d100 = 1
The party finds an animated set of holy vestments trying to conduct a silent prayer service, marching around an empty, ghost-filled sanctuary.
D&D 5e · 100 scenarios · Roll d100 → roll D1
A complete D&D 5e random encounter table for temple scenes. Roll a d100 to pick a set, then roll a D1 to pick a scenario within that set — 100 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
The party finds an animated set of holy vestments trying to conduct a silent prayer service, marching around an empty, ghost-filled sanctuary.
The player comes across a blank area on the wall. If they try to chip away at it, they will find that it is not actually a wall - it's actually a secret door that leads to a hidden room.
An old man is meditating under a cherry blossom tree.
The party enters a room filled with mirrors, but the reflections in the mirrors are not their own. They show different versions of themselves, some evil, some mutated, and some from alternate timelines. What could have caused this bizarre phenomenon?
A group of women from the town are praying in the church courtyard, led by Sister Florence, who says, 'If you want to know about Disc Gods, you should ask Sister Florence. I'm a high-ranking nun in the Church of the Disc.'
In a dimly lit sanctuary, a ghostly priest offers prayers to forgotten gods. Players who join in the prayers receive temporary divine favor in their endeavors.
As the party walks through a hallway, they trigger a trap that releases a swarm of spiders and snakes from the walls and ceiling. They must quickly think of a way to escape or defeat the creatures.
The chest is completely empty. A faint smell of decay comes from it though.
An acolyte hesitantly approaches to ask for help with his studies.
A lone priest sits in a dark corner of the temple, weeping. He reveals that he has lost his faith in the deity and is struggling to find a reason to continue his duties. The players can choose to help him restore his faith or convince him to leave the temple.
A wandering cleric shares news from distant lands.
In the temple's inner sanctum, players stumble upon an ethereal figure of an ancient hero who warns them of an impending demonic invasion. If the players heed the warning, they can prepare and defend the temple from a portal opening to the Abyss.
A peacock wanders through the garden, showing off its plumage.
There is a large tree growing at the edge of this clearing. There are strange runes written across it's trunk.
A blacksmith delivers freshly forged tools to the temple's maintenance crew.
A catnapper has fallen asleep on a bench, snoring softly.
The statues in the garden begin to act out parodies of well-known myths, taking great delight in their overly dramatic performances and expecting applause.
A peacock wanders through the garden, showing off its plumage.
As the party approaches the temple, they see a group of adventurers fighting off a pack of werewolves. The adventurers are clearly struggling and may request the party's aid. But who is in the right in this battle?
A room filled with puzzles and riddles that can only be solved by using the players' senses, such as smell, touch, and taste. However, the puzzles may also trigger traps or illusions, making it a test of both wit and survival.
In a room filled with statues, the party soon learns that each statue is actually a petrified adventurer who had failed to pass the temple's test. As the party moves through the room, they can hear the statues whispering words of caution and advice.
A spectral pastry chef materializes, insisting on teaching the players how to bake ghostly cookies that disappear once bitten but fill you with an inexplicable sense of joy.
The players come across a giant, golden statue of a rat. Upon closer inspection, they notice that there are tiny people living inside the statue, worshipping the rat as their god. They offer the players gold coins with the rat's face on them as tribute. If players take the coins, they will attract the attention of a giant, enraged rat that was living underneath the statue. If they refuse, the tiny people will become hostile and attack.
A group of 2d4 cultists are digging up a grave. There are three dead bodies in the grave. If disturbed, they will attack.
A group of thieves has been caught robbing the temple by the priests. They will beg for mercy and offer to lead the PCs to their hideout if they are not killed on sight.
A group of women from the town are singing hymns in the church courtyard. They are led by a woman named Sister Florence, who says, 'The Disc Gods are three siblings: the eldest is Sir St Vincent the Smith, who discovered the Disc while making weapons for the war against the Old Gods; the second is Sir Beldegar the Brave, who led a crusade against the Old Gods; and the third is Sir Yesoon the Gentle, who brought peace and agriculture to the Disc once the Old Gods were defeated.'
Coming down a hallway, you find yourself face-to-face with a group of dancing 1st level human monks and priests. They are performing a dance that was taught to them in their youth. The dance is called "The Dance of Curative" and blesses anyone who can mimic it. If anyone steps out of line during the dance or interrupts it prematurely, then their alignment
A visiting merchant donates a chest of spices.
A celestial sundial casts impossible shadows, marking portals to different dimensions activated at specific times of the day.
If they pick up any of the weapons or armor arranged on display in a certain shelf, they are teleported to an empty room with a magic mouth saying "This is just a test by the high priest to see whether or not anyone would try to steal from this temple." Then they have to fight their way out after running away from this room.
Under the twilight glow of the temple’s main courtyard, a celestial being lies bound by dark chains of sorrow, placed there by The Revenant. The angelic figure’s wings are clipped and aura dimmed. To free the celestial, the players must locate pieces of a shattered sun dial scattered across The Revenant’s dominion, battling through curses and traps that guard each fragment.
A cat wanders the temple grounds, looking for food.
