterious potion seller enters the tavern and offers to sell an elixir that guarantees good luck. However, upon drinking, the players find out that the potion has some unexpected side effects, such as turning their skin a bright shade of blue or causing uncontrollable fits of laughter.
  9. D10=9:A local thief is telling a story about a recent heist. He has a map and will sell it to the party for 50 GP.
  10. D10=10:A cat sneaks into the tavern, weaving its way between patrons' legs in search of scraps.

d100 = 35

  1. D10=1:A group of adventurers come rushing into the tavern, panting and covered in mud and scratches. They frantically ask for help in defeating a dragon that is terrorizing a nearby village.
  2. D10=2:In a corner sits two men, clearly not the sort you would wish to meet in an alleyway; one tall with long black hair and a black beard, and one short with curly blond hair and a scarred face. They are talking together in low tones, and are studying the crowd intently.
  3. D10=3:A servant spills a tanker of ale on a rude patron.
  4. D10=4: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.
  5. D10=5:The local oracle’s "Eye of Destiny" has been stolen, leading to great public anxiety. Without it, she claims she can no longer guide people to their fates. Players must wrestle with the philosophical notion of fate versus free will as they decide whether to retrieve it or not.
  6. D10=6:A drunk walks up to the bartender, who is helping two women at the other end of the bar, and mumbles something in his ear. The bartender nods, then finds a woman at the bar and pinches her backside while he tells her to "keep him company." The woman glares.
  7. D10=7:A troll walks into the tavern, grumbling about how he can never find clothes that fit him. He asks the players if they know where he can get some custom-made armor.
  8. D10=8:The sound of dice clattering on a wooden table draws your attention to a group of goblins playing a game of chance in the corner. They seem friendly enough, but their sharp teeth and mischievous grins make you think twice about joining in.
  9. D10=9:A halfling juggler entertains with amazing dexterity.
  10. D10=10:You see a gnome sitting in the corner, sipping a drink and reading a book titled "The Secret Life of Gnomes." He glances up at you and winks mischievously.

d100 = 36

  1. D10=1: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.
  2. D10=2:A seemingly innocent merchant confesses to the players in hushed whispers that their caravan is secretly transporting stolen goods and they desperately need an exit strategy.
  3. D10=3:A child helps the tavern keeper by delivering tankards to tables.
  4. D10=4:A warlock offers to read the player's fortunes in exchange for a small fee. The fortunes all seem ominous and spooky, but the warlock assures them they are just for entertainment purposes.
  5. D10=5:You see two dwarves chugging ale and arm wrestling in the corner. The winner gets to determine the evening's entertainment.
  6. D10=6:A bard tells the tale of a haunted castle nearby.
  7. D10=7: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.
  8. D10=8:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  9. D10=9:A bard stands on a small stage, playing a beautiful melody on his lute. The patrons listen in awe, but suddenly, the melody shifts and turns into a hypnotic tune. Will they resist the bard's charming compulsion or fall under his spell?
  10. D10=10:You witness a heated debate between a group of wizards discussing the best way to harness lightning magic. Suddenly, one of the wizards accidentally casts a spell that causes a minor explosion. Chaos ensues.

d100 = 37

  1. D10=1:A group of sorcerers are having a heated debate about the best spell to use in a battle. They are casting spells at each other and destroying tables and chairs in the process.
  2. D10=2:The tavern cat catches a mouse and proudly displays it to disinterested patrons.
  3. D10=3:A mysterious hooded figure beckons the players to their table.
  4. D10=4:The tankard of ale has a face on it - it looks like a man with a handlebar mustache.
  5. D10=5:A group of dwarves enter the tavern, singing a somber tune. They have come to mourn the recent passing of their king and are looking for a worthy warrior to carry out the traditional funeral rites.
  6. D10=6:A group of people are playing a game, they are all laughing and having fun. One of the players keeps winning, and he is making everyone mad by doing so.
  7. D10=7:A group of men are betting on the outcome of a fight between two men.
  8. D10=8:A group of druids barge into the tavern, carrying a wounded unicorn. They plead with the patrons for help in healing the creature, explaining that they were attacked by poachers.
  9. D10=9:A man sits by himself, eating and drinking very slowly. On his left is a big bag, and on his right is a pile of coins and a few valuables. He is picking at his food, but his face is badly injured and his hands seem to be covered in blood.
  10. D10=10:A town healer is distraught over the theft of his potion book. These potions not just heal but also reveal past sins. As the players investigate, they must decide how much acknowledgement of one’s sins is necessary for true healing.

d100 = 38

  1. D10=1:A wizard is trying to impress others in the tavern by performing tricks and illusions. One of his spells goes wrong, causing a small fire to erupt on one of the tables. The wizard quickly apologizes and offers to buy everyone a round of drinks as recompense.
  2. D10=2:A merchant boasts of his magical trinkets, which turn out to be worthless.
  3. D10=3:A group of soldiers are sitting at a table, drinking and talking about the war. They seem very worried about it. They say that the war is going badly.
  4. D10=4:A group of bandits that have escaped from the nearby keep
  5. D10=5:A group of villagers who are looking for heroes to rid their village of an evil curse. The villagers have already failed in the quest so many have died, and all of their young men are now afraid to leave their homes.
  6. D10=6:Everyone is dressed in bizarre clothing. (This is on Halloween - a forgotten holiday).
  7. D10=7:A group of four men are sitting around a table in the tavern. They are playing cards. They will ask the players to join them in a game of cards, and if the players do, they will be robbed by them later that night when they are drunk and passed out from too much ale.
  8. D10=8:Two witches bicker over ingredients for a potion, each claiming their method is superior.
  9. D10=9:A known con artist challenges a player to a “friendly” game of chance, but soon the game turns sinister as they reveal they're interested in more than just money.
  10. D10=10:A group of druids enters the tavern, seeking help in saving their sacred grove from an evil corporation that wants to cut down the trees for profit. The players must navigate through legal battles and possible sabotage to protect the grove.

d100 = 39

  1. D10=1:A game of darts is being played in the corner of the tavern. The players are challenged to a game by a group of locals, with a small wager on the line.
  2. D10=2:A man is sitting at a table in the tavern, staring at his plate of food. A woman taps him on the shoulder and asks if he wants some help with his food. She says she is an expert with food and will help him eat his next meal if he wants her to!
  3. D10=3:A nobleman complains about the quality of the wine.
  4. D10=4:A small group of gnomes are trying to sell their latest invention - a flying machine. However, they've never tested it before and it seems a little unstable. Will anyone try it out?
  5. D10=5:A halfling juggler entertains with amazing dexterity.
  6. D10=6:A group of old ladies are knitting at the bar and gossiping about the latest scandal in the nearby village. They offer to sell their handmade sweaters to the patrons.
  7. D10=7:The town's annual festival is taking place in the tavern, with various games and contests for the players to participate in.
  8. D10=8:A man sits at the bar, drinking wine while talking to the bartender about how he was almost robbed earlier in the day while walking home from work. He was saved by a man in black armor that appeared out of nowhere! He says that he tried to get the bounty on the wanted bandit's head, but no one would pay up.
  9. D10=9:A group of kobolds in a trench coat try to sneak into the tavern and order drinks. They are poorly disguised, but they refuse to leave until they get what they want.
  10. D10=10:A seemingly innocent merchant confesses to the players in hushed whispers that their caravan is secretly transporting stolen goods and they desperately need an exit strategy.

d100 = 40

  1. D10=1:A man is trying to sell a magical painting of a beautiful woman. He claims that the painting is cursed and wants to sell it for as much as possible. He will ask for 10d10+20 gold coins for it, but is willing to negotiate with anyone interested.
  2. D10=2: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.
  3. D10=3:A cat with a collar of rubies leaps onto the counter, only for a desperate-looking thief in the guise of a servant to rush in and demand the animal back, revealing the cat and its collar are stolen.
  4. D10=4:A group of children are playing hide-and-seek in the tavern.
  5. D10=5:The town's sheriff enters the tavern, asking if anyone has seen a notorious criminal who has recently escaped from jail. However, the criminal is disguised as one of the patrons, and the party must figure out who it is.
  6. D10=6:An ambassador from the Magic Academy. He is an expert on teleportation.
  7. D10=7:A portion of the tavern is ringed by what looks like a circle of stones. Someone must have moved them there to make this circle because it does not look like it was built by these people.
  8. D10=8:A strange creature enters the tavern, it has the head of a horse and the body of a human. It orders a carrot juice and sits quietly in the corner. No one dares to ask it about its appearance.
  9. D10=9:A woman is sitting at a table by herself, she looks sad and lonely even though there are lots of people in the tavern having fun and drinking wine and eating food and talking to one another.
  10. D10=10:A group of men are arguing about whether there are evil orcs in the world. With the word 'yes' or 'no' a character may start a separate conversation. A character may take a turn to argue with one of the men.

d100 = 41

  1. D10=1:A group of people are sitting around a table, conversing. They are in a very intense conversation and refuse to be interrupted.
  2. D10=2:The players are approached by a group of children, asking for their help to find a lost treasure in the nearby forest. However, the "treasure" is actually just a game the children made up and the forest is filled with dangerous creatures.
  3. D10=3:A man walks into the tavern and asks for directions to the nearby town. He says he's looking for a good place to buy some armor.
  4. D10=4:The tavern keeper announces a "free drink for the bravest patron" competition. Participants must drink a shot of a mysterious potion that could potentially have disastrous effects. Will anyone dare to try it?
  5. D10=5:A group of thieves come in and try to pickpocket the patrons. One of them gets caught by a rogue and all hell breaks loose as a brawl ensues.
  6. D10=6:All around you, you hear the sounds of laughter, music, and the sound of dice clacking together. The sounds of jovial singing and drunken merriment fill the air. In general, the atmosphere is one of joviality. A few people are sitting at a table throwing dice, while others are singing drinking songs and dancing. An old blind beggar is sitting in the corner with his guitar.
  7. D10=7:A group of two men are sitting at one of the tables in the tavern, playing cards and betting money on who will win each hand - they're making quite a bit of money!
  8. D10=8:A nobleman complains about the quality of the wine.
  9. D10=9:You meet a dwarven warrior who is sitting at a table. He is offering his services to anyone who is willing to pay for them. You decide not to approach him, but his eyes lock on yours for a long moment, even though you look away. You have a feeling that he knows that you have looked away, and you have an uncomfortable feeling.
  10. D10=10:Traveling Merchants with eight carts of stolen merchandise. A dark elf posse is hot on their trail. They'll pay for protection.

d100 = 42

  1. D10=1:A group of halfling bards enter the tavern, each trying to outdo the other with their musical talents. The crowd soon joins in, creating an impromptu battle of the bands.
  2. D10=2:A bard waxes poetic about the changing seasons.
  3. D10=3: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.
  4. D10=4:The tavern is hosting a poetry competition and the players are invited to be judges. However, they soon realize that the participants are not just reciting poetry, but they are casting powerful spells through their words.
  5. D10=5:A man drags his son into the tavern, shouting about how his son is a failure and will never amount to anything. He orders him to drink a flagon of ale, and the son does. The man does as well, then drags his son out of the tavern by the ear.
  6. D10=6:A group of paladins enter, claiming to be on a holy mission to cleanse the tavern of evil. They start questioning and interrogating patrons, and it becomes clear that their definition of "evil" is very loose.
  7. D10=7:Eryk, a wizard of the Seven Kingdoms. He is a companion of the heroes, who are heading south to fight the Skilf regime. The heroes have heard rumors of an uprising in the north and will be heading there after they deal with the orcs. They are currently in the capital city of the Seven Kingdoms.
  8. D10=8:A mysterious cloaked figure offers the players a map to a secret treasure in the nearby mountains. But can they trust this stranger?
  9. D10=9:Two men are arguing about whether the world is round or flat. One is drunk and just keeps repeating 'It's flat, it's flat, it's flat.' The other one is trying to get him to stop arguing with him, but he won't stop.
  10. D10=10:A group of goblins enters the tavern, causing a collective gasp from the patrons. But to your surprise, they order drinks and sit at a table, chatting and laughing amongst themselves. One of them even attempts to strike up a conversation with you, much to the amusement of their companions.

