A complete D&D 5e random encounter table for tavern scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a tavern, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Tavern encounter table
d100 = 1
D6=1: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.
D6=2:A bard performs a funny song that has everyone laughing.
D6=3: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?
D6=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.
D6=5:The bard sings a song about a boy who overcomes many challenges on his way to becoming a great hero. It is very inspiring.
D6=6:A pair of rival brewers have set up stands in the tavern, trying to convince customers that their ale is the best. The two continuously try to one-up each other with special ingredients and brewing techniques. The winner will be determined by a blind taste test at the end of the night.
d100 = 2
D6=1:A young thief tries to pickpocket an obviously wealthy merchant but is easily caught and scolded.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:There is a punchbowl full of mead sitting in the middle of the table. Sometimes there is a small child giving people wet willies with his finger.
D6=6:A bard shares legends of old heroes.
d100 = 3
D6=1:A group of farmers are drinking at the bar, loudly discussing their recent crop failures. One of them blames it on a curse from a nearby witch - is there any truth to their claims?
D6=2: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.
D6=3:You hear a loud commotion coming from the kitchen. When you investigate, you find the cook frantically trying to catch a live chicken that escaped from the coop. He offers a reward for anyone who can catch it and bring it back unharmed, as it is the only chicken he has left for the night's meals.
D6=4:A bard offers autographs in exchange for drinks.
D6=5: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.
D6=6:A mysterious hooded figure quietly enters and takes a seat at the bar. They order a glass of water and pay with a rare coin that causes the bartender to do a double-take.
d100 = 4
D6=1:People looking for adventurers to rescue their loved ones
D6=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.
D6=3:A bard begins to play a decades-old favorite, bringing nostalgia.
D6=4:A strange creature with tentacles for hair sits quietly in the corner, sipping on a drink. As you approach, you realize it's an old acquaintance from a previous adventure who has been cursed with this bizarre appearance.
D6=5:The players see a group of halfling thieves arguing over the division of their stolen goods. One of them even tries to sell some of the goods to the players.
D6=6: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.
d100 = 5
D6=1: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?
D6=2: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.
D6=3:A drunken wizard stumbles into the tavern, accidentally casting a spell that turns a patron into a chicken. The party must help track down the wizard and get the spell reversed before the victim is stuck as a chicken forever.
D6=4:A retired adventurer shares relics from his travels with the curious onlookers.
D6=5:A man who is looking for information on the local lord. He will gossip about the lord's doings and scandals.
D6=6:A large, burly man sits alone at a table, surrounded by empty plates and mugs. He loudly proclaims that he can eat and drink anyone under the table. Do you take him up on his challenge?
d100 = 6
D6=1:A troupe of traveling performers puts on a magical show in the tavern, using illusions and special effects to make it seem like they can fly and do other incredible feats. However, when one of their spells suddenly goes wrong, the performers are revealed to be a group of clumsy and inexperienced sorcerers.
D6=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.
D6=3:The chef bursts out of the kitchen, dagger in hand, chasing a rat that’s dragging away a gem-studded goblet. He insists the rat-king’s court is stealing from the tavern.
D6=4:A small child sneaks into the tavern, looking for a parent who’s overstayed their welcome.
D6=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.
D6=6:You see two dwarves chugging ale and arm wrestling in the corner. The winner gets to determine the evening's entertainment.
d100 = 7
D6=1:Two men, who look like they've had a few too many to drink, are arguing about a fight that happened earlier.
D6=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.
D6=3: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.
D6=4:A bard performs a funny song that has everyone laughing.
D6=5:People looking for adventurers to bring them to some location
D6=6: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 = 8
D6=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.
D6=2: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?
D6=3:A group of drunkards are arguing about 'the halflings'.
D6=4:A stray cat sneaks in, darting from table to table to snatch food.
D6=5:There is a punchbowl full of mead sitting in the middle of the table. Sometimes there is a small child giving people wet willies with his finger.
D6=6: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?
d100 = 9
D6=1: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.
D6=2:A group of druids enters the tavern, bringing in a variety of plants and animals. They are hosting a workshop on herbal remedies and are offering free samples to those who stay and listen.
D6=3:A table of adventurers argue loudly over a map and potential treasure.
D6=4:An old crone approaches the party and offers them a fortune-telling reading for a small fee. Her predictions are eerily accurate and she reveals secrets about the party members that only they could know. However, she also predicts a great danger coming their way and offers to sell them a powerful magical amulet for a high price that will protect them from the danger. But the amulet may not work as promised.
D6=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.
D6=6:A group of 1d10 men are standing around a table in the tavern, arguing about whether or not there is life after death!
d100 = 10
D6=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?
D6=2:A group of three men are laughing and drinking. One of them is telling a joke.
D6=3:A bard's lute string snaps mid-song, and they improvise with a humorous tale instead.
D6=4:A man is standing in the street shouting about monsters in his cellar. He will not tell anyone what type of monster it is or how many there are or anything else about them unless someone volunteers to help him deal with them.
D6=5:A group of four 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!
D6=6:A bard takes requests from the patrons.
d100 = 11
D6=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.
D6=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.
D6=3:A shady figure approaches the party and offers to sell them a map to a hidden treasure. However, when they reach the location on the map, they find out that it is a trap set up by the townspeople to catch thieves.
D6=4:A strange-looking man enters the tavern. He asks if anyone has seen a rat with a yellow coat and a red hat.
D6=5:A man wearing a bright yellow coat enters, and asks if anyone has seen a rat with an orange coat and a red hat.
D6=6:A strange-looking bird lands on the table, and the players have to throw it out.
d100 = 12
D6=1: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.
D6=2:A bard waxes poetic about the changing seasons.
D6=3:A group of men are betting on when a rat in a cage will die.
D6=4:A group of men and women are sitting at a table, playing cards. They are drinking. They are having a good time.
D6=5: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.
D6=6:A bard performs a funny song that has everyone laughing.
d100 = 13
D6=1:A group of people are talking about how they're going to leave the town.
D6=2: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.
D6=3: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.
