A complete D&D 5e random encounter table for temple scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a temple, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Temple encounter table
d100 = 1
D8=1:A large group of 2d10 guards are patrolling around the temple. They are looking for a thief who has been sneaking into the temple at night and stealing from the priests. If players are seen near the temple at night, they will be questioned and searched for stolen items.
D8=2:A spirited merchant sets up a stall near the entrance, offering religious trinkets.
D8=3:The players come across a group of sentient, talking, and highly philosophical chickens. They engage the players in a deep discussion about the meaning of life and the concept of time.
D8=4:A novice is accidentally scribing the wrong characters in a holy book.
D8=5:The temple is running low on supplies and needs the party's help to gather ingredients for healing potions. However, some of the ingredients may require a dangerous trip to the nearby forest.
D8=6:A priest offers to bless the party's weapons for a small fee. However, instead of sprinkling holy water, he starts spitting on the weapons and making strange hand gestures, claiming it will give them the power of slime.
D8=7:As the players enter the final chamber of the temple, they are faced with the deity itself. It offers them a final test of their worthiness and a powerful gift if they pass. But if they fail, they may face the wrath of an angry god.
D8=8:The party hears an argument. If they investigate, they will find a group of nobles. One of them is accusing the other nobles of treason.
d100 = 2
D8=1:The party finds themselves in a room with a large, ancient tree in the center. Hanging from its branches are glowing crystals, each with a different magical effect. Will they risk the dangers of plucking a crystal for its magical powers?
D8=2:A group of 2d4+4 cultists ambush the party! They are armed with short swords and carry leather satchels with strange symbols on them.
D8=3:The PCs hear a booming voice say, 'You are not worthy!'
D8=4:In a dimly lit room, the players come across a group of ghostly monks who are still carrying out their daily routines, even in death. They ignore the players and continue to pray, cook, and clean as if they were still alive.
D8=5:A novice cleans the temple's brass candelabras.
D8=6: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.
D8=7:The haunted bell tower of the temple holds the cursed bell that was rung when The Revenant fell. The sound harbors the tragic resonance of the temple's fall from grace. Scaling the tower, players face The Revenant’s shadowy wraith, and they must survive the ringing bell’s dissonance that can drive them mad, to finally end the relentless mourning by silencing the bell eternally.
D8=8:The walls of this room are covered in a fungus that resembles a mushroom. A strange smell fills the air. If players investigate, they will find a strange mushroom. If they eat it, they will have vivid dreams of ancient Zan.
d100 = 3
D8=1:A farmer brings fresh milk as an offering.
D8=2:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.
D8=3:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. The dogs are going to be sacrificed in a ritual.
D8=4:A rogue 1d8 elementals have breached the temple's sanctum, waging a relentless assault. The players must rally the temple guards and utilize both martial and magical means to purge the elemental threat.
D8=5:The party sees a man in black robes and a hooded cloak carrying a large bag and walking quickly. He has a large dog with him that snarls at the party when he passes by them.
D8=6:Two priests are discussing the necessary repairs in the library.
D8=7:The players enter a room and are immediately greeted with a deafening chorus of "Happy Birthday". If they say it's not their birthday, the chorus gets louder and more persistent, until the players finally admit it is indeed their birthday. They are then showered with gifts and cake from the walls of the room.
D8=8:A group of 1d4+3 guards are standing around, talking about their wives and children. They will stop talking if anyone gets too close, but they will continue talking once players are gone for a few moments.
d100 = 4
D8=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.
D8=2:The holy water font is inexplicably bubbling with what appears to be spectral goldfish that sing eerie, harmonious tunes whenever someone takes a sip.
D8=3: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.
D8=4:This room looks like it was once used as a library. The books on the shelves are all blank! If any of the players try to read them, they will hear voices whispering to them. The voices are trying to tell them something important, but they are unclear and difficult to understand!
D8=5:A group of 2d6 cultists are gathering stones and herbs to use in their rituals.
D8=6:A group of men are standing outside the temple, trying to convince a young boy that the gods are lies and their god is the only god who is real.
D8=7:All around you, you notice statues of various adventurers frozen in the middle of combat. Suddenly, one of the statues moves and attacks the players. As they defeat it, it crumbles back into a statue, revealing that it was actually a polymorphed enemy. Are the other statues just statues, or are there more dangerous enemies hiding among them?
D8=8: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.
d100 = 5
D8=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.
D8=2:The players come across a room with a large pool of lava in the center. As they approach, the lava rises and forms into a humanoid creature made entirely of flames. They must defeat this fire elemental in order to move forward.
D8=3:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
D8=4:A sacred artifact is stolen from the temple's reliquary, and the players are tasked with tracking down the thieves: a group of skilled 2d8 shadowy assassins sent by a rival deity's cult.
D8=5:As the party enters a room, they are met with a chorus of chanting voices. The source is a group of monks meditating. However, as the party approaches, the monks start to float in the air and the room begins to spin. The party must join in the meditation in order to stop the chaos and gain the monks' wisdom.
D8=6:A group of 1d4 female cultists are laying out a banquet for their god.
D8=7:A visiting scholar gifts the temple a rare book.
D8=8:The sound of a large group of people can be heard coming from around the corner up ahead. A group of 2d12 goblins is running toward the players' location.
d100 = 6
D8=1:A group of 3d6 thieves are digging up the floor to steal whatever they can find. They are wearing the robes of a cult that is based in the Halls of Zan.
D8=2:The party is challenged to a death match. If the party wins, they get to keep the temple. The temple is slightly evil.
D8=3:A raging storm outside causes a tower within the temple to collapse, revealing a hidden treasure room filled with ancient artifacts.
D8=4:A room with a small stone table in the middle of it. There is a book with an amulet on it. The amulet has a picture of an eye on it. If this eye is put into one of the statues in this temple, then an ancient demon will appear, destroy everyone in sight, then disappear again (for another 1d6 days).
D8=5:A stray dog tugs at the hem of an acolyte's robe, begging for food.
D8=6:An old woman is sitting on a bench outside the temple gate, begging for food and money. She is actually a cultist who has been sent to gather information from anyone she can talk to. If players give her some food or money, she will reveal that she has been working on a magical ritual that requires 50 gp worth of rare herbs and spices which she can be convinced to share with player characters if they get them for her. She will give them a list of the ingredients and tell them that she has heard that there is a witch somewhere in the city who knows where they can be found.
D8=7:An elder monk shares a bowl of rice with a hungry traveler.
D8=8:The players encounter a friendly but eccentric wizard who has been living in the temple for years, studying ancient artifacts and spells. He offers to sell them a few of his creations, which may come in handy on their adventures.
d100 = 7
D8=1:A group of guards are standing in front of a large door made of steel. They are guarding the door and will attack anyone (or anything) that tries to pass it.
D8=2:The temple is celebrating the Festival of Light, and the players are honored guests. As part of the celebration, they are tasked with protecting the sacred fire from malicious shadow creatures trying to snuff it out.
D8=3:A peal of laughter rings out as a kitten chases its tail.
D8=4:A room with a small stone table in the middle of it. There is a book with an amulet on it. The amulet has a picture of an eye on it. If this eye is put into one of the statues in this temple, then an ancient demon will appear, destroy everyone in sight, then disappear again (for another 1d6 days).
D8=5:The temple library is haunted by a ghostly librarian who insists on reciting every book’s plot aloud in a ridiculous, overly dramatic fashion whenever someone picks one up.
D8=6:The PCs see a man walking down the hall. He is wearing robes of a high priest and is carrying a staff. He looks tired and hungry.
D8=7:An enchanted door insists on telling each player a terrible knock-knock joke before it will open, cackling ghostly laughter at its own punchlines.
D8=8:A mysterious individual quietly slips a note under the temple door.
d100 = 8
D8=1:A mysterious cloaked figure is standing silently in the shadows, watching your every move with a penetrating gaze.
D8=2:A handful of children play tag in the temple courtyard, their laughter echoing.
D8=3:A group of people is gathered around a statue, talking about something they know about the statue that the players don't know about yet.
D8=4: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.
D8=5:A room filled with mirrors that reflect the players' fears and insecurities, making it difficult for them to navigate and battle the creatures that emerge from the mirrors. The players must overcome their fears to find a way out.
D8=6: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.
D8=7:Your horse suddenly rears up and neighs loudly, nearly throwing you to the ground. Your horse is clearly frightened!
D8=8:A gardener prunes the bushes, preparing for the changing season.
d100 = 9
D8=1:A robin pecks at the ground in search of worms.
D8=2:A sudden downpour forces a group of travelers to seek shelter.
D8=3:A group of pilgrims have arrived at the temple, eagerly seeking answers and guidance. However, they are completely illiterate and can only communicate through drawings and gestures. It's up to the players to decipher their messages and help them on their spiritual journey.
D8=4: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.
D8=5:A cleric is frantically trying to save a group of acolytes from a magical trap that has turned them into stone statues.
D8=6:The temple houses a magical fountain that grants wishes. However, the wishes often have unintended consequences. The players must be careful with their wishes or they may end up causing more harm than good.
D8=7:Two priests are discussing the necessary repairs in the library.
D8=8:The temple's sentinel statues begin to malfunction, threatening the worshipers instead of protecting them. The players must solve the puzzle of their creator's notes to recalibrate these ancient defenders.
d100 = 10
D8=1:The temple bell tolls for morning prayers.
D8=2:The players encounter a room with a large statue of a dragon, which begins to talk and riddle them. If they solve the riddle, the dragon will give them a valuable item or information. If they fail, the dragon will attack and they must fight it off.
D8=3:A sacred artifact is stolen from the temple's reliquary, and the players are tasked with tracking down the thieves: a group of skilled 2d8 shadowy assassins sent by a rival deity's cult.
D8=4: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.
D8=5:A lively debate is taking place between two scholars over ancient texts.
D8=6:Two guards are standing outside the temple's main doors, which are made of wood and are banded with metal. They are talking about their plans for the evening. They will stop the party and ask what their plans are for the evening. If they find out they're adventurers and they're heading into the temple, they'll try to talk them out of it and suggest some other place to go instead. They'll be pretty insistent about it too.
D8=7:A young child, lost and crying, is found near the temple.
D8=8: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.
d100 = 11
D8=1: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.
D8=2:As the players enter the temple, they witness a ceremony where a high priestess is blessing newborn babies. The players are asked to assist in protecting the ceremony from a band of 2d6 goblin raiders attempting to disrupt the peace.
D8=3:An old woman lights incense and utters a prayer for her grandson's safety.
D8=4:A stray dog rests quietly in a corner, seemingly at peace.
D8=5:In a forgotten wing of the temple, a revenant guards a cursed treasure. Helping the revenant break his curse results in his gratitude and a powerful relic.
D8=6:You see a group of people wearing robes of various colors and wearing various jewelry such as an arm bracelets that are red inside, necklaces decorated in gold, and rings with strange-looking stones. They are praying to their god, and if someone approaches them, they will ask that person to leave them alone.
D8=7:A group of goblins have taken up residence in part of the temple and refuse to leave. When questioned, they claim that the temple was originally built on goblin land and therefore it belongs to them. Negotiations ensue.
D8=8: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?
d100 = 12
D8=1: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.
D8=2:A kitten playfully bats at a piece of string.
D8=3:A large elephant-like creature roams the temple, giving out "enlightening hugs" to anyone it comes across. The player who receives the hug gains temporary resistance to psychic damage.
D8=4: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.
D8=5: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.
D8=6:An elder offers a prayer for a bountiful harvest.
