Skip to main content

D10 Temple Random Encounters

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

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

How to roll this table

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

The D10 Temple encounter table

d100 = 1

  1. D10=1:In the garden of the temple, players come across a group of dryads who are mourning the loss of their tree. They believe that a powerful druid who recently passed through the temple may be responsible. The players can either investigate the druid's actions or try to help the dryads find a new home.
  2. D10=2:A child offers an acolyte a handful of wildflowers as thanks.
  3. D10=3:A figure shrouded in a robe is offering a large piece of fish to a stray cat.
  4. D10=4:The temple's garden is full of talking plants and flowers. The players must communicate with them and solve their problems in order to continue on their journey.
  5. D10=5:In a room filled with mirrors, the party must navigate through a maze while avoiding their reflections coming to life and attacking them.
  6. D10=6:Three priests of the god of destruction are performing a ritual. If the players disrupt them, they will attack.
  7. D10=7:The musty scent of old books permeates the library.
  8. D10=8:A revered scribe is working on translating an ancient prophecy. An evil faction seeks to steal it, believing it reveals a path to godlike power. The players must protect the scribe and the sacred script from falling into the wrong hands.
  9. D10=9:A mischievous faerie dragon keeps magically changing the temple's wall frescoes to ludicrous scenes like pie fights among deities and slapstick battles against clumsy demons.
  10. D10=10:A group of 2d4 gnomes have taken over a room in the temple and are practicing their pranks and jokes on each other.

d100 = 2

  1. D10=1:An enchanted fresco changes to show players their greatest desires. Touching it gives a temporary boon or reveals hidden motivations.
  2. D10=2:The head priest is giving a sermon in the main hall.
  3. D10=3:A group of 1d6 veteran knights arrive desperately seeking sanctuary after a disastrous battle. The temple offers refuge, but the players must defend it against a revenge-driven warlord’s army laying siege.
  4. D10=4:A group of dwarves has come in from the mountains to ask the priests for help. Their village has been attacked by a tribe of orcs and they need help rebuilding their homes and defending their village against future attacks by the orcs.
  5. D10=5:A sudden gust of wind rattles the temple doors.
  6. D10=6:Two elderly men are sitting on a bench in the hallway, talking about the old days.
  7. D10=7:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
  8. D10=8:A young scholar translates an ancient scroll.
  9. D10=9:Inside the temple, the players come across a group of acolytes performing a ritual that they have been told will grant them immortality. The ritual involves sacrificing innocent victims, and the players must decide whether to stop the acolytes or let them continue.
  10. D10=10:A ghostly choir sings an eternal hymn that rejuvenates the tired and wounded, granting temporary hit points and restoring spell slots.

d100 = 3

  1. D10=1:A group of scholars from the university are arguing about the layout of their religion's holy land. They are trying to work out how the layout of the holy land matches up with real geography.
  2. D10=2:As the party walks through a hallway, their footsteps trigger a trap that causes the walls to slowly close in on them. They must solve a puzzle to open the walls back up and escape.
  3. D10=3:Two old men are arguing with each other. They are throwing their fists into the air and waving their arms around angrily. If approached, they will stop arguing and ask the players what they think about their argument. If the players stick up for one of the men, he will reward them with a magical item.
  4. D10=4:The temple’s altar contains ancient keys to unlock forgotten areas; however, each key demands overcoming a personal trial or sacrifice.
  5. D10=5:The sound of ethereal music echoes through a grand hall. As the players approach, they find ghostly musicians playing ancient instruments. Interacting with them reveals a long-lost lullaby with powerful healing properties.
  6. D10=6:The party hears a loud argument in the hall. If they investigate, they will find a group of 1d6 humans who are trying to decide what to do with the body of one of their party members who has been killed by a cave bear.
  7. D10=7:You see a small building where a single light is shining from inside. You go up to the building and see multiple scratches all over the building. There are three scratches that are deep in size and at least two or three arms each long. They "almost" look like claw marks.
  8. D10=8:A dog darts through the temple, chasing a squirrel.
  9. D10=9:Freshly laundered robes are hanging out to dry in the sun.
  10. D10=10:As the party explores the temple, they come across a room with a floating table and chairs. A ghostly figure appears and invites them to join him for a game of poker. The ghost is a former monk who has been trapped in the temple for centuries and is looking for some entertainment.

d100 = 4

  1. D10=1:A friendly wanderer is praying silently in a corner of the temple.
  2. D10=2:The party discovers a room filled with strange herbs and potions. If they drink one, they are transported to an alternate reality where they must complete a task to receive the desired outcome; such as healing, strength, or invisibility.
  3. D10=3:Finally, the players come across a room with a large, ornate door. Above the door, a sign reads "Only the brave may enter". However, if the players try to open the door, it will be locked. The only way to enter is to perform an act of bravery, such as standing up to a fearsome monster or taking a hit for a fellow player. Once they have proven their bravery, the door will unlock, revealing a hidden treasure inside.
  4. D10=4:Players hear screaming coming from inside one of the rooms in this hall. Inside the room, the party will find a monk trying to hold onto his 2d4 year old son who has been hurt by one of his teachers. The child's leg has been broken and has been struck with a heavy rod. The poor boy is screaming and crying for his mother. Players can try to help the child by healing him +2 HP or by doing nothing +1 HP. If not helped by player characters, both parents will die from sadness.
  5. D10=5:You see a group of people wearing robes of various colors and wearing various jewelry such as an arm bracelets that are red inside, necklaces decorated in gold, and rings with strange-looking stones. They are praying to their god, and if someone approaches them, they will ask that person to leave them alone.
  6. D10=6:Players hear a man praying. If they listen, the man will pray for a long time for the health and safety of his wife, who is sick.
  7. D10=7:The temple crypt is filled with friendly, translucent rats who seem to have formed a miniature society, complete with their own little temple to worship their “Rat King.”
  8. D10=8:A group of kenku are mimicking the temple's priests and causing confusion. If not stopped, they will steal valuable items and cause chaos within the temple.
  9. D10=9:The party finds a large, ornate chest with strange markings on it. Inside the chest is a small stone statue of a woman in robes. If the party touches it, it comes to life and attacks!
  10. D10=10:The distant sound of thunder hints at an approaching storm.

d100 = 5

  1. D10=1:A ghostly hand reaches out of the wall and grabs a player. The entire party is transported to the top of the temple and asked to put out a fire. The fire grows throughout the next phase of the adventure. The party has to return to the temple in their second phase and put out the fire by throwing weapons at it.
  2. D10=2:A group of 2d6 cultists are talking to each other. They are looking into a small pit in the ground. They are wondering why the pit is there. An old priest walks up and says that it was dug centuries ago when a man was found guilty of magic. He was buried alive in the pit and the pit was filled with earth and sealed over. The priest tells the cultists not to worry and walks away.
  3. D10=3:A group of thieves has infiltrated the temple and are posing as priests to gather information on valuable artifacts. The players must uncover their true identities and stop them before they can steal from the temple.
  4. D10=4:The party sees a group of cultists talking to a statue of a demon. They are talking about how they will soon be able to summon the demon.
  5. D10=5:A famed hero who sacrificed themselves for the realm has returned as a revenant, seeking vengeance for an injustice committed. The players must resolve the revenant’s anguish and balance the temple's sanctity.
  6. D10=6:A room filled with statues seems devoid of life until one statue animates and offers a cryptic prophecy in exchange for a good deed.
  7. D10=7:A pair of drunk men stumble down the hallway and argue about where one of them left his horse.
  8. D10=8: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.
  9. D10=9:The players come across a room with a large pool of lava in the center. As they approach, the lava rises and forms into a humanoid creature made entirely of flames. They must defeat this fire elemental in order to move forward.
  10. D10=10:A powerful wizard stands in front of a large mirror, trying to decipher the ancient runes on its surface and activate its magical powers.

d100 = 6

  1. D10=1: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.
  2. D10=2:A group of 2d6+2 skeletons are carrying a coffin through the dungeon. They are led by a skeleton with a sword and shield.
  3. D10=3:The players enter a room with a large pool of water in the center. As they get closer, they notice a giant humanoid figure made entirely of water emerge from the pool. It challenges the players to a game of riddles and if they win, they will be rewarded with a powerful magic item. If they lose, they will be teleported to a dangerous area.
  4. D10=4:A group of animated suits of armor guards a hidden chamber in the temple. The party must either defeat them in combat or find a way to deactivate them to access the chamber.
  5. D10=5:There are 2d4 priests praying in front of an altar, upon which is laying a dead body on a table.
  6. D10=6:A villager seeks a priest's advice on a personal matter.
  7. D10=7:The players stumble upon a secret chamber filled with powerful and dangerous magical artifacts. They must choose which artifacts to take, knowing that each one comes with a consequence and may alter their journey in unexpected ways.
  8. D10=8:The grand hall of the temple is covered in a delicate carpet of white petals, disturbed only by fresh, dark footprints leading to a withered priest. The priest reveals The Revenant’s tragic past and current curse afflicting the temple. The players must seek out a mystic well said to be The Revenant’s point of corruption. However, the path is fraught with illusions and traps laid by The Revenant, turning their quest into a deadly maze.
  9. D10=9:A priest helps a villager with a small offering, arranging it on the altar.
  10. D10=10:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.

d100 = 7

  1. D10=1:A powerful magical artifact is hidden within the temple walls. The players must decipher ancient texts and clues to locate and retrieve it before their enemies can get their hands on it.
  2. D10=2:The party is invited to compete in a tournament of champions. The winner gets an artifact. The party finds an altar covered in blood, next to a defaced painting of Saint Cuthbert.
  3. D10=3:The temple's garden is full of talking plants and flowers. The players must communicate with them and solve their problems in order to continue on their journey.
  4. D10=4:A stray dog curls up near the warmth of the temple hearth.
  5. D10=5:A group of halflings are trying to steal the temple's sacred relic, a golden chalice. They are disguised as priests, but their clumsy movements give them away.
  6. D10=6:This room contains 5d20+20 gold pieces that are scattered all over the floor.
  7. D10=7:The temple is overrun with rats. As the players try to clear them out, they discover that the rats are actually polymorphed villagers who were cursed by a vengeful witch.
  8. D10=8:In a room filled with ancient artifacts, players come across a book with the title "How To Manifest Your Own Deity." Upon opening the book, they are met with a text that reads, "Congratulations! You are now the proud creator of a new god. Instructions for sacrifices and prayers will be sent to you in the mail."
  9. D10=9:An apprentice monk is carrying heavy buckets of water.
  10. D10=10:A room filled with statues seems devoid of life until one statue animates and offers a cryptic prophecy in exchange for a good deed.

d100 = 8

  1. D10=1:The party enters a seemingly empty room, but upon closer inspection, they notice that the walls are covered in intricate runes and symbols. If they decipher the code, they discover it is a spell that can open a secret passage or create a powerful magical illusion.
  2. D10=2:The players see a statue of a goddess with a missing eye. When they place a gold coin in the eye socket, the statue comes to life and grants them a wish. However, the wish has a twist and the players must make a saving throw to resist the temptation to make a selfish wish.
  3. D10=3:A lost child is found and taken to the head priest for comfort.
  4. D10=4:A novice reverently sweeps the temple entrance.
  5. D10=5:The party comes around a corner and sees an old man with a stick and a staff walking down the hall. He seems to be very upset about something. He asks the party if they could help him find his pet lizard. The lizard has green scales and a purple tongue, and is about the size of a dog.
  6. D10=6:A priest is praying in this large room, his back to the party. If the players try to talk to him, he will not respond.
  7. D10=7:A secret underground passage is discovered leading to a hidden sanctum dedicated to an almost-forgotten deity. The players uncover and dispel the dark rituals meant to usurp the temple's power.
  8. D10=8:Players encounter an eternal flame that requires rekindling to banish a malevolent spirit haunting the temple.
  9. D10=9:A group of monks are having a heated debate over which is better: cats or dogs. They stop their argument as soon as the players enter and immediately try to recruit them to their side.
  10. D10=10:Upon entering a cloud-filled room, players can glide or fly briefly. Hidden treasures and secrets await those who navigate this ephemeral realm.

d100 = 9

  1. D10=1:A serene pool reflects shifting images of distant lands. Using the pool, players can cast a one-time teleportation spell to any place they can visualize.
  2. D10=2:A conclave of benevolent and ancient planar beings arrives, subtly testing the players' virtues and resolve before revealing an urgent celestial quest to prevent a cascading series of planar collisions.
  3. D10=3:A giant, sentient spider has made its home inside the temple and will attack anyone who enters its territory. The players must either defeat it or find a peaceful solution.
  4. D10=4:Players hear chanting coming from within the temple. If they investigate, players discover that a group of 10 1st level clerics are gathered in the main chamber. They are praying for the healing of a sick child. If players disturb them, they will attack.
  5. D10=5:A group of 4d12 cultists are unleashing and controlling swarms of bats.
  6. D10=6:The party will be challenged to fight by a pair of acolytes who are secretly not allied with either order; when they win, they will be given the location of an item that has recently been stolen from their order - it was placed in secret storage by one of their members and forgotten about years ago
  7. D10=7:The high priest offers the players a vision quest, guiding them through a series of sacred dreams and trials in the astral plane to gain divine insights or a unique boon.
  8. D10=8:Players encounter an eternal flame that requires rekindling to banish a malevolent spirit haunting the temple.
  9. D10=9:There is a statue of an angel with an arrow pointing out one door. There is an inscription above it that reads, "May the arrow of light lead you to the god's gift."
  10. D10=10: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.

d100 = 10

  1. D10=1:In a dark chamber, players find a group of goblins trapped in a magical barrier. They plead for the players' help in defeating the evil wizard who put them there. However, upon removing the barrier, the goblins reveal themselves to actually be a group of shape-shifting demons.
  2. D10=2:The temple's library is filled with sentient, talking books that refuse to be read unless the players can answer their riddles and puzzles.
  3. D10=3:In a secret chamber, you find a group of friendly ghosts who are bound to the temple. They can provide valuable information about the temple's history and secrets, but they may also ask for the players' help in fulfilling their unfinished business.
  4. D10=4:Two elderly men are having a tea party while they wait for the temple to open. They will invite the players to join them for tea if they notice them standing nearby.
  5. D10=5: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.'
  6. D10=6:The temple's library is said to contain ancient knowledge and powerful spells. However, the librarian is a powerful mage who won't allow anyone to enter without answering a riddle or completing a challenge.
  7. D10=7:Players encounter an eternal flame that requires rekindling to banish a malevolent spirit haunting the temple.
  8. D10=8:A wandering bard has found his way into the temple and is performing for a small crowd. However, he is constantly getting interrupted by a grumpy monk who doesn't appreciate his music. The players must help the bard finish his performance without getting kicked out by the monk.
  9. D10=9:In a room filled with fire and lava, you find a group of salamanders performing a ritual to summon a fire elemental. The players must quickly find a way to stop the ritual before it's too late.
  10. D10=10:The sound of the training is really the sound of the monks trying to communicate with the spirit world using magic. If players do not interrupt them, the monks' spells will summon 1d4+2 zombies that appear outside.

d100 = 11

  1. D10=1:The players find a candle in an empty room. There is a small note attached to it. It reads: 'Light the candle.'
  2. D10=2:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. The dogs are going to be sacrificed in a ritual.
  3. D10=3: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.
  4. D10=4:A serene temple courtyard is the setting for an assassination attempt on a foreign dignitary. The players uncover a sinister plot and race against time to protect the diplomat and maintain diplomatic relations.
  5. D10=5:A mysterious, hooded figure offers to sell a magical item to the party. However, the item is cursed, and the party must find a way to lift the curse before it's too late.
  6. D10=6:A relic within the temple begins to pulse with a strange energy. The players join forces with a visiting archmage to decipher its mysteries and prevent an explosive chain reaction that could devastate the entire region.
  7. D10=7: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.
  8. D10=8:An old woman is combing the hair of a large golden statue of a god. She does not seem concerned or surprised the statue has hair.
  9. D10=9:As the players enter a room, they see a group of powerful sorcerers performing a dark ritual. They must stop the ritual before it is completed, or face dire consequences.
  10. D10=10: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.

d100 = 12

  1. D10=1:A group of bards performing a musical rendition of the temple's history. The twist? They are all singing in reverse, starting with the temple's destruction and working backwards to its creation.
  2. D10=2:You walk into the temple, and there's a group of people talking to a statue of a demon. You see that they have the familiar 'we summon it' incantation, which happens to summon a low level demon. Before they can finish, they turn and see you. The leader says, 'Kill them!' and they all attack. They are all 2 levels below you. |
  3. D10=3:Inside the temple, the players find a group of dwarves trying to solve a riddle to gain access to a hidden treasure. The riddle is cryptic and requires the players to think outside the box.
  4. D10=4:A group of dwarves has come in from the mountains to ask the priests for help. Their village has been attacked by a tribe of orcs and they need help rebuilding their homes and defending their village against future attacks by the orcs.
  5. D10=5: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.
  6. D10=6:A group of halflings has come in from the countryside asking for help after their village was attacked by a group of kobolds. They need help rebuilding their village and defending it against future attacks by the kobolds.
  7. D10=7:A farmer brings fresh milk as an offering.
  8. D10=8:Two priests are discussing the necessary repairs in the library.
  9. D10=9:A group of 2d6 cultists are in a room, chanting and praying. A table in the center of the room holds a large cauldron with a bubbling black liquid inside. If the party enters the room, the cultists will stop their chanting and attack. If a character tries to remove the cauldron, it will stop bubbling and start to hiss.
  10. D10=10:A man is praying for the health and safety of his family, who have been captured by a nearby tribe of goblins. He believes they will be eaten.

d100 = 13

  1. D10=1:A group of men are standing outside the temple, trying to convince a young boy that the gods are lies and their god is the only god who is real.
  2. D10=2:Three beautiful women are guarding an old woman who is chanting some strange words with a strange title, "Sang-ti-va". The women will not attack the players but the old woman will tell them to leave and will attack them with her spell
  3. D10=3:A group of goblins is having a mini-monster cosplay contest in one of the rooms, all dressed up as famous, infamous, and completely fictional monsters.
  4. D10=4:The players see a statue of a goddess with a missing eye. When they place a gold coin in the eye socket, the statue comes to life and grants them a wish. However, the wish has a twist and the players must make a saving throw to resist the temptation to make a selfish wish.
  5. D10=5:You see two priests in robes meditating in a room filled with dust and cobwebs. Except for the two priests the room is empty. They are praying for help for their god to come before it is too late.
  6. D10=6:Players come across a statue of a man holding an axe. The statue's eyes are glowing. If a player touches the statue, it will attack them. The statue is a golem that has been placed here to guard the area.
  7. D10=7:The players hear a group of 2d4 guards arguing about their chief commander and how he hasn't done anything about the cult even though people are starting to go missing left and right because of them. They want to go talk to him about it but are afraid that he'll get angry with them for questioning his orders.
  8. D10=8:An acolyte spills a bag of rice in the storeroom, creating a mess.
  9. D10=9:Inside the temple, the party finds a garden with rare, magical plants. However, picking the plants may anger the dryad who protects the garden, and the players must find a way to appease her.
  10. D10=10:A group of cultists are fashioning crude armor out of bones they have gathered. They are preparing to march on a nearby town.