D6=4:A scribe taking notes mutters about ridiculous stories being shared.
D6=5: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.
D6=6: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 = 14
D6=1:A bard offers to perform a personal serenade at each table.
D6=2:A mysterious fortune teller approaches the players, claiming to have seen their future and offers to share their fortunes for a small price. However, the fortunes turn out to be completely false and lead the players on a wild goose chase.
D6=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.
D6=4:A dwarf challenges people to a drinking contest, boasting of his unsurpassed tolerance for ale.
D6=5:A well-dressed bard practices a new song in the corner, struggling to hit the high notes.
D6=6:A jester performs to entertain the patrons.
d100 = 15
D6=1: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.
D6=2:A bard shares myths from different cultures.
D6=3:A group of druids enter the tavern, carrying an injured and frightened animal. They beg the players to help them heal the creature, claiming it is a sacred animal crucial to their rituals. However, it soon becomes clear that the druids are actually trying to use the animal in a dangerous ritual.
D6=4: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.
D6=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.
D6=6: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 = 16
D6=1:A famous bard is performing at the tavern, drawing a large crowd. If players approach him, he may offer to teach them a new song or tell them a secret about a nearby dungeon.
D6=2: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.
D6=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.
D6=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.
D6=5: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.
D6=6:The theft of the “Amulet of Solitude,” allowing time for needed seclusion without societal pressure, deeply affects its former owner, a monk. The thief advocates against escapism. When does solitude turn into avoidance?
d100 = 17
D6=1: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.
D6=2:A dwarf is trying to sell a "dragon's egg," claiming it will hatch into a powerful pet. The egg is clearly just a painted rock.
D6=3:A group of gnomes are causing chaos and mischief in the tavern, using their illusion magic to play pranks on the patrons. The owner offers a reward to anyone who can catch and stop the gnomes.
D6=4:As the party sits down to their meal, they overhear a couple having a heated argument. It turns out the woman is a powerful sorceress and the man is her assistant, but he's tired of always being in her shadow. The argument soon turns into a full-blown magical duel.
D6=5:A melancholic bard sings about the theft of his enchanted lute, an instrument that plays the music of the soul. Without it, he believes he's losing touch with his essence. He seeks daring adventurers to find what was stolen, promising not gold, but a glimpse into their true selves as payment.
D6=6: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.
d100 = 18
D6=1:A brooding pirate captain gripes about his stolen compass, which points towards one's true calling rather than magnetic north. He asks the players to reclaim it, sharing that in the wrong hands, it could lead people astray. But should destiny ever be so easily manipulated?
D6=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.
D6=3: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?
D6=4: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.
D6=5:A group of 2d6+2 old women are discussing which man they like best.
D6=6:The somber tale of the stolen "Chain of Memories," which binds user memories to object permanence, weighs heavily. The thief implies true memory transcends physical bounds. Are memories better preserved in objects or minds?
d100 = 19
D6=1:A retired adventurer shares relics from his travels with the curious onlookers.
D6=2: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.
D6=3: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.
D6=4:A group of feuding families come into the tavern, both claiming to have the best cooks in the land. They demand the patrons try their signature dishes and vote on the winner. However, both meals turn out to be bland and unappetizing.
D6=5:Two pirates argue loudly over shares of treasure, slamming their tankards on the table.
D6=6:A jaded skeptic recounts the theft of a "Stone of Prophets," which speaks of potential destinies. The thief questions the ethics of knowing one's future. Should destiny be foretold or discovered?
d100 = 20
D6=1:A wizard awkwardly tries to impress with minor illusions.
D6=2:A group of goblins stumble into the tavern, drunk and boasting about defeating a monstrous creature. They challenge the players to a drinking contest to prove their strength.
D6=3:You notice several groups of warriors sitting around tables or down in cozy nooks in the taproom and it seems they're looking for adventure.
D6=4:Two dwarves start arm-wrestling, and a crowd gathers to place bets.
D6=5: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.
D6=6: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.
d100 = 21
D6=1:A large group of dwarves are drinking in the hallways and looking for an intimate encounter.
D6=2:A group of men are gambling. One of them is cheating. If players approach and accuse him of cheating, he will attack.
D6=3: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.
D6=4:You sense a strange and powerful magic coming from the corner of the tavern, and when you investigate, you find a young sorcerer practicing his spells. However, his control is a bit off and he accidentally sets the curtains on fire.
D6=5:Two pirates argue loudly over shares of treasure, slamming their tankards on the table.
D6=6:A man walks into the tavern and asks for directions to the nearby city. He says he's looking for a good place to buy some chain mail.
d100 = 22
D6=1: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.
D6=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.
D6=3: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.
D6=4:A young boy is wandering through the tavern, selling various items he's found on his travels. He proudly shows off a shiny sword hilt and a worn leather map, claiming they are both from a famous adventurer. When someone calls him out on his lie, he runs off in embarrassment, leaving behind a trail of laughter.
D6=5: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.
D6=6:A farmhand and a blacksmith engage in an arm-wrestling match, betting a few silver coins.
d100 = 23
D6=1:A man tells stories of a wizard's tower he once visited. It had magical books, magical weapons and armor, magical food, and everything else one could ever want.
D6=2:People looking for adventurers to bring them to some location
D6=3:A white-haired, old man sits at a table, surrounded by animals. He claims to be a powerful druid and offers to bless one of the adventurers with an animal companion of their choice. But his methods may be unconventional and involve a lot of barking, chirping, and meowing.
D6=4:A group of men are singing songs of the great deeds they did in their youth.
D6=5:A group of drunken dwarves challenge each other to a drinking contest, boasting about their tolerance for alcohol and making outrageous bets.
D6=6:A woodcarver offers to sell small trinkets and toys, most of which are beautifully made.
d100 = 24
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A group of guards are talking about how they saw a giant rat, but they don't think anyone will believe them.
D6=5: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.
D6=6: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.
d100 = 25
D6=1:A group of angry villagers barge into the tavern, demanding the players help them deal with a mad druid who has turned their crops into talking vegetables. The druid claims it is a protest against farming practices.