D8=7:Hidden beneath the temple's main altar lies a forgotten reliquary holding the heart of the temple’s first guardian, who The Revenant was before his fall. The players must venture through a labyrinth of memories that distort reality, revealing tragic moments that shaped The Revenant. Reaching the reliquary could confront them with The Revenant’s ghost, desperate to reclaim what was lost.
D8=8:The party enters a room that seems to be upside down. The furniture is stuck to the ceiling and the gravity is reversed. As they try to navigate through the room, they must also avoid the deadly traps that have been set up on the now "ceiling".
d100 = 13
D8=1: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.
D8=2:A group of 1d12 monks are in their order's great hall and are discussing important matters.
D8=3:An elder writes calligraphy, each stroke deliberate and precise.
D8=4:A group of priests are performing a ritual to summon a god, but they seem to have forgotten the god's name. Every time they say the wrong name, a random object appears in the room. The players can try and help them remember the correct name, but if they fail, the room will be filled with useless objects.
D8=5:A group of 1d20 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will become hostile and attack.
D8=6:A mysterious merchant appears in the temple, offering rare and valuable items at a steep price. But the items may come with a catch or a curse, and the players must decide if they are willing to take the risk.
D8=7:Freshly laundered robes are hanging out to dry in the sun.
D8=8:a group of 4d10 priests are worshiping their god, the god of farmers and field workers. They pray for rain to water their crops and for protection from their enemies. They attack if the players interrupt their ceremony.
d100 = 14
D8=1:A sacred artifact is stolen from the temple's reliquary, and the players are tasked with tracking down the thieves: a group of skilled 2d8 shadowy assassins sent by a rival deity's cult.
D8=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.
D8=3:The pillars of the temple occasionally morph into jesters’ faces, sticking out large stone tongues or giving winking expressions as the players pass by.
D8=4:The party stumbles upon a room full of giant books. They soon realize that these books are actually alive and have their own personalities. One book is constantly nagging the others to be more organized, one is a hopeless romantic, and one is a conspiracy theorist. The party must navigate their way through the books in order to find an ancient tome they need for their quest.
D8=5:Upon entering a room, the party is greeted by a group of friendly goblins who offer them a feast. However, the food and drinks are actually enchanted, and anyone who consumes them will fall into a deep sleep for 24 hours. The goblins plan to rob and loot the party while they are unconscious.
D8=6:The players come across a room with a large pool of lava in the center. As they approach, the lava rises and forms into a humanoid creature made entirely of flames. They must defeat this fire elemental in order to move forward.
D8=7:The players encounter a group of 3d10 cursed beings who have been bound to the temple for eternity. They plead for the players' help to break the curse and finally rest in peace. But freeing them may have unintended consequences.
D8=8:As the players explore the temple, they come across a large pool of water with a mysterious glow. If they enter the pool, they will find themselves transformed into a different race or creature for a period of time.
d100 = 15
D8=1:The priestesses are preparing for a ritual at the main altar. If players ask for help, they will send them to the library. There, a priest will help them with their quest.
D8=2: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.
D8=3: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.
D8=4:The players enter a room filled with puzzles and riddles, each one leading to the next. Successfully solving each puzzle will reward them with treasure or useful items, but fail to solve one and face a dangerous consequence.
D8=5: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.
D8=6:The temple cook tests a new recipe using donated ingredients.
D8=7: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.
D8=8:The players see an old man sitting in a corner of the temple, muttering to himself. He seems to be making a pyramid out of cards. Every now and then, he laughs and says, "Silly mortals, always looking for meaning in everything. The only true meaning is in the randomness of the cards." He will challenge the players to a game of chance, where the prize is a hint to the temple's secrets. Be warned, he is a master at cheating.
d100 = 16
D8=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...'
D8=2:The players enter a room filled with treasure chests. However, every time they try to open one, a trap door opens under their feet and they fall into a pit filled with feathers.
D8=3:The main bell tolls, marking the end of meditation.
D8=4: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.
D8=5: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.
D8=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.
D8=7:A group of 2d4 bandits are in this room, gambling for their share of the loot they will get from raiding the temple later that night. If players enter the room, the bandits will try to attack them and run away as soon as possible.
D8=8:The party encounters a group of sentient trees, who claim to be the guardians of the temple's garden. They invite the players to help them defend the garden from an infestation of giant rabbits.
d100 = 17
D8=1:The party sees a group of cultists talking to a statue of a demon. They are trying to persuade it to help them open a portal to another dimension.
D8=2:A group of 1d4+2 Halflings are praying and chanting, trying to summon a demon. This group has been at it for a decade and are about to give up and go home.
D8=3: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
D8=4:You see a small building where a single light is shining from inside. You go up to the building and see multiple scratches all over the building. There are three scratches that are deep in size and at least two or three arms each long. They "almost" look like claw marks.
D8=5:A priest gently scolds a child for drawing on temple walls.
D8=6: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.
D8=7:A group of acolytes practices their chanting.
D8=8:A group of cursed adventurers is trapped in the temple, unable to leave until their curse is lifted. The players must find a way to break the curse and free the adventurers.
d100 = 18
D8=1:During an important council meeting, a magical anomaly traps the players and temple leaders in a time loop. They must work collaboratively to solve the temporal puzzle and return to the present.
D8=2:A wild divine celebration disrupts the temple's tranquility, tearing a rift between planes. The players must mend the rift while protecting the revelers from opportunistic planar invaders.
D8=3: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.
D8=4:If the party passes through one of the rooms, they will see a group of cultists gathered around a strange creature that looks like a large, hairless ape-like creature with tentacles for arms! The creature is wearing strange robes and has small, glowing eyes!
D8=5:A door in the temple leads to an extradimensional space which is always filled with misty vapors, which are extremely corrosive and will immediately create acid burns on anything that comes into contact with it; anyone who enters must make a saving throw (save vs magic) every round or become trapped there while they gradually dissolve away.
D8=6:A man is arguing with a woman in this room. The exact reason behind their argument is not known, but you can hear the man say: "If they were smart enough to get here, then they are smart enough to leave just as easily." The woman replies: "They are still children. They are still not allowed to leave when they want to." If the players try to play their part in the debate, they will be told: "Go away! You kids have no place here! If you continue to bother us, I will order my men to kill you!"
D8=7:The temple's collection of holy relics and artifacts have been stolen by a group of halfling thieves. As players track the thieves down, they realize that the halflings were only trying to sell the items in order to save their village from a terrible famine. The players must decide whether to return the stolen items to the temple or help the halflings.
D8=8:A wandering cleric shares news from distant lands.
d100 = 19
D8=1:A group of dwarves is feasting and drinking in celebration of a successful mining expedition. However, their boisterous behavior is disturbing the peace and tranquility of the temple.
D8=2:3d4+2 gargoyles are inside the temple, and if the party is not careful, they will attack.
D8=3: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.
D8=4: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.
D8=5:In a peaceful meditation garden, the players encounter a druid who is desperately searching for a rare flower that only blooms once a century within the temple grounds. The players offer to assist in tracking down this elusive bloom while protecting it from local predators.
D8=6:An old gardener is trimming the hedges, happily humming a tune.
D8=7: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.
D8=8:A priest offers to bless the party's weapons for a small fee. However, instead of sprinkling holy water, he starts spitting on the weapons and making strange hand gestures, claiming it will give them the power of slime.
d100 = 20
D8=1: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.
D8=2:The party comes across a pool of water that reveals their deepest fears. If they can face and overcome their fears, they are granted a powerful magical boon.
D8=3:A group of 3d6 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will become hostile and attack.
D8=4: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.
D8=5:A section of the temple has been turned into a giant labyrinth, with challenging puzzles and traps awaiting anyone who dares to enter.
D8=6:The players find a group of men in black robes. They are chanting in a room. If the players approach, they will stop chanting and attack them with spiked chains!
D8=7:A door in the temple leads to an extradimensional space which is always filled with misty vapors, which are extremely corrosive and will immediately create acid burns on anything that comes into contact with it; anyone who enters must make a saving throw (save vs magic) every round or become trapped there while they gradually dissolve away.
D8=8:A group of people is gathered around a statue, talking about something they know about the statue that the players don't know about yet.
d100 = 21
D8=1:Inside the temple, the players find a room filled with large, colorful crystals. Upon closer inspection, they realize that the crystals are actually dragon eggs, and the mother dragon is nowhere in sight. Will the players take the eggs for themselves or try to find and return them to their rightful owner?
D8=2:Two priests are arguing about what course of action to take during the coming siege.
D8=3:A cat wanders into the temple kitchen, searching for scraps.
D8=4:A spectral jester keeps teleporting around the temple, telling old jokes and playing harmless pranks on the party, such as causing their hair to look like it’s on fire (it’s not).
D8=5: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.
D8=6:A group of 2d4 animated skeletons are guarding a treasure room. They will only allow the players to pass if they can answer a question about the temple's history and lore. If they fail, the skeletons will attack.
D8=7:This room is filled with statues of priests of Cuthbert. The statues are all holding staffs and wearing headgear. The headgear on each statue is different from the headgear on the other statues. If any of the players touch a statue, it will come to life! The headgear on each statue represents a different level of challenge!
D8=8:A gardener waters the temple's flower beds, attracting butterflies.
d100 = 22
D8=1:A traveling merchant shares tales of adventure with curious onlookers.
D8=2:The party enters a room and the door closes behind them, trapping them inside. The room begins to fill with water and the party must find a way to escape before they drown.
D8=3: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.
D8=4:In a room filled with fire and lava, you find a group of salamanders performing a ritual to summon a fire elemental. The players must quickly find a way to stop the ritual before it's too late.
D8=5:The players come across a room filled with floating orbs. Each orb has a question inscribed on it, and if the players touch it, they will be transported to a different room with a puzzle or challenge related to the question. Successfully completing the puzzle will grant them a unique magical item.
D8=6:In one of the most sacred and revered parts of the temple, the players find an altar of eternal flames extinguished. A heart-wrenching inscription tells of The Revenant’s desecration. The players must reignite the flames by channeling their deepest emotions and confronting their personal tragedies brought to life by The Revenant’s illusions, who uses their pain to weaken them before a confrontation.
D8=7:Inside the temple, the players find a room filled with large, colorful crystals. Upon closer inspection, they realize that the crystals are actually dragon eggs, and the mother dragon is nowhere in sight. Will the players take the eggs for themselves or try to find and return them to their rightful owner?
D8=8:A group of acolytes sweeps the courtyard, chatting softly about their daily chores.
d100 = 23
D8=1:The party sees a group of cultists talking to a statue of a demon. They are talking about how they will soon be able to summon the demon.
D8=2:A dancer is practicing their movements in a secluded corner.
D8=3:A young scribe tries to decipher an old, faded manuscript.
D8=4:An acolyte hesitantly approaches to ask for help with his studies.
D8=5:A baker offers warm, freshly baked pies to the temple staff.
D8=6:The players come across a room with a mysterious portal. As they enter, they are transported to a different time or place, but they must follow a specific set of rules in order to return back to their own time.
D8=7: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.
D8=8:A novice reverently sweeps the temple entrance.
d100 = 24
D8=1:The temple is running low on supplies and needs the party's help to gather ingredients for healing potions. However, some of the ingredients may require a dangerous trip to the nearby forest.
D8=2:All around you, the walls are inscribed with ancient runes. To your surprise, one of the walls slides open and you see a group of 4d4 skeletons running down the hall, chasing a goblin!
D8=3:The walls of this room are covered in a fungus that resembles a mushroom. A strange smell fills the air. If players investigate, they will find a strange mushroom. If they eat it, they will have vivid dreams of ancient Zan.
