A complete D&D 5e random encounter table for tavern scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a tavern, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Tavern encounter table
d100 = 1
D4=1: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.
D4=2: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.
D4=3: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.
D4=4: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?
d100 = 2
D4=1:A bard challenges someone to a duel of wits and wordplay.
D4=2:Two barmaids gossip about a strange patron who visited earlier in the day.
D4=3:Two witches bicker over ingredients for a potion, each claiming their method is superior.
D4=4: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.
d100 = 3
D4=1:A group of men are arguing about whether or not dragons exist.
D4=2: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.
D4=3:A group of centaurs come in and order all the hay and carrots in the tavern. They then start playing a game of "horse" with each other, much to the confusion of the other patrons.
D4=4: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 = 4
D4=1:A bard narrates a thrilling tale of escaping a dragon’s lair.
D4=2: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.
D4=3:A group of men are arguing about whether or not dragons exist.
D4=4:A group of men are betting on when a rat in a cage will die.
d100 = 5
D4=1: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.
D4=2:An elf bard is singing a song about a magical flute that can control the weather and he's trying to sell it to anyone who will listen. If the party buys it, it turns out to be a regular flute and the bard quickly disappears.
D4=3: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 them what they already know about their own past. It's just an easy way to make money at someone else's expense.
D4=4:A ranger inspects the fletching on his arrows, giving tips to young hunters.
d100 = 6
D4=1:A group of druids enter the tavern, seeking allies in their battle against an evil necromancer who is defiling their sacred grove. Will the adventurers join forces with the druids or stay out of the conflict?
D4=2: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.
D4=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.
D4=4:A group of halflings are having a drinking contest with a group of dwarves. The halflings seem to be winning, much to the dwarves' annoyance.
d100 = 7
D4=1:A bard weaves a tale of sorrow and loss, causing some patrons to tear up.
D4=2:A man is sitting at a table, drinking alone. He is so drunk that he can't even stand up anymore.
D4=3:A traveling salesman approaches the party, trying to sell them a "magical" map that leads to a hidden treasure. But is the map really as magical as the salesman claims? And if it is, who else might be looking for the treasure?
D4=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?
d100 = 8
D4=1:A bard borrows a lute from patrons to play a different style of song.
D4=2:A bard is trying to pick up a fight with the biggest, burliest patron in the tavern. The patron just laughs it off, but the bard seems determined to prove their worth in a brawl.
D4=3:The innkeeper's pet owlbear escapes from the cellar and causes chaos in the tavern, knocking over tables and scaring patrons. The party must work together to capture the owlbear and return it safely to its owner.
D4=4:A group of merchants are arguing with the tavern owner about their latest shipment of goods which was ruined by a band of orcs attacking their caravan on its way here.
d100 = 9
D4=1:Players see a strange man walking around in circles on the streets. He appears to be muttering to himself in a strange language.
D4=2: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.
D4=3:A group of merchants toast a successful business deal.
D4=4:A group of three adventurers are sitting at a table. They are drunk and they are arguing about who got the most loot from their latest adventure. They are all bitching about each other's mental deficiences. They are arguing about whose fault it was when their last adventure failed.
d100 = 10
D4=1:A mysterious hooded figure enters the tavern and sits in the darkest corner. If the party approaches, the figure will offer them a quest to retrieve an ancient artifact, but it turns out to be a ploy for the figure to gain power and control over the town.
D4=2:A group of gnomes discuss the latest advancements in clockwork technology.
D4=3:A couple is arguing over their future together.
D4=4:A group of halflings are having a drinking contest with a group of dwarves. The halflings seem to be winning, much to the dwarves' annoyance.
d100 = 11
D4=1:All around you, people are talking, buying, selling, and doing other things, but one man always seems to stare into the distance, looking backward, as if searching the crowd for someone.
D4=2:A beggar asks for spare coins near the door.
D4=3: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.
D4=4:A local baker gifts leftover bread from the day, gaining appreciative smiles.
d100 = 12
D4=1:A bard tells a story of a lost treasure hidden in the nearby woods.
D4=2:A retired adventurer shares relics from his travels with the curious onlookers.
D4=3:A man is talking about how he wants to get revenge on someone who beat him in a fist fight earlier in the tavern.
D4=4: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.
d100 = 13
D4=1:A brewer from a rival establishment drinks and complains about how much better his ale is.
D4=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.
D4=3: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.
D4=4: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 = 14
D4=1: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?
D4=2:A wizard's experiment goes wrong, causing a small explosion in the tavern. The resulting chaos is quickly contained, but there are now small animal-like constructs roaming around the tavern.
