A complete D&D 5e random encounter table for thieves den scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a thieves den, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Thieves Den encounter table
d100 = 1
D10=1:A wanted thief seeks refuge in the den and begs the players to help them escape the city before they are caught. But the thief may have hidden motives and the players must decide whether to trust them or turn them in.
D10=2:A thief polishing stolen jewelry to increase its value.
D10=3:The players encounter a group of thieves who are using a magical mirror to teleport in and out of locked buildings, making their heists almost impossible to track. Can the players find a way to counter this tactic?
D10=4:A loud explosion rocks the den and chaos ensues as the players realize someone has set off a magical trap. They must use their quick reflexes and skills to avoid being caught in the blast.
D10=5:A group of thieves approach you, claiming to be in desperate need of a distraction so they can complete their heist. They ask you to cause chaos and confusion in a nearby marketplace or noble's manor. Will you take on this risky task?
D10=6:A thief washing bloodstains out of their clothes.
D10=7:A thief tending to a small herb garden used for poisons and potions.
D10=8:A pair of thieves whispering about a wealthy merchant's route.
D10=9:A notorious bounty hunter has infiltrated the den and is searching for a high-profile target. The players must decide whether to turn in the target for the reward or warn them and potentially earn their trust and loyalty.
D10=10:The players stumble upon a room filled with dangerous creatures that have been magically trained by a group of thieves. They must either find a way to subdue the creatures or fight their way out of the room.
d100 = 2
D10=1:As you explore the den, you come across a room filled with valuable artwork. The thieves ask for your opinion on which pieces to steal, as they can only take a limited amount with them. Will you help them or try to steal a piece for yourself?
D10=2:The sound of clinking coins draws the players into a hidden gambling den within the thieves' den. They can try their luck at various games of chance, but must be careful not to lose all of their gold to the skilled swindlers.
D10=3:A thief acquires illicit books, exchanging them for tales.
D10=4:A treasure hunter has come to the den in search of a rare and valuable artifact. They offer to pay the players to help them navigate the dangerous den and retrieve the treasure.
D10=6:The players come across a group of thieves who have been cursed to transform into animals at night. They must help lift the curse and find a way to control their transformations before they cause chaos within the den.
D10=7:A thief carefully storing a bottle of valuable poison.
D10=8:A group of thieves is gathered around a table, playing a game of cards. The ante keeps getting higher and higher, and one of the thieves challenges a player to join in on the game with a valuable item as their bet. Do they risk it all to potentially win or play it safe?
D10=9:The players are enlisted to help a group of thieves who are trapped in a cursed castle while attempting a heist. Can they navigate through the deadly traps and break the curse to free their fellow thieves?
D10=10:The players come across a secret meeting of thieves from different guilds, discussing a possible alliance against a common enemy. Will they join forces with their rivals or refuse to cooperate and maintain their independence?
d100 = 3
D10=1:A thief brags about their acrobatic skills and demonstrates with backflips.
D10=2:A master assassin visits the den, offering a deadly challenge to anyone brave enough to face them in combat. But the assassin may have a hidden agenda, and the players must uncover it before it's too late.
D10=3:The thieves den is known for its luxurious and decadent parties, filled with wealthy guests and stolen goods. The players have the chance to blend in and steal some high-end valuables.
D10=4:The players discover a haven for artists within the thieves' den. They are planning an art exhibition in the city above and seek the players' help in transporting their pieces securely.
D10=5:Two thieves practice combat with blunt weapons.
D10=6:A thief inspecting the sharpness of their lockpicks.
D10=7:A stray cat prowls around, occasionally pouncing at imaginary mice.
D10=8:A notorious and elusive thief has been spotted in the den, and the players are tasked with finding and capturing them. But as they search, they begin to wonder if the thief is just a rumor or a real threat.
D10=9:The players find a choking, acrid mist filling the den, originating from a laboratory where a deranged alchemist conjures noxious brews and deadly exploding concoctions. The alchemist and his creations provide a formidable challenge.
D10=10:A magical mural depicts various heists. Touching it pulls players into a vision resembling a past robbery, requiring them to solve ancient traps and puzzles as if they were there.
d100 = 4
D10=1:A powerful curse has been placed on the den, causing all the thieves to forget their identities and motivations. The players must work with the few unaffected thieves to try and break the curse before it's too late.
D10=2:A thief fletching arrows in a corner.
D10=3:While exploring the den, the players come across a secret entrance that leads to an underground vault filled with rare and valuable treasures. However, the vault is guarded by a powerful magical force that can only be overcome by solving a riddle.
D10=4:You come across a room filled with gold coins, but as you try to take some, you realize they are all fake. The thieves who tricked you into their trap now demand payment for falling for their prank. How will you handle the situation?
D10=5:A thief examining a map of a noble's mansion.
D10=6:You come across a group of thieves trying to crack a safe. They challenge you to see who can pick the lock faster, with the prize being the contents of the safe.
D10=7:In the den's sewers, the players encounter a group of thieves known as the "sewer rats." They are ruthless and cunning, and the players must find a way to get past them to reach their goal.
D10=8:The players discover a hidden theater where thieves perform plays and musicals that promote social change. They invite the players to join the next production or help with stage management in exchange for tickets to the show.
D10=9:In a dark corner, players discover a greenhouse maintained by thieves. The gardeners ask for help in tending to their unique and magical plants, offering potions in return.
D10=10:A pair of thieves concoct an improbable but amusing heist story.
d100 = 5
D10=1:A thief carefully cataloging a pile of stolen gems.
D10=2:A group of thieves from a foreign land come to the den, seeking assistance with a daring heist in their homeland. The players can choose to join in and potentially earn a fortune, or back out and avoid the potential dangers.
D10=3:In the treasure room, a magical item that can grant a single wish is on display. But beware, for it may come with a heavy price. Will the players risk making a wish or leave the item untouched?
D10=4:In a room filled with various weapons, the players encounter a group of thieves who challenge them to a friendly competition to see who is the superior fighter. However, the stakes may be higher than they initially thought.
D10=5:A thief marvels at their newly acquired cloak pin back.
D10=6:A group of thieves has started a charity fund to help the poor and needy, claiming to be repentant for their past actions. But there are whispers that the thieves are using the fund for their own gain. Will the players investigate or turn a blind eye?
D10=7:A group of thieves has set up a makeshift casino, offering games of chance and skill in exchange for stolen goods. They invite you to join in on the fun, but be careful - they have a few tricks up their sleeves.
D10=8:During a confrontation with the thieves, it is revealed that one of the players' allies is actually a double agent working for the thieves. Can the players trust anyone in this den?
D10=9:A high-ranking thief lord, flanked by 3d6 henchmen, sits upon a throne fashioned from bones. The lord's eyes gleam with malice as he orders his guards to test the players' mettle in a brutal combat encounter.
D10=10:A group of thieves approaches the players, offering them a map to a secret underground hideout filled with treasures. However, they must first pass a test of strength and wits to prove themselves worthy of the map.
d100 = 6
D10=1:A thief carefully balancing a set of throwing knives.
D10=2:A thief reading an old scroll about ancient treasures.
D10=3:A small group of thieves approaches the players, promising to share their hidden stash of treasure if the players help them pull off a heist from a nearby wealthy estate. This could be a lucrative opportunity for the players, but can they trust the thieves?
D10=4:As the players navigate through the maze-like corridors of the den, they come across a group of thieves who have been trapped inside by a malevolent magical force. Can the players find a way to break the curse and save the thieves, or will they become trapped themselves?
D10=5:You come across a room filled with rare and expensive weapons stolen from wealthy merchants. Will you try to take one for yourself or resist the temptation?
D10=6:The players stumble upon a group of thieves organizing a market for artisans. They request protection and assistance in making the event a success, offering handcrafted items in return.
D10=7:Two thieves discussing the best escape routes from the city.
D10=8:The players are hired to protect a group of merchants traveling through the den. But the merchants may not be as innocent as they seem, and the players must decide whether to fulfill their task or turn against their employers.
D10=9:A disgruntled former member of the thieves den approaches the players, seeking revenge on the group who betrayed him. He offers to help the players take down the den in exchange for their assistance.
D10=10:A thief petting a small, suspiciously well-groomed rat.
d100 = 7
D10=1:A thief making sketches of different city layouts.
D10=2:Inside the den, the players come across a secret room filled with deadly traps, guarding a treasure. But the thieves have a map that leads to the treasure without triggering the traps. Will the players risk going in blindly or try to strike a deal with the thieves for the map?
D10=3:The players stumble upon a potion brewing competition in the den, where thieves are attempting to create a potion that will allow them to turn invisible and sneak past security. The players can either compete or judge the competition.
D10=4:A thief whittling a piece of wood into the shape of a key.
D10=5:You stumble into a room where a group of thieves are taking turns telling stories of their most daring heists. They invite you to share your own tales of thievery, but be prepared to impress them with your skills.
D10=6:A thief arranging a stack of counterfeit coins.
D10=7:A massive dragon has taken up residence in the thieves den, hoarding all of the treasure for itself. The players must either find a way to negotiate with the dragon or defeat it to claim the treasure for themselves.
D10=8:A treasure chest seems abandoned in the open. Upon closer inspection, it’s a mimic that's more mischievous than dangerous, playing tricks on everyone who gets near.
D10=9:The den is infiltrated by a shape-shifting creature that can take on the form of anyone it touches. The players must uncover the creature's true identity and stop it before it wreaks havoc on the den.
D10=10:A group of thieves has been using a powerful artifact to control the minds of unsuspecting victims. The players must find a way to destroy the artifact and break the hold it has over the people.
d100 = 8
D10=1:A thief practicing pickpocketing on a mannequin.
D10=2:A group of thieves challenge the players to a high-stakes game of chance. Will they risk their own wealth and possessions to try and win bigger rewards?
D10=3:Thieves grudgingly sharing stories of failed heists.
D10=4:A thief composing a secret coded message.
D10=5:As you explore the den, you come across a room filled with intricate puzzles and traps. A group of thieves are trying to solve them, and they invite you to help. But be careful, one wrong move could lead to disastrous consequences.
D10=6:A thief trying to crack a safe, unknown combination.
D10=7:Someone tries to read a stolen love letter from a noble's beau.
D10=8:As the players enter the den, they spot a group of thieves in the corner huddled around a table with a deck of cards. They invite the players to join in on a friendly game of gambling, but little do they know, the stakes may be higher than they think.
D10=9:One of the thieves takes a special interest in you and challenges you to a game of wits, asking you riddles and puzzles. If you can solve them all, they offer to teach you a valuable thieving technique.
D10=10:A thief tries a new lockpicking technique on a particularly stubborn lock.
d100 = 9
D10=1:You hear a commotion and laughter coming from a room filled with gambling tables. A group of thieves is playing a game of dice where the stakes are high and the rounds are intense. They invite you to join in, but beware of their sleight of hand.
D10=2:A furtive exchange of stolen goods happening in a shadowy corner.
