Skip to main content

D8 Tavern Random Encounters

D&D 5e · 800 scenarios · Roll d100 → roll D8

A complete D&D 5e random encounter table for tavern scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a tavern, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D8 to pick one of 8 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D8 Tavern encounter table

d100 = 1

  1. D8=1: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?
  2. D8=2:A halfling juggler entertains with amazing dexterity.
  3. D8=3:A group of rough-looking men enters the tavern and starts causing trouble. They are part of a notorious bandit group, and the players can choose to fight them or try to negotiate a deal with them.
  4. D8=4: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?
  5. D8=5:A group of men are playing a game of cards. One man has been cheating and has been caught red-handed by another player. They are about to start fighting when the bartender steps in to break up the fight.
  6. D8=6:Two men, who look like they've had a few too many to drink, are arguing about a fight that happened earlier.
  7. D8=7:A group of men is standing around the bar. One of the men is telling a story about how he was attacked by a monster in the mountains to the north of town. He says he was saved by a beautiful angel that appeared out of nowhere and saved his life! He goes on and on about the beauty and grace of this creature. His friends are embarrassed for him and try to change the subject but he keeps talking about this angelic creature!
  8. D8=8:The tavern's regulars bemoan the theft of the “Grimoire of Resolutions.” This magical book resolves any moral paradox when read aloud. The thief claims it takes away from the deep moral choices that define us. Will players restore it or let moral dilemmas remain?

d100 = 2

  1. D8=1:A group of men are sitting at the bar when one of them stands up to yell for service. A drunk man is lying on the floor by the fire pit in the center of the room. A barmaid walks over to him and takes his head of the floor. One man offers her money saying that he will give her coin to the guy that can get his ass out of the room or wakes him up or both.
  2. D8=2:A young man claiming to be a prince enters the tavern, asking for help to reclaim his kingdom from an evil sorcerer. However, when he is asked for proof of his royal status, he realizes he has forgotten his crown and desperately tries to convince the patrons to believe him without it.
  3. D8=3:A mysterious figure approaches the party and offers to sell them a rare and powerful magic item. But as they make the exchange, the figure reveals themselves to be a shape-shifting creature, and the item may not be what it seems.
  4. D8=4: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.
  5. D8=5:A mysterious figure enters the tavern, looking for a specific person. They refuse to reveal their identity and offer a hefty sum of gold to anyone who can find the person they seek. But who are they really looking for?
  6. D8=6:A bard brings humor with a cheeky drinking song.
  7. D8=7:A bard stands on a small stage, playing a beautiful melody on his lute. The patrons listen in awe, but suddenly, the melody shifts and turns into a hypnotic tune. Will they resist the bard's charming compulsion or fall under his spell?
  8. D8=8:A tavern regular loudly comments on how the prices have gone up since their last visit.

d100 = 3

  1. D8=1:A group of rowdy orcs enter the tavern, causing chaos and destruction. However, upon closer inspection, it is revealed that they are actually just actors practicing for a play and were a bit too into character.
  2. D8=2:A man stands in the tavern, begging for anyone to help him. He says that he is looking for his missing son who has been kidnapped by a band of thieves. If anyone helps him, he will give them a small amount of money.
  3. D8=3:You see two dwarves chugging ale and arm wrestling in the corner. The winner gets to determine the evening's entertainment.
  4. D8=4:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  5. D8=5:Jugglers.
  6. D8=6: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.
  7. D8=7:A couple is celebrating their wedding anniversary. They still have their wedding rings on display at their table.
  8. D8=8:The players stumble upon a secret underground gambling den hidden beneath the tavern. They can join in on the games, but must beware of the shady characters and rigged games.

d100 = 4

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:A group of three men are sitting around a table in the tavern. They are playing a game of darts.
  4. D8=4:The party is approached by a man who claims to be a fortune teller. He offers to read the party's fortunes for a small fee. Do you believe his predictions?
  5. D8=5:A man is sitting in a dark corner of the tavern, drinking wine by himself. He is wearing black robes and has an evil look in his eyes. He will strike up a conversation with the players and subtly hint that he is a cultist of some evil god or another.
  6. D8=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.
  7. D8=7:Gorn, a bard who is an old friend of the heroes' family, who has been sent to escort them on their journey.
  8. D8=8:Two rival taverns' mascots get into a minor scuffle, amusing the regulars.

d100 = 5

  1. D8=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.
  2. D8=2:A friendly-looking man is searching for his missing wife, who got lost in the nearby forest. As the party helps him, they soon find out that the man is actually a werewolf who is searching for his next victim. Will the party be able to escape or defeat the werewolf before it's too late?
  3. D8=3:The party overhears a group of halflings planning a heist on a local noble's mansion. The halflings are in desperate need of a distraction and offer the party a cut of the loot if they can create chaos in the marketplace while the heist takes place.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A bard enters the tavern, claiming to have written a masterpiece epic poem about the players' adventures. However, upon reading it, the players realize that the bard has completely twisted and exaggerated their actions, making them out to be villains in the story.

d100 = 6

  1. D8=1:You spot a well-dressed nobleman sitting alone at a table, staring into his cup of wine. He looks lost in thought and doesn't acknowledge anyone who passes by. As you get closer, you notice his piercing blue eyes and sharp features. You wonder what has him so preoccupied.
  2. D8=2:Over ales, citizens lament the heist of the "Mask of Identities," capable of revealing anyone's true face behind illusions. The thief debates that identities are fluid, ever-changing, and shouldn't be pinned down. Will the adventurers choose to let fluidity reign?
  3. D8=3:A group of druids barge into the tavern, carrying a wounded unicorn. They plead with the patrons for help in healing the creature, explaining that they were attacked by poachers.
  4. D8=4: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?
  5. D8=5:A group of fairies are causing chaos in the tavern, stealing drinks and pulling pranks on the patrons. How will the adventurers handle this mischievous group?
  6. D8=6: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.
  7. D8=7:A group of frightened villagers enter the tavern, begging for help to defeat a monster that's been terrorizing their town. However, when the players go to face the monster, they find it's actually a harmless and adorable creature.
  8. D8=8:Gossip leaks about the heist of the kingdom’s most treasured artifact — a crystalline orb showing possible futures. Its disappearance creates chaos. The thief challenges the idea of destiny itself. Should players seek to return it, or contend that no one should see every pathway?

d100 = 7

  1. D8=1:An old woman sits at the bar, singing a sorrowful song about her lost love. Her voice is beautiful and her song has a haunting melody. It is so entrancing that few people pay attention to the old woman.
  2. D8=2:Two minstrels argue over who gets to play next, their instruments nearly coming to blows.
  3. D8=3:A bard seeks help with a tune that he can’t finish.
  4. D8=4:A pack of werewolves enter the tavern, posing as normal patrons. But as the full moon rises, their true form is revealed and they attack the unsuspecting patrons. Will the adventurers be able to survive the night?
  5. D8=5:A group of knights enters the tavern, boasting about their bravery and skill in battle. However, when they try to demonstrate their sword fighting abilities, they accidentally break a table and get into a brawl. The other patrons watch in amusement as the knights realize they may not be as skilled as they thought.
  6. D8=6:A group of elderly adventurers gather around a table, reminiscing about their past exploits and offering words of wisdom to any younger adventurers who care to listen.
  7. D8=7:A group of giants enters the tavern, looking for their missing pet griffon. They offer a large reward for anyone who can find and return the griffon to them. However, as the players embark on this seemingly easy task, they encounter various obstacles and dangers.
  8. D8=8:A man is sitting at the bar, drinking. He seems very depressed.

d100 = 8

  1. D8=1:A young couple shares a quiet drink in a corner, lost in whispered conversation.
  2. D8=2:A group of knights are gathered here, telling stories of their recent adventures. They have just come back from a great battle, and they were looking for rest before their next campaign.
  3. D8=3:A local farmer enters the tavern, begging for help to retrieve their stolen livestock. However, it soon becomes clear that the farmer is actually a shapeshifter and the "stolen" animals were actually their previous form.
  4. D8=4:A man is heard shouting that he will fight any man who steps foot inside his tavern. Last night, he blames his patrons for his tavern being attacked and robbed by these ruffians.
  5. D8=5: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.
  6. D8=6:The tavern keeper announces a "free drink for the bravest patron" competition. Participants must drink a shot of a mysterious potion that could potentially have disastrous effects. Will anyone dare to try it?
  7. D8=7: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?
  8. D8=8:A group of kobolds enter the tavern, looking lost and confused. They claim to have been sent by their chieftain to retrieve a powerful artifact that has been stolen. They offer a reward to anyone who can find and return it. But why would a group of kobolds be seeking such a valuable item?

d100 = 9

  1. D8=1:A group of rough-looking men enters the tavern and starts causing trouble. They are part of a notorious bandit group, and the players can choose to fight them or try to negotiate a deal with them.
  2. D8=2:A clear-eyed man sits at a table, playing a game of chance with another man. Three men sit at another table, laughing at the antics of the fool who is standing on the stool. He is trying to break his sword on the table, talking absurdly. One of the men at the table is a giant of a man, with broad shoulders and forearms like tree trunks; the other has long blond hair and a scar on his face; the last one is very short and has thinning hair.
  3. D8=3:Man is talking to the barmaid about how he almost started a war. He wants to know what the world has come to.
  4. D8=4:A renowned magician who frequents the tavern realizes their greatest illusion—a gem floating in a glass case—has been swapped for a perfect replica.
  5. D8=5:The bartender’s son excitedly shows the players a shiny object he found—a stolen heirloom from the local lord’s castle—making everyone who sees it an unintentional accessory to theft.
  6. D8=6:A group of knights are gathered here, telling stories of their recent adventures. They have just come back from a great battle, and they were looking for rest before their next campaign.
  7. D8=7: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?
  8. D8=8:The players come across a group of goblins performing a play in the middle of the tavern. The play tells the story of a powerful artifact hidden in a nearby dungeon, and the goblins offer to lead the players there if they can help them with their acting skills.

d100 = 10

  1. D8=1: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.
  2. D8=2:A group of adventurers enter the tavern, boasting about their latest conquest - a pack of werewolves. However, it soon becomes clear that they are actually the werewolves in disguise, looking for a new pack member.
  3. D8=3:A group of people are talking about how they're going to leave the town.
  4. D8=4:A mysterious stranger approaches the players, offering to sell them a map to a treasure hidden in a nearby dungeon. But is the map genuine or is this a trap?
  5. D8=5:People looking for adventurers to entertain them
  6. D8=6: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.
  7. D8=7:Two men are standing outside on the street, talking about how bad the weather has been lately and how bad it will get when winter really hits hard. One of the men is wearing a cloak with an emblem on it - it's the crest of the local lord, although the crest has been altered slightly so that it looks like a wolf's head with an axe in its mouth instead of the usual lord's crest with a wolf's head above two axes crossed underneath it.
  8. D8=8:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.

d100 = 11

  1. D8=1:A group of heroes are sitting around a table, talking about their adventures. They are hoping to find a worthy adventure soon.
  2. D8=2:Players see a strange man walking around in circles on the streets. He appears to be muttering to himself in a strange language.
  3. D8=3:A group of people are sitting at a table, playing cards. One of them has a pet wolf who is sitting next to him, watching the game with interest.
  4. D8=4:A group of adventurers are talking about the best way to deal with a dragon.
  5. D8=5: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.
  6. D8=6:People are complaining to the local watch captain about missing relatives and friends who were last seen in the company of these ruffians.
  7. D8=7:A man is selling maps to a treasure he found in the Mines of Castanac. It's an old map, but he believes it's accurate - you can replace this with whatever you want.
  8. D8=8:A group of men are singing songs of the great deeds they did in their youth.

d100 = 12

  1. D8=1: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.
  2. D8=2:A loud belch announces the presence of a goblin who won a pie-eating contest.
  3. D8=3: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.
  4. D8=4: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?
  5. D8=5:A famous traveling musician performs at the tavern, but his music is having a strange and powerful effect on the audience. What is his true intention?
  6. D8=6:A local healer offers cheap remedies for common ailments.
  7. D8=7:An acolyte of truth named Jevon is found drunkenly confessing he stole a magical tome that reveals hidden knowledge from a rival faction, only to realize the ensuing wisdom brings pain and suffering. He begs the adventurers for help, but warns that the truth might be the heaviest burden of all.
  8. D8=8:A jester enters the tavern, performing silly tricks and jokes for the patrons. But when he starts juggling daggers, the party realizes that they are not fake, and the jester is actually a skilled assassin in disguise.