D8=4:As the players proceed through the temple’s echoing hallways, they stumble upon a spectral vision: a priestess in mid-ritual, slain by The Revenant in a flash of cursed steel. The spirit is trapped in a loop, forever reliving her final moments. Freeing her requires the players to retrieve a sacred artifact from a crypt infested with undead, only to face The Revenant guarding the artifact.
D8=5:You see two doors. One is blocked by rocks and the other is wide open. If you take the open door, a troll will attack you as soon as you walk through the door.
D8=6:The temple bell tolls to mark the change of the watch.
D8=7: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.
D8=8:The players come across a room with a strange creature in it. It is standing on its hind legs and has two large arms and two small arms that are each holding swords.
d100 = 25
D8=1:A new apprentice nervously performs their first duties.
D8=2:A strange sound like the chirping of birds can be heard coming from a room. When the players enter the room, they find it full of caged birds.
D8=3:2d8+2 skeletons attack! They are being controlled by some sort of undead being.
D8=4:The players encounter a group of 3d10 cursed beings who have been bound to the temple for eternity. They plead for the players' help to break the curse and finally rest in peace. But freeing them may have unintended consequences.
D8=5:The players find a group of men in black robes. They are chanting in a room. If the players approach, they will stop chanting and attack them with spiked chains!
D8=6:The party encounters a room filled with paintings, each depicting a different scene. If they touch one, they are transported into the painting and must navigate through its challenges to escape.
D8=7:In a forgotten wing of the temple, a revenant guards a cursed treasure. Helping the revenant break his curse results in his gratitude and a powerful relic.
D8=8:A man is praying for the health and safety of his family, who have been captured by a nearby tribe of goblins. He believes they will be eaten.
d100 = 26
D8=1:An old man recounts legends to a captivated group of children.
D8=2: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.
D8=3:A section of the temple has been turned into a giant labyrinth, with challenging puzzles and traps awaiting anyone who dares to enter.
D8=4:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.
D8=5:The party will be challenged to fight by a pair of acolytes who are secretly not allied with either order; when they win, they will be given the location of an item that has recently been stolen from their order - it was placed in secret storage by one of their members and forgotten about years ago
D8=6:In one of the most sacred and revered parts of the temple, the players find an altar of eternal flames extinguished. A heart-wrenching inscription tells of The Revenant’s desecration. The players must reignite the flames by channeling their deepest emotions and confronting their personal tragedies brought to life by The Revenant’s illusions, who uses their pain to weaken them before a confrontation.
D8=7:The high priest offers the players a vision quest, guiding them through a series of sacred dreams and trials in the astral plane to gain divine insights or a unique boon.
D8=8:A young girl presents a bouquet of wildflowers to the temple caretaker.
d100 = 27
D8=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.
D8=2:A merchant donates a bolt of fine cloth to the temple.
D8=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.
D8=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.
D8=5:A man in a long cloak is standing in the moonlight outside the temple courtyard, looking at the stars. He looks at you and says, 'There is a man in the stars, and he is looking at us'.
D8=6:A celestial archon appears in distress, its essence faltering from a cosmic struggle. The players must investigate otherworldly realms and secure fragments of divine power to restore the archon’s vitality.
D8=7:A strange celestial comet appears in the sky, emitting radiant energy that blesses those who gaze upon it. However, a malicious cult seeks to exploit this celestial phenomenon for their dark rituals. The players must protect the flock and thwart the cult’s nefarious plans.
D8=8: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.
d100 = 28
D8=1:In a hidden courtyard, the players find a sorrowful nymph imprisoned by an ancient spell. To free her and gain her gratitude, they must navigate a maze-like sequence of magical traps and puzzles.
D8=2:You see a group of aasimar in a heated debate over the proper way to worship their deity. If approached, they will ask the players for their opinion and may reward them for their insight.
D8=3:A group of 1d20 adventurers are quarreling over what treasure they found and who gets to keep it.
D8=4: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.
D8=5:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
D8=6:You see two priests in robes meditating in a room filled with dust and cobwebs. Except for the two priests the room is empty. They are praying for help for their god to come before it is too late.
D8=7:A small patch of herbs is being lovingly tended to by the priest's cook.
D8=8: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 sacrificed to some dark god or another.
d100 = 29
D8=1:A powerful and ancient spirit resides in the temple, offering to answer one question for each player. However, the answers may not be what the players want to hear and may come at a price.
D8=2:A group of 1d4+1 giant rats are busy collecting the bones of dead creatures for their nest.
D8=3:A group of teenagers is being given a tour by an elder monk.
D8=4:A mechanical celestial orrery, accurate to every star, allows players to adjust the heavens slightly, benefiting or hindering their subsequent travels.
D8=5:A visiting merchant offers rare spices to the temple kitchen.
D8=6:The players come across a room where a group of monks are conducting a peaceful protest against the corrupt government. The players must decide whether to aid the monks and risk angering the government, or ignore the protest and continue their quest.
D8=7:A group of cursed adventurers has been trapped in the temple for years and have gone mad. They will attack anyone who enters their territory, and the players must find a way to break the curse and save them.
D8=8: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.
d100 = 30
D8=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.
D8=2:The temple has a mysterious room that is always locked. The key to the room can only be found by helping three spirits who have unfinished business in the temple. Once the key is found, the players must enter the room and discover its secrets.
D8=3:A door in the temple leads to an extradimensional space which is always filled with misty vapors, which are extremely corrosive and will immediately create acid burns on anything that comes into contact with it; anyone who enters must make a saving throw (save vs magic) every round or become trapped there while they gradually dissolve away.
D8=4:A group of 2d6 cultists and 2d4 zombies are in the process of robbing an elderly couple. The couple will be too afraid to do anything but scream and run away.
D8=5:A visiting scholar asks probing questions about temple history.
D8=6:You come across a room filled with beautiful, ornate statues of dragons. One of the statues is missing a dragon head. As you enter, the head falls off and begins to attack you.
D8=7: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.
D8=8: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.
d100 = 31
D8=1:The party comes across a room with a strange, glowing portal in its center over the floor. The portal pulses with an odd light and makes strange, loud noises. If the party approaches the portal, they will get pulled in and transported to another dimension!
D8=2:A stray cat captures a small bird, causing a group to gasp in horror.
D8=3:Opened scrolls float in mid-air, inscribed with arcane knowledge. Successfully transcribing them provides potent spell scrolls.
D8=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.
D8=5:A group of 4d6 monks are practicing their fighting skills against an animated suit of armor. They will ask the players to join in the practice. If the players accept, they will fight alongside the monks for 1d4 hours. At the end, the monks will reward the players with a potion of healing.
D8=6:A group of 2d10 guards are patrolling around the temple. They are looking for a thief who has been sneaking into the temple at night and stealing from the priests. If players are seen near the temple at night, they will be questioned and searched for stolen items.
D8=7:This is an abandoned temple, and you can see some old blood splattered around the entrance, and you hear some scurrying sounds inside. The temple has been overrun by spiders, and they are hostile although they are fairly weak sorts of spiders.
D8=8:The temple cat naps in a sunny spot, purring softly.
d100 = 32
D8=1: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.
D8=2: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.
D8=3:Two young priests debate the merits of different prayer rituals.
D8=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.
D8=5:A novice trips over his robes, eliciting soft chuckles from the others.
D8=6:An old woman is combing the hair of a large golden statue of a god. She does not seem concerned or surprised the statue has hair.
D8=7:A door in the temple leads to an extradimensional space which is always filled with misty vapors, which are extremely corrosive and will immediately create acid burns on anything that comes into contact with it; anyone who enters must make a saving throw (save vs magic) every round or become trapped there while they gradually dissolve away.
D8=8:A priest is praying in front of the altar. Upon closer inspection, it is not a priest at all- it is a golem made of clay and stone, with priest robes and a holy symbol worn over it to fool anyone who doesn't look right at it. When it is attacked, it goes into an immediate rage, attacking anything that moves.
d100 = 33
D8=1:An elder offers blessings to newlywed couples.
D8=2:As the party walks through a hallway, they trigger a trap that releases a swarm of spiders and snakes from the walls and ceiling. They must quickly think of a way to escape or defeat the creatures.
D8=3:The party stumbles upon a room filled with a thick fog. As they walk through the fog, they begin to hear the sound of a woman's cries for help. When they reach the source of the sound, they find a ghostly woman trapped in the fog. She begs for their help to guide her to the afterlife. If the party helps her, she will bless them with a powerful ability.
D8=4:A carpenter repairs a broken bench in the prayer hall.
D8=5:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. They are planning on having the dogs fight for their amusement.
D8=6: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.
D8=7:A visiting scholar asks probing questions about temple history.
D8=8: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.
d100 = 34
D8=1: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!
D8=2:A group of 2d6 cultists, led by a half-orc shaman, are in the process of sacrificing a human. They will try to finish their ritual before the players reach them.
D8=3: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.
D8=4:A family of goblins has taken up residence in the temple, and they have been wreaking havoc on the nearby villages. The players must negotiate with them or take on the challenge of defeating them.
D8=5:The players come across a room where a group of monks are conducting a peaceful protest against the corrupt government. The players must decide whether to aid the monks and risk angering the government, or ignore the protest and continue their quest.
D8=6:The low hum of chanting fills the temple as evening prayers begin.
D8=7: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.
D8=8:A cat wanders into the temple kitchen, searching for scraps.
d100 = 35
D8=1:A group of acolytes harvests herbs from the temple garden.
D8=2:The sound of a large group of people can be heard coming from around the corner up ahead. A group of 2d12 goblins is running toward the players' location.
D8=3:A group of men and women are walking down the hall, talking about how great something is. They look like they are on their way to a party or celebration.
D8=4:A group of scholars from the university are arguing about the meaning of their religion's holy texts.
D8=5: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.
D8=6:A hermit arrives seeking a night's shelter and food.
D8=7:The players come across a room filled with strange, glowing orbs. A voice booms from the ceiling, "Welcome, adventurers. You have stumbled upon the Temple's magical bowling alley. Would you care for a game?" The players have to use their weapons to knock down the orbs like bowling pins, with each successful strike revealing a new clue about the temple's history.
D8=8:A young child, lost and crying, is found near the temple.
d100 = 36
D8=1:Inside this room, you see a pile of bones on the floor. A strange glow emanates from the bones and they begin to move! 1d4+3 skeletons rise and attack the players.
D8=2:A group of werewolves howl in the distance.
D8=3: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.
D8=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.
D8=5:A novice struggles to carry a basket of laundry to the washroom.
D8=6:The temple's bell tower is occupied by a ghostly raven that narrates the players' actions in a deep, ominous voice with a comically over-the-top dramatic flair.
D8=7:An old gardener is trimming the hedges, happily humming a tune.
D8=8:A large, clean, well-lit room with no windows. The floor is covered in a strange, organic material, like a thick pile of leaves. The walls are covered in drawings of creatures that the party has never seen before.
d100 = 37
D8=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.
D8=2:The party encounters a dapper vampire attempting to run a midnight bake sale for the “undead parish,” complete with ghostly croissants and phantasmal pastries.
D8=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.
D8=4:The party hears an argument. If they investigate, they will find two men arguing about a woman. One of them cheated on the woman and wants to get back together with her. The other man wants to break up with her for good. If the party helps one of them, the other will attack them.
D8=5:A room filled with mirrors that reflect the players' fears and insecurities, making it difficult for them to navigate and battle the creatures that emerge from the mirrors. The players must overcome their fears to find a way out.