The party finds a group of enchanted brooms sweeping up the temple, but they are terrible dancers and keep bumping into each other, causing a clattering mess.
The temple is running low on supplies and needs the party's help to gather ingredients for healing potions. However, some of the ingredients may require a dangerous trip to the nearby forest.
A group of meditating monks block the players' path, refusing to let them pass until they can prove their worth through a series of tasks that test mind, body, and spirit.
A group of 2d6 cultists have captured an old woodcutter and his son. They are taking them to be sacrificed at the entrance to their camp. If the players approach, they will be attacked by 2d6 priests who are dressed in the skins of animals.
Players see a group of priests running through the temple courtyard, they are carrying large musical instruments. They are playing loud music and appear to be drunk. Players will notice that all the townsmen in the temple courtyard are dancing as if there is a festival going on in town. If talked to, they will tell the players that everyone is celebrating because the town's spring festival starts tomorrow.
As the party walks through the temple, they see a group of acolytes performing a ritual for a powerful deity. If the party interrupts the ritual, they will have to face the deity in battle. But if they assist in the ritual, they will be greatly rewarded.
A devious imp has taken up residence in the temple and is causing mischief and chaos. The players must find and defeat the imp before it causes any serious harm.
As the party enters a room, they are met with a chorus of chanting voices. The source is a group of monks meditating. However, as the party approaches, the monks start to float in the air and the room begins to spin. The party must join in the meditation in order to stop the chaos and gain the monks' wisdom.
A cosmic forge powered by starlight can imbue items with cosmic energy. Utilizing it requires matching the stellar patterns, resulting in powerful new gear.
The players stumble upon a timeworn, enchanted map in the temple library pointing to an ancient hero's burial site. The temple elders send them on an urgent quest to retrieve a lost relic of immense power from the burial site.
A young couple prays for blessings for their unborn child.
In the middle of a silent, dimly lit hallway, there sits a single, brightly lit door. Above the door, a sign reads "Do NOT Enter". However, on the door itself, there is a smaller sign that says "Enter if you dare". The players must make a wisdom saving throw to resist the urge to open the door. If they do, they are met with a strange creature that will try to convince them to do absurd and dangerous tasks for its own amusement.
A weary bard rests by the temple fountain, tuning their lute.
A group of wandering minstrels has set up camp in the temple. They offer to play some music for the party in exchange for a small donation. However, their songs seem to have an effect on the temple, causing certain objects to come to life and dance.
A child chases fireflies in the dimming light of dusk.
An ancient, powerful lich has taken control of the temple and is using it as a base to summon an army of undead. The players must stop the lich before it's too late.
You see several high-ranking members of the cult standing around a fire. They must be very powerful as four of them are conjuring something. The conjurers chant in unison. 'For you, Mighty Talos, we bring this sacrifice.' There are more cultists standing aghast near the fire in a square formation, singing and chanting.
A catnapper has fallen asleep on a bench, snoring softly.
The party finds a locked room with a riddle written above the door. If they can solve the riddle, the door will open to reveal a powerful weapon that can aid them in their quest.
A pilgrim is performing an elaborate ritual before the main altar.
The players hear a group of 1d4 guards discussing how their chief commander is going to kill them all. He has ordered them to stand guard at the city gate and they are afraid that they'll be killed by a large number of enemy soldiers if they do this.
A goblin runs off in fear as you approach. He is carrying along a bag of stolen jewelry and coins from nearby villages and towns. He won't be able to outrun you, but his companions will be on their way and may try to hunt you down for the spoils! (roll for encounter location when he's caught)
The party enters a room with a pool of water in the center. Suddenly, tentacles emerge from the water, trying to grab them. It turns out that the temple's caretaker is a giant octopus who is just upset that the pool was disturbed. The party must convince the octopus to let them pass or face the consequences.
The players stumble upon a room filled with a magical fog that seems to move and shift on its own. Within the fog are illusions of monsters and traps, but the players must use their wits to navigate through the fog without getting harmed.
In a room filled with moving platforms and shifting walls, the players must navigate through a maze of illusions and traps to reach the other side. The catch? They only have a limited amount of time before the walls start to close in on them.
In a seemingly empty room, players suddenly find themselves in the middle of a wedding ceremony between two goblins. The priest officiating the ceremony is a giant spider, and the guests are all skeletons. The players can choose to interrupt the ceremony or let it play out.
A group of 1d10 humans are praying and chanting, trying to summon a demon or cast a spell that will help them summon a demon. This group has been at it for a year and are close to succeeding. Their leader is an evil cleric who has convinced them that he will be their new leader when the demon appears and saves them from their current lord and/or leader.
A novice offers water to thirsty passersby.
The players stumble upon a room with a talking skeleton sitting at a desk with piles of paperwork. He introduces himself as the temple's accountant and asks for help organizing his files and paying the bills.
A host of 2d6+2 goblins are standing around chanting and praying to an idol in the center of the room.
The party opens a creaky door to find a pack of giggling ghouls playing spectral cards, who challenge them to a friendly (if ghoulish) game.
A cleric is frantically trying to save a group of acolytes from a magical trap that has turned them into stone statues.