d100 = 13

  1. D8=1:One man is laughing and telling dirty jokes to everyone nearby. It appears that he has been telling these jokes for quite a while, as the people next to him have obviously grown bored and are no longer laughing.
  2. D8=2: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.
  3. D8=3:The tavern is hosting a poetry competition. If players participate, they may win a prize or gain the attention of a noble looking for a bard.
  4. D8=4:A man is standing in the corner, quietly muttering to himself. If anyone approaches, he will stop and ask them if they're a thief. If they say no, he will apologize and say that he was talking to himself again. If they say yes, he'll tell them he's hiding some treasure in the local graveyard and give them a map to it. He's not a thief though, he just wants to make sure no one else steals it before him!
  5. D8=5:A mysterious potion seller enters the tavern and offers to sell an elixir that guarantees good luck. However, upon drinking, the players find out that the potion has some unexpected side effects, such as turning their skin a bright shade of blue or causing uncontrollable fits of laughter.
  6. D8=6: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.
  7. D8=7:A disheveled scholar rushes to the player’s table, promising riches in exchange for the players helping him retrieve stolen research that could unleash arcane horrors if misused.
  8. D8=8:A traveling merchant attempts to sell exotic wares from a distant land.

d100 = 14

  1. D8=1:A group of men are sitting at a table, arguing about whether or not there are good demons in the world.
  2. D8=2:As the party enters the tavern, they see a man standing on a table, reciting a dramatic monologue - it's the town's local bard, trying to earn some coin.
  3. D8=3:A beggar asks for spare coins near the door.
  4. D8=4:The tavern's regulars bemoan the theft of the “Grimoire of Resolutions.” This magical book resolves any moral paradox when read aloud. The thief claims it takes away from the deep moral choices that define us. Will players restore it or let moral dilemmas remain?
  5. D8=5:Suddenly, the tavern goes dark as the candles and torches all extinguish at once. You hear eerie whispers and feel a cold breeze. After a few moments, the lights come back on and everyone in the tavern looks shaken.
  6. D8=6:A group of druids enters the tavern, seeking help in saving their sacred grove from an evil corporation that wants to cut down the trees for profit. The players must navigate through legal battles and possible sabotage to protect the grove.
  7. D8=7: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.
  8. D8=8:A bar fight breaks out and escalates when one of the patrons transforms into a werewolf. The players must find a way to calm the werewolf down before it causes major damage.

d100 = 15

  1. D8=1:A group of 2d6+2 orcs attack the party. They have been sent by their warlord to destroy the party's village!
  2. D8=2:A travelling salesman enters the tavern, selling various potions and elixirs. However, his potions often have unexpected side effects, leading to comical situations.
  3. D8=3:A fishmonger hands out free samples of pickled herring, causing mixed reactions.
  4. D8=4:A bard offers to compose a song about the players.
  5. D8=5: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?
  6. D8=6: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!
  7. D8=7:An acolyte of truth named Jevon is found drunkenly confessing he stole a magical tome that reveals hidden knowledge from a rival faction, only to realize the ensuing wisdom brings pain and suffering. He begs the adventurers for help, but warns that the truth might be the heaviest burden of all.
  8. D8=8:A bard challenges someone to a duel of wits and wordplay.

d100 = 16

  1. D8=1:The bar is filled with local farmers and their wives. They are talking about the poor harvest. The rumor is that the city is running out of food.
  2. D8=2:A man walks in and asks if anyone is going to Calimshan. He says he is a merchant trader and traveling to a trade fair. He is willing to trade gold for passage on a ship going to Calimshan.
  3. D8=3: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.
  4. D8=4:The players overhear a conversation between two patrons about a cursed object that can grant immense power to whoever possesses it. The players must track down the object and decide whether to use it for good or destroy it.
  5. D8=5:Players hear someone singing an odd song about an elf, a human, and a dwarf fighting over a princess in chains.
  6. D8=6: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.
  7. D8=7:A dwarf challenges people to a drinking contest, boasting of his unsurpassed tolerance for ale.
  8. D8=8: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.

d100 = 17

  1. D8=1:A theater owner laments the theft of a "Mask of Moods," which controls the emotional ambiance of a place. The thief argues raw emotions should flow naturally. Should mood be curated or left spontaneous?
  2. D8=2:A bard mysteriously shares stories of his past life.
  3. D8=3:A group of men are sitting at a table, playing a game of dice and betting on the outcome. One of the men is cheating and will attack players if they expose him.
  4. D8=4:A young thief tries to pickpocket an obviously wealthy merchant but is easily caught and scolded.
  5. D8=5:A group of heavily armed and armored adventurers walks in, boasting about their latest conquest. However, when they try to order drinks, they realize they don't have any money left. They start a game of dice to see who will pay for their drinks, but the game quickly turns into a full-blown brawl.
  6. D8=6:Players hear someone singing an odd song about an elf, a human, and a dwarf fighting over a princess in chains.
  7. D8=7:A group of peaceful, nature-loving druids invite the adventurers to join them for a moonlit feast in the nearby forest. As they dine and drink, they share tales of nature and offer to teach the adventurers some of their ways. But as the night goes on, they discover that the druids may have a darker side to their peaceful lifestyle.
  8. D8=8:Two dwarves start arm-wrestling, and a crowd gathers to place bets.

d100 = 18

  1. D8=1:A young man claiming to be a prince enters the tavern, asking for help to reclaim his kingdom from an evil sorcerer. However, when he is asked for proof of his royal status, he realizes he has forgotten his crown and desperately tries to convince the patrons to believe him without it.
  2. D8=2:A group of merchants toast a successful business deal.
  3. D8=3:ROUND BAR TABLE - There are a couple of patrons in the bar sitting at their respective tables. One is sitting in the corner with a mug of ale and a plate of untouched food. He looks very depressed, but is trying hard to hide his feelings. He is quiet, but is surveying the room, occasionally looking at guards who are seated nearby him.
  4. D8=4:There is a man sitting by himself, who seems to be very concerned with who is coming and going. He is making sure no one comes and looks over his shoulder at his new spellbook.
  5. D8=5:A wealthy merchant enters the tavern, offering a large sum of gold to anyone who can retrieve a stolen item from a rival merchant. But the task turns out to be not as simple as it seems, as the rival merchant is actually a powerful mage with a dangerous army at his disposal.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A fortune teller sets up shop in a corner of the tavern, offering to tell customers their fortune for a small fee. However, when the customers leave, they are surprised to find that some of the predictions have come true.

d100 = 19

  1. D8=1:A group of drunk men are talking about how much they hate the king.
  2. D8=2:A traveling bard offers to tell the party their fortunes in exchange for a meal. His predictions are eerily accurate, but he claims to have no magical abilities.
  3. D8=3:A stranger comes through the door, his clothes dripping with water. He asks if anyone has seen a man with long black hair and a blue cloak.
  4. D8=4:A bard tells a long, convoluted tale that goes nowhere.
  5. D8=5:A bard challenges players to a trivia contest.
  6. D8=6:A philosopher stages an 'ethical heist' to steal a corrupt noble's ill-gotten gains in order to donate the wealth to the poor. The noble blames a rival faction, and civil unrest brews. Can the adventurers navigate the ethical conundrum of vigilante justice?
  7. D8=7:A merchant boasts of his magical trinkets, which turn out to be worthless.
  8. D8=8:A naive nobleman wanders into the tavern, looking for an adventure. However, he has no idea how to fight or survive in the wild and constantly needs to be rescued by the players.

d100 = 20

  1. D8=1:Two elderly dwarves argue about the best method for brewing ale, drawing amused onlookers.
  2. D8=2:The local oracle’s "Eye of Destiny" has been stolen, leading to great public anxiety. Without it, she claims she can no longer guide people to their fates. Players must wrestle with the philosophical notion of fate versus free will as they decide whether to retrieve it or not.
  3. D8=3:A group of bandits that have escaped from the nearby keep
  4. D8=4:A clear-eyed man sits at a table, playing a game of chance with another man. Three men sit at another table, laughing at the antics of the fool who is standing on the stool. He is trying to break his sword on the table, talking absurdly. One of the men at the table is a giant of a man, with broad shoulders and forearms like tree trunks; the other has long blond hair and a scar on his face; the last one is very short and has thinning hair.
  5. D8=5:A young couple dances to the rhythm of a lively fiddle tune.
  6. D8=6:A bard challenges someone to a duel of wits and wordplay.
  7. D8=7:The tavern is hosting a swordfighting competition, and the winner will be granted a special magical weapon as a prize. The competition is open to anyone, but the reigning champion is a fierce and arrogant elf who has never been defeated.
  8. D8=8:A bard enters the tavern and offers to perform a song about the party's recent adventures. The song is catchy and entertaining, but it reveals some secrets that the party may not want to be shared with the public.

d100 = 21

  1. D8=1:Whispers in the tavern suggest the theft of an ancient scroll detailing a spell for teleportation to the "True World." The players find that the thief sees the current world as a prison. Should the stolen knowledge be returned or allowed to change hands to seek freedom?
  2. D8=2:A group of trolls enters the tavern, looking for a fight. The barkeeper insists on peace but the trolls won't back down. The party must decide if they will intervene or let the situation escalate.
  3. D8=3:A tabaxi storyteller spins an enthralling tale about ancient heroes and distant lands.
  4. D8=4:A man hands out pamphlets advertising a play. The play is called 'The Man Who Killed Death', and it is a play about the hero of the story the players are currently playing.
  5. D8=5:A whispering shadow discusses the disappearance of a “Necklace of Empathy,” allowing the wearer to feel others’ emotions deeply. The thief's motives toy with the juxtaposition of control versus empathy. Who rightfully owns such empathy?
  6. D8=6:A group of dancers are performing a dance. One of the dancers has a pet bird.
  7. D8=7:The players stumble upon a secret underground gambling den hidden beneath the tavern. They can join in on the games, but must beware of the shady characters and rigged games.
  8. D8=8:Rumors spread that a master locksmith is in town to crack the tavern's vault tonight, and every patron becomes potential competition for a slice of the loot.

d100 = 22

  1. D8=1:A disheveled historian recounts the theft of his enchanted quill, which writes the true histories of those who wield it. Whoever controls it can alter the perceived past. The players must decide whether the truth is absolute or if it can safely be placed in the hands of one person.
  2. D8=2:Two rival taverns' mascots get into a minor scuffle, amusing the regulars.
  3. D8=3:A shopkeeper admires a newly acquired enchanted dagger over a pint of ale.
  4. D8=4:A heated debate breaks out in the tavern about the existence of dragons. The players are caught in the middle and must either pick a side or try to diffuse the situation before it turns violent.
  5. D8=5:A traveling circus has set up outside the tavern, featuring bizarre and fantastical creatures like a three-headed troll and a miniature dragon.
  6. D8=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.
  7. D8=7:A man is telling a story of some of the strange creatures he has encountered on his adventures. It sounds quite fantastical, but he seems quite sincere as he speaks.
  8. D8=8:A group of bards are sitting at a table, telling stories about the fall of Nuln.

d100 = 23

  1. D8=1:A cleric of a chaotic god walks in and starts loudly preaching about the end of the world. Some patrons are terrified while others mock him.
  2. D8=2:Four thieves are discussing plans.
  3. D8=3:A well-known bounty hunter enters the tavern, looking for someone who has been causing destruction in nearby villages. The players may choose to help the bounty hunter, capture the culprit themselves, or try to find out the real reason behind the destruction.
  4. D8=4:The tavern is holding a "best beard" competition and the winner receives a golden mug filled with unlimited ale. However, one of the competitors has used magic to enhance his beard, making it nearly impossible to beat.
  5. D8=5:A barmaid sings an old sea shanty, and soon the entire tavern joins in.
  6. D8=6:A gnome becomes tangled in their own invention and needs help getting free.
  7. D8=7:A man who is searching for information on a lost tomb. He will pay well for anything related to the tomb's location.
  8. D8=8:A group of four men sit around a table playing dice games. One man quits after losing a few games, then leaves the tavern. A second man walks up to the table, places his money on the table, says 'Rock, Paper, Scissors' then throws his hand in the air and snatches the money off the table before anyone has a chance to respond.