D6=2:The tavern's cook runs out of ingredients and enlists the help of the adventurers to go gather some rare herbs from a nearby cave. But the cave is home to dangerous creatures that protect the herbs. Will the adventurers make it out alive?
D6=3: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...
D6=4:A bard starts an impromptu sing-along, encouraging all in the tavern to join.
D6=5:A bard serenades a beloved barmaid.
D6=6:A table of women with glowing eyes. They look beautiful but they have glowing eyes.
d100 = 26
D6=1: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.
D6=2:A rat scurries across the floor, causing a brief moment of panic among the patrons.
D6=3:A group of children are playing games outside the tavern. They are laughing and having fun.
D6=4: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.
D6=5:A thief stealthily picks the pockets of unsuspecting patrons.
D6=6:A group of halflings are performing a lively song and dance routine on top of the bar. They encourage patrons to join in and dance along with them.
d100 = 27
D6=1:A thief stealthily picks the pockets of unsuspecting patrons.
D6=2:Hrothgar the blacksmith ia a man who is working on a new design of sword with the help of one of his patrons.
D6=3: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.
D6=4:A local thief overhears a player discussing a valuable item and offers their “services” to retrieve it, leading to increased suspicions among the patrons.
D6=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.
D6=6:A man who is looking for information on the local lord. He will gossip about the lord's doings and scandals.
d100 = 28
D6=1:A man is sitting at the bar drinking heavily and crying into his drink because he just got dumped by his girlfriend after they had been dating for over a year. He's so drunk that he doesn't even notice the party walking up to him to talk to him.
D6=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.
D6=3: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.
D6=4:A mischievous fairy invisible to most dances around, lifting valuables from inattentive patrons and creating tension and distrust as accusations of theft fly.
D6=5: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.
D6=6: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.
d100 = 29
D6=1:There is a group of men gathered here, talking about their latest adventure. They were hired to escort a shipment of gold. The shipment was stolen by a group of orcs. The orcs were captured, and the party was paid for their services.
D6=2:A burly dwarf is challenging anyone who will listen to a drinking competition. He boasts that he has never lost and challenges the strongest-looking patron to a round.
D6=3:A local farmer boasts about his prize-winning pumpkin.
D6=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.
D6=5: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.
D6=6:A nobleman walks in, followed by a group of servants carrying a large table and chairs. He announces that he is holding auditions to find the best gourmet chef in the land, and the winner will get a prestigious position in his castle. The patrons quickly rush to the kitchen to whip up their best dishes.
d100 = 30
D6=1:A wealthy noble is visiting the tavern, bragging about his fortune and possessions. But his valuable ring goes missing, and he suspects the players are responsible.
D6=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?
D6=3:A merchant offers exotic spices for sale.
D6=4: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.
D6=5: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.
D6=6:A bard performs an energetic dance number, encouraging others to join in.
d100 = 31
D6=1: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.
D6=2:A man who has clearly had too much to drink is singing a song about the fall of Conquatria, the invasion of the goblinoid horde and the destruction of his village. He wants revenge on the goblinoids. He is looking for someone to join him in his search for a goblinoid village to destroy. But he has no weapons and he can hardly walk in a straight line.
D6=3: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.
D6=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?
D6=5:A merchant boasts of his magical trinkets, which turn out to be worthless.
D6=6:A gnome tinkerer shows off a mechanical bird invention that unfortunately malfunctions.
d100 = 32
D6=1: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.
D6=2:The bartender recounts a local legend to some intrigued newcomers, adding more drama with each retelling.
D6=3:Two brothers argue about who works harder on the family farm, nearly coming to blows.
D6=4: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.
D6=5:The barkeep is selling a book called 'The Travels of Marcious Polious'. It is a travelogue about the bard's adventures in the East.
D6=6:A tavern cat curls up in a cozy corner, purring loudly.
d100 = 33
D6=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.
D6=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.
D6=3:A group of adventurers are talking about their loot.
D6=4: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.
D6=5: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.
D6=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?
d100 = 34
D6=1:A ranger inspects the fletching on his arrows, giving tips to young hunters.
D6=2:A tiefling warlock is performing a dark ritual in the corner of the tavern, surrounded by a group of terrified onlookers. He offers to share his knowledge and teach a forbidden spell to anyone who is brave enough to try it.
D6=3:A bard’s lute string breaks mid-performance, causing a moment of awkward silence.
D6=4: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.
D6=5:A crowd of about a dozen men are sparring in the common room with wooden training swords. The group is chanting "one two three!" and counting off the hits.
D6=6: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 = 35
D6=1:Two men are talking about the latest gossip in town. They mention that there have been several reports of people being attacked in their sleep by a large black dog.
D6=2:A seller enters the tavern, offering rare and powerful magical items for sale. But are they truly as powerful as they claim? And what will it cost the adventurers to obtain them?
D6=3:A juggler tries to entertain the crowd, dropping one of his flaming torches and quickly stomping it out.
D6=4:Two men - one is a Paladin, and the other is a Monk - are at one of the tables, arguing about the use of the sword versus the staff.
D6=5: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.
D6=6: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.
d100 = 36
D6=1: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.
D6=2:A group of farmers come in complaining about a monster that has been attacking their crops. If players agree to help, they will discover that the monster is actually just a large rabbit.
D6=3:A nobleman challenges anyone to a game of chess, confident in his abilities.
D6=4:A bard challenges the players to a poetry contest.
D6=5:A dwarf is trying to sell a "dragon's egg," claiming it will hatch into a powerful pet. The egg is clearly just a painted rock.
D6=6: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.
d100 = 37
D6=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.
D6=2:A cook complains loudly about spoiled ingredients.
D6=3:A group of people are talking about how they're going to leave the town.
D6=4:A group of vampires enters the tavern, disguising themselves to appear human. They are on a mission to find a specific artifact that will give them ultimate power. Will the adventurers aid them or try to stop them?
D6=5: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.
D6=6: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!
d100 = 38
D6=1: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.
D6=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.