d100 = 43

  1. D10=1:As you enter the tavern, you notice that everyone is at the bar. Suddenly, there is an explosion, and everyone screams and runs out. A small child runs out after everyone else, sobbing.
  2. D10=2: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.
  3. D10=3:A halfling is trying to sneakily pickpocket a patron at a table. If caught, he will beg for mercy and offer to join the players on their adventures.
  4. D10=4:A man wearing chainmail armor is leaning against the bar and talking to one of the barmaids.
  5. D10=5: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.
  6. D10=6:A young couple shares a quiet drink in a corner, lost in whispered conversation.
  7. D10=7:A man is selling maps to a treasure he found in the Mines of Castanac. It's an old map, but he believes it's accurate - you can replace this with whatever you want.
  8. D10=8:One of the serving wenches urgently informs the players of a plot hatched by a notorious thief who plans to steal an ancient map from an unsuspecting patron tonight.
  9. D10=9:A bard speaks of a fabled treasure.
  10. D10=10:A wandering monk quietly meditates in a corner of the tavern.

d100 = 44

  1. D10=1:A group of men are playing a game of dice. They are arguing over which rule to use.
  2. D10=2:Two bards are performing a ballad about the local queen who is loved by her people but who is actually a terrible person and rules with an iron fist. One of the bards is a secret agent who will try to recruit the party into spying on the queen and gathering information on her doings and misdoings. He will offer them 50 gold pieces per month for at least 1 year if they accept his offer and work for him as spies for him. The two other bards do not know that he is a spy or that he has made this offer to the party.
  3. D10=3:A group of 1d10 men are standing around a table in the tavern, arguing about whether or not there is life after death!
  4. D10=4:A shopkeeper admires a newly acquired enchanted dagger over a pint of ale.
  5. D10=5:A traveling merchant offers exotic fruits from afar, giving free samples that draw mild interest.
  6. D10=6:A local wizard is celebrating his birthday. He offers to enchant a magic item for the players at a discounted rate if they attend his party.
  7. D10=7:Around a table sits a group of men, one tall and thin, with bright red hair and beard, one thick and barrel-chested, with shaggy dark hair, and one thin and balding with a thin grey beard.
  8. D10=8:A man is selling maps to a treasure he found in the Mines of Castanac. He's new in town, but claims he knows where the treasure is - you can replace this with whatever you want.
  9. D10=9:A group of monsters disguised as human travelers enters the tavern, looking for their next victim. Can the players discern their true identities before it's too late?
  10. D10=10:The theft of a “Pendant of Belonging” from a local tailor echoes throughout the tavern, bringing sorrow. The artifact helps wearers feel accepted and loved. The thief opposes crutches for belonging. Is external validation a vice or necessity?

d100 = 45

  1. D10=1:A young sorcerer accidentally turns the barmaid into a toad. He begs the players to help him find the ingredients for an antidote before the owner of the tavern finds out.
  2. D10=2:A lone, cloaked figure sits at a table in the corner of the tavern, eyeing the party suspiciously. When approached, he reveals himself to be a powerful and wealthy noble who is looking for brave adventurers to retrieve a valuable artifact for him from a dangerous dungeon. However, he has a hidden agenda and may not be telling the whole truth about the artifact or his intentions for it.
  3. D10=3: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.
  4. D10=4:A bard weaves a tale of sorrow and loss, causing some patrons to tear up.
  5. D10=5:A regular patron acts suspiciously jittery, clutching at a stuffed toy. Soon it's revealed the toy houses a valuable gem stolen from a feared noble.
  6. D10=6:A group of bandits that have escaped from the nearby keep
  7. D10=7:A group of monks enter the tavern, seeking a peaceful place to meditate and reflect. But their tranquility is disrupted by a group of rowdy patrons. Will the monks be able to maintain their composure or will they be forced to take matters into their own hands?
  8. D10=8:A lost merchant has been wandering through the desert for weeks. The merchant is hot, tired and disheveled. He also seems to be missing his left eye. He greets you as he walks toward you but he does not seem to notice you. He mumbles to himself as he walks past you, looking around the room. He pours himself a glass of ale and sits down at a table. A few minutes later he gets a big smile on his face and starts talking rapidly to the table in front of him. You cannot hear what he is saying but he seems very happy. He babbles on for several minutes then stops talking suddenly and returns to his normal self again. He takes a long drink of ale then says, 'Oh, oh' as if he just realized he had forgotten something very important. He rises hurriedly from his table and walks out of the tavern without another word.
  9. D10=9:The bartender starts telling exaggerated tales of his wild adventures, but his nose grows longer with each story, revealing his dishonesty.
  10. D10=10:A bard spins a tale of star-crossed lovers, captivating the audience.

d100 = 46

  1. D10=1:A group of rowdy dwarves challenge the players to a drinking competition. However, the drinks they serve come with a surprise - upon finishing, the players start to act and talk like dwarves.
  2. D10=2:A whispering shadow discusses the disappearance of a “Necklace of Empathy,” allowing the wearer to feel others’ emotions deeply. The thief's motives toy with the juxtaposition of control versus empathy. Who rightfully owns such empathy?
  3. D10=3:A group of druids are peacefully protesting the destruction of a nearby forest. If players talk to them, they may learn valuable information about nature and the environment.
  4. D10=4:A famous traveling musician performs at the tavern, but his music is having a strange and powerful effect on the audience. What is his true intention?
  5. D10=5:A stranger offers to play a game of dice.
  6. D10=6:An old hag enters the tavern, cackling and muttering to herself. She offers to sell the party a "love potion" that she claims will make anyone fall in love with them. But the hag's intentions may not be as innocent as she let's on.
  7. D10=7:Two men are sitting at the table next to the band. They are arguing about the band's lead singer. One is an enamored hairdresser, who claims she is the most beautiful woman alive. The other is an old patron of the bar, who says she has continuously cheated on her boyfriend since the day they met. Neither man knows the whole story and each is convinced the singer is the most beautiful woman alive. They get into a fistfight.
  8. D10=8:A group of kobolds enter the tavern, looking lost and confused. They claim to have been sent by their chieftain to retrieve a powerful artifact that has been stolen. They offer a reward to anyone who can find and return it. But why would a group of kobolds be seeking such a valuable item?
  9. D10=9:The town's annual harvest festival is in full swing, with the tavern being the main gathering spot. Games, food, and drink are plentiful, but as the night goes on, strange things start happening and the players must solve the mystery before it's too late.
  10. D10=10:A cleric blesses the tavern’s ale, improving its taste miraculously.

d100 = 47

  1. D10=1:The tavern's cook accidentally adds a potent potion to the stew, causing anyone who eats it to shrink to the size of a mouse. Can the players reverse the effects before it's too late?
  2. D10=2:A local thief overhears a player discussing a valuable item and offers their “services” to retrieve it, leading to increased suspicions among the patrons.
  3. D10=3:A group of men are sitting around a table, betting on several games of dice being rolled by another man sitting at another table nearby.
  4. D10=4:A minstrel expertly plays a harp in the corner, bringing soothing music to the room.
  5. D10=5:An old man sits at a table, pouring over the daily news reports. He gets up, walks over to the bar, inquires about the latest news about the war in the south. He is surprised to learn that the war has ended and he's been oblivious to it for the last several weeks. He stays in the tavern for a few hours and exchanges gossip with other patrons.
  6. D10=6:A wizard’s familiar (a small imp) gets into trouble, knocking over several tankards.
  7. D10=7:A local politician is giving a speech at the tavern, promising to improve the town's economy. However, one of the villagers loudly interrupts, accusing the politician of lying and corruption. Who will the party side with?
  8. D10=8:Two men are arguing about a woman. They're trying to decide if she's attractive.
  9. D10=9:A group of gnomes enter the tavern, offering to sell magical trinkets and gadgets. However, the trinkets are actually faulty and cause chaotic and unexpected effects when used.
  10. D10=10:A well-dressed nobleman walks in and loudly complains about the quality of the ale. He demands to speak to the owner and threatens to leave a bad review on Yelp.

d100 = 48

  1. D10=1:A beautiful woman enters the tavern, asking for help finding her lost lover who went missing on a trip to a nearby mountain. As the party agrees to help her, they soon discover that the woman is actually a powerful sorceress who has been using her beauty to lure multiple adventurers to their deaths in the mountain, where she has created a deadly maze filled with illusions and traps. Will the party be able to escape her maze and stop her from luring more victims to their deaths?
  2. D10=2: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.
  3. D10=3:A bard's hypnotic song overcomes the crowd, causing abrupt drowsiness. As patrons begin to slump over, a team of thieves begins their silent plunder.
  4. D10=4:Someone from the room yells out as he sees one of the men cheating on his card dealing. The cheated man nearly attacks the cheater with his sword. Everyone wants to know if the man is cheating or not, so they all stop their game and look at what is going on.
  5. D10=5:A bard sings of epic draconic battles.
  6. D10=6:A group of gnomes challenge the players to a game of "Rock, Paper, Scissors" with a twist - they use magic to transform the players into the corresponding object when they lose a round.
  7. D10=7: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.
  8. D10=8:A group of adventurers who are trying to make a name for themselves in the area and would love the chance to prove themselves agains the group of evil adventurers currently holding the local keep against the full might of the king's armies.
  9. D10=9:During a heated argument, a patron’s cloak parts to reveal a highly prized necklace, matching the description of a stolen royal family heirloom.
  10. D10=10:A traveling circus comes to town, setting up just outside of the tavern. They put on a spectacular show, but things take a dangerous turn when one of the circus animals escapes and causes chaos in the tavern. The players must help recapture the animal before it does any serious damage.

d100 = 49

  1. D10=1:A dog barks excitedly at a squirrel seen through the window, causing a brief moment of chaos.
  2. D10=2:A group of nobles are having a secret meeting at the tavern, discussing a plan to overthrow the current ruler of the kingdom. The players can choose to aid the nobles or warn the ruler about the plot.
  3. D10=3:A bar fetched hounds dance to the bard's music.
  4. D10=4:A man is talking with another man about a woman, saying that she is probably everything he hears about her. He says that sometimes he doesn't trust the rumors he hears... The man he's speaking with agrees, saying that some things you hear about can't possibly be true.
  5. D10=5:A pet parrot repeats juicy snippets of patrons' conversations.
  6. D10=6:A group of orcs enter the tavern and loudly proclaim that they are looking for someone to join their band of adventurers. They offer a large reward for anyone willing to join.
  7. D10=7:A group of traveling minotaurs arrive at the tavern, claiming to be on a journey to find the legendary Labyrinth of Minos. They offer to take the party along, but warn them that the journey will be filled with danger and traps.
  8. D10=8:A group of people are talking about how they're going to leave the town.
  9. D10=9:ROUND BAR TABLE - A middle-aged man wearing light armor is seated at this table. He is sipping a mug of ale and slowly eating a plate of food. He glances at the guard nearby and then slides his plate of food closer to the guard. The guard seems to appreciate the gesture and they both continue to eat dinner while they occupy the same room.
  10. D10=10:Three men with swords and armor walk into the tavern and sit down at a table. They look lost and confused, but they look like they can handle themselves in a fight if it comes to it.

d100 = 50

  1. D10=1:People are saying that these ruffians are here to take the country over, not just the city.
  2. D10=2:A group of rowdy orcs enter the tavern and start causing trouble. Suddenly, a lone half-orc stands up and confronts them, revealing that he is the leader of the orc clan and demands his subjects to behave. He thanks the party for not getting involved and buys them a round of drinks as a gesture of gratitude.
  3. D10=3:A group of young men and women are dancing to the music of a local band. They are all drunk and having a good time. The lead singer is a woman with red hair who is wearing a green dress. She is very pretty, but she has a mean streak. She is the daughter of the local blacksmith and she makes sure people know it. Her name is Isabella and she's been dating a young man named James for about six months now. James is a stable hand at the Black Stallion Inn.
  4. D10=4:A minstrel sings a song of protest about local taxes, gaining some approving nods.
  5. D10=5:The nightly poker game turns deadly serious when it's revealed that the deck is marked with runes that, when arranged properly, reveal the combination to a safe.
  6. D10=6:A group of men and women are making wedding plans. The groom is a local hero, and everyone is hoping he will save the day again, but he has been acting strangely lately.
  7. D10=7:A portion of the tavern is ringed by what looks like a circle of stones. Someone must have moved them there to make this circle because it does not look like it was built by these people.
  8. D10=8:A fortune teller sets up shop in the corner of the tavern, offering to read the fortunes of the patrons. But be cautious, her predictions have been known to come true in unexpected ways.
  9. D10=9:An agitated noble loses a valuable ring in a rigged gambling game. As tensions rise, fingers start pointing, and the noble threatens to call the guard if it's not returned immediately.
  10. D10=10:Ugly Man in a tavern -- Perhaps a villain? A drunk? An old man? A beggar? A bum? A weirdo? A man with a deep scar on his face who's really really ugly and has only one eye?