d100 = 24

  1. D8=1:A bard challenges someone to a duel of wits and wordplay.
  2. D8=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?
  3. D8=3:A fishmonger hands out free samples of pickled herring, causing mixed reactions.
  4. D8=4:A group of four men are sitting around a table in the tavern. They are playing cards. They will ask the players to join them in a game of cards, and if the players do, they will be robbed by them later that night when they are drunk and passed out from too much ale.
  5. D8=5:A bard flirts unabashedly with anyone who’ll listen.
  6. D8=6:A beautiful woman enters the tavern, asking for help finding her lost lover who went missing on a trip to a nearby mountain. As the party agrees to help her, they soon discover that the woman is actually a powerful sorceress who has been using her beauty to lure multiple adventurers to their deaths in the mountain, where she has created a deadly maze filled with illusions and traps. Will the party be able to escape her maze and stop her from luring more victims to their deaths?
  7. D8=7:An old sailor sits alone at the bar, drinking himself into a stupor. As you approach, he tells you stories of the sea and a cursed island he once visited. Is there any truth to his tall tales?
  8. D8=8:A half-ogre tries to fit through the door and gets stuck, causing a commotion and requiring several patrons to help pry him out.

d100 = 25

  1. D8=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?
  2. D8=2:A bard starts an impromptu sing-along, encouraging all in the tavern to join.
  3. D8=3: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.
  4. D8=4:The tavern owner introduces you to a chef who claims to have cooked the best dragon meat in the kingdom. When you try it, it tastes like regular beef, but the chef insists it's dragon meat and that you just can't handle the flavor.
  5. D8=5:A group of drunken dwarves challenge the party to a game of dwarven ale-dice, a rowdy and competitive drinking game that involves rolling dice and drinking ale. However, the dwarves are masters at cheating and the game may not be as fair as it seems. Will the party outdrink the dwarves and win the game, or will they fall victim to their tricks?
  6. D8=6:A fortune teller offers to read palms for a small fee.
  7. D8=7:Players see a strange man walking around in circles on the streets. He appears to be muttering to himself in a strange language.
  8. D8=8: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.

d100 = 26

  1. D8=1:A group of adventurers from a rival party enter the tavern, boasting about their recent exploits. They challenge the adventurers to a friendly competition, such as a drinking contest or arm wrestling. But the real competition comes in the form of a dangerous quest that they must complete before the other party does.
  2. D8=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?
  3. D8=3:A group of mermaids swims up to the tavern's dock, their beautiful voices luring in sailors and patrons alike. The mermaids offer to tell fortunes to anyone who can swim out into the ocean and retrieve a pearl from their secret treasure chest. The catch? The chest is guarded by a giant sea monster.
  4. D8=4:You see a single halfling sitting alone at a table, surrounded by empty tankards. As the party watches, he downs another tankard of ale and loudly proclaims that he can beat anyone in arm wrestling.
  5. D8=5: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.
  6. D8=6:A wandering monk quietly meditates in a corner of the tavern.
  7. D8=7:Suddenly, a fight breaks out near the entrance, clearly staged to distract everyone while a nimble thief makes quick work of an unsuspecting merchant's gold pouch.
  8. D8=8: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.

d100 = 27

  1. D8=1:A couple is arguing over their future together.
  2. D8=2: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.
  3. D8=3:Over ales, citizens lament the heist of the "Mask of Identities," capable of revealing anyone's true face behind illusions. The thief debates that identities are fluid, ever-changing, and shouldn't be pinned down. Will the adventurers choose to let fluidity reign?
  4. D8=4:A group of 2d6+2 nobles are talking about a recent battle with a red dragon. They mention a silver sword that was wielded by the dragon's rider.
  5. D8=5:A bard tells tales of haunted places he’s visited.
  6. D8=6:A woman is standing on top of a barrel holding an empty mug over her head. She is demanding ale from everyone who walks by.
  7. D8=7:The tavern is hosting a "pig racing" competition, where patrons can bet on different pigs to win. However, one of the pigs seems to be enchanted and runs twice as fast as the others.
  8. D8=8:Two men are standing outside on the street, talking about how bad the weather has been lately and how bad it will get when winter really hits hard. One of the men is wearing a cloak with an emblem on it - it's the crest of the local lord, although the crest has been altered slightly so that it looks like a wolf's head with an axe in its mouth instead of the usual lord's crest with a wolf's head above two axes crossed underneath it.

d100 = 28

  1. D8=1: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.
  2. D8=2:A group of men are sitting at a table, playing a game of dice and betting on the outcome. One of the men is cheating and will attack players if they expose him.
  3. D8=3:The barkeep shares a tale of a stolen “Ring of Forgiveness,” which absolves the penitent. The thief debates that forgiveness must be earned and self-granted. The players must navigate the conflict between absolution granted and self-earned.
  4. D8=4:A mysterious potion seller offers a deal to patrons - for a small fee, he will mix a custom potion for them, but they must drink it on the spot. The potion can have any effect, good or bad, and the seller is known for his mischievous tendencies.
  5. D8=5:A mysterious hooded figure sits in the corner of the tavern, watching the party closely. When approached, he offers them a job to retrieve a powerful artifact from a dungeon for a wealthy collector. But as they complete the quest, they realize that the collector has dark intentions for the artifact.
  6. D8=6: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.
  7. D8=7:Barmaid is getting bullied by the drunk guy in the corner. Plots to keep him out of here are ongoing.
  8. D8=8:Grapevine whispers hint at the heist of the "Mirror of Reflections," a mystical mirror that shows beings their true selves and innermost flaws. The bandits claim they’re using it to make the powerful confront their own corruption. Whose mirror image is more pertinent—the thief's or the perceived villain's?

d100 = 29

  1. D8=1:Two men are in the middle of an intense arm wrestling contest. The loser's hand is being held down by a large burly man while he accuses the winner of cheating.
  2. D8=2:A young girl approaches the party, begging for their help to find her missing pet. When they agree, she leads them to a cave where a ferocious displacer beast has taken up residence. Can the party defeat the beast and save the girl's pet?
  3. D8=3: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.
  4. D8=4:A group of dwarves are having a lively arm-wrestling competition. The winner is rewarded with a barrel of ale from the loser. But things get out of hand when one of the competitors is revealed to be a cheat.
  5. D8=5:A group of monks have taken a vow of silence but still want to drink at the tavern. They communicate through elaborate charades, much to the amusement of the other patrons.
  6. D8=6:A bard challenges players to a trivia contest.
  7. D8=7:An ancient and wise dragon visits the tavern, offering to share stories of their past adventures in exchange for a few barrels of ale. But the party soon realizes that the dragon may be testing their worthiness for a greater quest.
  8. D8=8: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 = 30

  1. D8=1:People are saying that these ruffians are here to take the country over, not just the city.
  2. D8=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?
  3. D8=3:A group of adventurers from a rival team challenge the party to a game of darts. But instead of using regular darts, they use enchanted darts that can cause chaos and unpredictable effects.
  4. D8=4:A group of rowdy dwarves challenge the players to a drinking competition. However, the drinks they serve come with a surprise - upon finishing, the players start to act and talk like dwarves.
  5. D8=5: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.
  6. D8=6:A slightly tipsy scholar accidentally sets his notes aflame with a carelessly cast fire spell.
  7. D8=7:A pair of acrobats performs a brief but thrilling display of agility.
  8. D8=8:A cleric of a chaotic god walks in and starts loudly preaching about the end of the world. Some patrons are terrified while others mock him.

d100 = 31

  1. D8=1:A bard offers to sell his own compositions.
  2. D8=2:A group of 2d6+2 hobgoblins attack the party. They have been sent by the hobgoblin king to destroy the party's village!
  3. D8=3:The common room is empty except for two men asleep in separate corners. A table is laid out with pieces for chess game.
  4. D8=4:A wizard accidentally polymorphs a chair into a larger, more comfortable chair.
  5. D8=5:A group of bards enter the tavern, claiming to be on a quest to compose a new epic song. They ask the players to join them and help find inspiration for the song by encountering various creatures and completing tasks along the way.
  6. D8=6:Man is being loud about a product he wants to sell. He is hiding it under a table, he doesn't want to attract attention.
  7. D8=7:A group of dwarves are having a drinking competition. They challenge the players to join in. The winner gets a free round of ale on the house.
  8. D8=8:A half-elf rogue silently picks the lock of the tavern's donation box in a forgotten corner.

d100 = 32

  1. D8=1:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  2. D8=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.
  3. D8=3:A local healer offers cheap remedies for common ailments.
  4. D8=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.
  5. D8=5:Two men are sitting at the table next to the adventurers. They are talking about the poor quality of work of wizards and bards. They claim that magic does not exist and that it is all just smoke and mirrors. They draw daggers and try to kill the adventurers for talking about it in front of them.
  6. D8=6: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.
  7. D8=7:A bard narrates the tale of a renowned thief and her escapades.
  8. D8=8:The sound of clanging armor echoes through the tavern as a group of heavily armored knights enters, claiming to be on a quest from the king to defeat a dangerous dragon terrorizing the nearby villages. They are looking for brave companions to join them on their journey.

d100 = 33

  1. D8=1:A wizard accidentally polymorphs a chair into a larger, more comfortable chair.
  2. D8=2:A group of guards are talking about how they saw a giant rat, but they don't think anyone will believe them.
  3. D8=3:A man who is looking for information on the local lord. He will gossip about the lord's doings and scandals.
  4. D8=4:A satyr enters the tavern, carrying a flute and looking for someone to challenge him in a music competition. The prize? A magical bag of enchanted berries.
  5. D8=5:A disheveled historian recounts the theft of his enchanted quill, which writes the true histories of those who wield it. Whoever controls it can alter the perceived past. The players must decide whether the truth is absolute or if it can safely be placed in the hands of one person.
  6. D8=6:The theft of the "Lantern of Truth," which shines through masks and reveals all secrets in its light, leaves owners anxious. The thief insists not every truth should shine. Is transparency inherently virtuous, or is some obscurity beneficial?
  7. D8=7:A shady figure approaches the adventurers, offering them a map to a hidden treasure deep in the nearby forest. But is the treasure worth the treacherous journey and the potential traps that await?
  8. D8=8:A local sellsword sits heavily at the darkest corner table, revealing they're hunting a master thief who plans a grand heist in the tavern, asking for the players’ assistance.

d100 = 34

  1. D8=1:A known con artist challenges a player to a “friendly” game of chance, but soon the game turns sinister as they reveal they're interested in more than just money.
  2. D8=2:A goblin attempts to sell trinkets to the patrons, most of whom wave him off dismissively.
  3. D8=3: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.
  4. D8=4:A group of goblins come in and start a dance battle with each other. They use their tiny daggers as props and perform impressive stunts.
  5. D8=5:A group of drunken dwarves challenge the party to a game of dwarven ale-dice, a rowdy and competitive drinking game that involves rolling dice and drinking ale. However, the dwarves are masters at cheating and the game may not be as fair as it seems. Will the party outdrink the dwarves and win the game, or will they fall victim to their tricks?
  6. D8=6:A group of peaceful gnomes enter the tavern, looking for adventurers to help them retrieve a valuable family heirloom that was stolen by a group of goblins. However, the goblins are actually under the control of a powerful hag who is using them to do her bidding. Can the party defeat the hag and retrieve the heirloom before it's too late?
  7. D8=7:A loud belch announces the presence of a goblin who won a pie-eating contest.
  8. D8=8:The players are approached by a group of shape-shifting aliens who seek assistance in trying to blend into human society. But their idea of blending in may be a bit extreme.

d100 = 35

  1. D8=1:A wealthy and influential noble offers to sponsor the party's quest in exchange for completing a task for them. But the task may be more complicated and morally questionable than the party realizes.
  2. D8=2:A wizard is conducting a magical experiment in the tavern and things go awry, causing all sorts of strange things to happen - tables levitating, patrons turning into animals, etc. The players must help the wizard fix the experiment before it causes too much chaos.
  3. D8=3: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.
  4. D8=4:Two men are playing a game of chess under a table. You can see them pushing their pieces around and moving them vertically but you can't see their hands. Other patrons either look at them funny or are too intent on their drinks to notice.
  5. D8=5:People looking for adventurers to bring them to some location
  6. D8=6:A strange-looking bird lands on the table, and the players have to throw it out.
  7. D8=7:Two witches bicker over ingredients for a potion, each claiming their method is superior.
  8. D8=8:A group of adventurers who are trying to make a name for themselves in the area and would love the chance to prove themselves agains the group of evil adventurers currently holding the local keep against the full might of the king's armies.