D4=3:A jester enters the tavern, performing silly tricks and jokes for the patrons. But when he starts juggling daggers, the party realizes that they are not fake, and the jester is actually a skilled assassin in disguise.
D4=4: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?
d100 = 15
D4=1: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
D4=2:Several men are engaged in a card game with money on the table. Suddenly one of them gets up, goes to the bar, and attempts to push past the bartenders to get a drink.
D4=3:A strange creature wanders into the tavern, seemingly lost and confused. As the players try to find out more about it, they discover that it is actually a shape-shifter and may have valuable information about a nearby cult or secret society.
D4=4:All around you, people are talking, buying, selling, and doing other things, but one man always seems to stare into the distance, looking backward, as if searching the crowd for someone.
d100 = 16
D4=1: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.
D4=2:A dragonborn attempts to blow smoke rings, accidentally igniting the edge of his cloak.
D4=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.
D4=4: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.
d100 = 17
D4=1: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.
D4=2: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.
D4=3:A group of halflings are playing a game of bones, betting large amounts of money on the outcome.
D4=4:People are complaining to the local watch captain about missing relatives and friends who were last seen in the company of these ruffians.
d100 = 18
D4=1: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.
D4=2:In the midst of the chaos and noise in the tavern, a mysterious figure slips a note into one of the player's hands. The note leads them on a secret mission to uncover a conspiracy within the town's government. The players must gather evidence and make important decisions that could change the course of the town's future.
D4=3:Town whispers tell about the lost “Glove of Empires,” which reveals vulnerabilities of ruling powers to its wearer. Thief claims true power lies in invisible hands. Should the balance of power shift toward transparency or remain cloaked?
D4=4:A flamboyantly dressed halfling challenges patrons to a game of darts, revealing themselves to be a hustler.
d100 = 19
D4=1:A man is drunk and is stumbling down the street singing a song.
D4=2:A dog scampers out of the kitchen, gripping a pouch of gold coins in its mouth. Moments later, the tavern owner notices the theft and starts accusing patrons.
D4=3:People are fleeing from this city in droves, fearing for their lives.
D4=4:The tavern owner has a prized possession - a magical talking parrot. However, the parrot has recently stopped talking and the owner is desperate to find out why. The players can investigate and find that the parrot has been cursed by a vengeful wizard who was kicked out of the tavern.
d100 = 20
D4=1: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?
D4=2: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.
D4=3:A bard begins an impromptu song about new arrivals.
D4=4:A bard spins tales of ancient gods and their deeds.
d100 = 21
D4=1:A bard narrates the lore of a mythical beast.
D4=2: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.
D4=3: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.
D4=4:A gnome illusionist creates a miniature firework show from the top of a tankard.
d100 = 22
D4=1:People are fleeing from this city in droves, fearing for their lives.
D4=2:A wizard approaches the party and offers them a magical map that leads to a secret treasure. However, when they follow the map, they realize it leads to a small pile of copper coins and a note that says "better luck next time".
D4=3:A group of people are playing a game, they are all laughing and having fun. One of the players keeps winning, but everyone seems happy about it.
D4=4:A group of rowdy teenagers walk into the tavern, causing chaos and destruction. But they turn out to be the children of a powerful sorcerer, who demands compensation for their behavior.
d100 = 23
D4=1:People looking for adventurers to entertain them
D4=2:An old man falls asleep at his table, snoring loudly and occasionally muttering in his sleep.
D4=3: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.
D4=4:A local artist sketches portraits of patrons willing to pose, earning a few coins.
d100 = 24
D4=1:A wandering monk quietly meditates in a corner of the tavern.
D4=2: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.
D4=3:Three drunk adventurers stumble out of the tavern and try to fight each other. Two of them aren't even wearing armor!
D4=4: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?
d100 = 25
D4=1:A bard performs a tragic ballad, moving many to tears.
D4=2:A bard enters the tavern and offers to perform a song about the party's recent adventures. The song is catchy and entertaining, but it reveals some secrets that the party may not want to be shared with the public.
D4=3:A group of druids argue about which tree is the best for making longbows.
D4=4:A group of adventurers who show no respect for local customs and etiquette and have caused a stir in town.
d100 = 26
D4=1:A bard tells tall tales about legendary creatures from his homeland.
D4=2:Someone's enchanted quill writes notes on a floating piece of parchment.
D4=3: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.
D4=4: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.
d100 = 27
D4=1:You see two nobles sitting at a table, both wearing fancy clothing and sipping on expensive wine. However, instead of speaking to each other, they are using a deck of cards to communicate, making gestures and pointing to the cards they draw. It seems they are having a silent disagreement.
D4=2: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.
D4=3:A bard entertains with a tale of comedic mishaps.