d100 = 51

  1. D10=1:A bard enters the tavern, belting out a catchy tune. However, instead of singing about love or adventure, he sings about the mundane tasks of everyday life, like tending to a garden or cooking dinner. The patrons are both confused and entertained.
  2. D10=2:A bard is playing a sad song about the death of a local lord. The crowd is ignoring him but he goes on singing, even though his voice is cracking. You see that he is crying, and you see that there is a beautiful woman sitting at a table near him, with her back turned to the bard. You see that the woman is weeping softly as she listens. You wonder if the death of the lord was truly a great loss to the town.
  3. D10=3:An old veteran, downing his sorrows, speaks cryptically about a hidden vault below the tavern, which he suggests, nobody but the barkeep knows exists.
  4. D10=4:A famous traveling musician performs at the tavern, but his music is having a strange and powerful effect on the audience. What is his true intention?
  5. D10=5:A halfling is trying to sneakily pickpocket a patron at a table. If caught, he will beg for mercy and offer to join the players on their adventures.
  6. D10=6:A group of drunk men are running through the hallways outside of the tavern singing a rousing drinking song. They also comment on how attractive they think the women are inside.
  7. D10=7:One man is laughing and telling dirty jokes to everyone nearby. It appears that he has been telling these jokes for quite a while, as the people next to him have obviously grown bored and are no longer laughing.
  8. D10=8:ROUND BAR TABLE - A middle-aged man wearing light armor is seated at this table. He is sipping a mug of ale and slowly eating a plate of food. He glances at the guard nearby and then slides his plate of food closer to the guard. The guard seems to appreciate the gesture and they both continue to eat dinner while they occupy the same room.
  9. D10=9:A man is sitting at a table, drinking alone. He looks very tired. He says that he was traveling through the area when he stumbled across a graveyard full of freshly dug graves. He found a large, silver ring on one of the skeletons. The ring has an engraving of an owl on it. He asks if anyone wants to buy it from him. He is actually an assassin from Anvil named Alfonso Calderon, who is trying to get his hands on the silver ring by any means necessary.
  10. D10=10:A group of halflings are playing a game of bones, betting large amounts of money on the outcome.

d100 = 52

  1. D10=1:An ambassador from the Magic Academy. He is an expert on teleportation.
  2. D10=2:The nightly poker game turns deadly serious when it's revealed that the deck is marked with runes that, when arranged properly, reveal the combination to a safe.
  3. D10=3:A group of drunk men are trying to start a fight with a group of even drunker men.
  4. D10=4:A fire-breathing dragon bursts into the tavern, demanding to be served a barrel of ale. The patrons are scared, but the barkeep is surprisingly calm. Turns out, the dragon is just a regular customer who likes to make an entrance.
  5. D10=5:A traveling salesman approaches the party and offers them a discounted price on a magical item. However, the item is cursed and will cause trouble for the party if they purchase it from him. The salesman is actually a trickster fey who enjoys causing chaos with his cursed items.
  6. D10=6:A man dressed in a seafaring outfit walks in and shouts, "Who wants to join my crew for a journey across the sea?" He then proceeds to down an entire mug of ale in one gulp.
  7. D10=7:A young girl walks in, carrying a basket of freshly-picked flowers. She offers to sell them to the patrons, claiming they have magical healing properties. When she hands one to a wounded patron, they are miraculously healed. The girl smiles and skips away, leaving behind a trail of flowers wherever she goes.
  8. D10=8:A mage’s familiar—a mischievous raven—swoops into the tavern and “picks” something glittery from an unseen patron. Suddenly, a concealed thief panics and draws a dagger.
  9. D10=9:The party is approached by a young, timid apprentice wizard who desperately needs their help. His master has gone missing in a nearby cave and he needs the party to go rescue him. However, the apprentice has no idea that his master is actually a powerful evil sorcerer who has gone into hiding to perform a ritual that will unleash a demonic entity upon the world.
  10. D10=10:A bard sings a song praising the cook’s food.

d100 = 53

  1. D10=1:A group of merchants are trying to sell a rare and valuable item, but they can't seem to find any buyers in the tavern. The players may be able to negotiate a better price or find out the real reason why no one wants to buy the item.
  2. D10=2:As you enter the tavern, you hear loud cheering and clapping coming from the back room. Curiosity gets the better of you and you sneak a peak. You see a group of people gathered around a table, their eyes glued to a game of dragon chess. The players are intensely focused, and the crowd is placing bets on the outcome.
  3. D10=3:A mysterious cloaked figure enters the tavern and approaches the party. They offer to sell them a powerful magical artifact for a hefty price. But the artifact may come with a dangerous and potentially deadly curse.
  4. D10=4:You witness a heated debate between a group of wizards discussing the best way to harness lightning magic. Suddenly, one of the wizards accidentally casts a spell that causes a minor explosion. Chaos ensues.
  5. D10=5:A man hands out pamphlets advertising a play. The play is called 'The Man Who Killed Death', and it is a play about the hero of the story the players are currently playing.
  6. D10=6:An alleged “drunk” is fumbling at the bar and accidentally spills a pouch full of stolen jewels out in plain view, causing everyone to freeze and look around suspiciously.
  7. D10=7:A roguish type attempts to cheat at cards and is promptly caught.
  8. D10=8:A minstrel sings a song of protest about local taxes, gaining some approving nods.
  9. D10=9:Two men argue over whether to go in search of treasure or go home. A group of men have gathered around a table in
  10. D10=10:A cursed item is accidentally brought into the tavern by a traveler. If players touch it, they must make a saving throw or be affected by the curse.

d100 = 54

  1. D10=1:A jester performs to entertain the patrons.
  2. D10=2:A shady merchant sets up shop in a corner of the tavern, selling various trinkets and potions. He claims his items are "guaranteed to have unique and powerful effects." But in reality, they are just cheap knock-offs with no real magical abilities.
  3. D10=3:A group of adventurers return from a successful quest and are feeling generous. They offer to buy the party a round of drinks and share their stories. But one of the adventurers may be hiding a dark secret.
  4. D10=4:The party is approached by a man who claims to have a cursed artifact that he needs to get rid of. When the party agrees to help, they find out that the artifact is actually just a mundane item and the man is simply a superstitious and gullible individual.
  5. D10=5:You see a mysterious figure in a dark cloak sitting in the corner of the tavern, their face hidden by the shadows. Whenever someone tries to approach them, they quickly disappear and reappear in a different part of the tavern. Some say they are a powerful sorcerer playing tricks, while others believe they are a ghost haunting the tavern.
  6. D10=6:A mysterious stranger offers to buy the players a round of drinks. If they accept, they find out he is a powerful wizard who is testing their morality.
  7. D10=7:An old woman sits at the bar, singing a sorrowful song about her lost love. Her voice is beautiful and her song has a haunting melody. It is so entrancing that few people pay attention to the old woman.
  8. D10=8:A bard enters the tavern, claiming to have written a masterpiece epic poem about the players' adventures. However, upon reading it, the players realize that the bard has completely twisted and exaggerated their actions, making them out to be villains in the story.
  9. D10=9:You see a group of adventurers huddled around a map, planning their next quest. One of them is a human with striking green eyes and a confident stance. The others are a mix of different races, including an elf, a half-orc, and a gnome. They seem to be focused on their task and ignore any distractions.
  10. D10=10:A group of dwarves enter the tavern, looking for a group of adventurers to help them reclaim a lost mine from a band of goblins. However, upon closer inspection, it is revealed that the dwarves are actually a group of children in disguise, looking for some excitement.

d100 = 55

  1. D10=1:The tavern is holding a "best beard" competition and the winner receives a golden mug filled with unlimited ale. However, one of the competitors has used magic to enhance his beard, making it nearly impossible to beat.
  2. D10=2:A cursed individual sneezes uncontrollably, causing minor items to float briefly.
  3. D10=3:The tavern is suddenly filled with the sound of loud snoring as a group of dwarves stumble in, clearly drunk out of their minds. The party soon realizes that the dwarves have been magically cursed to fall into a deep sleep whenever they drink alcohol, and they must find a cure before the dwarves sleep forever.
  4. D10=4:The players notice an eccentric inventor pouring over blueprints of his stolen magnum opus: a device designed to “simulate enlightenment.” He believes its theft might ironically lead to its true purpose -- enlightening the thief. Should the device be returned or destroyed?
  5. D10=5:The innkeeper is selling cheap lanterns made of paper and oil.
  6. D10=6:The party is approached by a man who claims to have a cursed artifact that he needs to get rid of. When the party agrees to help, they find out that the artifact is actually just a mundane item and the man is simply a superstitious and gullible individual.
  7. D10=7:A man dressed in all black enters the tavern and challenges anyone to a game of darts. If the party accepts, they realize the man is a skilled assassin and they are playing for their lives.
  8. D10=8:A group of women are sitting at a table, talking about how they were saved by an armored knight who was riding on top of a giant wolf. They're talking about how they wish they had been saved by a handsome knight instead of an armored one. They are praying that they will be rescued from the tavern by a handsome knight.
  9. D10=9:A troll walks into the tavern, grumbling about how he can never find clothes that fit him. He asks the players if they know where he can get some custom-made armor.
  10. D10=10:A stranger comes through the door, his clothes dripping with water. He asks if anyone has seen a man with long black hair and a blue cloak.

d100 = 56

  1. D10=1:A bookish rogue drops a handful of ancient scrolls on an unattended table, drawing keen interest from a hooded figure who seems too knowledgeable about such artifacts.
  2. D10=2:Man is talking to the barmaid about how he almost started a war. He wants to know what the world has come to.
  3. D10=3:A hunter shows off a rare pelt he recently acquired, delighting in the attention he receives.
  4. D10=4:The tavern is hosting a "bard-off" competition, where bards from all over come to compete for the grand prize. However, one bard seems to be cheating by using magic to enhance their performance.
  5. D10=5:A man is trying to sell a magical painting of a beautiful woman. He claims that the painting is cursed and wants to sell it for as much as possible. He will ask for 10d10+20 gold coins for it, but is willing to negotiate with anyone interested.
  6. D10=6:A group of drunkards are singing a song about a local hero.
  7. D10=7:The party overhears a group of halflings planning a heist on a local noble's mansion. The halflings are in desperate need of a distraction and offer the party a cut of the loot if they can create chaos in the marketplace while the heist takes place.
  8. D10=8:A group of heavily armed and armored adventurers walks in, boasting about their latest conquest. However, when they try to order drinks, they realize they don't have any money left. They start a game of dice to see who will pay for their drinks, but the game quickly turns into a full-blown brawl.
  9. D10=9:A group of dancers are doing a dance about a battle between elves and humans.
  10. D10=10:A slightly tipsy scholar accidentally sets his notes aflame with a carelessly cast fire spell.

d100 = 57

  1. D10=1:A bard uses illusion magic to enhance their performance, wowing the crowd with minor effects.
  2. D10=2:Two women talking about how to get rid of a troublesome suitor or husband. One of them knows of a spell that can make a man disappear forever...
  3. D10=3:A fight breaks out between a group of humans and a group of orcs. The source of their conflict is unclear, but it doesn't take long for the whole tavern to join in and take sides.
  4. D10=4:A traveling circus sets up camp outside of the tavern and invites the patrons to watch their performance. However, it is revealed that the circus is actually run by a group of goblins who are trying to improve their reputation amongst humans.
  5. D10=5:Rumors spread that a master locksmith is in town to crack the tavern's vault tonight, and every patron becomes potential competition for a slice of the loot.
  6. D10=6:A fortune teller sets up shop in a corner of the tavern, offering to tell customers their fortune for a small fee. However, when the customers leave, they are surprised to find that some of the predictions have come true.
  7. D10=7:A group of men and women are sitting at a table, playing cards. They are drinking. They are having a good time.
  8. D10=8: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.
  9. D10=9:A local rogue, known for their charm, gathers a crowd for an impromptu performance. Meanwhile, their accomplices are secretly making notes on the guards' positions and movements.
  10. D10=10:A group of gnomes come stumbling into the tavern, clearly drunk and causing a scene. They are actually on a bachelor party for their friend, an upcoming gnome wedding. The players are invited to join in on the festivities and participate in some traditional gnome games.

