A complete D&D 5e random encounter table for temple scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a temple, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Temple encounter table
d100 = 1
D4=1: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.
D4=2:As the party explores a room, they stumble upon a group of goblins playing a game of chance. If they join in, they may win a valuable treasure or lose everything.
D4=3: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.
D4=4:This room resembles a chapel, and the walls are covered in paintings of strange-looking creatures and men with strange-looking robes.
d100 = 2
D4=1:A group of people is gathered around a statue, talking about something they know about the statue that the players don't know about yet.
D4=2:This large room has a strange smell to it. If the players investigate, they will find a strange-looking creature, resembling an armadillo with bright red eyes.
D4=3:A villager requests a blessing for a new business venture.
D4=4:A monk silently tends to the freshly planted vegetables.
d100 = 3
D4=1:A group of 2d6+2 elves are rummaging through a treasure chest looking for gold.
D4=2:The players find a music box with a celestial melody that can charm or calm most creatures, opening new ways to resolve conflicts.
D4=3:The low hum of chanting fills the temple as evening prayers begin.
D4=4:The distant sound of thunder hints at an approaching storm.
d100 = 4
D4=1: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'.
D4=2: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.
D4=3: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.
D4=4:An enchanted door insists on telling each player a terrible knock-knock joke before it will open, cackling ghostly laughter at its own punchlines.
d100 = 5
D4=1: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.
D4=2: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.
D4=3: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.”
D4=4:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
d100 = 6
D4=1: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.
D4=2:You see a group of 6d4 guards dragging a large wooden rectangular box towards you. The box looks like it has been carved out of an enormous tree stump. If the players get close to the box, they will hear a loud roar coming from within. If they investigate, they find a 2d6+2 Young White Dragons inside the box. The guards are keeping the box at a safe distance away from them (25 feet) but are getting tired and want to take a break before continuing on with their task.
D4=3:A group of pilgrims have arrived at the temple, eagerly seeking answers and guidance. However, they are completely illiterate and can only communicate through drawings and gestures. It's up to the players to decipher their messages and help them on their spiritual journey.
D4=4:An elderly priest prays quietly at a small altar, candles flickering.
d100 = 7
D4=1:A hidden chapel hosts a spectral clergy performing rites of atonement. Players who participate can temporarily remove one curse or debuff.
D4=2:The players enter a room filled with puzzles and riddles, each one leading to the next. Successfully solving each puzzle will reward them with treasure or useful items, but fail to solve one and face a dangerous consequence.
D4=3:Players must organize a defense strategy after learning that a treacherous spy within the temple has sabotaged its protections, rendering it vulnerable to an impending attack by a rival faction.
D4=4: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.
d100 = 8
D4=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.
D4=2:A traveling painter captures the scene of a quiet courtyard.
D4=3: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.
D4=4: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.
d100 = 9
D4=1: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.
D4=2:The head priest is giving a sermon in the main hall.
D4=3:Players discover a magical loom where they can weave threads of fate to impact future encounters or outcomes.
D4=4:The temple’s main altar becomes sentient, issuing cryptic challenges that offer great rewards if met. The players must interpret the altar’s trials, unlocking both the temple's and their hidden potential.
d100 = 10
D4=1:A celestial being descends into the temple, seeking mortal champions to embark on a quest to retrieve a stolen fragment of divine essence from a treacherous sorcerer's tower.
D4=2:The law of this temple is slightly twisted. It's run like a republic instead of a democracy. Player characters are required to commit at least one crime per day, such as stealing from members of the temple.
D4=3: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.
D4=4:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
d100 = 11
D4=1:A large group of 2d10+10 scholars from the university are arguing about some fact regarding their religion.
D4=2: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.
D4=3:A visiting noble requests a special prayer for their family.
D4=4:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
d100 = 12
D4=1: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.
D4=2:A group of cursed adventurers is trapped in the temple, unable to leave until their curse is lifted. The players must find a way to break the curse and free the adventurers.
D4=3:The walls of this room are covered in blood, which has dried and turned brown.
D4=4:As the party enters a room, they are met with blasts of laughter and loud music. They soon realize that they have stumbled upon a party being thrown by a group of gnomes. The gnomes invite the party to join in the fun and games, and they may even gain some valuable information about the temple.
d100 = 13
D4=1:A door in the temple leads to an extradimensional space which is always filled with misty vapors, which are extremely corrosive and will immediately create acid burns on anything that comes into contact with it; anyone who enters must make a saving throw (save vs magic) every round or become trapped there while they gradually dissolve away.
D4=2: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.
D4=3:The players encounter a lost celestial smith who can forge a bond between their weapons and their souls, granting powerful enhancements.