D8=6:A cat chases a mouse around the courtyard, causing a commotion.
D8=7:A group of cultists are praying at an altar, hoping their god will answer their prayers and grant them favor.
D8=8:A legendary hero's sword is enshrined in the temple, and the players are chosen to be its new bearers. However, they must first undergo a series of trials testing their courage, wisdom, and integrity.
d100 = 38
D8=1:A celebrated artist is painting a mural on one of the inner walls.
D8=2:The temple houses a magical fountain that grants wishes. However, the wishes often have unintended consequences. The players must be careful with their wishes or they may end up causing more harm than good.
D8=3:An enchanted mirror in the temple shows visions to those who look into it. The visions can be of past or future events, but they are not always accurate. The players must decipher the true meaning behind the visions in order to gain important information about their quest.
D8=4: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!
D8=5: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.
D8=6:A group of 1d4+1 gnolls are searching for food in the dungeon.
D8=7: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.
D8=8: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!
d100 = 39
D8=1:The group enters a room with a giant clock ticking on the wall. Suddenly, the clock comes to life and starts counting down. They must race against the clock to solve a puzzle and stop the impending danger before time runs out.
D8=2:A group of 2d10 clerics are holding a religious ceremony to the goddess of death - she is the patron deity of this temple.
D8=3:Gentle music from a flute fills the early morning air.
D8=4:A group of 2d10 guards are patrolling around the temple. They are looking for a thief who has been sneaking into the temple at night and stealing from the priests. If players are seen near the temple at night, they will be questioned and searched for stolen items.
D8=5:The players stumble upon a group of warlocks conducting a dark ritual to summon a demon. The players must either intervene and stop the ritual, or make a deal with the demon to gain its favor.
D8=6: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.
D8=7:A peaceful silence falls over the temple at dusk.
D8=8:A legendary hero's sword is enshrined in the temple, and the players are chosen to be its new bearers. However, they must first undergo a series of trials testing their courage, wisdom, and integrity.
d100 = 40
D8=1:A pilgrim is lighting a candle for a loved one.
D8=2:As the players enter a room, they see a group of powerful sorcerers performing a dark ritual. They must stop the ritual before it is completed, or face dire consequences.
D8=3:A group of 2d4 cultists are digging up a grave. There are three dead bodies in the grave. If disturbed, they will attack.
D8=4: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."
D8=5: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.
D8=6:A dog happily chases its tail in the courtyard.
D8=7:A horde of 6d6 orcs have invaded the temple, destroying sacred relics and attacking anyone who gets in their way.
D8=8: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.
d100 = 41
D8=1:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
D8=2:3d4+2 gargoyles are inside the temple, and if the party is not careful, they will attack.
D8=3: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.
D8=4:The party stumbles upon a room full of giant books. They soon realize that these books are actually alive and have their own personalities. One book is constantly nagging the others to be more organized, one is a hopeless romantic, and one is a conspiracy theorist. The party must navigate their way through the books in order to find an ancient tome they need for their quest.
D8=5: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.”
D8=6:The players find themselves in a room with a single beam of light shining down on a pedestal. On the pedestal sits a small, intricately carved puzzle box. If the players manage to solve the puzzle, they will be transported to a parallel dimension where they must solve puzzles and challenges to find their way back to their own dimension.
D8=7:In this room, you see five strange men dressed in robes and wearing strange headgear. They are carrying strange looking staffs and chanting strange words. They are casting a spell on five pilgrims who are tied to chairs in the center of the room!
D8=8:A group of 1d4+2 Halflings are praying and chanting, trying to summon a demon. This group has been at it for a decade and are about to give up and go home.
d100 = 42
D8=1: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.
D8=2:In a garden of emotions, touching the flowers induces intense feelings. Navigating this emotional maelstrom can reveal hidden truths or lost artifacts.
D8=3:There are two 2d4 priests arguing with each other in the main hallway.
D8=4: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."
D8=5:In a room lined with shelves of ancient artifacts, the party is challenged by a group of animated objects who will do anything to protect the temple's treasures.
D8=6:The altar has 2d4+4 obelisks surrounding it, each a different shape. These obelisks are actually magic items that give protection to one's allies and provide power to one's enemies! If any of the players move the altar, the magic items will begin to attack! If the players go up to the altar, a Negative Energy Burst will surround the players from both sides!
D8=7:The aroma of freshly baked bread wafts from the temple kitchen.
D8=8: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.
d100 = 43
D8=1:A group of 1d4+2 priests are walking down the hall, singing hymns. They are on their way to worship at the altar. If asked, they will tell players about the local god and his history.
D8=2:A group of 2d6 goblins are working at a forge, smithing a blade. The blade will be part of a ritual the cult is performing. The players may take the sword if they defeat the goblins.
D8=3: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.
D8=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.
D8=5: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.
D8=6:The player comes across a blank area on the wall. If they try to chip away at it, they will find that it is not actually a wall - it's actually a secret door that leads to a hidden room.
D8=7:A group of men in red robes are chanting in a room. There are candles everywhere. When the players enter the room, they stop chanting and turn to face them.
D8=8:As the players approach a statue, it suddenly starts moving and transforms into a giant golem. However, it's not a hostile golem - it's actually a shy and lonely creature that just wants someone to talk to. It will do anything to keep the players from leaving, including offering them snacks and engaging them in deep philosophical discussions.
d100 = 44
D8=1:A group of dwarves are in a fierce competition to see who can carve the most intricate and detailed statue of a dragon. They ask the players to be the judges of their competition.
D8=2:A powerful, sentient weapon is found hidden in a secret room. It offers its services to the players, but only if they can prove themselves worthy and pass a series of trials.
D8=3:A group of 1d4+2 Halflings are praying and chanting, trying to summon a demon. This group has been at it for a decade and are about to give up and go home.
D8=4:The party finds a group of enchanted brooms sweeping up the temple, but they are terrible dancers and keep bumping into each other, causing a clattering mess.
D8=5:An elder writes calligraphy, each stroke deliberate and precise.
D8=6:A group of acolytes sweeps the courtyard, chatting softly about their daily chores.
D8=7:A phoenix egg sits atop a divine altar. Hatching it correctly provides guidance or a formidable celestial companion.
D8=8:As the party enters a room, they are greeted by a talking door. The door asks them a series of riddles and only when they get them all correct will it unlock and let them pass. But beware, the door has a terrible sense of humor and may ask some silly riddles that could lead the party astray.
d100 = 45
D8=1:A group of halflings are celebrating a wedding in the middle of the hallway. The party can join in or continue on their way.
D8=2:A monk polishes the temple’s stone floor while humming a serene tune.
D8=3: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.
D8=4:A cat chases a mouse around the courtyard, causing a commotion.
D8=5:A scribe's ghost haunts the library, despairing over an unfinished epic. Completing the work earns their eternal gratitude and a unique spellbook.
D8=6:The walls here are covered in strange drawings and writings in a language that no one can read.
D8=7: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.
D8=8:An overeager sentient broom persistently tries to clean the player's boots mid-battle, always apologizing profusely for the inconvenience.
d100 = 46
D8=1:A group of 5 1st level monks are training in the main temple. They are practicing fighting with their fists and feet. If players disturb them, they will attack.
D8=2:This room has the smell of corruption in it. The walls are covered in bloody handprints, and there is a trail of blood leading to the altar. This room is filled with 3d20 braziers, each containing a fat worm.
D8=3: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.
D8=4: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.
D8=5:A group of guards are standing in front of a large door made of steel. They are guarding the door and will attack anyone (or anything) that tries to pass it.
D8=6:The players enter a room filled with treasure chests. However, as they open them, they find more and more chests, each one smaller than the last. It's a never-ending loop of chests that leads to nowhere. The players have to figure out the trick to escape the room and claim a real treasure.
D8=7: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.
D8=8:You come around a corner and see a group of 3d4 wizards doing a ritual on the floor. The ritual seems to be a transformation spell.
d100 = 47
D8=1:A large group of 2d10+10 scholars from the university are arguing about some fact regarding their religion.
D8=2:An elderly priest prays quietly at a small altar, candles flickering.
D8=3:A pigeon steals a piece of bread from an offering.
D8=4:A finely dressed merchant is seeking the priest's blessing for a new venture.
D8=5:In this room, the players see a man that looks like he has been sitting here for days and has not moved from the spot he was assigned to guard. If the players touch him, they will find him to be an illusion and will get low damage. If they pass through him, they will get mid damage.
D8=6:A choir's harmonious chant, haunting yet beautiful, draws the players into a grand chapel. The singers are spirits forever bound to their sorrow, victims of The Revenant’s cruel song. They plead for liberation from their spectral existence, which chains their voices to the temple. To free them, the players must retrieve an enchanted bell from a crypt heavily guarded by undead minions of The Revenant.
D8=7: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.
D8=8:A room made of gold with a statue of a king. The king is missing his sword, helmet and shield. These items are at the top of the temple.
d100 = 48
D8=1: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.
D8=2: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, but it is clear that they do not care about this, because they know that it is the will of their god and they know that no matter what happens, their god will protect them and see them safe through any hardship or persecution they might face for doing its bidding and building its altar and worshipping it openly and honestly with all their hearts in love and devotion
D8=3:A group of giants carrying clubs are running after their prey.
D8=4:A pair of guards are in this room, viciously attacking each other. If the players get near enough to them, they will flee. If the players approach them, they will say: "Don't worry, we were just playing. If you want to fight us, we will fight you. If you want to watch, come back tomorrow. We do this every day."
D8=5: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.
D8=6:A gardener explains the uses of various medicinal plants to a curious visitor.
D8=7:The players encounter a group of 3d6 acolytes practicing their magic in a secluded room. They are using various spells and incantations to hone their skills, and are willing to share their knowledge with the players in exchange for a favor or service.
D8=8:A group of rogue spellswords are training in the temple's courtyard, honing their skills and showing off their flashy techniques.
d100 = 49
D8=1:When entering a room in the temple, the players suddenly find themselves in a completely different location. They realize they have been teleported to a temple in a different time period or parallel universe. They must navigate through the different temple and find a way back to their own time and place, all while possibly altering history.
D8=2:A group of 2d6 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will attack.
D8=3:A handful of children play tag in the temple courtyard, their laughter echoing.
D8=4:A group of 1d6+1 priests is passing through the temple. They are carrying a small figure, wrapped in cloth. If questioned, they tell the party that they are taking their god to the city of Grenderon for special ceremonies.
D8=5:A dog lies lazily in the shade of the temple.
D8=6:Ten drunk bandits are fighting over who has to guard the loot. They will attack if they notice the players.
D8=7:An acolyte accidentally spills water while cleaning the altar.
D8=8:The players discover an altar with an offering of rare and exotic fruits. Consuming the fruits grants a random magical boon for 24 hours.
d100 = 50
D8=1:Gentle music from a flute fills the early morning air.
D8=2:The temple's sentinel statues begin to malfunction, threatening the worshipers instead of protecting them. The players must solve the puzzle of their creator's notes to recalibrate these ancient defenders.
D8=3:A group of 1d4 female cultists are laying out a banquet for their god.
D8=4:A group of 2d6+2 cultists led by a cleric are transporting a pair of pit bulls in cages. The dogs are going to be sacrificed in a ritual.
D8=5:All around you, the forest is dying. All the trees are withered and dead. A large, old tree is visible in the middle of it all. The tree looks to be over 100 years old, and it is covered in many weird runes.
D8=6:The grand choral celebration is interrupted by invading fiendish creatures. The players must protect the innocent clergy and vanquish these foes while uncovering the source of their incursion.
