A complete D&D 5e random encounter table for temple scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a temple, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Temple encounter table
d100 = 1
D6=1:A cat chases a mouse around the courtyard, causing a commotion.
D6=2: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.
D6=3: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!
D6=4: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.
D6=5:Opened scrolls float in mid-air, inscribed with arcane knowledge. Successfully transcribing them provides potent spell scrolls.
D6=6:A finely dressed merchant is seeking the priest's blessing for a new venture.
d100 = 2
D6=1: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.
D6=2:A doppelganger is disguised as a high priest of Tymora. It will try to kill the party with its axe.
D6=3:A gardener waters the temple's flower beds, attracting butterflies.
D6=4:A mysterious individual quietly slips a note under the temple door.
D6=5: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.
D6=6:Players find a room with 2d6 skeletons lying on the floor. If a player touches one of the skeletons, it will attack them. The skeletons wield short swords and daggers.
d100 = 3
D6=1:You see a man hanging upside-down from a rope that's tied to the ceiling of the cavern. He's wearing thick robes and has an axe embedded into his foot. Another man wearing light armor and carrying a sword is standing next to him trying to help him out of his predicament.
D6=2:The gong of the temple is struck to signal the start of the evening prayer.
D6=3:The temple's economic advisors are arguing over how to allocate funds for the temple's renovation and operating costs. The players are asked to act as mediators and listen to both sides before making a decision. However, a group of thieves is planning to steal the temple's treasury during the chaos. The players must also prevent the theft while solving the budget dispute.
D6=4: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.
D6=5: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!
D6=6: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 = 4
D6=1: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.
D6=2: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.
D6=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.
D6=4: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.
D6=5:A lone statue of a chicken stands in the center of the room, its beak open as if it's about to speak. If a player speaks to the statue, it will mimic their every word and move, much to the amusement of the other players. However, if a player mentions the word "egg", the statue will come to life and attack, as it is a protective guardian of a nearby nest of golden eggs.
D6=6: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.
d100 = 5
D6=1:The temple bell tolls for morning prayers.
D6=2:A room with shifting, reflective surfaces leads to a maze where players face reflections of themselves and must confront their inner fears.
D6=3: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.
D6=4:A group of 3d4 guards are patrolling down the hall, looking for criminals. They will stop and question anyone who looks suspicious.
D6=5: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.
D6=6:In a room filled with various statues, a mysterious voice echoes through the room, challenging the players to a game of "statue tag". The statues will come to life and chase the players, freezing them in place if they are tagged. The players must use their wits and agility to outsmart the statues and win the game.
d100 = 6
D6=1: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.
D6=2:The party encounters a group of gnomes trying to steal the temple's sacred artifacts. However, they are not very good thieves and keep getting caught in their own traps. The players can either help them or stop them, but either way, it will lead to a comical and chaotic situation.
D6=3: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.
D6=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.
D6=5: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.
D6=6: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 = 7
D6=1: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.
D6=2: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.
D6=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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 8
D6=1: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.
D6=2:A group of monks are meditating in a circle in the main hall of the temple. As the players approach, they will be invited to join in the meditation. If they do, they will be transported to a different plane of existence and face a physical and mental trial. Those who pass will gain insight and a new ability.
D6=3:A strange glowing mist fills a large portion of this room. A magic mouth appears in one corner of the room, telling the players that they need to find the source of the glowing mist and destroy it.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 9
D6=1:A novice is accidentally scribing the wrong characters in a holy book.
D6=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.
D6=3: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.
D6=4:A flock of doves is released as part of a ceremony.
D6=5:The players come across a group of gnomes trying to build a catapult out of spare temple materials. They claim they need it to launch themselves out of the temple and back to their homeland.
D6=6: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.
d100 = 10
D6=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.
D6=2: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.
D6=3:The party stumbles upon a flock of spectral chickens that cluck and flap through the temple halls, occasionally glowing with an eerie, green light.
D6=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.
D6=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.
D6=6:A cat wanders into the temple kitchen, searching for scraps.
d100 = 11
D6=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.
D6=2:A powerful and wise sage resides in the temple and offers to answer one question for the party. However, the answer may not be what they expect or want to hear.
D6=3:The temple bell tolls to mark the change of the watch.
D6=4:The players stumble upon a room with a talking skeleton sitting at a desk with piles of paperwork. He introduces himself as the temple's accountant and asks for help organizing his files and paying the bills.
D6=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.
D6=6:In a hidden chamber, you find a group of vampires who have infiltrated the temple. They are trying to turn the priests and acolytes into undead minions.
d100 = 12
D6=1:A group of elves has come in from the woodlands asking for help after their village was attacked by a group of orcs. They need help rebuilding their village and defending it against future attacks by the orcs.
D6=2: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.
D6=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."
D6=4:The temple’s grand archive is set ablaze by rogue fire elementals controlled by a malevolent figure seeking to destroy ancient knowledge. The players must save as many tomes as possible and uncover the identity of the saboteur.
D6=5: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.
D6=6: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.
d100 = 13
D6=1: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.”
D6=2: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.
D6=3:A group of 2d6 cultists have captured an old woodcutter and his son. They are taking them to be sacrificed at the entrance to their camp. If the players approach, they will be attacked by 2d6 priests who are dressed in the skins of animals.
D6=4:In the middle of a room, a large stone door with a keyhole is standing. The catch? The key is hidden inside a jar of pickles. The players have to try different methods to extract the key, such as shaking the jar or trying to lure it out with a pickle juice trail.
D6=5:A group of cultists are praying to their god for help in their battle against the dragon. The dragon's power is waning and the cultists are hopeful that their god will help them win the battle.