d100 = 58

  1. D10=1:An old man falls asleep at his table, snoring loudly and occasionally muttering in his sleep.
  2. D10=2:A bard tells the tale of a haunted castle nearby.
  3. D10=3:A stray cat sneaks in, darting from table to table to snatch food.
  4. D10=4:A fat drunkard is lying on the floor, mumbling incoherently. He occasionally says "Hey, what did you do that for? I didn't do anything."
  5. D10=5:A philosopher stages an 'ethical heist' to steal a corrupt noble's ill-gotten gains in order to donate the wealth to the poor. The noble blames a rival faction, and civil unrest brews. Can the adventurers navigate the ethical conundrum of vigilante justice?
  6. D10=6:A man is singing very badly, he is drunk. He is sitting at a table with another man, who is not drunk, but he is not sober either.
  7. D10=7:A group of men are sitting around a table, betting on several games of dice being rolled by another man sitting at another table nearby.
  8. D10=8:A group of druids enters the tavern, seeking help in saving their sacred grove from an evil corporation that wants to cut down the trees for profit. The players must navigate through legal battles and possible sabotage to protect the grove.
  9. D10=9:The tavern's cook accidentally adds a potent potion to the stew, causing anyone who eats it to shrink to the size of a mouse. Can the players reverse the effects before it's too late?
  10. D10=10:A group of druids enters the tavern, their cloaks made of leaves and branches rustling with each step. They order only water and sit at a table, discussing nature and its wonders. Some patrons are wary of them, but others seem fascinated by their connection to the natural world.

d100 = 59

  1. D10=1:A bard is performing in the corner of the tavern, singing songs of epic battles and adventures. However, halfway through his performance, he gets into an argument with a patron and ends up starting a bar brawl.
  2. D10=2:A group of men are arguing about whether or not dragons exist.
  3. D10=3:A bard performs a new song he's just written.
  4. D10=4:A bard sings a sorrowful ballad about lost love, bringing some to tears.
  5. D10=5:A man is telling a story of some of the strange creatures he has encountered on his adventures. It sounds quite fantastical, but he seems quite sincere as he speaks.
  6. D10=6:A tipsy dwarf challenges an elf to a drinking contest, the elf apprehensively agreeing.
  7. D10=7:A town healer is distraught over the theft of his potion book. These potions not just heal but also reveal past sins. As the players investigate, they must decide how much acknowledgement of one’s sins is necessary for true healing.
  8. D10=8:The sound of dice being shaken can be heard. If players approach, the sound stops.
  9. D10=9:The barkeep is selling a book called 'The Travels of Marcious Polious'. It is a travelogue about the bard's adventures in the East.
  10. D10=10:A shifty-eyed individual sitting alone suddenly bolts from their seat, emptying the contents of a pouch onto the table. Then, they dash for the back exit, pursued by tavern bouncers.

d100 = 60

  1. D10=1:A fortune teller offers to read palms for a small fee.
  2. D10=2:A group of halfling musicians ask the party if they can borrow their weapons and armor for a performance. The catch? The halflings are playing a miniature reenactment battle on stage.
  3. D10=3:A mysterious stranger approaches the players, offering to sell them a map to a treasure hidden in a nearby dungeon. But is the map genuine or is this a trap?
  4. D10=4:The tavern is hosting a cooking competition, and the players are asked to be the judges. But one of the dishes is poisoned, and they must figure out which one before it's too late.
  5. D10=5:As the players sit down to enjoy their drinks, they notice a group of goblins have taken over a nearby table, loudly bragging about their latest conquests. Can the players negotiate with the goblins or will a fight break out?
  6. D10=6:A mysterious hooded figure approaches the adventurers, offering to sell them a map to a hidden treasure. But once they purchase it, they realize it is just a map to an ordinary field on the outskirts of town. However, if they dig in the right spot, they may find a buried chest with a valuable item inside.
  7. D10=7:A group of rowdy goblins stumble into the tavern, causing chaos and destruction. The patrons try to shoo them away, but the goblins refuse to leave until they have sampled every type of drink in the tavern. Surprisingly, they end up being the most well-behaved customers of the night.
  8. D10=8:You hear a rumbling sound from around a corner. A cart comes crashing through the wall of a building, and then the wall of a building across the street. The driver is a man in plate mail. He looks out of the hole in the wall, and sees that there's no way he can turn the cart around. The horse is now braying and screaming in terror. He turns to you and shouts, "If you can get the horse to stop, I'll share this barrel of ale with you!" The horse stops making noise for a moment when you put your hand on its nose and then it starts up again. The driver decides that continuing to try to turn the cart around is too dangerous and gets out of his seat and into the back of the cart. The horse isn't happy about the change in drivers and the cart starts to trundle forward. He gets out of the way in time, and the cart continues through the wall of the building across the street. The horse stops and then rolls over with a groan. The driver continues to share his barrel of ale with you.
  9. D10=9:A pack of werewolves enter the tavern, posing as normal patrons. But as the full moon rises, their true form is revealed and they attack the unsuspecting patrons. Will the adventurers be able to survive the night?
  10. D10=10:A bard tells a story of a hero’s downfall.

d100 = 61

  1. D10=1:The bar is filled with local farmers and their wives. They are talking about the poor harvest. The rumor is that the city is running out of food.
  2. D10=2:Two men are in the middle of an intense arm wrestling contest. The loser's hand is being held down by a large burly man while he accuses the winner of cheating.
  3. D10=3:A bard performs a funny song that has everyone laughing.
  4. D10=4:A fat drunkard is lying on the floor, mumbling incoherently. He occasionally says "Hey, what did you do that for? I didn't do anything."
  5. D10=5:A mysterious figure wearing a cloak and a mask sits alone at a table, their face hidden. They offer the players a map to a hidden treasure, but warn them that they must face trials to reach it.
  6. D10=6:A group of men is talking about a dragon attack that happened earlier.
  7. D10=7:A group of 2d6+2 nobles are talking about a recent battle with a red dragon. They mention a silver sword that was wielded by the dragon's rider.
  8. D10=8:The barkeep is selling a book called 'The Travels of Marcious Polious'. It is a travelogue about the bard's adventures in the East.
  9. D10=9:As the players sit down to enjoy their meal, they hear the cries of a damsel in distress coming from the kitchen. Rushing in, they see the cook being chased by a giant rat. Will they be able to save the cook and stop the rodent rampage?
  10. D10=10:A beggar asks for spare coins near the door.

d100 = 62

  1. D10=1:A bard talks about his dream to create a musical epic.
  2. D10=2:The tavern is hosting a cooking competition, and the players are asked to be the judges. But one of the dishes is poisoned, and they must figure out which one before it's too late.
  3. D10=3:The theft of the "Lantern of Truth," which shines through masks and reveals all secrets in its light, leaves owners anxious. The thief insists not every truth should shine. Is transparency inherently virtuous, or is some obscurity beneficial?
  4. D10=4:One thief leaves to find a ship.
  5. D10=5:A beggar pleads with the players for a meal, promising to repay them with vital information about a heist happening that very night in the tavern.
  6. D10=6:A portion of the tavern is ringed by what looks like a circle of stones. Someone must have moved them there to make this circle because it does not look like it was built by these people.
  7. D10=7:A party of adventurers walk in, covered in dirt and fresh battle wounds. They order a round of drinks and start regaling the other patrons with their heroic tales.
  8. D10=8:The party overhears a group of shady individuals discussing a heist they are planning on a nearby wealthy merchant. Will the party intervene and stop the heist, or will they see it as an opportunity to gain some extra gold?
  9. D10=9:A man stands in the tavern, begging for anyone to help him. He says that he is looking for his missing son who has been kidnapped by a band of thieves. If anyone helps him, he will give them a small amount of money.
  10. D10=10:You see two goblins arguing over who gets to keep a shiny rock they found on the road. One of them claims it's cursed and the other refuses to believe it.

d100 = 63

  1. D10=1:You see a single halfling sitting alone at a table, surrounded by empty tankards. As the party watches, he downs another tankard of ale and loudly proclaims that he can beat anyone in arm wrestling.
  2. D10=2:A group of men are talking about how nothing good happens in this city anymore. They say they may leave soon. It's not worth living here anymore.
  3. D10=3:There is a young woman sitting at a table, looking at a small diamond in her hand. She rubs it gently, and then quickly puts it away in a purse that she had sitting on the table.
  4. D10=4:A beautiful elven bard is performing on a small stage in the corner, her ethereal voice filling the tavern and capturing the attention of everyone inside.
  5. D10=5: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.
  6. D10=6:A barmaid hums a lullaby as she cleans empty tables, the melody strangely soothing.
  7. D10=7:A brawl breaks out between two rival adventuring parties.
  8. D10=8:A clear-eyed man sits at a table, playing a game of chance with another man. Three men sit at another table, laughing at the antics of the fool who is standing on the stool. He is trying to break his sword on the table, talking absurdly. One of the men at the table is a giant of a man, with broad shoulders and forearms like tree trunks; the other has long blond hair and a scar on his face; the last one is very short and has thinning hair.
  9. D10=9:An old man is sitting at the bar. He is waiting for his son to return from a quest. He will offer players information if they bring his son back safely.
  10. D10=10:A wizard walks into the tavern, holding a large crystal ball. He offers to read the fortunes of anyone who is interested, for a fee of course. But beware, his predictions may not always be what they seem.

d100 = 64

  1. D10=1:A man is selling maps to the Mines of Castanac, which he claims to have discovered himself. He will sell each map for one coin. The maps are actually local area maps with the Mines of Castanac marked - you can replace this with whatever you want.
  2. D10=2:A moneylender looks over his books, confirming debts and loans.
  3. D10=3:A warlock offers to read the player's fortunes in exchange for a small fee. The fortunes all seem ominous and spooky, but the warlock assures them they are just for entertainment purposes.
  4. D10=4:A bar fetched hounds dance to the bard's music.
  5. D10=5:In a corner sits two men, clearly not the sort you would wish to meet in an alleyway; one tall with long black hair and a black beard, and one short with curly blond hair and a scarred face. They are talking together in low tones, and are studying the crowd intently.
  6. D10=6:An elven Druid approaches the party and asks them to help rescue his beloved pet bear who has been captured by a group of hunters.
  7. D10=7:A regular patron acts suspiciously jittery, clutching at a stuffed toy. Soon it's revealed the toy houses a valuable gem stolen from a feared noble.
  8. D10=8:People are fleeing from this city in droves, fearing for their lives.
  9. D10=9:The innkeeper is selling cheap lanterns made of paper and oil.
  10. D10=10:A group of giants enters the tavern, looking for their missing pet griffon. They offer a large reward for anyone who can find and return the griffon to them. However, as the players embark on this seemingly easy task, they encounter various obstacles and dangers.

d100 = 65

  1. D10=1:A dancer entertains a captivated audience, gracefully moving through the narrow spaces between tables.
  2. D10=2:A group of adventurers who are trying to make a name for themselves in the area and would love the chance to prove themselves agains the group of evil adventurers currently holding the local keep against the full might of the king's armies.
  3. D10=3:Gorn, a bard who is an old friend of the heroes' family, who has been sent to escort them on their journey.
  4. D10=4:An ancient and wise dragon visits the tavern, offering to share stories of their past adventures in exchange for a few barrels of ale. But the party soon realizes that the dragon may be testing their worthiness for a greater quest.
  5. D10=5: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.
  6. D10=6:A bard stands on a small stage, playing a beautiful melody on his lute. The patrons listen in awe, but suddenly, the melody shifts and turns into a hypnotic tune. Will they resist the bard's charming compulsion or fall under his spell?
  7. D10=7:Suddenly, a fight breaks out near the entrance, clearly staged to distract everyone while a nimble thief makes quick work of an unsuspecting merchant's gold pouch.
  8. D10=8:A bard performs a new song he's just written.
  9. D10=9:The party overhears a group of shady individuals discussing a heist they are planning on a nearby wealthy merchant. Will the party intervene and stop the heist, or will they see it as an opportunity to gain some extra gold?
  10. D10=10:A shopkeeper admires a newly acquired enchanted dagger over a pint of ale.