d100 = 14

  1. D10=1:A crazed priest is begging for his life, saying that he is sorry for his sins and will never do it again. He says that he served a creature of evil, and that the creature is going to kill him in a few minutes if the players don't help him. He says that the bell in the center of the room is the monster.
  2. D10=2:As the party enters the temple, they find a group of skeletons having a tea party, complete with tiny cups and mismatched saucers. The skeletons invite the players to join them for eternal tea.
  3. D10=3:A group of cultists are sacrificing a young boy to their god. If players enter the room, they will attack them. The cultists wield short swords and daggers.
  4. D10=4:In a dimly lit room, the players come across a group of ghostly monks who are still carrying out their daily routines, even in death. They ignore the players and continue to pray, cook, and clean as if they were still alive.
  5. D10=5:The temple's resident oracle has a riddle for the players. "What is greater than God, more evil than the devil, the poor have it, the rich need it, and if you eat it, you will die?" The answer unlocks a secret passageway in the temple.
  6. D10=6:A novice reverently sweeps the temple entrance.
  7. D10=7:A villager seeks a priest's advice on a personal matter.
  8. D10=8:A room filled with mirrors that reflect the players' fears and insecurities, making it difficult for them to navigate and battle the creatures that emerge from the mirrors. The players must overcome their fears to find a way out.
  9. D10=9:A cosmic forge powered by starlight can imbue items with cosmic energy. Utilizing it requires matching the stellar patterns, resulting in powerful new gear.
  10. D10=10:A room with a cluster of floating orbs. Each orb contains a different scene from the players' past adventures. They can choose to look into one, which gives them a flashback. But beware, some orbs may contain traumatic memories that come with consequences.

d100 = 15

  1. D10=1:The party finds themselves in a room that seems to have no exit. However, upon closer inspection, they notice that there is a hidden door disguised as a tapestry on the wall. The tapestry leads to a secret room filled with treasure, but also guarded by a powerful creature.
  2. D10=2:On a pedestal in the center of the room, there is a glowing orb that displays images of the past and future. The players can ask the orb one question and it will reveal a cryptic answer. If they choose to ask more than one question, the orb will become angry and unleash a powerful force against them.
  3. D10=3:A mischievous faerie dragon keeps magically changing the temple's wall frescoes to ludicrous scenes like pie fights among deities and slapstick battles against clumsy demons.
  4. D10=4:Behind the altar, the players see a transparent globe. If they try to approach it, they will hear a group of people talking about them. They will not hear what is being said, only that the people are talking about them.
  5. D10=5:In a room filled with intricate and beautiful statues, players must pinpoint which statue is controlling the others and destroy it before it traps the players in stone.
  6. D10=6:A voice calls out from a dark corner of the temple, asking the players to bring him the legendary banana of enlightenment. He promises it will grant them great wisdom and insight.
  7. D10=7:The scent of incense fills the air as worshippers light sticks in various altars.
  8. D10=8:A scholar reads aloud from an ancient text to an attentive audience.
  9. D10=9:Players hear a loud shriek coming from one of the rooms down the long hallway. Players can make out 2d4 men's voices shouting in fear over something. If players investigate, they find a group of 2d4+1 armed men who are forced to watch a group of 2d6 priests perform a dark ritual. If the players stop the ritual, the priests will attack them. When killed, they dissolve into a puddle of black goo and bone.
  10. D10=10:A stray cat captures a small bird, causing a group to gasp in horror.

d100 = 16

  1. D10=1:All around you, the forest is dying. All the trees are withered and dead. A large, old tree is visible in the middle of it all. The tree looks to be over 100 years old, and it is covered in many weird runes.
  2. D10=2:The party stumbles upon a group of monks playing a game of "Temple Trivia". The monks have a hive mind, meaning they all have the same knowledge. If the players can stump them with a question, they will reveal a secret path hidden within the temple.
  3. D10=3:A group of people are gathered around a table in a large room filled with books, scrolls, and other things. They are studying the books and other articles around them. If someone were to try to talk to them, the people there would greet them, but would rather not be disturbed.
  4. D10=4:If the party passes through one of the rooms, they will see a group of cultists gathered around a strange creature that looks like a large, hairless ape-like creature with tentacles for arms! The creature is wearing strange robes and has small, glowing eyes!
  5. D10=5:The party hears an argument. If they investigate, they will find two men arguing about a woman. One of them cheated on the woman and wants to get back together with her. The other man wants to break up with her for good. If the party helps one of them, the other will attack them.
  6. D10=6:A room that is completely upside down, with the ceiling acting as the floor and vice versa. In this room, the players must navigate through various obstacles and challenges while fighting against gravity. The room also has an enchanted mirror that can flip the players' perspectives, making things even more challenging.
  7. D10=7:In a dark chamber, you find a group of drow necromancers performing a ritual to raise an undead army. If they succeed, the temple and its inhabitants will be in grave danger.
  8. D10=8:A monk is meditating in the garden, tending to a small bonsai tree.
  9. D10=9:A ghostly figure appears in front of the party and asks for their help in solving a murder mystery. The catch? The murder hasn't happened yet, and the players must travel back in time to prevent it from happening.
  10. D10=10:The temple's bell tower is occupied by a ghostly raven that narrates the players' actions in a deep, ominous voice with a comically over-the-top dramatic flair.

d100 = 17

  1. D10=1:In this room, you see a large painting of a priest. The painting is enchanted and comes to life! It attacks! This painting is a magic mouth that will attack anyone who disturbs it.
  2. D10=2: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.
  3. D10=3:A group of dwarves have been trapped in the temple for years, trying to find a way out. They offer a reward to the players if they can help them escape. However, the dwarves may not be as innocent as they seem...
  4. D10=4:In a secret chamber, you find a group of friendly ghosts who are bound to the temple. They can provide valuable information about the temple's history and secrets, but they may also ask for the players' help in fulfilling their unfinished business.
  5. D10=5:Two priests are discussing the necessary repairs in the library.
  6. D10=6:A group of 2d6+2 orcs are chewing on human remains that they have picked up during their time in the dungeon. They are drawn by the smell of food (the players).
  7. D10=7:A group of 2d6 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will attack.
  8. D10=8:A powerful wizard is attempting to take over the temple and bend the deity to his will. The players must put a stop to his plans before it's too late. But be careful, as he is a master of deception and illusion.
  9. D10=9:A group of goblins appear, trying to sell "magic" items they found in the temple. These items are actually just everyday objects that the goblins have labeled as magical. However, if the players buy one, they find out it actually does have a hidden magical surprise.
  10. D10=10:A group of 6d4 adventurers riding horses are riding across the level heading for one of the exits. If they are attacked, they will fight until death. If a fight does break out, use the rules for a mounted horseman charging into battle.

d100 = 18

  1. D10=1:A group of 1d4+2 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. They have convinced themselves that they are doing good by summoning this particular demon instead of another one later on down the line (because this one is really really really really good right?).
  2. D10=2:The sound of the training is really the sound of the monks trying to communicate with the spirit world using magic. If players do not interrupt them, the monks' spells will summon 1d4+2 zombies that appear outside.
  3. D10=3:A group of cultists are praying at an altar, hoping their god will answer their prayers and grant them favor.
  4. D10=4:The players encounter a group of 3d6 acolytes practicing their magic in a secluded room. They are using various spells and incantations to hone their skills, and are willing to share their knowledge with the players in exchange for a favor or service.
  5. D10=5:Behind the altar, the players see a transparent globe. If they try to approach it, they will hear a group of people talking about them. They will not hear what is being said, only that the people are talking about them.
  6. D10=6: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.
  7. D10=7:The PCs see a man in robes of a high priest talking with a woman in robes of a mid-level priest. The man in high priest robes looks mad and upset while the woman in mid-level priest robes looks fearful and worried.
  8. D10=8:A spectral choir of wailing banshees is practicing a piece for an upcoming festival. Unfortunately, they sing horribly off-key and seem to think the cacophony is delightful.
  9. D10=9:A group of musicians practices a new hymn together.
  10. D10=10:As the players enter the temple, they see a group of monks trying to fight off a pack of dire wolves who have made their way inside. The monks are outnumbered and injured, and the players can choose to assist them or stay out of the fight.

d100 = 19

  1. D10=1:A scholar reads aloud from an ancient text to an attentive audience.
  2. D10=2:A gardener meticulously tends to the temple's herbs and medicinal plants.
  3. D10=3:There are 2d4 priests guarding an altar that is on it's side. If the players try to approach them, they will immediately attack them. They will not tell them why
  4. D10=4:A group of 1d4+5 thieves are hiding in a room filled with treasure. They are trying to steal as much as they can before they are caught by the priests. If players enter, they will attack the players and try to kill them.
  5. D10=5:An artist adds a final touch to a statue in the courtyard.
  6. D10=6:The hall is lined with statues. One of them has a hand missing. The statue looks like it has been attacked by something.
  7. D10=7: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.
  8. D10=8:Birds are nesting in the eaves of the temple, chirping noisily.
  9. D10=9:In a grand hall, the players meet a wise sage who offers them a puzzle to solve in exchange for a valuable artifact. The puzzle seems unsolvable at first, but as they work together, they realize that the solution lies in the words of the sage's cryptic advice.
  10. D10=10:A peacock wanders through the garden, showing off its plumage.

d100 = 20

  1. D10=1:A hooded figure approaches the party in the temple's dark corridors and offers them a lucrative deal - in exchange for completing a task for him, he will share valuable information about the temple's secrets. But can he be trusted?
  2. D10=2:A mischievous faerie dragon keeps magically changing the temple's wall frescoes to ludicrous scenes like pie fights among deities and slapstick battles against clumsy demons.
  3. D10=3:The temple's well has run dry and the nearby town is suffering from a severe drought. The players must journey to the elemental plane of water to convince a powerful water elemental to come and replenish the well. However, the elemental has a mischievous personality and may not cooperate easily.
  4. D10=4:The murals on the temple walls begin to animate, depicting an ongoing celestial war. The players must decipher the cryptic messages in the artwork to prevent an impending celestial conflict spilling into the mortal realm.
  5. D10=5:A group of priests is arguing about the right way to celebrate a certain holiday.
  6. D10=6:The party encounters a group of kobolds playing a game of hopscotch. They are extremely competitive and will challenge the players to a game. If the players win, they will give useful information about the temple. If they lose, the kobolds will steal their gold.
  7. D10=7:There are 2d4 priests praying in front of an altar, upon which is laying a dead body on a table.
  8. D10=8:The temple's garden is home to a variety of rare and magical plants. As the party explores the garden, they must be careful not to disturb the plants' natural balance, or else they may face the wrath of the garden's protector.
  9. D10=9:If a player tries to damage the statue, they will find that it is impossible to do so - no matter what they do, the statue will not be damaged in any way.
  10. D10=10:A flock of geese settles in the temple pond.

d100 = 21

  1. D10=1:An old man is meditating under a cherry blossom tree.
  2. D10=2:Behind the altar, the player will see a strange glowing sphere. If they approach it, they will feel a strange amount of energy flowing through them and will probably fall unconscious. If they examine it, they will get very low damage, but will cast a spell of random level.
  3. D10=3:A conclave of benevolent and ancient planar beings arrives, subtly testing the players' virtues and resolve before revealing an urgent celestial quest to prevent a cascading series of planar collisions.
  4. D10=4:Two temple cats are play-fighting near the fountain.
  5. D10=5:A mischievous goblin priest is running a "haunted" guided tour of the temple, complete with jump scares and fake ghosts. He offers the players a discounted price if they agree to be part of his next "act."
  6. D10=6:A mysterious merchant appears in the temple, offering rare and valuable items at a steep price. But the items may come with a catch or a curse, and the players must decide if they are willing to take the risk.
  7. D10=7:A group of 1d10+5 thieves are hiding in a room filled with treasure. They are trying to steal as much as they can before they are caught by the priests.
  8. D10=8:A group of 1d4+2 priests are walking down the hall, singing hymns. They are on their way to worship at the altar. If asked, they will tell players about the local god and his history.
  9. D10=9:A young girl has escaped her captors and is hiding in a room holding a candle. She will try to sneak off while she is alone. If confronted, she will scream, attracting monsters and causing the party to have to fight them.
  10. D10=10:A group of skeletons are trapped in the walls of the temple. If players knock on the walls, they will knock on the skeletons, causing them to fall out of the wall, knocking them down to 1 HP. The skeletons will attack any enemy they see.

d100 = 22

  1. D10=1:In a grand hall, the players meet a wise sage who offers them a puzzle to solve in exchange for a valuable artifact. The puzzle seems unsolvable at first, but as they work together, they realize that the solution lies in the words of the sage's cryptic advice.
  2. D10=2:The illusion of a beautiful elven woman sits in the middle of a room. A closer look reveals that the woman has no skin and is made entirely of water. The water monster will not react to anything, and will not move or do anything. Her existance appears to be frozen in time.
  3. D10=3:The temple's library holds many ancient texts and scrolls, but the players discover that some of them have been cursed. The cursed texts cause the reader to see illusions and experience hallucinations. The players must find a way to break the curse before it becomes too overwhelming.
  4. D10=4:You arrive at the temple in your wagon drawn by five horses, when you approach the temple, you notice all the guards are dead and there is a hole in the prison tower where prisoners are kept. If you investigate, you might find all their corpses in the cells with them missing all their heads.
  5. D10=5:A peaceful silence falls over the temple at dusk.
  6. D10=6:A cleric is frantically trying to save a group of acolytes from a magical trap that has turned them into stone statues.
  7. D10=7:A group of dwarves are in a fierce competition to see who can carve the most intricate and detailed statue of a dragon. They ask the players to be the judges of their competition.
  8. D10=8:The party hears an argument. If they investigate, they will find a group of nobles. One of them is accusing the other nobles of treason.
  9. D10=9:You see men and women praying to their god in front of an altar. The altar is covered with mounds of flowers, incense, and other such items. If disturbed, the people will attempt to kill anyone who disturbs them.
  10. D10=10:The party encounters a group of sentient trees, who claim to be the guardians of the temple's garden. They invite the players to help them defend the garden from an infestation of giant rabbits.

d100 = 23

  1. D10=1:A wizard named Xerxes is studying a book titled 'Arcane Magical Lore'. If approached, he will offer to sell it to the players for 1d20+3 gold coins.
  2. D10=2:A group of cultists are barricading the tunnel with a large stone slab. They're not sure if it will stop the creatures.
  3. D10=3:A paladin is locked in a battle of wits with a clever rakshasa who has taken on the form of a high-level cleric.
  4. D10=4:The players find themselves in a room filled with mysterious floating orbs. Each orb contains a memory of someone who has died in the temple, and the players must decipher the memories to uncover a hidden truth about the temple's past.
  5. D10=5:The courtyard fountain sparkles in the midday sunlight.
  6. D10=6:A rogue priest has been performing dark rituals in the temple, using innocent sacrifices to gain power. The party must stop him before he unleashes a dangerous creature onto the world.
  7. D10=7:Two guards are standing outside the temple's main doors, which are made of wood and are banded with metal. They are talking about their plans for the evening. They will stop the party and ask what their plans are for the evening. If they find out they're adventurers and they're heading into the temple, they'll try to talk them out of it and suggest some other place to go instead. They'll be pretty insistent about it too.
  8. D10=8:A pilgrim is lighting a candle for a loved one.
  9. D10=9:A group of human and half-orc spies are in the process of stealing a relic from the cult's temple. If they are discovered, they will try to escape with the relic. If they are caught, they will try to attack their captors before being killed by the cult.
  10. D10=10:A peacock wanders through the garden, showing off its plumage.

d100 = 24

  1. D10=1:The party finds a room full of animated suits of armor. They start playing a game of charades, acting out famous battles and historical events. If the party correctly guesses the event, they will be rewarded with powerful magical weapons hidden inside the suits of armor.
  2. D10=2:Upon entering a room, you are suddenly surrounded by a swarm of tiny fairies who are fighting over a sparkly gem.
  3. D10=3:A finely dressed merchant is seeking the priest's blessing for a new venture.
  4. D10=4:The players stumble upon a room filled with cursed mirrors that reflect their inner fears and doubts. They must navigate through the maze of mirrors without succumbing to their deepest insecurities.
  5. D10=5:The party see a group of children playing in the temple courtyard. One of them is pretending to be a Disc God! Other children laugh at him.
  6. D10=6:As the party walks through the temple, they hear the sound of a child crying. When they follow the sound, they come across a trapped child who pleads for their help. However, the child is actually a shape-shifting creature who will attack the party if they get too close.
  7. D10=7:The party comes across a room that seems to have endless doors leading to different dimensions. Each door has a different symbol on it and the party must decipher a riddle in order to choose the correct door and continue on their quest.
  8. D10=8:In a forgotten wing of the temple, a revenant guards a cursed treasure. Helping the revenant break his curse results in his gratitude and a powerful relic.
  9. D10=9:The players find a candle in an empty room. There is a small note attached to it. It reads: 'Light the candle.'
  10. D10=10:A man in black robes and a leather hood stands outside the temple. He is talking to two people, asking them to give up their possessions in the name of his god. If players approach, he will demand that they hand over their valuables or suffer the consequences. If players give up their valuables, he will thank them then walk away without giving anything in return. The two people talking to him are cultists who will attack if they feel threatened.

d100 = 25

  1. D10=1:A sacred grove within the temple houses guardian spirits who grant blessings of nature to those who respect the sacred space.
  2. D10=2:A rogue priest has been performing dark rituals in the temple, using innocent sacrifices to gain power. The party must stop him before he unleashes a dangerous creature onto the world.
  3. D10=3:You see a man wearing thick leather armors and carrying a club. He pulls it back and throws it at his opponent who is standing across from him. The club flies through the air with a loud thwack and hits the target who flies back into the wall, out cold.
  4. D10=4:A ghostly hand reaches out of the wall and grabs a player. The entire party is transported to the top of the temple and asked to put out a fire. The fire grows throughout the next phase of the adventure. The party has to return to the temple in their second phase and put out the fire by throwing weapons at it.
  5. D10=5:A man in a long cloak is standing in the moonlight outside the temple courtyard, looking at the stars. He looks at you and says, 'There is a man in the stars, and he is looking at us'.
  6. D10=6:You hear someone crying. If you look into the sound the party will find a group of orphans who were abandoned by their parents and are now living in the temple. They want the party to adopt them and take them on their adventures.
  7. D10=7:The courtyard fountain sparkles in the midday sunlight.
  8. D10=8:A stray piece of parchment floats through the courtyard.
  9. D10=9:The party finds a large, ornate chest with strange markings on it. Inside the chest is a small stone statue of a woman in robes. If the party touches it, it comes to life and attacks!
  10. D10=10:A mysterious, sentient mist that forms humorous faces and mimics the players' expressions follows them around the temple, occasionally acting goofy to elicit laughter.

d100 = 26

  1. D10=1:The players hear a group of 2d4 guards arguing about the state of the city and how crime has risen since the appearance of the cult. They want to do something about it, but they're only soldiers and don't know what to do about it.
  2. D10=2:Players see two elderly men having an argument about what the proper word for Disc Gods is. They say, 'You can't just add an 's' to Disc and make it plural. That's like adding an 's' to Goddess and making it plural.'
  3. D10=3:This room is filled with old books. A mummy lies in a pile of books. It glances up, sighs, then attacks.
  4. D10=4:As the players enter a room, they are greeted by a group of singing goblins dressed in colorful outfits. They are having a singing contest to determine the best musician among them. The players can either join in or act as judges, but either way, they are in for a hilarious and entertaining performance.
  5. D10=5:A magic mouth appears and says, 'Greetings, travelers! I am the ghost of a former priest of Cuthbert. Unfortunately, I have been slain by goblins. If you can find my bones, I will reward you! I was killed by goblins in this very room!' A secret door opens behind you and 1d4+3 goblins rush out and attack the players!
  6. D10=6:As you enter a room, you are greeted by a friendly half-elf who invites you to stay for a game of chess and a cup of tea.
  7. D10=7:The players see a headless body walking around. It will attack the players if they attack it. It was a cultist who was cursed by the high priest.
  8. D10=8:In a room filled with intricate and beautiful statues, players must pinpoint which statue is controlling the others and destroy it before it traps the players in stone.
  9. D10=9:A room with 10 statues of clerics. If any player disturbs one of these statues, the party will be trapped in the room and attacked by 1d6 skeletons.
  10. D10=10:The party stumbles upon a group of monks playing a game of "Temple Trivia". The monks have a hive mind, meaning they all have the same knowledge. If the players can stump them with a question, they will reveal a secret path hidden within the temple.