D6=6:A scribe's ghost haunts the library, despairing over an unfinished epic. Completing the work earns their eternal gratitude and a unique spellbook.
d100 = 14
D6=1:The temple's walls are lined with statues of old deities. One statue speaks, offering cryptic advice that could help or hinder the party, depending on their choices.
D6=2: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.
D6=3:A novice is practicing calligraphy in the courtyard.
D6=4:The party hears a loud rumble in the distance. If they investigate, they find a large hole that was created by an explosion. Looking through it, they see a group of 20 1st level human fighters fighting a group of 2d6+2 skeletons. The humans have managed to hold their own for now by using the remains of both sides for cover. The skeletons are trying to pull the human fighters into the hole so that they can climb in after them.
D6=5: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.
D6=6:In the center of a large room stands a giant chessboard. The party must play against a challenging opponent to progress through the temple.
d100 = 15
D6=1:The party hears strange chanting coming from one of the rooms. It sounds like an incantation of some kind. If the party investigates, they find a strange book with faint, glowing symbols on its cover.
D6=2:A man wearing odd robes is walking down the hallway and muttering to himself. He keeps looking over his shoulder and walking down another random hallway.
D6=3:A celestial sundial casts impossible shadows, marking portals to different dimensions activated at specific times of the day.
D6=4: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.
D6=5:A novice struggles to carry a basket of laundry to the washroom.
D6=6: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.
d100 = 16
D6=1: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...'
D6=2:A group of miners have stumbled upon a hidden entrance to the temple's underground chambers. They offer to lead the party inside in search of riches, but they may not be telling the whole truth.
D6=3:A novice polishes the temple’s sacred relics with reverence.
D6=4:A group of acolytes sweeps the courtyard, chatting softly about their daily chores.
D6=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.
D6=6: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 = 17
D6=1:A group of 4d12 cultists are unleashing and controlling swarms of bats.
D6=2:A cat gracefully leaps from one bench to another.
D6=3:A powerful and wise sage resides in the temple and offers to answer one question for the party. However, the answer may not be what they expect or want to hear.
D6=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.
D6=5:The players stumble upon a secret room behind a hidden door. Inside, they find an ancient tome of spells with unknown powers. However, the door locks behind them and they must solve a series of puzzles to escape.
D6=6: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.
d100 = 18
D6=1:You see two adventurers dressed in chainmail armor and carrying longswords. They are arguing and fighting with each other.
D6=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.
D6=3: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.
D6=4:1d4+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).
D6=5:A giant magical barrier blocks your path, and a group of wizards are debating on how to deactivate it without setting off any traps.
D6=6:In a room with multiple stone statues, the players must figure out which statue is the real person in disguise. Every time they choose incorrectly, the statues come to life and start attacking. However, the real person will offer to reward the players with a valuable item or information if they can help them escape the temple.
d100 = 19
D6=1: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.
D6=2:A room with 2 statues: one of a man and one of an elf holding snakes in their hands. If either statue is touched, 2d6 snakes will appear and attack everyone in the room.
D6=3: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.
D6=4:The party hears strange chanting coming from one of the rooms. It sounds like an incantation of some kind. If the party investigates, they find a strange book with faint, glowing symbols on its cover.
D6=5:A monk is meditating in the garden, tending to a small bonsai tree.
D6=6:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
d100 = 20
D6=1:A group of 2d6 cultists have captured an old woodcutter and his son. They are taking them to be sacrificed at the entrance to their camp. If the players approach, they will be attacked by 2d6 priests who are dressed in the skins of animals.
D6=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.
D6=3: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.
D6=4: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.
D6=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.
D6=6:The players find a room filled with enchanted artifacts that can grant them incredible powers, but at a great cost. The more powerful the artifact, the higher the price the players must pay.
d100 = 21
D6=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.
D6=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.
D6=3:A maze of twisting and turning hallways that constantly shift and change, making it nearly impossible to navigate without a guide. However, the guide may not be as trustworthy as they seem and could lead the players into danger.
D6=4:A group of fierce barbarians are sitting at a table , they are drinking beer and are eating roasted meat, but they are obviously in a terrible mood. If the players approach them, they will immediately attack them. They will not tell them why
D6=5: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.
D6=6:The players discover a garden of sentient, talking flowers that impart wisdom and ancient secrets in exchange for stories.
d100 = 22
D6=1: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.
D6=2: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.
D6=3:A group of rogue spellswords are training in the temple's courtyard, honing their skills and showing off their flashy techniques.
D6=4:The temple has a large garden where exotic and dangerous plants grow. A botanist has gone missing in the garden and the players are asked to find them. As they search, they may encounter deadly plants and must use their knowledge of plants to survive.
D6=5:A visiting noble requests a special prayer for their family.
D6=6: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.
d100 = 23
D6=1:The party sees an old man sitting in front of a large cauldron. The man welcomes them and offers them a taste of his stew. If the party accepts, they will experience a wild and vivid hallucination. When they wake up, they will find themselves in a different location in the temple.
D6=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."
D6=3:A small room filled with colorful bubbles and a sign that says "Beware the Bubblebeasts". When the players pop a bubble, a 1d4 adorable but ferocious Bubblebeasts appear and start attacking.
D6=4: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.
D6=5: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.
D6=6:A stray cat wanders into the temple, frantically searching for food.
d100 = 24
D6=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.
D6=2:A priest blesses a basket of bread before sharing it with the hungry.
D6=3:The party comes across a room filled with different types of puzzles, each one more challenging than the last. They must solve each puzzle to progress to the next room.
D6=4: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.
D6=5:The ceiling of one room is enchanted so that shadows of hand-puppet animals follow the players and act out funny, silent skits above their heads.