d100 = 66

  1. D10=1:A group of kobolds enters the tavern, causing some patrons to cower in fear. But these kobolds are actually on a quest to retrieve a rare crystal that was stolen from their village. Will the players help them and possibly gain a new unlikely ally?
  2. D10=2:The locals are begging for aid against these ruffians and their leader. They say that he is a very powerful sorcerer from the North and that he is totally ruthless in his quest for power. If a group of adventurers will help them, they will all but guarantee that the heroes will be able to loot all the treasure within the tower of this sorcerer when he is defeated.
  3. D10=3:A priest silently prays, drawing curious looks from other patrons.
  4. D10=4:The town's annual festival is taking place in the tavern, with various games and contests for the players to participate in.
  5. D10=5:A child helps the tavern keeper by delivering tankards to tables.
  6. D10=6:You see two goblins arguing over who gets to keep a shiny rock they found on the road. One of them claims it's cursed and the other refuses to believe it.
  7. D10=7:A druid enters and starts talking to all the plants in the room, causing them to wilt or grow larger. The other patrons are both amused and disturbed.
  8. D10=8:A bard tells tales of his adventures.
  9. D10=9:A bard serenades a beloved barmaid.
  10. D10=10: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.

d100 = 67

  1. D10=1:The players are approached by a traveling salesman who claims to have a potion that can turn them into any creature of their choosing. But as they soon find out, the salesman is a notorious con artist and the potion has unexpected side effects.
  2. D10=2:A cook showcases an exotic meal.
  3. D10=3:A man is selling maps to a treasure he found in the Mines of Castanac. He's new in town, but claims he knows where the treasure is - you can replace this with whatever you want.
  4. D10=4:A cloaked figure at the bar asks the bartender for information about local goings-on, raising suspicions.
  5. D10=5:A friendly game of dice turns sour when one of the players is caught cheating. Will the players intervene or let the situation resolve itself?
  6. D10=6:A young sorcerer enters the tavern, frantically searching for someone to teach them control over their magic. Can the party help the sorcerer before their uncontrolled magic causes harm to themselves and others?
  7. D10=7: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.
  8. D10=8:Over ales, citizens lament the heist of the "Mask of Identities," capable of revealing anyone's true face behind illusions. The thief debates that identities are fluid, ever-changing, and shouldn't be pinned down. Will the adventurers choose to let fluidity reign?
  9. D10=9:The party is approached by a young, timid apprentice wizard who desperately needs their help. His master has gone missing in a nearby cave and he needs the party to go rescue him. However, the apprentice has no idea that his master is actually a powerful evil sorcerer who has gone into hiding to perform a ritual that will unleash a demonic entity upon the world.
  10. D10=10:A local sellsword sits heavily at the darkest corner table, revealing they're hunting a master thief who plans a grand heist in the tavern, asking for the players’ assistance.

d100 = 68

  1. D10=1:A fortune teller offers to read palms for a small fee.
  2. D10=2:A lone wizard sits at a table, surrounded by various potions and scrolls. He offers to trade magical items with the party if they have anything of interest to him. But be careful, some of his items may have unexpected side effects.
  3. D10=3:A halfling serves up specially brewed cider, greatly appreciated by those who taste it.
  4. D10=4:A strange-looking bird lands on the table, and the players have to throw it out.
  5. D10=5:A bard tells tall tales about legendary creatures from his homeland.
  6. D10=6:A group of adventurers from a rival party enter the tavern, boasting about their recent exploits. They challenge the adventurers to a friendly competition, such as a drinking contest or arm wrestling. But the real competition comes in the form of a dangerous quest that they must complete before the other party does.
  7. D10=7:A bard sings of epic draconic battles.
  8. D10=8:A group of dwarves are recruiting adventurers for a dangerous journey to an ancient dwarven ruin filled with treasure, but they refuse to reveal what the treasure actually is.
  9. D10=9:A bartender offers a special drink called the "Dragon's Breath," which is a potent concoction made from fireberries and dragon's blood. Beware, it may ignite your breath.
  10. D10=10:A man is sitting at the bar, drinking. He's very drunk. He offers to sell one of the players information concerning one of their pasts for one gold piece. If someone buys the information, he can tell players what they already know about their own past. It's just an easy way to make money at someone else's expense.

d100 = 69

  1. D10=1:A group of drunkards are arguing about the king.
  2. D10=2:A bard sings of epic draconic battles.
  3. D10=3:Three men sit at a table. One of them is a bard. They are all drinking ale. The bard is singing a song about the local lord, who is not very popular.
  4. D10=4:A strange-looking man enters the tavern. He asks if anyone has seen a rat with a yellow coat and a red hat.
  5. D10=5:A group of men and women are celebrating a wedding. The bride appears to be extremely beautiful and extremely rich.
  6. D10=6:A gnome illusionist creates a miniature firework show from the top of a tankard.
  7. D10=7:A man is sitting at a table, drinking alone. He is so drunk that he can't even stand up anymore.
  8. D10=8: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.
  9. D10=9:People are saying that these ruffians are here to take the country over, not just the city.
  10. D10=10: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.

d100 = 70

  1. D10=1:The tavern's owner asks for the players' help in getting rid of a ghost that has been haunting the establishment. But as they investigate, they uncover a tragic story of betrayal and revenge.
  2. D10=2:As the players sit down to enjoy their meal, they hear the cries of a damsel in distress coming from the kitchen. Rushing in, they see the cook being chased by a giant rat. Will they be able to save the cook and stop the rodent rampage?
  3. D10=3:A group of druids enters the tavern, covered in mud and leaves. They ask the innkeeper if they can borrow a corner of the tavern to perform a sacred ritual in the name of nature. How will the other patrons react?
  4. D10=4:A group of goblin chefs enter the tavern, looking for the best ingredients to cook up their next creation. However, their taste for exotic ingredients leads to some strange and questionable dishes.
  5. D10=5:The party encounters a group of people wearing strange masks and holding a masquerade ball in the tavern. They seem to be celebrating an unknown holiday and invite the party to join in on the festivities.
  6. D10=6: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!
  7. D10=7:A group of knights are gathered here, telling stories of their recent adventures. They have just come back from a great battle, and they were looking for rest before their next campaign.
  8. D10=8:A mysterious masked figure begins offering to buy drinks for the house, all the while surveilling the crowd, evidently searching for something—or someone—specific.
  9. D10=9:A man is trying to sell a painting of a beautiful woman. He claims that the painting is enchanted, and will show the portrait's life story if someone puts their hand on it. This is actually a trap set by a local thief who has been stealing from people while they're distracted by the portrait.
  10. D10=10:During a lively discussion, an erudite warrior confesses the theft of his ancestor’s sword which can “cut through lies.” Without it, he’s been forced to confront his own beliefs. The thief’s intentions remain ambiguous—seek power or challenge truth?

d100 = 71

  1. D10=1: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.
  2. D10=2:A group of giants enters the tavern, looking for their missing pet griffon. They offer a large reward for anyone who can find and return the griffon to them. However, as the players embark on this seemingly easy task, they encounter various obstacles and dangers.
  3. D10=3:Two men are having an argument about what happened to the king of Nuln. One man says that the king was killed by a 'foul beast', the other man says that it was the work of a 'fell witch' who used her dark magic to destroy the city and its people.
  4. D10=4:You see two men with stooped shoulders arguing. They are trying to convince one another of what they saw outside. They insist that they saw a giant with a hammer approach the tavern, but they are each convinced that they are correct.
  5. D10=5:Upon entering the tavern, you see a wall covered in strange symbols and markings. A wizard is sitting in front of it, muttering to themselves as they study the wall intently. They don't seem to notice you.
  6. D10=6:The local sheriff storms into the tavern, accusing one of the players of a crime they didn't commit. They must prove their innocence by investigating and finding the real culprit.
  7. D10=7:A well-known blacksmith enters the tavern, looking for adventurers to test out his newest weapon creations. He hands out weapons to the players and challenges them to fight against each other in the tavern's courtyard.
  8. D10=8:A cat sneaks into the tavern, weaving its way between patrons' legs in search of scraps.
  9. D10=9:A bard with a magical lute starts playing a melody that makes everyone in the tavern dance uncontrollably. The bard laughs and enjoys the chaos they've caused.
  10. D10=10:A brewer from a rival establishment drinks and complains about how much better his ale is.

d100 = 72

  1. D10=1:A halfling is trying to sneakily pickpocket a patron at a table. If caught, he will beg for mercy and offer to join the players on their adventures.
  2. D10=2:There is a group of men sitting around a table and one of them is very drunk, he is singing a song and all the other men are laughing and cheering him on.
  3. D10=3:A bard borrows a lute from patrons to play a different style of song.
  4. D10=4:A group of men are sitting around this table laughing and telling jokes. A group of bards are singing songs and telling stories of their travels to faraway lands.
  5. D10=5:A bard mysteriously shares stories of his past life.
  6. D10=6: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.
  7. D10=7:A group of four men sit around a table playing dice games. One man quits after losing a few games, then leaves the tavern. A second man walks up to the table, places his money on the table, says 'Rock, Paper, Scissors' then throws his hand in the air and snatches the money off the table before anyone has a chance to respond.
  8. D10=8:A group of drunkards are singing a song about a local hero.
  9. D10=9:A group of people are talking about how they're going to leave the town.
  10. D10=10:An elderly alchemist laments the theft of his "Elixir of Clarity," meant to clear the mind and unshroud the truth. He suspects the thief might abuse its power to reveal or obscure dark secrets. Can truth be too dangerous to know?

d100 = 73

  1. D10=1:A group of men and women are making wedding plans. The groom is a local hero, and everyone is hoping he will save the day again, but he has been acting strangely lately.
  2. D10=2:A group of friendly halflings invite the party to join them in a drinking contest. However, the halflings are masters of illusion magic and the drinks they offer are actually potions that will cause unpredictable effects on those who consume them. Can the party keep up with the halflings and win the drinking contest without falling prey to the potions' effects?
  3. D10=3:You see ten or so men playing a game of cards. When they are not raising money from the table they spread rumors, try to scare the customers out of their gold, or brag about how rich they could be if they had some decent money in their coffers.
  4. D10=4:A group of farmhands is celebrating the end of a long and successful harvest season. They are drinking and singing loudly, trying to convince the innkeeper to join in. When he finally gives in and starts singing along, they all cheer and hoist their drinks in a toast.
  5. D10=5:A cursed individual sneezes uncontrollably, causing minor items to float briefly.
  6. D10=6:A group of travelers enters the tavern, all wearing bright, colorful masks. They claim to be a traveling acting troupe and offer to put on a performance for the townspeople.
  7. D10=7: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.
  8. D10=8:A bar-fetched hounds sing along with the minstrel.
  9. D10=9:A bard narrates the lore of a mythical beast.
  10. D10=10:A group of hooded figures sits at a table, whispering amongst themselves. They seem to be plotting something nefarious, but when you get closer, you realize they are actually discussing a game of D&D. They invite you to join in, and you spend the rest of the evening playing with them.

d100 = 74

  1. D10=1:A group of men are sitting at a table, arguing about whether or not there are evil orcs in the world.
  2. D10=2:A bard tells the tale of a haunted castle nearby.
  3. D10=3:A group of people are talking about how they're going to start a business.
  4. D10=4:A group of drunk men are harassing a group of women. One of the women is crying. One of the men is about to hit her.
  5. D10=5:A stranger comes through the door, his clothes dripping with water. He asks if anyone has seen a man with long black hair and a blue cloak.
  6. D10=6:A dancer entertains a captivated audience, gracefully moving through the narrow spaces between tables.
  7. D10=7:A group of rough-looking men enters the tavern and starts causing trouble. They are part of a notorious bandit group, and the players can choose to fight them or try to negotiate a deal with them.
  8. D10=8:A group of dwarven miners enter the tavern, eager to sell their latest haul of gems and precious stones. However, upon closer inspection, it is revealed that all of the gems are actually just well-crafted replicas.
  9. D10=9:A group of bards are having a "battle of the bards" competition, using their music to try to one-up each other. The patrons are torn between enjoying the entertainment and covering their ears.
  10. D10=10:The local oracle’s "Eye of Destiny" has been stolen, leading to great public anxiety. Without it, she claims she can no longer guide people to their fates. Players must wrestle with the philosophical notion of fate versus free will as they decide whether to retrieve it or not.

d100 = 75

  1. D10=1:A wealthy merchant offers to hire the party as bodyguards for his rare and valuable artifacts during a trade caravan to a nearby city. But the journey may not be as simple as it seems, as the caravan is targeted by thieves and bandits.
  2. D10=2:A group of rowdy dwarves enter the tavern, singing and causing a ruckus. They challenge any willing patrons to a drinking contest. Who will emerge victorious?
  3. D10=3:A bard starts an impromptu performance, drawing the crowd’s attention. During the distraction, a thief makes a move on a wealthy merchant’s purse.
  4. D10=4:A man with a giant mudskipper on his shoulder walks into the tavern.
  5. D10=5:A group of rowdy orcs enter the tavern, causing chaos and destruction. However, upon closer inspection, it is revealed that they are actually just actors practicing for a play and were a bit too into character.
  6. D10=6:Everyone is dressed in bizarre clothing. (This is on Halloween - a forgotten holiday).
  7. D10=7: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.
  8. D10=8:A group of miners celebrate their latest discovery.
  9. D10=9:Traveling Merchants with eight carts of stolen merchandise. A dark elf posse is hot on their trail. They'll pay for protection.
  10. D10=10:A female knight with a missing ear, wearing chainmail and riding a warhorse, is knocking drunken men around with her lance, saying "Leave off my lover, you swine!"