D4=4:A traveling bard has come to the temple to perform for the followers. However, during his performance, he accidentally unleashes a magical curse that affects the temple and its inhabitants. The party must find a way to reverse the curse.
d100 = 14
D4=1:You enter a room that is completely dark, but you can hear the sound of water dripping. Upon closer inspection, you realize that the room is filled with magical darkness and the dripping water is actually acid. The party must either find a way to dispel the magic or maneuver through the darkness without getting burned.
D4=2: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.
D4=3:A room filled with mirrors shows not reflections, but alternate realities. Stepping through them allows players to experience these realities temporarily.
D4=4: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.
d100 = 15
D4=1:The party is walking down a long hallway and hears some faint chanting coming from around the corner. They see 2d6+2 humanoids praying around the body of their dead comrade, who has been lying there for days. In one corner is a small altar with a picture of a wizard on it.
D4=2:As the party explores a room, they suddenly find themselves in a different body and are forced to navigate through an obstacle course designed for the new body's abilities.
D4=3:An old gardener is trimming the hedges, happily humming a tune.
D4=4:A headless horseman is riding around the perimeter of the temple, causing chaos and destruction. As the players try to stop him, they discover that he is actually a cursed knight who was decapitated by a powerful sorcerer and is now seeking revenge.
d100 = 16
D4=1:A group of 2d8 wizards is experimenting on some dead rats. One of them is preparing a potion, another one is adding some strange ingredients, and the other is dissecting the rats to try to figure out what killed them.
D4=2: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.
D4=3:The hall is lined with statues. One of them has a hand missing. The statue looks like it has been attacked by something.
D4=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.
d100 = 17
D4=1:The temple bell tolls for morning prayers.
D4=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.
D4=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.
D4=4:The morning sun illuminates stained glass windows beautifully.
d100 = 18
D4=1:A novice is accidentally scribing the wrong characters in a holy book.
D4=2: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.
D4=3: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.
D4=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.'
d100 = 19
D4=1:A group of 1d4 priests are busily writing. They ignore anyone who walks past them in the hallway or courtyard.
D4=2: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.
D4=3:A blacksmith delivers freshly forged tools to the temple's maintenance crew.
D4=4:A group of 3d4+4 cultists try to ambush the party. They are armed with short swords and carry leather satchels with strange symbols on them.
d100 = 20
D4=1:The ancient temple organ is haunted and plays cheerful polka music whenever someone steps too close. The ghost organist loves an audience.
D4=2:A priestess sews a tear in her robes, humming a familiar hymn.
D4=3:As the players enter a large chamber, they see a group of 2d8 cultists performing a ritual sacrifice of an innocent victim. The players must stop the cultists before the sacrifice is completed, and face the guilt and trauma of taking a life.
D4=4:A curious cat is watching the fish swim in the temple pond.
d100 = 21
D4=1:Upon hearing a loud splash, you peer over the edge of the boat and see a bald man in yellow robes floating in the water. His eyes are wide open, staring up at the sky with a look of terror and disbelief on his face.
D4=2: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.
D4=3:In this room, the player's will find 2d4+4 priests chanting and praying for luck in the coming battle.
D4=4: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.
d100 = 22
D4=1: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.
D4=2:A powerful, sentient weapon is found hidden in a secret room. It offers its services to the players, but only if they can prove themselves worthy and pass a series of trials.
D4=3:A group of cultists are praying at an altar, hoping to receive a sign from their god that they are on the right path.
D4=4: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.
d100 = 23
D4=1: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.
D4=2: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.
D4=3:You enter a room that is completely dark, but you can hear the sound of water dripping. Upon closer inspection, you realize that the room is filled with magical darkness and the dripping water is actually acid. The party must either find a way to dispel the magic or maneuver through the darkness without getting burned.
D4=4: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.
d100 = 24
D4=1:Within the temple's library, a young scholar discovers a cursed scroll summoning an undead lich. The players must rally to contain the lich's power and protect the sacred texts while seeking a way to banish the malevolent force.
D4=2:A pigeon strays into the temple and begins cooing to itself.
D4=3:A thrilling magical duel breaks out between two high-ranking priests who disagree on doctrinal interpretations. The players must mediate and diffuse the tension before the temple's sacred grounds are damaged.
D4=4: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.
d100 = 25
D4=1: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.
D4=2:An effervescent ghost dog bounds up to the adventurers, dropping an ethereal, glowing stick at their feet, eager for a game of fetch.
D4=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.
D4=4:A group of 4d6 monks are practicing their fighting skills against an animated suit of armor. They will ask the players to join in the practice. If the players accept, they will fight alongside the monks for 1d4 hours. At the end, the monks will reward the players with a potion of healing.
d100 = 26
D4=1: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.