D4=4:You hear a conversation going on around a table to your left. A man is talking to a woman, far too loudly, and you can't help but overhear him. "I'm telling you, it's the size of a house," he says, holding his hands out before him and leaning forward. "A house! No, bigger - it may be as big as one of these buildings! Huge, anyway! Did I tell you about it yet? Well, you still don't know what I saw. How about this...."
d100 = 28
D4=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.
D4=2:An elderly woman knits quietly by the fire, her needles clicking rhythmically.
D4=3: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.
D4=4: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.
d100 = 29
D4=1:The tankard of ale has a face on it - it looks like a man with a handlebar mustache.
D4=2: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 them what they already know about their own past. It's just an easy way to make money at someone else's expense.
D4=3:A farmhand and a blacksmith engage in an arm-wrestling match, betting a few silver coins.
D4=4:A pair of acrobats performs a brief but thrilling display of agility.
d100 = 30
D4=1:The bartender reveals that the tavern is haunted by the ghost of a former adventurer. He claims to have seen the ghost himself and warns the party to be careful if they choose to stay the night.
D4=2:A group of merchants toast a successful business deal.
D4=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.
D4=4:A group of bandits that have escaped from the nearby keep
d100 = 31
D4=1: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.
D4=2: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.
D4=3: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.
D4=4: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?
d100 = 32
D4=1:An elderly dwarf challenges the party to a game of darts. The dwarf turns out to be a retired soldier and has incredibly accurate aim. Do you accept the challenge?
D4=2:Four strong-looking men with short swords are going from table to table demanding money from the patrons.
D4=3:A group of adventurers are singing a song about the orc they killed.
D4=4: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.
d100 = 33
D4=1:A ranger inspects the fletching on his arrows, giving tips to young hunters.
D4=2:A bard borrows a lute from patrons to play a different style of song.
D4=3:A group of men are singing songs of the great deeds they did in their youth.
D4=4:A cloaked figure urgently glances around the tavern before slipping a sealed envelope into one of the player’s pockets; moments later, guards burst in, shouting about an escaped thief.
d100 = 34
D4=1:Each player finds a mysterious note with a riddle hinting at hidden locations within the tavern where stolen fortune awaits. The notes seem connected to a thieves’ guild ploy.
D4=2:A group of cultists enter the tavern, performing a ritual and trying to recruit new members. The players must decide whether to intervene or potentially join the cult for their own gain.
D4=3:A bard narrates the tale of a renowned thief and her escapades.
D4=4:A bard shares legends from his homeland.
d100 = 35
D4=1: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.
D4=2: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.
D4=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?
D4=4:A young couple shares a quiet drink in a corner, lost in whispered conversation.
d100 = 36
D4=1:A barmaid sings an old sea shanty, and soon the entire tavern joins in.
D4=2:A group of men are arguing about whether or not dragons exist. They all seem quite drunk, so they are likely to either leave or get into a fist fight.
D4=3: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.
D4=4:A satyr enters the tavern, carrying a flute and looking for someone to challenge him in a music competition. The prize? A magical bag of enchanted berries.
d100 = 37
D4=1:A gnome runs in screaming about being chased by a swarm of bees. Moments later, a druid enters, trying to control the bees. The gnome turns out to be a wanted thief and the druid is a bounty hunter. The players must decide who to side with.
D4=2: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.
D4=3: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.
D4=4:A bard creates an impromptu song about what he sees in the tavern.
d100 = 38
D4=1:A dragonborn walks in and looks around the room with a confused expression. He then loudly declares that he is lost and asks for directions.
D4=2:An elven woman, clutching a mysterious artifact, rushes into the tavern and pleads for someone to help her keep it safe. Moments later, armed thugs crash through the door.
D4=3: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.
D4=4: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.
d100 = 39
D4=1:A mysterious illness breaks out in the tavern, causing those affected to act out of character and revealing their deepest desires and secrets. The players must find a cure and deal with the consequences of the truths revealed.
D4=2:A bard plays quietly in the background, setting the mood.
D4=3: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?
D4=4:A man is sitting in the corner, muttering to himself. He keeps saying that everyone he meets is a murderer.
d100 = 40
D4=1:A minstrel expertly plays a harp in the corner, bringing soothing music to the room.
D4=2: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.
D4=3:The players’ old nemesis, a cunning thief, swipes a rare artifact off a trader just as the party spots them, leading to a tense chase around the tavern.
D4=4: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 = 41
D4=1: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.
D4=2:Someone's enchanted quill writes notes on a floating piece of parchment.
D4=3: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.
D4=4:A bard tells tales of haunted places he’s visited.
d100 = 42
D4=1:Barmaid talks to the party about the problems in the city. We don't want to leave, but it's been hard lately and we're not sure we want to stay. Maybe we'll go south, but leaving is so hard to do.