D6=3:The theft of a shared dreamcatcher, capable of trapping collective nightmares, brings tavern patrons to debate. The thief wishes to return nightmares, arguing they foster resilience. Are nightmares parts of growth or mere suffering?
D6=4:A fortune teller sets up shop in the corner of the tavern, offering to read the players' fortunes for a small fee. But as they sit down, they realize that the fortune teller's predictions are coming true before their very eyes.
D6=5: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.
D6=6: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.
d100 = 39
D6=1: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.
D6=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.
D6=3:A man is looking for his lost dog. He's drunk.
D6=4:A group of goths are sitting at a table, having a party. They are all wearing black clothes, and they all have black hair. They look like they just walked out of a Bavarian castle.
D6=5:A man who is searching for information on a lost tomb. He will pay well for anything related to the tomb's location.
D6=6: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.
d100 = 40
D6=1:A group of men are sitting at a table, playing cards. One of them has an owl on his shoulder.
D6=2: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.
D6=3:The party is approached by a wealthy noble who is seeking skilled adventurers to retrieve a stolen family heirloom from a nearby dungeon. He offers a large reward and promises to clear any legal troubles the party may face while attempting to retrieve the item.
D6=4: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?
D6=5:A traveling circus comes to town and sets up outside of the tavern. They offer a free show for the patrons, showcasing some incredible and dangerous acts. But as the show goes on, some of the acts seem a little too real and the adventurers may find themselves in danger.
D6=6:Local knights gathered here to tell stories of the horrors they have faced and survived.
d100 = 41
D6=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.
D6=2:A group of adventurers are sitting around a table, talking about their latest adventure.A dwarf, an elf, and a halfling talk about their latest adventure. They were hired to escort a shipment of gold. The shipment was stolen by a group of orcs. The orcs were captured, and the party was paid for their services.
D6=3: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.
D6=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.
D6=5:A tiefling bard performs a heart-wrenching song about lost love. As she sings, the candles in the tavern flicker and the patrons feel an overwhelming sense of sadness. But when the song ends, they are left feeling inspired and motivated.
D6=6: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.
d100 = 42
D6=1:A half-elf rogue silently picks the lock of the tavern's donation box in a forgotten corner.
D6=2: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.
D6=3: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.
D6=4:A half-orc recites poetry about love, stunning the onlookers with his heartfelt verses.
D6=5:The tavern keeper is arguing with the local watch captain. However, the tavern keeper does not have his guard on the tavern. The policeman is threatening to have him arrested for inciting a riot. The tavern keeper is blaming the incident on several drunken patrons that left his tavern, some time ago. The customers are all sitting at their tables, looking nervously around the room, waiting for the watch captain to make a decision.
D6=6:A group of four bards are playing music at one of the tables in the tavern - they're good but not great. They're hoping to get enough money together to record an album some day...
d100 = 43
D6=1:A bard tells tales of mysterious lands.
D6=2:A bard challenges someone to a duel of wits and wordplay.
D6=3:A mischievous fairy invisible to most dances around, lifting valuables from inattentive patrons and creating tension and distrust as accusations of theft fly.
D6=4: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.
D6=5: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.
D6=6: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 = 44
D6=1:A group of drunkards are arguing about 'the dwarves'.
D6=2:The girl who was recently molested by an ogre is looking for help. She asks anyone to come with her to her father's house and defeat the beast.
D6=3: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.
D6=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.
D6=5:A bard recounts the last great battle he witnessed.
D6=6:A wizard accidentally polymorphs a chair into a larger, more comfortable chair.
d100 = 45
D6=1:A halfling serves up specially brewed cider, greatly appreciated by those who taste it.
D6=2:A group of seven dwarves walk into the tavern carrying axes and shields. They're looking for work as mercenary bodyguards/soldiers. They're also looking for any information about a place called 'Titaan' - they're eager to get back there as soon as possible. The dwarves introduce themselves as: Blackbeard, Broken Nose, Grumpy, Happy Feet, Hotheaded, Silent Sam, and Ugly John.
D6=3:A bard weaves tales about romantic adventures.
D6=4:A chicken runs through the tavern, having escaped from the kitchen.
D6=5: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.
D6=6: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.
d100 = 46
D6=1:A bard takes requests from the patrons.
D6=2: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.
D6=3: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...
D6=4: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?
D6=5: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.
D6=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.
d100 = 47
D6=1: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.
D6=2: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?
D6=3:A group of four bards are playing music at one of the tables in the tavern - they're good but not great. They're hoping to get enough money together to record an album some day...
D6=4:A group of angry villagers barge into the tavern, demanding the players help them deal with a mad druid who has turned their crops into talking vegetables. The druid claims it is a protest against farming practices.
D6=5: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.
D6=6: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.
d100 = 48
D6=1: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.
D6=2:A brooding pirate captain gripes about his stolen compass, which points towards one's true calling rather than magnetic north. He asks the players to reclaim it, sharing that in the wrong hands, it could lead people astray. But should destiny ever be so easily manipulated?
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:The tavern is suddenly raided by a group of bandits, looking for money and valuables. But it turns out they are just desperate villagers trying to feed their families, and the party must decide whether to fight or negotiate with them.
d100 = 49
D6=1:A group of bards are performing for the patrons, singing about a famous battle that happened in this very tavern years ago. They have been drunk for weeks and will continue to sing until they pass out from alcohol poisoning.
D6=2:A bard shares riddles and puzzles with the crowd.
D6=3:A group of adventurers are sitting at the bar, bragging about how they just killed a dragon. They're drinking heavily and celebrating their victory. They're also looking for more adventuring work, and are willing to hire on new members to their party right now.
D6=4:A group of heroes are sitting around a table, talking about their adventures. They are hoping to find a worthy adventure soon.
D6=5: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?
D6=6: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.
d100 = 50
D6=1:A group of dwarves are loudly arguing about the best way to cook a steak. They are all chefs and have very different opinions.
D6=2:A group of adventurers looking for information about their enemies
D6=3:The tavern cat catches a mouse and proudly displays it to disinterested patrons.