d100 = 76

  1. D10=1:A dragonborn, dressed in elaborate armor adorned with gold and jewels, sits alone at a table. She seems to be brooding, and the air around her seems to grow colder as she stares into her mug of ale.
  2. D10=2:A farmer’s prize pig escapes and runs through the tavern, causing a commotion.
  3. D10=3:A shady figure offers to sell a map to a hidden treasure in the nearby forest. But when the party follows the map, they realize that the treasure is guarded by a powerful and dangerous creature.
  4. D10=4:A loud argument erupts over a card game.
  5. D10=5:A group of drunk men are trying to start a fight with a group of even drunker men.
  6. D10=6:A cat sneaks into the tavern, weaving its way between patrons' legs in search of scraps.
  7. D10=7:A group of women are gossiping and laughing. One of them is crying. If players listen, they will hear that the one who is crying is being married off to someone she doesn't love.
  8. D10=8:You see two elves sitting at a table, deep in conversation. One is a tall and graceful female with long, flowing golden hair, adorned with jewels and intricate braids. The other is a shorter, more sturdy male with sharp features and a serious demeanor. They seem to be discussing something important and occasionally glance around the room, making you wonder what their business is.
  9. D10=9:A mysterious cloaked figure offers the players a map to a secret treasure in the nearby mountains. But can they trust this stranger?
  10. D10=10: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?

d100 = 77

  1. D10=1:There is a man in the center of the tavern who is minding his business. He does not want to talk to anyone.
  2. D10=2:A weary traveler shares a meal with a curious local.
  3. D10=3:The tavern is hosting a swordfighting competition, and the winner will be granted a special magical weapon as a prize. The competition is open to anyone, but the reigning champion is a fierce and arrogant elf who has never been defeated.
  4. D10=4:A famous traveling musician performs at the tavern, but his music is having a strange and powerful effect on the audience. What is his true intention?
  5. D10=5: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.
  6. D10=6:A group of traveling monks enter the tavern, preaching about the power of inner peace and meditation. However, their peaceful and calm demeanor is constantly disrupted by the chaos of the tavern.
  7. D10=7:The party overhears a group of sorcerers discussing a powerful artifact that has recently been discovered. They are planning to steal it and sell it to the highest bidder, but they need help breaking into the vault where it is being kept.
  8. D10=8:A bard is playing a beautiful tune on their lute, but every time they hit a certain note, a bar stool breaks. They play it off and continue the song, but patrons start to move away from the stools.
  9. D10=9:The bartender recounts a local legend to some intrigued newcomers, adding more drama with each retelling.
  10. D10=10:The party overhears a group of halflings planning a heist on a local noble's mansion. The halflings are in desperate need of a distraction and offer the party a cut of the loot if they can create chaos in the marketplace while the heist takes place.

d100 = 78

  1. D10=1:There is a man in the center of the tavern who is minding his business. He does not want to talk to anyone.
  2. D10=2: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.
  3. D10=3:A bard recounts the last great battle he witnessed.
  4. D10=4:A group of adventurers who recently lost a loved one and are looking for answers as to what happened.
  5. D10=5:A mysterious stranger enters the tavern and offers a challenge to anyone brave enough to take it. The challenge? To drink a potion that no one has been able to keep down for more than a few seconds. The reward? A small bag of gold.
  6. D10=6:A group of men are playing dice for gold.
  7. D10=7:A local sellsword sits heavily at the darkest corner table, revealing they're hunting a master thief who plans a grand heist in the tavern, asking for the players’ assistance.
  8. D10=8:A group of men are betting on the outcome of a fight between two men.
  9. D10=9:An astronomer mourns the theft of a telescope that reveals the reality behind celestial myths. The thief wishes to maintain the mystique and wonder of the skies. Must every star's story be uncovered, or should some mysteries remain?
  10. D10=10:There are 4 people in the tavern, three men and a woman. They are all sitting at a table, drinking wine. The man at the head of the table is the leader of their group.

d100 = 79

  1. D10=1:A group of drunken barbarians are singing and danceing in front of the hearth. They are loudly chanting "I wish the gods would call me home, the world is a cold dark place, there is nothing left to do but pray" over and over again.
  2. D10=2: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.
  3. D10=3:A local bard hires the players to help him find inspiration for a new song. They must travel to various locations and encounter different creatures and puzzles in order to gather the necessary ingredients for the song.
  4. D10=4:A group of people are arguing, or rather, they are complaining about their discontent with their lives.
  5. D10=5:A group of drunkards are arguing about the war.
  6. D10=6: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.
  7. D10=7:A wealthy merchant offers to hire the party as bodyguards for his rare and valuable artifacts during a trade caravan to a nearby city. But the journey may not be as simple as it seems, as the caravan is targeted by thieves and bandits.
  8. D10=8:A grizzled old man sits at the corner of the bar, telling tall tales of his adventures as a brave warrior. However, as you listen closely, you notice his story constantly changes and he doesn't seem to remember his past accurately. Is he lying or does he suffer from memory loss?
  9. D10=9:A group of jugglers are performing. One of the jugglers has a pet monkey.
  10. D10=10:A group of men and women are talking about how bad the local lord is, how much they dislike him, and how much better things were when his father was in charge - he was much more fair and reasonable than his son ever was or ever will be...

d100 = 80

  1. D10=1:A priest and a warrior are sitting at a table, drinking ale and talking about their adventures. They seem to be comparing how heroic they are. They seem to be best friends and enjoy each other's company very much.
  2. D10=2:Someone puts a drink in front of one of the players, claiming it’s from a “friend.” Before the player can touch it, a shadowy figure warns them it’s poisoned and whispers about a setup.
  3. D10=3:A group of rowdy goblins stumble into the tavern, causing chaos and destruction. The patrons try to shoo them away, but the goblins refuse to leave until they have sampled every type of drink in the tavern. Surprisingly, they end up being the most well-behaved customers of the night.
  4. D10=4:Patrons who bet large sums on a dice game accuse a player of cheating with loaded dice that replace the real ones during the play. Someone’s been swapping the dice all night.
  5. D10=5:An astronomer mourns the theft of a telescope that reveals the reality behind celestial myths. The thief wishes to maintain the mystique and wonder of the skies. Must every star's story be uncovered, or should some mysteries remain?
  6. D10=6:A group of eccentric gnomish inventors ask the party to test out their latest invention, a magical flying machine. But something goes wrong during the test flight and the party must find a way to land safely before they crash.
  7. D10=7:A wealthy and influential noble offers to sponsor the party's quest in exchange for completing a task for them. But the task may be more complicated and morally questionable than the party realizes.
  8. D10=8:A drunk is trying to convince a woman to go upstairs with him. He is offering her 25 gold pieces. She has not yet accepted the offer.
  9. D10=9:A group of musicians from across the sea are playing a rousing rendition of a very jolly old tune. The women are twirling around their fingers, which are fluttering in the air.
  10. D10=10:Two men are talking about a love potion that they were going to sell to two young lovers, but they ran away before they could get it. They will offer it to the party for free if they want it. It's just month old apple juice.

d100 = 81

  1. D10=1:The tavern is hosting a cooking competition, and the players are asked to be the judges. But one of the dishes is poisoned, and they must figure out which one before it's too late.
  2. D10=2:A man is talking about how he wants to get revenge on someone who beat him in a fist fight earlier in the tavern.
  3. D10=3:A dwarf sets up an arm-wrestling competition, taking on all challengers.
  4. D10=4:A local rogue, known for their charm, gathers a crowd for an impromptu performance. Meanwhile, their accomplices are secretly making notes on the guards' positions and movements.
  5. D10=5:A young girl walks in, carrying a basket of freshly-picked flowers. She offers to sell them to the patrons, claiming they have magical healing properties. When she hands one to a wounded patron, they are miraculously healed. The girl smiles and skips away, leaving behind a trail of flowers wherever she goes.
  6. D10=6:Hrothgar the blacksmith ia a man who is working on a new design of sword with the help of one of his patrons.
  7. D10=7:A group of sailors burst into the tavern, drunk and looking for a good time. They start a drinking contest and become increasingly rowdy, causing mischief and chaos.
  8. D10=8:A group of men are sitting around a table, betting on several games of dice being rolled by another man sitting at another table nearby.
  9. D10=9:A bard narrates a thrilling tale of escaping a dragon’s lair.
  10. D10=10:A man walks into the tavern and asks for directions to the nearby town. He says he's looking for a good place to buy some leather armor.

d100 = 82

  1. D10=1:A cursed item is accidentally brought into the tavern by a traveler. If players touch it, they must make a saving throw or be affected by the curse.
  2. D10=2:A gnome tinkerer shows off a mechanical bird invention that unfortunately malfunctions.
  3. D10=3:A courier delivers a cryptic letter to one of the patrons.
  4. D10=4:The players overhear a secret meeting between a corrupt nobleman and a bandit leader, plotting to overthrow the king. They must decide whether to intervene or use this information for their own gain.
  5. D10=5:A group of drunken dwarves challenge the party to a game of dwarven ale-dice, a rowdy and competitive drinking game that involves rolling dice and drinking ale. However, the dwarves are masters at cheating and the game may not be as fair as it seems. Will the party outdrink the dwarves and win the game, or will they fall victim to their tricks?
  6. D10=6:A rat scurries across the floor, causing a brief moment of panic among the patrons.
  7. D10=7:A group of villagers who are looking for heroes to rid their village of an evil curse. The villagers have already failed in the quest so many have died, and all of their young men are now afraid to leave their homes.
  8. D10=8:An urgent message arrives for one of the players informing them a notorious thief they wronged in the past is concocting a heist and plans to frame the players for it.
  9. D10=9:A halfling bard is standing on top of a table, regaling the crowd with a song about the heroic deeds of a famous adventurer. As she sings, her hands skillfully play the lute, and the audience is enraptured by her performance.
  10. D10=10:A shady merchant sets up shop in a corner of the tavern, selling various trinkets and potions. He claims his items are "guaranteed to have unique and powerful effects." But in reality, they are just cheap knock-offs with no real magical abilities.

d100 = 83

  1. D10=1:A bard asks for stories from patrons to include in a song.
  2. D10=2:Over ales, citizens lament the heist of the "Mask of Identities," capable of revealing anyone's true face behind illusions. The thief debates that identities are fluid, ever-changing, and shouldn't be pinned down. Will the adventurers choose to let fluidity reign?
  3. D10=3:A group of farmhands is celebrating the end of a long and successful harvest season. They are drinking and singing loudly, trying to convince the innkeeper to join in. When he finally gives in and starts singing along, they all cheer and hoist their drinks in a toast.
  4. D10=4:A group of villagers who are looking for heroes to rid their village of an evil curse. The villagers have already failed in the quest so many have died, and all of their young men are now afraid to leave their homes.
  5. D10=5:A woman is standing on top of a barrel holding an empty mug over her head. She is demanding ale from everyone who walks by.
  6. D10=6:A group of adventurers are singing a song about the orc they killed.
  7. D10=7:A warlock offers to read the player's fortunes in exchange for a small fee. The fortunes all seem ominous and spooky, but the warlock assures them they are just for entertainment purposes.
  8. D10=8:A fire-breathing dragon bursts into the tavern, demanding to be served a barrel of ale. The patrons are scared, but the barkeep is surprisingly calm. Turns out, the dragon is just a regular customer who likes to make an entrance.
  9. D10=9:A shady figure approaches the adventurers, offering them a map to a hidden treasure deep in the nearby forest. But is the treasure worth the treacherous journey and the potential traps that await?
  10. D10=10:A bard offers to play for tips or food.