D4=2: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?
D4=3: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.
D4=4: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.
d100 = 43
D4=1:A mysterious stranger in a dark hood sits alone at a table, a deck of tarot cards spread out in front of them. They offer to do a reading for anyone who dares to sit with them.
D4=2:A wizard approaches the party and offers them a magical map that leads to a secret treasure. However, when they follow the map, they realize it leads to a small pile of copper coins and a note that says "better luck next time".
D4=3:A bard is performing a song about a legendary hero, but the lyrics seem to be constantly changing and contradicting each other. The bard seems very amused by this and winks at you during their performance.
D4=4: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 = 44
D4=1:Suddenly, a group of pixies appear in the tavern, causing mischief and playing pranks on the patrons. They offer a challenge to anyone who can catch them, with a reward of a wish granted. Many try, but the pixies are too quick and disappear before anyone can catch them.
D4=2:A swarm of angry bees flies into the tavern, causing chaos and stinging patrons. The players must help clear them out before they cause too much damage.
D4=3:A dog scampers out of the kitchen, gripping a pouch of gold coins in its mouth. Moments later, the tavern owner notices the theft and starts accusing patrons.
D4=4:A group of people are playing a game, they are all laughing and having fun. One of the players keeps winning, but everyone seems happy about it.
d100 = 45
D4=1:A game of darts turns competitive, with growing tension.
D4=2: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.
D4=3: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.
D4=4:A bard is trying to pick up a fight with the biggest, burliest patron in the tavern. The patron just laughs it off, but the bard seems determined to prove their worth in a brawl.
d100 = 46
D4=1: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?
D4=2: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.
D4=3:A bard spars with a local tale-spinner in storytelling.
D4=4:A man is sitting in a dark corner of the tavern, drinking wine by himself. He is wearing black robes and has an evil look in his eyes. He will strike up a conversation with the players and subtly hint that he is a cultist of some evil god or another.
d100 = 47
D4=1:A wildly inaccurate map of the region hangs on the wall; patrons debate its validity.
D4=2:A group of drunken dwarves challenge the party to a game of arm wrestling. The winner gets a gold piece from each of the losing dwarves. But be careful, these dwarves have a knack for cheating!
D4=3: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.
D4=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.
d100 = 48
D4=1:The tavern keeper's daughter is having her coming of age party and is looking for a brave adventurer to act as her escort. However, it turns out that the daughter is a skilled fighter herself and just wanted an excuse to test her skills against a worthy opponent.
D4=2:A group of rowdy dwarves burst into the tavern, singing and cheering loudly. They grab some of the patrons and pull them into a lively jig, filling the tavern with energy and laughter. One dwarf notices you and extends a hand, inviting you to join in on the fun.
D4=3:A merchant boasts of his magical trinkets, which turn out to be worthless.
D4=4:A traveling circus arrives in town and sets up a performance in the tavern. But as the show begins, it becomes apparent that the circus is more than meets the eye. Will the adventurers discover the dark secrets hidden within?
d100 = 49
D4=1:The players are approached by a man claiming to be a powerful wizard. He offers to teach them a new spell in exchange for a valuable item or service. However, it soon becomes clear that the man has no magical abilities and is just trying to scam the players.
D4=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?
D4=3:An old man is sitting alone at a table, staring into his mug of ale. If approached, he will tell a tale of his days as a famous adventurer. But as the story goes on, the details become more and more outlandish and exaggerated. Is he really a retired adventurer or just a lonely old man seeking attention?
D4=4: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.
d100 = 50
D4=1:A sailor recounts tales of monstrous sea creatures.
D4=2: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?
D4=3:A bard asks for stories from patrons to include in a song.
D4=4:A man is standing at the bar, telling anyone who will listen to him that he is going to kill the local dragon and become king himself.
d100 = 51
D4=1:A group of monks have taken a vow of silence but still want to drink at the tavern. They communicate through elaborate charades, much to the amusement of the other patrons.
D4=2:A group of adventurers who show no respect for local customs and etiquette and have caused a stir in town.
D4=3: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!
D4=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.
d100 = 52
D4=1:Two men are sitting at the table next to the adventurers. They are talking about the poor quality of work of wizards and bards. They claim that magic does not exist and that it is all just smoke and mirrors. They draw daggers and try to kill the adventurers for talking about it in front of them.
D4=2:The players are approached by a man claiming to be a powerful wizard. He offers to teach them a new spell in exchange for a valuable item or service. However, it soon becomes clear that the man has no magical abilities and is just trying to scam the players.
D4=3: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.