D4=2:You hear two young children talking. One child is a child of the church, the other is a child of the woods. The child of the church says that the woods are evil and that it is a sin to go there. The child of the woods says that every creature has its place in the world, and that bad things happen to those who go into the woods. The children suddenly go quiet. You hear a tree groaning for a few moments and then you hear a branch snap off as if it was stepped on. The children start talking again.
D4=3:Two priests are arguing about the nature of the gods.
D4=4:A host of 2d6+2 goblins are standing around chanting and praying to an idol in the center of the room.
d100 = 27
D4=1:A group of 2d6 cultists are gathering stones and herbs to use in their rituals.
D4=2:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
D4=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.
D4=4: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 = 28
D4=1:A mechanical celestial orrery, accurate to every star, allows players to adjust the heavens slightly, benefiting or hindering their subsequent travels.
D4=2:The temple’s rugs transform into mischievous carpet creatures that hop around and challenge the players to hopscotch tournaments.
D4=3: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.
D4=4:A weary bard rests by the temple fountain, tuning their lute.
d100 = 29
D4=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.
D4=2:A monk polishes the temple’s stone floor while humming a serene tune.
D4=3:A group of scholars discusses interpretations of a holy text.
D4=4: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.
d100 = 30
D4=1:The party encounters a dapper vampire attempting to run a midnight bake sale for the “undead parish,” complete with ghostly croissants and phantasmal pastries.
D4=2:The temple's sacred library has been overrun by a group of mischievous imps who think it's hilarious to switch the labels on all the books. The players must navigate through the chaos to find the book they need without accidentally summoning a demon or reading a romance novel instead.
D4=3:As the players enter a large hall, they hear the sound of a hauntingly beautiful song. They follow the sound and come upon a group of sirens, who lure the players in with their enchanting voices. Will the players give in to their charm or resist and defeat them?
D4=4:A group of 1d4+2 humans are trying to dig their way into the temple through a side entrance. They are looking for treasure and will attack if they see anyone else trying to enter the temple.
d100 = 31
D4=1: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.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 32
D4=1:In a hidden room, the party finds a group of monks who are experimenting with creating their own magical creatures. They are currently working on a half-goat, half-rooster hybrid and ask the party to help them test its abilities.
D4=2: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!
D4=3:You see an old man in animal skins leaning against a tree. He looks into the distance, lost in thought as he stares at something with his hand on his chin. He can be startled out of this stupor and will then look at you as if surprised before going back to daydreaming about his work and what it will accomplish when he's finished with it. If the party asks him what he's doing, he'll tell them without hesitation that he's making a powerful arcane artifact that will bring his god glory to this world, and while it might not make him physically powerful, it will make him powerful in spirit and mind as only his god can bestow this power upon him! He'll tell them that he's nearly done with it after so many years of slowly crafting it alone on this mountain but he needs more power to finish it so he's tasked himself with finding more power and energy to help him finish his artifact and his god's work. He'll tell them that this isn't an easy thing to do alone so he's grateful for their presence and offers them 1,000 gold to help him finish his artifact.
D4=4: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.
d100 = 33
D4=1: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.
D4=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.
D4=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.
D4=4:The players come across a room filled with floating orbs. Each orb has a question inscribed on it, and if the players touch it, they will be transported to a different room with a puzzle or challenge related to the question. Successfully completing the puzzle will grant them a unique magical item.
d100 = 34
D4=1: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.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 35
D4=1:A scribe's ghost haunts the library, despairing over an unfinished epic. Completing the work earns their eternal gratitude and a unique spellbook.
D4=2: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.
D4=3:A weary bard rests by the temple fountain, tuning their lute.
D4=4:Players come across a room with an altar in it, which is covered with 1d20+5 skeletons that are holding short swords and shields. They will attack players on sight if they disturb them or try to steal their weapons or armor (which is not worth very much anyway).
d100 = 36
D4=1:A pigeon steals a piece of bread from an offering.
D4=2:The players hear the sound of a powerful dragon roaring from inside the temple. As they venture deeper, they realize that the dragon is none other than a powerful polymorphed wizard seeking revenge on the temple for imprisoning him.
D4=3:An old scholar is poring over an ancient scroll in the library.
D4=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.
d100 = 37
D4=1:A novice accidentally spills holy water and frantically tries to clean it up.
D4=2: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.
D4=3:Footsteps echo in the silent hall as a lone figure enters.
D4=4:The party hears a strange sound like someone trying to talk but having trouble doing so. If they investigate, they find a group of 2d4+4 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!
d100 = 38
D4=1:A group of monks are practicing their martial arts in a courtyard. If players join in, they must use only their left hand. If they successfully complete the practice, they will be rewarded with a magical ring that gives them an extra left hand.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 39
D4=1: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.
D4=2: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.
D4=3:A group of 4d6 cultists are sitting around a fire with a large cooking pot. They have the head of a captured priest and are preparing to cook it.