D6=4:A pair of rival brewers have set up stands in the tavern, trying to convince customers that their ale is the best. The two continuously try to one-up each other with special ingredients and brewing techniques. The winner will be determined by a blind taste test at the end of the night.
D6=5:The tankard of ale has a face on it - it looks like a man with a handlebar mustache.
D6=6:A strange-looking man with a dark complexion enters the tavern. He asks if anyone has seen his friend, Red Beard, who has gone missing.
d100 = 51
D6=1:A dragonborn attempts to blow smoke rings, accidentally igniting the edge of his cloak.
D6=2: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.
D6=3:A group of gnomes are playing a game of chance in the corner of the tavern. They invite you to play, promising great rewards, but be careful, their games are known to have unexpected consequences.
D6=4:A man named Grumloch, who is a grum (an orc-like creature) by blood, but has chosen to be a halfling instead, because he likes the way they act. He is actually very nice, and just wants to enjoy his drink in peace.
D6=5:A bard in the process of play-acting "King Lear"
D6=6: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.
d100 = 52
D6=1:A troupe of traveling performers puts on a magical show in the tavern, using illusions and special effects to make it seem like they can fly and do other incredible feats. However, when one of their spells suddenly goes wrong, the performers are revealed to be a group of clumsy and inexperienced sorcerers.
D6=2:A group of rowdy goblins bursts into the tavern, demanding free drinks. However, they soon reveal that they are actually performers hired by the local lord to entertain the townspeople.
D6=3: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?
D6=4: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.
D6=5:A group of gnomes are playing a game of chance in the corner of the tavern. They invite you to play, promising great rewards, but be careful, their games are known to have unexpected consequences.
D6=6:A woman is selling flowers. She's trying to make a living.
d100 = 53
D6=1: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?
D6=2:A thief is sitting at a table, drinking ale and moaning about how he got caught stealing from a noble and had to spend three months in jail. He is looking for someone to help him break into the noble's house and steal back all his valuables!
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A carpenter inspects the tavern's wooden beams and remarks about needing repairs.
d100 = 54
D6=1:A bard asks for stories from patrons to include in a song.
D6=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?
D6=3:You see two dwarves chugging ale and arm wrestling in the corner. The winner gets to determine the evening's entertainment.
D6=4:A man is arguing with the barkeep about their prices for drinks. He says that he left his coin purse on the counter and wants to go get it before it is stolen.
D6=5: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.
D6=6: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.
d100 = 55
D6=1:A young woman comes into the tavern looking for adventurers to help her retrieve her stolen necklace. She offers a large reward, but when the party accepts and they go to retrieve the necklace, they find out it was just a cheap trinket the woman lost.
D6=2: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?
D6=3:People are saying that these ruffians are here to take the country over, not just the city.
D6=4:A bard plays soothing melodies that calm the patrons.
D6=5:A troupe of traveling performers puts on a magical show in the tavern, using illusions and special effects to make it seem like they can fly and do other incredible feats. However, when one of their spells suddenly goes wrong, the performers are revealed to be a group of clumsy and inexperienced sorcerers.
D6=6: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 = 56
D6=1:A group of tavern guests are gathered in a corner, laughing at a halfling bard named Tipsy who is living up to his name and drunkenly singing a bawdy tune.
D6=2: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.
D6=3:A bard’s lute string breaks mid-performance, causing a moment of awkward silence.
D6=4: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.
D6=5: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.
D6=6:ROUND BAR TABLE - In this part of the bar, there are two guards seated. One is a male and the other a female. They are obviously in love, and he is showing a love poem he has recently written to her. She seem to be very appalled by the poem, but she doesn't
d100 = 57
D6=1:A tiefling named Zara offers to read the party's palms and tell their fortunes. But instead of a normal fortune telling, Zara reveals hidden secrets and past events of each member of the party. How does Zara have this information and what does she want in return for her services?
D6=2:An elderly woman knits quietly by the fire, her needles clicking rhythmically.
D6=3: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.
D6=4:A bard shares legends of old heroes.
D6=5:A group of drunken dwarves challenge each other to a drinking contest, boasting about their tolerance for alcohol and making outrageous bets.
D6=6:A shady alchemist accidentally triggers a bag of arcane explosives while showing off his "merchandise". In the ensuing chaos, a carefully orchestrated theft takes place.
d100 = 58
D6=1:A priest silently prays, drawing curious looks from other patrons.
D6=2:A group of druids enter the tavern, carrying an injured and frightened animal. They beg the players to help them heal the creature, claiming it is a sacred animal crucial to their rituals. However, it soon becomes clear that the druids are actually trying to use the animal in a dangerous ritual.
D6=3: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?
D6=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.
D6=5:A local who once journeyed far and wide shares tales of his adventures with anyone who'll listen.
D6=6: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.
d100 = 59
D6=1:A group of Tieflings walk in and order drinks. They start telling jokes that only they seem to understand, causing confusion and awkwardness for the other patrons.
D6=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.
D6=3:A bard narrates a thrilling tale of escaping a dragon’s lair.
D6=4:A table of angry men who claim that the barkeep tried to sell them bad ale a few weeks ago. They are threatening to set the barkeep on fire. They want the barkeep's money, but are willing to accept 'Smiley's' money if it's offered.
D6=5: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?
D6=6:There is a group of men gathered here, talking about their latest adventure. They were hired to escort a shipment of gold. The shipment was stolen by a group of orcs. The orcs were captured, and the party was paid for their services.
d100 = 60
D6=1:A group of adventurers looking for information about their enemies
D6=2: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.
D6=3:The bartender's cat jumps up on the counter, lazily stretching and pawing at empty mugs.
D6=4: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.
D6=5: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.
D6=6:A bard sings of epic draconic battles.
d100 = 61
D6=1: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...
D6=2: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?
D6=3: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.
D6=4:A group of bards are singing about a famous battle between elves and humans.
D6=5:Barmaid is getting bullied by the drunk guy in the corner. Plots to keep him out of here are ongoing.
D6=6: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 = 62
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:Man is talking to the barmaid about how he almost started a war. He wants to know what the world has come to.