D10=3:A band of thieves has been recruiting from the nearby town, offering power and wealth. The players must stop them before their numbers grow too large and they become a real threat.
D10=4:Two thieves sharing stories of their latest heists.
D10=5:A well-known and feared thief lord has called a meeting in the den, inviting the players to join. The players could gain valuable connections and information but must win a dangerous game of wits and deceit first.
D10=6:A thief practicing knot-tying with a piece of rope.
D10=7:A pair of thieves discuss disguising themselves as city guards for a con.
D10=8:Two thieves are in the middle of a heated argument over a heist gone wrong. The players can choose to intervene or wait and see how the situation plays out. But one wrong move could result in the players getting caught in the crossfire.
D10=9:A hidden chamber filled with chained souls offers a grim spectacle as a warlock thief drains their life force to empower his spells. The warlock's dark summons and infernal minions further complicate the encounter.
D10=10:A stray cat prowls around, occasionally pouncing at imaginary mice.
d100 = 10
D10=1:A thief cleaning their lockpicking tools meticulously.
D10=2:A well-known thief, who has retired and become a successful merchant, asks the players to retrieve a valuable item from a rival merchant's shop. However, when they arrive, they realize the item is cursed and brings bad luck to anyone who possesses it.
D10=4:A dog sniffs around the den, looking for scraps.
D10=5:A group of thieves has set up a game of hide and seek, using the entire den as their playing field. They invite you to participate and promise a valuable prize to the winner.
D10=6:The den's leader tasks the players with infiltrating a high-security prison to rescue a valuable member of the guild who has been captured. Will they be able to break into the heavily guarded prison and rescue their comrade?
D10=7:Someone has a small journal where they draw sketches of the city layout.
D10=8:A thief uses a pet bird for scouting rooftops, giving it gentle instructions.
D10=9:In a dark corner of the den, a group of thieves are practicing their stealth skills, sneaking past traps and guards. They invite you to join their training and even offer to teach you some of their tricks.
D10=10:A thief repairs a broken buckle on their belt.
d100 = 11
D10=1:A thief trying to decipher a complex riddle.
D10=2:Thieves murmuring about a mysterious benefactor.
D10=3:A group of thieves approach the players, asking for their help in smuggling a valuable artifact out of the city. But the job is risky and may result in the players being branded as criminals.
D10=4:A group of thieves offers the players a chance to join their organization, claiming that their heists are always successful due to their use of magical spells. However, the players soon discover the spellcasters may not have the best intentions.
D10=5:A couple of thieves play a game of cat and mouse in the dim light.
D10=6:The players come across a group of thieves holding a trial for one of their own. The accused claims to be innocent, but the evidence against them is strong. Will the players intervene and potentially help the truly innocent or let the den's justice system take its course?
D10=7:A powerful dragon has made the thieves den its lair, and the thieves have learned to coexist with the creature. But when the players are sent on a mission deep within the den, they must navigate through the dragon's territory.
D10=8:A troupe of illusionists poses as ordinary thieves, trying to trick players into buying fake magical items. Realizing the deceit may result in a confusing and disorienting chase through the maze-like den.
D10=9:The players are invited to a lavish and extravagant party held by the leader of the thieves' guild. However, they soon realize that the party is a cover for a secret and dangerous meeting.
D10=10:The thieves' den is hosting a grand masquerade ball, but not all the attendees are who they seem. Can the players figure out who the real thieves are before they pull off their biggest heist?
d100 = 12
D10=1:Someone has a small journal where they draw sketches of the city layout.
D10=2:A member of the thieves' guild offers to teach the players a new language used by the thieves to communicate secretly. Will they take up the offer, and if so, will they use this knowledge for their own gain or against the guild?
D10=3:A group of dwarves arrive at the den, offering to sell the players powerful, enchanted weapons and armor. But are they truly what they claim to be, or merely con artists looking to take advantage of unsuspecting thieves?
D10=4:A small group of thieves approaches the players, promising to share their hidden stash of treasure if the players help them pull off a heist from a nearby wealthy estate. This could be a lucrative opportunity for the players, but can they trust the thieves?
D10=5:Thieves trading rumors about a so-called "cursed" treasure.
D10=6:A mysterious curse has befallen the den, causing all their stolen treasures to turn to dust. The players must find the source of the curse and stop it before they lose all their ill-gotten gains.
D10=7:A cunning thief has stolen a powerful artifact and holed up in the den, using it to enhance their own skills. The players must find a way to retrieve the artifact and bring the thief to justice.
D10=8:A mysterious map drops from the ceiling, leading to a supposed treasure trove. The catch? The map is enchanted to lead its followers in circles unless they decipher its hidden clues.
D10=9:Someone tries to read a stolen love letter from a noble's beau.
D10=10:A well-known thief is on the run from the authorities and seeks refuge in the den. The players must help hide the thief and come up with a plan to help them escape the city.
d100 = 13
D10=1:A rival group of thieves challenges the players to a game of wits and deception. The goal? To find and steal a valuable painting from a wealthy merchant without getting caught or causing harm.
D10=2:A thief staring intently at a magical artifact, trying to understand it.
D10=3:A cursed relic makes its way into the den and brings a string of supernatural mishaps. Removing the curse becomes paramount but could require strange and unique quests.
D10=4:A thief learning about different types of locks.
D10=5:The den is being plagued by a strange and powerful curse that causes anyone who enters to relive their worst memories. The players must uncover the source of the curse and find a way to break it before it consumes them.
D10=6:A thief arranging stolen books on a makeshift shelf.
D10=7:In a hidden room, the players find a group of thieves planning a daring escape from the city. Will they join in on the escape or turn in the thieves for a hefty sum of gold?
D10=8:A well-known and feared thief lord has called a meeting in the den, inviting the players to join. The players could gain valuable connections and information but must win a dangerous game of wits and deceit first.
D10=9:A group of thieves are training in hand-to-hand combat, using any object they can find as a weapon. They invite you to join in and teach you some unconventional fighting techniques.
D10=10:Players come across a pack of 2d8 were-rats armed with rusty but dangerous weaponry. The were-rats are in the middle of a bloody feast, consuming an unfortunate victim. The sight alone prompts a call to arms.
d100 = 14
D10=1:A thief laying out tools in preparation for a heist.
D10=2:A thief carefully rolling up a length of rope.
D10=3:A thief packing dried meat and bread for another long night out.
D10=4:The players are approached by a former ally turned foe, now a renowned poisonmaster who offers them a toast. If they refuse, he unleashes 2d6 undead servants armed with poisoned weapons.
D10=5:The den is caught in the middle of a magical storm, causing wild and unpredictable effects. The players must navigate through the chaos to reach their goal.
D10=6:A thief practicing their lockpicking skills on a training chest.
D10=7:As you explore the den, you find a group of thieves practicing their escape and evasion techniques. Will you join in or try to outsmart them?
D10=8:A thief practicing tying different types of knots.
D10=9:In a hidden room, you find a group of thieves practicing their sword fighting skills. They invite you to join in on their training or challenge you to a friendly duel.
D10=10:As the players make their way through the den, they come across a group of thieves who have been cursed with immortality. Can the players find a way to break the curse or will they have to face these thieves for eternity?
d100 = 15
D10=1:As you walk down a hallway, a group of thieves appear out of nowhere and try to pick your pockets. They are startled when you catch them in the act and beg for mercy, claiming they were only playing a prank.
D10=2:A group of thieves is trying to smuggle a valuable item out of the Thieves Den and is in need of a distraction. Will you help them create a diversion or take advantage of the chaos for your own gain?
D10=3:One of the thieves takes a special interest in you and challenges you to a game of wits, asking you riddles and puzzles. If you can solve them all, they offer to teach you a valuable thieving technique.
D10=4:In a back room of the den, a secret society of thieves meets to discuss their plans for taking over the city. Will the players join in and potentially gain power or report them to the authorities and risk retaliation?
D10=5:A talented rogue has turned her skills to creating stunning jewelry. She asks the players to help her obtain a rare gem, promising a custom piece in return.
D10=6:In a room full of gold and jewels, the players encounter a group of thieves who are dividing up the spoils from their latest heist. They offer to share a portion of the loot with the players if they help them transport it out of the den.
D10=7:A notorious figure within the den, known for his deceit and betrayal, approaches the players and offers to hire them for a seemingly easy job. However, things are not as they seem, and the players must navigate a web of lies and danger.
D10=8:A thief sketching a plan for a heist on a tavern napkin.
D10=9:The players stumble upon a secret meeting held by the thieves' guild's ruling council. They must decide whether to reveal this information to authorities or use it to their advantage to gain favor with the guild.
D10=10:You come across a group of thieves who are having a heated discussion about the division of loot from their last successful heist. They ask for your unbiased opinion on how to split the spoils fairly.
d100 = 16
D10=1:A valuable and rare artifact has gone missing from the den, and the thieves are on high alert and accusing each other. The players must navigate through the accusations and uncover the true culprit.
D10=2:A thief studying arcane scrolls, hoping to learn some magic.
D10=3:A powerful and cunning thief has challenged the players to a game of wits. They must navigate through tricky riddles and puzzles to win, but failing means not only losing the game but also potentially losing their lives.
D10=4:The players come across a trio of thieves who have been cursed by a powerful witch to transform into animals every night. They need the players' help to break the curse before it's too late.
D10=5:A group of thieves has been caught by the town guard and is currently imprisoned within their own hideout. They offer to pay the players to help them escape and potentially turn the tables on their captors.
D10=6:A rival group of thieves challenges the players to a game of wits and deception. The goal? To find and steal a valuable painting from a wealthy merchant without getting caught or causing harm.
D10=7:A powerful and infamous thief challenges the players to a game of cat and mouse throughout the den. They must use their wits and resources to outsmart the thief and potentially earn their respect.
D10=8:The players come across a group of thieves who are trying to pull off a daring escape from the den. They ask for the players' help in causing a diversion while they make their getaway.
D10=9:A wealthy nobleman visits the den, offering a large sum of gold to anyone who can successfully steal a prized family heirloom from their rival family's mansion. The players must navigate through the mansion's elaborate security and avoid triggering any alarms.
D10=10:A couple of thieves are planning an upcoming heist over a crudely drawn map.
d100 = 17
D10=1:A mysterious map drops from the ceiling, leading to a supposed treasure trove. The catch? The map is enchanted to lead its followers in circles unless they decipher its hidden clues.
D10=2:A group of thieves invites you to join them on a night of pickpocketing in the streets. They teach you their techniques and give you a share of the proceeds.
D10=3:A group of thieves offers to teach the players useful skills and techniques, such as lock-picking and stealth, in exchange for payment or a favor. However, they also secretly plan to use the players as pawns in their own heists.
D10=4:The players encounter a room filled with mirrors that reflect their worst fears and insecurities back at them. Can they break through the illusions and retrieve the valuables hidden within?
D10=5:As you enter a room, you see a group of thieves interrogating a captive from a rival gang. They ask for your assistance in extracting valuable information, but how far are you willing to go to obtain it?