D4=4: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?
d100 = 53
D4=1:A woman is selling flowers. She's trying to make a living.
D4=2: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.
D4=3:A bard narrates the tale of a renowned thief and her escapades.
D4=4:In a heated argument, the theft of the “Hourglass of Reflection,” rumored to stop time for deep self-reflection, gets discussed. The thief states true reflection requires no external aid. Should self-insight be artifice free?
d100 = 54
D4=1: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?
D4=2:A group of drunkards are arguing about 'the halflings'.
D4=3:A group of traveling merchants enter the tavern, selling strange and exotic creatures as pets. The adventurers may be tempted to buy one of these creatures, but they quickly realize that they are not your typical domesticated animals.
D4=4:A cloaked figure urgently glances around the tavern before slipping a sealed envelope into one of the player’s pockets; moments later, guards burst in, shouting about an escaped thief.
d100 = 55
D4=1: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.
D4=2:A group of men are sitting at a table, arguing about whether or not there are evil orcs in the world.
D4=3:A man named Tom has lost his dog outside the tavern. He is offering a reward for anyone who can help him find his pet dog. He says that the dog will respond to the name 'Spot'.
D4=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.
d100 = 56
D4=1:A man is sitting in the corner, muttering to himself. He keeps saying that everyone he meets is a murderer.
D4=2: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.
D4=3:There is a group of very well-dressed nobles sitting at a table. They are all sipping wine and discussing the local politics and scandals. One of them has a beautiful woman on his arm who he is cooing sweet nothings to. She looks bored, as if she could not care less.
D4=4:A group of people are singing a song about a group of heroes who saved the town from a dragon.
d100 = 57
D4=1:A courier delivers a cryptic letter to one of the patrons.
D4=2:A novice wizard tries to light a candle with a cantrip and accidentally singes his robe.
D4=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.
D4=4:A mysterious, masked figure sits in the corner of the tavern, watching the players with interest. When approached, they reveal themselves to be a powerful sorcerer seeking a lost artifact. They offer the players a reward if they can retrieve it for them.
d100 = 58
D4=1:A man is trying to sell a magical painting of a beautiful woman.
D4=2:A group of goblins come in and start a dance battle with each other. They use their tiny daggers as props and perform impressive stunts.
D4=3:A group of adventurers are talking about the dragon they met.
D4=4: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.
d100 = 59
D4=1:A mysterious hooded figure enters the tavern and sits in the darkest corner. If the party approaches, the figure will offer them a quest to retrieve an ancient artifact, but it turns out to be a ploy for the figure to gain power and control over the town.
D4=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.
D4=3:A group of bards are singing about a famous battle between elves and humans.
D4=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.
d100 = 60
D4=1: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.
D4=2:A group of tiefling traders enter the tavern, offering a variety of goods obtained from exotic and mysterious places. However, one of the traders is secretly a member of a dangerous and secretive cult that is trying to summon a demon to the material plane. Can the party uncover the cult's plans and stop them before it's too late?
D4=3: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.
D4=4:A mysterious hooded figure beckons the players to their table.
d100 = 61
D4=1:Two pirates argue loudly over shares of treasure, slamming their tankards on the table.
D4=2: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?
D4=3: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.
D4=4: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?
d100 = 62
D4=1: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.
D4=2: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.
D4=3:The tavern's floorboards creak under the weight of a heavily armored knight who just entered.
D4=4:A smaller and much more rundown tavern next to the larger and more lively tavern, this one caters to people who cannot afford to frequent the more expensive place. The patrons in this tavern seem to be more drunk and argumentative. A thief enters the tavern and steals whatever he can from the patrons and then leaves through the back door. The patrons do not notice at first and only when they try to leave do they realize that one of their possessions is missing.
d100 = 63
D4=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.
D4=2: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.
D4=3:A group of mermaids swims up to the tavern's dock, their beautiful voices luring in sailors and patrons alike. The mermaids offer to tell fortunes to anyone who can swim out into the ocean and retrieve a pearl from their secret treasure chest. The catch? The chest is guarded by a giant sea monster.
D4=4:A group of halflings stumble into the tavern, dressed in elaborate costumes and pretending to be famous heroes. Unbeknownst to them, the real heroes they are impersonating just happen to be in the tavern as well.
d100 = 64
D4=1:A group of sailors are causing a ruckus in the tavern. If players calm them down, they may be offered a job on a pirate ship or treasure map.
D4=2:A bard mysteriously shares stories of his past life.
D4=3: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.
D4=4:A mysterious illness has swept through the town, causing everyone to fall into a deep sleep. The only cure is a rare flower found in a nearby cave, but it is guarded by a terrifying dragon. Will the players risk their lives to save the town?
d100 = 65
D4=1:A group of six women are talking about how nobody knows anything about their talents.