D6=6:A priest named Delores is walking down the hall. She is praying and asking for guidance.
d100 = 25
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:As the players are exploring the temple, they come across a room filled with strange, glowing symbols on the walls and floor. If any player touches the symbols, they are transported to another dimension where they must navigate their way back to the temple.
D6=5: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.
D6=6:Two priests are discussing the necessary repairs in the library.
d100 = 26
D6=1: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.
D6=2:In a room filled with ancient artifacts, the party triggers a curse and is sent back in time. They must now find a way to undo their mistake and return to their own time before they change the course of history.
D6=3:The temple is hosting a grand feast to celebrate a recent victory. However, the feast is interrupted by a group of trolls who seek to ruin the festivities. The party must find a way to protect the temple and its followers.
D6=4: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.
D6=5:A spirited merchant sets up a stall near the entrance, offering religious trinkets.
D6=6:A small group of travelers seeks shelter for the night.
d100 = 27
D6=1: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.
D6=2: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."
D6=3:The ruins are blocked by a river of lava.
D6=4:As the players enter a room, they find themselves trapped in a never-ending loop of a single event, such as a meal or a battle. They must break the loop by finding the source of the problem, which could be a cursed object or a trapped soul.
D6=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.
D6=6: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.
d100 = 28
D6=1: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.
D6=2:A peaceful silence falls over the temple at dusk.
D6=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.
D6=4: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?
D6=5:A group of 1d12 monks are practicing the art of combat in their temple.
D6=6:The party sees a group of cultists praying at an altar, hoping their god will answer their prayers and grant them favor. It is clear that they have been there for some time, and have gone mad from isolation and desperation.
d100 = 29
D6=1:The party enters a room and sees a group of monks meditating on the floor. If they interrupt the monks' meditation, they will have to face them in hand-to-hand combat. But if they join in on the meditation, they can receive insight and wisdom from the monks.
D6=2: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.
D6=3:The temple groundskeeper is sweeping the pathways meticulously.
D6=4: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.
D6=5: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.
D6=6: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 = 30
D6=1:The PCs hear a booming voice say, 'You are not worthy!'
D6=2:An effervescent ghost dog bounds up to the adventurers, dropping an ethereal, glowing stick at their feet, eager for a game of fetch.
D6=3: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.
D6=4:In a room filled with puzzles and riddles, the party must work together to solve them and unlock the door to the next room.
D6=5:A long-forgotten alcove is being cleaned out.
D6=6: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.
d100 = 31
D6=1:The scent of incense fills the air as evening prayers begin.
D6=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.
D6=3:A squirrel has found its way into the main hall and causes some minor chaos.
D6=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.
D6=5:A novice is practicing calligraphy in the courtyard.
D6=6: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.
d100 = 32
D6=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.
D6=2:A lost child is found and taken to the head priest for comfort.
D6=3:The hall leads to an underground lake that is filled with giant crocodiles.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 33
D6=1: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.
D6=2:A group of 2d8 monks who have been cursed have come to this temple. They are trying to find out why they have been cursed and how they can lift it.
D6=3:A child chases fireflies in the dimming light of dusk.
D6=4:A room with a statue of a wizard on one side, and a statue of a cleric on the other side. Between them is a magic circle that has been drawn in the air. If the party disturbs it in any way, it will teleport them to another location in the temple where they will have to fight off 5d6 lizardmen.
D6=5:A group of rogue spellswords are training in the temple's courtyard, honing their skills and showing off their flashy techniques.
D6=6: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.
d100 = 34
D6=1:A group of 8-10 human cultists 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.
D6=2:The temple is hosting a grand feast to celebrate a recent victory. However, the feast is interrupted by a group of trolls who seek to ruin the festivities. The party must find a way to protect the temple and its followers.
D6=3: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.
D6=4: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.
D6=5:A spectral caravan of long-lost pilgrims manifests at the temple, trapped between realms. The players must complete their quest and lead them to their final resting place.
D6=6: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.
d100 = 35
D6=1: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.
D6=2:The temple is under attack by a rival religious cult who seeks to destroy the temple and its followers. The party must defend the temple and its sacred grounds in an epic battle against the enemy.
D6=3: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.
D6=4:As the players rest in their room in the temple, they are suddenly transported into a shared dream. In this dream, they must confront their deepest fears and past mistakes in order to prove their worth to the gods and gain their blessings.
D6=5: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.
D6=6:A group of 1d4 female cultists are laying out a banquet for their god.
d100 = 36
D6=1:A group of cultists are praying to their god for help in their battle against the dragon. The dragon's power is waning and the cultists are hopeful that their god will help them win the battle.
D6=2:A room with shifting, reflective surfaces leads to a maze where players face reflections of themselves and must confront their inner fears.
D6=3:An insane alchemist has gotten lost in the dungeons below the temple.
D6=4:In a dark, damp room, the party discovers a group of trolls guarding a mysterious plant. If they manage to defeat the trolls and take the plant, they discover its healing powers.
D6=5: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.
D6=6:A rogue rogue is attempting to sneak his way through the temple, stealing valuable artifacts and treasure. The players must catch him before he escapes with his booty.
d100 = 37
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:As you pass through a grand hall, you come across an abandoned banquet table with a feast of delicious food still steaming.
D6=5:A ghostly choir sings an eternal hymn that rejuvenates the tired and wounded, granting temporary hit points and restoring spell slots.
D6=6:A group of 3d6 ogres are guarding a secret entrance to the temple, demanding tribute from any who wish to enter.
d100 = 38
D6=1: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.
D6=2:An acolyte accidentally spills water while cleaning the altar.
D6=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.
D6=4: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.