D10=6:As the players navigate through the maze-like corridors of the den, they come across a group of thieves who have been trapped inside by a malevolent magical force. Can the players find a way to break the curse and save the thieves, or will they become trapped themselves?
D10=7:The players are hired by a group of thieves to protect their hideout while they are away on a dangerous heist. However, it turns out the thieves are actually being set up and the players must defend the den from a rival gang's attack.
D10=8:As you explore the den, you stumble upon a hidden room filled with valuable treasures. But it's guarded by a cunning trap that must be disarmed before the players can claim their loot.
D10=9:The players meet a mysterious figure in the shadows of the den, who offers them a rare and valuable artifact in exchange for completing a dangerous job. But can this figure be trusted, or is there something more sinister at play?
D10=10:The players come across a group of thieves holding a trial for one of their own. The accused claims to be innocent, but the evidence against them is strong. Will the players intervene and potentially help the truly innocent or let the den's justice system take its course?
d100 = 18
D10=1:A thief doodles fake noble crests in the margins of a stolen ledger.
D10=2:A thieves' guild leader reveals their plan to expose a corrupt city official. They employ the players to help gather evidence, promising a share of the reward and the official's downfall.
D10=3:A legendary thief known as the "Master of Disguise" has infiltrated the den, taking on multiple identities and manipulating the thieves for their own gain. The players must figure out who this mastermind is and stop their nefarious plans.
D10=4:You enter a room and find a group of thieves playing a dangerous game of chance, with high stakes on the line. They ask for you to join in and offer to lend you some money to start. But be careful - they are notorious for not paying their debts.
D10=5:A thief arranging a stack of counterfeit coins.
D10=6:In a room filled with treasure and riches, a group of thieves are having a heated argument about who gets to keep the most valuable items. They ask for your help in mediating the dispute and promise to reward you with one item of your choice.
D10=7:In a hidden room deep within the den, the players meet a legendary thief who has amassed a fortune but has retired due to old age. They ask the players to complete one final heist for them, promising a share of the treasure but also a dangerous task that could put them at odds with the law.
D10=8:The players encounter a thief-turned-musician who plans to hold a fundraising concert. He seeks the players' help in setting up and protecting the event, offering a copy of his songs and a performance as a reward.
D10=9:A group of thieves has been hired by a rival kingdom to sabotage the players' quest. The players must uncover the thieves' plans and put a stop to their meddling.
D10=10:A group of thieves are gathered around a table, playing a game of deception and bluffing. They invite you to play, but beware - they are experts at reading body language and facial expressions.
d100 = 19
D10=1:A thief brags about their acrobatic skills and demonstrates with backflips.
D10=2:The players stumble upon a hidden chamber where a group of thieves are holding a wild party, reveling in their recent successes. They invite the players to join in, but beware of their mischievous party games.
D10=3:A unique and valuable magical item has been stolen by a group of thieves, and the players are hired to retrieve it. But the thieves are not the only ones with their eyes on the item - they must navigate through other interested parties to get it back.
D10=4:A hidden trapdoor in the floor leads to a secret underground hideout. Inside, a group of thieves are hosting a makeshift market, selling stolen goods and treasures from their recent heists. Will you purchase something or report them to the authorities?
D10=5:In the center of the den, a group of thieves are performing a daring robbery, sneaking past guards and disarming traps. They invite you to join them, but be warned - one mistake could lead to dire consequences for all.
D10=6:A pair of thieves comparing their latest pickpocketing hauls.
D10=7:A thief showing off a new piece of stolen art.
D10=8:The players encounter a prostitute who works for the thieves' guild, gathering information and secrets from their clients. They offer their services to the players for a fee, promising valuable intel on their current mission.
D10=9:You come across a room filled with exotic and dangerous animals, all kept by the thieves for security purposes. But one animal seems to have broken free from its cage and is now rampaging through the den. Can you tame the beast or defeat it?
D10=10:While exploring the den, the players come across a secret underground fighting arena where thieves battle each other for riches and glory. The players have the option to participate in the fights or try to shut down the illegal operation.
d100 = 20
D10=1:As the players make their way through the den, they come across a group of thieves who have been cursed with immortality. Can the players find a way to break the curse or will they have to face these thieves for eternity?
D10=2:A thief experimenting with different types of smoke bombs.
D10=3:A treasure hunter has come to the den in search of a rare and valuable artifact. They offer to pay the players to help them navigate the dangerous den and retrieve the treasure.
D10=4:In the center of the den, there is a large pit filled with various dangerous creatures that the thieves have captured to use against their foes. The players must navigate their way through the pit to reach the other side.
D10=5:A thief polishing a pair of stolen boots to a shine.
D10=6:A thief practicing to be a better storyteller for undercover work.
D10=7:A group of thieves is being hunted by a powerful bounty hunter, seeking revenge for a past run-in with the guild. Will the players help the thieves escape or join forces with the bounty hunter for a cut of the reward?
D10=8:As you explore the den, you come across a room filled with valuable stolen books and scrolls. Will you try to take one for yourself or leave them be?
D10=9:A thief practicing their knife-throwing skills on a target.
D10=10:The players are approached by a member of the thieves' guild pretending to be the victim of a robbery. Will the players fall for the act or see through the ruse and possibly turn the tables on the cunning thief?
d100 = 21
D10=1:A group of thieves from a foreign land come to the den, seeking assistance with a daring heist in their homeland. The players can choose to join in and potentially earn a fortune, or back out and avoid the potential dangers.
D10=2:One of the thieves in the den has been betrayed by their own crew and is seeking revenge. They ask the players to help them take down their former partners in crime in exchange for a share of the loot.
D10=3:A thief fiddling with a ring of skeleton keys.
D10=4:A thief writes a letter to send to an old friend in secret.
D10=5:A thief rehearsing a speech to deceive a noble.
D10=6:A halfling thief sits on a high stool, surrounded by books and maps. He introduces himself as the den's historian and offers to sell you valuable information about the den's past and potential jobs.
D10=7:While exploring a dungeon, the players encounter a group of thieves who seem to be trapped. They claim that they were double-crossed by their leader and need the players' help to escape. Will the players trust them?
D10=8:The players encounter a group of thieves who have been cursed to forever be stuck in their current form - as animals. Can the players help break the curse or will they have to deal with some very clever animal thieves?
D10=9:A group shares stories of cunning cons pulled off in other cities.
D10=10:The thieves' guild is holding a contest to see who can pull off the ultimate heist and become the new leader of the guild. The players must compete against other thieves in a series of challenges to claim the title.
d100 = 22
D10=1:A thief studying a stolen map of a city.
D10=2:In the middle of a heist, the players come across a rival group of thieves trying to steal the same treasure. A brawl breaks out, and the players must decide whether to fight or form an alliance to share the loot.
D10=3:A group of thieves offers the players a chance to participate in a high-stakes gambling game, where the winner takes all. Little do the players know, the game is rigged and they must use their skills and cunning to come out on top.
D10=4:A thief practicing to be a better storyteller for undercover work.
D10=5:A thief balancing on a beam, training for agility.
D10=6:A desperate plea for help reveals itself as a cruel trap set by a group of dopplegangers who can mimic the appearance and abilities of anyone they touch. The resulting chaos leads to combat against uncanny duplicates of the players.
D10=7:A powerful wizard hires the players to retrieve a stolen magical artifact from a group of thieves. However, the thieves have already sold the artifact to another powerful wizard who is willing to fight to keep it.
D10=8:A lone thief sharpening their dagger in a dimly lit corner.
D10=9:In a dark and secluded corner of the den, a group of thieves are conducting a ritual to summon a powerful demon that they plan to use for their own gain. Will you stop them or potentially gain a powerful ally?
D10=10:A thief testing the weight of stolen coins.
d100 = 23
D10=1:A cat that seems to belong to no one but roams freely in the den.
D10=2:The players stumble upon a dimly lit room where 1d4 thieves are torturing an informer to extract information about a rival guild. The torturers might attempt to recruit the players for their skills or leave no witnesses by attacking them outright.
D10=3:A group of thieves challenges the players to a daring race through the city, with the winner gaining a valuable prize. However, the race is filled with obstacles and traps set up by the competing thieves. Can the players come out on top?
D10=4:The players encounter a room filled with cursed objects, each one with its own unique and deadly effect. Can they steal these objects without succumbing to their dark powers?
D10=5:The players encounter a group of thieves who are on a mission to steal a powerful artifact from a rival thieves' den. They offer the players a cut of the loot if they help with the heist.
D10=6:A powerful and corrupt politician has been using the thieves den to hide their stolen treasures. The players must uncover and expose this information, while dealing with the consequences of crossing this influential figure.
D10=7:A notorious figure within the den, known for his deceit and betrayal, approaches the players and offers to hire them for a seemingly easy job. However, things are not as they seem, and the players must navigate a web of lies and danger.
D10=8:A thief sneaking snacks from the guildmaster's stash.
D10=9:A group of thieves has been hired by a rival kingdom to sabotage the players' quest. The players must uncover the thieves' plans and put a stop to their meddling.
D10=10:In a secluded chamber, artists and poets gather to express their aspirations for a better world. They ask the players to smuggle their works out and distribute them in the city above.
d100 = 24
D10=1:A thief casually flicking a stolen coin into the air and catching it.
D10=2:Someone repairs a broken lockpick.
D10=3:A mysterious curse has befallen the den, causing all their stolen treasures to turn to dust. The players must find the source of the curse and stop it before they lose all their ill-gotten gains.
D10=4:Someone plays a flute at an almost inaudible volume.
D10=5:A thief tracing a wanted poster of themselves on parchment.
D10=6:A group of travelers come to the den, seeking the help of skilled thieves to retrieve a stolen family heirloom. The players can accept the job or use the opportunity to steal the valuable item for themselves.
D10=7:Players find a den operated by a guild of thieves who have decided to use their skills for good. Their current mission is to redistribute wealth by robbing a corrupt noble and giving to the poor.
D10=8:As you enter a room, you see a group of thieves interrogating a captive from a rival gang. They ask for your assistance in extracting valuable information, but how far are you willing to go to obtain it?
D10=9:The players are invited to a lavish feast hosted by a rich and powerful thief who wants to recruit them as allies. However, the feast turns into a fight for survival when the players discover their host plans to poison them and take their belongings.
D10=10:You come across a room filled with exotic and dangerous animals, all kept by the thieves for security purposes. But one animal seems to have broken free from its cage and is now rampaging through the den. Can you tame the beast or defeat it?
d100 = 25
D10=1:You stumble upon a secret underground fighting ring, where thieves battle it out for bragging rights and valuable prizes. The reigning champion notices you and challenges you to a match.
D10=2:Two thieves secretly plotting to double-cross their guildmaster.
D10=3:The den is having a grand feast to celebrate their latest successful heists. The players are invited to join in the revelry, but will they let their guard down and forget about their missions in the midst of the festivities?