D8=7:An elderly woman sips tea in the garden, reflecting on her past.
D8=8:The party is walking down a long hallway and hears some faint chanting coming from around the corner. They see 2d6+2 humanoids praying around the body of their dead comrade, who has been lying there for days. In one corner is a small altar with a picture of a wizard on it.
d100 = 51
D8=1:As the players enter a room, they are greeted by a friendly and cheerful dragon, who offers to play a game with them. The game involves navigating a maze filled with traps and puzzles, with the dragon changing the rules and obstacles as they go. If the players win, they will receive a valuable treasure. If they lose, the dragon will keep them in the maze forever.
D8=2:A group of 3d6 thieves are digging up the floor to steal whatever they can find. They are wearing the robes of a cult that is based in the Halls of Zan.
D8=3:The large double doors slam shut and lock! A magic mouth appears and tells the players that they must fight their way out. The doors are made of mithril and have mithril handles. They are very difficult to break down, but not impossible.
D8=4:An old gardener is trimming the hedges, happily humming a tune.
D8=5: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.
D8=6:An ethereal market springs to life, bustling with spectral vendors selling rare magical items for unique forms of currency like memories or promises.
D8=7:A novice cleans the temple's brass candelabras.
D8=8:All around you, the forest is dying. All the trees are withered and dead. A large, old tree is visible in the middle of it all. The tree looks to be over 100 years old, and it is covered in many weird runes.
d100 = 52
D8=1: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!
D8=2:A group of scholars from the university are arguing about the layout of their religion's holy land. They are trying to work out how the layout of the holy land matches up with real geography.
D8=3: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.
D8=4:A finely dressed merchant is seeking the priest's blessing for a new venture.
D8=5: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.
D8=6:A cosmic forge powered by starlight can imbue items with cosmic energy. Utilizing it requires matching the stellar patterns, resulting in powerful new gear.
D8=7:This room resembles a chapel, and the walls are covered in paintings of strange-looking creatures and men with strange-looking robes.
D8=8:A small group is discussing a recent eclipse and its divine significance.
d100 = 53
D8=1:You see a man wearing thick leather armors and carrying a club. He pulls it back and throws it at his opponent who is standing across from him. The club flies through the air with a loud thwack and hits the target who flies back into the wall, out cold.
D8=2:Two guards are standing outside the temple's main doors, which are made of wood and are banded with metal. They are talking about their plans for the evening. They will stop the party and ask what their plans are for the evening. If they find out they're adventurers and they're heading into the temple, they'll try to talk them out of it and suggest some other place to go instead. They'll be pretty insistent about it too.
D8=3:You see two doors. One is blocked by rocks and the other is wide open. If you take the open door, a troll will attack you as soon as you walk through the door.
D8=4: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.
D8=5:The players see a headless body walking around. It will attack the players if they attack it. It was a cultist who was cursed by the high priest.
D8=6:A group of 2d6+2 orcs are chewing on human remains that they have picked up during their time in the dungeon. They are drawn by the smell of food (the players).
D8=7:A group of skeletons break out into a tap dance performance across the temple floor, top hats and canes appearing from nowhere as they clatter rhythmically.
D8=8: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.
d100 = 54
D8=1:The party comes around a corner and sees an old man with a stick and a staff walking down the hall. He seems to be very upset about something. He asks the party if they could help him find his pet lizard. The lizard has green scales and a purple tongue, and is about the size of a dog.
D8=2:A group of 1d10 scouts are riding through town. They are escorting an ornate chest to the town council. The chest contains a number of valuable trinkets.
D8=3:A series of traps and puzzles must be solved to reach the inner sanctum of the temple. Each trap and puzzle is themed after a different element or animal, testing the players' knowledge and problem-solving skills.
D8=4:A section of the temple has been turned into a giant labyrinth, with challenging puzzles and traps awaiting anyone who dares to enter.
D8=5:The party stumbles upon a group of monks playing a game of "Temple Trivia". The monks have a hive mind, meaning they all have the same knowledge. If the players can stump them with a question, they will reveal a secret path hidden within the temple.
D8=6:The players hear a group of 2d4 guards arguing about their chief commander and how he hasn't done anything about the cult even though people are starting to go missing left and right because of them. They want to go talk to him about it but are afraid that he'll get angry with them for questioning his orders.
D8=7:A priest offers to bless the party's weapons for a small fee. However, instead of sprinkling holy water, he starts spitting on the weapons and making strange hand gestures, claiming it will give them the power of slime.
D8=8:In the grand hall, a conclave of 2d4 archpriests from various faiths debate the best course of action to confront a growing threat from an ancient dragon. The players are invited to participate and offer their expertise in combat and strategy.
d100 = 55
D8=1:The PCs see a man in robes of a high priest talking with a woman in robes of a mid-level priest. The man in high priest robes looks mad and upset while the woman in mid-level priest robes looks fearful and worried.
D8=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.
D8=3:A novice struggles with balancing a stack of ritual items.
D8=4:A group of 2d6 priests are trying to decide what course of action to take regarding the coming demon invasion. They have been debating this for a long time and still have not made a decision.
D8=5: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.
D8=6:A man is arguing with a woman in this room. The exact reason behind their argument is not known, but you can hear the man say: "If they were smart enough to get here, then they are smart enough to leave just as easily." The woman replies: "They are still children. They are still not allowed to leave when they want to." If the players try to play their part in the debate, they will be told: "Go away! You kids have no place here! If you continue to bother us, I will order my men to kill you!"
D8=7:In one room, the players see a giant statue of a deity. The deity's head is missing, but there is a sign that says "I Dare You to Replace My Head". If a player successfully replaces the head, the statue comes to life and thanks them, giving them a powerful magic item as a reward.
D8=8: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.
d100 = 56
D8=1:A long-forgotten alcove is being cleaned out.
D8=2:A mysterious individual quietly slips a note under the temple door.
D8=3: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.
D8=4:A novice carries a basket of offerings to the main altar.
D8=5: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.
D8=6:An effervescent ghost dog bounds up to the adventurers, dropping an ethereal, glowing stick at their feet, eager for a game of fetch.
D8=7: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.
D8=8: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.
d100 = 57
D8=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.
D8=2:A young scribe tries to decipher an old, faded manuscript.
D8=3:The party encounters a giant floating eyeball who introduces itself as the "Guardian of the Temple's Mysteries". It proceeds to ask the players a series of riddles and puzzles. If they answer correctly, they gain insight into the temple's secrets. If they fail, the eyeball explodes into a shower of glitter.
D8=4: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.
D8=5:You see a door on one side of the hall, and a door on the other side. One door is blocked by rocks and the other door has a picture of two men fighting with swords. If you choose the door with the fighting men, you will come across your worst enemy. If you chose the door with rocks, it is just another empty room.
D8=6: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.
D8=7: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.
D8=8: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?
d100 = 58
D8=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.
D8=2:An elder offers blessings to newlywed couples.
D8=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.
D8=4:The gentle sounds of wind chimes create a soothing melody.
D8=5:The hall leads to an underground lake that is filled with giant crocodiles.
D8=6:The players find themselves in a room with a single beam of light shining down on a pedestal. On the pedestal sits a small, intricately carved puzzle box. If the players manage to solve the puzzle, they will be transported to a parallel dimension where they must solve puzzles and challenges to find their way back to their own dimension.
D8=7:A small black cat walks into the main hall and looks up at you expectantly. If a person approaches the cat, it meows loudly and runs off into an adjoining room. A minute later, you hear an inhuman scream from inside and see a flash of bright orange light in the next room, followed by complete darkness in that room.
D8=8:A giant statue of a deity is positioned in the center of the temple's main chamber. As the party admires the statue, they notice a hidden compartment in its base. Inside, they find a map leading to a lost artifact hidden in the temple's catacombs.
d100 = 59
D8=1:There are two 2d4 priests arguing with each other in the main hallway.
D8=2:Players hear a man praying. If they listen, they will hear a man praying for his life as he is lowered into a pit filled with hungry snakes. He is being lowered into the pit by another robed figure.
D8=3:This room is filled with statues of priests of Cuthbert. The statues are all holding staffs and wearing headgear. The headgear on each statue is different from the headgear on the other statues. If any of the players touch a statue, it will come to life! The headgear on each statue represents a different level of challenge!
D8=4:You see a single gold coin on the floor but every time you try to reach for it, it moves to a different location. It seems to be playing a game with you.
D8=5: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.
D8=6:A novice accidentally spills holy water and frantically tries to clean it up.
D8=7: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.
D8=8:A flock of geese settles in the temple pond.
d100 = 60
D8=1:A relic within the temple begins to pulse with a strange energy. The players join forces with a visiting archmage to decipher its mysteries and prevent an explosive chain reaction that could devastate the entire region.
D8=2:The party enters a room to find it empty, except for a mysterious hooded figure who offers them a choice of three doors. Each door leads to a different challenge, and only one will lead them to the next part of the temple.
D8=3:A quiet stream nearby offers a peaceful place for reflection.
D8=4:The players come across a room with a large pool of lava in the center. As they approach, the lava rises and forms into a humanoid creature made entirely of flames. They must defeat this fire elemental in order to move forward.
D8=5:A group of priests is arguing about the right way to celebrate a certain holiday.
D8=6:A group of orcs are fighting a group of elves. The party can stop and help out the elves or help out the orcs.
D8=7: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.
D8=8: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 = 61
D8=1: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.
D8=2:A soft murmur of conversation fills the air during a shared meal.
D8=3:A child leaves a small handmade trinket at the altar.
D8=4:A malevolent force begins corrupting the sacred water in the temple's baptismal font. The players must gather rare ingredients to create a potent potion to cleanse the impurity while avoiding the lurking spirits cursed by the tainted waters.
D8=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.
D8=6: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.
D8=7:An old scholar is poring over an ancient scroll in the library.
D8=8: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 = 62
D8=1:The temple library is haunted by a ghostly librarian who insists on reciting every book’s plot aloud in a ridiculous, overly dramatic fashion whenever someone picks one up.
D8=2:Players hear a man praying. If they listen, the man will pray for a long time for the health and safety of his wife, who is sick.
D8=3:A pack of wild animals has made their home inside the temple's walls, causing chaos among the temple's inhabitants. The party must find a way to safely remove the animals without harming them.
D8=4:A group of 3d4 cultists are in this room, praying to their god for guidance and strength in their war against the nearby village of Brightport (the players' home village). They will attack players on sight.
D8=5:A painter adds delicate details to a fresh mural.
D8=6: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.
D8=7:A pigeon steals a piece of bread from an offering.
D8=8:A cursed amulet is smuggled into the temple, causing havoc and unleashing destructive spirits. The players must identify the source of the curse and retrieve a sacred artifact to banish the malevolent entities.
d100 = 63
D8=1:The party hears an argument. If they investigate, they will find two men arguing about a woman. One of them cheated on the woman and wants to get back together with her. The other man wants to break up with her for good. If the party helps one of them, the other will attack them.
D8=2:As the party walks through a hallway, they see a group of skeleton warriors rise from the ground. However, they are not attacking the party but instead, they are performing a ritual to summon their leader, a powerful lich. If the party interrupts the ritual, they will have to face the lich in battle.
D8=3:The scent of incense fills the air as evening prayers begin.
D8=4:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
D8=5:The PCs see a group of people gathered around a statue. They are discussing the statue and what it means. A poem is written on the statue.
D8=6:A group of cultists are praying at an altar, hoping their god will answer their prayers and grant them favor.