d100 = 27

  1. D10=1:You see an extremely large, black bird that is flying around above the courtyard. It is the size of a bear and has a glowing red eye on its chest. It looks at you and then flies off in another direction.
  2. D10=2:A group of 3d4 paladins are gathered in the temple chapel, preparing for a grand quest to vanquish an ancient evil. They invite the players to join their cause and share a portion of their knowledge and resources in a brief strategic meeting.
  3. D10=3:A pack of wild animals has made their home inside the temple's walls, causing chaos among the temple's inhabitants. The party must find a way to safely remove the animals without harming them.
  4. D10=4:This room resembles a chapel, and the walls are covered in paintings of strange-looking creatures and men with strange-looking robes.
  5. D10=5:You see a group of scholars from the university arguing about whether or not they should worship a god. It is an argument that has been going on for years and they have not come to any decision.
  6. D10=6:The party hears a strange moaning sound. If they investigate, they find a room with a strange, pale-skinned creature that looks like a large, hairless ape. The creature will attack! If the party kills it, they find a note in its hand that says: 'The creatures are free. The sacrifice must be made. The portal will open!'
  7. D10=7:In a secluded corner of the temple’s catacombs, the players discover a lonely statue of a grieving mother, weeping tears of pure gold. The Revenant turned her to stone as punishment for defying him. To restore her, players must piece together her story, scouring the temple for lost relics of her shattered life while evading The Revenant, who guards her secrets with cruel vigilance.
  8. D10=8:A group of 2d6 cultists, led by a half-orc shaman, are in the process of sacrificing a human. They will try to finish their ritual before the players reach them.
  9. D10=9:A group of 1d12 monks are practicing the art of combat in their temple.
  10. D10=10:A room filled with portraits of past adventurers who have explored the temple. Upon closer inspection, the party notices that all the portraits are actually pictures of themselves in various poses and situations.

d100 = 28

  1. D10=1:A powerful and ancient spirit resides in the temple, offering to answer one question for each player. However, the answers may not be what the players want to hear and may come at a price.
  2. D10=2:A soft murmur of conversation fills the air during a shared meal.
  3. D10=3:The courtyard fountain sparkles in the midday sunlight.
  4. D10=4:The gong of the temple is struck to signal the start of the evening prayer.
  5. D10=5:In a peaceful meditation garden, the players encounter a druid who is desperately searching for a rare flower that only blooms once a century within the temple grounds. The players offer to assist in tracking down this elusive bloom while protecting it from local predators.
  6. D10=6:The party sees a group of men in black robes. They are holding torches. If the party attacks them, they will fight back.
  7. D10=7:A celestial sundial casts impossible shadows, marking portals to different dimensions activated at specific times of the day.
  8. D10=8:A lanky, spectral butler appears and offers the adventurers a selection of ghostly hors d'oeuvres, insisting on regaling them with amusing anecdotes from ancient banquets.
  9. D10=9:The players encounter a group of 3d6 acolytes practicing their magic in a secluded room. They are using various spells and incantations to hone their skills, and are willing to share their knowledge with the players in exchange for a favor or service.
  10. D10=10:An underground river has carved out a large cavern. A group of 2d6+2 armed men are attempting to cross it. If the party approaches too close, they will attack.

d100 = 29

  1. D10=1:A portal flickers to life, revealing an enchanted library. Upon entering, the players are challenged by a talking tome to solve riddles to gain valuable knowledge.
  2. D10=2:The party enters a room to find it empty, except for a mysterious hooded figure who offers them a choice of three doors. Each door leads to a different challenge, and only one will lead them to the next part of the temple.
  3. D10=3:Two nuns are leading a child to the temple, to be raised as a acolyte, however the child will not obey them and runs off.
  4. D10=4:You see a single, ancient-looking man. He carries a bag that rattles when he moves. He approaches the players and offers them the bag. There is a 50% chance that it is a bomb, which will explode!
  5. D10=5:A child offers an acolyte a handful of wildflowers as thanks.
  6. D10=6:A group of paladins are conducting a ritual to summon a celestial being to fight against an evil force that threatens the temple. The players are asked to help in the ritual by completing tasks and gathering important ingredients. But they must also beware of a group of cultists who seek to stop the ritual and bring forth an even greater evil.
  7. D10=7:In a secluded corner of the temple’s catacombs, the players discover a lonely statue of a grieving mother, weeping tears of pure gold. The Revenant turned her to stone as punishment for defying him. To restore her, players must piece together her story, scouring the temple for lost relics of her shattered life while evading The Revenant, who guards her secrets with cruel vigilance.
  8. D10=8:A dog happily chases its tail in the courtyard.
  9. D10=9:Walls of living vines enclose a courtyard. Solving a nature puzzle there awakens the druids' knowledge slumbering within the plants.
  10. D10=10:The party enters a room with a large statue of a dragon. If they touch the statue, they are transported into the mind of the dragon and must complete a perilous task to gain its favor.

d100 = 30

  1. D10=1:On the temple walls, you see short messages written in blood. The messages talk about a deadly poison that will kill any who touch it.
  2. D10=2: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.
  3. D10=3:A group of 1d4 priests are busily writing. They ignore anyone who walks past them in the hallway or courtyard.
  4. D10=4:A powerful and ancient spirit resides in the temple, offering to answer one question for each player. However, the answers may not be what the players want to hear and may come at a price.
  5. D10=5:A large elephant-like creature roams the temple, giving out "enlightening hugs" to anyone it comes across. The player who receives the hug gains temporary resistance to psychic damage.
  6. D10=6:A priest discusses philosophy with a visiting monk.
  7. D10=7:A stray dog rests quietly in a corner, seemingly at peace.
  8. D10=8:You see men and women praying to their god in front of an altar. The altar is covered with mounds of flowers, incense, and other such items. If disturbed, the people will attempt to kill anyone who disturbs them.
  9. D10=9:The morning sun illuminates stained glass windows beautifully.
  10. D10=10:A monk is trying to master the art of levitation, but keeps falling flat on his face. He asks the players to help him by finding a more powerful levitation spell or potion.

d100 = 31

  1. D10=1:The temple's library is filled with sentient, talking books that refuse to be read unless the players can answer their riddles and puzzles.
  2. D10=2:The party comes across a room filled with strange machines and contraptions. A gnome inventor is frantically running around, trying to fix his latest creation. He begs the players to help him test it out and promises them a reward if they survive the experiment. The machine turns out to be a teleporter, sending the players to a random location in the temple.
  3. D10=3: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.
  4. D10=4:As the players come to the end of a long hallway, they see a giant boulder rolling towards them. However, upon closer inspection, it's just a giant meatball that smells delicious.
  5. D10=5:A powerful wizard stands in front of a large mirror, trying to decipher the ancient runes on its surface and activate its magical powers.
  6. D10=6:The players hear some chanting coming from the side chamber. In this chamber there are four humanoids chained up and screaming in pain as a group of orcs with swords cut into them. A group of humans are gathered around watching stating things like: 'There's still some life in them.' and 'Just one more cut and I'll get that one.' The orcs do not seem very skilled fighters but they are surprisingly strong.
  7. D10=7:A group of 1d10 scouts are riding through town. They are escorting an ornate chest to the town council. The chest contains a number of valuable trinkets.
  8. D10=8:When entering a room in the temple, the players suddenly find themselves in a completely different location. They realize they have been teleported to a temple in a different time period or parallel universe. They must navigate through the different temple and find a way back to their own time and place, all while possibly altering history.
  9. D10=9:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
  10. D10=10:A raging storm outside causes a tower within the temple to collapse, revealing a hidden treasure room filled with ancient artifacts.

d100 = 32

  1. D10=1:In the center of a room, there is a pedestal with a glowing orb on top of it. When the party approaches, the orb begins to float and it speaks to them, asking them a riddle. If they answer correctly, they will be rewarded with a powerful magical item. If they answer incorrectly, they will be attacked by animated armor.
  2. D10=2:A group of scholars from the university are arguing about the powers of their god. They are trying to decide how much power their god actually holds.
  3. D10=3:A ghostly knight haunts the temple, appearing only during the full moon. The players must unravel the history of the knight's tragic past and lay his spirit to rest.
  4. D10=4:A group of priests is carving strange runes on the floor of the temple. They are working in shifts, and 1d4 priests are digging out the runes while the other 1d4 priests stand guard over them, protecting their work. The runes they use are evil, and if any opponent attempts to enter the room, they will fight to the death.
  5. D10=5:The players come across a room with a giant disco ball hanging from the ceiling. As they enter, they are suddenly transported to a huge dance party with all kinds of creatures, both friendly and not so friendly.
  6. D10=6:As you enter the main hall of the temple, you are greeted by a friendly dog who leads you to a hidden trap door that leads to a secret chamber. Inside, you find ancient artifacts and treasures guarded by a group of animated suits of armor.
  7. D10=7: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.'
  8. D10=8:A powerful priest has been corrupted by a dark force and now has control over the temple. The players must defeat or redeem the priest to restore balance to the temple.
  9. D10=9:A group of 1d4+1 humans are trying to dig their way into the temple through the front door. They are looking for treasure and will attack if they see anyone else trying to enter the temple.
  10. D10=10:A group of villagers arrives with fresh produce as a donation.

d100 = 33

  1. D10=1:A dragon has taken up residence in the temple and has struck a deal with the high priest, hoping to gain access to their vast knowledge and wisdom.
  2. D10=2:The temple has a mysterious room that is always locked. The key to the room can only be found by helping three spirits who have unfinished business in the temple. Once the key is found, the players must enter the room and discover its secrets.
  3. D10=3:A catnapper has fallen asleep on a bench, snoring softly.
  4. D10=4:The party comes across a room filled with colorful, glowing crystals. If they take one, they are transported to a dream-like realm where they must complete a series of challenges to return to the temple.
  5. D10=5:The party hears an argument. If they investigate, they will find two men arguing about a woman. One of them cheated on the woman and wants to get back together with her. The other man wants to break up with her for good. If the party helps one of them, the other will attack them.
  6. D10=6:A room filled with various potions and elixirs. A sign above them reads "Drink at Your Own Risk". If the players choose to drink one, they will randomly gain a positive or negative effect. This could range from turning invisible for 1 hour to sprouting bunny ears for 24 hours.
  7. D10=7:A bird nests in the rafters, chirping contentedly.
  8. D10=8:A friendly wanderer is praying silently in a corner of the temple.
  9. D10=9:A wandering cleric shares news from distant lands.
  10. D10=10:In a room filled with treasures, the party is faced with a dilemma. Every treasure they take must be replaced with something of equal value, or else they will be cursed. Can they outsmart the magical scale set up in the room and escape with all their booty intact?

d100 = 34

  1. D10=1:The pillars of the temple occasionally morph into jesters’ faces, sticking out large stone tongues or giving winking expressions as the players pass by.
  2. D10=2:The players find themselves in a room filled with mysterious floating orbs. Each orb contains a memory of someone who has died in the temple, and the players must decipher the memories to uncover a hidden truth about the temple's past.
  3. D10=3:In a room lined with shelves of ancient artifacts, the party is challenged by a group of animated objects who will do anything to protect the temple's treasures.
  4. D10=4:A group of rogue spellswords are training in the temple's courtyard, honing their skills and showing off their flashy techniques.
  5. D10=5:A priest tends to a small vegetable garden behind the temple.
  6. D10=6:A novice struggles to carry a heavy stack of scrolls.
  7. D10=7:A group of cursed dancers has been trapped in a cursed hall within the temple. They are continuously forced to dance by an evil spirit, and the players must break the curse before they can move on.
  8. D10=8:In a grand hall, the players meet a wise sage who offers them a puzzle to solve in exchange for a valuable artifact. The puzzle seems unsolvable at first, but as they work together, they realize that the solution lies in the words of the sage's cryptic advice.
  9. D10=9:A statue is being meticulously cleaned by an acolyte with a feather duster.
  10. D10=10:As the party explores the temple, they come across a room with a floating table and chairs. A ghostly figure appears and invites them to join him for a game of poker. The ghost is a former monk who has been trapped in the temple for centuries and is looking for some entertainment.

d100 = 35

  1. D10=1:The party enters a room with a large mural depicting a battle between gods. Suddenly, the figures on the mural come to life and engage in a fierce battle, with the players caught in the middle. Will they join forces with the gods or try to survive the chaos?
  2. D10=2:A group of scholars from the university are arguing about the artifacts that they believe are kept in their religion's holy land. They are trying to determine which one is real and which is a fake.
  3. D10=3:A group of 3d4+3 cultists try to ambush the party! They are armed with short swords and carry leather satchels with strange symbols on them.
  4. D10=4:A priest leads the party to a pool filled with enchanted water that can grant wishes. However, the wish comes with a catch: it can only be granted in the form of a haiku.
  5. D10=5:In the garden of the temple, players come across a group of dryads who are mourning the loss of their tree. They believe that a powerful druid who recently passed through the temple may be responsible. The players can either investigate the druid's actions or try to help the dryads find a new home.
  6. D10=6:A novice offers water to thirsty passersby.
  7. D10=7:As the players enter a prayer room, they are transported into a dreamscape where they must complete a series of challenges to escape. However, if they die in the dreamscape, they die in real life.
  8. D10=8:A group of monks practicing their martial arts in a room with a large pit of slime. As they hit the slime, it takes on different shapes and forms, mimicking their movements. The monks offer to teach the players their techniques if they can master the slime's movements.
  9. D10=9:Two old men are arguing with each other. They are throwing their fists into the air and waving their arms around angrily. If approached, they will stop arguing and ask the players what they think about their argument. If the players stick up for one of the men, he will reward them with a magical item.
  10. D10=10:As soon as the players will enter a room, they will see a strange glowing sphere floating in the center of the room.

d100 = 36

  1. D10=1:A novice polishes the temple’s sacred relics with reverence.
  2. D10=2:Players see a hallway lined with statues of previous heroes who failed in their quests and are now cursed to be frozen in stone for eternity. As the players walk past, the statues begin to whisper their last words, pleading for the players to not make the same mistakes they did.
  3. D10=3:A mechanical celestial orrery, accurate to every star, allows players to adjust the heavens slightly, benefiting or hindering their subsequent travels.
  4. D10=4:The players encounter a room with a large statue of a dragon, which begins to talk and riddle them. If they solve the riddle, the dragon will give them a valuable item or information. If they fail, the dragon will attack and they must fight it off.
  5. D10=5:The loud thud of a falling book echoes in the library.
  6. D10=6:The party comes across a room with a large hole in the ceiling. As they enter, a waterfall of gold coins starts pouring down from the hole. However, as they get closer, they realize the coins are actually chocolate coins wrapped in gold foil.
  7. D10=7:Players come across a statue of a man holding an axe. The statue's eyes are glowing. If a player touches the statue, it will attack them. The statue is a golem that has been placed here to guard the area.
  8. D10=8:An acolyte accidentally spills water while cleaning the altar.
  9. D10=9:The party sees a man in black robes and a hooded cloak carrying a large bag and walking quickly. He has a large dog with him that snarls at the party when he passes by them.
  10. D10=10:A serene temple courtyard is the setting for an assassination attempt on a foreign dignitary. The players uncover a sinister plot and race against time to protect the diplomat and maintain diplomatic relations.

d100 = 37

  1. D10=1:You sense a strange energy emanating from a statue in the temple. After examining it closely, you discover a hidden compartment with a valuable artifact inside. However, taking the artifact may trigger a trap or curse. The players must decide whether to risk it or leave it be.
  2. D10=2:A blacksmith seeks the priest's blessing for his new forge.
  3. D10=3:A group of 1d20 dogs are running around in the street, barking at something or someone. They seem agitated.
  4. D10=4:A gentle hand places a flower at the feet of the deity's statue.
  5. D10=5:A priest helps a villager with a small offering, arranging it on the altar.
  6. D10=6:A raging storm outside causes a tower within the temple to collapse, revealing a hidden treasure room filled with ancient artifacts.
  7. D10=7:The holy sanctuary is desecrated, with holy relics shattered and sacred symbols defaced. The players find a dying cleric, her final breaths spilling tales of The Revenant's merciless assault. With her last words, she reveals a secret passage beneath the temple, possibly leading to The Revenant’s lair. Exploring it, the players face traps and ambushes set by the sinister foe.
  8. D10=8:The players find a temple dedicated to Tyr and a priest who will hand over a magic shield if they answer his riddle: 'What is the deadliest predator in the jungle?'
  9. D10=9:You see two adventurers dressed in chainmail armor and carrying longswords. They are arguing and fighting with each other.
  10. D10=10:You see a group of 5d4 guards dragging a coffin down the hallway towards you. A member of their party has been captured by some unknown force and have to get him out of here. They are looking for a safe way out of this dungeon with no traps or monsters for at least 10 minutes. If the players get close to this group, one of them will ask: "What do you want?" If the players wait patiently and not approach them and try to talk to them, the guards will tell them that there is an old tunnel that is filled with traps and monsters, but it will take the party in question a day or two to travel through it properly and will probably lose some of their number in the process. If the party asks that they help them find a way out of here and restock on supplies, they will say: "Yes! We will help you if you help us! You take us out, we take you out; it's as simple as that."

d100 = 38

  1. D10=1:The players find a small statue of a dog with its muzzle on the floor. If someone steps on its tail, spikes will shoot out of it and injure whoever stepped on it.
  2. D10=2:Two priests are discussing the necessary repairs in the library.
  3. D10=3:A group of 2d6 cultists are standing around a large, ornate tombstone. The tombstone is surrounded by 5d10+5 smaller tombstones. They are chanting to the dead. If they are disturbed, they will attack.
  4. D10=4:A group of paladins are using the temple as a training ground. They challenge the players to a series of duels, testing their skills and strength.
  5. D10=5:A group of 2d6+2 guards are on patrol and carrying torches that light up an area. These guards are lightly armored and have leather armor. They are protecting their master's treasures that he has left behind and will attack anyone who tries to steal some of them.
  6. D10=6:A group of dwarves is feasting and drinking in celebration of a successful mining expedition. However, their boisterous behavior is disturbing the peace and tranquility of the temple.
  7. D10=7:A man is praying for the health and safety of a young couple who have been captured by a powerful wizard and he fears that they will be tortured and killed by the wizard.
  8. D10=8:A group of scholars from the university are arguing about what the best source of information is regarding their religion.
  9. D10=9:The players find a celestial observatory where stars can predict future events. Gazing into the heavens grants visions of potential futures.
  10. D10=10:As they walk through a hallway, the party is stopped by a group of ghosts who ask for their help in laying their spirits to rest. If they do, the ghosts reveal a hidden treasure in the room.