D4=4:Players see a group of men from the town arguing about whether Beldegar or Yesoon was the younger brother of St Vincent. One of them says, 'You're wrong! Beldegar was definitely older because he came first.' The other argues back.
d100 = 40
D4=1:A man is praying for the health and safety of his family, who are sick with a strange disease. He believes that a nearby tribe of goblins has poisoned them. He believes the goblins have been stealing away members of his tribe and replacing them with goblins who look like his family members.
D4=2: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.
D4=3:A gardener plants new flowers in front of the temple entrance.
D4=4:A group of monks are silently meditating in a circle, but one of them is constantly sneezing. This sneezing monk explains that he accidentally inhaled some of the incense used for the meditation and now can't stop sneezing. He asks the players to help him find a cure.
d100 = 41
D4=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.
D4=2: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.
D4=3: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.
D4=4:A legendary hero's sword is enshrined in the temple, and the players are chosen to be its new bearers. However, they must first undergo a series of trials testing their courage, wisdom, and integrity.
d100 = 42
D4=1: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.
D4=2:The enchanted stained-glass windows animate to silently mock the adventurers’ every move, forming exaggerated portraits and scenes of their journey.
D4=3:A hidden sanctuary holds a pool of memories that shows pivotal moments from the viewers' past, offering insight and forgotten details.
D4=4: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.
d100 = 43
D4=1: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.
D4=2: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.
D4=3: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.
D4=4:As the players enter a large chamber, they see a group of 2d8 cultists performing a ritual sacrifice of an innocent victim. The players must stop the cultists before the sacrifice is completed, and face the guilt and trauma of taking a life.
d100 = 44
D4=1:The party hears a strange sound like someone trying to talk but having trouble doing so. If they investigate, they find a group of 2d4+4 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!
D4=2:You see a single light shining in the church. At first you think it is a candle, but then you realize it is far too large and is moving. You hear a shrieking sound and then you hear a large bang. The light shoots across the hall towards you and goes right past you. It shoots towards a large wall and then shoots back in your direction. The light hits the wall behind you and then the light fades away.
D4=3: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.
D4=4: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.'
d100 = 45
D4=1:A priest helps a villager with a small offering, arranging it on the altar.
D4=2: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.
D4=3: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.
D4=4:In the temple's inner sanctum, players stumble upon an ethereal figure of an ancient hero who warns them of an impending demonic invasion. If the players heed the warning, they can prepare and defend the temple from a portal opening to the Abyss.
d100 = 46
D4=1:The chest is completely empty. A faint smell of decay comes from it though.
D4=2:The scent of incense fills the air as worshippers light sticks in various altars.
D4=3:An elderly man is tending to a small garden in the center of a small courtyard.
D4=4:A group of paladins have set up a training camp in the temple's courtyard, and they challenge the party to a friendly sparring match. But the match may not be as friendly as it seems, as the paladins use the opportunity to test the party's strengths.
d100 = 47
D4=1:A strange sound like the chirping of birds can be heard coming from a room. When the players enter the room, they find it full of caged birds.
D4=2: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.
D4=3:A strange creature made of pure light is floating above a pit in the floor. It will not talk to the players or respond to any questions. If players try to interact with it, it will attack them.
D4=4: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 = 48
D4=1:Players stumble upon a group of monks who are debating the meaning of life and the universe. One of the monks invites the players to join in and share their thoughts and opinions. However, if any player mentions the number 42, the monks will immediately attack, believing them to be heretics.
D4=2:A carpenter repairs a broken bench in the prayer hall.
D4=3:A raging storm outside causes a tower within the temple to collapse, revealing a hidden treasure room filled with ancient artifacts.
D4=4: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.
d100 = 49
D4=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?
D4=2:There are 2d4 priests praying in front of an altar, upon which is laying a dead body on a table.
D4=3:The temple’s echo carries on a separate, exaggerated conversation with itself, often inserting oddly-timed laughter or agreeing with overly sarcastic replies.
D4=4: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 = 50
D4=1:This room contains 2d4 priests who are praying for their god to help them in the coming battle.
D4=2:A room filled with statues seems devoid of life until one statue animates and offers a cryptic prophecy in exchange for a good deed.
D4=3:An elder offers blessings to newlywed couples.
D4=4:A group of 4d12 cultists are unleashing and controlling swarms of bats.
d100 = 51
D4=1: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.
D4=2:The party walks into a room where the floor is covered in a thick layer of fog. As they walk through the fog, they each see illusions of their worst fears and must overcome them to proceed.
D4=3:An enchanted tapestry in the temple begins unraveling, releasing spirits of past wars. The players must decipher the clues woven into the cloth and reseal the spirits before they can wreak havoc.
D4=4:Freshly laundered robes are hanging out to dry in the sun.
d100 = 52
D4=1:A group of 4d12 cultists are unleashing and controlling swarms of bats.