d100 = 36

  1. D8=1:A roguish type attempts to cheat at cards and is promptly caught.
  2. D8=2: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!
  3. D8=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.
  4. D8=4: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.
  5. D8=5:A cat sneaks into the tavern, weaving its way between patrons' legs in search of scraps.
  6. D8=6:A group of men are gambling. One of them is cheating. If players approach and accuse him of cheating, he will attack.
  7. D8=7:A group of goblin chefs enter the tavern, looking for the best ingredients to cook up their next creation. However, their taste for exotic ingredients leads to some strange and questionable dishes.
  8. D8=8:A bard's new song humorously details the day’s events.

d100 = 37

  1. D8=1:A priest silently prays, drawing curious looks from other patrons.
  2. D8=2: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.
  3. D8=3: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.
  4. D8=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.
  5. D8=5:The theft of the "Lantern of Truth," which shines through masks and reveals all secrets in its light, leaves owners anxious. The thief insists not every truth should shine. Is transparency inherently virtuous, or is some obscurity beneficial?
  6. D8=6:A cook samples a new dish, offering some to players.
  7. D8=7: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.
  8. D8=8: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.

d100 = 38

  1. D8=1:A man is trying to sell a magical painting of a beautiful woman. He claims that the painting is cursed and wants to sell it for as much as possible. He will ask for 10d10+20 gold coins for it, but is willing to negotiate with anyone interested.
  2. D8=2: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.
  3. D8=3:A merchant and a noble discuss business, their conversation turning into an argument about tariffs.
  4. D8=4: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.
  5. D8=5:You see two goblins arguing over who gets to keep a shiny rock they found on the road. One of them claims it's cursed and the other refuses to believe it.
  6. D8=6:The theft of an "Orb of Voices," able to summon council from the greatest minds past, troubles the town sage. The thief suggests relying solely on one's intellect. Does wisdom accrue through discourse or solitary thought?
  7. D8=7: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.
  8. D8=8: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.

d100 = 39

  1. D8=1:A group of four men sit around a table playing dice games. One man quits after losing a few games, then leaves the tavern. A second man walks up to the table, places his money on the table, says 'Rock, Paper, Scissors' then throws his hand in the air and snatches the money off the table before anyone has a chance to respond.
  2. D8=2:A group of halflings have set up a cherry pie eating contest, claiming the winner will receive a wish granted by a powerful pixie. The catch? The pie is enchanted to make whoever eats it small enough to fit through a keyhole.
  3. D8=3:A renowned art collector enters the tavern, looking for adventurers to retrieve a rare and valuable painting that has been stolen from his collection. However, the painting is cursed and any who possess it suffer from maddening visions and hallucinations. Will the party risk their sanity for a handsome reward?
  4. D8=4:A mysterious figure enters the tavern, looking for a specific person. They refuse to reveal their identity and offer a hefty sum of gold to anyone who can find the person they seek. But who are they really looking for?
  5. D8=5: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.
  6. D8=6:A group of people are arguing, or rather, they are complaining about their discontent with their lives.
  7. D8=7: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.
  8. D8=8:A traveling circus comes to town, setting up just outside of the tavern. They put on a spectacular show, but things take a dangerous turn when one of the circus animals escapes and causes chaos in the tavern. The players must help recapture the animal before it does any serious damage.

d100 = 40

  1. D8=1:The tavern keeper's daughter is having her coming of age party and is looking for a brave adventurer to act as her escort. However, it turns out that the daughter is a skilled fighter herself and just wanted an excuse to test her skills against a worthy opponent.
  2. D8=2:A group of cursed travelers enter the tavern, seeking help to break their curse. However, their curse causes them to constantly speak in riddles and the players must solve each one in order to get closer to finding a way to break their curse.
  3. D8=3:A wealthy noble is staying at the tavern and is looking for bodyguards for his journey to a nearby city. The journey takes them through dangerous terrain and they may encounter bandits or monsters along the way.
  4. D8=4:A traveling merchant offers exotic fruits from afar, giving free samples that draw mild interest.
  5. D8=5:A mysterious stranger in a dark hood sits alone at a table, a deck of tarot cards spread out in front of them. They offer to do a reading for anyone who dares to sit with them.
  6. D8=6:A group of nobles are having a secret meeting at the tavern, discussing a plan to overthrow the current ruler of the kingdom. The players can choose to aid the nobles or warn the ruler about the plot.
  7. D8=7:A bard narrates the lore of a mythical beast.
  8. D8=8:A trio of musicians begins playing upbeat folk tunes.

d100 = 41

  1. D8=1:A group of adventurers enter the tavern, boasting about their latest conquest - a pack of werewolves. However, it soon becomes clear that they are actually the werewolves in disguise, looking for a new pack member.
  2. D8=2:A man is sitting at a table in the tavern, staring at his plate of food. A woman taps him on the shoulder and asks if he wants some help with his food. She says she is an expert with food and will help him eat his next meal if he wants her to!
  3. D8=3:A group of peaceful gnomes enter the tavern, looking for adventurers to help them retrieve a valuable family heirloom that was stolen by a group of goblins. However, the goblins are actually under the control of a powerful hag who is using them to do her bidding. Can the party defeat the hag and retrieve the heirloom before it's too late?
  4. D8=4: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?
  5. D8=5: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?
  6. D8=6:A nervous-looking guard captain sits down heavily at the players' table and reveals he's been blackmailed and coerced into an inside job for a heist at the tavern.
  7. D8=7:In the midst of the chaos and noise in the tavern, a mysterious figure slips a note into one of the player's hands. The note leads them on a secret mission to uncover a conspiracy within the town's government. The players must gather evidence and make important decisions that could change the course of the town's future.
  8. D8=8:A dwarf sets up an arm-wrestling competition, taking on all challengers.

d100 = 42

  1. D8=1:A portion of the tavern is ringed by what looks like a circle of stones. Someone must have moved them there to make this circle because it does not look like it was built by these people.
  2. D8=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.
  3. D8=3:A group of dwarves are drinking and singing loudly. One of them challenges the players to a drinking contest.
  4. D8=4:A group of monks have taken a vow of silence but still want to drink at the tavern. They communicate through elaborate charades, much to the amusement of the other patrons.
  5. D8=5:A wizard sits at a corner table, surrounded by empty ale mugs. He is trying to teach his parrot to speak, but the bird seems more interested in singing bawdy songs.
  6. D8=6:A scribe taking notes mutters about ridiculous stories being shared.
  7. D8=7:A mysterious stranger enters the tavern and offers a challenge to anyone brave enough to take it. The challenge? To drink a potion that no one has been able to keep down for more than a few seconds. The reward? A small bag of gold.
  8. D8=8: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.

d100 = 43

  1. D8=1:A lively game of dice has several patrons grumbling about their losses.
  2. D8=2:A well-dressed bard practices a new song in the corner, struggling to hit the high notes.
  3. D8=3:A group of dancers are doing a dance about a battle between elves and humans.
  4. D8=4: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.
  5. D8=5:A ranger recounts the strange creatures they’ve encountered in the forest, gaining captive listeners.
  6. D8=6:A troll walks into the tavern, grumbling about how he can never find clothes that fit him. He asks the players if they know where he can get some custom-made armor.
  7. D8=7:A group of creatures from a nearby kingdom enter the tavern, seeking refuge from their tyrant king. They offer to share their secret weapon with the players in exchange for helping them overthrow the king.
  8. D8=8: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.

d100 = 44

  1. D8=1:A wealthy merchant offers to hire the party as bodyguards for his rare and valuable artifacts during a trade caravan to a nearby city. But the journey may not be as simple as it seems, as the caravan is targeted by thieves and bandits.
  2. D8=2: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.
  3. D8=3:A scribe taking notes mutters about ridiculous stories being shared.
  4. D8=4: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.
  5. D8=5:A group of women are gossiping and laughing. One of them is crying. If players listen, they will hear that the one who is crying is being married off to someone she doesn't love.
  6. D8=6:A traveling circus sets up camp outside of the tavern and invites the patrons to watch their performance. However, it is revealed that the circus is actually run by a group of goblins who are trying to improve their reputation amongst humans.
  7. D8=7:A wizard walks in, asking for volunteers to help him gather rare ingredients for a powerful potion. In return, he promises to share the potion's effects with the adventurers. But as they venture into the dangerous forest to find the ingredients, they realize the wizard has a hidden agenda.
  8. D8=8:The players overhear a group of thieves planning to rob a nearby wealthy merchant. Will they intervene or let the thieves carry out their plan?

d100 = 45

  1. D8=1:A young, inexperienced adventurer challenges the group to an arm-wrestling contest. It's obvious that they are not very strong, but their determination and confidence are admirable.
  2. D8=2:A group of goblins break into the tavern, stealing food and drinks. But one of them seems to have a different motive and asks for the players' help in escaping his fellow thieves.
  3. D8=3:Two men are having an argument about what happened to the king of Nuln. One man says that the king was killed by a 'foul beast', the other man says that it was the work of a 'fell witch' who used her dark magic to destroy the city and its people.
  4. D8=4:The theft of an "Orb of Voices," able to summon council from the greatest minds past, troubles the town sage. The thief suggests relying solely on one's intellect. Does wisdom accrue through discourse or solitary thought?
  5. D8=5:A nobleman and his entourage enter the tavern, looking for some "local entertainment." He throws a bag of gold coins on the counter and announces that he will pay whoever can make him laugh. The catch? He has a very dry sense of humor and it takes a lot to impress him.
  6. D8=6:A man drags his son into the tavern, shouting about how his son is a failure and will never amount to anything. He orders him to drink a flagon of ale, and the son does. The man does as well, then drags his son out of the tavern by the ear.
  7. D8=7:You hear a conversation going on around a table to your left. A man is talking to a woman, far too loudly, and you can't help but overhear him. "I'm telling you, it's the size of a house," he says, holding his hands out before him and leaning forward. "A house! No, bigger - it may be as big as one of these buildings! Huge, anyway! Did I tell you about it yet? Well, you still don't know what I saw. How about this...."
  8. D8=8:Two elderly women are gossiping about the local nobles. They will talk to players for awhile then go back to their gossiping.

d100 = 46

  1. D8=1:A bard weaves tales about romantic adventures.
  2. D8=2:A group of 2d6+2 young women are discussing which man they like best.
  3. D8=3:A man is sitting at the bar, drinking. He seems very depressed.
  4. D8=4:A bard creates an impromptu song about what he sees in the tavern.
  5. D8=5: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.
  6. D8=6:Suddenly, a loud explosion is heard outside and the tavern shakes. The patrons rush outside to see a wizard frantically trying to control a flying carpet, narrowly avoiding crashing into buildings. When he finally lands, he apologizes and explains he is looking for his lost familiar, a mischievous imp who loves to play pranks.
  7. D8=7:A halfling rogue is trying to sell "authentic" magical items to unsuspecting patrons. When a customer asks to see one, the rogue pulls out a rusty spoon and claims it has the power to make anything taste delicious.
  8. D8=8: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.

d100 = 47

  1. D8=1:A half-orc named Goruk challenges the strongest member of the party to a drinking contest. If they win, Goruk offers to join the party's quest, but if they lose, he demands a large sum of gold. Can the party outdrink the half-orc?
  2. D8=2: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.
  3. D8=3:A nobleman complains about the quality of the wine.
  4. D8=4:A bard tells tales of mysterious lands.
  5. D8=5: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?
  6. D8=6:You hear a loud snoring coming from the corner of the tavern. As you approach, you see a half-orc sleeping with a chicken on his lap. When you try to wake him, he groggily says "shh, don't wake the dragon."
  7. D8=7:A peddler attempts to sell maps to treasure troves, mostly inaccurate.
  8. D8=8:A group of adventurers are singing a song about the orc they killed.

d100 = 48

  1. D8=1:A merchant and a noble discuss business, their conversation turning into an argument about tariffs.
  2. D8=2:A diplomat from Nuln is sitting at a table in the tavern, with a large entourage of guards. He is in town to negotiate trade with the nearby city of Silas.
  3. D8=3:A man who has been drinking heavily approaches you and asks that you play dice with him. You know that many of the patrons here will place bets on your game.
  4. D8=4:People looking for adventurers to defeat some monster
  5. D8=5:A group of bandits that have escaped from the nearby keep
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A loud argument erupts over a card game.