D10=4:In a back room of the den, a secret society of thieves meets to discuss their plans for taking over the city. Will the players join in and potentially gain power or report them to the authorities and risk retaliation?
D10=5:A rat scurries across the floor, causing a commotion.
D10=6:A thief outlining a plan for a complex heist.
D10=7:As you wander through the den, you come across a group of thieves practicing their archery skills, shooting arrows at targets and inanimate objects. They invite you to join in on the competition and even offer to teach you how to shoot with deadly accuracy.
D10=8:A powerful artifact has been stolen from a wizard's tower and the players are hired to retrieve it. Little do they know, the thief who stole it is actually a wizard themselves, using the artifact to enhance their powers.
D10=9:The players are invited to a lavish feast hosted by a rich and powerful thief who wants to recruit them as allies. However, the feast turns into a fight for survival when the players discover their host plans to poison them and take their belongings.
D10=10:A pack of playing cards scattered on the floor.
d100 = 26
D10=1:A group of rival adventurers stumble into the den, mistaking it for a treasure-filled dungeon. The players must decide whether to help them or take advantage of their mistake for their own gain.
D10=2:The players come across a group of thieves practicing their pickpocketing skills on unsuspecting passersby. They offer to teach the players their tricks for a share of the loot they acquire. Will the players take the risk and learn from these criminals?
D10=3:A group of thieves has been terrorizing a small village and the players are asked to help put an end to their crimes. However, the villagers are hiding a dark secret that may complicate the situation.
D10=4:You enter a room and find a group of thieves testing out various poisons and antidotes. They ask for your help in identifying an unknown poison, and if you can figure it out, they offer to give you some of their most effective poisons.
D10=5:A thief trying to decipher a complex riddle.
D10=6:A thief drawing caricatures of other thieves.
D10=7:The players come across a room filled with advanced and intricate traps, left by a previous thief who wanted to keep their treasures safe. Can they figure out how to disable the traps and claim the loot for themselves?
D10=8:The players encounter a group of thieves who have been cursed to tell the truth. They must come up with creative ways to gather information from the thieves, who are unable to lie.
D10=9:A thief showing off a new tattoo signifying their rank in the guild.
D10=10:A powerful and cunning thief has challenged the players to a game of wits. They must navigate through tricky riddles and puzzles to win, but failing means not only losing the game but also potentially losing their lives.
d100 = 27
D10=1:A group of thieves approach the players, asking for their help in smuggling a valuable artifact out of the city. But the job is risky and may result in the players being branded as criminals.
D10=2:A thief balancing on a beam, training for agility.
D10=3:A disgruntled former member of the thieves den approaches the players, seeking revenge on the group who betrayed him. He offers to help the players take down the den in exchange for their assistance.
D10=4:A former thief-turned-blacksmith is dedicated to creating the finest armor for those protecting the realm. She seeks rare metals and offers to forge unique armor pieces for the players.
D10=5:Inside a dimly lit room, the players come across a shadowy figure with a proposition. They have a powerful artifact that could be a valuable asset to the players, but at what cost?
D10=6:The players are approached by a former ally turned foe, now a renowned poisonmaster who offers them a toast. If they refuse, he unleashes 2d6 undead servants armed with poisoned weapons.
D10=7:A troupe of illusionists poses as ordinary thieves, trying to trick players into buying fake magical items. Realizing the deceit may result in a confusing and disorienting chase through the maze-like den.
D10=8:In a hidden room, you find evidence of a betrayal among the thieves' ranks. Will you use this information to your advantage or try to mediate the situation before it turns violent?
D10=9:Someone has a small journal where they draw sketches of the city layout.
D10=10:The sound of quiet sobbing leads the players to a room where a young thief is being held captive by their cruel and abusive leader. The players have the opportunity to either free the thief or leave them to their fate.
d100 = 28
D10=1:A thief reading an old scroll about ancient treasures.
D10=2:Players encounter a group of shadowy figures practicing their combat skills. They are training to defend their neighborhood against external threats and seek the players' expertise.
D10=3:A thief organizes small items into hidden compartments in their gear.
D10=4:A group of thieves challenges the players to an elaborate game of cat and mouse throughout the city. The goal? Steal a valuable item from each other without getting caught. Can the players outsmart their opponents and come out as the ultimate thieves?
D10=5:A famous bard is performing in the den, but her music has a hypnotic effect on the thieves, causing them to fall into a deep slumber. The players must find a way to break the spell before they become the next victims.
D10=6:Players find a den operated by a guild of thieves who have decided to use their skills for good. Their current mission is to redistribute wealth by robbing a corrupt noble and giving to the poor.
D10=7:A thief offers to teach you how to pick pockets in exchange for your help in practicing on unsuspecting victims. Will you take advantage of the opportunity or turn against the thief?
D10=8:A powerful and respected member of the thieves' guild offers the players a favor in exchange for their assistance in a dangerous mission. Will they accept the mysterious figure's offer, and if so, what will the favor entail?
D10=9:Someone patches up a cloak that nearly got ruined by a chase.
D10=10:A thief stitching a wound on their own arm.
d100 = 29
D10=1:The players are approached by a group of thieves who claim to be from the future and have valuable information about upcoming heists. Are they being truthful, or is this all part of a bigger scheme?
D10=2:A thieves' guild leader reveals their plan to expose a corrupt city official. They employ the players to help gather evidence, promising a share of the reward and the official's downfall.
D10=3:The players encounter a room filled with mirrors that reflect their worst fears and insecurities back at them. Can they break through the illusions and retrieve the valuables hidden within?
D10=4:A thief carefully rolling up a length of rope.
D10=5:While exploring the den, the players come across a room filled with rare and valuable artifacts. However, these items are locked behind a complex puzzle. Can the players solve it and claim these treasures for themselves?
D10=6:You enter a room and find a group of thieves testing out various poisons and antidotes. They ask for your help in identifying an unknown poison, and if you can figure it out, they offer to give you some of their most effective poisons.
D10=7:A thief carefully folding a piece of cloth to hide a stolen item.
D10=8:The players are offered a chance to participate in a high-stakes gambling game where thieves bet with their stolen loot. However, the game is rigged, and the players must use their skills to come out on top.
D10=9:A heated game of dice is underway in the center of the den.
D10=10:You stumble upon a group of thieves planning a heist on a wealthy noble's estate. Will you join in on the scheme or try to foil their plans?
d100 = 30
D10=1:A thief reading an old scroll about ancient treasures.
D10=2:The players encounter a group of thieves who have been cursed to forever be stuck in their current form - as animals. Can the players help break the curse or will they have to deal with some very clever animal thieves?
D10=3:You encounter a trap set by a group of thieves trying to protect their hideout. Will you disarm the trap and try to gain their trust or ignore it and risk their hostility?
D10=4:A thief trying to wiggle out of tight bindings to improve escape skills.
D10=5:A group of thieves challenge the players to a high-stakes game of chance. Will they risk their own wealth and possessions to try and win bigger rewards?
D10=6:As you wander through the den, you come across a group of thieves practicing their archery skills, shooting arrows at targets and inanimate objects. They invite you to join in on the competition and even offer to teach you how to shoot with deadly accuracy.
D10=7:In the treasure room, a magical item that can grant a single wish is on display. But beware, for it may come with a heavy price. Will the players risk making a wish or leave the item untouched?
D10=8:While searching the den, the players come across a secret passage that leads to a hidden room. Inside, they find a group of thieves who are secretly werewolves, looking for a way to break their curse. Will they help or turn their backs on them?
D10=9:An underground tunnel system within the den collapses, trapping various guild members. Players must organize a rescue while avoiding triggering further cave-ins.
D10=10:A thief practicing sign language with another thief.
d100 = 31
D10=1:A thief just back from a job counts a handful of stolen rings.
D10=2:You see a single thief sitting in a corner, surrounded by piles of gold and jewels. He seems to be completely oblivious to his surroundings, deeply immersed in counting his treasure. Will you take advantage of this opportunity to swipe some of his loot, or try to strike up a bargain with him?
D10=3:A friendly group of thieves invite the players to join them for a drink at the local tavern. They share their favorite heist stories and offer tips and tricks for successful thievery.
D10=4:A thief designs a flag emblem for their secret hideout.
D10=5:Someone sharpens an already sharp dagger.
D10=6:A rival thieves guild has infiltrated the den and is trying to take over. The players must choose whether to side with their fellow thieves or betray them and side with the rival guild.
D10=7:The players are ambushed by a group of thieves who seem to be under a spell that forces them to steal from innocent people. The players must find the source of the spell and put an end to it.
D10=8:The den is suddenly visited by an eccentric, powerful wizard who demands the return of an item stolen from him. Players must figure out who has it and orchestrate its return—or suffer the unpredictable wrath of the wizard.
D10=9:As the players make their way through the den, they stumble upon a hidden underground arena where thieves compete in fighting rings to prove their strength and dominance. Will they join in the fights or risk losing the respect of the thieves around them?
D10=10:A master thief teaching apprentices the art of disguise.
d100 = 32
D10=1:The players hear rumors of a secret treasure room hidden within the den, filled with unimaginable wealth. However, to access the room, they must navigate through a maze of traps and solve riddles left by the den's founders, all while being pursued by rival gangs who also want the treasure.
D10=2:A group of thieves has set up a game of hide and seek, using the entire den as their playing field. They invite you to participate and promise a valuable prize to the winner.
D10=3:A rival thieves guild has infiltrated the den and is trying to take over. The players must choose whether to side with their fellow thieves or betray them and side with the rival guild.
D10=4:As the players explore the den, they come across a private room where thieves are training in combat and stealth. Will they try to join this elite group or find out their secrets and potentially use them against the thieves' guild?
D10=5:A group of thieves offer to teach you the art of disguise. They provide you with costumes and props and take you on a mission where you have to blend in and steal a valuable item.
D10=6:The players are invited to a high-stakes game of cards by a charismatic thief. However, they soon realize that the deck is rigged in the thief's favor. Can they outsmart their cunning opponent and come out on top?
D10=7:The sound of quiet sobbing leads the players to a room where a young thief is being held captive by their cruel and abusive leader. The players have the opportunity to either free the thief or leave them to their fate.
D10=8:A group of thieves is being chased by a group of guards, and they beg the players to create a distraction so they can escape. However, the guards are also willing to pay handsomely for information on the thieves' whereabouts. Do the players help the thieves, betray them for the reward, or stay neutral?
D10=9:A small gathering of thieves playing a dice game.
D10=10:As you explore the den, you come across a room filled with valuable artwork. The thieves ask for your opinion on which pieces to steal, as they can only take a limited amount with them. Will you help them or try to steal a piece for yourself?
d100 = 33
D10=1:A thief organizes their coins by size, making them easier to carry.
D10=2:A thief hiding a stolen letter under the floorboards.
D10=3:A couple of thieves are planning an upcoming heist over a crudely drawn map.
D10=4:Thieves casting lots to decide who takes the lead on the next heist.