D6=5:The players see a cleric of Ludduk begging forgiveness from his god. The cleric is carrying a dagger that glows with a blue light. The cleric is begging forgiveness for killing a man and using his blood as an offering to his god. He thinks that he is a good man and would never kill a man unless he had an extremely good reason. He is actually a cleric of Ludduk Who has been sent to kill the people who live in the countryside nearby. One of the clerics in the local temple told him that those people were planning on attacking the temple and he needed to find out why. There is no information about the group of people who live outside the temple walls.
D6=6:A dragon’s egg has mysteriously appeared in the temple's sanctuary. The players are tasked with discerning its origins and securing it, despite smugglers and treasure hunters drawn by its powerful aura.
d100 = 39
D6=1:A gardener carefully prunes a bonsai tree in the courtyard.
D6=2: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.
D6=3:The party finds an animated set of holy vestments trying to conduct a silent prayer service, marching around an empty, ghost-filled sanctuary.
D6=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.
D6=5:A peal of laughter rings out as a kitten chases its tail.
D6=6:The party enters a room and sees a group of monks meditating on the floor. If they interrupt the monks' meditation, they will have to face them in hand-to-hand combat. But if they join in on the meditation, they can receive insight and wisdom from the monks.
d100 = 40
D6=1:As the players enter a room, they find themselves trapped in a never-ending loop of a single event, such as a meal or a battle. They must break the loop by finding the source of the problem, which could be a cursed object or a trapped soul.
D6=2:Unnatural drought plagues a sacred temple garden. The players must venture into the Underdark to find the elemental water source and negotiate, or fight, for its release.
D6=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.
D6=4:A group of 1d4+1 giant rats are busy collecting the bones of dead creatures for their nest.
D6=5: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.
D6=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.
d100 = 41
D6=1: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.
D6=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.
D6=3: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.
D6=4:Temple bells chime in a soft, mesmerizing rhythm.
D6=5:A group of 1d4 priests are busily writing. They ignore anyone who walks past them in the hallway or courtyard.
D6=6:A philanthropist is making a large donation and the priests are thanking him.
d100 = 42
D6=1: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.
D6=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.
D6=3:A traveling bard has set up in a corner of the temple, entertaining the priests and acolytes with songs and stories of adventure.
D6=4: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.
D6=5:An apprentice monk is carrying heavy buckets of water.
D6=6: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 = 43
D6=1: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."
D6=2: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?
D6=3:The temple's walls are lined with statues of old deities. One statue speaks, offering cryptic advice that could help or hinder the party, depending on their choices.
D6=4:A mechanical celestial orrery, accurate to every star, allows players to adjust the heavens slightly, benefiting or hindering their subsequent travels.
D6=5:The temple's economic advisors are arguing over how to allocate funds for the temple's renovation and operating costs. The players are asked to act as mediators and listen to both sides before making a decision. However, a group of thieves is planning to steal the temple's treasury during the chaos. The players must also prevent the theft while solving the budget dispute.
D6=6: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.
d100 = 44
D6=1: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.
D6=2:An elderly monk shares wisdom from his many years of experience.
D6=3: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.
D6=4:A series of interconnected pools reflect each player's true essence. Surviving the trials of these reflections grants players new insights or strengths.
D6=5: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.
D6=6:A squirrel departs with a piece of fruit from the garden in its mouth.
d100 = 45
D6=1:The party finds a group of 2d6+2 skeletons attempting to heave open a stone door. They are led by a skeleton with a sword and shield.
D6=2:A group of cultists are praying at an altar, hoping their god will answer their prayers and grant them favor.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 46
D6=1:A group of men in black robes are standing around a pit in the floor. They will attack anyone who approaches.
D6=2:A group of musicians practices a new hymn together.
D6=3: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.
D6=4:A group of 1d12 monks are in their order's great hall and are discussing important matters.
D6=5:In a room filled with glowing crystals, the players encounter a group of elemental beings at war with each other. The players must decide whether to side with a particular element, create a truce between the elements, or negotiate a way for all the elements to coexist peacefully.
D6=6:A lone statue of a chicken stands in the center of the room, its beak open as if it's about to speak. If a player speaks to the statue, it will mimic their every word and move, much to the amusement of the other players. However, if a player mentions the word "egg", the statue will come to life and attack, as it is a protective guardian of a nearby nest of golden eggs.
d100 = 47
D6=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.
D6=2:A rogue rogue is attempting to sneak his way through the temple, stealing valuable artifacts and treasure. The players must catch him before he escapes with his booty.
D6=3: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.
D6=4: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!
D6=5: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.
D6=6:A gardener prunes the bushes, preparing for the changing season.
d100 = 48
D6=1: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.
D6=2: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.
D6=3:The temple cook tests a new recipe using donated ingredients.
D6=4: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.
D6=5:A priest helps a villager with a small offering, arranging it on the altar.
D6=6:A mother and daughter light candles together at an altar.
d100 = 49
D6=1:A floating, disembodied hand offers the party a tray of spectral cookies every few minutes, insisting that “nobody leaves this temple hungry.”
D6=2:While exploring a room in the temple, the players come across a strange device with a glowing crystal in the center. Without warning, the device activates and sends the players into a shared dream. In this dream, the players must work together to defeat a powerful dream entity that is controlling their minds.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A stray cat wanders into the temple, frantically searching for food.
d100 = 50
D6=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.
D6=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.
D6=3:A stray dog tugs at the hem of an acolyte's robe, begging for food.
D6=4: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.
D6=5:The players come across a giant, golden statue of a rat. Upon closer inspection, they notice that there are tiny people living inside the statue, worshipping the rat as their god. They offer the players gold coins with the rat's face on them as tribute. If players take the coins, they will attract the attention of a giant, enraged rat that was living underneath the statue. If they refuse, the tiny people will become hostile and attack.