d100 = 49

  1. D8=1:A group of goblin chefs enter the tavern, looking for the best ingredients to cook up their next creation. However, their taste for exotic ingredients leads to some strange and questionable dishes.
  2. D8=2:A group of druids enters the tavern, covered in mud and leaves. They ask the innkeeper if they can borrow a corner of the tavern to perform a sacred ritual in the name of nature. How will the other patrons react?
  3. D8=3:A bard starts an impromptu performance, drawing the crowd’s attention. During the distraction, a thief makes a move on a wealthy merchant’s purse.
  4. D8=4:A wizard is conducting a magical experiment in the tavern and things go awry, causing all sorts of strange things to happen - tables levitating, patrons turning into animals, etc. The players must help the wizard fix the experiment before it causes too much chaos.
  5. D8=5:A group of three men are sitting around a table in the tavern. They are playing a game of cards.
  6. D8=6:The tavern buzzes with the news of a priceless jewel stolen from the royal treasury. This isn't any ordinary heist; the jewel reportedly holds the essence of the kingdom's future. Players must decide whether to return it to maintain the status quo or to seek out the thief and uncover hidden truths about their realm.
  7. D8=7:A man hands out pamphlets advertising a play. The play is called 'The Man Who Killed Death', and it is a play about the hero of the story the players are currently playing.
  8. D8=8:A group of monks have taken a vow of silence but still want to drink at the tavern. They communicate through elaborate charades, much to the amusement of the other patrons.

d100 = 50

  1. D8=1:The tavern is suddenly filled with the sound of loud snoring as a group of dwarves stumble in, clearly drunk out of their minds. The party soon realizes that the dwarves have been magically cursed to fall into a deep sleep whenever they drink alcohol, and they must find a cure before the dwarves sleep forever.
  2. D8=2:The local sheriff storms into the tavern, accusing one of the players of a crime they didn't commit. They must prove their innocence by investigating and finding the real culprit.
  3. D8=3: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.
  4. D8=4:A bard serenades a beloved barmaid.
  5. D8=5:A group of heroes are sitting around a table, talking about their adventures. They are hoping to find a worthy adventure soon.
  6. D8=6: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.
  7. D8=7:A group of men are betting on the outcome of a fight between two dogs.
  8. D8=8:A group of 2d6+2 hobgoblins attack the party. They have been sent by the hobgoblin king to destroy the party's village!

d100 = 51

  1. D8=1:A group of musicians come into the tavern and put on a magical performance that enchants the entire crowd. However, they are actually mind-controlling the patrons and stealing their valuables while they are mesmerized by the music.
  2. D8=2:The tavern buzzes with the news of a priceless jewel stolen from the royal treasury. This isn't any ordinary heist; the jewel reportedly holds the essence of the kingdom's future. Players must decide whether to return it to maintain the status quo or to seek out the thief and uncover hidden truths about their realm.
  3. D8=3:A lone, cloaked figure sits at a table in the corner of the tavern, eyeing the party suspiciously. When approached, he reveals himself to be a powerful and wealthy noble who is looking for brave adventurers to retrieve a valuable artifact for him from a dangerous dungeon. However, he has a hidden agenda and may not be telling the whole truth about the artifact or his intentions for it.
  4. D8=4:A small fight breaks out over a spilled drink but is quickly resolved by a stern look from the barkeep.
  5. D8=5:An off-duty guard regales anyone who will listen with tales of "heroic" exploits that seem greatly exaggerated.
  6. D8=6:A mysterious figure wearing a cloak and a mask sits alone at a table, their face hidden. They offer the players a map to a hidden treasure, but warn them that they must face trials to reach it.
  7. D8=7:A group of men and women are sitting at a table, playing cards. They are drinking. They are having a good time.
  8. D8=8:A group of 2d6+2 young women are discussing which man they like best.

d100 = 52

  1. D8=1:A bard asks for stories from patrons to include in a song.
  2. D8=2:A group of gruff looking dwarves enter the tavern, arguing over who was the first to discover a new type of gem. They decide to let a game of arm wrestling determine the ownership of the gemstone.
  3. D8=3:A woman and her little baby. The woman is pregnent and the baby is crying. She is telling her husband about how her husband, who is away at sea all the time and who is never home, is the best husband ever because he gives her so much gold and has given her everything she needs and wants.
  4. D8=4:A group of paladins are having a lively debate about the ethics of killing goblins. One of them passionately argues that all creatures deserve a chance at redemption, while another staunchly believes that goblins are inherently evil.
  5. D8=5: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.
  6. D8=6: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?
  7. D8=7:A group of dwarves enter the tavern, looking for a group to accompany them on a dangerous mining expedition. However, the dwarves are actually treasure hunters looking for valuable gems in a treacherous location.
  8. D8=8:Two men are talking about a love potion that they were going to sell to two young lovers, but they ran away before they could get it. They will offer it to the party for free if they want it. It's just month old apple juice.

d100 = 53

  1. D8=1:A rumor is spreading through town about a large group of armed ruffians who are going around murdering people. The rumor states that the group is made up of powerful warriors and magic users alike. The leader of this group is said to be a hag from the North.
  2. D8=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.
  3. D8=3:A man is trying to sell a magical painting of a beautiful woman. He claims that the painting is cursed and wants to sell it for as little as possible.
  4. D8=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.
  5. D8=5:A group of halflings are having a drinking contest with a group of dwarves. The halflings seem to be winning, much to the dwarves' annoyance.
  6. D8=6:An elf performs sleight-of-hand tricks for tips.
  7. D8=7:A mysterious old woman warns the players about a series of heists targeting only those with hearts filled with greed. She claims ownership of the "Heart’s Mirror," a stolen artifact that reveals the purest desires and darkest secrets of anyone who touches it. Should it be reclaimed?
  8. D8=8:A bard spins a tale of star-crossed lovers, captivating the audience.

d100 = 54

  1. D8=1: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.
  2. D8=2:A ranger recounts the strange creatures they’ve encountered in the forest, gaining captive listeners.
  3. D8=3:An old man falls asleep at his table, snoring loudly and occasionally muttering in his sleep.
  4. D8=4: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.
  5. D8=5:A group of traveling performers enter the tavern, putting on a show full of acrobatics, magic, and illusions. However, during the performance, one of the performers accidentally reveals that their magic is not real, causing chaos and allowing the players to investigate further.
  6. D8=6: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.
  7. D8=7:A man walks into the tavern and asks for directions to the nearby town. He says he's looking for a good place to buy some leather armor.
  8. D8=8:A group of people are talking about how they're going to start a business.

d100 = 55

  1. D8=1:A street peddler enters the tavern, offering a variety of trinkets and charms for sale. As the party browses through the items, they soon realize that some of the items are actually magical and have powerful abilities. Will they purchase the items and risk the consequences, or will they leave empty-handed, possibly missing out on some valuable tools?
  2. D8=2: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.
  3. D8=3:A group of adventurers are talking about the dragon they met.
  4. D8=4:The tavern is having a costume party and the players must come up with the best disguise to fit in. However, things get complicated when a group of thieves also shows up, using the party as a cover for their next heist.
  5. D8=5:A game of darts is being played in the corner of the tavern. The players are challenged to a game by a group of locals, with a small wager on the line.
  6. D8=6:A wizard enters the tavern, offering to sell rare and powerful spell scrolls. However, upon reading the scrolls, the players realize that all the spells were written backwards, causing unexpected and often humorous outcomes.
  7. D8=7:A bard regales the crowd with a heroic tale.
  8. D8=8:A bard tells tales of haunted places he’s visited.

d100 = 56

  1. D8=1:A couple is celebrating their wedding anniversary. They still have their wedding rings on display at their table.
  2. D8=2:A portion of the tavern is ringed by what looks like a circle of stones. Someone must have moved them there to make this circle because it does not look like it was built by these people.
  3. D8=3:The tavern owner introduces you to a chef who claims to have cooked the best dragon meat in the kingdom. When you try it, it tastes like regular beef, but the chef insists it's dragon meat and that you just can't handle the flavor.
  4. D8=4:A retired adventurer shares relics from his travels with the curious onlookers.
  5. D8=5:The party is approached by a young, timid apprentice wizard who desperately needs their help. His master has gone missing in a nearby cave and he needs the party to go rescue him. However, the apprentice has no idea that his master is actually a powerful evil sorcerer who has gone into hiding to perform a ritual that will unleash a demonic entity upon the world.
  6. D8=6:A man is selling maps to underground caverns underneath the city. He says they are safe to explore, but they are not actually safe at all.
  7. D8=7: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?
  8. D8=8: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.

d100 = 57

  1. D8=1:One of the serving wenches urgently informs the players of a plot hatched by a notorious thief who plans to steal an ancient map from an unsuspecting patron tonight.
  2. D8=2:A local farmer enters the tavern, begging for help to retrieve their stolen livestock. However, it soon becomes clear that the farmer is actually a shapeshifter and the "stolen" animals were actually their previous form.
  3. D8=3:Two dwarves start arm-wrestling, and a crowd gathers to place bets.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6: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?
  7. D8=7: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?
  8. D8=8: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.

d100 = 58

  1. D8=1:A group of mermaids swims up to the tavern's dock, their beautiful voices luring in sailors and patrons alike. The mermaids offer to tell fortunes to anyone who can swim out into the ocean and retrieve a pearl from their secret treasure chest. The catch? The chest is guarded by a giant sea monster.
  2. D8=2:A group of gruff looking dwarves enter the tavern, arguing over who was the first to discover a new type of gem. They decide to let a game of arm wrestling determine the ownership of the gemstone.
  3. D8=3:A bard sings of epic draconic battles.
  4. D8=4:A man sits in the tavern of a local baron using a mirror to watch inside the baron's bedroom. He is wearing a black cloak. The mirror is a small carpet that is being used to watch through a secret peephole in the baron's bedroom.
  5. D8=5:A group of rough-looking men enters the tavern and starts causing trouble. They are part of a notorious bandit group, and the players can choose to fight them or try to negotiate a deal with them.
  6. D8=6:A group of merchants are gathered here, lamenting the downfall of their businesses because of the war.
  7. D8=7:In a corner sits two men, clearly not the sort you would wish to meet in an alleyway; one tall with long black hair and a black beard, and one short with curly blond hair and a scarred face. They are talking together in low tones, and are studying the crowd intently.
  8. D8=8:Two elderly dwarves argue about the best method for brewing ale, drawing amused onlookers.

d100 = 59

  1. D8=1: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.
  2. D8=2:A group of town guard soldiers enters the tavern, looking for a notorious bandit that has been terrorizing the area. They ask for anyone with information to come forward.
  3. D8=3:Two minstrels argue over who gets to play next, their instruments nearly coming to blows.
  4. D8=4:Players see a strange man walking around in circles on the streets. He appears to be muttering to himself in a strange language.
  5. D8=5:A man is selling jewelry. He says they are magic, but they are not actually magic at all.
  6. D8=6: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.
  7. D8=7:A group of men are sitting at a table, playing a game of dice and betting on the outcome. One of the men is cheating and will attack players if they expose him.
  8. D8=8:A barmaid nervously drops a tray of drinks, revealing a small, glittering gem beneath her skirts. She swears she didn’t steal it but pleads for help to keep it hidden.

d100 = 60

  1. D8=1:A bard is trying to pick up a fight with the biggest, burliest patron in the tavern. The patron just laughs it off, but the bard seems determined to prove their worth in a brawl.
  2. D8=2:A halfling serves up specially brewed cider, greatly appreciated by those who taste it.
  3. D8=3:A group of traveling monks enter the tavern, preaching about the power of inner peace and meditation. However, their peaceful and calm demeanor is constantly disrupted by the chaos of the tavern.
  4. D8=4: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.
  5. D8=5:A group of men are sitting at the bar when one of them stands up to yell for service. A drunk man is lying on the floor by the fire pit in the center of the room. A barmaid walks over to him and takes his head of the floor. One man offers her money saying that he will give her coin to the guy that can get his ass out of the room or wakes him up or both.
  6. D8=6:An old man is sitting at the bar. He is waiting for his son to return from a quest. He will offer players information if they bring his son back safely.
  7. D8=7:A gnome becomes tangled in their own invention and needs help getting free.
  8. D8=8:The tavern owner is a retired adventurer who has many tales to tell. If players listen, he may offer them helpful advice or a quest.