D10=5:A thief practicing their silent movement techniques.
D10=6:In the middle of a busy street, the players witness a group of thieves performing a well-coordinated distraction while their comrades rob a wealthy merchant. Will the players intervene or let the thieves get away with the loot?
D10=7:In the den's sewers, the players encounter a group of thieves known as the "sewer rats." They are ruthless and cunning, and the players must find a way to get past them to reach their goal.
D10=8:A thief trying on different disguises in front of a cracked mirror.
D10=9:The players stumble upon a secret passage that leads to a secret vault filled with stolen treasures. However, a powerful magical seal is protecting the vault, and the players must figure out a way to bypass it.
D10=10:A mentor teaches a new recruit how to speak Thieves' Cant.
d100 = 34
D10=1:Someone attempts to balance on a single toe, boasting agility.
D10=2:As the players enter a room, they are suddenly surrounded by mirrors and faced with their own reflections, but one of their reflections is actually a masked thief who has been mimicking their every move. Can they find out who the imposter is before it's too late?
D10=3:A thief doodling on a piece of parchment.
D10=4:The players discover a hidden vault, protected by a powerful spell. They must find a way to break the spell and steal the priceless treasures within.
D10=5:The players come across a group of thieves attempting to steal a rare and valuable magical item. They must decide whether to help the thieves or stop them and claim the item for themselves.
D10=6:In the den's prison, the players come across a fellow adventurer who has been captured by the thieves. They must come up with a plan to break them out before they become the thieves' next victim.
D10=7:The den's leader has an important mission for the players. They must masquerade as wealthy nobles and infiltrate a fancy ball to steal important documents from the guests. Can they blend in with the rich and powerful without raising suspicion?
D10=8:A group of thieves are holding a contest to see who can steal the most items from the den. They invite the players to join in, but the real challenge may be stealing from the other thieves.
D10=9:Players encounter a room where the floors and walls are stained with layers of dried blood. The room is infused with necrotic magic, causing any wounds sustained here to fester and multiply. Wounded undead rise from the shadows to attack.
D10=10:While exploring a dungeon, the players encounter a group of thieves who seem to be trapped. They claim that they were double-crossed by their leader and need the players' help to escape. Will the players trust them?
d100 = 35
D10=1:The players stumble upon a secret room hidden behind a bookshelf, filled with stolen magical relics. However, the room is also protected by powerful spells and traps. Will they risk it all to claim the treasures inside?
D10=2:Two thieves practicing their sleight-of-hand techniques.
D10=3:A thief experimenting with different types of ink for forged documents.
D10=4:A thief drunkenly boasting about their latest score.
D10=5:In a back room of the den, a secret society of thieves meets to discuss their plans for taking over the city. Will the players join in and potentially gain power or report them to the authorities and risk retaliation?
D10=6:The den is under attack by a group of powerful, magical creatures. The players must work with the thieves to defend their home and protect their treasures.
D10=7:In a dark and secluded corner of the den, a group of thieves are conducting a ritual to summon a powerful demon that they plan to use for their own gain. Will you stop them or potentially gain a powerful ally?
D10=8:The players are tasked with tracking down a rogue thief who has been stealing from members of the den and selling the items to rival gangs. However, when they catch up to the thief, they realize that they are doing it to save their sick child and must make a difficult decision.
D10=9:A bard in the den is singing a song that tells the story of a great heist that took place years ago. The players can choose to listen and learn valuable information about the den's history, or they can ignore it and potentially miss out on hidden secrets.
D10=10:A plan to rob a merchant caravan spread out on a table.
d100 = 36
D10=1:As you walk through the den, you hear a man frantically searching for his missing ring. Will you help him find it or try to steal it for yourself?
D10=2:A thief packing dried meat and bread for another long night out.
D10=3:The players are invited to a lavish and extravagant party held by the leader of the thieves' guild. However, they soon realize that the party is a cover for a secret and dangerous meeting.
D10=4:A strange creature has taken up residence in the den, casting spells and causing chaos. The players must find a way to either defeat the creature or convince it to leave peacefully.
D10=5:A wandering minstrel wanders into the den, attempting to sell his talents to the thieves for a price. But his songs are more than they seem, and the players must decipher their hidden meanings before it's too late.
D10=6:A hidden periscope allows players to spy on a massive, secret gambling ring. Joining the high-stakes game could win them riches or drag them into a world of underground crime and intrigue.
D10=7:A mysterious benefactor visits the den, offering a tempting job with a large payout. But the job may be more dangerous than it seems, and the players must trust their instincts.
D10=8:Thieves grudgingly sharing stories of failed heists.
D10=9:A thief learning about different types of locks.
D10=10:A group of thieves offer to pay the players to retrieve a particular item from their rival den. But when they arrive, they realize that the item is actually a person - can they complete the job or find a way to save the captive?
d100 = 37
D10=1:A group of thieves have set up a betting pool, predicting the outcome of a high-stakes heist happening in the nearby city. They invite you to join in and place your own bets, offering insider information to sway your decision.
D10=2:A fiercely loyal guard dog protects the treasury of the den, and the players must find a way to distract or subdue it in order to gain access to the treasure.
D10=3:A band of thieves dressed in fake guard uniforms attempt to rob the players and steal their weapons. However, if the players catch on to their disguise, they can turn the tables and gain valuable information about the rival gang who hired them.
D10=4:A thief tracks recent heists on a map, marking successes and close calls.
D10=5:A thief arranging stolen books on a makeshift shelf.
D10=6:The den houses a secret recording studio where former thieves create empowering and hopeful music. They ask players to help distribute their new album, which aims to inspire change.
D10=7:A young thief has just discovered a letter from a family member thought lost. She shares her joy with the players and asks for their help in finding her long-lost sibling.
D10=8:In a dark corner of the den, a group of thieves are practicing their stealth skills, sneaking past traps and guards. They invite you to join their training and even offer to teach you some of their tricks.
D10=9:A thief listening to rumors about the next big heist opportunity.
D10=10:While exploring the den, the players stumble upon a group of thieves mourning the death of a comrade who died during a failed heist. Will the players offer their condolences or use this as an opportunity to gain information or loot from the grieving thieves?
d100 = 38
D10=1:A group of thieves are gathering in a circle, surrounding a fire and sharing stories of their best heists. They invite you to tell your own tale, promising to share some of their secrets if your story impresses them.
D10=2:A thief attempting to mend torn leather armor.
D10=3:As you explore, you find a group of thieves playing a game of darts. They invite you to join, but it's not just a friendly competition. The darts are coated in a powerful poison and the goal is to land a dart closest to your opponent's heart. Will you take the risk?
D10=4:A thief shaving with a very sharp, shiny dagger.
D10=5:A nervous-looking novice thief is practicing picking a lock in the corner.
D10=6:Two thieves engage in an arm-wrestling contest to prove strength.
D10=7:Two thieves discussing the best way to bypass a guard patrol.
D10=8:The players encounter a group of thieves who have gone rogue and are now attempting to overthrow the leader of the den. The players must choose whether to side with the rebels or protect the current leader.
D10=9:A group of thieves who were once your rivals now seek your aid in a task too risky for them to handle alone. Will you accept their offer and work together, or will old grudges get in the way?
D10=10:The players are offered a chance to become part of an elite group of thieves who specialize in stealing magical items from powerful mages and wizards. However, they must first pass a series of deadly tests to prove their worth.
d100 = 39
D10=1:A thief polishing a set of stolen silverware.
D10=2:A thief hiding a stolen document in a secret compartment of a table.
D10=3:A master thief teaching apprentices the art of disguise.
D10=4:A thief showing off a new piece of stolen art.
D10=5:The den is buzzing with rumors of a spy within their midst. The players must sift through the chaos and figure out who the traitor is before it's too late.
D10=6:Someone offers up gambling tips to newcomers, gaining approval from veterans.
D10=7:A thief gets new boot soles from stolen leather.
D10=8:The players discover a hidden theater where thieves perform plays and musicals that promote social change. They invite the players to join the next production or help with stage management in exchange for tickets to the show.
D10=9:A mysterious stranger offers to sell the players a powerful magical item, but it comes with a hefty price tag. However, rumors say the item may be cursed and bring bad luck to its owner.
D10=10:In a dark corner of the den, a group of thieves are interrogating a captured rival thief in hopes of gaining valuable information. They ask for your help in extracting information and offer to share the spoils of their upcoming heist with you.
d100 = 40
D10=1:An herbalist who was once a master pickpocket seeks rare plants for her remedies. She offers to share her knowledge and potions with the players if they help in her search.
D10=2:A member of the thieves' guild asks the players to distract a rival faction while they pull off a heist. Can the players successfully create a diversion and avoid getting caught themselves?
D10=3:A halfling thief sits on a high stool, surrounded by books and maps. He introduces himself as the den's historian and offers to sell you valuable information about the den's past and potential jobs.
D10=4:Players encounter an eccentric trickster who offers to trade them valuable items—but only if they can solve a series of increasingly bizarre puzzles or games. Failing might enrage the trickster.
D10=5:A thief inspects a piece of exquisite silverware, its origins a curiosity.
D10=6:A group of thieves, disguised as traveling performers, are putting on a show in the den. The players must determine if they are legitimate performers or if they are using the performance as a cover for their thieving activities.
D10=7:The players are tasked with retrieving a precious heirloom from a wealthy noble's mansion. But upon entering, they realize the mansion is haunted by vengeful spirits, making their mission much more complicated.
D10=8:A thieves' den is found to be a sanctuary for magical creatures harmed by poachers. The players are asked to help relocate these creatures to a safer environment.
D10=9:A thief drunkenly boasting about their latest score.
D10=10:A secret meeting is taking place between two rival guild leaders in an attempt to broker a peace agreement. But it quickly turns violent and the players must intervene to prevent a bloodbath.
d100 = 41
D10=1:A famous bard is performing in the den, drawing in a large crowd. However, it is revealed that the bard is also a master pickpocket, and the players must try to catch them in the act.
D10=2:Someone brings in a healer for an injured member of the crew.
D10=3:As the players are walking through the den, they see a large group of thieves gathered around a skilled magician who is offering to teach them new tricks and illusions to aid in their heists. The players are offered the chance to learn as well.
D10=4:You enter a room and find a group of thieves testing out various poisons and antidotes. They ask for your help in identifying an unknown poison, and if you can figure it out, they offer to give you some of their most effective poisons.
D10=5:A group of thieves are part of an underground network, providing information and assistance to other thieves in the city. They ask for your help in gathering intel for their next heist, promising a cut of the profits if successful.
D10=6:A rival thieves guild has infiltrated the den and is trying to take over. The players must choose whether to side with their fellow thieves or betray them and side with the rival guild.
D10=7:A thief doodles fake noble crests in the margins of a stolen ledger.
D10=8:A thief fiddling with a ring of skeleton keys.
D10=9:A powerful artifact is being guarded in a heavily fortified temple, and the players are hired by a group of thieves to find a way to sneak in and steal it. However, the artifact is also being sought after by a group of ruthless mercenaries.