d100 = 39

  1. D10=1:A room filled with mirrors and a group of illusions is waiting for the players. The illusions keep changing, making it difficult to distinguish between what is real and what is not.
  2. D10=2:An old scholar is poring over an ancient scroll in the library.
  3. D10=3:A group of 2d4 guards will walk in, looking for intruders. They will immediately fight them. Despite the fact that they have been guarding the temple, the players have no chance of winning.
  4. D10=4:The murals on the temple walls begin to animate, depicting an ongoing celestial war. The players must decipher the cryptic messages in the artwork to prevent an impending celestial conflict spilling into the mortal realm.
  5. D10=5:Freshly laundered robes are hanging out to dry in the sun.
  6. D10=6:A group of 2d6+2 skeletons are carrying a coffin through the dungeon. They are led by a skeleton with a sword and shield.
  7. D10=7:A group of 2d6 cultists are talking to each other. They are looking into a small pit in the ground. They are wondering why the pit is there. An old priest walks up and says that it was dug centuries ago when a man was found guilty of magic. He was buried alive in the pit and the pit was filled with earth and sealed over. The priest tells the cultists not to worry and walks away.
  8. D10=8:As the players enter the final chamber of the temple, they are faced with the deity itself. It offers them a final test of their worthiness and a powerful gift if they pass. But if they fail, they may face the wrath of an angry god.
  9. D10=9:The temple's pet cat is purring loudly next to an elderly monk.
  10. D10=10:A powerful sorcerer is using the temple as a base to conduct dangerous experiments. The players must stop him before his creations wreak havoc on the surrounding villages.

d100 = 40

  1. D10=1:The players come across a room with a group of monks sitting in a circle, meditating. As the players enter, they all open their eyes and start speaking in unison, offering cryptic advice and insight to the players' journey before resuming their meditation.
  2. D10=2:Inside the temple, the players find a group of dwarves trying to solve a riddle to gain access to a hidden treasure. The riddle is cryptic and requires the players to think outside the box.
  3. D10=3: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.
  4. D10=4:The party comes across a group of 2d6+2 cultists led by a sorcerer. They are transporting a pair of pit bulls in cages. They are planning on sacrificing the dogs in a ritual.
  5. D10=5:A sudden downpour forces a group of travelers to seek shelter.
  6. D10=6:The players come across a room with a mysterious portal. As they enter, they are transported to a different time or place, but they must follow a specific set of rules in order to return back to their own time.
  7. D10=7:A celebrated artist is painting a mural on one of the inner walls.
  8. D10=8:A group of acolytes are performing a ritual, but it seems to be going wrong. As they chant and dance around a fire, objects in the temple start floating and moving on their own. The players have to figure out how to stop the chaos and restore order before things get out of hand.
  9. D10=9:Players come across a statue of a man holding an axe. The statue's eyes are glowing. If a player touches the statue, it will attack them. The statue is a golem that has been placed here to guard the area.
  10. D10=10:The party encounters a group of pilgrims who are on a holy journey to the temple. They offer to share their stories and offer blessings to the players.

d100 = 41

  1. D10=1:A small black cat walks into the main hall and looks up at you expectantly. If a person approaches the cat, it meows loudly and runs off into an adjoining room. A minute later, you hear an inhuman scream from inside and see a flash of bright orange light in the next room, followed by complete darkness in that room.
  2. D10=2:An acolyte is carefully placing candles around a sacred altar.
  3. D10=3:An elderly priest prays quietly at a small altar, candles flickering.
  4. D10=4:A family of goblins has taken up residence in the temple, and they have been wreaking havoc on the nearby villages. The players must negotiate with them or take on the challenge of defeating them.
  5. D10=5:A voice from above suddenly speaks, "Welcome to the Temple of Infinite Wisdom! To enter, you must answer a riddle. What has four legs in the morning, two legs in the afternoon, and three legs in the evening?" If the players answer correctly (a human), they are granted access. If they answer incorrectly, they are teleported to a different room.
  6. D10=6:The players find a small statue of a dog with its muzzle on the floor. If someone steps on its tail, spikes will shoot out of it and injure whoever stepped on it.
  7. D10=7:A mysterious, sentient mist that forms humorous faces and mimics the players' expressions follows them around the temple, occasionally acting goofy to elicit laughter.
  8. D10=8:An effervescent ghost dog bounds up to the adventurers, dropping an ethereal, glowing stick at their feet, eager for a game of fetch.
  9. D10=9:The players hear chanting. It is a group of 2d6 cultists and 2d4 zombies. The zombies are wearing robes, carrying candles, and chanting in a strange language.
  10. D10=10:Opened scrolls float in mid-air, inscribed with arcane knowledge. Successfully transcribing them provides potent spell scrolls.

d100 = 42

  1. D10=1:A group of devout worshippers are lining up outside the temple, waiting for their turn to confess their sins and seek forgiveness from the high priest. They are all from different races and backgrounds, showing the diversity within the temple's followers.
  2. D10=2:In this room, you see a large painting of a priest. The painting is enchanted and comes to life! It attacks! This painting is a magic mouth that will attack anyone who disturbs it.
  3. D10=3:A friendly wanderer is praying silently in a corner of the temple.
  4. D10=4:A group of cultists are discussing their plans to sacrifice a certain prisoner to their god. The player might try to rescue the prisoner, who is actually an excellent mimic who will follow the players around and help them fight the cultists.
  5. D10=5:You see two adventurers dressed in chainmail armor and carrying longswords. They are arguing and fighting with each other.
  6. D10=6:Players hear a man praying. If they listen, the man will pray for a long time for the health and safety of his wife, who is sick.
  7. D10=7:A group of 2d6 goblins are working at a forge, smithing a blade. The blade will be part of a ritual the cult is performing. The players may take the sword if they defeat the goblins.
  8. D10=8:A spirited merchant sets up a stall near the entrance, offering religious trinkets.
  9. D10=9:A group of 2d6+4 cultists led by their leader, a blackguard is praying in front of a large cauldron with a green bubbling liquid emitting from it. They are calling out to their god asking for help in finding out what kind of liquid is being produced by the cauldron.
  10. D10=10:The party comes across a room with a large, intricately designed chess board on the floor. Suddenly, the pieces come to life and start attacking the players. Will they be able to defeat the living chess pieces and claim victory?

d100 = 43

  1. D10=1:Two dragons lying next to each other arguing about something unknown. 7
  2. D10=2:A wandering minstrel offers to play a serenade in exchange for a meal.
  3. D10=3:A priest console a visitor in distress.
  4. D10=4:A friendly wanderer is praying silently in a corner of the temple.
  5. D10=5:The players enter a room filled with treasure chests. However, as they open them, they find more and more chests, each one smaller than the last. It's a never-ending loop of chests that leads to nowhere. The players have to figure out the trick to escape the room and claim a real treasure.
  6. D10=6:A group of devout worshippers are lining up outside the temple, waiting for their turn to confess their sins and seek forgiveness from the high priest. They are all from different races and backgrounds, showing the diversity within the temple's followers.
  7. D10=7:The players come across a room with a mysterious portal. As they enter, they are transported to a different time or place, but they must follow a specific set of rules in order to return back to their own time.
  8. D10=8:A spectral jester keeps teleporting around the temple, telling old jokes and playing harmless pranks on the party, such as causing their hair to look like it’s on fire (it’s not).
  9. D10=9:A wise old sage is found meditating in a hidden room. He shares cryptic clues and riddles that will aid the players in their quest if they can solve them. However, if the players become too frustrating or impatient, he will become irritated and refuse to aid them.
  10. D10=10:A group of Khazad dwarves are in a room, praying to their god Moradin. The Khazad are busy sharpening their axes. They think it is a religious ritual and will chase after anyone they see as an enemy. If an opponent tries to enter the room, the Khazad will attack.

d100 = 44

  1. D10=1:A group of priests is arguing about the right way to celebrate a certain holiday.
  2. D10=2:On the temple walls, you see short messages written in blood. The messages talk about a deadly poison that will kill any who touch it.
  3. D10=3:As the party walks through the temple, they hear the sound of a child crying. When they follow the sound, they come across a trapped child who pleads for their help. However, the child is actually a shape-shifting creature who will attack the party if they get too close.
  4. D10=4:A group of cultists is chanting in a room. If the party passes by, they will stop chanting and attack.
  5. D10=5:The players see a group of monks meditating in a circle. Suddenly, one of them starts levitating and speaks in a deep, booming voice. It turns out, the monk is possessed by a mischievous spirit who is enjoying playing pranks on the monks. The players have to figure out how to exorcise the spirit before things get out of hand.
  6. D10=6:A group of 4d10 priests and 3d4+3 acolytes are marching in procession around a large, deep hole in the ground. They chant and pray to their gods to grant them favor and protection. If disturbed, they attack.
  7. D10=7:This room is filled with old books. A mummy lies in a pile of books. It glances up, sighs, then attacks.
  8. D10=8:Footsteps echo in the silent hall as a lone figure enters.
  9. D10=9:The players are recruited by a group of temple knights to help retrieve a stolen relic. The thief has holed up in a nearby fortress and the players must use their skills to infiltrate the fortress and retrieve the stolen item before the thief can escape.
  10. D10=10:A parchment slips from a scribe's fingertips, fluttering to the ground.

d100 = 45

  1. D10=1:A room with a large stone statue of a dragon. If the players touch the statue, it comes to life and tries to crush them with its claws. However, if someone tells the dragon a witty joke, it will crumble into dust and reveal a hidden passage behind it.
  2. D10=2:The party sees a man in black robes and a hooded cloak carrying a large bag and walking quickly. He has a large dog with him that snarls at the party when he passes by them.
  3. D10=3:A group of pilgrims have traveled far to reach the temple and are seeking guidance from the high priest. However, the high priest is missing and they ask the party to help find him. The truth behind his disappearance may be shocking.
  4. D10=4:A flock of birds lands in the courtyard, searching for food crumbs.
  5. D10=5:A mural depicts a legendary battle between good and evil. Touching the mural transports players into an illusionary version of this ancient conflict, granting them a chance to affect its outcome.
  6. D10=6:The players see a statue of a goddess with a missing eye. When they place a gold coin in the eye socket, the statue comes to life and grants them a wish. However, the wish has a twist and the players must make a saving throw to resist the temptation to make a selfish wish.
  7. D10=7:An old woman lights incense and utters a prayer for her grandson's safety.
  8. D10=8:Players hear a man praying. If they listen, they will hear a man praying for the health and safety of his children, who have been captured by a nearby tribe of goblins and replaced with goblins who look like his children.
  9. D10=9:Footsteps echo in the silent hall as a lone figure enters.
  10. D10=10:A sacred artifact is stolen from the temple's reliquary, and the players are tasked with tracking down the thieves: a group of skilled 2d8 shadowy assassins sent by a rival deity's cult.

d100 = 46

  1. D10=1: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.
  2. D10=2:The temple’s library is unnervingly quiet, except for the soft weeping of a young acolyte whose mind has been shattered by The Revenant’s cruel whispers. His sanity hangs by a thread, and he cries over the ruin of sacred texts defiled by dark magic. The players must seek a rare elixir to mend his mind, but doing so might attract The Revenant who hunts those meddling in his plans.
  3. D10=3:A group of 1d20 dogs are running around in the street, barking at something or someone. They seem agitated.
  4. D10=4:The party is lured into a room filled with illusions, including an endless hallway, a bottomless pit, and a mirror maze. They must use their wits to see through the illusions and find the real way out.
  5. D10=5: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.
  6. D10=6:Players stumble upon a time-loop room where they must relive and alter a crucial moment from the temple's history to progress.
  7. D10=7:As they walk through a hallway, the party is stopped by a group of ghosts who ask for their help in laying their spirits to rest. If they do, the ghosts reveal a hidden treasure in the room.
  8. D10=8:An ethereal dragon slumbers in a hidden cave. Awakening it to answer questions also risks its wrath if not treated with utmost respect.
  9. D10=9: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.
  10. D10=10:A group of men in red robes are chanting in a room. There are candles everywhere. When the players enter the room, they stop chanting and turn to face them.

d100 = 47

  1. D10=1:A room filled with dancing skeletons and a powerful necromancer controlling them. The players must figure out how to break the necromancer's control over the skeletons and defeat him before they are overwhelmed.
  2. D10=2:You come across a room with strange markings on the floor and walls. If you step on the markings, you are teleported to a random location in the temple.
  3. D10=3:A group of orcs are fighting a group of elves. The party can stop and help out the elves or help out the orcs.
  4. D10=4:A priest tends to a small vegetable garden behind the temple.
  5. D10=5:A traveling painter captures the scene of a quiet courtyard.
  6. D10=6:A group of 1d4 priests is walking down a hallway. The priest leading the group is carrying an ornate bowl containing 1d8 gems. If attacked, the priest will drop their bowl and run away, hoping their gods will save them. If a character tries to pick up their bowl and run away themselves, something bad will happen to them (ie: loss of 1d8 points from one ability score permanently). Of course, the gems can be kept by anyone who picks up the bowl. The gems are worth 100 gp each (gems are rare in this campaign), and if someone tries to sell any of them in town, merchants will offer 200-1000 gp for them.
  7. D10=7:The haunted bell tower of the temple holds the cursed bell that was rung when The Revenant fell. The sound harbors the tragic resonance of the temple's fall from grace. Scaling the tower, players face The Revenant’s shadowy wraith, and they must survive the ringing bell’s dissonance that can drive them mad, to finally end the relentless mourning by silencing the bell eternally.
  8. D10=8: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.
  9. D10=9:Raindrops patter lightly against the temple roof.
  10. D10=10:A large golden idol is on display in this room. It looks like a bull with the head of a man and tentacles coming out of it's shoulders. If anyone touches it or moves it, it will turn to liquid gold!

d100 = 48

  1. D10=1:If a player tries to damage the statue, they will find that it is impossible to do so - no matter what they do, the statue will not be damaged in any way.
  2. D10=2:A dragonborn paladin sits in the temple's courtyard, sharpening his sword and muttering prayers. He is seeking guidance on a personal quest and may ask the party to help him in exchange for his aid.
  3. D10=3:A group of acolytes harvests herbs from the temple garden.
  4. D10=4:This is an abandoned temple, and you can see some old blood splattered around the entrance, and you hear some scurrying sounds inside. The temple has been overrun by spiders, and they are hostile although they are fairly weak sorts of spiders.
  5. D10=5:As the party enters a room, they are met with a wall of vines that seem to be alive. The vines start to wrap around their feet, making it difficult to move. They must use their wits to figure out how to escape this living maze before the vines consume them entirely.
  6. D10=6:A group of elven bards is holding a concert in the temple's main hall. However, their magical music has a strange effect on the listeners, causing them to lose control of their actions.
  7. D10=7:Two doors leading out of another room. One door has a picture of a bow and arrow on it, and the other door has a picture of a shield and sword. One door will teleport the party back to their starting area, and the other door will teleport the party to an area with 3d4 lizardmen and 5d8 skeletons fighting each other.
  8. D10=8:The party finds a room full of animated suits of armor. They start playing a game of charades, acting out famous battles and historical events. If the party correctly guesses the event, they will be rewarded with powerful magical weapons hidden inside the suits of armor.
  9. D10=9:A powerful oracle resides in the temple and can see into the future. The party can ask one question about their future but will need to complete a task for the oracle in return.
  10. D10=10:The party finds a room filled with cleaning supplies and a sign that reads "Dungeon Degreasing". If they choose to clean the room, the temple rewards them with a powerful magical item hidden inside one of the cleaning buckets.

d100 = 49

  1. D10=1:In the center of a room, there is a pedestal with a glowing orb on top of it. When the party approaches, the orb begins to float and it speaks to them, asking them a riddle. If they answer correctly, they will be rewarded with a powerful magical item. If they answer incorrectly, they will be attacked by animated armor.
  2. D10=2:The temple’s holy relics appear to be locked in a bizarre love triangle, causing them to mysteriously shift positions and exchange affectionate notes written in ghostly script.
  3. D10=3:Players stumble upon a time-loop room where they must relive and alter a crucial moment from the temple's history to progress.
  4. D10=4:You sense a strange energy emanating from a statue in the temple. After examining it closely, you discover a hidden compartment with a valuable artifact inside. However, taking the artifact may trigger a trap or curse. The players must decide whether to risk it or leave it be.
  5. D10=5:The party finds themselves in a room where gravity is reversed. They start to float towards the ceiling and have to figure out how to maneuver and control their movement. If they fail, they might end up crashing into each other or getting stuck in an awkward position.
  6. D10=6:In one of the most sacred and revered parts of the temple, the players find an altar of eternal flames extinguished. A heart-wrenching inscription tells of The Revenant’s desecration. The players must reignite the flames by channeling their deepest emotions and confronting their personal tragedies brought to life by The Revenant’s illusions, who uses their pain to weaken them before a confrontation.
  7. D10=7:As the players explore the temple, they come across a room filled with puzzles and riddles. The puzzles seem to be impossible to solve, but each one holds a piece of the puzzle for the final challenge. Only by solving all the puzzles can the players progress deeper into the temple.
  8. D10=8:Players come across a statue of a man holding an axe. The statue's eyes are glowing. If a player touches the statue, it will attack them. The statue is a golem that has been placed here to guard the area.
  9. D10=9:The courtyard fountain sparkles in the midday sunlight.
  10. D10=10: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.

d100 = 50

  1. D10=1:A spirited merchant sets up a stall near the entrance, offering religious trinkets.
  2. D10=2:A serene temple courtyard is the setting for an assassination attempt on a foreign dignitary. The players uncover a sinister plot and race against time to protect the diplomat and maintain diplomatic relations.
  3. D10=3: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.
  4. D10=4:Finally, the players come across a room with a large, ornate door. Above the door, a sign reads "Only the brave may enter". However, if the players try to open the door, it will be locked. The only way to enter is to perform an act of bravery, such as standing up to a fearsome monster or taking a hit for a fellow player. Once they have proven their bravery, the door will unlock, revealing a hidden treasure inside.
  5. D10=5:The players walk into a room with a large statue of a chicken. As they approach, the statue starts clucking and lays a golden egg, but then explodes into a cloud of feathers and dust.
  6. D10=6:As the players enter the final chamber of the temple, they are faced with the deity itself. It offers them a final test of their worthiness and a powerful gift if they pass. But if they fail, they may face the wrath of an angry god.
  7. D10=7:A stray dog tugs at the hem of an acolyte's robe, begging for food.
  8. D10=8:A group of 1d10 half-elves approach, seeking fellowship.
  9. D10=9:A horde of 6d6 orcs have invaded the temple, destroying sacred relics and attacking anyone who gets in their way.
  10. D10=10:A sacrificial room. A pit filled with zombies and a pentagram on the floor. A symbol of a demon. If the party attacks or disturbs the zombies, they can summon a demon that awakens after 2 days.

d100 = 51

  1. D10=1:Three of the guards are playing cards in one corner of the temple. If the party approaches, the guards will ask them if they want to play as well. If they accept, the guards will cheat and gain some money from them.
  2. D10=2:A pair of clerics argues over the correct placement of a sacred relic.
  3. D10=3:You find a room filled with glowing crystals and a group of elves performing a ritual to heal a wounded comrade. If interrupted, the crystals will explode, causing damage to anyone nearby.
  4. D10=4:A group of 1d10 scouts are riding through town. They are escorting an ornate chest to the town council. The chest contains a number of valuable trinkets.
  5. D10=5:You come across a room filled with beautiful, ornate statues of dragons. One of the statues is missing a dragon head. As you enter, the head falls off and begins to attack you.
  6. D10=6:The party comes across a room filled with different types of traps, such as pressure plates and hidden pitfalls. They must use their skills and abilities to navigate through the room and reach the other side.
  7. D10=7:An acolyte is carefully placing candles around a sacred altar.
  8. D10=8:A cat naps on an old, sunlit tapestry.
  9. D10=9:A serene pool reflects shifting images of distant lands. Using the pool, players can cast a one-time teleportation spell to any place they can visualize.
  10. D10=10:The players hear a loud, booming voice, "WHO DARES DISTURB MY SLUMBER?" They soon realize that the voice is coming from a giant statue in the temple. It turns out, the statue is a cursed creature trapped in stone and it's been aching for a good conversation. The players can either talk to it or fight it, but be warned, it's been alone for a long time and has a lot to say.