D6=5:A minstrel sings a song of protest about local taxes, gaining some approving nods.
D6=6:A group of vampires enter the tavern, looking for their next meal. But instead of attacking the patrons, they offer a deal - they will spare their lives in exchange for a favor. But as they fulfill this favor, they discover that it may have dangerous consequences.
d100 = 63
D6=1:A cloaked figure at the bar asks the bartender for information about local goings-on, raising suspicions.
D6=2: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?
D6=3:A peasant argues with the tavern keeper over the price of a meal.
D6=4:A dog barks excitedly at a squirrel seen through the window, causing a brief moment of chaos.
D6=5: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.
D6=6: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.
d100 = 64
D6=1: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.
D6=2:A retired adventurer shares relics from his travels with the curious onlookers.
D6=3: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.
D6=4:A group of three men are sitting around a table in the tavern. They are playing a game of dice.
D6=5:A group of men are playing dice for gold.
D6=6: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.
d100 = 65
D6=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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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 = 66
D6=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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A moneylender looks over his books, confirming debts and loans.
D6=6:A group of drunkards are singing a song about a local hero.
d100 = 67
D6=1:A bard serenades a beloved barmaid.
D6=2:You see two dwarves in a heated argument over which ale is better, the local brew or the imported one. They ask for your opinion and will continue to argue and try to convince you of their choice.
D6=3:A ranger recounts the strange creatures they’ve encountered in the forest, gaining captive listeners.
D6=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.
D6=5:A nobleman challenges anyone to a game of chess, confident in his abilities.
D6=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?
d100 = 68
D6=1: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?
D6=2:A large group of adventurers burst into the tavern, looking for a missing dwarf who they believe has been kidnapped by trolls. They ask the party if they have seen him and offer a reward for any information. The dwarf is actually just gambling in the back room.
D6=3: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!
D6=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.
D6=5:A group of drunken pirates burst into the tavern, singing songs and telling wild tales of their adventures on the high seas. They may offer the adventurers a job on their ship, but they soon discover that these pirates are not to be trusted.
D6=6: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.
d100 = 69
D6=1:The players see a group of halfling thieves arguing over the division of their stolen goods. One of them even tries to sell some of the goods to the players.
D6=2:A roguish type attempts to cheat at cards and is promptly caught.
D6=3:A group of friendly and mischievous pixies are playing pranks on the patrons of the tavern. They offer to share their tricks and jokes with the party, but be warned - they may have some unexpected consequences.
D6=4:A strange-looking bird lands on the table, and the players have to throw it out.
D6=5: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.
D6=6:You sense a faint pulsing coming from the corner of the tavern. As you get closer, you realize it is a jar containing a captured will-o'-wisp. The jar is for sale, but the seller warns you not to open it.
d100 = 70
D6=1: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?
D6=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.
D6=3:People are saying that these ruffians are here to take the country over, not just the city.
D6=4:A bard regales the crowd with tales of ancient heroes.
D6=5:The tavern is dark and gloomy. A few torches are seen on the walls here and there. There is a small rickety staircase that leads down to a basement.
D6=6:A group of angry villagers barge into the tavern, demanding the players help them deal with a mad druid who has turned their crops into talking vegetables. The druid claims it is a protest against farming practices.
d100 = 71
D6=1:A beautiful woman enters the tavern, her long red hair cascading down her back in waves. She is accompanied by a group of heavily armed guards, and her presence immediately grabs everyone's attention. She takes a seat at a table, and the guards stand nearby, alert and watchful. You can't help but wonder who she is and why she's here.
D6=2: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.
D6=3: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.
D6=4:A man is sitting at a table. He looks up at you and says, 'You're not from around here, are you?'
D6=5:A group of adventurers are talking about the dragon they met.
D6=6:A bard waxes poetic about the changing seasons.
d100 = 72
D6=1:A hunter shows off a rare pelt he recently acquired, delighting in the attention he receives.
D6=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?
D6=3:A group of men and women are talking about how much they dislike the local lord, how unfair he is, what a tyrant he is, etc...
D6=4:A young half-elf is trying to convince the tavern owner to let him perform a stand-up comedy routine. The owner is not convinced, but when the half-elf stages a "protest" by blocking the door with a comically large pickle, the owner gives in and lets him have the stage.
D6=5:A big burly man with a large sword strapped to his waist is trying to claim the last open table. He is upset that he cannot just sit where he pleases.
D6=6:The town's annual festival is taking place in the tavern, with various games and contests for the players to participate in.
d100 = 73
D6=1:A pair of acrobats performs a brief but thrilling display of agility.
D6=2:A group of 2d6+2 young women are discussing which man they like best.
D6=3: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.
D6=4:An amateur bard botches a song, eliciting a mix of jeers and laughs.
D6=5:A local nobleman offers a large sum of gold to anyone who can retrieve a rare and valuable wine from the cellar of a nearby abandoned mansion. But what secrets lie within the mansion and why is the nobleman so desperate for this particular bottle of wine?
D6=6:A wandering monk quietly meditates in a corner of the tavern.
d100 = 74
D6=1: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.
D6=2: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.
D6=3: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.
D6=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?
D6=5: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?
D6=6:A half-elf merchant enters the tavern, selling various magical trinkets and items. However, as the players browse, they start to notice the items are cursed and have humorous side effects.
d100 = 75
D6=1: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.
D6=2:The tavern is suddenly raided by a group of bandits, looking for money and valuables. But it turns out they are just desperate villagers trying to feed their families, and the party must decide whether to fight or negotiate with them.
D6=3:A group of druids enters the tavern, bringing in a variety of plants and animals. They are hosting a workshop on herbal remedies and are offering free samples to those who stay and listen.
D6=4:A fortune teller offers to read palms for a small fee.
D6=5:A half-elf merchant enters the tavern, selling various magical trinkets and items. However, as the players browse, they start to notice the items are cursed and have humorous side effects.
D6=6:A group of bandits that have escaped from the nearby keep
d100 = 76
D6=1:A group of men is talking about a robbery that happened earlier.