D4=2:A group of children are playing hide-and-seek in the tavern.
D4=3:A guardsman scans the room for troublemakers.
D4=4: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?
d100 = 66
D4=1:A group of bards are sitting at a table, telling stories about the fall of Nuln.
D4=2: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.
D4=3:A group of town guard soldiers enters the tavern, looking for a notorious bandit that has been terrorizing the area. They ask for anyone with information to come forward.
D4=4:People looking for adventurers to entertain them
d100 = 67
D4=1: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.
D4=2:A half-elf wearing a top hat and monocle enters and starts performing card tricks for the patrons. Some are amazed while others accuse him of being a cheat.
D4=3:A bard serenades a beloved barmaid.
D4=4:A man is trying to sell a magical painting of a beautiful woman.
d100 = 68
D4=1:A bard tells a story of a hero’s downfall.
D4=2:You spot a well-dressed nobleman sitting alone at a table, staring into his cup of wine. He looks lost in thought and doesn't acknowledge anyone who passes by. As you get closer, you notice his piercing blue eyes and sharp features. You wonder what has him so preoccupied.
D4=3: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.
D4=4:A dragonborn attempts to blow smoke rings, accidentally igniting the edge of his cloak.
d100 = 69
D4=1:A cleric blesses the tavern’s ale, improving its taste miraculously.
D4=2: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.
D4=3:A group of men are sitting around a table. They are playing a game of cards and betting on the outcome. One of the men is cheating.
D4=4: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?
d100 = 70
D4=1: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.
D4=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?
D4=3: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.
D4=4: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.
d100 = 71
D4=1:A bard performs a new song he's just written.
D4=2:A group of drunken adventurers challenges the party to a drinking contest, boasting that they can drink anyone under the table. However, their drinks are heavily watered down and the party easily wins, causing the adventurers to embarrassingly stumble out of the tavern.
D4=3: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.
D4=4:Two elderly dwarves argue about the best method for brewing ale, drawing amused onlookers.
d100 = 72
D4=1: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.
D4=2:A large, hairy man named Grub is sitting at the bar. He seems to be very hungry. He says that he is looking for work, but no one is hiring giant, hungry men who look like they could eat someone in one bite.
D4=3:A bard plays soothing melodies that calm the patrons.
D4=4:The innkeeper’s dog leads a successful hunt for a mischievous ferret that’s been stealing food.
d100 = 73
D4=1:A group of men are attempting to sell a painting out from behind the bar. They attempt to be quiet about their work, thinking that their scam will go unnoticed. They fail to notice that one of the patrons has alerted a guard to watch their activities. They have cast a Charm spell to sell the painting. The guard comes around, takes a quick look at the painting, gets angry because he realizes that it is in fact, a child's drawing of a stick figure holding a sword.
D4=2:A moneylender looks over his books, confirming debts and loans.
D4=3: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.
D4=4:A bard begins an impromptu song about new arrivals.
d100 = 74
D4=1:A table of adventurers argue loudly over a map and potential treasure.
D4=2:A brawl breaks out between two rival adventuring parties.
D4=3: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.
D4=4:A heated debate breaks out in the tavern about the existence of dragons. The players are caught in the middle and must either pick a side or try to diffuse the situation before it turns violent.
d100 = 75
D4=1:A man is selling jewelry. He says they are magic, but they are not actually magic at all.
D4=2: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.
D4=3:A group of elderly ladies are sitting around a table. They are playing a game of cards and betting on the outcome.
D4=4:The tavern keeper's daughter is having her coming of age party and is looking for a brave adventurer to act as her escort. However, it turns out that the daughter is a skilled fighter herself and just wanted an excuse to test her skills against a worthy opponent.
d100 = 76
D4=1: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.
D4=2:A tabaxi storyteller spins an enthralling tale about ancient heroes and distant lands.
D4=3:The bartender has a pet mimic that he uses to play pranks on the customers. However, one night the mimic escapes and starts transforming into various objects around the tavern, causing chaos and confusion.
D4=4:Four thieves, two men and two women, came to the tavern to discuss their plan. Two of them will leave to go make preparations.
d100 = 77
D4=1:A fortune teller sets up shop in a corner, offering to read palms for a few coppers.