d100 = 52

  1. D10=1:A group of goblins is running down the hallway, chased by a group of gnomes.
  2. D10=2:The temple bell tolls to mark the change of the watch.
  3. D10=3:A man is praying for the health and safety of his family, who have been captured by a nearby tribe of goblins. He believes they will be eaten.
  4. D10=4:A group of halflings are celebrating a wedding in the middle of the hallway. The party can join in or continue on their way.
  5. D10=5:A scribe copies ancient texts by candlelight.
  6. D10=6:A squirrel departs with a piece of fruit from the garden in its mouth.
  7. D10=7: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.
  8. D10=8:A young child is fascinated by the intricate carvings on a temple door.
  9. D10=9:A magic mouth appears and says, 'Greetings, travelers! I am the ghost of a former priest of Cuthbert. Unfortunately, I have been slain by goblins. If you can find my bones, I will reward you! I was killed by goblins in this very room!' A secret door opens behind you and 1d4+3 goblins rush out and attack the players!
  10. D10=10:The aroma of freshly baked bread wafts from the temple kitchen.

d100 = 53

  1. D10=1:Birds are nesting in the eaves of the temple, chirping noisily.
  2. D10=2:A cart full of exotic fruits and spices is sitting outside the temple, being guarded by a group of halfling merchants. They offer to sell some of their goods to the party, but warn them that some of the fruits may have magical effects.
  3. D10=3:A novice accidentally spills holy water and frantically tries to clean it up.
  4. D10=4:A group of 2d4 priests, in yellow robes, guard a small stone chest. If the players approach within 15' (12' if they are melee warriors), they immediately attack!
  5. D10=5:The players stumble upon a giant hourglass, its sands flowing in impossible directions. Flipping it will reset the time in the room, giving them a second chance to solve a puzzle or defeat a guardian.
  6. D10=6:A halfing stands in the hall, asking for help in finding his lost friend. He will tell the players the story of the high priest if they help him.
  7. D10=7:A ghostly hand reaches out of the wall and grabs a player. The entire party is transported to the top of the temple and asked to put out a fire. The fire grows throughout the next phase of the adventure. The party has to return to the temple in their second phase and put out the fire by throwing weapons at it.
  8. D10=8:The temple has a mysterious room that is always locked. The key to the room can only be found by helping three spirits who have unfinished business in the temple. Once the key is found, the players must enter the room and discover its secrets.
  9. D10=9:As the party enters the temple, they find a group of skeletons having a tea party, complete with tiny cups and mismatched saucers. The skeletons invite the players to join them for eternal tea.
  10. D10=10:Players find a hall where the laws of gravity are reversed. Navigating this area requires creative problem-solving and can lead to hidden treasures.

d100 = 54

  1. D10=1:A clumsy poltergeist offers to carry the party’s items but constantly fumbles, unintentionally creating comical and chaotic scenarios.
  2. D10=2:a group of 2d6 priests and 4d6 acolytes are marching in procession around a large, deep hole in the ground. They chant and pray to their gods to grant them favor and protection. If disturbed, they attack.
  3. D10=3:A cleric is frantically trying to save a group of acolytes from a magical trap that has turned them into stone statues.
  4. D10=4:A family of goblins has taken up residence in the temple, and they have been wreaking havoc on the nearby villages. The players must negotiate with them or take on the challenge of defeating them.
  5. D10=5:A section of the temple has been transformed into an indoor garden, with all kinds of plants and exotic creatures roaming about.
  6. D10=6:The torches in the temple flicker to the tune of a ghostly, whimsical lullaby as the players walk through the corridor, creating an eerie but strangely comforting ambiance.
  7. D10=7:An old woman is sitting on a bench outside the temple gate, begging for food and money. She is actually a cultist who has been sent to gather information from anyone she can talk to. If players give her some food or money, she will reveal that she has been working on a magical ritual that requires 50 gp worth of rare herbs and spices which she can be convinced to share with player characters if they get them for her. She will give them a list of the ingredients and tell them that she has heard that there is a witch somewhere in the city who knows where they can be found.
  8. D10=8:In this room, the players see a man that looks like he has been sitting here for days and has not moved from the spot he was assigned to guard. If the players touch him, they will find him to be an illusion and will get low damage. If they pass through him, they will get mid damage.
  9. D10=9:A group of 1d4+5 thieves are hiding in a room filled with treasure. They are trying to steal as much as they can before they are caught by the priests. If players enter, they will attack the players and try to kill them.
  10. D10=10:A peacock wanders through the garden, showing off its plumage.

d100 = 55

  1. D10=1:The main bell tolls, marking the end of meditation.
  2. D10=2: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.
  3. D10=3:A powerful wizard is testing new spells in a courtyard of the temple. The players must navigate through the spell effects and distractions to reach the wizard and either impress them with their magical abilities or convince them to stop causing chaos in the temple.
  4. D10=4:A large double door slams shut and locks! There is a magic mouth saying that a key must be found! The door is made of mithril and has mithril handles. They are very difficult to break down, but not impossible.
  5. D10=5:The party finds an animated set of holy vestments trying to conduct a silent prayer service, marching around an empty, ghost-filled sanctuary.
  6. D10=6:The loud thud of a falling book echoes in the library.
  7. D10=7:6d4 priests are chanting and praying to their gods. If the players interrupt them, they will be attacked by the whole group of priests. The players are completely outnumbered.
  8. D10=8:A pair of guards are in this room, viciously attacking each other. If the players get near enough to them, they will flee. If the players approach them, they will say: "Don't worry, we were just playing. If you want to fight us, we will fight you. If you want to watch, come back tomorrow. We do this every day."
  9. D10=9:A powerful and ancient spirit resides in the temple, offering to answer one question for each player. However, the answers may not be what the players want to hear and may come at a price.
  10. D10=10:The temple's well has run dry and the nearby town is suffering from a severe drought. The players must journey to the elemental plane of water to convince a powerful water elemental to come and replenish the well. However, the elemental has a mischievous personality and may not cooperate easily.

d100 = 56

  1. D10=1:As players enter a dark hallway, they suddenly hear a loud scream. Investigating, they find a priest covered in green slime. The priest reveals that he was trying to clean the walls and accidentally mixed two cleaning potions together, causing this slimy disaster.
  2. D10=2:The sound of chanting and shuffling feet can be heard from behind a large stone door. As the players approach, the door slowly starts to open on its own, revealing a room filled with robed figures performing a ritual. The players must decide if they want to interrupt or observe the ritual, and face the consequences of their actions.
  3. D10=3:Statues of gods debate eternally in an enchanted chamber. Participating in their debate can grant the players divine insight or blessings.
  4. D10=4:The party see a group of children playing in the temple courtyard. One of them is pretending to be a Disc God! Other children laugh at him.
  5. D10=5:A powerful wizard stands in front of a large mirror, trying to decipher the ancient runes on its surface and activate its magical powers.
  6. D10=6:Players hear screaming coming from inside one of the rooms in this hall. Inside the room, the party will find a monk trying to hold onto his 2d4 year old son who has been hurt by one of his teachers. The child's leg has been broken and has been struck with a heavy rod. The poor boy is screaming and crying for his mother. Players can try to help the child by healing him +2 HP or by doing nothing +1 HP. If not helped by player characters, both parents will die from sadness.
  7. D10=7:A room with a statue of a machinist. There is a machine in the center of the room, which is spinning really fast. The machine is making rain fall from the ceiling. If anyone disturbs it, the machine will explode, causing 4d8 damage to everyone within 30 feet of it.
  8. D10=8:A junior cleric nervously rehearses his part in an upcoming ceremony.
  9. D10=9:A novice tries to recite a prayer but keeps forgetting the words.
  10. D10=10:The players hear chanting. It is a group of 2d6 cultists and 2d4 zombies. The zombies are wearing robes, carrying candles, and chanting in a strange language.

d100 = 57

  1. D10=1:A group of 1d4 priests is walking down a hallway. The priest leading the group is carrying an ornate bowl containing 1d8 gems. If attacked, the priest will drop their bowl and run away, hoping their gods will save them. If a character tries to pick up their bowl and run away themselves, something bad will happen to them (ie: loss of 1d8 points from one ability score permanently). Of course, the gems can be kept by anyone who picks up the bowl. The gems are worth 100 gp each (gems are rare in this campaign), and if someone tries to sell any of them in town, merchants will offer 200-1000 gp for them.
  2. D10=2:A group of 4d6+4 monks are practicing their fighting skills against an animated suit of armor. They will ask the players to join in the practice. If players accept, they will fight alongside the monks for 1d4 hours. At the end, the monks will reward them with a potion of healing.
  3. D10=3:The party stumbles upon a room filled with a thick fog. As they walk through the fog, they begin to hear the sound of a woman's cries for help. When they reach the source of the sound, they find a ghostly woman trapped in the fog. She begs for their help to guide her to the afterlife. If the party helps her, she will bless them with a powerful ability.
  4. D10=4:The gentle sounds of wind chimes create a soothing melody.
  5. D10=5:During a routine blessing ceremony, temple bells ring in discord, indicating an impending mystical disaster. The players and the temple clerics must quickly uncover and avert the apocalyptic event.
  6. D10=6:A dog darts through the temple, chasing a squirrel.
  7. D10=7:A junior cleric nervously rehearses his part in an upcoming ceremony.
  8. D10=8:A group of monks are having a heated debate over which is better: cats or dogs. They stop their argument as soon as the players enter and immediately try to recruit them to their side.
  9. D10=9:An old dog lays peacefully by the temple gate, basking in the sun.
  10. D10=10:A group of priests is carving strange runes on the floor of the temple. They are working in shifts, and 1d4 priests are digging out the runes while the other 1d4 priests stand guard over them, protecting their work. The runes they use are evil, and if any opponent attempts to enter the room, they will fight to the death.

d100 = 58

  1. D10=1:A stray cat captures a small bird, causing a group to gasp in horror.
  2. D10=2:A group of 1d6 druids are peacefully tending to a garden within the temple grounds, using their powers to help the plants grow.
  3. D10=3:A novice struggles to carry a heavy stack of scrolls.
  4. D10=4:The players stumble upon a room filled with cursed mirrors that reflect their inner fears and doubts. They must navigate through the maze of mirrors without succumbing to their deepest insecurities.
  5. D10=5:You see a single chicken walking around the temple, occasionally pecking at the holy symbols on the walls. When approached, the chicken speaks in a surprisingly eloquent manner and demands to be treated with respect and reverence as it believes itself to be a reincarnation of a great ancestor and protector of the temple.
  6. D10=6:A cleric is frantically trying to save a group of acolytes from a magical trap that has turned them into stone statues.
  7. D10=7:The party comes across a room filled with giant piñatas. As they start to break them open, they find various treasures and valuable items inside. However, they soon realize that these piñatas are actually mimics and they are not happy about being smashed open. A chaotic and messy battle ensues.
  8. D10=8:A group of 3d6 thieves are digging up the floor to steal whatever they can find. They are wearing the robes of a cult that is based in the Halls of Zan.
  9. D10=9:A group of 2d6+2 pilgrims are walking down the hall, singing hymns. They are on their way to worship at the altar. If asked, they will tell players about the local god and his history.
  10. D10=10:The players encounter a lost celestial smith who can forge a bond between their weapons and their souls, granting powerful enhancements.

d100 = 59

  1. D10=1:The party sees a group of men in black robes. They are holding torches. If the party attacks them, they will fight back.
  2. D10=2:The temple’s echo carries on a separate, exaggerated conversation with itself, often inserting oddly-timed laughter or agreeing with overly sarcastic replies.
  3. D10=3:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are planning on releasing the dogs in the temple's pit and betting on the fight.
  4. D10=4:A group of guards are standing in front of a large door made of steel. They are guarding the door and will attack anyone (or anything) that tries to pass it.
  5. D10=5:As the players proceed through the temple’s echoing hallways, they stumble upon a spectral vision: a priestess in mid-ritual, slain by The Revenant in a flash of cursed steel. The spirit is trapped in a loop, forever reliving her final moments. Freeing her requires the players to retrieve a sacred artifact from a crypt infested with undead, only to face The Revenant guarding the artifact.
  6. D10=6:In a room filled with mirrors, the party must fight and defeat their evil doppelgangers before they can progress further.
  7. D10=7:The party hears strange singing coming from one of the rooms. If they enter, they will find a group of 3d4 cultists praying. They are praying for the return of their god, who will rise from the dead after a long sleep. They will attack the players with swords, which are made from the bones of their enemies. They fear that the players are spies sent by their enemies to kill them before their god awakes from his slumber.
  8. D10=8:The players walk into a room with a large statue of a chicken. As they approach, the statue starts clucking and lays a golden egg, but then explodes into a cloud of feathers and dust.
  9. D10=9:A group of 4d4 thieves are hiding in a room that is filled with treasure. They are trying to steal as much treasure as they can. If players enter, the thieves will attack.
  10. D10=10:You see two adventurers dressed in chainmail armor and carrying longswords. They are arguing and fighting with each other.

d100 = 60

  1. D10=1:The players stumble upon a group of warlocks conducting a dark ritual to summon a demon. The players must either intervene and stop the ritual, or make a deal with the demon to gain its favor.
  2. D10=2:Two priests are arguing about the nature of the gods.
  3. D10=3:A group of 1d10+5 thieves are hiding in a room filled with treasure. They are trying to steal as much as they can before they are caught by the priests. If players enter, they will attack the players and try to kill them.
  4. D10=4:The players enter a room with a large pool of water in the center. As they get closer, they notice a giant humanoid figure made entirely of water emerge from the pool. It challenges the players to a game of riddles and if they win, they will be rewarded with a powerful magic item. If they lose, they will be teleported to a dangerous area.
  5. D10=5:A raging storm outside causes a tower within the temple to collapse, revealing a hidden treasure room filled with ancient artifacts.
  6. D10=6:A group of 4d6 pilgrims are making their way to the temple to receive blessings from the deity. They are tired and hungry, and will greatly appreciate any help or kindness shown by the players.
  7. D10=7:A group of dwarves are in a fierce competition to see who can carve the most intricate and detailed statue of a dragon. They ask the players to be the judges of their competition.
  8. D10=8:The temple is celebrating the Festival of Light, and the players are honored guests. As part of the celebration, they are tasked with protecting the sacred fire from malicious shadow creatures trying to snuff it out.
  9. D10=9:A group of 2d6 priests is conducting a funeral. If an opponent enters the room, they will turn against and attack with their holy symbols.
  10. D10=10:The players encounter a giant, living statue of the god of strength and war. It challenges each player to a one-on-one wrestling match and those who defeat the statue gain a temporary boost to their strength stat.

d100 = 61

  1. D10=1:A group of 2d6 priests are trying to decide what course of action to take regarding the coming demon invasion. They have been debating this for a long time and still have not made a decision.
  2. D10=2:The players encounter a group of 3d10 cursed beings who have been bound to the temple for eternity. They plead for the players' help to break the curse and finally rest in peace. But freeing them may have unintended consequences.
  3. D10=3:The party hears heavy footsteps walking towards them. If they hide, they will see a giant (12 HD) walking past them. He is too busy counting his gold coins to notice the party. He is headed towards the treasury in the main chapel to store his gold coins there. He is a thief who was hired by the head priest to kill all the clerics in the temple so that he can take over as head priest.
  4. D10=4:A choir's harmonious chant, haunting yet beautiful, draws the players into a grand chapel. The singers are spirits forever bound to their sorrow, victims of The Revenant’s cruel song. They plead for liberation from their spectral existence, which chains their voices to the temple. To free them, the players must retrieve an enchanted bell from a crypt heavily guarded by undead minions of The Revenant.
  5. D10=5:An ethereal market springs to life, bustling with spectral vendors selling rare magical items for unique forms of currency like memories or promises.
  6. D10=6:The grand choral celebration is interrupted by invading fiendish creatures. The players must protect the innocent clergy and vanquish these foes while uncovering the source of their incursion.
  7. D10=7:You come across a room with strange markings on the floor and walls. If you step on the markings, you are teleported to a random location in the temple.
  8. D10=8:The torches in the temple flicker to the tune of a ghostly, whimsical lullaby as the players walk through the corridor, creating an eerie but strangely comforting ambiance.
  9. D10=9:The party hears an argument. If they investigate, they will find a group of nobles. One of them is accusing the other nobles of treason. If they stay, they will find out that one of the nobles killed the other nobles' family. One of them is innocent.
  10. D10=10: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.

d100 = 62

  1. D10=1: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.'
  2. D10=2:Birds are nesting in the eaves of the temple, chirping noisily.
  3. D10=3:A group of scholars from the university are arguing about what their religion says about the origin of evil. They are trying to determine if evil is caused by nature or nurture.
  4. D10=4:The temple bell rings for midday prayers.
  5. D10=5:A group of monks is meditating in a peaceful garden, but their tranquility is interrupted by an invasion of giant spiders. The players must help defend the monks and their temple from the arachnid threat.
  6. D10=6:A group of 1d10 scouts are riding through town. They are escorting an ornate chest to the town council. The chest contains a number of valuable trinkets.
  7. D10=7:An enchanted mirror in the temple shows visions to those who look into it. The visions can be of past or future events, but they are not always accurate. The players must decipher the true meaning behind the visions in order to gain important information about their quest.
  8. D10=8:The ancient temple organ is haunted and plays cheerful polka music whenever someone steps too close. The ghost organist loves an audience.
  9. D10=9:A novice struggles to carry a basket of laundry to the washroom.
  10. D10=10: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.

d100 = 63

  1. D10=1:A room made of gold with a statue of a king. The king is missing his sword, helmet and shield. These items are at the top of the temple.
  2. D10=2:A spectral librarian appears, offering knowledge in exchange for memories. Players can trade personal memories for powerful spells or information.
  3. D10=3:The temple houses a magical fountain that grants wishes. However, the wishes often have unintended consequences. The players must be careful with their wishes or they may end up causing more harm than good.
  4. D10=4:A woman is walking down the hall with her head down, looking sad and defeated.
  5. D10=5:The party finds a room full of animated suits of armor. They start playing a game of charades, acting out famous battles and historical events. If the party correctly guesses the event, they will be rewarded with powerful magical weapons hidden inside the suits of armor.
  6. D10=6:An old woman lights incense and utters a prayer for her grandson's safety.
  7. D10=7:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.
  8. D10=8:A group of 3d6 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will become hostile and attack.
  9. D10=9:A novice trips over his robes, eliciting soft chuckles from the others.
  10. D10=10: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.'

d100 = 64

  1. D10=1:A pack of 2d4 werewolves have taken shelter in the temple's basement, trying to avoid the full moon and protect innocent passersby.
  2. D10=2:All around you, you see statues of animals in various positions and actions. One particularly large statue of a lion seems to be staring directly at you. As you approach, it blinks and reveals itself to be a shape-shifting druid.
  3. D10=3:The party see a group of children playing in the temple courtyard. One of them is pretending to be a Disc God! Other children laugh at him.
  4. D10=4:A blacksmith delivers freshly forged tools to the temple's maintenance crew.
  5. D10=5:The players discover an altar with an offering of rare and exotic fruits. Consuming the fruits grants a random magical boon for 24 hours.
  6. D10=6:A group of halflings are trying to steal the temple's sacred relic, a golden chalice. They are disguised as priests, but their clumsy movements give them away.
  7. D10=7:Freshly laundered robes are hanging out to dry in the sun.
  8. D10=8:The temple's sentinel statues begin to malfunction, threatening the worshipers instead of protecting them. The players must solve the puzzle of their creator's notes to recalibrate these ancient defenders.
  9. D10=9: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.
  10. D10=10:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. The dogs are going to be sacrificed in a ritual.