D10=10:A group of thieves offer to teach you how to blend in with different social classes in exchange for your help in a heist. Will you take the opportunity to learn or use the chance to gather intel for yourself?
d100 = 42
D10=1:A group of thieves offers the players a chance to join their organization, claiming that their heists are always successful due to their use of magical spells. However, the players soon discover the spellcasters may not have the best intentions.
D10=2:While exploring the den, the players stumble upon a room filled with masks of different animal faces. However, when they put on a mask, they are transformed into an animal for a limited time and must navigate through the den in this new form.
D10=3:The players are hired by a group of thieves to protect their hideout while they are away on a dangerous heist. However, it turns out the thieves are actually being set up and the players must defend the den from a rival gang's attack.
D10=4:As you make your way through the den, you come across a group of thieves who specialize in stealing from other thieves and double-crossing their own partners. They ask for your help in a scheme, but can they be trusted?
D10=5:A fully-stocked armory awaits the players, guarded by a formidable group of thieves. Can they sneak in and steal some valuable weapons and armor without getting caught?
D10=6:A group of thieves are planning an elaborate heist on a castle, and they want the players' help. The catch? The castle is heavily guarded by trained guards and intricate magical defenses.
D10=7:The players come across a puzzle room, where they must find hidden clues and solve riddles to unlock a mysterious treasure hidden within.
D10=8:As you explore the den, you come across a group of thieves who are trying to figure out a way to break their leader out of prison. They ask for your help in devising a plan and executing it.
D10=9:In a dark corner of the den, a group of thieves are interrogating a captured rival thief in hopes of gaining valuable information. They ask for your help in extracting information and offer to share the spoils of their upcoming heist with you.
D10=10:Players spot a hooded figure swapping between shadowy stilts, moving with inhuman speed. This is none other than "Shade," the guild's most feared enforcer. If pursued, Shade disappears into the shadows, leaving deadly traps in his wake.
d100 = 43
D10=1:In a hidden room, the players find a group of thieves planning a daring escape from the city. Will they join in on the escape or turn in the thieves for a hefty sum of gold?
D10=2:You enter a room and find a group of thieves trying to crack a secret code that will open a locked chest. They ask for your help, and if you can decipher the code, they promise to give you a share of the loot inside.
D10=3:A thief showing off a newly acquired, intricate piece of jewelry.
D10=4:A thief teaching another how to walk silently.
D10=5:Seated around a fire, a group of thieves discuss their plans to rebuild their community by repurposing their ill-gotten gains into funding for a new school. They seek the players' advice and assistance in ensuring the project’s security.
D10=6:A small gathering of thieves playing a dice game.
D10=7:A secret meeting is taking place between two rival guild leaders in an attempt to broker a peace agreement. But it quickly turns violent and the players must intervene to prevent a bloodbath.
D10=8:Someone brews some potent coffee in a corner, filling the den with its strong aroma.
D10=9:A group of thieves has been cursed by a powerful artifact, causing them to age rapidly. They offer a handsome reward to anyone who can retrieve the artifact and break the curse.
D10=10:A mysterious cloaked figure is being chased by a group of angry townsfolk, accusing them of being a notorious thief who has been terrorizing the city. Do the players help the figure escape or capture them for the reward money?
d100 = 44
D10=1:The players see a group of thieves in the middle of a heated debate over a stolen artifact. It turns out that one of them plans to betray the group and keep it all for themselves. Can you figure out who it is before they make their move?
D10=2:The players are tasked with stealing a powerful magical artifact from the thieves' den, but little do they know, the thieves have also hired their own group of adventurers to protect it.
D10=3:A group of thieves are holding an underground auction, selling off valuable treasures and artifacts. They invite you to bid on some items, but the prices quickly skyrocket as other interested parties join in.
D10=4:A group of thieves are planning an elaborate heist on a castle, and they want the players' help. The catch? The castle is heavily guarded by trained guards and intricate magical defenses.
D10=5:The players are hired to protect a group of merchants traveling through the den. But the merchants may not be as innocent as they seem, and the players must decide whether to fulfill their task or turn against their employers.
D10=6:Two thieves sparring with wooden swords.
D10=7:The thieves' guild receives a letter from a former member turned informant. The players must go undercover and gather information to find out who the informant is and take them out before they can cause any harm.
D10=8:The players come across a group of thieves holding a trial for one of their own. The accused claims to be innocent, but the evidence against them is strong. Will the players intervene and potentially help the truly innocent or let the den's justice system take its course?
D10=9:A group of thieves are practicing their lockpicking skills on a variety of locks, from the simple to the complex. They challenge the players to a friendly competition to see who can pick the most locks the quickest.
D10=10:A thief studying a stolen map of a noble's estate.
d100 = 45
D10=1:As you enter a room, you are hit with a barrage of illusions and traps. The thieves den is known for its advanced security, and you must use your wits to navigate through the tricky obstacles.
D10=2:Inside a luxurious room, the players meet a wealthy patron of the thieves' den who hires them for a dangerous heist. But the patron may have ulterior motives and use the players as scapegoats for their own crimes.
D10=3:A thief practicing their pickpocketing skills on a dummy.
D10=4:The players come across a room filled with enchanted objects and artifacts, guarded by a magical lock. Can they solve the intricate puzzle and claim the treasures within, or will they trigger a deadly trap?
D10=5:A group of thieves challenges you to a game of chance, but they use loaded dice and try to cheat their way to victory. Will you catch their trickery and confront them or let them win and avoid conflict?
D10=6:The den opens into an underground arena where 1d4 vicious gladiators fight to the death for the amusement of the thieves' hierarchy. The players are forced to participate, fighting both the gladiators and insidious traps.
D10=7:The den is visited by a notorious collector who offers to buy stolen goods from the players for a handsome price. However, it becomes clear that the collector has a dark secret and may have sinister plans for the stolen items.
D10=8:As the players enter the den, they spot a group of thieves in the corner huddled around a table with a deck of cards. They invite the players to join in on a friendly game of gambling, but little do they know, the stakes may be higher than they think.
D10=9:A thief carefully storing a bottle of valuable poison.
D10=10:The players come across a group of thieves attempting to steal a powerful magical artifact. However, the artifact is cursed and anyone who touches it becomes possessed by its dark powers. The players must either help the thieves or stop them from unleashing this dangerous relic into the world.
d100 = 46
D10=1:A thief with the ability to turn invisible sneaks into the den, causing mischief and stealing from other thieves. The players must find and stop the invisible thief before they wreak too much havoc.
D10=2:A group of thieves has been smuggling illegal goods into the city, but they are being hunted down by a ruthless enforcer. The players must decide whether to help the thieves escape or turn them in for a reward.
D10=3:A powerful wizard visits the den and offers to teach the players rare and powerful spells in exchange for a favor. The favor turns out to be a daring heist that involves breaking into the wizard's own tower.
D10=4:In a dark and secluded corner of the den, a group of thieves are conducting a ritual to summon a powerful demon that they plan to use for their own gain. Will you stop them or potentially gain a powerful ally?
D10=5:A wealthy nobleman pays a visit to the den, offering a large sum of gold to anyone who can steal back a family heirloom that was stolen from him. However, he also warns the players that the item is cursed and should not be touched.
D10=6:Someone attempts to balance on a single toe, boasting agility.
D10=7:In a hidden room, you find a group of thieves practicing their sword fighting skills. They invite you to join in on their training or challenge you to a friendly duel.
D10=8:A notorious figure within the den, known for his deceit and betrayal, approaches the players and offers to hire them for a seemingly easy job. However, things are not as they seem, and the players must navigate a web of lies and danger.
D10=9:A thief carefully cataloging a pile of stolen gems.
D10=10:A ghastly silence pervades the area as the players find themselves in the lair of a vampire rogue specializing in mind control and shadow manipulation. His servants, dominated and lifeless, attack with unearthly vigor.
d100 = 47
D10=1:A group of thieves has kidnapped a member of the ruling council, and the players are asked to rescue them. But things are not as they seem, and the players may be caught in the middle of a political power struggle.
D10=2:Two thieves practice combat with blunt weapons.
D10=3:The players are approached by a wealthy merchant who wants them to help him steal a valuable item from a thieves' den. He offers an enticing reward, but the players must be careful not to get caught by the thieves.
D10=4:An elegantly dressed merchant offers a bargain too good to be true. Accepting the deal embroils players in a complex web of deceit, false identities, and magical trickery.
D10=6:As the players wander through the den, they come across a room filled with magical traps. They must figure out how to disable the traps and claim the valuable loot inside.
D10=7:The players come across a group of thieves who are planning to betray the guild and start their own organization. Will they inform the den's leader and potentially earn a reward or join in on the mutiny and carve out their own path?
D10=8:The den is hosting a fight club, and the players are invited to participate. But the fights are not just for entertainment, and the stakes may be higher than they realize.
D10=9:A group of rival thieves has infiltrated the den, causing chaos and trying to take over. The players must find a way to stop them before they destroy everything the den stands for.
D10=10:A powerful magical artifact has been stolen from a nearby wizard, and he offers a reward to anyone who can retrieve it for him. The players must navigate through the den to find the thief and the artifact before someone else does.
d100 = 48
D10=1:As you walk through the den, you come across a group of thieves playing a game of dice, with precious gems as their betting chips. They invite you to join in, promising a cut of the winnings if you play well.
D10=2:An alchemist offers bizarre and unpredictable potions for a discount. Drinking them could lead to short-term gains, strange transformations, or temporary curses.
D10=3:A thief practicing to be a better storyteller for undercover work.
D10=4:A thief studying arcane scrolls, hoping to learn some magic.
D10=5:A thief offers to teach you how to pick pockets in exchange for your help in practicing on unsuspecting victims. Will you take advantage of the opportunity or turn against the thief?
D10=6:One of the thieves takes a special interest in you and challenges you to a game of wits, asking you riddles and puzzles. If you can solve them all, they offer to teach you a valuable thieving technique.
D10=7:A group of thieves from a foreign land enters the den, seeking to steal valuable artifacts and take them back to their homeland. The players must decide whether to compete or ally with them.
D10=8:A group of thieves challenges the players to a game of charades, where the players must use their gestures and acting skills to communicate the location of a hidden treasure. However, not all of the thieves may be playing fair.
D10=9:The players are hired by a wealthy nobleman to infiltrate the den and retrieve a stolen family heirloom. But once they are inside, they realize the thief is someone they know. Will they turn them in or keep the secret to themselves?
D10=10:A thief practicing hand signals for silent communication.
d100 = 49
D10=1:A grotesque surgeon thief uses necromancy to graft monster parts onto his body. The ghoul-like minions he has created assist him in combat, their bodies nightmarish combinations of various creatures and undead.
D10=2:A thief carefully storing an intricate piece of jewelry.
D10=3:A grizzled veteran teaching a novice how to detect traps.