The players enter a room with a cursed mirror that shows them the darkest versions of themselves. In order to escape the cursed mirror, they must confront their inner demons and overcome them.
A group of 4d6 cultists are sitting around a fire with a large cooking pot. They have the head of a captured priest and are preparing to cook it.
A group of 2d4 bandits are in this room, gambling for their share of the loot they will get from raiding the temple later that night. If players enter the room, the bandits will try to attack them and run away as soon as possible.
A child curiously explores the temple, asking endless questions.
A lone statue of a chicken stands in the center of the room, its beak open as if it's about to speak. If a player speaks to the statue, it will mimic their every word and move, much to the amusement of the other players. However, if a player mentions the word "egg", the statue will come to life and attack, as it is a protective guardian of a nearby nest of golden eggs.
The group enters a room with a giant clock ticking on the wall. Suddenly, the clock comes to life and starts counting down. They must race against the clock to solve a puzzle and stop the impending danger before time runs out.
A group of 1d6+1 priests is passing through the temple. They are carrying a small figure, wrapped in cloth. If questioned, they tell the party that they are taking their god to the city of Grenderon for special ceremonies.
The party finds a room filled with riddles and puzzles. Each correct answer brings them closer to a hidden treasure, but a wrong answer unleashes a trap.
A maze of twisting and turning hallways that constantly shift and change, making it nearly impossible to navigate without a guide. However, the guide may not be as trustworthy as they seem and could lead the players into danger.
A hummingbird flits from flower to flower in the garden.
A group of 4d6 cultists are sitting around a fire with a large cooking pot. They have the head of a captured priest and are preparing to cook it.
A group of 1d6 druids are peacefully tending to a garden within the temple grounds, using their powers to help the plants grow.
An owl flies down from the sky and alights on the edge of the road that you are following. It makes a loud screech and then flies into the woods.
A celestial being descends into the temple, seeking mortal champions to embark on a quest to retrieve a stolen fragment of divine essence from a treacherous sorcerer's tower.
The players see a man in the central chamber sitting on the floor with his eyes closed. He looks to be in a deep trance. When he hears voices, he will open his eyes and look surprised, then tell the players that he was just trying to commune with his god. He will say that he thinks he is close to getting through to his god so he can help him with a problem. He can be brought back to the temple and will go into a deep trance if they bring him there. If they walk away, he will go back to sleep where they found him.
Players find themselves in a room with 5d10 skeletons lying on the floor in various stages of decay. If players disturb them, they will attack them as well as 2d6 zombies that rise from the floor.
A deer cautiously nibbles at the shrubbery near the entrance.
A priest discusses philosophy with a visiting monk.
A mysterious figure in a dark cloak approaches the players. He offers them a deal - he will give them a powerful artifact if they can answer his riddles correctly. However, each incorrect answer will result in a punishment, such as being turned into a frog or speaking only in rhymes for the rest of the day.
A group of goblin merchants have set up shop in the temple, selling a variety of questionable and cursed items. The players must navigate their sales tactics to avoid buying something that could bring harm or misfortune.
A wandering bard offers to play soothing music for temple visitors.
As the party walks through the temple, they are followed by a ghostly figure. The figure seems to be leading them in a specific direction, but whenever they try to follow, the figure disappears and reappears in a different location. If the party continues to follow, they will be rewarded with a hidden treasure.
A cat knocks over a small statue, startling everyone nearby.
A sacred chamber contains an ancient basin filled with a shimmering liquid. Drinking it grants a vision of the players' future, with subtle hints on upcoming challenges.
A quiet stream nearby offers a peaceful place for reflection.
A villager seeks a priest's advice on a personal matter.
You come around a corner and see a group of 3d4 wizards doing a ritual on the floor. The ritual seems to be a transformation spell.
Players encounter an eternal flame that requires rekindling to banish a malevolent spirit haunting the temple.
A group of meditating monks block the players' path, refusing to let them pass until they can prove their worth through a series of tasks that test mind, body, and spirit.
The PCs see a group of people gathered around a statue. They are discussing the statue and what it means. A poem is written on the statue.
A goblin runs off in fear as you approach. He is carrying along a bag of stolen jewelry and coins from nearby villages and towns. He won't be able to outrun you, but his companions will be on their way and may try to hunt you down for the spoils! (roll for encounter location when he's caught)
Players see a shimmering portal within the temple. It leads to a parallel dimension filled with undiscovered lands and unknown dangers. If they choose to enter, they will have to solve puzzles and battle fierce creatures to return back to their own dimension.
The party encounters a giant floating eyeball who introduces itself as the "Guardian of the Temple's Mysteries". It proceeds to ask the players a series of riddles and puzzles. If they answer correctly, they gain insight into the temple's secrets. If they fail, the eyeball explodes into a shower of glitter.
A scholar reads aloud from an ancient text to an attentive audience.
The party sees a group of cultists talking to a statue of a demon. They are trying to persuade it to help them open a portal to another dimension.
A beggar kneels at the temple gates, asking for charity.
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 temple: D4, D6, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.