D6=2:The somber tale of the stolen "Chain of Memories," which binds user memories to object permanence, weighs heavily. The thief implies true memory transcends physical bounds. Are memories better preserved in objects or minds?
D6=3:A bard tells tales of his adventures.
D6=4:A skilled lockpicker is caught red-handed with the bartender’s strongbox, leading to an immediate call for help and accusations flying across the room.
D6=5: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.
D6=6:The lights suddenly go out, and when they come back on, a prized painting hanging above the bar is gone—replaced by a mocking note signed by a notorious thief.
d100 = 77
D6=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.
D6=2: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.
D6=3: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.
D6=4:A bard tells a story of a lost treasure hidden in the nearby woods.
D6=5:A bar fetched hounds dance to the bard's music.
D6=6:Two dwarves start arm-wrestling, and a crowd gathers to place bets.
D6=2: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?
D6=3:The tavern cat catches a mouse and proudly displays it to disinterested patrons.
D6=4: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.
D6=5: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.
D6=6:A bard performs a new song he's just written.
d100 = 79
D6=1:A bard performs a riddle-song, challenging the patrons.
D6=2:The fireplace in the tavern suddenly bursts into flames, but instead of spreading outwards, the flames form into the shape of a dancing woman. The patrons are both amazed and scared, but the tavern keeper merely shrugs and mentions that this happens every now and then.
D6=3:A scholarly wizard sips his wine and bemoans the theft of his life's work -- a magical amulet that can answer any question about the universe. The thief left behind a puzzling note suggesting that the answers we seek might destroy us. Will the players retrieve it, or ponder its message and let it go?
D6=4: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.
D6=5: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.
D6=6:The party sees a group of orcs walk into the tavern, but instead of causing trouble, they sit quietly at a table and begin playing a game of cards. The innkeeper explains that the orcs have recently renounced their violent ways and are now trying to integrate into society.
d100 = 80
D6=1:You notice several groups of warriors sitting around tables or down in cozy nooks in the taproom and it seems they're looking for adventure.
D6=2:A barmaid hums a lullaby as she cleans empty tables, the melody strangely soothing.
D6=3:A large, burly man sits alone at a table, surrounded by empty plates and mugs. He loudly proclaims that he can eat and drink anyone under the table. Do you take him up on his challenge?
D6=4: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.
D6=5: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?
D6=6:A heated argument between two rogues breaks out at the bar over a stolen treasure they both claim to have found first. The bartender looks exasperated as he tries to calm them down.
d100 = 81
D6=1:A cleric offers blessings in exchange for donations to their temple, receiving mixed responses.
D6=2: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.
D6=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.
D6=4:The bartender is actually a retired adventurer and loves to tell tall tales of his adventures to anyone who will listen. The stories get more outlandish as the night goes on and the drinks keep flowing.
D6=5:A nefarious mage stands at the bar trading magical secrets for gold when an item of extreme value vanishes from their possession, causing them to panic and blame innocents.
D6=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.
d100 = 82
D6=1:The bartender is actually a retired adventurer and loves to tell tall tales of his adventures to anyone who will listen. The stories get more outlandish as the night goes on and the drinks keep flowing.
D6=2: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.
D6=3:A bard performs a new song he's just written.
D6=4: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.
D6=5: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.
D6=6:A group of 2d6+2 young women are discussing which man they like best.
d100 = 83
D6=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.
D6=2: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.
D6=3:A dog sits faithfully by its owner’s side, receiving the odd morsel of food thrown its way.
D6=4:A merchant and a noble discuss business, their conversation turning into an argument about tariffs.
D6=5:A shady figure approaches your table, offering to sell you a rare and valuable magical item. But upon inspection, it turns out to be a cheap imitation. The figure quickly disappears into the crowd.
D6=6: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...
d100 = 84
D6=1:A group of seven dwarves walk into the tavern carrying axes and shields. They're looking for work as mercenary bodyguards/soldiers. They're also looking for any information about a place called 'Titaan' - they're eager to get back there as soon as possible.
D6=2:A frantic bartender drops a key into a tankard of ale and subtly pushes it towards the players, asking them to hold onto it. Moments later, a search party arrives, demanding it.
D6=3:A man tells stories of a wizard's tower he once visited. It had magical books, magical weapons and armor, magical food, and everything else one could ever want.
D6=4:The theft of a powerful artifact, the "Blade of Questions," is lamented by an old knight. It forces its wielder to confront their deepest inquiries, causing existential dread for many. The thief claims to free people from unsolvable queries. Who deserves to wield the power of unending questions?
D6=5: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?
D6=6: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.
d100 = 85
D6=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.
D6=2:A group of merchants are gathered here, lamenting the downfall of their businesses because of the war.
D6=3: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?
D6=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.
D6=5: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.
D6=6: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 = 86
D6=1:Two elderly women are gossiping about the local nobles. They will talk to players for awhile then go back to their gossiping.
D6=2:A tipsy patron insists on dancing atop a table, slipping and falling into the arms of another patron.
D6=3: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.
D6=4:An elf performs sleight-of-hand tricks for tips.
D6=5: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.
D6=6: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.
d100 = 87
D6=1:A local knight, admired for his wisdom and strength, divulges that his shield, known for protecting one’s moral compass, was stolen. The thief claims the way people rely on it represents a crutch. Should morality be a crutch, or should everyone find inner strength?
D6=2: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.
D6=3: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.
D6=4:A group of bards are singing about a famous battle. They are trying to lower the morale of their enemies. The song is not very good and no one is listening.
D6=5: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.
D6=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.
d100 = 88
D6=1:A man named Grumloch, who is a grum (an orc-like creature) by blood, but has chosen to be a halfling instead, because he likes the way they act. He is actually very nice, and just wants to enjoy his drink in peace.
D6=2:A group of druids enter the tavern, preaching about the importance of protecting nature and living in harmony with the land. However, they have a dark secret - they are actually a radical group who will stop at nothing to rid the land of all civilization and return it to nature. Can the party uncover their true intentions and stop them before it's too late?