D10=4:You come across a group of thieves who are attempting to steal a valuable painting from a wealthy merchant's home. They ask for your help in distracting the guards while they carry out their heist.
D10=5:The players are challenged to a race by a group of thieves, using their superior agility and skills to navigate through a dangerous obstacle course set up throughout the den.
D10=6:Two thieves practicing silent communication using hand signals.
D10=7:As the players explore the den, they come across a group of thieves performing a ritual to gain the favor of a powerful deity. They must choose whether to aid the thieves in their quest for divine assistance or stop them before they unleash chaos.
D10=8:A thief organizes small items into hidden compartments in their gear.
D10=9:You enter a room and find a group of thieves trying to crack a secret code that will open a locked chest. They ask for your help, and if you can decipher the code, they promise to give you a share of the loot inside.
D10=10:You find a room filled with valuable jewels and treasure, guarded by a ferocious guard dog. Will you try to sneak past it or find a way to tame the beast?
d100 = 50
D10=1:The den is visited by a notorious collector who offers to buy stolen goods from the players for a handsome price. However, it becomes clear that the collector has a dark secret and may have sinister plans for the stolen items.
D10=2:A thief carefully packing stolen goods into a sack.
D10=3:A powerful and respected member of the thieves' guild offers the players a favor in exchange for their assistance in a dangerous mission. Will they accept the mysterious figure's offer, and if so, what will the favor entail?
D10=4:The players are approached by a spy disguised as a fellow thief who offers to share information about upcoming heists in exchange for their help in a dangerous infiltration mission.
D10=5:You see two thieves arguing over a stolen artifact, each claiming the other is lying about its true value. You must decide who to believe and potentially help one thief make off with a valuable item.
D10=6:A thief marks the height of different members on the den wall.
D10=7:A thief drawing caricatures of other thieves.
D10=8:Someone braids colorful thread into a friendship bracelet.
D10=9:A group of thieves offer to teach you the art of disguise. They provide you with costumes and props and take you on a mission where you have to blend in and steal a valuable item.
D10=10:A thief teaching another how to walk silently.
d100 = 51
D10=1:Two thieves cleaning their gear in preparation for a heist.
D10=2:A thief showing off a newly acquired magical ring.
D10=3:A thief making sketches of different city layouts.
D10=4:The sound of clinking coins draws the players into a hidden gambling den within the thieves' den. They can try their luck at various games of chance, but must be careful not to lose all of their gold to the skilled swindlers.
D10=5:A thief humming an old thief song softly under their breath.
D10=6:An elite guard challenges the players to a series of stealth-based trials. Winning earns them valuable favor within the den, but failure may lead to a series of traps or humiliating consequences.
D10=7:A nervous-looking novice thief is practicing picking a lock in the corner.
D10=8:As you explore the den, you stumble upon a hidden room filled with valuable treasures. But it's guarded by a cunning trap that must be disarmed before the players can claim their loot.
D10=9:The players encounter a group of thieves attempting to break into a heavily guarded vault. They must choose whether to help the thieves succeed or stop them and potentially gain access to the vault themselves.
D10=10:A thief sorting through a sack of stolen goods.
d100 = 52
D10=1:A group of thieves are in the middle of a heated argument over how to spend the stolen treasure. The players can either help them come to a compromise or use the distraction to steal the treasure for themselves.
D10=2:In a room full of disguised thieves, the players must figure out who is the true leader of the den. But the thieves are skilled at deception and may try to trick the players.
D10=3:A group of thieves challenges the players to a game of wit and intelligence. The prize? A valuable map to a hidden treasure guarded by a powerful dragon.
D10=4:A thief practicing their sleight-of-hand with stolen trinkets.
D10=5:A plan to rob a merchant caravan spread out on a table.
D10=6:You stumble upon a group of thieves who have been cursed to always speak in riddles. Will you try to solve their puzzles and potentially gain valuable information or ignore their cryptic messages?
D10=7:A thief tracks recent heists on a map, marking successes and close calls.
D10=8:A thief carving a set of runes into a piece of wood.
D10=9:A group is counting coins and arguing about everyone getting a fair share.
D10=10:A group of traveling performers enters the den, offering a distraction from the thieves' daily activities. But not everyone is entertained, and a fight may break out if the players aren't careful.
d100 = 53
D10=1:The players find themselves ambushed by a street gang of cutthroats and brigands armed with enchanted weapons and vials of acid. The fight is brutal, with gang leaders showcasing their merciless street-fighting skills.
D10=2:A thief hiding a small notebook filled with coded messages.
D10=3:The den's walls are lined with various wanted posters for notorious thieves. However, one poster stands out - it's your face on it! You must either prove your innocence or make a quick escape before the other thieves turn on you.
D10=4:In a dimly lit room, a group of thieves are testing out new gadgets and gizmos that they have created to aid in their thievery. They offer to sell you their latest inventions at a discounted price.
D10=5:A pack of playing cards scattered on the floor.
D10=6:A thief polishing a stolen silver goblet.
D10=7:Two thieves sparring with wooden swords.
D10=8:The players come across a room filled with enchanted objects and artifacts, guarded by a magical lock. Can they solve the intricate puzzle and claim the treasures within, or will they trigger a deadly trap?
D10=9:You come across a group of thieves who are having a heated discussion about the division of loot from their last successful heist. They ask for your unbiased opinion on how to split the spoils fairly.
D10=10:The players are invited to a luxurious banquet hosted by the thieves' guild. However, they soon realize that the guests are being subtly pickpocketed by the guild's members. Will they join in on the fun or try to stop the thievery?
d100 = 54
D10=1:The players come across a group of thieves who possess rare and valuable information about a powerful artifact. But the thieves will not part with their knowledge easily, and the players must find a way to outsmart them.
D10=2:A thief humming an old thief song softly under their breath.
D10=3:A nervous new recruit getting hazed by veteran thieves.
D10=4:Players encounter a group of shadowy figures practicing their combat skills. They are training to defend their neighborhood against external threats and seek the players' expertise.
D10=5:A group of thieves are holding a trial for a supposed traitor within their ranks. The players are asked to serve as judges and must listen to both sides and make a decision on the thief's fate.
D10=6:A group of traveling performers enters the den, offering a distraction from the thieves' daily activities. But not everyone is entertained, and a fight may break out if the players aren't careful.
D10=7:The players are invited to a lavish feast hosted by a rich and powerful thief who wants to recruit them as allies. However, the feast turns into a fight for survival when the players discover their host plans to poison them and take their belongings.
D10=8:While exploring the den, the players come across a group of thieves who have turned to necromancy to bring back their deceased leader. The players must either help them complete the ritual or stop them before they unleash a powerful undead thief upon the world.
D10=9:Thieves arguing over who has the best hiding spot in the city.
D10=10:A thief is creating an intricate mosaic using smashed pieces of colored glass.
d100 = 55
D10=1:The players encounter a group of thieves who have been cursed to tell the truth. They must come up with creative ways to gather information from the thieves, who are unable to lie.
D10=2:A thief gazing out of a small window, lost in thought.
D10=3:A group of thieves has been using a powerful illusionist to create fake versions of currency and valuables. The players must find a way to detect the illusions and put an end to the thieves' scam.
D10=4:A group of thieves has been cursed by a powerful artifact, causing them to age rapidly. They offer a handsome reward to anyone who can retrieve the artifact and break the curse.
D10=5:A group of thieves has been hired to steal a valuable magical ingredient from a secluded temple. The players can either stop them or help them complete the job.
D10=6:You enter a room and find a group of thieves using disguises to sneak into a high-security location. They ask for your help in creating the perfect disguise, promising to share their tactics and secrets with you.
D10=7:One of the thieves in the den has been betrayed by their own crew and is seeking revenge. They ask the players to help them take down their former partners in crime in exchange for a share of the loot.
D10=8:A room filled with eldritch sigils suddenly twitches and groans, revealing the presence of 1d6 animated corpses bound to serve a necromancer. They fight with unnatural strength and resilience, their eyes glowing with an eerie light.
D10=9:A member of the thieves' guild asks the players to distract a rival faction while they pull off a heist. Can the players successfully create a diversion and avoid getting caught themselves?
D10=10:You stumble upon a secret chamber where a group of thieves are performing surgery on a fellow thief, who has been grievously wounded in a heist gone wrong. Will you assist them and earn their trust, or will you take the opportunity to steal their valuable medical supplies?
d100 = 56
D10=1:In a secret chamber, a group of thieves are conducting a dark ritual to summon a powerful demon. The players must figure out a way to stop the ritual before the demon is unleashed upon the world.
D10=2:A charismatic and charming thief tries to recruit one of the players to join their gang. However, the rest of the group suspects ulterior motives and must decide whether to support their comrade or confront the would-be recruiter.
D10=3:A group of thieves challenges the players to a daring race through the city, with the winner gaining a valuable prize. However, the race is filled with obstacles and traps set up by the competing thieves. Can the players come out on top?
D10=4:Players see a tall elf with a cold demeanor. He introduces himself as a skilled assassin and challenges the players to a game of skill and stealth. If they win, they gain his respect and potentially an ally, but if they lose, he demands a hefty payment for wasting his time.
D10=5:Players find a hidden library room with dusty old scrolls revealing ancient and forbidden heists. Reading them is thirsty work and also instantly marks them for surveillance by the den's archivist.
D10=6:A group of acrobatic thieves-turned-performers plans a spectacular show to raise funds for a local charity. They invite the players to participate or provide security for the event.
D10=7:The players stumble upon a group of thieves who have been cursed to constantly tell the truth. They may provide valuable information, but their blunt honesty may also get them into trouble.
D10=8:The players come across a group of thieves practicing their pickpocketing skills on unsuspecting passersby. They offer to teach the players their tricks for a share of the loot they acquire. Will the players take the risk and learn from these criminals?
D10=9:A thief using a threadbare rag to clean a gem.
D10=1:A mysterious stranger with a dark aura offers the players a chance to join their elite group of assassins. But is the price for membership worth it?
D10=2:A famous bard visits the den and offers to write legendary ballads about the players' heists if they can successfully steal a valuable instrument from a rival musician. However, the rival musician is also a skilled thief, and the players must outwit them to complete the job.
D10=3:A master thief teaching apprentices the art of disguise.
D10=4:Thieves trading tips on how to evade the city watch.
D10=5:The players are invited to a luxurious banquet hosted by the thieves' guild. However, they soon realize that the guests are being subtly pickpocketed by the guild's members. Will they join in on the fun or try to stop the thievery?
D10=6:A thief tries to communicate with a friendly, wild bird that flew in.
D10=7:A rogue practicing their handwriting for forgeries.
D10=8:A thief practicing their stealth by sneaking up on an unsuspecting peer.
D10=9:In a hidden alcove, a group of thieves are mixing potions and concoctions to aid them in their heists. They offer to sell you one of their potions for a discounted price, but be warned - the effects may be unpredictable.