d100 = 84

  1. D10=1:A group of townspeople come into the tavern, seeking the players' help in finding their missing children. As they investigate, they discover that the children have been kidnapped by a group of goblins who are planning to sacrifice them to an ancient deity.
  2. D10=2:A bard tells the tale of a haunted castle nearby.
  3. D10=3:An ancient and wise dragon visits the tavern, offering to share stories of their past adventures in exchange for a few barrels of ale. But the party soon realizes that the dragon may be testing their worthiness for a greater quest.
  4. D10=4: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.
  5. D10=5:A group of adventurers are singing a song about the orc they killed.
  6. D10=6:Two elderly dwarves argue about the best method for brewing ale, drawing amused onlookers.
  7. D10=7:A magical accident turns someone's hair a shocking shade of bright blue.
  8. D10=8:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  9. D10=9:A nobleman challenges anyone to a game of chess, confident in his abilities.
  10. D10=10:A naive nobleman wanders into the tavern, looking for an adventure. However, he has no idea how to fight or survive in the wild and constantly needs to be rescued by the players.

d100 = 85

  1. D10=1:Several people are sitting around a large pot of stew that is being cooked over an open flame. They argue about who should get the first bowl. One woman says 'We should draw straws.' One man says, 'No, we should play Rock, Paper, Scissors.' Someone else says they should play 'Spin and Puke' to see who gets first dibs on the stew. The man who suggested Spin and Puke is drunk and loses his coin so he must drink. He chugs down his drink then throws up on the floor. The others laugh at him then start arguing about who gets first dibs on the stew again.
  2. D10=2:The tavern's regulars are engaged in a heated debate about the existence of dragons. Suddenly, a real dragon lands outside the tavern, proving their theories right or wrong.
  3. D10=3:A wealthy merchant offers to hire the party as bodyguards for his rare and valuable artifacts during a trade caravan to a nearby city. But the journey may not be as simple as it seems, as the caravan is targeted by thieves and bandits.
  4. D10=4:A beggar pleads with the players for a meal, promising to repay them with vital information about a heist happening that very night in the tavern.
  5. D10=5:A bard tells a story of a lost treasure hidden in the nearby woods.
  6. D10=6:A wizard's apprentice accidentally casts a spell in the tavern that causes everyone's drinks to start floating in midair. The party must help the apprentice reverse the spell before the other patrons get angry.
  7. D10=7:A group of children are playing hide-and-seek in the tavern.
  8. D10=8:A bard is performing in the corner of the tavern, captivating the audience with his enchanting music. He offers to teach the players a new song in exchange for a favor – to help him retrieve his stolen lute from a rival bard.
  9. D10=9:The sound of clanging armor echoes through the tavern as a group of heavily armored knights enters, claiming to be on a quest from the king to defeat a dangerous dragon terrorizing the nearby villages. They are looking for brave companions to join them on their journey.
  10. D10=10:A group of men and women are sitting at a table, playing cards. They are drinking. They are having a good time.

d100 = 86

  1. D10=1:A bard sings a song praising the cook’s food.
  2. D10=2:As the party enters the tavern, they see a man standing on a table, reciting a dramatic monologue - it's the town's local bard, trying to earn some coin.
  3. D10=3: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.
  4. D10=4:A man is selling maps to lost cities in the desert. They are not really lost cities at all and have never been found before.
  5. D10=5:A halfling rogue is trying to sell "authentic" magical items to unsuspecting patrons. When a customer asks to see one, the rogue pulls out a rusty spoon and claims it has the power to make anything taste delicious.
  6. D10=6:A group of rowdy orcs enter the tavern and start causing trouble. Suddenly, a lone half-orc stands up and confronts them, revealing that he is the leader of the orc clan and demands his subjects to behave. He thanks the party for not getting involved and buys them a round of drinks as a gesture of gratitude.
  7. D10=7:A bard's lute string snaps mid-song, and they improvise with a humorous tale instead.
  8. D10=8:An ancient and wise dragon visits the tavern, offering to share stories of their past adventures in exchange for a few barrels of ale. But the party soon realizes that the dragon may be testing their worthiness for a greater quest.
  9. D10=9:A bard offers to perform a personal serenade at each table.
  10. D10=10:A local politician is giving a speech at the tavern, promising to improve the town's economy. However, one of the villagers loudly interrupts, accusing the politician of lying and corruption. Who will the party side with?

d100 = 87

  1. D10=1: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.
  2. D10=2:A group of halflings come into the tavern, singing and dancing. They offer the patrons some of their special halfling-made ale, which is said to have magical properties. Those who drink it gain temporary luck and advantage on their next roll.
  3. D10=3:Groups of people sit in a huddle in each corner of the tavern whispering to each other. They look like they are pulling off a scam on someone when they aren't whispering so you cannot hear what they are saying.
  4. D10=4:Ugly Man in a tavern -- Perhaps a villain? A drunk? An old man? A beggar? A bum? A weirdo? A man with a deep scar on his face who's really really ugly and has only one eye?
  5. D10=5:Two rival taverns' mascots get into a minor scuffle, amusing the regulars.
  6. D10=6:A man is sitting at the bar, drinking wine. He looks like he's been there for hours. His name is Kaleb. He is a traveling bard. He will tell the players about his adventures, but he will be drunk, and he will ramble.
  7. D10=7:A group of dwarven miners enter the tavern, eager to sell their latest haul of gems and precious stones. However, upon closer inspection, it is revealed that all of the gems are actually just well-crafted replicas.
  8. D10=8:A man is sitting at the bar, drinking. He is very drunk. He offers to sell the players information concerning one of the players' pasts for one gold piece. He has no information, but he's willing to keep drinking until he does get information about one of the players' pasts.
  9. D10=9:A bard challenges someone to a duel of wits and wordplay.
  10. D10=10:A group of kobolds enters the tavern, causing some patrons to cower in fear. But these kobolds are actually on a quest to retrieve a rare crystal that was stolen from their village. Will the players help them and possibly gain a new unlikely ally?

d100 = 88

  1. D10=1:A group of adventurers are talking about their new enemy.
  2. D10=2:A set of twin rogues attempt to play a quick hand of three-dragon ante, causing confusion with their identical moves.
  3. D10=3:A group of men are playing a game of cards. One man has been cheating and has been caught red-handed by another player. They are about to start fighting when the bartender steps in to break up the fight.
  4. D10=4:The tavern is suddenly filled with the sounds of combat as a group of undead creatures attacks. If players defeat them, they may find a cursed amulet on one of the corpses.
  5. D10=5:Two rival chefs are arguing over who makes the best stew in the land. They decide to end the argument by hosting a stew cook-off in the tavern. The patrons are the judges, and they must taste and vote for their favorite stew.
  6. D10=6:A group of drunk men are harassing a group of women. One of the women is crying. One of the men is about to hit her.
  7. D10=7:A group of men are sitting around a table, betting on several games of dice being rolled by another man sitting at another table nearby.
  8. D10=8:A group of men are sitting at a table, playing a game of dice and betting on the outcome. One of the men is cheating and will attack players if they expose him.
  9. D10=9:A bard creates an impromptu song about what he sees in the tavern.
  10. D10=10:A group of people are arguing about the troubles in a nearby town. They say that the mayor has turned into a werewolf and is killing people at night.

d100 = 89

  1. D10=1:A halfling is standing on a chair behind the counter, trying his best to reach the top shelf to grab a bottle of ale. The barmaid looks on with an amused expression as the halfling struggles to reach the bottle. Eventually, he gives up and pouts, earning a laugh from the barmaid.
  2. D10=2:A travelling circus sets up shop outside the tavern, offering a unique show with trained animals and daring acrobatic feats. However, rumors start to circulate that some of the performers are not human and are using magic to enhance their acts.
  3. D10=3:The tavern's owner asks for the players' help in getting rid of a ghost that has been haunting the establishment. But as they investigate, they uncover a tragic story of betrayal and revenge.
  4. D10=4:Two barmaids gossip about a strange patron who visited earlier in the day.
  5. D10=5:A librarian makes the rounds, asking patrons to keep the noise down.
  6. D10=6:Rumors spread that a master locksmith is in town to crack the tavern's vault tonight, and every patron becomes potential competition for a slice of the loot.
  7. D10=7:A man walks into the tavern and asks for directions to the nearby town. He says he's looking for a good place to buy a sword.
  8. D10=8:A group of trolls enters the tavern, looking for a fight. The barkeeper insists on peace but the trolls won't back down. The party must decide if they will intervene or let the situation escalate.
  9. D10=9:A thief stealthily picks the pockets of unsuspecting patrons.
  10. D10=10:An old man sits quietly in a corner, looking at his drink. Nervous guards sit at his table, trying to find out what he wants. An old woman sits next to the old man, cooing at him about how much she loves him. The old man's face is blank; he does not respond.

d100 = 90

  1. D10=1:A gnome inventor showcases their latest invention - a "mechanical drinking arm" that helps patrons drink without using their hands. However, the arm seems to have a mind of its own and causes chaos in the tavern.
  2. D10=2:The tavern is hosting a poetry competition and the players are invited to be judges. However, they soon realize that the participants are not just reciting poetry, but they are casting powerful spells through their words.
  3. D10=3:A group of drunk men are talking about how much they hate the king.
  4. D10=4: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.
  5. D10=5:A powerful wizard has set up a fortune-telling booth in the tavern. If players pay for a reading, they may receive a prophecy that will aid them in their quest.
  6. D10=6:The tavern is hosting a poetry competition. If players participate, they may win a prize or gain the attention of a noble looking for a bard.
  7. D10=7:A bard tells a long, convoluted tale that goes nowhere.
  8. D10=8:The bartender challenges a patron to arm-wrestle for a round of free drinks. Little does the patron know, the bartender is secretly a half-giant with immense strength.
  9. D10=9:Rumors swirl that the town’s beloved statue depicting “Justice” has been stolen. The thief left an enigmatic poem claiming that true justice cannot be represented by stone. Will the players restore order by retrieving the statue, or ponder the deeper meaning behind its theft?
  10. D10=10:A bard misplaces his musical notes and asks for help to fit them together.

d100 = 91

  1. D10=1: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.
  2. D10=2:An eccentric sage complains about the theft of his “Gem of Obfuscation,” a stone that clouds the minds of those with ill intentions. In the wrong hands, it could be used for manipulation. Players must decide whether it’s right to use it to control others' moral paths.
  3. D10=3:A tipsy dwarf challenges an elf to a drinking contest, the elf apprehensively agreeing.
  4. D10=4:A group of 2d6+2 young women are discussing which man they like best.
  5. D10=5:A group of merchants toast a successful business deal.
  6. D10=6:The players stumble upon a secret underground gambling den hidden beneath the tavern. They can join in on the games, but must beware of the shady characters and rigged games.
  7. D10=7:A bard talks about his journey through the mountains.
  8. D10=8:A wealthy merchant enters the tavern, offering a large sum of gold to anyone who can retrieve a stolen item from a rival merchant. But the task turns out to be not as simple as it seems, as the rival merchant is actually a powerful mage with a dangerous army at his disposal.
  9. D10=9:An eccentric inventor bursts into the tavern, looking for investors for his latest creation – a flying machine. The players can test out the machine and even go on a short flight, but they soon realize that the inventor's true intentions are not what they seem.
  10. D10=10:A mysterious stranger approaches the players, offering to sell them a map to a treasure hidden in a nearby dungeon. But is the map genuine or is this a trap?

d100 = 92

  1. D10=1:The party sees a man stumbling out of the tavern. He tells them that he has been robbed! He was on his way to sell his wares, but was robbed on the way there. He will give them a description of the robber and his wares that he was robbed of. He will give them a reward if they capture the robber and return his wares to him. He will also give them a reward if they bring him the head of the robber after they catch him.
  2. D10=2:A blacksmith shows off a finely crafted sword.
  3. D10=3:Three men with swords and armor walk into the tavern and sit down at a table. They look lost and confused, but they look like they can handle themselves in a fight if it comes to it.
  4. D10=4:A bard performs a funny song that has everyone laughing.
  5. D10=5:A group of halfling musicians ask the party if they can borrow their weapons and armor for a performance. The catch? The halflings are playing a miniature reenactment battle on stage.
  6. D10=6:A bard performs a dark, mysterious tune.
  7. D10=7:The party overhears a group of shady individuals discussing a heist they are planning on a nearby wealthy merchant. Will the party intervene and stop the heist, or will they see it as an opportunity to gain some extra gold?
  8. D10=8:About 30 drunken Halflings are playing what they call "halfling toss" in the main hall. A woman is adorably trying to convince them to stop, unsuccessfully.
  9. D10=9:There is a group of men all sitting together at a large table. They are all dressed in matching garb, and they are speaking in hushed tones.
  10. D10=10:A group of men and women are making wedding plans. The groom is a local hero, and everyone is hoping he will save the day again, but he has been acting strangely lately.