D4=2:The party comes across a room filled with different types of magical potions. However, some of the potions are cursed and can have adverse effects on whoever drinks them. The party must use their knowledge of potions to choose the right ones.
D4=3:A gentle hand places a flower at the feet of the deity's statue.
D4=4: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.
d100 = 53
D4=1:The players stumble upon a room filled with illusions and trickery. They must use their wits to decipher which objects and creatures are real and which are not to navigate through the room unscathed.
D4=2:In a dark antechamber of the crumbling temple, the players find a solitary figure kneeling before a shattered icon. The monk, Anara, is deeply mourning her twin sister, slain by a shadowy figure known only as The Revenant. She implores the players to help reclaim her sister's stolen soul and defeat The Revenant. The room is filled with haunting chants, echoing regret and sorrow.
D4=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!
D4=4:A group of pilgrims have arrived at the temple, eagerly seeking answers and guidance. However, they are completely illiterate and can only communicate through drawings and gestures. It's up to the players to decipher their messages and help them on their spiritual journey.
d100 = 54
D4=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.
D4=2:The large double doors slam shut and lock! A magic mouth appears and tells the players that they must fight their way out. The doors are made of mithril and have mithril handles. They are very difficult to break down, but not impossible.
D4=3:In a hidden room, the party finds a group of monks who are experimenting with creating their own magical creatures. They are currently working on a half-goat, half-rooster hybrid and ask the party to help them test its abilities.
D4=4: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.
d100 = 55
D4=1:A mysterious woman wanders the temple, her face covered by a veil. She claims to be able to see the future and offers to read the party's fortunes. But her predictions may hold more weight than expected.
D4=2: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.
D4=3:This room is filled with statues of priests of Cuthbert. The statues are all holding staffs and wearing headgear. The headgear on each statue is different from the headgear on the other statues. If any of the players touch a statue, it will come to life! The headgear on each statue represents a different level of challenge!
D4=4:A pair of clerics argues over the correct placement of a sacred relic.
d100 = 56
D4=1:The altar has 2d4+4 obelisks surrounding it, each a different shape. These obelisks are actually magic items that give protection to one's allies and provide power to one's enemies! If any of the players move the altar, the magic items will begin to attack! If the players go up to the altar, a Negative Energy Burst will surround the players from both sides!
D4=2: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.
D4=3:A large fire burns in the center of the main chamber. A group of 3d4 priests are gathered around it, chanting and praying for their god to answer their prayers. If players disturb them, they will attack.
D4=4:The temple's bell rings, signaling the start of a prayer session.
d100 = 57
D4=1:The party comes across a room with a mysterious fountain that grants wishes to those who toss in a coin. However, the wishes have unexpected consequences, and some may not be what the player wished for.
D4=2:Musical notes engraved on the walls play a magical symphony when traced. Each complete melody grants a temporary benefit or lifts a minor curse.
D4=3:A group of 2d8+2 cultists led by a blackguard is dragging a bound female victim in chains. The victim is wearing a slave collar, and it has magic resistance installed so that they can not be removed without breaking or destroying them.
D4=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.
d100 = 58
D4=1: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.
D4=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.
D4=3:The party notices a half-orc that has been following them around since they left town. He is carrying an axe and will attack if they draw their weapons. He will not stay and fight. He will run immediately. He was hired by the town guard to attack the party in the wilderness but doesn't want to reveal this.
D4=4:A beautiful butterfly lands on the statue of the deity.
d100 = 59
D4=1:A small patch of herbs is being lovingly tended to by the priest's cook.
D4=2:While exploring, the party encounters a friendly mimic disguised as a confessional booth. It listens intently to their “confessions” and offers surprisingly sage advice.
D4=3:Players find themselves in a room with 5d10 skeletons lying on the floor in various stages of decay. If players disturb them, they will attack them as well as 2d6 zombies that rise from the floor.
D4=4: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.
d100 = 60
D4=1:The party finds a room filled with buckets of paint and brushes. A sign reads "Paint a masterpiece in 5 minutes and win a prize." However, the only paint colors available are bright pink and lime green.
D4=2:While exploring, the party encounters a friendly mimic disguised as a confessional booth. It listens intently to their “confessions” and offers surprisingly sage advice.
D4=3:The players enter a room filled with treasure chests. However, every time they try to open one, a trap door opens under their feet and they fall into a pit filled with feathers.
D4=4: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.
d100 = 61
D4=1:The party notices a half-orc that has been following them around since they left town. He is carrying an axe and will attack if they draw their weapons. He will not stay and fight. He will run immediately. He was hired by the town guard to attack the party in the wilderness but doesn't want to reveal this.
D4=2: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.
D4=3:A group of 4d6 cultists are sitting around a fire with a large cooking pot. They have the head of a captured priest and are preparing to cook it.