D6=6: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.
d100 = 51
D6=1:A dragon’s egg has mysteriously appeared in the temple's sanctuary. The players are tasked with discerning its origins and securing it, despite smugglers and treasure hunters drawn by its powerful aura.
D6=2: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.
D6=3: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.
D6=4: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
D6=5: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.
D6=6:The temple's walls are lined with statues of old deities. One statue speaks, offering cryptic advice that could help or hinder the party, depending on their choices.
d100 = 52
D6=1:A novice carries a basket of offerings to the main altar.
D6=2:A group of cultists appear, telling you that they have captured a prisoner and will kill him if they don't do what they say.
D6=3:A group of 1d4+1 gnolls are searching for food in the dungeon.
D6=4:A beggar receives alms and a meal from the temple staff.
D6=5: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.
D6=6: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.
d100 = 53
D6=1: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.
D6=2:A group of musicians practices a new hymn together.
D6=3:A group of 2d6 dwarves, who are on their way to the dwarven kingdom, stop to rest for the night.
D6=4: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.
D6=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.
D6=6: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.
d100 = 54
D6=1: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.
D6=2: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.
D6=3:A group of cultists is chanting in a room. If the party passes by, they will stop chanting and attack.
D6=4:Deep beneath the temple, an ancient vault containing powerful artifacts begins to unlock itself. The players must navigate its intricate traps and guardians to ensure these relics do not fall into the wrong hands.
D6=5: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.
D6=6:In a room filled with moving platforms and shifting walls, the players must navigate through a maze of illusions and traps to reach the other side. The catch? They only have a limited amount of time before the walls start to close in on them.
d100 = 55
D6=1: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.
D6=2:A child chases fireflies in the dimming light of dusk.
D6=3:The evening breeze carries the scent of blooming jasmine.
D6=4: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.
D6=5: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.
D6=6:A visiting noble requests a special prayer for their family.
d100 = 56
D6=1: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.
D6=2:A group of peasants have come in from the countryside asking for help after their village was attacked by a group of hobgoblins. They need help rebuilding their village and defending it against future attacks by the hobgoblins.
D6=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.
D6=4:A priest console a visitor in distress.
D6=5: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.
D6=6:A novice cleans the temple's brass candelabras.
d100 = 57
D6=1: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.
D6=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.
D6=3: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.
D6=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).
D6=5:You see a man hanging upside-down from a rope that's tied to the ceiling of the cavern. He's wearing thick robes and has an axe embedded into his foot. Another man wearing light armor and carrying a sword is standing next to him trying to help him out of his predicament.
D6=6: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.
d100 = 58
D6=1: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.
D6=2:6d4 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.
D6=3:A group of cultists are fashioning crude armor out of bones they have gathered. They are preparing to march on a nearby town.
D6=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.
D6=5:A group of 2d8+2 blackguards is running across the level carrying a stone slab, it has a mummified body of a human lying inside. A silver key is attached to the breast of the mummy. The blackguards are delivering the slab to a small room next to the stairs.
D6=6: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 = 59
D6=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.
D6=2:A small group of travelers seeks shelter for the night.
D6=3: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.
D6=4:The party enters a room filled with mirrors, but they soon realize that the mirrors are actually portals to different dimensions. They must navigate through the mirrors to find the correct one that leads to the next room.
D6=5: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.
D6=6:The players enter a room with a large crystal orb that shows them visions of their past. As they touch the orb, they are transported back in time to relive a significant moment in their past. How will this affect their present and future?
d100 = 60
D6=1: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.
D6=2:Players hear the loud booming voice of a priest inside the temple shouting about the coming age of evil. He tells those listening to beware of the coming flame breathing dragon and the demon spawn in human skin.
D6=3:A group of 10 1st level monks are training in the main temple. If players kill them they will then be hunted down by a 1st level monk wearing plate armor and wielding a long sword who is seeking revenge.
D6=4: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.
D6=5:A young child, lost and crying, is found near the temple.
D6=6:You see a man standing in front of a painting. He is wearing robes with a symbol on them. He is drawing on the painting with chalk and muttering something under his breath. He is just about to finish drawing when he hears someone approaching. He looks up and calls out "Who is this who dares disturb my meditation?" If the players want to talk to him peacefully, the man will try to kill them first then talk to them peacefully if he has killed them. If the players attack him, he will either turn into a black cloud of smoke and try to escape or fight, depending on whether or not he can escape by turning into smoke. If he fights, he will speak nicely to the players until they have landed three blows on him, then his voice will change as if he has turned into a fiend or demon, as if he was suddenly filled with evil spirits. "You will never leave this temple alive!" He will fight with a long sword or staff and use fiendish magic, trying to cast HEALING spells on himself constantly. The man's name is Grelnak Kirdennyiin, and he is a cleric who worshiped a demon known as Khaganul, before being expelled from his order. He is trying to free Khaganul from his imprisonment by the ancient ones who imprisoned him eons ago. The painting he was drawing on depicts a temple where Khaganul is supposed to be imprisoned.
d100 = 61
D6=1: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.
D6=2: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.
D6=3:The players come across a giant, golden statue of a rat. Upon closer inspection, they notice that there are tiny people living inside the statue, worshipping the rat as their god. They offer the players gold coins with the rat's face on them as tribute. If players take the coins, they will attract the attention of a giant, enraged rat that was living underneath the statue. If they refuse, the tiny people will become hostile and attack.
D6=4: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).
D6=5:A spectral librarian appears, offering knowledge in exchange for memories. Players can trade personal memories for powerful spells or information.
D6=6:In a hidden chamber, you find a group of vampires who have infiltrated the temple. They are trying to turn the priests and acolytes into undead minions.
d100 = 62
D6=1:In a dark corner of the temple, you find a group of tieflings huddled together, performing a ritual to summon a powerful demon. If they are not stopped, the demon will be unleashed upon the temple.