d100 = 65

  1. D10=1:A room that is 10 feet tall, 20 feet long and 5 feet wide. There are many black holes all over the walls of this room. If anyone walks into this room, then they will fall through one of these holes and be trapped for 1d4 hours before anyone can save them.
  2. D10=2:A stray dog has joyfully discovered the kitchen scraps.
  3. D10=3:The players encounter a group of goblins who have made a deal with the temple's priests. The goblins act as temple guards in exchange for being allowed to worship their own deity within the temple. The players must decide whether to uphold the temple's rules or help the goblins practice their religion freely.
  4. D10=4:After traveling for hours, you come upon an abandoned village. The village was once thriving but now it lies in ruins with corpses scattered everywhere.
  5. D10=5:A priest meditates quietly in the garden, eyes closed in peace.
  6. D10=6:An old woman is combing the hair of a large golden statue of a god. She does not seem concerned or surprised the statue has hair.
  7. D10=7:A man in black robes and a leather hood stands outside the temple. He is talking to two people, asking them to give up their possessions in the name of his god. If players approach, he will demand that they hand over their valuables or suffer the consequences. If players give up their valuables, he will thank them then walk away without giving anything in return. The two people talking to him are cultists who will attack if they feel threatened.
  8. D10=8:The players find a crystal ball showing visions of past temple events. Focusing on it aims them toward uncovering ancient secrets or warning them of future dangers.
  9. D10=9:You see men and women praying to their god in front of an altar. The altar is covered with mounds of flowers, incense, and other such items. If disturbed, the people will attempt to kill anyone who disturbs them.
  10. D10=10:As the players explore the temple, they come across a large pool of water with a mysterious glow. If they enter the pool, they will find themselves transformed into a different race or creature for a period of time.

d100 = 66

  1. D10=1:An elderly man is recounting tales of the temple's past glory days.
  2. D10=2:The players see an old man sitting in a corner of the temple, muttering to himself. He seems to be making a pyramid out of cards. Every now and then, he laughs and says, "Silly mortals, always looking for meaning in everything. The only true meaning is in the randomness of the cards." He will challenge the players to a game of chance, where the prize is a hint to the temple's secrets. Be warned, he is a master at cheating.
  3. D10=3:The sound of ghostly chanting reverberates through the temple corridors as the spirits of fallen clerics perform a nightly vigil. The players are summoned to assist the spirits in completing an unfinished ritual to grant them eternal rest.
  4. D10=4:In the grand hall, a conclave of 2d4 archpriests from various faiths debate the best course of action to confront a growing threat from an ancient dragon. The players are invited to participate and offer their expertise in combat and strategy.
  5. D10=5:As soon as the players will enter a room, they will see a strange glowing sphere floating in the center of the room.
  6. D10=6: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.
  7. D10=7:Players see two elderly men having an argument about what the proper word for Disc Gods is. They say, 'You can't just add an 's' to Disc and make it plural. That's like adding an 's' to Goddess and making it plural.'
  8. D10=8:A group of priests is carving strange runes on the floor of the temple. They are working in shifts, and 1d4 priests are digging out the runes while the other 1d4 priests stand guard over them, protecting their work. The runes they use are evil, and if any opponent attempts to enter the room, they will fight to the death.
  9. D10=9:An old man sitting in front of a cauldron of hot soup. He offers the players a bowl and if they accept, they are transported to a random location within the temple. If they refuse, the old man shrugs and continues stirring his soup.
  10. D10=10:A wild magic surge has caused a random effect in the city above the temple. A local gang has been caught stealing from the temple. The players will have to talk to the priests and decide what to do with the gang.

d100 = 67

  1. D10=1:A group of priests are performing a ritual to summon a god, but they seem to have forgotten the god's name. Every time they say the wrong name, a random object appears in the room. The players can try and help them remember the correct name, but if they fail, the room will be filled with useless objects.
  2. D10=2:A traveling painter captures the scene of a quiet courtyard.
  3. D10=3:As the party enters a room, they are attacked by a group of animated suits of armor. They must find the source of the animation and put a stop to it before they are overwhelmed.
  4. D10=4:A giant chicken statue stands in the center of a room. If the players approach it, the statue comes to life and challenges them to a game of chicken. The first one to back down loses and has to face a random punishment, such as being turned into a chicken themselves.
  5. D10=5:A group of men and women are walking down the hall, talking about how great something is. They look like they are on their way to a party or celebration.
  6. D10=6:A group of 3d4 goblins are trying to break into the temple's treasury, laughing and joking as they clumsily try to pick the lock.
  7. D10=7:A large, clean, well-lit room with no windows. The floor is covered in a strange, organic material, like a thick pile of leaves. The walls are covered in drawings of creatures that the party has never seen before.
  8. D10=8:A room with a cluster of floating orbs. Each orb contains a different scene from the players' past adventures. They can choose to look into one, which gives them a flashback. But beware, some orbs may contain traumatic memories that come with consequences.
  9. D10=9:A group of human and half-orc spies are in the process of stealing a relic from the cult's temple. If they are discovered, they will try to escape with the relic. If they are caught, they will try to attack their captors before being killed by the cult.
  10. D10=10:A pilgrim is performing an elaborate ritual before the main altar.

d100 = 68

  1. D10=1:The players come across a mysterious door with elemental runes. Solving the riddle of the runes opens the door to a room imbued with elemental magic.
  2. D10=2:A mysterious, sentient mist that forms humorous faces and mimics the players' expressions follows them around the temple, occasionally acting goofy to elicit laughter.
  3. D10=3:There is a statue of an angel with an arrow pointing out one door. There is an inscription above it that reads, "May the arrow of light lead you to the god's gift."
  4. D10=4:As the players enter the final chamber of the temple, they are faced with the deity itself. It offers them a final test of their worthiness and a powerful gift if they pass. But if they fail, they may face the wrath of an angry god.
  5. D10=5:In a forgotten wing of the temple, a revenant guards a cursed treasure. Helping the revenant break his curse results in his gratitude and a powerful relic.
  6. D10=6:As the players enter a room, they are immediately attacked by a swarm of 2d6 angry doves. However, upon closer inspection, the doves are actually tiny robots with laser eyes. It's up to the players to find the remote control to deactivate the doves before they are overwhelmed.
  7. D10=7:Birds are nesting in the eaves of the temple, chirping noisily.
  8. D10=8:The party comes across a room with dozens of doors lining the walls. Each door has a different symbol on it. A voice booms, "Choose the door that leads to your destiny." Each door leads to a different outcome, some good, some bad, and some strange. For example, one door leads to a room where the players are turned into chickens for a day.
  9. D10=9:A group of 2d6+2 skeletons are dragging a coffin through the dungeon. They have no leader.
  10. D10=10:A group of priests wearing brown robes, led by a cleric, are praying to their god. If disturbed, they will attack.

d100 = 69

  1. D10=1:A flock of doves is released as part of a ceremony.
  2. D10=2:The party comes across a group of monks arguing over who has the best meditation techniques. One of them offers to show the players their method, which turns out to be a chaotic dance routine. If the players join in, they gain a +2 bonus to their next saving throws.
  3. D10=3:Birds are nesting in the eaves of the temple, chirping noisily.
  4. D10=4:A mysterious, hooded figure offers to sell a magical item to the party. However, the item is cursed, and the party must find a way to lift the curse before it's too late.
  5. D10=5:A group of 1d4+1 humans are trying to dig their way into the temple through the front door. They are looking for treasure and will attack if they see anyone else trying to enter the temple.
  6. D10=6:The statues in the temple’s garden come to life at night, performing a surprisingly jaunty dance routine under the moonlight.
  7. D10=7:The walls of this room are covered in blood, which has dried and turned brown.
  8. D10=8:The party encounters a group of sentient trees, who claim to be the guardians of the temple's garden. They invite the players to help them defend the garden from an infestation of giant rabbits.
  9. D10=9:The temple's garden fountain occasionally transforms water into magical potions. Timing is crucial to reap the benefits without facing consequences.
  10. D10=10:A serene temple courtyard is the setting for an assassination attempt on a foreign dignitary. The players uncover a sinister plot and race against time to protect the diplomat and maintain diplomatic relations.

d100 = 70

  1. D10=1:A philanthropist is making a large donation and the priests are thanking him.
  2. D10=2:A curious cat is watching the fish swim in the temple pond.
  3. D10=3:Two priests are arguing about the nature of the gods.
  4. D10=4:A mysterious cloaked figure challenges the players to a game of chess. However, this is no ordinary game of chess, as the pieces are alive and each has its own unique powers and abilities. The players must use strategy and quick thinking to defeat the figure and uncover their true identity.
  5. D10=5:Opened scrolls float in mid-air, inscribed with arcane knowledge. Successfully transcribing them provides potent spell scrolls.
  6. D10=6:A gang of robbers has been picking on the priests of this temple and they will offer a reward to anyone who can stop the gang.
  7. D10=7:In the grand hall, a conclave of 2d4 archpriests from various faiths debate the best course of action to confront a growing threat from an ancient dragon. The players are invited to participate and offer their expertise in combat and strategy.
  8. D10=8:A series of traps and puzzles must be solved to reach the inner sanctum of the temple. Each trap and puzzle is themed after a different element or animal, testing the players' knowledge and problem-solving skills.
  9. D10=9: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.
  10. D10=10:As the players enter a room, they are met with an eerie silence. Suddenly, the room is filled with freakishly realistic mannequins that begin to mimic the movements of the players. The players must figure out a way to escape before the mannequins become too lifelike.

d100 = 71

  1. D10=1:A magical barrier blocks the path. Touching the barrier correctly creates an illusion based on the players’ memories, which could reveal secrets or lost knowledge.
  2. D10=2:The players find a candle in an empty room. There is a small note attached to it. It reads: 'Light the candle.'
  3. D10=3:A hummingbird flits from flower to flower in the garden.
  4. D10=4:A group of 1d10 half-elves approach, seeking help against a tribe of orcs that have been raiding their village.
  5. D10=5:The sound of an ancient, cursed music fills the halls of the temple. As they approach, they see a figure playing the music on a strange instrument. As soon as the music stops, the figure disappears and the party is left with a feeling of unease.
  6. D10=6:Three priests of the god of destruction are performing a ritual. If the players disrupt them, they will attack.
  7. D10=7:In the middle of a crucial battle, the party is suddenly transported to an empty room with a single table and a tea set. A voice booms out, challenging them to a game of chess in exchange for the key to their freedom. But be warned, this voice is known for its cheating tactics.
  8. D10=8:The sound of the training is really the sound of the monks trying to communicate with the spirit world using magic. If players do not interrupt them, the monks' spells will summon 1d4+2 zombies that appear outside.
  9. D10=9:All around you, the forest is dying. All the trees are withered and dead. A large, old tree is visible in the middle of it all. The tree looks to be over 100 years old, and it is covered in many weird runes.
  10. D10=10:A traveling merchant shares tales of adventure with curious onlookers.

d100 = 72

  1. D10=1:The players come across a room with a mysterious portal. As they enter, they are transported to a different time or place, but they must follow a specific set of rules in order to return back to their own time.
  2. D10=2:A mysterious individual quietly slips a note under the temple door.
  3. D10=3:1d4+1 hobgoblins are scrutinizing everyone who tries to enter the temple for weakness or for someone they can blackmail or extort money from later. They will attack anyone who doesn't look like they can defend themselves or someone who looks like they've got something worth stealing (pockets bulging with money, jewelry, etc).
  4. D10=4:An echoing room houses a chaotic miasma of instability; time itself is damaged here. The players meet priests and novices from different troubled periods, all victims of The Revenant’s long reign. They work to stabilize the temporal fractures while facing manifestations of The Revenant’s power. Each fracture mended brings them closer to unraveling The Revenant’s dark timeline.
  5. D10=5:A priest meditates quietly in the garden, eyes closed in peace.
  6. D10=6:A mischievous goblin priest is running a "haunted" guided tour of the temple, complete with jump scares and fake ghosts. He offers the players a discounted price if they agree to be part of his next "act."
  7. D10=7:A colossal statue of a god exudes an aura of calm. Meditating before it grants players temporary mental fortitude, giving advantage on saving throws against fear and charm effects.
  8. D10=8:A group of paladins are using the temple as a training ground. They challenge the players to a series of duels, testing their skills and strength.
  9. D10=9:Players meet Sir Robert, who says, 'You know, I don't think the Disc Gods are real. I think those guys are just priests trying to control people and make money.' He will try to convert the players, or if he finds out they are non-believers, he will tell them about his story, which is that all religions have been created by a group of beings wants to control people and make money. He will tell them that he's a high-ranking priest of another religion and that they've been around for thousands of years and have never taken control of any kingdom or tried to make money (which is obviously not true).
  10. D10=10:The PCs see a man walking down the hall. He is wearing robes of a high priest and is carrying a staff. He looks tired and hungry.

d100 = 73

  1. D10=1:The temple's pet cat is purring loudly next to an elderly monk.
  2. D10=2:A ghostly knight haunts the temple, appearing only during the full moon. The players must unravel the history of the knight's tragic past and lay his spirit to rest.
  3. D10=3:The party walks into a room that is filled with strange symbols and markings on the walls. If they can decipher the markings, they will find that the room is actually a magical portal that leads to a different location in the temple.
  4. D10=4:An elder offers to teach a child the art of calligraphy.
  5. D10=5:A malevolent force begins corrupting the sacred water in the temple's baptismal font. The players must gather rare ingredients to create a potent potion to cleanse the impurity while avoiding the lurking spirits cursed by the tainted waters.
  6. D10=6:You see a group of people wearing robes of various colors and wearing various jewelry such as an arm bracelets that are red inside, necklaces decorated in gold, and rings with strange-looking stones. They are praying to their god, and if someone approaches them, they will ask that person to leave them alone.
  7. D10=7:Suddenly, a group of 3d10 robed figures appear, walking on their hands. They introduce themselves as the "Upside-Down Monks" and invite the players to join their order. If the players agree, they must spend the rest of the day walking on their hands and navigating through various challenges and puzzles in the temple.
  8. D10=8:The party discovers a room where the walls are covered in psychedelic patterns and the floor is made of shifting tiles. Suddenly, a wizard appears and challenges them to a game of "Magical Simon Says". Each time they make a mistake, the room changes and becomes more challenging. Can they outlast the wizard's tricks and come out victorious?
  9. D10=9:The players stumble upon a secret chamber filled with powerful and dangerous magical artifacts. They must choose which artifacts to take, knowing that each one comes with a consequence and may alter their journey in unexpected ways.
  10. D10=10:A group of 2d4 animated skeletons are guarding a treasure room. They will only allow the players to pass if they can answer a question about the temple's history and lore. If they fail, the skeletons will attack.

d100 = 74

  1. D10=1:A giant chicken statue stands in the center of a room. If the players approach it, the statue comes to life and challenges them to a game of chicken. The first one to back down loses and has to face a random punishment, such as being turned into a chicken themselves.
  2. D10=2:In a room filled with treasures, the party is faced with a dilemma. Every treasure they take must be replaced with something of equal value, or else they will be cursed. Can they outsmart the magical scale set up in the room and escape with all their booty intact?
  3. D10=3:A group of paladins are conducting a ritual to summon a celestial being to fight against an evil force that threatens the temple. The players are asked to help in the ritual by completing tasks and gathering important ingredients. But they must also beware of a group of cultists who seek to stop the ritual and bring forth an even greater evil.
  4. D10=4:You see two adventurers dressed in chainmail armor and carrying longswords. They are arguing and fighting with each other.
  5. D10=5:A group of inquisitors arrive at the temple, searching for a hidden heretic within its walls. The players can either assist in the search or discover the false accusations and navigate the political fallout.
  6. D10=6:The temple’s holy relics appear to be locked in a bizarre love triangle, causing them to mysteriously shift positions and exchange affectionate notes written in ghostly script.
  7. D10=7:Players encounter an eternal flame that requires rekindling to banish a malevolent spirit haunting the temple.
  8. D10=8:On the temple walls, you see short messages written in blood. The messages talk about a deadly poison that will kill any who touch it.
  9. D10=9:In the grand hall, a conclave of 2d4 archpriests from various faiths debate the best course of action to confront a growing threat from an ancient dragon. The players are invited to participate and offer their expertise in combat and strategy.
  10. D10=10:As the party walks through the temple, they hear the sound of a child crying. When they follow the sound, they come across a trapped child who pleads for their help. However, the child is actually a shape-shifting creature who will attack the party if they get too close.

d100 = 75

  1. D10=1:Players stumble upon a time-loop room where they must relive and alter a crucial moment from the temple's history to progress.
  2. D10=2:a group of 2d10 priests, wearing small golden discs around their necks, is gathered around a burning altar. If the players watch for more than one round, they will be noticed and attacked.
  3. D10=3:A floating candelabra sings haunting lullabies that seem to calm all present, but when questioned, it insists it's just “trying out for the temple’s choir.”
  4. D10=4:The players see an old man sitting in a corner of the temple, muttering to himself. He seems to be making a pyramid out of cards. Every now and then, he laughs and says, "Silly mortals, always looking for meaning in everything. The only true meaning is in the randomness of the cards." He will challenge the players to a game of chance, where the prize is a hint to the temple's secrets. Be warned, he is a master at cheating.
  5. D10=5:A group of 1d4 priests is walking down a hallway. The priest leading the group is carrying an ornate bowl containing 1d8 gems. If attacked, the priest will drop their bowl and run away, hoping their gods will save them. If a character tries to pick up their bowl and run away themselves, something bad will happen to them (ie: loss of 1d8 points from one ability score permanently). Of course, the gems can be kept by anyone who picks up the bowl. The gems are worth 100 gp each (gems are rare in this campaign), and if someone tries to sell any of them in town, merchants will offer 200-1000 gp for them.
  6. D10=6:Behind the altar, the players see a transparent globe. If they try to approach it, they will hear a group of people talking about them. They will not hear what is being said, only that the people are talking about them.
  7. D10=7:A group of 1d4 thieves are hiding in a room that is filled with treasure. They are trying to steal as much treasure as they can. If players enter, the thieves will attack.
  8. D10=8:A sacrificial room. A pit filled with zombies and a pentagram on the floor. A symbol of a demon. If the party attacks or disturbs the zombies, they can summon a demon that awakens after 2 days.
  9. D10=9:A group of animated suits of armor guards a hidden chamber in the temple. The party must either defeat them in combat or find a way to deactivate them to access the chamber.
  10. D10=10:Deep below the temple in its catacombs, the players encounter a lost civilization’s guardians, 3d6 animated suits of armor. These automatons test the players with a series of trials designed to prove their worthiness.

d100 = 76

  1. D10=1: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.
  2. D10=2:A fountain of water is bubbling in the middle of the room. If players try to drink from it, they feel a strange sensation befall them, as if they had just realized something important. If a player drinks the water, he or she suddenly has a vision of their own death in the next 24 hours.
  3. D10=3:As you enter a room, you are greeted by a friendly half-elf who invites you to stay for a game of chess and a cup of tea.
  4. D10=4:An old woman is combing the hair of a large golden statue of a god. She does not seem concerned or surprised the statue has hair.
  5. D10=5:The players find a room filled with floating orbs of light, each containing a tiny, swirling galaxy. Touching an orb will transport them to a random location within the temple.
  6. D10=6:As soon as the players will enter a room, they will see a strange glowing sphere floating in the center of the room.
  7. D10=7: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.
  8. D10=8:Players find a hall where the laws of gravity are reversed. Navigating this area requires creative problem-solving and can lead to hidden treasures.
  9. D10=9:An acolyte is carefully placing candles around a sacred altar.
  10. D10=10:An elderly man is recounting tales of the temple's past glory days.