d100 = 61

  1. D8=1:A bard plays quietly in the background, setting the mood.
  2. D8=2:A scribe taking notes mutters about ridiculous stories being shared.
  3. D8=3:A group of four thieves are sitting at the bar, drinking wine and laughing over a good haul they had earlier in the day. They're looking for work, but they're not exactly what you would call 'lawful' persons.
  4. D8=4:A bard begins an impromptu song about new arrivals.
  5. D8=5:A barmaid pleads for help finding her missing brooch.
  6. D8=6:A mysterious figure offers the players a magical potion that can grant them one wish. But what is the catch?
  7. D8=7:The tavern buzzes with the news of a priceless jewel stolen from the royal treasury. This isn't any ordinary heist; the jewel reportedly holds the essence of the kingdom's future. Players must decide whether to return it to maintain the status quo or to seek out the thief and uncover hidden truths about their realm.
  8. D8=8:The sound of dice being shaken can be heard. If players approach, the sound stops.

d100 = 62

  1. D8=1:A group of druids enter the tavern, seeking allies in their battle against an evil necromancer who is defiling their sacred grove. Will the adventurers join forces with the druids or stay out of the conflict?
  2. D8=2:A dwarf challenges people to a drinking contest, boasting of his unsurpassed tolerance for ale.
  3. D8=3:A mysterious potion seller enters the tavern and offers to sell an elixir that guarantees good luck. However, upon drinking, the players find out that the potion has some unexpected side effects, such as turning their skin a bright shade of blue or causing uncontrollable fits of laughter.
  4. D8=4:The common room is filled with men in chainmail armor and carrying large shields. They are loud, boisterous and very untactful.
  5. D8=5:During a lively discussion, an erudite warrior confesses the theft of his ancestor’s sword which can “cut through lies.” Without it, he’s been forced to confront his own beliefs. The thief’s intentions remain ambiguous—seek power or challenge truth?
  6. D8=6:A group of merchants toast a successful business deal.
  7. D8=7:A man is telling a story of some of the strange creatures he has encountered on his adventures. It sounds quite fantastical, but he seems quite sincere as he speaks.
  8. D8=8: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?

d100 = 63

  1. D8=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.
  2. D8=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.
  3. D8=3:A set of twin rogues attempt to play a quick hand of three-dragon ante, causing confusion with their identical moves.
  4. D8=4:Two brothers argue about who works harder on the family farm, nearly coming to blows.
  5. D8=5:A man is singing very badly, he is drunk. He is sitting at a table with another man, who is not drunk, but he is not sober either.
  6. D8=6:A group of druids enters the tavern, covered in mud and leaves. They ask the innkeeper if they can borrow a corner of the tavern to perform a sacred ritual in the name of nature. How will the other patrons react?
  7. D8=7:A bard tells a story of a lost treasure hidden in the nearby woods.
  8. D8=8:A man is sitting in the corner, muttering to himself. He keeps saying that everyone he meets is a murderer.

d100 = 64

  1. D8=1: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.
  2. D8=2:An old man sits quietly in a corner, looking at his drink. Nervous guards sit at his table, trying to find out what he wants. An old woman sits next to the old man, cooing at him about how much she loves him. The old man's face is blank; he does not respond.
  3. D8=3:A group of rough-looking men enters the tavern and starts causing trouble. They are part of a notorious bandit group, and the players can choose to fight them or try to negotiate a deal with them.
  4. D8=4:A bard offers to perform a personal serenade at each table.
  5. D8=5: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.
  6. D8=6:A druid enters and starts talking to all the plants in the room, causing them to wilt or grow larger. The other patrons are both amused and disturbed.
  7. D8=7: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.
  8. D8=8:A group of druids enter the tavern, claiming to be able to control the elements. However, their control is not as strong as they claim and their spells often have hilarious results.

d100 = 65

  1. D8=1:Two men are sitting at a table talking about their day. One says he saw something big and green floating across the sky. The other says he didn't see it, but he did see something big and blue floating across the sky earlier that day. They continue arguing about what they saw until one man says he saw red in the sky earlier that day. They argue about what color was actually in the sky until they get into an argument about what they saw and eventually start fighting.
  2. D8=2:A man wearing a cloak and hood sits alone at a table, constantly fidgeting and looking around nervously. When you approach him, he reveals that he is on a secret mission from the king to retrieve a powerful artifact from a nearby dungeon. He offers to pay you handsomely if you join him and help him succeed.
  3. D8=3:A bard performs a tragic ballad, moving many to tears.
  4. D8=4:A strange creature wanders into the tavern, seemingly lost and confused. As the players try to find out more about it, they discover that it is actually a shape-shifter and may have valuable information about a nearby cult or secret society.
  5. D8=5:Two adventurers are talking about the dragon they met. 4
  6. D8=6: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.
  7. D8=7: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?
  8. D8=8:A beautiful woman enters the tavern, asking for help finding her lost lover who went missing on a trip to a nearby mountain. As the party agrees to help her, they soon discover that the woman is actually a powerful sorceress who has been using her beauty to lure multiple adventurers to their deaths in the mountain, where she has created a deadly maze filled with illusions and traps. Will the party be able to escape her maze and stop her from luring more victims to their deaths?

d100 = 66

  1. D8=1:A group of three men are sitting around a table in the tavern. They are playing a game of dice.
  2. D8=2:The bar is filled with local farmers and their wives. They are talking about the poor harvest. The rumor is that the city is running out of food.
  3. D8=3:A burly dwarven miner stumbles into the tavern, bragging loudly about a recent gold strike. Minutes later, he’s drugged and his pouch is snatched by pint-sized thieves.
  4. D8=4:A bard tells a tragic story of lost love.
  5. D8=5:A group of adventurers are talking about their new enemy.
  6. D8=6: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.
  7. D8=7:A group of trolls enters the tavern, looking for a fight. The barkeeper insists on peace but the trolls won't back down. The party must decide if they will intervene or let the situation escalate.
  8. D8=8:A bard sings a sorrowful ballad about lost love, bringing some to tears.

d100 = 67

  1. D8=1: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.
  2. D8=2:Man is trying to impress a young lady. She is not interested.
  3. D8=3:In a hushed corner, a contemplative monk speaks of the theft of his order’s sacred relic, the "Scroll of Enlightenment." As characters dive into the mystery, they learn the thief is using it to challenge traditional teachings, exposing contradictions and hidden truths. Should progress stem from tradition’s ashes?
  4. D8=4:A goblin attempts to sell trinkets to the patrons, most of whom wave him off dismissively.
  5. D8=5:A group of 2d6+2 old women are discussing which man they like best.
  6. D8=6:A table of women with glowing eyes. They look beautiful but they have glowing eyes.
  7. D8=7: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.
  8. D8=8:The tavern is holding a "best beard" competition and the winner receives a golden mug filled with unlimited ale. However, one of the competitors has used magic to enhance his beard, making it nearly impossible to beat.

d100 = 68

  1. D8=1:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  2. D8=2:A dog sits faithfully by its owner’s side, receiving the odd morsel of food thrown its way.
  3. D8=3: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?
  4. D8=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.
  5. D8=5: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?
  6. D8=6:A group of frightened villagers enter the tavern, begging for help in dealing with a strange creature that has been terrorizing their village. As the party sets out to face the creature, they soon discover that it is actually a powerful wizard who was trapped in a cursed form by an evil witch. Can the party help the wizard break the curse and defeat the witch?
  7. D8=7: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.
  8. D8=8:A mysterious potion seller enters the tavern and offers to sell an elixir that guarantees good luck. However, upon drinking, the players find out that the potion has some unexpected side effects, such as turning their skin a bright shade of blue or causing uncontrollable fits of laughter.

d100 = 69

  1. D8=1:A black cat crosses the tavern floor, causing a moment of silence until it leaves.
  2. D8=2:A man is selling maps to the Mines of Castanac, which he claims to have discovered himself. He will sell each map for one coin. The maps are actually local area maps with the Mines of Castanac marked - you can replace this with whatever you want.
  3. D8=3:A game of darts is being played in the corner of the tavern. The players are challenged to a game by a group of locals, with a small wager on the line.
  4. D8=4:Patrons gossip about a recent theft: someone stole an ancient, sacred book that contains the secret of life’s true meaning from the local temple. The thief, a known philosopher, left a riddle as a clue. Can the players decrypt his message and recover the tome, or will they find themselves questioning their own beliefs?
  5. D8=5:A group of merchants are trying to sell a rare and valuable item, but they can't seem to find any buyers in the tavern. The players may be able to negotiate a better price or find out the real reason why no one wants to buy the item.
  6. D8=6: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?
  7. D8=7:A well-dressed bard practices a new song in the corner, struggling to hit the high notes.
  8. D8=8:A bar-fetched hounds sing along with the minstrel.

d100 = 70

  1. D8=1:A bard offers to play for tips or food.
  2. D8=2:A group of men are gambling on when the rat in the cage will die.
  3. D8=3:Town whispers tell about the lost “Glove of Empires,” which reveals vulnerabilities of ruling powers to its wearer. Thief claims true power lies in invisible hands. Should the balance of power shift toward transparency or remain cloaked?
  4. D8=4:An ambassador from the Magic Academy. He is an expert on teleportation.
  5. D8=5:A group of men who look like they've been drinking for hours are sitting at a table, they are still drinking, but they don't seem to be getting drunk anymore.
  6. D8=6:A young girl hugs the players' legs, crying and begging them to help her find her lost kitten. Little do they know, the kitten is actually a powerful magical creature in disguise.
  7. D8=7:A fortune teller offers to read palms for a small fee.
  8. D8=8:A group of traveling merchants sit at the bar, offering rare and exotic items for sale. However, one of the items seems to have a sinister aura and keeps catching the eye of the players.

d100 = 71

  1. D8=1:A minstrel expertly plays a harp in the corner, bringing soothing music to the room.
  2. D8=2: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.
  3. D8=3:A group of musicians come into the tavern and put on a magical performance that enchants the entire crowd. However, they are actually mind-controlling the patrons and stealing their valuables while they are mesmerized by the music.
  4. D8=4:A bard’s lute string breaks mid-performance, causing a moment of awkward silence.
  5. D8=5:A group of men is talking about a robbery that happened earlier.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8: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.

d100 = 72

  1. D8=1:A group of peaceful gnomes enter the tavern, looking for adventurers to help them retrieve a valuable family heirloom that was stolen by a group of goblins. However, the goblins are actually under the control of a powerful hag who is using them to do her bidding. Can the party defeat the hag and retrieve the heirloom before it's too late?
  2. D8=2: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.
  3. D8=3:A halfling rogue approaches the adventurers, offering to show them a secret tunnel that leads to the local black market. But as they make their way through the tunnel, they realize that it may not be as secret as they thought and they may have some unwanted company.
  4. D8=4:A group of dwarves enter the tavern, looking for a group of adventurers to help them reclaim a lost mine from a band of goblins. However, upon closer inspection, it is revealed that the dwarves are actually a group of children in disguise, looking for some excitement.
  5. D8=5: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.
  6. D8=6:A sailor recounts tales of monstrous sea creatures.
  7. D8=7:A barmaid asks if anyone has seen her lost kitten.
  8. D8=8:Someting is bothering the lead singer of the local band. She and her boyfriend (a local stable hand) are sitting at a table in the corner of the bar. She looks upset and she is playing with her drink instead of drinking it. She is telling him that she doesn't think the two of them should be together anymore. He looks worried.

d100 = 73

  1. D8=1: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.
  2. D8=2:A bard tells a humorous anecdote involving a local character.
  3. D8=3:Man is talking to the barmaid about how he almost started a war. He wants to know what the world has come to.
  4. D8=4:A group of bandits that have escaped from the nearby keep
  5. D8=5:A wildly inaccurate map of the region hangs on the wall; patrons debate its validity.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A man is trying to sell a painting of a beautiful woman.