D6=2:The players encounter a lost celestial smith who can forge a bond between their weapons and their souls, granting powerful enhancements.
D6=3:A pack of wild animals has made their home in the temple's gardens and are causing havoc. The players must find a way to peacefully relocate the animals without disrupting the natural balance of the forest.
D6=4:A lost child is found and taken to the head priest for comfort.
D6=5:A pigeon strays into the temple and begins cooing to itself.
D6=6: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 = 63
D6=1: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.
D6=2: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.
D6=3:Inside the temple, the party discovers a secret library with ancient texts and spells. However, a group of sorcerers is also searching for these texts and will stop at nothing to get their hands on them.
D6=4:A traveling painter captures the scene of a quiet courtyard.
D6=5: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.
D6=6:An elder offers a prayer for a bountiful harvest.
d100 = 64
D6=1:A painter adds delicate details to a fresh mural.
D6=2: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.
D6=3: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.
D6=4:A scholar reads aloud from an ancient text to an attentive audience.
D6=5:This room contains 5d20+20 gold pieces that are scattered all over the floor.
D6=6: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.
d100 = 65
D6=1:A young girl presents a bouquet of wildflowers to the temple caretaker.
D6=2:A wandering monk shares tales of his travels with temple inhabitants.
D6=3:The party comes across a room filled with mirrors of all sizes and shapes. When they look into the mirrors, they see a different version of themselves with exaggerated features. Some are taller, some have a third eye, and some even have scales. They soon realize that they are in a room of illusions.
D6=4:A sudden downpour forces a group of travelers to seek shelter.
D6=5: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.
D6=6:A talking gargoyle, perched up high, insists on serenading every adventurer that passes by with overly dramatic poetry and ballads.
d100 = 66
D6=1:The party comes across a room filled with enchanted musical instruments. If they play in harmony, they unlock a secret passage that leads them deeper into the temple.
D6=2:A pair of sparrows have built a nest in a sacred alcove.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 67
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A group of 1d4 celestial beings are found being held prisoner by a powerful demon who has infiltrated the temple. The players must free them and defeat the demon before it can do more harm.
D6=6:A novice struggles with balancing a stack of ritual items.
d100 = 68
D6=1:A small group is discussing a recent eclipse and its divine significance.
D6=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.
D6=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.
D6=4:A group of 2d6 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will attack.
D6=5:A group of cultists are praying to their god for help in their battle against the dragon. The dragon's power is waning and the cultists are hopeful that their god will help them win the battle.
D6=6: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.
d100 = 69
D6=1: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.
D6=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.
D6=3: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.
D6=4:You see a man wearing plate armor covered in blue dust and carrying two hammers. Each hammer is as tall as he is, and they shine brightly under the constant stream of magic pouring out of them.
D6=5:The gong of the temple is struck to signal the start of the evening prayer.
D6=6:Players meet Sir Roger of the Church of the Old Gods. He does not believe in the Disc Gods and says, 'Those Disc Gods are just a made up story like all the other religions.' He tells players about his religion if they ask. He says that the Old Gods are real and powerful beings who have always been there and will always be there. He says they created the universe and all life on the Discworld, which means they created humans too. Players can point out that this contradicts what Florence said earlier.
d100 = 70
D6=1:A carpenter repairs a broken bench in the prayer hall.
D6=2:The players discover a room filled with different portals, each leading to a different dimension or plane of existence. They must choose one to explore, but the consequences of their choice could have lasting effects on their journey.
D6=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.”
D6=4: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
D6=5:This room resembles a chapel, and the walls are covered in paintings of strange-looking creatures and men with strange-looking robes.
D6=6: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.
d100 = 71
D6=1:A pair of drunk men stumble down the hallway and argue about where one of them left his horse.
D6=2: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.
D6=3: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
D6=4: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.
D6=5:A traveling painter captures the scene of a quiet courtyard.
D6=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.
d100 = 72
D6=1:A group of 3d6 ogres are guarding a secret entrance to the temple, demanding tribute from any who wish to enter.
D6=2:A figure shrouded in a robe is offering a large piece of fish to a stray cat.
D6=3:A beautiful butterfly lands on the statue of the deity.
D6=4:A mysterious figure in a dark cloak approaches the players. He offers them a deal - he will give them a powerful artifact if they can answer his riddles correctly. However, each incorrect answer will result in a punishment, such as being turned into a frog or speaking only in rhymes for the rest of the day.
D6=5:The hall leads to an underground lake that is filled with giant crocodiles.
D6=6: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.
d100 = 73
D6=1:A group of young men is running around, playing games. They will run if they notice the players.
D6=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.
D6=3: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.
D6=4:As the players enter a seemingly empty room, they are suddenly surrounded by a thick fog. From the fog, they hear the sounds of a battle taking place. They must make their way through the fog, avoiding obstacles and enemies, and if successful, they will find the source of the battle: a group of trapped spirits reliving a past battle for all eternity. The players must find a way to release the spirits and put them to rest.
D6=5:Ten drunk bandits are fighting over who has to guard the loot. They will attack if they notice the players.
D6=6: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.
d100 = 74
D6=1:The players find themselves in a small room with a strange symbol on the floor. If they step on the symbol, they will fall through a trap door into a pit filled with 1d10 giant spiders.
D6=2: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.
D6=3:A dispute between two orders breaks out into open combat; one order will fight if they find that the other is trying to enter the temple because there is no room for both orders here.
D6=4: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.
D6=5:Walls of living vines enclose a courtyard. Solving a nature puzzle there awakens the druids' knowledge slumbering within the plants.
D6=6: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.
d100 = 75
D6=1: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.