D4=4: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.
d100 = 62
D4=1: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.
D4=2:Players hear strange chanting from the room ahead. The chanting is from 2d6 cultists, who are wearing robes and are praying to their god for guidance. They will attack the players as soon as they enter the room. The cultists wield axes and shields.
D4=3:A scholar reads aloud from an ancient text to an attentive audience.
D4=4:Players must organize a defense strategy after learning that a treacherous spy within the temple has sabotaged its protections, rendering it vulnerable to an impending attack by a rival faction.
d100 = 63
D4=1: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.
D4=2:The party comes across a room with a complex maze, and at the center lies a valuable artifact. However, the maze is within the mind of a powerful deity, and the players must navigate through their fears and illusions to reach the artifact.
D4=3:The gong of the temple is struck to signal the start of the evening prayer.
D4=4: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.
d100 = 64
D4=1:The party sees a group of cultists praying at an altar, hoping their god will answer their prayers and grant them favor.
D4=2: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.
D4=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.
D4=4:A group of 1d10 humans are praying and chanting, trying to summon a demon or cast a spell that will help them summon a demon. This group has been at it for a year and are close to succeeding. Their leader is an evil cleric who has convinced them that he will be their new leader when the demon appears and saves them from their current lord and/or leader.
d100 = 65
D4=1:A group of 1d4 priests are busily writing. They ignore anyone who walks past them in the hallway or courtyard.
D4=2:An acolyte restores an old tapestry with careful hands.
D4=3:A giant statue of a deity is positioned in the center of the temple's main chamber. As the party admires the statue, they notice a hidden compartment in its base. Inside, they find a map leading to a lost artifact hidden in the temple's catacombs.
D4=4:There are two 2d4 priests arguing with each other in the main hallway.
d100 = 66
D4=1:A novice reverently sweeps the temple entrance.
D4=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.'
D4=3: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.
D4=4:A cook peels vegetables in the kitchen, preparing the day's communal meal.
d100 = 67
D4=1: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.
D4=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.
D4=3:A young scribe tries to decipher an old, faded manuscript.
D4=4:A quiet stream nearby offers a peaceful place for reflection.
d100 = 68
D4=1:The party notices a half-orc that has been following them around since they left town. He is carrying an axe and will attack if they draw their weapons. He will not stay and fight. He will run immediately. He was hired by the town guard to attack the party in the wilderness but doesn't want to reveal this.
D4=2:A powerful, sentient weapon is found hidden in a secret room. It offers its services to the players, but only if they can prove themselves worthy and pass a series of trials.
D4=3:The group enters a room with a giant clock ticking on the wall. Suddenly, the clock comes to life and starts counting down. They must race against the clock to solve a puzzle and stop the impending danger before time runs out.
D4=4:A young artist sketches the temple architecture for practice.
d100 = 69
D4=1:A wandering bard offers to play soothing music for temple visitors.
D4=2:The party enters a room with seemingly no exit. Suddenly, a giant hand made of fire appears and points to a specific spot on the wall. Upon further inspection, the party realizes that the spot is actually a hidden door. The hand then disappears, leaving the party confused and slightly scared.
D4=3:A group of 2d6+2 elves are rummaging through a treasure chest looking for gold.
D4=4:A group of 1d12 monks are in their order's great hall and are discussing important matters.
d100 = 70
D4=1:A cat gracefully leaps from one bench to another.
D4=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.
D4=3:A painter adds delicate details to a fresh mural.
D4=4:A humble farmer seeks a blessing for his new plow.
d100 = 71
D4=1:The party enters a room and sees a group of adventurers who are also exploring the temple. They offer to team up with the party to defeat a powerful monster that lurks within the temple. However, the adventurers are actually shape-shifting monsters who plan to use the party as bait to lure the monster out. The party must decide whether to trust the adventurers or not.
D4=2:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.
D4=3: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?
D4=4: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.
d100 = 72
D4=1: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.
D4=2: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.
D4=3:A young child draws pictures in the dirt near the temple steps.
D4=4: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.
d100 = 73
D4=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.
D4=2:A visiting merchant offers rare spices to the temple kitchen.
D4=3: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).
D4=4: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).
d100 = 74
D4=1:You come across a group of gnomes who have accidentally shrunk themselves. They need the players' help to reverse the spell that caused their predicament.
D4=2: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."
D4=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.
D4=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.
d100 = 75
D4=1:A novice carries a basket of offerings to the main altar.
D4=2:The gentle sounds of wind chimes create a soothing melody.
D4=3: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.
D4=4:A lost child is found and taken to the head priest for comfort.
d100 = 76
D4=1:Players see a group of men from the town arguing about whether Beldegar or Yesoon was the younger brother of St Vincent. One of them says, 'You're wrong! Beldegar was definitely older because he came first.' The other argues back.