d100 = 74

  1. D8=1:Two men are arguing about whether the world is round or flat. One is drunk and just keeps repeating 'It's flat, it's flat, it's flat.' The other one is trying to get him to stop arguing with him, but he won't stop.
  2. D8=2: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.
  3. D8=3:A wealthy and influential noble offers to sponsor the party's quest in exchange for completing a task for them. But the task may be more complicated and morally questionable than the party realizes.
  4. D8=4: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?
  5. D8=5:A group of women are gossiping and laughing. One of them is crying. If players listen, they will hear that the one who is crying is being married off to someone she doesn't love.
  6. D8=6:A snake oil salesman is thrown out of the tavern for causing too much of a ruckus.
  7. D8=7: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.
  8. D8=8:A group of men are sitting at a table, playing a game of dice and betting on the outcome. One of the men is cheating and will attack players if they expose him.

d100 = 75

  1. D8=1: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.
  2. D8=2:A group of nobles are having a secret meeting at the tavern, discussing a plan to overthrow the current ruler of the kingdom. The players can choose to aid the nobles or warn the ruler about the plot.
  3. D8=3:The innkeeper's pet owlbear escapes from the cellar and causes chaos in the tavern, knocking over tables and scaring patrons. The party must work together to capture the owlbear and return it safely to its owner.
  4. D8=4:A group of men who look like they've been drinking for hours are sitting at a table, they are still drinking, but they don't seem to be getting drunk anymore.
  5. D8=5: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
  6. D8=6:A group of adventurers are talking about their loot.
  7. D8=7:A magical portal suddenly appears in the middle of the tavern, leading to a mysterious world. Will the players resist the urge to explore and stay focused on their quest?
  8. D8=8:The bartender challenges a patron to arm-wrestle for a round of free drinks. Little does the patron know, the bartender is secretly a half-giant with immense strength.

d100 = 76

  1. D8=1:A bard tells a story of a hero’s downfall.
  2. D8=2: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.
  3. D8=3:The bartender recounts a local legend to some intrigued newcomers, adding more drama with each retelling.
  4. D8=4:A group of children peek through the windows, fascinated by the raucous activities inside.
  5. D8=5:Gorn, a bard who is an old friend of the heroes' family, who has been sent to escort them on their journey.
  6. D8=6:A bard uses illusion magic to enhance their performance, wowing the crowd with minor effects.
  7. D8=7:A group of three men are sitting around a table in the tavern. They are playing a game of dice.
  8. D8=8:You see a group of adventurers huddled around a map, planning their next quest. One of them is a human with striking green eyes and a confident stance. The others are a mix of different races, including an elf, a half-orc, and a gnome. They seem to be focused on their task and ignore any distractions.

d100 = 77

  1. D8=1:A mysterious hooded figure enters the tavern and approaches the players, offering them a map to a secret treasure. They must decipher a series of clues and riddles to find the treasure, but once they do, they find out it was just a prank played by a mischievous wizard.
  2. D8=2:A tipsy dwarf challenges an elf to a drinking contest, the elf apprehensively agreeing.
  3. D8=3:A bard starts a tale of the tavern's history.
  4. D8=4: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.
  5. D8=5:A group of cursed travelers enters the tavern, begging for help to lift their curse. But they are actually werewolves, and the full moon is approaching.
  6. D8=6:A beggar pleads with the players for a meal, promising to repay them with vital information about a heist happening that very night in the tavern.
  7. D8=7:A priest silently prays, drawing curious looks from other patrons.
  8. D8=8:A halfling rogue approaches the adventurers, offering to show them a secret tunnel that leads to the local black market. But as they make their way through the tunnel, they realize that it may not be as secret as they thought and they may have some unwanted company.

d100 = 78

  1. D8=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?
  2. D8=2:A stranger offers to play a game of dice.
  3. D8=3:A bar fight breaks out and escalates when one of the patrons transforms into a werewolf. The players must find a way to calm the werewolf down before it causes major damage.
  4. D8=4:A group of dwarves enter the tavern, looking for a group to accompany them on a dangerous mining expedition. However, the dwarves are actually treasure hunters looking for valuable gems in a treacherous location.
  5. D8=5:A group of adventurers who are just passing through and are looking for some normal food and drink as opposed to all the rat meat and ale they've been having lately.
  6. D8=6:A group of scholars discusses recent discoveries, their books and parchment taking up much of their table.
  7. D8=7:Three drunk adventurers stumble out of the tavern and try to fight each other. Two of them aren't even wearing armor!
  8. D8=8:A group of merchants are arguing with the tavern owner about their latest shipment of goods which was ruined by a band of orcs attacking their caravan on its way here.

d100 = 79

  1. D8=1:An urgent message arrives for one of the players informing them a notorious thief they wronged in the past is concocting a heist and plans to frame the players for it.
  2. D8=2:An old sailor sits alone at the bar, drinking himself into a stupor. As you approach, he tells you stories of the sea and a cursed island he once visited. Is there any truth to his tall tales?
  3. D8=3:A tipsy patron insists on dancing atop a table, slipping and falling into the arms of another patron.
  4. D8=4: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?
  5. D8=5: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.
  6. D8=6:A group of hooded figures sits at a table, whispering amongst themselves. They seem to be plotting something nefarious, but when you get closer, you realize they are actually discussing a game of D&D. They invite you to join in, and you spend the rest of the evening playing with them.
  7. D8=7:A group of men is talking about a dragon attack that happened earlier.
  8. D8=8: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.

d100 = 80

  1. D8=1:Two men are arguing about a woman. They're trying to decide if she's attractive.
  2. D8=2:Gossip leaks about the heist of the kingdom’s most treasured artifact — a crystalline orb showing possible futures. Its disappearance creates chaos. The thief challenges the idea of destiny itself. Should players seek to return it, or contend that no one should see every pathway?
  3. D8=3:A cook complains loudly about spoiled ingredients.
  4. D8=4:A bard asks for stories from patrons to include in a song.
  5. D8=5:A magical portal suddenly appears in the middle of the tavern, leading to a mysterious world. Will the players resist the urge to explore and stay focused on their quest?
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A group of men are sitting around this table laughing and telling jokes. A group of bards are singing songs and telling stories of their travels to faraway lands.

d100 = 81

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:A young girl approaches the adventurers in tears, saying that her pet dragon has gone missing. She offers a reward to anyone who can find and return her beloved companion. But when the adventurers set out to find the dragon, they discover that it's not quite what they were expecting.
  4. D8=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.
  5. D8=5:A man is sitting at the bar, drinking. He seems very depressed.
  6. D8=6:The bartender greets a new group of adventurers by offering them a free round of drinks, but only if they can answer his riddle. The riddle turns out to be a complicated mathematical equation that stumps even the most intelligent of the group.
  7. D8=7: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.
  8. D8=8:A bard challenges patrons to outdo his jokes.

d100 = 82

  1. D8=1:A group of men are attempting to sell a painting out from behind the bar. They attempt to be quiet about their work, thinking that their scam will go unnoticed. They fail to notice that one of the patrons has alerted a guard to watch their activities. They have cast a Charm spell to sell the painting. The guard comes around, takes a quick look at the painting, gets angry because he realizes that it is in fact, a child's drawing of a stick figure holding a sword.
  2. D8=2:A group of paladins are having a lively debate about the ethics of killing goblins. One of them passionately argues that all creatures deserve a chance at redemption, while another staunchly believes that goblins are inherently evil.
  3. D8=3: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.
  4. D8=4:A group of dwarves walks in, carrying a large barrel of ale. They offer to share it with the patrons, but only if they can complete a riddle.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8: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.

d100 = 83

  1. D8=1:A bard starts playing a love song, causing several patrons to suddenly confess their feelings to each other. The bartender is not amused as his tavern turns into a sappy romance novel.
  2. D8=2:A group of men are sitting at a table, arguing about whether or not there are good dragons in the world.
  3. D8=3:A roguish type attempts to cheat at cards and is promptly caught.
  4. D8=4:A woodcarver offers to sell small trinkets and toys, most of which are beautifully made.
  5. D8=5:A mysterious hooded figure beckons the players to their table.
  6. D8=6:You see two older gentlemen sitting at one of the wooden tables. Both men are old, but otherwise quite strong and fit for their age. They are arguing with each other over a game of cards. They both wear colorful red and blue cloaks with hoods that cast shadows over their faces and casts a reddish yellow light around them. One man wears a red cloak, the other wears a blue cloak. They seem to be friends as they both know each other well.
  7. D8=7:A bard talks about his journey through the mountains.
  8. D8=8:A group of men are playing cards. They are all drunk and they are arguing about who owes who how much money. The amount of money is not large, but they are getting very loud and angry about it.

d100 = 84

  1. D8=1:A group of bards are singing about a famous battle between elves and humans.
  2. D8=2:A group of men are arguing about whether there are evil orcs in the world. With the word 'yes' or 'no' a character may start a separate conversation. A character may take a turn to argue with one of the men.
  3. D8=3:The tavern keeper's spouse chastises them for something minor, causing a bit of a scene.
  4. D8=4: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.
  5. D8=5:As the party enters the tavern, they see a man standing on a table, reciting a dramatic monologue - it's the town's local bard, trying to earn some coin.
  6. D8=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.
  7. D8=7: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?
  8. D8=8: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.

d100 = 85

  1. D8=1: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.
  2. D8=2:The players see a minstrel performing in the corner of the tavern, singing a song about a powerful dragon who is terrorizing the nearby town. As the song continues, the players realize that the minstrel is actually a shape-shifting dragon themselves, who is trying to gather information on the party before deciding whether to attack them or not.
  3. D8=3:A barmaid pleads for help finding her missing brooch.
  4. D8=4:A group of peaceful gnomes enter the tavern, looking for adventurers to help them retrieve a valuable family heirloom that was stolen by a group of goblins. However, the goblins are actually under the control of a powerful hag who is using them to do her bidding. Can the party defeat the hag and retrieve the heirloom before it's too late?
  5. D8=5: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...
  6. D8=6:A group of men are fighting outside of the tavern. One of them is attempting to finaly kill his husband.
  7. D8=7:A group of druids enters the tavern, covered in mud and leaves. They ask the innkeeper if they can borrow a corner of the tavern to perform a sacred ritual in the name of nature. How will the other patrons react?
  8. D8=8:One of the patrons at the bar challenges the party to a drinking contest. The catch? The drink is actually a potion that causes uncontrollable hiccuping for 24 hours. Do you accept the challenge?

d100 = 86

  1. D8=1:Jugglers.
  2. D8=2:A farmhand falls asleep at a table, snoring in harmony with another nearby napper.
  3. D8=3:A mysterious stranger enters the tavern, offering a reward to anyone who can solve a riddle. The riddle leads to a hidden treasure, but it won't be easy to decipher.
  4. D8=4:A peasant argues with the tavern keeper over the price of a meal.
  5. D8=5:The tavern's resident bard has been replaced by a doppelganger, who seems to imitate the regular bard perfectly. The doppelganger has been using this disguise to collect gossip and secrets from the patrons.
  6. D8=6:A traveling merchant attempts to sell exotic wares from a distant land.
  7. D8=7: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.
  8. D8=8:A bard starts a tale of the tavern's history.

d100 = 87

  1. D8=1: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.
  2. D8=2:A whispering shadow discusses the disappearance of a “Necklace of Empathy,” allowing the wearer to feel others’ emotions deeply. The thief's motives toy with the juxtaposition of control versus empathy. Who rightfully owns such empathy?
  3. D8=3:A group of adventurers are talking about the best way to deal with a dragon.
  4. D8=4:A group of bards are trying to outdo each other with their performances. If players join in, they may impress a powerful patron who could offer them a job.
  5. D8=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.
  6. D8=6:A group of sorcerers are having a heated debate about the best spell to use in a battle. They are casting spells at each other and destroying tables and chairs in the process.
  7. D8=7: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.
  8. D8=8:A disheveled scholar rushes to the player’s table, promising riches in exchange for the players helping him retrieve stolen research that could unleash arcane horrors if misused.