D6=2:In the depths of the temple's underground chambers, a powerful lich has been awakened and threatens to bring destruction upon the world. The party must find a way to stop the lich before it's too late.
D6=3: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?
D6=4:A group of worshippers holds a small memorial for a lost loved one.
D6=5:In a forgotten chamber, ancient warriors come to life through murals. Besting them in combat earns respect and magical boon.
D6=6:In the center of the room stands a tall, imposing figure clad in black armor. The figure introduces himself as the guardian of the temple and challenges the party to a friendly game of riddles and puzzles. If they win, they are given a valuable magical artifact. If they lose, they must leave the temple.
d100 = 76
D6=1:If the party passes through a certain hall, 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!
D6=2:Players find a group of men from the town in the temple courtyard, drinking and gambling on a stone chess game. One of them is winning all the money from the others.
D6=3: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.
D6=4: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.
D6=5:A group of acolytes sweeps the courtyard, chatting softly about their daily chores.
D6=6:The players come across a room filled with mirrors that reflect their true selves, both physically and mentally. The mirrors reveal their deepest fears and insecurities, forcing the players to confront their inner demons.
d100 = 77
D6=1:Two temple cats are play-fighting near the fountain.
D6=2:A group of 2d6 cultists are gathering stones and herbs to use in their rituals.
D6=3: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.
D6=4:The low hum of chanting fills the temple as evening prayers begin.
D6=5:The party finds an animated set of holy vestments trying to conduct a silent prayer service, marching around an empty, ghost-filled sanctuary.
D6=6:An elder offers blessings to newlywed couples.
d100 = 78
D6=1:As the players explore the temple, they come across a room filled with multiple levers and buttons. A voice booms through the room, asking the players to pick the correct combination of levers and buttons for a chance to win a grand prize. However, every time the players make a wrong choice, a trap is triggered, such as a swinging axe or a pit opening beneath their feet.
D6=2:A beggar kneels at the temple gates, asking for charity.
D6=3:A group of 1d8 young men are trying to impress the beautiful and powerful priestess.
D6=4:A traveling merchant shares tales of adventure with curious onlookers.
D6=5: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.
D6=6: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.
d100 = 79
D6=1:An old gardener is trimming the hedges, happily humming a tune.
D6=2: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.
D6=3:A priestess sews a tear in her robes, humming a familiar hymn.
D6=4:A gentle breeze rustles the pages of an open book.
D6=5: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.
D6=6:A group of scholars from the university are arguing about what the best source of information is regarding their religion.
d100 = 80
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A pack of 2d4 werewolves have taken shelter in the temple's basement, trying to avoid the full moon and protect innocent passersby.
D6=6:There is a large tree growing at the edge of this clearing. There are strange runes written across it's trunk.
d100 = 81
D6=1:An acolyte is carefully placing candles around a sacred altar.
D6=2:A stray dog has joyfully discovered the kitchen scraps.
D6=3:A young couple is walking hand in hand down the hall, talking about how much they love each other.
D6=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.
D6=5:The players find themselves in a room with a giant maze painted on the floor. A small, voice echoes, "Welcome to the Temple's Maze of Confusion, where the rules are constantly changing!" The maze shifts and changes every few minutes, making it difficult for the players to navigate. They have to use their wits and teamwork to make it to the other side.
D6=6:As you pass through a grand hall, you come across an abandoned banquet table with a feast of delicious food still steaming.
d100 = 82
D6=1:A section of the temple has been transformed into an indoor garden, with all kinds of plants and exotic creatures roaming about.
D6=2: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.
D6=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.
D6=4:The party finds a locked room with a riddle written above the door. If they can solve the riddle, the door will open to reveal a powerful weapon that can aid them in their quest.
D6=5:A group of 1d4+1 gnolls are searching for food in the dungeon.
D6=6: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.
d100 = 83
D6=1:A doppelganger is disguised as a high priest of Tymora. It will try to kill the party with its axe.
D6=2: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.
D6=3:1d4+2 hobgoblins are scrutinizing everyone who tries to enter the temple for weakness or for someone they can blackmail or extort money from later.
D6=4: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.
D6=5:An ageless sage temporarily residing in the temple offers the players a chance to learn powerful lore and ancient spells, but each lesson comes in exchange for acts of valor and righteousness.
D6=6:The group comes across a room with a large tree growing in the middle and a fey creature sitting on one of its branches. The creature asks them to help it gather ingredients for a potion, promising to repay them with a useful item or favor.
d100 = 84
D6=1:A group of 2d6+2 skeletons are dragging a coffin through the dungeon. They have no leader.
D6=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.
D6=3:A carpenter repairs a broken bench in the prayer hall.
D6=4:A large group of 4d10+10 guards, led by a cleric, are walking down a hall in this temple. They are patrolling the temple, making sure no one has entered the temple or damaged it. They are not fond of anyone other than those who worship their god.
D6=5:An herbalist organizes jars of dried leaves and roots.
D6=6: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 = 85
D6=1:In a room with three doors, the party is tasked with choosing the correct door that leads to their destination. However, each door has a different guardian who will ask them a series of personal questions. The party must answer truthfully or face the consequences of choosing the wrong door.
D6=2: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.
D6=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!
D6=4: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.
D6=5:You see a group of men in black robes. They are holding torches. If the party attacks them, they will fight back.
D6=6: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.
d100 = 86
D6=1:A powerful wizard stands in front of a large mirror, trying to decipher the ancient runes on its surface and activate its magical powers.
D6=2: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.
D6=3: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.
D6=4:The party is chasing a group of lizardmen down a hallway. They come around a turn and see a group of elves guarding the hall. They say that the lizardmen defiled their temple and they are trying to stop them.
D6=5:An enchanted fresco changes to show players their greatest desires. Touching it gives a temporary boon or reveals hidden motivations.