d100 = 93

  1. D10=1:A half-orc recites poetry about love, stunning the onlookers with his heartfelt verses.
  2. D10=2:A group of noblemen are sitting at a table, drinking wine and talking about how they are going to get rid of the local lord and become king themselves.
  3. D10=3:You witness a heated debate between a group of wizards discussing the best way to harness lightning magic. Suddenly, one of the wizards accidentally casts a spell that causes a minor explosion. Chaos ensues.
  4. D10=4:A group of men and women are celebrating a wedding. The bride appears to be extremely beautiful and extremely rich.
  5. D10=5:A group of powerful sorcerers enter the tavern, offering to trade their knowledge and spells for rare and valuable magical components. However, one of the sorcerers is actually a doppelganger who is trying to steal the spells and secrets of the other sorcerers. Can the party spot the imposter and prevent a possible magical catastrophe?
  6. D10=6:Two men are standing at the bar, talking about how bad the weather has been lately. One of them says that he heard a rumor that a ship will be docking at the harbor later today with some special cargo on board...
  7. D10=7:A whispering shadow discusses the disappearance of a “Necklace of Empathy,” allowing the wearer to feel others’ emotions deeply. The thief's motives toy with the juxtaposition of control versus empathy. Who rightfully owns such empathy?
  8. D10=8:There is a young woman sitting at a table, looking at a small diamond in her hand. She rubs it gently, and then quickly puts it away in a purse that she had sitting on the table.
  9. D10=9:Everyone is dressed in bizarre clothing. (This is on Halloween - a forgotten holiday).
  10. D10=10:A group of three men are laughing and drinking. One of them is telling a joke.

d100 = 94

  1. D10=1:A powerful wizard has set up a fortune-telling booth in the tavern. If players pay for a reading, they may receive a prophecy that will aid them in their quest.
  2. D10=2:A bard flirts unabashedly with anyone who’ll listen.
  3. D10=3:A traveling merchant sets up shop in the tavern, selling rare and exotic items. But one of the items turns out to be cursed and brings chaos to the tavern.
  4. D10=4:A disheveled scholar rushes to the player’s table, promising riches in exchange for the players helping him retrieve stolen research that could unleash arcane horrors if misused.
  5. D10=5:The tankard of ale has a face on it - it looks like a man with a handlebar mustache.
  6. D10=6:A group of goblins disguised as humans are causing chaos and confusion in the tavern. They keep stealing drinks and causing bar fights, but no one suspects a thing until they reveal their true identities.
  7. D10=7:A man who is searching for information on a lost tomb. He will pay well for anything related to the tomb's location.
  8. D10=8:The theft of the "Lantern of Truth," which shines through masks and reveals all secrets in its light, leaves owners anxious. The thief insists not every truth should shine. Is transparency inherently virtuous, or is some obscurity beneficial?
  9. D10=9:A group of wizards is having a heated debate about the ethics of magic. The players are invited to participate and must choose a side.
  10. D10=10:The tavern keeper's prized chickens have gone missing and the players are hired to investigate. But they soon discover the culprit is not a hungry predator, but a group of mischievous fairies.

d100 = 95

  1. D10=1:Someone's enchanted quill writes notes on a floating piece of parchment.
  2. D10=2:A flamboyantly dressed halfling challenges patrons to a game of darts, revealing themselves to be a hustler.
  3. D10=3:A group of adventurers from a rival party enter the tavern, boasting about their recent exploits. They challenge the adventurers to a friendly competition, such as a drinking contest or arm wrestling. But the real competition comes in the form of a dangerous quest that they must complete before the other party does.
  4. D10=4:A retired adventurer shares relics from his travels with the curious onlookers.
  5. D10=5:A group of peaceful, nature-loving druids invite the adventurers to join them for a moonlit feast in the nearby forest. As they dine and drink, they share tales of nature and offer to teach the adventurers some of their ways. But as the night goes on, they discover that the druids may have a darker side to their peaceful lifestyle.
  6. D10=6:A group of drunken dwarves challenge the party to a game of dwarven ale-dice, a rowdy and competitive drinking game that involves rolling dice and drinking ale. However, the dwarves are masters at cheating and the game may not be as fair as it seems. Will the party outdrink the dwarves and win the game, or will they fall victim to their tricks?
  7. D10=7:The bartender's daughter sneaks away from her chores to flirt with the adventurers. She reveals some information about a secret passage beneath the tavern that leads to the town's mayor's house.
  8. D10=8:A group of 2d6+2 old women are discussing which man they like best.
  9. D10=9:During a lively discussion, an erudite warrior confesses the theft of his ancestor’s sword which can “cut through lies.” Without it, he’s been forced to confront his own beliefs. The thief’s intentions remain ambiguous—seek power or challenge truth?
  10. D10=10:A group of men are talking about how nothing good happens in this city anymore. They say they may leave soon. It's not worth living here anymore.

d100 = 96

  1. D10=1:A young girl walks in, carrying a basket of freshly-picked flowers. She offers to sell them to the patrons, claiming they have magical healing properties. When she hands one to a wounded patron, they are miraculously healed. The girl smiles and skips away, leaving behind a trail of flowers wherever she goes.
  2. D10=2:Rumors spread that a master locksmith is in town to crack the tavern's vault tonight, and every patron becomes potential competition for a slice of the loot.
  3. D10=3:Two men are talking about a love potion that they were going to sell to two young lovers, but they ran away before they could get it. They will offer it to the party for free if they want it. It's just month old apple juice.
  4. D10=4:A shady merchant sets up shop in a corner of the tavern, selling various trinkets and potions. He claims his items are "guaranteed to have unique and powerful effects." But in reality, they are just cheap knock-offs with no real magical abilities.
  5. D10=5:A tiefling warlock enters and starts bragging about how powerful their magic is. They then accidentally set their own tail on fire and have to quickly put it out.
  6. D10=6:A man is selling maps to a treasure he found in the Mines of Castanac. He's new in town, but claims he knows where the treasure is - you can replace this with whatever you want.
  7. D10=7:A bard shares legends from his homeland.
  8. D10=8:A man stands in the tavern, begging for anyone to help him. He says that he is looking for his missing son who has been kidnapped by a band of thieves. If anyone helps him, he will give them a small amount of money.
  9. D10=9:A wizard from a nearby tower stumbles into the tavern, completely drunk and in a grumpy mood. He offers to cast a random spell for anyone who can buy him a drink. The results could be hilarious or disastrous.
  10. D10=10:A bard in the process of play-acting "King Lear"

d100 = 97

  1. D10=1: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.
  2. D10=2:The tavern keeper announces a "free drink for the bravest patron" competition. Participants must drink a shot of a mysterious potion that could potentially have disastrous effects. Will anyone dare to try it?
  3. D10=3:Two women are arguing over who has more gold. They're betting it on an arm wrestling match with a large burly man trying to control their grip. The winner will walk away with
  4. D10=4:Groups of people sit in a huddle in each corner of the tavern whispering to each other. They look like they are pulling off a scam on someone when they aren't whispering so you cannot hear what they are saying.
  5. D10=5:Two adventurers are talking about the dragon they met. 4
  6. D10=6:A man is selling maps to a treasure he found in the Mines of Castanac. He's new in town, but claims he knows where the treasure is - you can replace this with whatever you want.
  7. D10=7:The tavern's owner is accused of property damage by a wealthy patron. The players must gather evidence and prove his innocence.
  8. D10=8:A bard spins tales of ancient gods and their deeds.
  9. D10=9:A group of jugglers are performing. One of the jugglers has a pet monkey.
  10. D10=10:A well-dressed noble enters the tavern, followed by a group of servants. They loudly announce that they are looking for brave adventurers to retrieve a stolen family heirloom from a dragon's lair.

d100 = 98

  1. D10=1:People looking for adventurers to rescue their loved ones
  2. D10=2:A young man claiming to be a prince enters the tavern, asking for help to reclaim his kingdom from an evil sorcerer. However, when he is asked for proof of his royal status, he realizes he has forgotten his crown and desperately tries to convince the patrons to believe him without it.
  3. D10=3:A bard approaches the players and offers to perform a song about their latest adventure for coin. However, he twists the facts and makes the players out to be villains in the story. The players must decide how to handle this situation.
  4. D10=4:A group of adventurers from a faraway land arrive at the tavern, seeking shelter and guidance. They are wearing intricate and foreign armor and carry strange weapons. They seem to be on a mission and offer to buy the party drinks in exchange for information.
  5. D10=5:As you enter the tavern, you hear loud cheering and clapping coming from the back room. Curiosity gets the better of you and you sneak a peak. You see a group of people gathered around a table, their eyes glued to a game of dragon chess. The players are intensely focused, and the crowd is placing bets on the outcome.
  6. D10=6:A group of three men are sitting around a table in the tavern. They are playing a game of dice.
  7. D10=7:An ambassador from the Magic Academy. He is an expert on teleportation.
  8. D10=8:A librarian makes the rounds, asking patrons to keep the noise down.
  9. D10=9:A young girl approaches the adventurers in tears, saying that her pet dragon has gone missing. She offers a reward to anyone who can find and return her beloved companion. But when the adventurers set out to find the dragon, they discover that it's not quite what they were expecting.
  10. D10=10:A group of powerful sorcerers enter the tavern, offering to trade their knowledge and spells for rare and valuable magical components. However, one of the sorcerers is actually a doppelganger who is trying to steal the spells and secrets of the other sorcerers. Can the party spot the imposter and prevent a possible magical catastrophe?

d100 = 99

  1. D10=1:A man hands out pamphlets advertising a play. The play is called 'The Man Who Killed Death', and it is a play about the hero of the story the players are currently playing.
  2. D10=2:A bard tells tales of his adventures.
  3. D10=3:A group of dwarves are drinking and singing loudly. One of them challenges the players to a drinking contest.
  4. D10=4:A bard performs a new song he's just written.
  5. D10=5:A tiefling in a fancy suit walks through the door, followed by several guards. They approach a table where a group of nobles are sitting, and a heated argument ensues. It seems the tiefling has been accused of cheating in a high-stakes card game.
  6. D10=6:The theft of a magical alembic capable of distilling truth from lies burns in the minds of tavern regulars. The thief argued truths should be lived, not distilled. Should absolute clarity be a goal or the living through ambiguity?
  7. D10=7:The party comes across a traveling salesman who offers to sell them a "bag of infinite holding." However, when they open the bag, they realize it is actually a bag of devouring and they must find a way to escape before they are eaten by the bag.
  8. D10=8:A man is singing a song about a lost love. He's drunk.
  9. D10=9:Two witches bicker over ingredients for a potion, each claiming their method is superior.
  10. D10=10: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.

d100 = 100

  1. D10=1:The players stumble upon a secret underground gambling den hidden beneath the tavern. They can join in on the games, but must beware of the shady characters and rigged games.
  2. D10=2:You witness a heated debate between a group of wizards discussing the best way to harness lightning magic. Suddenly, one of the wizards accidentally casts a spell that causes a minor explosion. Chaos ensues.
  3. D10=3:An undercover city guard enters and quietly informs the players of a planned raid on the tavern to flush out a hidden thief and recover stolen goods.
  4. D10=4:A bard shares legends of old heroes.
  5. D10=5:Patrons gossip about a recent theft: someone stole an ancient, sacred book that contains the secret of life’s true meaning from the local temple. The thief, a known philosopher, left a riddle as a clue. Can the players decrypt his message and recover the tome, or will they find themselves questioning their own beliefs?
  6. D10=6:A hunter is seated at a table in the corner, and he seems to be keeping an eye on the other patrons. He isn't being rude, but he isn't talking to anyone. He has a large sword at his side, and there are several bags of gold on the table. Apparently he has a lot of money and he is carrying it with him. He seems to be waiting for someone, but noone has come to his table yet.
  7. D10=7:A group of halflings enter the tavern, claiming to be part of a secret thieves' guild. They offer to teach the party some of their skills and techniques, as long as they keep their identity a secret.
  8. D10=8:Rumors are spreading that someone has paid these ruffians to come into town and ransack it and kill as many people as they can. Some believe that someone high up in town is behind all of this.
  9. D10=9:A ghostly apparition appears in the corner of the tavern, silently watching the patrons. No one seems to see it except for the party. What does the ghost want and why is it haunting the tavern?
  10. D10=10:Two men are in the middle of an intense arm wrestling contest. The loser's hand is being held down by a large burly man while he accuses the winner of cheating.

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Other dice tiers for the tavern: D1, D4, D6, D8.

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