D6=3:A gang of young adventurers discuss their next quest, maps and notes spread across their table.
D6=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.
D6=5:A small fight breaks out over a spilled drink but is quickly resolved by a stern look from the barkeep.
D6=6:A group of four bards are playing music at one of the tables in the tavern - they're good but not great. They're hoping to get enough money together to record an album some day...
d100 = 89
D6=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.
D6=2:The tavern keeper's spouse chastises them for something minor, causing a bit of a scene.
D6=3:A merchant offers exotic spices for sale.
D6=4: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.
D6=5: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.
D6=6:People are saying that these ruffians are here to take the country over, not just the city.
d100 = 90
D6=1:A man looks dejected, his party has left him here at the inn.
D6=2:A group of drunkards are arguing about the king.
D6=3: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.
D6=4:A group of vampires enter the tavern, looking for their next meal. But instead of attacking the patrons, they offer a deal - they will spare their lives in exchange for a favor. But as they fulfill this favor, they discover that it may have dangerous consequences.
D6=5:A scholarly wizard sips his wine and bemoans the theft of his life's work -- a magical amulet that can answer any question about the universe. The thief left behind a puzzling note suggesting that the answers we seek might destroy us. Will the players retrieve it, or ponder its message and let it go?
D6=6: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...
d100 = 91
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A half-elf merchant enters the tavern, selling various magical trinkets and items. However, as the players browse, they start to notice the items are cursed and have humorous side effects.
D6=5:A mysterious figure offers the players a magical potion that can grant them one wish. But what is the catch?
D6=6:You notice several groups of warriors sitting around tables or down in cozy nooks in the taproom and it seems they're looking for adventure.
d100 = 92
D6=1: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.
D6=2: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.
D6=3:A melancholic bard sings about the theft of his enchanted lute, an instrument that plays the music of the soul. Without it, he believes he's losing touch with his essence. He seeks daring adventurers to find what was stolen, promising not gold, but a glimpse into their true selves as payment.
D6=4:During a quiet night, the players learn of a missing artifact from a dragon’s hoard – a gem said to contain the wisdom of ages. However, local troubadours insist dragons are keepers of ancient truths, deserving respect. Players face the challenge of discerning who is the true guardian of this wisdom.
D6=5:A skilled lockpicker is caught red-handed with the bartender’s strongbox, leading to an immediate call for help and accusations flying across the room.
D6=6: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
d100 = 93
D6=1: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.
D6=2:A peddler attempts to sell maps to treasure troves, mostly inaccurate.
D6=3: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.
D6=4:You hear a loud commotion coming from the kitchen. When you investigate, you find the cook frantically trying to catch a live chicken that escaped from the coop. He offers a reward for anyone who can catch it and bring it back unharmed, as it is the only chicken he has left for the night's meals.
D6=5:Traveling Merchants with eight carts of stolen merchandise. A dark elf posse is hot on their trail. They'll pay for protection.
D6=6:A sailor recounts tales of monstrous sea creatures.
d100 = 94
D6=1:A man is talking about how he wants to get revenge on someone who beat him in a fist fight earlier in the tavern.
D6=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.
D6=3: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.
D6=4:A couple is arguing over their future together.
D6=5:A tiefling bard performs a heart-wrenching song about lost love. As she sings, the candles in the tavern flicker and the patrons feel an overwhelming sense of sadness. But when the song ends, they are left feeling inspired and motivated.
D6=6:A group of drunk dwarves, who think they are in a dwarf-only tavern, insult a half-orc who is drinking with them. He doesn't fight back because he's drunk.
d100 = 95
D6=1:The bartender's cat jumps up on the counter, lazily stretching and pawing at empty mugs.
D6=2: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.
D6=3:A blacksmith shows off a finely crafted sword.
D6=4:A bard takes requests from the patrons.
D6=5:The priest speaks bitterly of the missing "Crown of Virtue," taken from his altar. The thief was heard saying virtues are within and should not need symbols. Players must balance the physical representation of moral values against inner truth.
D6=6: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?
d100 = 96
D6=1:A group of thieves are planning a heist in the tavern. If players overhear, they may be able to stop the crime and earn a reward.
D6=2: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.
D6=3: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.
D6=4:An alchemist tries to sell potions of dubious quality, claiming great benefits.
D6=5:A large group of people are sitting around a barrel drinking and singing rowdy songs. An old man staggers over to a table in the corner, falls down on the floor and starts snoring loudly.
D6=6: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.
d100 = 97
D6=1:A moneylender looks over his books, confirming debts and loans.
D6=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.
D6=3:A group of adventurers looking for information about their enemies
D6=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.
D6=5: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.
D6=6:A man who is searching for information on a lost tomb. He will pay well for anything related to the tomb's location.
d100 = 98
D6=1:A group of vampires enters the tavern, disguising themselves to appear human. They are on a mission to find a specific artifact that will give them ultimate power. Will the adventurers aid them or try to stop them?
D6=2: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.
D6=3:A group of three men are sitting around a table in the tavern. They are playing a game of darts.
D6=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.
D6=5: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.
D6=6: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.
d100 = 99
D6=1:A traveling salesman is trying to sell a rare and mysterious potion. If players buy it, they may experience strange side effects or discover it was a scam.
D6=2: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.
D6=3: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?
D6=4:A bard recounts a thrilling escape from a haunted forest.
D6=5:A set of twin rogues attempt to play a quick hand of three-dragon ante, causing confusion with their identical moves.
D6=6:A bard is performing a popular song in the tavern, but changes the lyrics to make fun of the players. How do they react?
d100 = 100
D6=1: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.
D6=2:A hunter shows off a rare pelt he recently acquired, delighting in the attention he receives.
D6=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.
D6=4:A group of traveling performers put on a lively and colorful show, complete with acrobatics, music, and illusions. The crowd is enthralled, and some even start dancing along.
D6=5:The bartender starts telling exaggerated tales of his wild adventures, but his nose grows longer with each story, revealing his dishonesty.
D6=6:A group of four men are sitting around a table in the tavern. They are playing a game of dice.
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