D8=7:The party enters a room filled with mirrors, but the reflections in the mirrors are not their own. They show different versions of themselves, some evil, some mutated, and some from alternate timelines. What could have caused this bizarre phenomenon?
D8=8:Finally, the players come across a room with a large, ornate door. Above the door, a sign reads "Only the brave may enter". However, if the players try to open the door, it will be locked. The only way to enter is to perform an act of bravery, such as standing up to a fearsome monster or taking a hit for a fellow player. Once they have proven their bravery, the door will unlock, revealing a hidden treasure inside.
d100 = 64
D8=1: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.
D8=2:As the players enter a room, they are transported to a different plane of existence and must navigate through it to find their way back. Along the way, they encounter strange creatures and landscapes that could either help or hinder their journey.
D8=3: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.
D8=4:A curious cat is watching the fish swim in the temple pond.
D8=5:A novice priest sorts through a collection of mismatched shoes left by visitors.
D8=6: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.
D8=7:A blacksmith delivers freshly forged tools to the temple's maintenance crew.
D8=8:You hear two young children talking. One child is a child of the church, the other is a child of the woods. The child of the church says that the woods are evil and that it is a sin to go there. The child of the woods says that every creature has its place in the world, and that bad things happen to those who go into the woods. The children suddenly go quiet. You hear a tree groaning for a few moments and then you hear a branch snap off as if it was stepped on. The children start talking again.
d100 = 65
D8=1:An old woman lights incense and utters a prayer for her grandson's safety.
D8=2:The party hears a loud argument in the hall. If they investigate, they will find a group of 1d6 humans who are trying to decide what to do with the body of one of their party members who has been killed by a cave bear.
D8=3: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.
D8=4:A pilgrim is performing an elaborate ritual before the main altar.
D8=5: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.”
D8=6:A stray piece of parchment floats through the courtyard.
D8=7: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.
D8=8:A group of 1d10+5 thieves are hiding in a room filled with treasure. They are trying to steal as much as they can before they are caught by the priests. If players enter, they will attack the players and try to kill them.
d100 = 66
D8=1:A hidden sanctuary holds a pool of memories that shows pivotal moments from the viewers' past, offering insight and forgotten details.
D8=2:A cook peels vegetables in the kitchen, preparing the day's communal meal.
D8=3:As you pass through a grand hall, you come across an abandoned banquet table with a feast of delicious food still steaming.
D8=4:Upon entering a cloud-filled room, players can glide or fly briefly. Hidden treasures and secrets await those who navigate this ephemeral realm.
D8=5:An elderly man is sitting on the side of the road. He is waiting for the temple to open, so he can go inside and pray to the god of destruction.
D8=6: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.
D8=7:A priest named Delores is walking down the hall. She is praying and asking for guidance.
D8=8:A man is praying for the health and safety of his king. He believes that the king has been cursed by a powerful witch and that only he can pray for his king to be cured.
d100 = 67
D8=1: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.
D8=2:The players find a small statue of a dog with its muzzle on the floor. If someone steps on its tail, spikes will shoot out of it and injure whoever stepped on it.
D8=3:The temple's garden is home to a variety of rare and magical plants. As the party explores the garden, they must be careful not to disturb the plants' natural balance, or else they may face the wrath of the garden's protector.
D8=4:While exploring, the party encounters a friendly mimic disguised as a confessional booth. It listens intently to their “confessions” and offers surprisingly sage advice.
D8=5:Ten drunk bandits are fighting over who has to guard the loot. They will attack if they notice the players.
D8=6:A novice struggles to carry a heavy stack of scrolls.
D8=7: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.
D8=8:The players come across a wall covered in strange symbols and glyphs. A young boy appears and offers to decode the symbols for a price. After paying the price, the boy translates the symbols to reveal a hidden message that leads to a secret chamber in the temple.
d100 = 68
D8=1: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.
D8=2:The musty scent of old books permeates the library.
D8=3:You come around a corner and see a group of 3d4 wizards doing a ritual on the floor. The ritual seems to be a transformation spell.
D8=4:The party enters a room and the door closes behind them, trapping them inside. The room begins to fill with water and the party must find a way to escape before they drown.
D8=5:In a forgotten wing of the temple, a revenant guards a cursed treasure. Helping the revenant break his curse results in his gratitude and a powerful relic.
D8=6: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.
D8=7: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.
D8=8:The temple’s altar is covered with a massive, ancient jigsaw puzzle that a series of ghostly priests have been trying to complete for centuries. They ask the party for help, but every time they get close to finishing, a mischievous poltergeist scatters the pieces.
d100 = 69
D8=1:A novice cleans the temple's brass candelabras.
D8=2:A parchment slips from a scribe's fingertips, fluttering to the ground.
D8=3:A hermit arrives seeking a night's shelter and food.
D8=4:A novice struggles with balancing a stack of ritual items.
D8=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.
D8=6:A novice offers water to thirsty passersby.
D8=7:You see two priests in dark red flowing robes standing and meditating on an abandoned bridge over a dried up river bed and talking about the end of the world.
D8=8:Across the room is a 1d10 x 10' pit with a huge grub-like creature crawling around in it. The creature acts as a giant grub pit to impress one's guests!
d100 = 70
D8=1:A curse has befallen the temple, causing the altar to emit a dark energy that weakens the temple's followers. The party must find a way to lift the curse and restore the temple's sacred energy.
D8=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.
D8=3:The main bell tolls, marking the end of meditation.
D8=4:A large elephant-like creature roams the temple, giving out "enlightening hugs" to anyone it comes across. The player who receives the hug gains temporary resistance to psychic damage.
D8=5: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.
D8=6: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.
D8=7:The party stumbles upon a group of monks playing a game of "Temple Trivia". The monks have a hive mind, meaning they all have the same knowledge. If the players can stump them with a question, they will reveal a secret path hidden within the temple.
D8=8:A celestial phoenix trapped in an enchanted sigil offers to aid players with its powers if they can free it from its magical prison.
d100 = 71
D8=1:The party hears a strange moaning sound. If they investigate, they find a room with a strange, pale-skinned creature that looks like a large, hairless ape. The creature will attack! If the party kills it, they find a note in its hand that says: 'The creatures are free. The sacrifice must be made. The portal will open!'
D8=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.
D8=3:A friendly wanderer is praying silently in a corner of the temple.
D8=4:A group of 1d4+2 humans are trying to dig their way into the temple through a side entrance. They are looking for treasure and will attack if they see anyone else trying to enter the temple.
D8=5:A group of 1d8 young men are trying to impress the beautiful and powerful priestess.
D8=6:The party comes across a room filled with ancient books and scrolls. Some of them contain valuable information that can help the party on their journey, while others are cursed and will bring misfortune to anyone who reads them. The party must use caution when choosing which books to read.
D8=7:A priest discusses philosophy with a visiting monk.
D8=8:A scholar reads aloud from an ancient text to an attentive audience.
d100 = 72
D8=1:A group of 3d4 paladins are gathered in the temple chapel, preparing for a grand quest to vanquish an ancient evil. They invite the players to join their cause and share a portion of their knowledge and resources in a brief strategic meeting.
D8=2:A ghostly hand reaches out of the wall and grabs a player. The entire party is transported to the top of the temple and asked to put out a fire. The fire grows throughout the next phase of the adventure. The party has to return to the temple in their second phase and put out the fire by throwing weapons at it.
D8=3: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.
D8=4:The party hears heavy footsteps walking towards them. If they hide, they will see a giant (12 HD) walking past them. He is too busy counting his gold coins to notice the party. He is headed towards the treasury in the main chapel to store his gold coins there. He is a thief who was hired by the head priest to kill all the clerics in the temple so that he can take over as head priest.
D8=5:As the party enters the temple, they find a group of skeletons having a tea party, complete with tiny cups and mismatched saucers. The skeletons invite the players to join them for eternal tea.
D8=6:A precious relic in the temple begins to resonate with a powerful, undying light. Players must interpret divine messages from the light and act upon them, foiling a plot of malevolent beings set on absorbing its energy.
D8=7: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.
D8=8: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.
d100 = 73
D8=1:A family of goblins has taken up residence in the temple, and they have been wreaking havoc on the nearby villages. The players must negotiate with them or take on the challenge of defeating them.
D8=2:The temple’s rugs transform into mischievous carpet creatures that hop around and challenge the players to hopscotch tournaments.
D8=3: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.
D8=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.
D8=5:The party sees a group of cultists praying at an altar, hoping their god will answer their prayers and grant them favor.
D8=6: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.
D8=7:As the party walks through a hallway, they enter a room that is completely upside down. The ground is the ceiling and the ceiling is the ground. They must solve a puzzle to flip the room back to its proper orientation.
D8=8:In a room filled with mirrors, the party must navigate through a maze while avoiding their reflections coming to life and attacking them.
d100 = 74
D8=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.
D8=2:The group enters a room with a giant clock ticking on the wall. Suddenly, the clock comes to life and starts counting down. They must race against the clock to solve a puzzle and stop the impending danger before time runs out.
D8=3:As the party approaches the temple, they see a group of adventurers fighting off a pack of werewolves. The adventurers are clearly struggling and may request the party's aid. But who is in the right in this battle?
D8=4:The sound of ethereal music echoes through a grand hall. As the players approach, they find ghostly musicians playing ancient instruments. Interacting with them reveals a long-lost lullaby with powerful healing properties.
D8=5: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.
D8=6:The PCs hear a booming voice say, 'You are not worthy!'
D8=7: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.
D8=8:You hear two young children talking. One child is a child of the church, the other is a child of the woods. The child of the church says that the woods are evil and that it is a sin to go there. The child of the woods says that every creature has its place in the world, and that bad things happen to those who go into the woods. The children suddenly go quiet. You hear a tree groaning for a few moments and then you hear a branch snap off as if it was stepped on. The children start talking again.
d100 = 75
D8=1:Upon entering a room, the party is greeted by a group of friendly goblins who offer them a feast. However, the food and drinks are actually enchanted, and anyone who consumes them will fall into a deep sleep for 24 hours. The goblins plan to rob and loot the party while they are unconscious.
D8=2:In the center of a large room stands a giant chessboard. The party must play against a challenging opponent to progress through the temple.
D8=3:A group of 2d4 scholars are trying to create a new spell for their god. One of them has been working on it for months and his frustration is starting to boil over.
D8=4:As the players enter the final chamber of the temple, they are faced with the deity itself. It offers them a final test of their worthiness and a powerful gift if they pass. But if they fail, they may face the wrath of an angry god.
D8=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.
D8=6:A novice is accidentally scribing the wrong characters in a holy book.
D8=7: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.
D8=8:6d4 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.
d100 = 76
D8=1:A gelatinous cube disguised as a stained glass window tries to impress the party by forming crude, heroic tableaux of their past adventures.
D8=2:A group of 2d6 cultists and 2d4 zombies are in the process of robbing an elderly couple. The couple will be too afraid to do anything but scream and run away.
D8=3:The players find a group of silent, sorrowful children being led by an ancient caretaker in the temple’s orphanage. The children witnessed The Revenant’s attack on the temple and are now struck mute by the shock. The players must discover a way to heal their trauma, perhaps by understanding their past and collecting fragments of their shattered memories spread throughout the haunted temple, risking encounters with The Revenant at each step.
D8=4:A riddle contest sponsored by a whimsical deity tests the wit and wisdom of the temple-goers, with the victorious gaining a divine blessing. Players must outmatch the temple’s best minds to claim this celestial reward.
D8=5: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.”
D8=6:A young couple is walking hand in hand down the hall, talking about how much they love each other.