D4=2:"Hey you! Over here! There's something I want to tell you!" A drunk man is screaming at you from a table in the corner. "You're a bald bastard aren't you? Word is you've got a huge axe, too! It's true, isn't it?! We both know it is! Too bad you don't have it here with you now! You stole it from someone and now you can't use it! I'll bet it's in a little hole under your floorboards, isn't it? That's where someone who steals from other people's homes puts it, right?! Too bad it's not here with you, though! I challenge you to fight me! I challenge you, baldy! Here! I don't want to wait for you to come to me! I'll meet you out back! You better be there, or I'll take this place apart stone by stone!" He tries to walk away, but finds that he can't walk straight. You hear him stumble down the stairs. You thought fighting in bars was bad, but it looks like you're going to have to do something about this drunkard if you want to stay here tonight.
D4=3:A group of traveling merchants enter the tavern, selling strange and exotic creatures as pets. The adventurers may be tempted to buy one of these creatures, but they quickly realize that they are not your typical domesticated animals.
D4=4: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 = 78
D4=1: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?
D4=2:A group of cloaked figures enters, appearing to be monks, but their intentions become clear when they corner a wealthy-looking dwarf carrying a mysterious chest.
D4=3: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.
D4=4: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.
d100 = 79
D4=1:People are complaining to the local watch captain about missing relatives and friends who were last seen in the company of these ruffians.
D4=2:Two minstrels argue over who gets to play next, their instruments nearly coming to blows.
D4=3:A group of drunken adventurers challenges the party to a drinking contest, boasting that they can drink anyone under the table. However, their drinks are heavily watered down and the party easily wins, causing the adventurers to embarrassingly stumble out of the tavern.
D4=4: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.
d100 = 80
D4=1:The party meets a talking cat in the tavern who claims to be a powerful witch in disguise. She offers to teach the party a few spells if they can complete a task for her: retrieve a rare herb from a nearby enchanted forest.
D4=2:A bard spins tales of ancient gods and their deeds.
D4=3: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?
D4=4:A traveling circus arrives in town and sets up a performance in the tavern. But as the show begins, it becomes apparent that the circus is more than meets the eye. Will the adventurers discover the dark secrets hidden within?
d100 = 81
D4=1:The tavern owner's cat has gone missing and he offers a reward to anyone who can find it. The catch? The cat has the ability to turn invisible and has been playing pranks on the patrons all night.
D4=2: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?
D4=3:A wealthy noble is staying at the tavern and is looking for bodyguards for his journey to a nearby city. The journey takes them through dangerous terrain and they may encounter bandits or monsters along the way.
D4=4:A traveling circus comes to town and performs in the tavern, showcasing their acrobats, magic acts, and trained animals. However, it is soon revealed that the performers are all scammers and their acts are just illusion spells and trained animals disguised with magic.
d100 = 82
D4=1: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?
D4=2:A gang of young adventurers discuss their next quest, maps and notes spread across their table.
D4=3:A group of dwarves are having a drinking competition. They challenge the players to join in. The winner gets a free round of ale on the house.
D4=4:A mysterious illness breaks out in the tavern, causing those affected to act out of character and revealing their deepest desires and secrets. The players must find a cure and deal with the consequences of the truths revealed.
d100 = 83
D4=1: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.
D4=2:A strange-looking bird lands on the table, and the players have to throw it out.
D4=3:A dwarf sets up an arm-wrestling competition, taking on all challengers.
D4=4: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 = 84
D4=1:Three guards are sitting at a table in the corner, quietly drinking wine and talking about their day - which mostly involved reprimanding local children for misbehaving. One of them says he saw a strange man in black armor walking through town earlier that day - but no one else seems to believe him...
D4=2:A group of men are sitting at a table, arguing about whether or not there are good demons in the world.
D4=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.
D4=4: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.
d100 = 85
D4=1: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.
D4=2: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.
D4=3:A burly dwarven miner stumbles into the tavern, bragging loudly about a recent gold strike. Minutes later, he’s drugged and his pouch is snatched by pint-sized thieves.
D4=4:You see two dwarves chugging ale and arm wrestling in the corner. The winner gets to determine the evening's entertainment.
d100 = 86
D4=1:A group of drunkards are arguing about 'the elves'.
D4=2: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.
D4=3:A group of cultists enter the tavern, performing a ritual and trying to recruit new members. The players must decide whether to intervene or potentially join the cult for their own gain.
D4=4:A waitress drops a tray of mugs, spilling ale everywhere.
d100 = 87
D4=1: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?
D4=2:The tavern is hosting a costume party. If players participate, they may win a prize or find a valuable item hidden in the decorations.
D4=3:Players hear tales of a stolen relic, the "Coin of Judgment," which weighs the hearts of those who hold it. The thief asserts it’s time to judge all who wield power. Players must decide whether judgment should be facilitated or organic.
D4=4:A group of mercenaries enter and loudly discuss their latest mission, unknowingly giving away important information to potential enemies.
d100 = 88
D4=1: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.