d100 = 77

  1. D10=1:A cursed mirror in the temple can show the players their true selves and any wrongs they may have committed. They must confront and fix their past mistakes before the mirror will reveal its secrets.
  2. D10=2:The party is invited to compete in a tournament of champions. The winner gets an artifact. The party finds an altar covered in blood, next to a defaced painting of Saint Cuthbert.
  3. D10=3:A confused ghost is trying to deliver a sermon but keeps getting its dates and details wrong. It keeps asking the party for help in correcting its ancient, ghostly notes.
  4. D10=4:A group of 2d4 guards will walk in, looking for intruders. They will immediately fight them. Despite the fact that they have been guarding the temple, the players have no chance of winning.
  5. D10=5:Hidden beneath the temple's main altar lies a forgotten reliquary holding the heart of the temple’s first guardian, who The Revenant was before his fall. The players must venture through a labyrinth of memories that distort reality, revealing tragic moments that shaped The Revenant. Reaching the reliquary could confront them with The Revenant’s ghost, desperate to reclaim what was lost.
  6. D10=6:A group of 2d6 goblins are working at a forge, smithing a blade. The blade will be part of a ritual the cult is performing. The players may take the sword if they defeat the goblins.
  7. D10=7:Players hear a man praying. If they listen, they will hear a man praying for his life as he is lowered into a pit filled with hungry snakes. He is being lowered into the pit by another robed figure.
  8. D10=8: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.
  9. D10=9:A large man wearing thick leather armor is chasing after his friend. His friend is running as fast as he can, but the large man is steadily gaining on him.
  10. D10=10:The players come across a room filled with mirrors, each showing a different version of themselves. Suddenly, one of the mirrors shatters and a doppelganger of one of the players emerges. The doppelganger claims to be the true version of the player and will do everything in its power to replace them. The players have to determine which one is real and defeat the imposter.

d100 = 78

  1. D10=1:A priest discusses philosophy with a visiting monk.
  2. D10=2:The murals on the temple walls begin to animate, depicting an ongoing celestial war. The players must decipher the cryptic messages in the artwork to prevent an impending celestial conflict spilling into the mortal realm.
  3. D10=3: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.
  4. D10=4:A carpenter repairs a broken bench in the prayer hall.
  5. D10=5:A priest introduces the players to "The Great Divine Elevator," a magical elevator that can take them to any level of the temple they choose. However, it's controlled by a quirky gnome who keeps pressing random buttons and singing show tunes.
  6. D10=6:a group of 2d10 priests, wearing small golden discs around their necks, is gathered around a burning altar. If the players watch for more than one round, they will be noticed and attacked.
  7. D10=7:The players hear a loud, booming voice, "WHO DARES DISTURB MY SLUMBER?" They soon realize that the voice is coming from a giant statue in the temple. It turns out, the statue is a cursed creature trapped in stone and it's been aching for a good conversation. The players can either talk to it or fight it, but be warned, it's been alone for a long time and has a lot to say.
  8. D10=8:The loud thud of a falling book echoes in the library.
  9. D10=9:The party encounters a group of ghostly apparitions who are trapped in the temple. They need the party's help to find peace and move on to the afterlife.
  10. D10=10:A cat gracefully leaps from one bench to another.

d100 = 79

  1. D10=1:The discovery of an ancient sacred dance awakens elemental guardians, testing anyone who attempts to learn it. The players must master the dance to gain elemental control and restore balance.
  2. D10=2:A group of 1d10 half-elves approach, seeking fellowship.
  3. D10=3:The party discovers a room filled with strange herbs and potions. If they drink one, they are transported to an alternate reality where they must complete a task to receive the desired outcome; such as healing, strength, or invisibility.
  4. D10=4:An enchanted bell can summon a guardian spirit when rung. The spirit aids the players but expects a service or sacrifice in return.
  5. D10=5:As the party walks through a hallway, they enter a room that is completely upside down. The ground is the ceiling and the ceiling is the ground. They must solve a puzzle to flip the room back to its proper orientation.
  6. D10=6:A magic mouth appears and says, 'Greetings, travelers! I am the ghost of a former priest of Cuthbert. Unfortunately, I have been slain by goblins. If you can find my bones, I will reward you! I was killed by goblins in this very room!' A secret door opens behind you and 1d4+3 goblins rush out and attack the players!
  7. D10=7:The players hear a loud, booming voice, "WHO DARES DISTURB MY SLUMBER?" They soon realize that the voice is coming from a giant statue in the temple. It turns out, the statue is a cursed creature trapped in stone and it's been aching for a good conversation. The players can either talk to it or fight it, but be warned, it's been alone for a long time and has a lot to say.
  8. D10=8:A mischievous goblin priest is running a "haunted" guided tour of the temple, complete with jump scares and fake ghosts. He offers the players a discounted price if they agree to be part of his next "act."
  9. D10=9:Suddenly, the temple walls start moving and shifting, trapping the players in a never-ending maze. A disembodied voice taunts them and challenges them to find their way out.
  10. D10=10:In a room filled with mirrors, the players notice that their reflections are not their own, but instead show their deepest desires and secrets. Will they succumb to these temptations or resist and continue on their quest?

d100 = 80

  1. D10=1:In the depths of the temple, the party discovers an underground lake with a boat waiting for them. However, the lake is infested with dangerous creatures, and the boat may not be as sturdy as it seems.
  2. D10=2:As you pass through a grand hall, you come across an abandoned banquet table with a feast of delicious food still steaming.
  3. D10=3:Players come across a room with a strange symbol on the floor. If they step on the symbol, it will trigger a trap that causes 1d20+5 giant spiders to attack them.
  4. D10=4:A group of giants carrying clubs are running after their prey.
  5. D10=5:Players hear a man praying. If they listen, they will hear a man praying for the health and safety of his children, who have been captured by a nearby tribe of goblins and replaced with goblins who look like his children.
  6. D10=6:A cat wanders into the temple kitchen, searching for scraps.
  7. D10=7:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are transporting them to a pit nearby where they will be used for some dark ritual or another.
  8. D10=8:Priest is talking to a large crowd of people outside the temple walls that are trying to convince them of the terrible evil coming to one of their neighboring villages. He promises that his god will protect them in exchange for money to help build bigger walls around the temple. If players talk to any of the people in the crowd, they will tell them that they don't think the priest is telling the truth, but they don't have any solid proof.
  9. D10=9:The high priest’s ghost, a stern figure in life, now uses its haunting powers solely to photobomb the mausoleum selfies of adventurers.
  10. D10=10:A group of priests is arguing about the right way to celebrate a certain holiday.

d100 = 81

  1. D10=1:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
  2. D10=2:In a hidden room, you find a group of druids performing a ritual to communicate with nature. They can provide valuable information or aid to the players if they offer their assistance.
  3. D10=3:A single door stands at the end of the hall. As the players get closer, they can hear a strange chanting coming from the other side of the door. The chanting is in a language that the players do not know.
  4. D10=4:The players find themselves in a room filled with mirrors, each one showing a different version of themselves. One mirror shows them as a pirate, another as a talking lizard, and another as a fairy. A mysterious voice offers them the chance to live in one of these alternate versions of themselves permanently.
  5. D10=5:The temple’s rugs transform into mischievous carpet creatures that hop around and challenge the players to hopscotch tournaments.
  6. D10=6:The party finds themselves in a room with a large, ancient tree in the center. Hanging from its branches are glowing crystals, each with a different magical effect. Will they risk the dangers of plucking a crystal for its magical powers?
  7. D10=7: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.
  8. D10=8:A magic mouth appears and says, 'Greetings, travelers! I am the ghost of a former priest of Cuthbert. Unfortunately, I have been slain by goblins. If you can find my bones, I will reward you! I was killed by goblins in this very room!' A secret door opens behind you and 1d4+3 goblins rush out and attack the players!
  9. D10=9:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are transporting them to a pit nearby where they will be used for some dark ritual or another.
  10. D10=10:A group of 4d12 cultists are unleashing and controlling swarms of bats.

d100 = 82

  1. D10=1:As the party enters the temple, they find a group of skeletons having a tea party, complete with tiny cups and mismatched saucers. The skeletons invite the players to join them for eternal tea.
  2. D10=2:The party enters a room filled with mirrors, and in each reflection, they see a different version of themselves. They must face their inner doubts and fears manifested in the reflections before they can move on.
  3. D10=3:A priest offers to bless the party's weapons for a small fee. However, instead of sprinkling holy water, he starts spitting on the weapons and making strange hand gestures, claiming it will give them the power of slime.
  4. D10=4:The party encounters a dapper vampire attempting to run a midnight bake sale for the “undead parish,” complete with ghostly croissants and phantasmal pastries.
  5. D10=5:A group of 1d4+2 Halflings are praying and chanting, trying to summon a demon. This group has been at it for a decade and are about to give up and go home.
  6. D10=6:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are planning on releasing the dogs in the temple's pit and betting on the fight.
  7. D10=7:Players encounter an eternal flame that requires rekindling to banish a malevolent spirit haunting the temple.
  8. D10=8:The players find themselves in a room with a single beam of light shining down on a pedestal. On the pedestal sits a small, intricately carved puzzle box. If the players manage to solve the puzzle, they will be transported to a parallel dimension where they must solve puzzles and challenges to find their way back to their own dimension.
  9. D10=9:All around you, the forest is dying. All the trees are withered and dead. A large, old tree is visible in the middle of it all. The tree looks to be over 100 years old, and it is covered in many weird runes.
  10. D10=10:A room with a large stone statue of a dragon. If the players touch the statue, it comes to life and tries to crush them with its claws. However, if someone tells the dragon a witty joke, it will crumble into dust and reveal a hidden passage behind it.

d100 = 83

  1. D10=1:Two priests are arguing about what course of action to take during the coming siege.
  2. D10=2:A group of dwarves have been trapped in the temple for years, trying to find a way out. They offer a reward to the players if they can help them escape. However, the dwarves may not be as innocent as they seem...
  3. D10=3:There is a tunnel leading to a cave in the side of the cliff. There is a single candle on the ground. If a party member picks it up and goes into the cave, there is a giant lion guarding a tunnel that goes deeper into the cliff.
  4. D10=4:A colossal statue of a god exudes an aura of calm. Meditating before it grants players temporary mental fortitude, giving advantage on saving throws against fear and charm effects.
  5. D10=5:A group of 1d4+1 humans are trying to dig their way into the temple through the front door. They are looking for treasure and will attack if they see anyone else trying to enter the temple.
  6. D10=6:A peaceful silence falls over the temple at dusk.
  7. D10=7:The party hears strange chanting. If they investigate, they will find a group of cultists. If the cultists are attacked, more cultists will attack from the other rooms.
  8. D10=8:A sacred artifact is stolen from the temple's reliquary, and the players are tasked with tracking down the thieves: a group of skilled 2d8 shadowy assassins sent by a rival deity's cult.
  9. D10=9:The players come across a wall covered in strange symbols and glyphs. A young boy appears and offers to decode the symbols for a price. After paying the price, the boy translates the symbols to reveal a hidden message that leads to a secret chamber in the temple.
  10. D10=10:A merchant exchanges news with the temple staff.

d100 = 84

  1. D10=1: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.
  2. D10=2:The high priest’s ghost, a stern figure in life, now uses its haunting powers solely to photobomb the mausoleum selfies of adventurers.
  3. D10=3:The players stumble upon a chapel where the floor is a giant mosaic telling a tale of betrayal with The Revenant at its center. Suddenly, the mosaic reveals an illusory replay of the tragic past, showing how The Revenant was once the temple's most beloved guardian, now corrupted. The mosaic pieces are enchanted, causing physical hallucinations that blur the lines between past and present as the players try to understand The Revenant’s fall.
  4. D10=4:A group of 1d4+2 Orcs are praying and chanting, trying to summon a demon. This group has been at it for a decade and are about to give up and go home.
  5. D10=5: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.
  6. D10=6:You see a single gold coin on the floor but every time you try to reach for it, it moves to a different location. It seems to be playing a game with you.
  7. D10=7:A group of 1d8 young men are trying to impress the beautiful and powerful priestess.
  8. D10=8:You come across a room filled with beautiful, ornate statues of dragons. One of the statues is missing a dragon head. As you enter, the head falls off and begins to attack you.
  9. D10=9:The temple's library is filled with sentient, talking books that refuse to be read unless the players can answer their riddles and puzzles.
  10. D10=10:Two priests are discussing the necessary repairs in the library.

d100 = 85

  1. D10=1:A child curiously explores the temple, asking endless questions.
  2. D10=2: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.
  3. D10=3:A large golden idol is on display in this room. It looks like a bull with the head of a man and tentacles coming out of it's shoulders. If anyone touches it or moves it, it will turn to liquid gold!
  4. D10=4:A child chases fireflies in the dimming light of dusk.
  5. D10=5:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are transporting them to a pit nearby where they will be used for some dark purpose or another.
  6. D10=6:The players are asked to help rebuild the temple after it was damaged by a recent earthquake. In the process, they uncover hidden passages and a long-lost chamber filled with powerful and dangerous relics.
  7. D10=7:A strange celestial comet appears in the sky, emitting radiant energy that blesses those who gaze upon it. However, a malicious cult seeks to exploit this celestial phenomenon for their dark rituals. The players must protect the flock and thwart the cult’s nefarious plans.
  8. D10=8:The players hear voices coming from the side chamber. They hear a priest talking to a spirit. He will ask it if it can help him fight off all of the priests who want him out of the temple. He tells the spirit that everyone in the temple is against him, including his own god. He will ask it to help him by making sure that he is elected as the new high priest next year by influencing all of the other priests, who will be in town for the election, to vote for him. The spirits will tell him no because he is not doing anything for his god and has no real intention of serving him faithfully, but he won't take no for an answer. He says, 'You have to help me, you can't leave me here with these people!' The spirit will then say 'Sorry, but I don't have time for you right now.' He will then say, 'But wait, I can finally serve my god if I'm elected high priest!' The spirit will say that he isn't doing anything right now. He will then push saying things like, 'But this time I'll do something, I'll...' Then the spirit will snap at him saying, 'Look, there is no other time for you, I have to leave!' The spirit will then leave and the character will then talk to himself saying, 'I wasn't going to do anything, I was just asking to see if it would help me...'
  9. D10=9:The entire temple floor suddenly lights up like a giant disco dance floor, compelling the players to boogie down with a cadre of ghost monks who perform surprisingly intricate dance routines.
  10. D10=10:An old man recounts legends to a captivated group of children.

d100 = 86

  1. D10=1:The gentle sounds of wind chimes create a soothing melody.
  2. D10=2:A dog lies lazily in the shade of the temple.
  3. D10=3: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.
  4. D10=4:A novice is accidentally scribing the wrong characters in a holy book.
  5. D10=5:The players encounter a giant, living statue of the god of strength and war. It challenges each player to a one-on-one wrestling match and those who defeat the statue gain a temporary boost to their strength stat.
  6. D10=6:Your horse suddenly rears up and neighs loudly, nearly throwing you to the ground. Your horse is clearly frightened!
  7. D10=7:Hidden beneath the temple's main altar lies a forgotten reliquary holding the heart of the temple’s first guardian, who The Revenant was before his fall. The players must venture through a labyrinth of memories that distort reality, revealing tragic moments that shaped The Revenant. Reaching the reliquary could confront them with The Revenant’s ghost, desperate to reclaim what was lost.
  8. D10=8:A group of 50 thieves are looting and stealing treasure from the temple, while some are drinking and gambling with cards in another room.
  9. D10=9:A soft murmur of conversation fills the air during a shared meal.
  10. D10=10:You sense a strange energy emanating from a statue in the temple. After examining it closely, you discover a hidden compartment with a valuable artifact inside. However, taking the artifact may trigger a trap or curse. The players must decide whether to risk it or leave it be.

d100 = 87

  1. D10=1:An acolyte restores an old tapestry with careful hands.
  2. D10=2:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are planning on having the dogs fight for their amusement.
  3. D10=3:A group of 2d4 scholars are trying to create a new spell for their god. One of them has been working on it for months and his frustration is starting to boil over.
  4. D10=4:The temple bell tolls to mark the change of the watch.
  5. D10=5:The party will be challenged to fight by a pair of acolytes who are secretly not allied with either order; when they win, they will be given the location of an item that has recently been stolen from their order - it was placed in secret storage by one of their members and forgotten about years ago
  6. D10=6:The players encounter a group of cursed individuals who were once adventurers like themselves but made a deal with a devil for power and riches. Now, they are trapped in the temple, trying to atone for their mistakes and seeking help from the players to break the curse. However, the devil may not be happy about the players interfering with its plans.
  7. D10=7:The party finds themselves in a room where gravity is reversed. They start to float towards the ceiling and have to figure out how to maneuver and control their movement. If they fail, they might end up crashing into each other or getting stuck in an awkward position.
  8. D10=8:The party stumbles upon a room filled with a thick fog. As they walk through the fog, they begin to hear the sound of a woman's cries for help. When they reach the source of the sound, they find a ghostly woman trapped in the fog. She begs for their help to guide her to the afterlife. If the party helps her, she will bless them with a powerful ability.
  9. D10=9:The players come across a room where a group of monks are conducting a peaceful protest against the corrupt government. The players must decide whether to aid the monks and risk angering the government, or ignore the protest and continue their quest.
  10. D10=10:The courtyard fountain sparkles in the midday sunlight.

d100 = 88

  1. D10=1:This room contains 5d20+20 gold pieces that are scattered all over the floor.
  2. D10=2:A sudden rainstorm forces everyone indoors.
  3. D10=3:A man is arguing with a woman in this room. The exact reason behind their argument is not known, but you can hear the man say: "If they were smart enough to get here, then they are smart enough to leave just as easily." The woman replies: "They are still children. They are still not allowed to leave when they want to." If the players try to play their part in the debate, they will be told: "Go away! You kids have no place here! If you continue to bother us, I will order my men to kill you!"
  4. D10=4:A fresh coat of paint is applied to the temple wall by an apprentice.
  5. D10=5:A group of 2d6 cultists and 2d4 zombies are in the process of robbing an elderly couple. The couple will be too afraid to do anything but scream and run away.
  6. D10=6: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.
  7. D10=7:A mysterious merchant appears in the temple, offering rare and valuable items at a steep price. But the items may come with a catch or a curse, and the players must decide if they are willing to take the risk.
  8. D10=8:A room made of gold with a statue of a king. The king is missing his sword, helmet and shield. These items are at the top of the temple.
  9. D10=9:The temple’s sacred tree, revered as an ancient protector, begins to show signs of decay. The players must journey into a remote and enchanted forest to retrieve an elusive magical sap to save it, facing guardians, veiled illusions, and otherworldly creatures.
  10. D10=10:The temple's treasury has been mysteriously robbed, and all clues point to a group of kobolds who have made their home in the temple's catacombs. The party must retrieve the stolen items and deal with the kobolds.