D8=7:A man is praying for the health and safety of a young couple who have been captured by a powerful wizard and he fears that they will be tortured and killed by the wizard.
D8=8:A philanthropist is making a large donation and the priests are thanking him.
d100 = 77
D8=1:A group of women from the town are praying in the church courtyard, led by Sister Florence, who says, 'If you want to know about Disc Gods, you should ask Sister Florence. I'm a high-ranking nun in the Church of the Disc.'
D8=2:A group of bards performing a musical rendition of the temple's history. The twist? They are all singing in reverse, starting with the temple's destruction and working backwards to its creation.
D8=3:The party comes around a corner and sees an old man with a stick and a staff walking down the hall. He seems to be very upset about something. He asks the party if they could help him find his pet lizard. The lizard has green scales and a purple tongue, and is about the size of a dog.
D8=4:Three priests of the god of destruction are performing a ritual. If the players disrupt them, they will attack.
D8=5:A group of werewolves howl in the distance.
D8=6:A group of 1d6+2 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. They are led by a cleric who is secretly in league with the demon and will betray the cult if the party attacks them.
D8=7:A celestial being descends into the temple, seeking mortal champions to embark on a quest to retrieve a stolen fragment of divine essence from a treacherous sorcerer's tower.
D8=8:A group of halflings are celebrating a wedding in the middle of the hallway. The party can join in or continue on their way.
d100 = 78
D8=1:An elderly priest prays quietly at a small altar, candles flickering.
D8=2:Two old men are arguing with each other. They are throwing their fists into the air and waving their arms around angrily. If approached, they will stop arguing and ask the players what they think about their argument. If the players stick up for one of the men, he will reward them with a magical item.
D8=3: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.
D8=4:The chest is completely empty. A faint smell of decay comes from it though.
D8=5:As the party walks through the temple, they see a group of acolytes performing a ritual for a powerful deity. If the party interrupts the ritual, they will have to face the deity in battle. But if they assist in the ritual, they will be greatly rewarded.
D8=6:A group of 2d6+2 pilgrims are walking down the hall, singing hymns. They are on their way to worship at the altar. If asked, they will tell players about the local god and his history.
D8=7:A flock of doves is released as part of a ceremony.
D8=8:A blacksmith delivers freshly forged tools to the temple's maintenance crew.
d100 = 79
D8=1:A large golden idol is on display in this room. It looks like a bull with the head of a man and tentacles coming out of it's shoulders. If anyone touches it or moves it, it will turn to liquid gold!
D8=2:In a garden of emotions, touching the flowers induces intense feelings. Navigating this emotional maelstrom can reveal hidden truths or lost artifacts.
D8=3:An alarm goes off, alerting the priests to intruders in the temple. They will respond in 10d10 minutes.
D8=4:A group of scholars discusses interpretations of a holy text.
D8=5:In the center of a large room stands a giant chessboard. The party must play against a challenging opponent to progress through the temple.
D8=6:The players come across a room with a giant disco ball hanging from the ceiling. As they enter, they are suddenly transported to a huge dance party with all kinds of creatures, both friendly and not so friendly.
D8=7:The players come across a room filled with strange, glowing orbs. A voice booms from the ceiling, "Welcome, adventurers. You have stumbled upon the Temple's magical bowling alley. Would you care for a game?" The players have to use their weapons to knock down the orbs like bowling pins, with each successful strike revealing a new clue about the temple's history.
D8=8:There are 2d4 priests guarding an altar that is on it's side. If the players try to approach them, they will immediately attack them. They will not tell them why
d100 = 80
D8=1:A stray dog curls up near the warmth of the temple hearth.
D8=2:An insane alchemist has gotten lost in the dungeons below the temple.
D8=3:A group of goblins have taken up residence in part of the temple and refuse to leave. When questioned, they claim that the temple was originally built on goblin land and therefore it belongs to them. Negotiations ensue.
D8=4:The party hears a strange moaning sound. If they investigate, they find a room with a strange, pale-skinned creature that looks like a large, hairless ape. The creature will attack! If the party kills it, they find a note in its hand that says: 'The creatures are free. The sacrifice must be made. The portal will open!'
D8=5: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.
D8=6:A group of scholars from the university are arguing about the layout of their religion's holy land. They are trying to work out how the layout of the holy land matches up with real geography.
D8=7:A group of cursed dancers has been trapped in a cursed hall within the temple. They are continuously forced to dance by an evil spirit, and the players must break the curse before they can move on.
D8=8:a group of 4d10 priests are worshiping their god, the god of farmers and field workers. They pray for rain to water their crops and for protection from their enemies. They attack if the players interrupt their ceremony.
d100 = 81
D8=1: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.”
D8=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.
D8=3: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.
D8=4:The temple cook tests a new recipe using donated ingredients.
D8=5:Players hear a man praying. If they listen, they will hear a man praying for his life as he is lowered into a pit filled with hungry snakes. He is being lowered into the pit by another robed figure.
D8=6:During an eclipse, the temple's protective wards weaken, and an ancient demon escapes a hidden prison beneath it. The players must confront this primeval threat and reinforce the weakened wards.
D8=7: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.
D8=8:As the party approaches the temple, they see a group of adventurers fighting off a pack of werewolves. The adventurers are clearly struggling and may request the party's aid. But who is in the right in this battle?
d100 = 82
D8=1:The party finds themselves in a room with a large, ancient tree in the center. Hanging from its branches are glowing crystals, each with a different magical effect. Will they risk the dangers of plucking a crystal for its magical powers?
D8=2:A novice is accidentally scribing the wrong characters in a holy book.
D8=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.
D8=4:A small group of 2d4 cultists, led by a cleric, are gathered around a large fire. They are chanting and praying for their god to grant them aid and protection. If the players interrupt their ritual, they will attack.
D8=5:In a room filled with mirrors, the party must navigate through a maze while avoiding their reflections coming to life and attacking them.
D8=6:A scholar reads aloud from an ancient text to an attentive audience.
D8=7:The walls here are covered in strange drawings and writings in a language that no one can read.
D8=8:A young child draws pictures in the dirt near the temple steps.
d100 = 83
D8=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.
D8=2:A group of 3d4 cultists are in this room, praying to their god for guidance and strength in their war against the nearby village of Brightport (the players' home village). They will attack players on sight.
D8=3:A gardener prunes the bushes, preparing for the changing season.
D8=4:The party finds a room filled with cleaning supplies and a sign that reads "Dungeon Degreasing". If they choose to clean the room, the temple rewards them with a powerful magical item hidden inside one of the cleaning buckets.
D8=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.
D8=6:There are two 2d4 priests arguing with each other in the main hallway.
D8=7:The party sees a group of cultists talking to a statue of a demon. They are paying tribute, hoping for protection from other demons in the area.
D8=8:The players hear a group of 2d4 guards arguing about the state of the city and how crime has risen since the appearance of the cult. They want to do something about it, but they're only soldiers and don't know what to do about it.
d100 = 84
D8=1:The party hears heavy footsteps walking towards them. If they hide, they will see a giant (12 HD) walking past them. He is too busy counting his gold coins to notice the party. He is headed towards the treasury in the main chapel to store his gold coins there. He is a thief who was hired by the head priest to kill all the clerics in the temple so that he can take over as head priest.
D8=2:Two priests are discussing the necessary repairs in the library.
D8=3:A traveling merchant shares tales of adventure with curious onlookers.
D8=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.
D8=5:You come across a group of lizardfolk who have taken over the temple's garden. They are using it to grow dangerous and poisonous plants, which they plan to use against their enemies.
D8=6: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.
D8=7:You see a group of scholars from the university arguing about whether or not they should worship a god. It is an argument that has been going on for years and they have not come to any decision.
D8=8:Finally, the players come across a room with a large, ornate door. Above the door, a sign reads "Only the brave may enter". However, if the players try to open the door, it will be locked. The only way to enter is to perform an act of bravery, such as standing up to a fearsome monster or taking a hit for a fellow player. Once they have proven their bravery, the door will unlock, revealing a hidden treasure inside.
d100 = 85
D8=1:A mysterious voice challenges the players to a game of riddles and says whoever wins gets a magic item. However, the voice turns out to be a clever and mischievous talking parrot wearing a top hat.
D8=2:A sacred artifact is stolen from the temple's reliquary, and the players are tasked with tracking down the thieves: a group of skilled 2d8 shadowy assassins sent by a rival deity's cult.
D8=3:A small patch of herbs is being lovingly tended to by the priest's cook.
D8=4:An old gardener is trimming the hedges, happily humming a tune.
D8=5:The players see an old man sitting in a corner of the temple, muttering to himself. He seems to be making a pyramid out of cards. Every now and then, he laughs and says, "Silly mortals, always looking for meaning in everything. The only true meaning is in the randomness of the cards." He will challenge the players to a game of chance, where the prize is a hint to the temple's secrets. Be warned, he is a master at cheating.
D8=6:A poet recites verses of praise to an enchanted audience.
D8=7: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.
D8=8:A pigeon strays into the temple and begins cooing to itself.
d100 = 86
D8=1:A cursed, talking tabernacle keeps trying to engage the players in deep theological debates and has an annoyingly righteous personality.
D8=2:A man is praying for the health and safety of his king. He believes that the king has been cursed by a powerful witch and that only he can pray for his king to be cured.
D8=3: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.
D8=4:The players enter a room filled with paintings of various animals, all with human faces. As they walk by, the paintings start whispering to them, telling them their secrets and fears.
D8=5: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.
D8=6:The party sees a group of cultists praying at an altar, hoping their god will answer their prayers and grant them favor.
D8=7:A malevolent force begins corrupting the sacred water in the temple's baptismal font. The players must gather rare ingredients to create a potent potion to cleanse the impurity while avoiding the lurking spirits cursed by the tainted waters.
D8=8:A merchant exchanges news with the temple staff.
d100 = 87
D8=1:A traveling painter captures the scene of a quiet courtyard.
D8=2: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.
D8=3:A group of 4d6 lost souls are trapped in the temple, unable to move on to the afterlife. The players must help them find closure and peace before they can move on.
D8=4:The players come across a room with a giant disco ball hanging from the ceiling. As they enter, they are suddenly transported to a huge dance party with all kinds of creatures, both friendly and not so friendly.
D8=5:A giant statue of a deity is positioned in the center of the temple's main chamber. As the party admires the statue, they notice a hidden compartment in its base. Inside, they find a map leading to a lost artifact hidden in the temple's catacombs.
D8=6:A beggar receives alms and a meal from the temple staff.
D8=7:In a forgotten chamber, ancient warriors come to life through murals. Besting them in combat earns respect and magical boon.
D8=8: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.
d100 = 88
D8=1: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.
D8=2:A powerful, sentient weapon is found hidden in a secret room. It offers its services to the players, but only if they can prove themselves worthy and pass a series of trials.
D8=3: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.
D8=4:A priest helps a villager with a small offering, arranging it on the altar.
D8=5:An owl-headed celestial being guards a hall of constellations. Answering its questions about the stars grants access to divine knowledge.
D8=6:This room is filled with statues of priests of Cuthbert. The statues are all holding staffs and wearing headgear. The headgear on each statue is different from the headgear on the other statues. If any of the players touch a statue, it will come to life! The headgear on each statue represents a different level of challenge!
D8=7:As the party enters the temple, they find a group of skeletons having a tea party, complete with tiny cups and mismatched saucers. The skeletons invite the players to join them for eternal tea.
D8=8:A group of pilgrims arrives, asking for directions to the shrine.
d100 = 89
D8=1:A lively debate is taking place between two scholars over ancient texts.