D4=2:A visiting noble requests a special prayer for their family.
D4=3: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.
D4=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.
d100 = 77
D4=1:1d4+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).
D4=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.
D4=3:The temple's custodian is constantly getting into heated arguments with the temple's giant guardian statue. It turns out that the statue is actually a cursed warrior who was turned to stone and the custodian is the only one who can lift the curse. But he's too stubborn to admit it and the players must find a way to convince him to make amends with the statue.
D4=4:The scent of incense fills the air as evening prayers begin.
d100 = 78
D4=1: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.
D4=2:In a dark corner of the temple, a group of baby gelatinous cubes is playing hide-and-seek. They giggle (strangely) and try to tag the players to join their game.
D4=3: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
D4=4:The players enter a room filled with puzzles and riddles, each one leading to the next. Successfully solving each puzzle will reward them with treasure or useful items, but fail to solve one and face a dangerous consequence.
d100 = 79
D4=1: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. |
D4=2:A group of 1d20 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will become hostile and attack.
D4=3:As the party explores a room, they stumble upon a group of goblins playing a game of chance. If they join in, they may win a valuable treasure or lose everything.
D4=4:A ghostly voice says 'This is what happens to those who are not faithful to Cuthbert.'
d100 = 80
D4=1:An elderly woman is offering flowers at the statue of a deity.
D4=2: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?
D4=3:A mysterious voice challenges the players to a game of riddles and says whoever wins gets a magic item. However, the voice turns out to be a clever and mischievous talking parrot wearing a top hat.
D4=4:Players enter a room with a large, ornate chest in the center. The chest has no locks or traps, but it constantly emits strange noises and whispers. Inside the chest, players find a never-ending supply of cheese.
d100 = 81
D4=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.
D4=2:A stray dog rests quietly in a corner, seemingly at peace.
D4=3:A child leaves a small handmade trinket at the altar.
D4=4:Within the temple's library, a young scholar discovers a cursed scroll summoning an undead lich. The players must rally to contain the lich's power and protect the sacred texts while seeking a way to banish the malevolent force.
d100 = 82
D4=1:The priests of a nearby temple have captured a suspected cultist in their dungeon. The cultist is actually an undercover agent from the royal court. If PCs rescue the cultist, the royal agent will offer them a reward of 1d6x100 GP.
D4=2:At the bottom of this ruin's rubble is a beautiful longsword, rusting slightly but still holding its edge.
D4=3: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.
D4=4:A room with shifting, reflective surfaces leads to a maze where players face reflections of themselves and must confront their inner fears.
d100 = 83
D4=1:You see a group of men in black robes. They are holding torches. If the party attacks them, they will fight back.
D4=2:A traveler offers coins in exchange for some bread and water.
D4=3:A group of 1d8 halflings are holding a celebratory feast in honor of their recently completed adventure and are happy to share their bounty.
D4=4: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.
d100 = 84
D4=1: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.
D4=2:An enchanted bell can summon a guardian spirit when rung. The spirit aids the players but expects a service or sacrifice in return.
D4=3: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.
D4=4:You see two statues of humanoid figures. Upon closer inspection, you realize that they are engaged in combat. As you watch, the statues actually come to life and continue their battle. The party must choose to either stay and watch or intervene.
d100 = 85
D4=1:A needlework project lies unfinished in a corner.
D4=2:Within the temple's library, a young scholar discovers a cursed scroll summoning an undead lich. The players must rally to contain the lich's power and protect the sacred texts while seeking a way to banish the malevolent force.
D4=3:A village elder presents a handmade quilt as a donation.
D4=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.
d100 = 86
D4=1:A man is praying for the health and safety of his king. He believes that the king has been cursed by a powerful witch and that only he can pray for his king to be cured.
D4=2:A group of 2d8 wizards is experimenting on some dead rats. One of them is preparing a potion, another one is adding some strange ingredients, and the other is dissecting the rats to try to figure out what killed them.
D4=3:A painter adds delicate details to a fresh mural.
D4=4:Ten drunk bandits are fighting over who has to guard the loot. They will attack if they notice the players.
d100 = 87
D4=1:As the party enters a room, they are met with a chorus of chanting voices. The source is a group of monks meditating. However, as the party approaches, the monks start to float in the air and the room begins to spin. The party must join in the meditation in order to stop the chaos and gain the monks' wisdom.
D4=2:A group of 1d6 priests is gathered around a stone in the center of this room. They chant in low voices as they walk around it counterclockwise. If anyone tries to disrupt the ceremony, they attack!
D4=3:In a room filled with puzzles and riddles, the party must work together to solve them and unlock the door to the next room.
D4=4: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.
d100 = 88
D4=1: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.