d100 = 89

  1. D10=1:A room with a large stone statue of a dragon. If the players touch the statue, it comes to life and tries to crush them with its claws. However, if someone tells the dragon a witty joke, it will crumble into dust and reveal a hidden passage behind it.
  2. D10=2:As the party enters a room, they are greeted by a talking door. The door asks them a series of riddles and only when they get them all correct will it unlock and let them pass. But beware, the door has a terrible sense of humor and may ask some silly riddles that could lead the party astray.
  3. D10=3:In a dark chamber, you find a group of drow necromancers performing a ritual to raise an undead army. If they succeed, the temple and its inhabitants will be in grave danger.
  4. D10=4:Players stumble upon a time-loop room where they must relive and alter a crucial moment from the temple's history to progress.
  5. D10=5:The temple's garden fountain occasionally transforms water into magical potions. Timing is crucial to reap the benefits without facing consequences.
  6. D10=6:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.
  7. D10=7:A group of 2d6 dwarves, who are on their way to the dwarven kingdom, stop to rest for the night.
  8. D10=8:As the players enter a prayer room, they are transported into a dreamscape where they must complete a series of challenges to escape. However, if they die in the dreamscape, they die in real life.
  9. D10=9:As the party ventures deeper into the temple, they come across a group of monks performing a ritual. The monks are peaceful and will offer the players a chance to participate in the ritual. This could lead to a spiritual experience or a potential blessing.
  10. D10=10:A parchment slips from a scribe's fingertips, fluttering to the ground.

d100 = 90

  1. D10=1:The pillars of the temple occasionally morph into jesters’ faces, sticking out large stone tongues or giving winking expressions as the players pass by.
  2. D10=2:During an important council meeting, a magical anomaly traps the players and temple leaders in a time loop. They must work collaboratively to solve the temporal puzzle and return to the present.
  3. D10=3:A dog barks, causing a sudden disruption during a silent prayer.
  4. D10=4:The party encounters a group of ghostly apparitions who are trapped in the temple. They need the party's help to find peace and move on to the afterlife.
  5. D10=5:A peaceful silence falls over the temple at dusk.
  6. D10=6:The temple’s rugs transform into mischievous carpet creatures that hop around and challenge the players to hopscotch tournaments.
  7. D10=7:In this room, you see a large painting of a priest. The painting is enchanted and comes to life! It attacks! This painting is a magic mouth that will attack anyone who disturbs it.
  8. D10=8:A novice offers water to thirsty passersby.
  9. D10=9:A stray leaf lands in a meditation pool, creating small ripples.
  10. D10=10:A relic within the temple begins to pulse with a strange energy. The players join forces with a visiting archmage to decipher its mysteries and prevent an explosive chain reaction that could devastate the entire region.

d100 = 91

  1. D10=1:A priest tends to a small vegetable garden behind the temple.
  2. D10=2:A powerful wizard is testing new spells in a courtyard of the temple. The players must navigate through the spell effects and distractions to reach the wizard and either impress them with their magical abilities or convince them to stop causing chaos in the temple.
  3. D10=3:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are planning on releasing the dogs in the temple's pit and betting on the fight.
  4. D10=4:In one room, the players see a giant statue of a deity. The deity's head is missing, but there is a sign that says "I Dare You to Replace My Head". If a player successfully replaces the head, the statue comes to life and thanks them, giving them a powerful magic item as a reward.
  5. D10=5:The party comes across a room that seems to have endless doors leading to different dimensions. Each door has a different symbol on it and the party must decipher a riddle in order to choose the correct door and continue on their quest.
  6. D10=6:A curious cat is watching the fish swim in the temple pond.
  7. D10=7:In the center of the temple, the party finds a powerful healing spring. However, the local townsfolk have been using it for their own purposes, causing the spring to weaken. The players must find a way to restore its power and protect it from further harm.
  8. D10=8:A group of 2d6 clerics, led by a half-orc cleric, are outside the temple, begging for money to help feed the hungry and help those who have been afflicted by disease or natural disasters.
  9. D10=9:An eerie hymn of mourning leads the players to a chapel where a possessed high priestess speaks in tongues revealing The Revenant’s ultimate plan to consume not only the temple but all souls within. The players must perform an exorcism involving rare ritualistic artifacts scattered across the temple’s most perilous sanctuaries, each guarded by echoes of The Revenant’s malevolence.
  10. D10=10:The players encounter a group of cursed individuals who were once adventurers like themselves but made a deal with a devil for power and riches. Now, they are trapped in the temple, trying to atone for their mistakes and seeking help from the players to break the curse. However, the devil may not be happy about the players interfering with its plans.

d100 = 92

  1. D10=1:A group of 3d6 ogres are guarding a secret entrance to the temple, demanding tribute from any who wish to enter.
  2. D10=2:A relic within the temple begins to pulse with a strange energy. The players join forces with a visiting archmage to decipher its mysteries and prevent an explosive chain reaction that could devastate the entire region.
  3. D10=3:A group of monks practicing their martial arts in a room with a large pit of slime. As they hit the slime, it takes on different shapes and forms, mimicking their movements. The monks offer to teach the players their techniques if they can master the slime's movements.
  4. D10=4:A poet recites verses of praise to an enchanted audience.
  5. D10=5:The party walks into a room that is filled with strange symbols and markings on the walls. If they can decipher the markings, they will find that the room is actually a magical portal that leads to a different location in the temple.
  6. D10=6:You sense the presence of someone nearby. Looking at the area near you, you see a group of 4d4 guards approaching. The guards are carrying a 2d6+2 Medium Humanoid. The group is looking for a way out of the dungeon. If a fight erupts, follow the guidelines for fighting a group of 2d6+2 first level human fighter types. If the guards can't find their way out, they will fight to the death.
  7. D10=7:A novice priest sorts through a collection of mismatched shoes left by visitors.
  8. D10=8:As you enter the main hall of the temple, you are greeted by a friendly dog who leads you to a hidden trap door that leads to a secret chamber. Inside, you find ancient artifacts and treasures guarded by a group of animated suits of armor.
  9. D10=9:A sudden gust of wind rattles the temple doors.
  10. D10=10:A group of 3d6 thieves are digging up the floor to steal whatever they can find. They are wearing the robes of a cult that is based in the Halls of Zan.

d100 = 93

  1. D10=1:A group of cultists are building an altar to their god, hoping that it will answer their prayers and grant them favor. They are working under threat of punishment from the head priest.
  2. D10=2:A group of dwarves challenges the players to a drinking competition. If the players manage to defeat them, they will reveal a secret underground passage that leads to a hidden treasure. But beware, the dwarves have a high tolerance for alcohol.
  3. D10=3:A group of 4d12 cultists are unleashing and controlling swarms of bats.
  4. D10=4: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.'
  5. D10=5:A pigeon steals a piece of bread from an offering.
  6. D10=6:During an eclipse, the temple's protective wards weaken, and an ancient demon escapes a hidden prison beneath it. The players must confront this primeval threat and reinforce the weakened wards.
  7. D10=7:A flock of doves is released as part of a ceremony.
  8. D10=8:As the players enter a room, they are greeted by a friendly and cheerful dragon, who offers to play a game with them. The game involves navigating a maze filled with traps and puzzles, with the dragon changing the rules and obstacles as they go. If the players win, they will receive a valuable treasure. If they lose, the dragon will keep them in the maze forever.
  9. D10=9:A giant magical barrier blocks your path, and a group of wizards are debating on how to deactivate it without setting off any traps.
  10. D10=10:An old man is meditating under a cherry blossom tree.

d100 = 94

  1. D10=1: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.
  2. D10=2:The sound of chanting and shuffling feet can be heard from behind a large stone door. As the players approach, the door slowly starts to open on its own, revealing a room filled with robed figures performing a ritual. The players must decide if they want to interrupt or observe the ritual, and face the consequences of their actions.
  3. D10=3:A group of 2d6 cultists and 2d4 zombies are in the process of robbing an elderly couple. The couple will be too afraid to do anything but scream and run away.
  4. D10=4:The players find a candle in an empty room. There is a small note attached to it. It reads: 'Light the candle.'
  5. D10=5:The hall leads to an underground lake that is filled with giant crocodiles.
  6. D10=6:Behind the altar, the player will see a strange glowing sphere. If they approach it, they will feel a strange amount of energy flowing through them and will probably fall unconscious. If they examine it, they will get very low damage, but will cast a spell of random level.
  7. D10=7:A spectral choir of wailing banshees is practicing a piece for an upcoming festival. Unfortunately, they sing horribly off-key and seem to think the cacophony is delightful.
  8. D10=8:You see two doors, one on the left that says "The Ultimate Truth" and one on the right that says "Puppies and Rainbows". Upon entering the "Ultimate Truth" room, the players are met with a puzzle that can only be solved by answering philosophical questions. In the "Puppies and Rainbows" room, they are greeted with 1d6 adorable puppies and a never-ending supply of rainbow-colored candy.
  9. D10=9:A room filled with magical mirrors that show different versions of the players' futures. However, one of the mirrors shows a future where the players are corrupted and turn evil, and they must figure out how to stop it from coming true.
  10. D10=10:A philanthropist is making a large donation and the priests are thanking him.

d100 = 95

  1. D10=1:In a room filled with mirrors, the party must fight and defeat their evil doppelgangers before they can progress further.
  2. D10=2:A group of 2d6 clerics, led by a half-orc cleric, are outside the temple, begging for money to help feed the hungry and help those who have been afflicted by disease or natural disasters.
  3. D10=3:The temple’s sacred tree, revered as an ancient protector, begins to show signs of decay. The players must journey into a remote and enchanted forest to retrieve an elusive magical sap to save it, facing guardians, veiled illusions, and otherworldly creatures.
  4. D10=4:An herbalist organizes jars of dried leaves and roots.
  5. D10=5:In a forgotten wing of the temple, a revenant guards a cursed treasure. Helping the revenant break his curse results in his gratitude and a powerful relic.
  6. D10=6:The adventurers hear someone shouting, but they can't quite make out the words. They will hear it again in a few minutes. It is a cry for help that is being repeated over and over again by a cleric trying to commune with one of the spirits in the temple. He will not approach the players, as he is afraid of getting cursed.
  7. D10=7:The walls of this room are covered in blood, which has dried and turned brown.
  8. D10=8:A room filled with ancient magical artifacts and books has been enchanted to test anyone who enters, and only the worthy can leave with a powerful item.
  9. D10=9:A sacred vestibule filled with shattered shards from a holy mirror trapping The Revenant’s past final moments is found. Each shard reveals a piece of the temple’s tragic history through The Revenant’s eyes. The players must gather the shards, piece together the past, and understand the pivotal moment that changed a guardian into a nemesis, all while facing the emotional and physical dangers left by The Revenant.
  10. D10=10:A group of 1d8 halflings are holding a celebratory feast in honor of their recently completed adventure and are happy to share their bounty.

d100 = 96

  1. D10=1:The unbearable silence of an empty chaplain’s quarters is broken by desperate scratching sounds from a nearby room. Inside, the players discover a mad scribe, who gouged cryptic warnings and bloody pleas into the walls. He was once an ally of The Revenant but turned against him. The players must decide whether to trust his erratic guidance to locate hidden scriptures that could end The Revenant’s reign.
  2. D10=2:A raging storm outside causes a tower within the temple to collapse, revealing a hidden treasure room filled with ancient artifacts.
  3. D10=3:The players find a group of silent, sorrowful children being led by an ancient caretaker in the temple’s orphanage. The children witnessed The Revenant’s attack on the temple and are now struck mute by the shock. The players must discover a way to heal their trauma, perhaps by understanding their past and collecting fragments of their shattered memories spread throughout the haunted temple, risking encounters with The Revenant at each step.
  4. D10=4:A group of cultists are sacrificing a young boy to their god. If players enter the room, they will attack them. The cultists wield short swords and daggers.
  5. D10=5:The party finds an animated set of holy vestments trying to conduct a silent prayer service, marching around an empty, ghost-filled sanctuary.
  6. D10=6:A group of drunk men are arguing about what happened in a tavern nearby. They argue about whether or not the bear actually exists and if it is still alive.
  7. D10=7: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.
  8. D10=8:A room filled with talking, sentient objects that have been abandoned by their owners and are seeking new masters. The players must navigate through the objects' different personalities and abilities to find items that will aid them in their quest.
  9. D10=9:A group of 1d12 monks are in their order's great hall and are discussing important matters.
  10. D10=10:A temple musician tunes a lyre for the evening's celebration.

d100 = 97

  1. D10=1:The PCs hear a booming voice say, 'You are not worthy!'
  2. D10=2:In a dimly lit room, the players come across a group of ghostly monks who are still carrying out their daily routines, even in death. They ignore the players and continue to pray, cook, and clean as if they were still alive.
  3. D10=3:A group of scholars from the university are arguing about what their religion says about the afterlife. They are trying to determine if the afterlife is real or if it is an illusion.
  4. D10=4:An acolyte accidentally spills water while cleaning the altar.
  5. D10=5:A traveler offers coins in exchange for some bread and water.
  6. D10=6:A group of cultists are praying at an altar, hoping to receive a sign from their god that they are on the right path.
  7. D10=7:A hummingbird flits from flower to flower in the garden.
  8. D10=8:The party comes across a room with a large hole in the ceiling. As they enter, a waterfall of gold coins starts pouring down from the hole. However, as they get closer, they realize the coins are actually chocolate coins wrapped in gold foil.
  9. D10=9:A group of dwarves are in a fierce competition to see who can carve the most intricate and detailed statue of a dragon. They ask the players to be the judges of their competition.
  10. D10=10:A peal of laughter rings out as a kitten chases its tail.

d100 = 98

  1. D10=1:Two of the priests are fighting over the direction they should take the temple in. It is an argument that has been going on for a while and they have not been able to settle it. The argument has even divided the priests into two different camps. It is very important that they come up with a decision soon.
  2. D10=2:A group of 1d4+5 thieves are hiding in a room filled with treasure. They are trying to steal as much as they can before they are caught by the priests. If players enter, they will attack the players and try to kill them.
  3. D10=3:A young girl has escaped her captors and is hiding in a room holding a candle. She will try to sneak off while she is alone. If confronted, she will scream, attracting monsters and causing the party to have to fight them.
  4. D10=4:A gardener waters the temple's flower beds, attracting butterflies.
  5. D10=5:The party stumbles upon a room filled with statues that seem to follow their every move with their eyes. Suddenly, the statues animate and attack! It turns out they were once powerful warriors who have been cursed to stand as statues for eternity. Defeating them may lift the curse and earn the party their gratitude.
  6. D10=6:You sense the presence of someone nearby. Looking at the area near you, you see a group of 4d4 guards approaching. The guards are carrying a 2d6+2 Medium Humanoid. The group is looking for a way out of the dungeon. If a fight erupts, follow the guidelines for fighting a group of 2d6+2 first level human fighter types. If the guards can't find their way out, they will fight to the death.
  7. D10=7:A wizard named Xerxes is studying a book titled 'Arcane Magical Lore'. If approached, he will offer to sell it to the players for 1d20+3 gold coins.
  8. D10=8:The players encounter a friendly but eccentric wizard who has been living in the temple for years, studying ancient artifacts and spells. He offers to sell them a few of his creations, which may come in handy on their adventures.
  9. D10=9:Players see a group of 2d6 priests meditating under the moonlight. They talk in hushed tones, and they appear to be part of a secret cult.
  10. D10=10: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.

d100 = 99

  1. D10=1:Players hear a man praying. If they listen, they will hear a man praying for the health and safety of his children, who have been captured by a nearby tribe of goblins and replaced with goblins who look like his children.
  2. D10=2:The players hear voices coming from the side chamber. They hear a priest talking to a spirit. He will ask it if it can help him fight off all of the priests who want him out of the temple. He tells the spirit that everyone in the temple is against him, including his own god. He will ask it to help him by making sure that he is elected as the new high priest next year by influencing all of the other priests, who will be in town for the election, to vote for him. The spirits will tell him no because he is not doing anything for his god and has no real intention of serving him faithfully, but he won't take no for an answer. He says, 'You have to help me, you can't leave me here with these people!' The spirit will then say 'Sorry, but I don't have time for you right now.' He will then say, 'But wait, I can finally serve my god if I'm elected high priest!' The spirit will say that he isn't doing anything right now. He will then push saying things like, 'But this time I'll do something, I'll...' Then the spirit will snap at him saying, 'Look, there is no other time for you, I have to leave!' The spirit will then leave and the character will then talk to himself saying, 'I wasn't going to do anything, I was just asking to see if it would help me...'
  3. D10=3:A dancer is practicing their movements in a secluded corner.
  4. D10=4:The players find themselves in a room with a single beam of light shining down on a pedestal. On the pedestal sits a small, intricately carved puzzle box. If the players manage to solve the puzzle, they will be transported to a parallel dimension where they must solve puzzles and challenges to find their way back to their own dimension.
  5. D10=5:A visiting merchant offers rare spices to the temple kitchen.
  6. D10=6:The party discovers a room where the walls are covered in psychedelic patterns and the floor is made of shifting tiles. Suddenly, a wizard appears and challenges them to a game of "Magical Simon Says". Each time they make a mistake, the room changes and becomes more challenging. Can they outlast the wizard's tricks and come out victorious?
  7. D10=7:The temple's library is filled with sentient, talking books that refuse to be read unless the players can answer their riddles and puzzles.
  8. D10=8:A priest console a visitor in distress.
  9. D10=9:An elderly woman sips tea in the garden, reflecting on her past.
  10. D10=10:As the party walks through a hallway, they see a group of skeleton warriors rise from the ground. However, they are not attacking the party but instead, they are performing a ritual to summon their leader, a powerful lich. If the party interrupts the ritual, they will have to face the lich in battle.

d100 = 100

  1. D10=1:The temple houses a magical fountain that grants wishes. However, the wishes often have unintended consequences. The players must be careful with their wishes or they may end up causing more harm than good.
  2. D10=2:The players are invited to participate in a spiritual pilgrimage alongside the temple acolytes, venturing into the treacherous mountains to retrieve a rare sacred relic blessed by the gods.
  3. D10=3:The players see a statue of a goddess with a missing eye. When they place a gold coin in the eye socket, the statue comes to life and grants them a wish. However, the wish has a twist and the players must make a saving throw to resist the temptation to make a selfish wish.
  4. D10=4:As the party enters a room with a large statue, they soon realize that the statue is actually alive and is the temple's guardian. However, it has been asleep for centuries and is now hungry for a good story. The party must entertain the statue with a tale in order to pass.
  5. D10=5:A mysterious individual quietly slips a note under the temple door.
  6. D10=6:A rogue priest has been performing dark rituals in the temple, using innocent sacrifices to gain power. The party must stop him before he unleashes a dangerous creature onto the world.
  7. D10=7:A dragonborn paladin sits in the temple's courtyard, sharpening his sword and muttering prayers. He is seeking guidance on a personal quest and may ask the party to help him in exchange for his aid.
  8. D10=8:A hidden sanctuary holds a pool of memories that shows pivotal moments from the viewers' past, offering insight and forgotten details.
  9. D10=9:A man in black robes and a leather hood stands outside the temple. He is talking to two people, asking them to give up their possessions in the name of his god. If players approach, he will demand that they hand over their valuables or suffer the consequences. If players give up their valuables, he will thank them then walk away without giving anything in return. The two people talking to him are cultists who will attack if they feel threatened.
  10. D10=10:A gardener meticulously tends to the temple's herbs and medicinal plants.

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 temple: D1, D4, D6, D8.

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 Temple encounters (d10) on your phone
QR code linking to Temple encounters (d10) — https://www.doungim.com/dnd/encounters/temple/d10 Scannable QR code encoding the URL https://www.doungim.com/dnd/encounters/temple/d10. Point a phone camera at this code to open the Temple encounters (d10) 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/temple/d10. Point a phone camera at this code to open the Temple encounters (d10) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.