D8=2:A small, spherical mirror is lying on the floor. The reflection of light coming from it will reveal the image of anyone or anything that you are thinking about. The image does not speak, and does not move. It will only show the person/thing you are thinking about.
D8=3:You see two priests in robes meditating in a room filled with dust and cobwebs. Except for the two priests the room is empty. They are praying for help for their god to come before it is too late.
D8=4:A group of 1d4+2 humans are trying to dig their way into the temple through a side entrance. They are looking for treasure and will attack if they see anyone else trying to enter the temple.
D8=5:The players stumble upon a group of warlocks conducting a dark ritual to summon a demon. The players must either intervene and stop the ritual, or make a deal with the demon to gain its favor.
D8=6:A powerful, sentient weapon is found hidden in a secret room. It offers its services to the players, but only if they can prove themselves worthy and pass a series of trials.
D8=7: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.
D8=8:The discovery of an ancient sacred dance awakens elemental guardians, testing anyone who attempts to learn it. The players must master the dance to gain elemental control and restore balance.
d100 = 90
D8=1:A group of 3d6 thieves are digging up the floor to steal whatever they can find. They are wearing the robes of a cult that is based in the Halls of Zan.
D8=2:A giant, sentient tree has grown in the center of the temple and is demanding to be worshipped as a deity. The tree claims to be the reincarnation of an ancient druid who was wronged by the temple's founders. The players must figure out a way to appease the tree without completely changing their beliefs.
D8=3:A group of bards performing a musical rendition of the temple's history. The twist? They are all singing in reverse, starting with the temple's destruction and working backwards to its creation.
D8=4:Players see a group of priests running through the temple courtyard, they are carrying large musical instruments. They are playing loud music and appear to be drunk. Players will notice that all the townsmen in the temple courtyard are dancing as if there is a festival going on in town. If talked to, they will tell the players that everyone is celebrating because the town's spring festival starts tomorrow.
D8=5:There are 2d4 priests praying in front of an altar, upon which is laying a dead body on a table.
D8=6: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.
D8=7:A young acolyte struggles to balance a large pile of sacred texts.
D8=8: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.
d100 = 91
D8=1:A novice trips over his robes, eliciting soft chuckles from the others.
D8=2:An elderly priest prays quietly at a small altar, candles flickering.
D8=3:An elderly man is tending to a small garden in the center of a small courtyard.
D8=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.
D8=5:The party enters a room filled with mirrors, but the reflections in the mirrors are not their own. They show different versions of themselves, some evil, some mutated, and some from alternate timelines. What could have caused this bizarre phenomenon?
D8=6: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.
D8=7:A cat wanders into the temple kitchen, searching for scraps.
D8=8:This room resembles a chapel, and the walls are covered in paintings of strange-looking creatures and men with strange-looking robes.
d100 = 92
D8=1:The party encounters a giant floating eyeball who introduces itself as the "Guardian of the Temple's Mysteries". It proceeds to ask the players a series of riddles and puzzles. If they answer correctly, they gain insight into the temple's secrets. If they fail, the eyeball explodes into a shower of glitter.
D8=2:A relic within the temple begins to pulse with a strange energy. The players join forces with a visiting archmage to decipher its mysteries and prevent an explosive chain reaction that could devastate the entire region.
D8=3: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.
D8=4: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.
D8=5:In a room filled with mirrors, the party must navigate through a maze while avoiding their reflections coming to life and attacking them.
D8=6:A ghostly voice says 'This is what happens to those who are not faithful to Cuthbert.'
D8=7:A wise old sage offers to answer one question for each person in your group, and they all mysteriously get the answer they were seeking.
D8=8:You walk into the temple, and there's a group of people talking to a statue of a demon. You see that they have the familiar 'we summon it' incantation, which happens to summon a low level demon. Before they can finish, they turn and see you. The leader says, 'Kill them!' and they all attack. They are all 2 levels below you. |
d100 = 93
D8=1: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.
D8=2:As the players enter a room, they are greeted by a group of singing goblins dressed in colorful outfits. They are having a singing contest to determine the best musician among them. The players can either join in or act as judges, but either way, they are in for a hilarious and entertaining performance.
D8=3:A group of monks are trying to levitate a cow using only their minds. They invite the players to join in and see if they have the gift of telekinesis.
D8=4: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.
D8=5:A group of young men is running around, playing games. They will run if they notice the players.
D8=6:Coming down a hallway, you find yourself face-to-face with a group of dancing 1st level human monks and priests. They are performing a dance that was taught to them in their youth. The dance is called "The Dance of Curative" and blesses anyone who can mimic it. If anyone steps out of line during the dance or interrupts it prematurely, then their alignment
D8=7: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.
D8=8:A room with a lone chair in the center. If someone sits on the chair, they are transported into a different dimension, where they have to answer a series of riddles to return to the temple. Failures result in being stuck in the dimension forever.
d100 = 94
D8=1:A beggar receives alms and a meal from the temple staff.
D8=2:An owl-headed celestial being guards a hall of constellations. Answering its questions about the stars grants access to divine knowledge.
D8=3:The players see a group of monks meditating in a circle. Suddenly, one of them starts levitating and speaks in a deep, booming voice. It turns out, the monk is possessed by a mischievous spirit who is enjoying playing pranks on the monks. The players have to figure out how to exorcise the spirit before things get out of hand.
D8=4:The temple's pet cat is purring loudly next to an elderly monk.
D8=5:The players see a man in the central chamber sitting on the floor with his eyes closed. He looks to be in a deep trance. When he hears voices, he will open his eyes and look surprised, then tell the players that he was just trying to commune with his god. He will say that he thinks he is close to getting through to his god so he can help him with a problem. He can be brought back to the temple and will go into a deep trance if they bring him there. If they walk away, he will go back to sleep where they found him.
D8=6:Gentle music from a flute fills the early morning air.
D8=7:A group of acolytes sweeps the courtyard, chatting softly about their daily chores.
D8=8:This is an abandoned temple, and you can see some old blood splattered around the entrance, and you hear some scurrying sounds inside. The temple has been overrun by spiders, and they are hostile although they are fairly weak sorts of spiders.
d100 = 95
D8=1:As the party rests in the temple's guest rooms, they are plagued by nightmares that seem all too real. They must unravel the source of these nightmares before they consume them.
D8=2:The players encounter a group of cursed individuals who were once adventurers like themselves but made a deal with a devil for power and riches. Now, they are trapped in the temple, trying to atone for their mistakes and seeking help from the players to break the curse. However, the devil may not be happy about the players interfering with its plans.
D8=3: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.
D8=4:A group of 2d4+4 cultists ambush the party! They are armed with short swords and carry leather satchels with strange symbols on them.
D8=5: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.
D8=6:A man is praying for the health and safety of his family, who are sick with a strange disease. He believes that a nearby tribe of goblins has poisoned them. He believes the goblins have been stealing away members of his tribe and replacing them with goblins who look like his family members.
D8=7: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.
D8=8:A group of scholars from the university are arguing about the powers of their god. They are trying to decide how much power their god actually holds.
d100 = 96
D8=1: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.
D8=2:A traveler offers coins in exchange for some bread and water.
D8=3:The statues in the temple’s garden come to life at night, performing a surprisingly jaunty dance routine under the moonlight.
D8=4:In a hidden room, the party finds a group of monks who are experimenting with creating their own magical creatures. They are currently working on a half-goat, half-rooster hybrid and ask the party to help them test its abilities.
D8=5:A novice is accidentally scribing the wrong characters in a holy book.
D8=6: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.
D8=7:A host of 2d6+2 goblins are standing around chanting and praying to an idol in the center of the room.
D8=8: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 = 97
D8=1: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.
D8=2:As you enter a room, you are greeted by a friendly half-elf who invites you to stay for a game of chess and a cup of tea.
D8=3:As the players enter a room, they are transported to a different plane of existence and must navigate through it to find their way back. Along the way, they encounter strange creatures and landscapes that could either help or hinder their journey.
D8=4:A young scribe tries to decipher an old, faded manuscript.
D8=5:The temple's bell tower is occupied by a ghostly raven that narrates the players' actions in a deep, ominous voice with a comically over-the-top dramatic flair.
D8=6:If the party passes through one of the rooms, they will see a group of cultists gathered around a strange creature that looks like a large, hairless ape-like creature with tentacles for arms! The creature is wearing strange robes and has small, glowing eyes!
D8=7:A riddle contest sponsored by a whimsical deity tests the wit and wisdom of the temple-goers, with the victorious gaining a divine blessing. Players must outmatch the temple’s best minds to claim this celestial reward.
D8=8:The players hear a group of 2d4 guards arguing about their chief commander and how he hasn't done anything about the cult even though people are starting to go missing left and right because of them. They want to go talk to him about it but are afraid that he'll get angry with them for questioning his orders.
d100 = 98
D8=1: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.
D8=2: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.
D8=3: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.
D8=4:A powerful wizard stands in front of a large mirror, trying to decipher the ancient runes on its surface and activate its magical powers.
D8=5:A group of 2d6 elves race past the party at full tilt, their eyes wide in terror.
D8=6:A needlework project lies unfinished in a corner.
D8=7:The players enter a room filled with treasure chests. However, as they open them, they find more and more chests, each one smaller than the last. It's a never-ending loop of chests that leads to nowhere. The players have to figure out the trick to escape the room and claim a real treasure.
D8=8:As the party enters the temple, they find a group of skeletons having a tea party, complete with tiny cups and mismatched saucers. The skeletons invite the players to join them for eternal tea.
d100 = 99
D8=1:The large double doors slam shut and lock! A magic mouth appears and tells the players that they must fight their way out. The doors are made of mithril and have mithril handles. They are very difficult to break down, but not impossible.
D8=2:Players hear a man praying. If they listen, they will hear a man praying for the health and safety of his children, who have been captured by a nearby tribe of goblins and replaced with goblins who look like his children.
D8=3: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.
D8=4:A group of 1d20 cultists are praying to their god. If anyone interrupts their prayer ceremony, they will become hostile and attack.
D8=5:Behind the altar, the player will see a strange glowing sphere. If they approach it, they will feel a strange amount of energy flowing through them and will probably fall unconscious. If they examine it, they will get very low damage, but will cast a spell of random level.
D8=6:A group of 3d6 thieves are digging up the floor to steal whatever they can find. They are wearing the robes of a cult that is based in the Halls of Zan.
D8=7: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.
D8=8:An elderly priest invites the party to join him for tea and biscuits. As they sit down, he starts telling them nonsensical stories and jokes, all while performing elaborate card tricks.
d100 = 100
D8=1:A group of 3d4+3 cultists try to ambush the party! They are armed with short swords and carry leather satchels with strange symbols on them.
D8=2:A young acolyte struggles to balance a large pile of sacred texts.
D8=3:As the players enter a room, they see a group of powerful sorcerers performing a dark ritual. They must stop the ritual before it is completed, or face dire consequences.
D8=4:A spectral pastry chef materializes, insisting on teaching the players how to bake ghostly cookies that disappear once bitten but fill you with an inexplicable sense of joy.
D8=5:A family of goblins has taken up residence in the temple, and they have been wreaking havoc on the nearby villages. The players must negotiate with them or take on the challenge of defeating them.
D8=6:A gentle wind rustles the leaves of the temple's sacred tree.
D8=7:The entire temple floor suddenly lights up like a giant disco dance floor, compelling the players to boogie down with a cadre of ghost monks who perform surprisingly intricate dance routines.
D8=8:The aroma of freshly baked bread wafts from the temple kitchen.
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