d100 = 88

  1. D8=1:An elderly alchemist laments the theft of his "Elixir of Clarity," meant to clear the mind and unshroud the truth. He suspects the thief might abuse its power to reveal or obscure dark secrets. Can truth be too dangerous to know?
  2. D8=2:A young girl approaches the adventurers in tears, saying that her pet dragon has gone missing. She offers a reward to anyone who can find and return her beloved companion. But when the adventurers set out to find the dragon, they discover that it's not quite what they were expecting.
  3. D8=3:A traveling circus comes to town and sets up outside the tavern. The players are invited to watch the show, but soon realize that some of the performers are actually thieves using the circus as a cover.
  4. D8=4:Over ales, citizens lament the heist of the "Mask of Identities," capable of revealing anyone's true face behind illusions. The thief debates that identities are fluid, ever-changing, and shouldn't be pinned down. Will the adventurers choose to let fluidity reign?
  5. D8=5:A group of people are sitting around a table, conversing. They are in a very intense conversation and refuse to be interrupted.
  6. D8=6:A renowned art collector enters the tavern, looking for adventurers to retrieve a rare and valuable painting that has been stolen from his collection. However, the painting is cursed and any who possess it suffer from maddening visions and hallucinations. Will the party risk their sanity for a handsome reward?
  7. D8=7:A bard borrows a lute from patrons to play a different style of song.
  8. D8=8:Two men are arguing about whether the world is round or flat. One is drunk and just keeps repeating 'It's flat, it's flat, it's flat.' The other one is trying to get him to stop arguing with him, but he won't stop.

d100 = 89

  1. D8=1:A mysterious potion seller enters the tavern and offers to sell an elixir that guarantees good luck. However, upon drinking, the players find out that the potion has some unexpected side effects, such as turning their skin a bright shade of blue or causing uncontrollable fits of laughter.
  2. D8=2: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.
  3. D8=3:Three drunk adventurers stumble out of the tavern and try to fight each other. Two of them aren't even wearing armor!
  4. D8=4:A man is standing in the corner, quietly muttering to himself. If anyone approaches, he will stop and ask them if they're a thief. If they say no, he will apologize and say that he was talking to himself again. If they say yes, he'll tell them he's hiding some treasure in the local graveyard and give them a map to it. He's not a thief though, he just wants to make sure no one else steals it before him!
  5. D8=5:A group of halflings have set up a cherry pie eating contest, claiming the winner will receive a wish granted by a powerful pixie. The catch? The pie is enchanted to make whoever eats it small enough to fit through a keyhole.
  6. D8=6:A bard tells tales of his adventures.
  7. D8=7:A famous bard enters the tavern, performing a song that becomes more dramatic and intense with each verse. It turns out to be a tragic tale of betrayal and heartbreak, but the party notices that the bard seems to be talking about someone in the tavern.
  8. D8=8:A wandering monk quietly meditates in a corner of the tavern.

d100 = 90

  1. D8=1:A fishmonger hands out free samples of pickled herring, causing mixed reactions.
  2. D8=2:Two witches bicker over ingredients for a potion, each claiming their method is superior.
  3. D8=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.
  4. D8=4:An elf performs sleight-of-hand tricks for tips.
  5. D8=5:The tavern's floorboards creak under the weight of a heavily armored knight who just entered.
  6. D8=6:A group of cloaked figures enters, appearing to be monks, but their intentions become clear when they corner a wealthy-looking dwarf carrying a mysterious chest.
  7. D8=7:A group of goblins break into the tavern, stealing food and drinks. But one of them seems to have a different motive and asks for the players' help in escaping his fellow thieves.
  8. D8=8:A wealthy and influential noble offers to sponsor the party's quest in exchange for completing a task for them. But the task may be more complicated and morally questionable than the party realizes.

d100 = 91

  1. D8=1: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.
  2. D8=2:A group of men are singing songs of the great deeds they did in their youth.
  3. D8=3: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.
  4. D8=4:A group of trolls enters the tavern, looking for a fight. The barkeeper insists on peace but the trolls won't back down. The party must decide if they will intervene or let the situation escalate.
  5. D8=5:A young noble is attempting to get an older noble to give him money. The older noble says no and the younger one says he will ruin his reputation.
  6. D8=6:A woman walks in, visibly upset and crying. She is looking for her lost lover, a bard who was supposed to meet her here but never showed up. She offers a reward to anyone who can bring him back to her. Little do the patrons know, the bard is actually hiding in the corner, having gotten cold feet.
  7. D8=7:A servant spills a tanker of ale on a rude patron.
  8. D8=8:A group of traveling merchants enter the tavern, selling strange and exotic creatures as pets. The adventurers may be tempted to buy one of these creatures, but they quickly realize that they are not your typical domesticated animals.

d100 = 92

  1. D8=1:A bard shares legends from his homeland.
  2. D8=2:A man is looking for his lost dog. He's drunk.
  3. D8=3: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.
  4. D8=4:The bartender's daughter sneaks away from her chores to flirt with the adventurers. She reveals some information about a secret passage beneath the tavern that leads to the town's mayor's house.
  5. D8=5: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?
  6. D8=6:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  7. D8=7:A group of merchants are gathered here, lamenting the downfall of their businesses because of the war.
  8. D8=8:A shifty-eyed individual sitting alone suddenly bolts from their seat, emptying the contents of a pouch onto the table. Then, they dash for the back exit, pursued by tavern bouncers.

d100 = 93

  1. D8=1:A group of adventurers who show no respect for local customs and etiquette and have caused a stir in town.
  2. D8=2: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.
  3. D8=3:A drunken dwarf challenges anyone in the tavern to arm wrestling. However, his strength is not in his brawn, but in his impressive mustache which seems to have a magical hold over his opponents.
  4. D8=4:A bar-fetched hounds sing along with the minstrel.
  5. D8=5:A group of dueling wizards enter the tavern, casting spells at each other that cause strange and unpredictable effects. The party can join in on the fun, but they may have to deal with the consequences of meddling with powerful magic.
  6. D8=6:A bard narrates the lore of a mythical beast.
  7. D8=7:A man and a woman are sitting at a table. They are romancing each other.
  8. D8=8:A rumor is spreading that the leader of these ruffians has been spotted entering a tavern down the street. Those who saw him looked very nervous.

d100 = 94

  1. D8=1:A scribe taking notes mutters about ridiculous stories being shared.
  2. D8=2:A frantic woman crashes into the tavern, bleeding and clutching a detailed sketch of the tavern layout, with certain tables and exits marked. She claims thieves are following her.
  3. D8=3:A group of men are sitting at a table, playing cards. One of them has an owl on his shoulder.
  4. D8=4:A bard tells tall tales about legendary creatures from his homeland.
  5. D8=5:A minstrel sings a song of protest about local taxes, gaining some approving nods.
  6. D8=6:A fat drunkard is lying on the floor, mumbling incoherently. He occasionally says "Hey, what did you do that for? I didn't do anything."
  7. D8=7:A group of monks enter the tavern, seeking donations for their nearby temple. However, their intentions may not be as pure as they seem. Are the monks really just looking for donations, or is there another reason behind their visit?
  8. D8=8:A band of thieves disguised as traveling merchants enter the tavern and try to sell their stolen goods to the party. However, the stolen goods belonged to a powerful crime boss who will stop at nothing to get them back. The party must decide whether to assist the thieves and gain the crime boss as an enemy or turn them in and risk retaliation from the thieves.

d100 = 95

  1. D8=1:A group of dwarves are sitting at a table, drinking ale and talking about how they got drunk at this very tavern last night and got into a fight with some orcs who were also drinking here at the same time.
  2. D8=2:A man sits in the tavern of a local baron using a mirror to watch inside the baron's bedroom. He is wearing a black cloak. The mirror is a small carpet that is being used to watch through a secret peephole in the baron's bedroom.
  3. D8=3:A wizard accidentally teleports into the tavern, causing a commotion and knocking over tables. However, when he realizes his mistake, he offers to cast a few spells for the party as an apology. However, the spells go awry and the party must deal with unintended consequences.
  4. D8=4:The bartender reveals that the tavern is haunted by the ghost of a former adventurer. He claims to have seen the ghost himself and warns the party to be careful if they choose to stay the night.
  5. D8=5:Two elderly women are gossiping about the local nobles. They will talk to players for awhile then go back to their gossiping.
  6. D8=6:A bard speaks of a fabled treasure.
  7. D8=7:A group of children are playing games outside the tavern. They are laughing and having fun.
  8. D8=8:A wizard accidentally polymorphs a chair into a larger, more comfortable chair.

d100 = 96

  1. D8=1:Two men argue over whether to go in search of treasure or go home. A group of men have gathered around a table in
  2. D8=2:Two men are playing a game of chess under a table. You can see them pushing their pieces around and moving them vertically but you can't see their hands. Other patrons either look at them funny or are too intent on their drinks to notice.
  3. D8=3:Two men are arguing about the war. One says it was a mistake and that the other man is a coward for going.
  4. D8=4: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!
  5. D8=5:A group of friendly mermaids enter the tavern, offering to take the party on a journey to a lost underwater city. However, they soon reveal that the city is guarded by a powerful sea dragon who will not hesitate to attack any outsiders. Will the party agree to the mermaids' offer and risk facing the sea dragon, or will they decline and possibly miss out on a potential treasure trove hidden in the underwater city?
  6. D8=6: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.
  7. D8=7:A ranger inspects the fletching on his arrows, giving tips to young hunters.
  8. D8=8:A group of halflings have set up a cherry pie eating contest, claiming the winner will receive a wish granted by a powerful pixie. The catch? The pie is enchanted to make whoever eats it small enough to fit through a keyhole.

d100 = 97

  1. D8=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.
  2. D8=2:A group of men are sitting at a table, playing cards. One of them has an owl on his shoulder.
  3. D8=3:A bard challenges someone to a duel of wits and wordplay.
  4. D8=4:A talking cat wearing a top hat and carrying a cane walks in and nonchalantly orders a glass of milk. The patrons are too stunned to comment.
  5. D8=5:People looking for adventurers to bring them to some location
  6. D8=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.
  7. D8=7: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.
  8. D8=8:A group of druids enters the tavern, their cloaks made of leaves and branches rustling with each step. They order only water and sit at a table, discussing nature and its wonders. Some patrons are wary of them, but others seem fascinated by their connection to the natural world.

d100 = 98

  1. D8=1:Two barmaids gossip about a strange patron who visited earlier in the day.
  2. D8=2:A bard flirts unabashedly with anyone who’ll listen.
  3. D8=3:A man is sitting at a table, drinking alone. He is so drunk that he can't even stand up anymore.
  4. D8=4: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.
  5. D8=5:A mischief of rats scurries across the rafters, drawing varying degrees of concern.
  6. D8=6:A famous traveling musician performs at the tavern, but his music is having a strange and powerful effect on the audience. What is his true intention?
  7. D8=7:A chef brings out savory food samples for the crowd.
  8. D8=8:Someone's enchanted quill writes notes on a floating piece of parchment.

d100 = 99

  1. D8=1:A group of orcs enter the tavern and loudly proclaim that they are looking for someone to join their band of adventurers. They offer a large reward for anyone willing to join.
  2. D8=2:A man wearing a bright yellow coat enters, and asks if anyone has seen a rat with an orange coat and a red hat.
  3. D8=3: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.
  4. D8=4: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.
  5. D8=5: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?
  6. D8=6:The players see an orange glowing patch of light in the corner of the tavern. It seems to be the size of a human head, but the rest of the human is not visible.
  7. D8=7:A table of women with glowing eyes. They look beautiful but they have glowing eyes.
  8. D8=8:A group of men are talking about how nothing good happens in this city anymore. They say they may leave soon. It's not worth living here anymore.

d100 = 100

  1. D8=1:A beggar pleads with the players for a meal, promising to repay them with vital information about a heist happening that very night in the tavern.
  2. D8=2:A bard shares myths from different cultures.
  3. D8=3:A group of men are sitting around a table, betting on several games of dice being rolled by another man sitting at another table nearby.
  4. D8=4:A loud belch announces the presence of a goblin who won a pie-eating contest.
  5. D8=5:A group of men are arguing about whether or not dragons exist.
  6. D8=6:An elderly wizard approaches the party, asking for their help in retrieving a rare magical reagent hidden in a nearby dungeon. He promises a hefty reward if they can retrieve it for him.
  7. D8=7: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.
  8. D8=8: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?

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the tavern: D1, D4, D6, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

Share
Scan to open Tavern encounters (d8) on your phone
QR code linking to Tavern encounters (d8) — https://www.doungim.com/dnd/encounters/tavern/d8 Scannable QR code encoding the URL https://www.doungim.com/dnd/encounters/tavern/d8. Point a phone camera at this code to open the Tavern encounters (d8) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/encounters/tavern/d8. Point a phone camera at this code to open the Tavern encounters (d8) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.