D6=6: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 = 87
D6=1: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.
D6=2:The players stumble upon a secret room behind a hidden door. Inside, they find an ancient tome of spells with unknown powers. However, the door locks behind them and they must solve a series of puzzles to escape.
D6=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.
D6=4:A dog happily chases its tail in the courtyard.
D6=5:A priestess sews a tear in her robes, humming a familiar hymn.
D6=6: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.
d100 = 88
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=5:If a player tries to remove one of the orbs, they will find that they can't remove it - it is stuck in the hole. If they try to pry it out, they will end up damaging the orb and it will no longer function.
D6=6:The pillars of the temple occasionally morph into jesters’ faces, sticking out large stone tongues or giving winking expressions as the players pass by.
d100 = 89
D6=1:A monk polishes the temple’s stone floor while humming a serene tune.
D6=2: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.
D6=3:A devious imp has taken up residence in the temple and is causing mischief and chaos. The players must find and defeat the imp before it causes any serious harm.
D6=4:The players stumble upon a timeworn, enchanted map in the temple library pointing to an ancient hero's burial site. The temple elders send them on an urgent quest to retrieve a lost relic of immense power from the burial site.
D6=5:Chanting fills the air as a conclave of spirits perform a ritual. They beckon players to join, offering magical tattoos in exchange for help completing the ritual.
D6=6: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.
d100 = 90
D6=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.
D6=2: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.
D6=3: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.'
D6=4: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.
D6=5:Raindrops patter lightly against the temple roof.
D6=6: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?).
d100 = 91
D6=1: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.
D6=2: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.
D6=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.
D6=4:A legendary bard performs at the temple, inspiring heroism among the faithful. Suddenly, their performance is interrupted by shadowy wraiths seeking to silence the music forever. The players must protect the bard and dispel the dark forces threatening to erase the past.
D6=5:A group of 1d12 monks are in their order's great hall and are discussing important matters.
D6=6:The main bell tolls, marking the end of meditation.
d100 = 92
D6=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.
D6=2: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.
D6=3:A villager seeks advice for an upcoming decision.
D6=4:The players come across a giant, golden statue of a rat. Upon closer inspection, they notice that there are tiny people living inside the statue, worshipping the rat as their god. They offer the players gold coins with the rat's face on them as tribute. If players take the coins, they will attract the attention of a giant, enraged rat that was living underneath the statue. If they refuse, the tiny people will become hostile and attack.
D6=5:The party is challenged to a death match. If the party wins, they get to keep the temple. The temple is slightly evil.
D6=6:A philanthropist is making a large donation and the priests are thanking him.
d100 = 93
D6=1: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.
D6=2: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.
D6=3:The party finds a room filled with riddles and puzzles. Each correct answer brings them closer to a hidden treasure, but a wrong answer unleashes a trap.
D6=4:A priest discusses philosophy with a visiting monk.
D6=5:A group of young women is sitting on the side of the road, admiring each other's dresses and wondering when the next fashionable caravan will pass through town.
D6=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.
d100 = 94
D6=1:A traveling painter captures the scene of a quiet courtyard.
D6=2:An elder monk shares a bowl of rice with a hungry traveler.
D6=3: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.
D6=4:In a dimly lit chamber, the party discovers a group of skeletons performing a macabre dance. If they join in, the party is transported to a strange world where they must navigate through a never-ending dance hall to escape.
D6=5: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.
D6=6: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 = 95
D6=1:A group of halflings are playing a game called 'The Chase' with wooden tokens and an abacus to keep score. They invite the party to join them at any time.
D6=2: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
D6=3: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.
D6=4: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.
D6=5:A novice tries to recite a prayer but keeps forgetting the words.
D6=6: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.
d100 = 96
D6=1:In the center of a large room stands a giant chessboard. The party must play against a challenging opponent to progress through the temple.
D6=2:A headless body walks around. It will attack the players if they attack it. It was a cultist who was cursed by the high priest.
D6=3:A cat wanders the temple grounds, looking for food.
D6=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.
D6=5: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.
D6=6:There is a large tree growing at the edge of this clearing. There are strange runes written across it's trunk.
d100 = 97
D6=1: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).
D6=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.
D6=3:A room filled with celestial paintings comes to life, whisking viewers into the scenes. Surviving the trials within returns them with new skills or items.
D6=4:A young child, lost and crying, is found near the temple.
D6=5:An elderly man sits at the foot of a statue. He is praying to the statue. He is a cultist who is praying to his god. He is praying for his god to consume all living things and remake the world in its image. He will not respond to questions, but if he is attacked he will fight back with a dagger.
D6=6:A group of goblin merchants have set up shop in the temple, selling a variety of questionable and cursed items. The players must navigate their sales tactics to avoid buying something that could bring harm or misfortune.
d100 = 98
D6=1:A beggar kneels at the temple gates, asking for charity.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A group of cultists are fashioning crude armor out of bones they have gathered. They are preparing to march on a nearby town.
D6=6: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.
d100 = 99
D6=1:A group of 2d6 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will attack.
D6=2: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.
D6=3:The party comes across a room filled with treasure, but it is guarded by an ancient dragon. The players must either fight the dragon or find a clever way to sneak past it.
D6=4:A beautiful butterfly lands on the statue of the deity.
D6=5: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.
D6=6:The statues in the central hall come to life under a curse, acting as guardians preventing the faithful from entering. The players must solve an ancient riddle to lift the curse and restore order.
d100 = 100
D6=1: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.
D6=2:A merchant donates a bolt of fine cloth to the temple.
D6=3: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?
D6=4:A peal of laughter rings out as a kitten chases its tail.
D6=5:A squirrel has found its way into the main hall and causes some minor chaos.
D6=6: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."
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