D4=2:A man wearing a cloak and hood sits alone at a table, constantly fidgeting and looking around nervously. When you approach him, he reveals that he is on a secret mission from the king to retrieve a powerful artifact from a nearby dungeon. He offers to pay you handsomely if you join him and help him succeed.
D4=3:A group of dwarves, deep in their cups, challenge the party to a drinking competition. The dwarves are known for their strong tolerance, but they may have met their match with this group.
D4=4: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.
d100 = 89
D4=1:A fierce thunderstorm hits the town, causing the tavern's roof to collapse. The players must find a way to save the tavern and its patrons.
D4=2:The tavern is suddenly surrounded by a thick fog. The patrons panic and the party must find a way to dispel the fog and uncover the source of it. They may find a group of hags who are causing the fog to lure unsuspecting victims to their lair.
D4=3: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.
D4=4:A wizard's experiment goes wrong, causing a small explosion in the tavern. The resulting chaos is quickly contained, but there are now small animal-like constructs roaming around the tavern.
d100 = 90
D4=1:A halfling juggler entertains with amazing dexterity.
D4=2:Two men are talking about how they're going to beat up a third man.
D4=3: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.
D4=4:A man is looking for his lost dog. He's drunk.
d100 = 91
D4=1:Whispers in the tavern suggest the theft of an ancient scroll detailing a spell for teleportation to the "True World." The players find that the thief sees the current world as a prison. Should the stolen knowledge be returned or allowed to change hands to seek freedom?
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 92
D4=1:A satyr enters the tavern, carrying a flute and looking for someone to challenge him in a music competition. The prize? A magical bag of enchanted berries.
D4=2:A group of children are playing games outside the tavern. They are laughing and having fun.
D4=3:A bard shares legends from his homeland.
D4=4:People looking for adventurers to defeat some monster
d100 = 93
D4=1:A carpenter inspects the tavern's wooden beams and remarks about needing repairs.
D4=2:A man is sitting in a dark corner of the tavern, drinking wine by himself. He is wearing black robes and has an evil look in his eyes. He will strike up a conversation with the players and subtly hint that he is a cultist of some evil god or another.
D4=3:The common room is empty except for two men asleep in separate corners. A table is laid out with pieces for chess game.
D4=4:A group of rowdy teenagers walk into the tavern, causing chaos and destruction. But they turn out to be the children of a powerful sorcerer, who demands compensation for their behavior.
d100 = 94
D4=1:A group of three men are sitting around a table in the tavern. They are playing a game of darts.
D4=2:A farmhand and a blacksmith engage in an arm-wrestling match, betting a few silver coins.
D4=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.
D4=4: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.
d100 = 95
D4=1: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.
D4=2:A burly dwarven miner stumbles into the tavern, bragging loudly about a recent gold strike. Minutes later, he’s drugged and his pouch is snatched by pint-sized thieves.
D4=3:A traveling circus comes to town, offering entertainment and performances for the locals. But rumors spread that the performers may not be human and the circus may have dark secrets hidden within.
D4=4:A young couple dances to the rhythm of a lively fiddle tune.
d100 = 96
D4=1: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.
D4=2: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.
D4=3:A group of jugglers are performing. One of the jugglers has a pet monkey.
D4=4:In the midst of the chaos and noise in the tavern, a mysterious figure slips a note into one of the player's hands. The note leads them on a secret mission to uncover a conspiracy within the town's government. The players must gather evidence and make important decisions that could change the course of the town's future.
d100 = 97
D4=1: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.
D4=2: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.
D4=3:A tipsy dwarf drops his mug and begins a loud, off-key rendition of a traditional mining song.
D4=4:Local knights gathered here to tell stories of the horrors they have faced and survived.
d100 = 98
D4=1:A group of gnomes discuss the latest advancements in clockwork technology.
D4=2: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?
D4=3:The bard is missing and it's up to the players to find him before tonight's performance. But they soon discover he has been kidnapped by a rival bard who wants to ruin his show.
D4=4:A group of goblins come in and start a dance battle with each other. They use their tiny daggers as props and perform impressive stunts.
d100 = 99
D4=1:A group of bards have a music-off, each trying to out-perform the others with their unique styles and instruments. The crowd votes for the winner, who receives a prize from the tavern owner.
D4=2:A group of people are drinking and arguing about the events of the day. They are unsure if it was a dream or not.
D4=3:People looking for adventurers to escort them home
D4=4: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.
d100 = 100
D4=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.
D4=2:A group of adventurers are talking about the dragon they met.
D4=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.
D4=4:The bartender’s son excitedly shows the players a shiny object he found—a stolen heirloom from the local lord’s castle—making everyone who sees it an unintentional accessory to theft.
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