D4=2:A group of 4d6 cultists are performing a dark ritual in the temple, chanting and sacrificing a creature to their dark deity.
D4=3:In a room filled with puzzles and riddles, the party must work together to solve them and unlock the door to the next room.
D4=4:A visiting noble requests a special prayer for their family.
d100 = 89
D4=1: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.
D4=2:A cat chases a mouse around the courtyard, causing a commotion.
D4=3:The party comes across a room with a magical fountain that offers them a choice between two potions. One will give them a powerful buff, while the other will have a detrimental effect. Will they risk the consequences for the potential reward?
D4=4:A celestial sundial casts impossible shadows, marking portals to different dimensions activated at specific times of the day.
d100 = 90
D4=1:The morning sun illuminates stained glass windows beautifully.
D4=2: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.
D4=3:A philanthropist is making a large donation and the priests are thanking him.
D4=4:The aroma of freshly baked bread wafts from the temple kitchen.
d100 = 91
D4=1:The high priest’s ghost, a stern figure in life, now uses its haunting powers solely to photobomb the mausoleum selfies of adventurers.
D4=2:A priest asks the players to perform a comedy show for the temple's members. The catch? They must only use puns and dad jokes.
D4=3:A mysterious woman wanders the temple, her face covered by a veil. She claims to be able to see the future and offers to read the party's fortunes. But her predictions may hold more weight than expected.
D4=4: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.
d100 = 92
D4=1:The players come across a room with a large crystal ball. As they approach it, it starts showing them different scenes from their past, present, and possible futures, some of which are hilarious and ridiculous.
D4=2:A group of 4d4 worshippers are gathered around a strange object, murmuring prayers and offering sacrifices to it. The object turns out to be a cursed artifact that brings misfortune to anyone who touches it. The players must find a way to remove the artifact without angering the worshippers.
D4=3:The pillars of the temple occasionally morph into jesters’ faces, sticking out large stone tongues or giving winking expressions as the players pass by.
D4=4:A group of young acolytes are playing a game of illusions in the temple's courtyard. They invite the party to join in, but the illusions may have real consequences if they are not careful.
d100 = 93
D4=1:This room is filled with old books. A mummy lies in a pile of books. It glances up, sighs, then attacks.
D4=2:The frescoes on the walls of the temple come to life, acting out a comical version of the temple's history, with overly dramatic priests and bumbling demons.
D4=3: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.
D4=4:In this room, the player's will find 2d4+4 priests chanting and praying for luck in the coming battle.
d100 = 94
D4=1:The players come across a room filled with strange, colorful potions. The potions are actually different flavors of kool-aid that have been enchanted by a mischievous gnome. Drinking the potions will cause the players to experience strange and often humorous effects.
D4=2:A curious child is fascinated by the temple bell’s mechanism.
D4=3:A doppelganger is disguised as a high priest of Tymora. It will try to kill the party with its axe.
D4=4:A mysterious individual quietly slips a note under the temple door.
d100 = 95
D4=1:Players stumble upon a group of monks who are debating the meaning of life and the universe. One of the monks invites the players to join in and share their thoughts and opinions. However, if any player mentions the number 42, the monks will immediately attack, believing them to be heretics.
D4=2:A large fire burns in the center of the main chamber. A group of 3d4 priests are gathered around it, chanting and praying for their god to answer their prayers. If players disturb them, they will attack.
D4=3:A gardener carefully prunes a bonsai tree in the courtyard.
D4=4: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.
d100 = 96
D4=1: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.
D4=2: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.
D4=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.
D4=4:A stray piece of parchment floats through the courtyard.
d100 = 97
D4=1:A group of cultists are praying at an altar, hoping to receive a sign from their god that they are on the right path.
D4=2:A group of 2d4 priests are praying for good luck in the coming battle. If players talk to them, they will turn to you and say 'Good luck in the coming battle.'
D4=3: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?
D4=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.
d100 = 98
D4=1: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?
D4=2:A poet recites verses of praise to an enchanted audience.
D4=3:A group of 1d6 priests is gathered around a stone in the center of this room. They chant in low voices as they walk around it counterclockwise. If anyone tries to disrupt the ceremony, they attack!
D4=4:A celestial sundial casts impossible shadows, marking portals to different dimensions activated at specific times of the day.
d100 = 99
D4=1:The head priest is giving a sermon in the main hall.
D4=2:A novice polishes the temple’s sacred relics with reverence.
D4=3:A wild divine celebration disrupts the temple's tranquility, tearing a rift between planes. The players must mend the rift while protecting the revelers from opportunistic planar invaders.
D4=4:The courtyard fountain sparkles in the midday sunlight.
d100 = 100
D4=1:A room with shifting, reflective surfaces leads to a maze where players face reflections of themselves and must confront their inner fears.
D4=2: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.
D4=3: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.
D4=4: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.
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