D10=10:The den is suddenly visited by an eccentric, powerful wizard who demands the return of an item stolen from him. Players must figure out who has it and orchestrate its return—or suffer the unpredictable wrath of the wizard.
d100 = 58
D10=1:A wealthy nobleman pays a visit to the den, offering a large sum of gold to anyone who can steal back a family heirloom that was stolen from him. However, he also warns the players that the item is cursed and should not be touched.
D10=2:A thief organizes small items into hidden compartments in their gear.
D10=3:Thieves casting lots to decide who takes the lead on the next heist.
D10=4:A powerful lich has taken over the thieves den, using the thieves as pawns in their evil schemes. The players must team up with the thieves to defeat the lich and free the den from its grasp.
D10=5:A rat scurries across the floor, causing a commotion.
D10=6:A thief petting a small, suspiciously well-groomed rat.
D10=7:As you navigate through the Thieves Den, you come across a trap set by a rival thieves guild. Will you disarm the trap or leave it for your enemies to deal with?
D10=8:A mysterious figure wearing a hooded cloak sits in a dark corner, offering enchantments and magical items for a high price. But beware - rumors say their magic comes with a dangerous price.
D10=9:The players come across a secret underground base where a group of thieves are plotting a major heist. They can either join forces with them or try to sabotage their plans. But beware, the thieves are skilled at backstabbing.
D10=10:A thief methodically checks every pocket for traps on a fine coat.
d100 = 59
D10=1:A thief placing traps around the den's entrance.
D10=2:The floor collapses, dropping the players into a subterranean river where man-eating aquatic beasts such as giant leeches and drowned undead await. The current is swift, and the battle takes place while fighting the pull of the water.
D10=3:The players uncover a secret orchard tended by thieves. They are creating a seed bank to preserve rare and endangered plants. They ask for help in gathering seeds, offering rare herbs in return.
D10=4:In the middle of a busy street, the players witness a group of thieves performing a well-coordinated distraction while their comrades rob a wealthy merchant. Will the players intervene or let the thieves get away with the loot?
D10=5:A couple argue over a faded treasure map's authenticity.
D10=6:A group of thieves is attempting to steal a powerful artifact from the den, and the players can either help them or stop them from succeeding. But the artifact's true purpose may be more than what either side bargained for.
D10=7:A thief sketching rough portraits of important targets.
D10=8:In a separate section of the den, a group of thieves are practicing their sword fighting skills. They invite you to spar with them, promising to share their best tactics and techniques with you.
D10=9:As you enter the den, you are greeted by a goblin with half of its face covered in scars. It offers to sell you information about the whereabouts of a powerful magic item in exchange for some gold.
D10=10:In the corner of the den, a mysterious figure in a dark cloak offers the players a chance to join their elite group of thieves. But first, they must complete a dangerous heist to prove their worth.
d100 = 60
D10=1:A thief tries on stolen boots that are a little too big but comfortable.
D10=2:One of the thieves takes a special interest in you and challenges you to a game of wits, asking you riddles and puzzles. If you can solve them all, they offer to teach you a valuable thieving technique.
D10=3:A thief shaving with a very sharp, shiny dagger.
D10=4:A group of thieves is planning a heist on a prominent figure in town, and they ask the players to join in. But the target may not be as innocent as the thieves believe, and the players must decide if they want to proceed with the heist.
D10=5:A thief who now works as a librarian maintains a secret collection of banned books. He asks the players to help recover a special tome from a dangerous locale and offers access to his library in return.
D10=6:As you explore the den, you come across a room filled with intricate puzzles and traps. A group of thieves are trying to solve them, and they invite you to help. But be careful, one wrong move could lead to disastrous consequences.
D10=7:The players stumble upon a room filled with dangerous creatures that have been magically trained by a group of thieves. They must either find a way to subdue the creatures or fight their way out of the room.
D10=8:Two thieves laughing about a recent successful heist.
D10=9:While exploring the den, the players come across a strange and mysterious door with a riddle written on it. The players must solve the riddle to open the door and claim the treasure inside.
D10=10:A group of thieves playing a high-stakes card game.
d100 = 61
D10=1:A thief practicing pickpocketing on a mannequin.
D10=2:A thief stitching a wound on their own arm.
D10=3:A former rogue has turned his skills to architectural restoration, mending ancient ruins. He seeks the players' help in gathering rare materials for his latest project, offering custom blueprints in return.
D10=4:While exploring the den, the players come across a group of thieves who have turned to necromancy to bring back their deceased leader. The players must either help them complete the ritual or stop them before they unleash a powerful undead thief upon the world.
D10=5:The players stumble upon a hidden underground prison, where the thieves keep their captured hostages. Will the players free the prisoners or use them as bargaining chips for their own gain?
D10=6:The thieves' guild receives a letter from a former member turned informant. The players must go undercover and gather information to find out who the informant is and take them out before they can cause any harm.
D10=7:A group of thieves has set up a maze of traps, challenging each other to see who can make it through the quickest. They invite you to try your luck and promise a valuable prize if you can beat their fastest time.
D10=8:A valuable and rare artifact has gone missing from the den, and the thieves are on high alert and accusing each other. The players must navigate through the accusations and uncover the true culprit.
D10=9:While wandering around the den, the players overhear whispers of a powerful magical item hidden somewhere within its walls. Will you risk facing the potential dangers to find it and claim its power for yourself?
D10=10:In a hidden room, the players find a group of thieves planning a daring escape from the city. Will they join in on the escape or turn in the thieves for a hefty sum of gold?
d100 = 62
D10=1:A thief practicing flipping a coin over their knuckles.
D10=2:As you wander through the den, you overhear a group of thieves planning to overthrow their leader and take control of the den. They ask for your assistance in carrying out their plan.
D10=3:A thief laying out a set of tools for a heist.
D10=4:The players come across a secret meeting of thieves from different guilds, discussing a possible alliance against a common enemy. Will they join forces with their rivals or refuse to cooperate and maintain their independence?
D10=5:The players encounter a group of thieves who are using a magical mirror to teleport in and out of locked buildings, making their heists almost impossible to track. Can the players find a way to counter this tactic?
D10=6:A group of thieves is holding a secret auction, where stolen goods and information are up for bid. They invite you to join in on the bidding and even offer to let you sell some of your own stolen goods.
D10=7:In a hidden room, you find a group of thieves who have been captured and tortured by a rival gang. Will you risk your safety to help them escape, or leave them to their fate as they may be secretly working for the enemy?
D10=8:A thief cleaning a set of stolen pearls.
D10=9:Two thieves are arm wrestling in the middle of the den, their audience shouting and cheering them on. The loser has to do a daring theft for the winner.
D10=10:A valuable and rare artifact has gone missing from the den, and the thieves are on high alert and accusing each other. The players must navigate through the accusations and uncover the true culprit.
d100 = 63
D10=1:A group of thieves has been cursed, causing them to transform into werewolves at the full moon. The players must find a cure for them or risk getting caught in the middle of a turf war between rival werewolf thieves.
D10=2:A thief takes a nap cuddled up with a stolen piece of fur.
D10=3:You find a group of thieves practicing their lock-picking skills on a variety of locks. They challenge you to a friendly competition - will you accept or risk being outsmarted?
D10=4:The players encounter a group of thieves who have been cursed by a powerful wizard, causing them to age rapidly. They must find a way to lift the curse and save the thieves before it's too late.
D10=5:The players come across a room filled with valuable, rare books and scrolls. However, the room is also guarded by a powerful and eccentric librarian who refuses to let anyone take anything without solving a series of riddles and puzzles.
D10=6:The den is thrown into turmoil as a valuable item goes missing. Suspicion falls on the players, and they must find the real thief and clear their name to regain the trust of the guild.
D10=7:A skilled locksmith within the den offers tutoring sessions to the players, teaching them advanced techniques if they assist in opening a particularly challenging lock.
D10=8:As the players explore the den, they come across a group of thieves performing a ritual to gain the favor of a powerful deity. They must choose whether to aid the thieves in their quest for divine assistance or stop them before they unleash chaos.
D10=9:A thief debates the merits of different types of rope for climbing.
D10=10:A thief trying on different disguises in front of a cracked mirror.
d100 = 64
D10=1:In the treasure room, a magical item that can grant a single wish is on display. But beware, for it may come with a heavy price. Will the players risk making a wish or leave the item untouched?
D10=2:The players stumble upon a hidden chamber where a group of thieves are holding a wild party, reveling in their recent successes. They invite the players to join in, but beware of their mischievous party games.
D10=3:A pair of rival thieves, known for their deadly rivalry, challenge the players to a race. The players could earn a substantial reward if they win, but if they lose, they may be indebted to the thieves.
D10=4:Theft guildmaster inspecting the day's hauls.
D10=5:In the den's prison, the players find a familiar face - a former teammate who betrayed them. Now, they have the chance to confront them and seek revenge.
D10=6:In a room filled with various weapons, the players encounter a group of thieves who challenge them to a friendly competition to see who is the superior fighter. However, the stakes may be higher than they initially thought.
D10=7:The players are hired by a wealthy noble to retrieve a family heirloom that was stolen by a group of thieves. Little do they know, the noble is actually the leader of the thieves' guild and they have walked right into a trap.
D10=8:A magical mural depicts various heists. Touching it pulls players into a vision resembling a past robbery, requiring them to solve ancient traps and puzzles as if they were there.
D10=9:A thief petting a small, suspiciously well-groomed rat.
D10=10:In a hidden alcove, a group of thieves are mixing potions and concoctions to aid them in their heists. They offer to sell you one of their potions for a discounted price, but be warned - the effects may be unpredictable.
d100 = 65
D10=1:A thief whittling a piece of wood into the shape of a key.
D10=2:Inside a hidden chamber, the players find a map detailing the location of a powerful artifact. But the map is incomplete and they must search the den for the missing pieces before the treasure falls into the wrong hands.
D10=3:A small group of thieves has decided to put their skills to good use by forming a security service for local merchants. They seek the players' help in promoting their new business.
D10=4:A thief stashing a small vial of liquid in a hidden compartment.
D10=5:The players are challenged to a race by a group of thieves, using their superior agility and skills to navigate through a dangerous obstacle course set up throughout the den.
D10=6:As you make your way through the den, you come across a group of thieves who specialize in stealing from other thieves and double-crossing their own partners. They ask for your help in a scheme, but can they be trusted?
D10=7:You stumble upon a group of thieves in a heated debate over the best way to distract a guard. They ask for your opinion and then invite you to put your plan to the test in a real-life heist.
D10=8:While exploring the den, the players come across a group of thieves trying to steal a powerful magical artifact. The players can either stop them or join forces with them to retrieve the artifact together.
D10=9:A thief cackles while hearing about nobles' wasted efforts to find them.
D10=10:A group of thieves are discussing ways to improve their disguises and pickpocketing skills. They offer to teach you some of their techniques, but it will cost you a pretty penny.
d100 = 66
D10=1:You sense a strange aura coming from a group of thieves, and upon closer inspection, you realize they are using illusions to trick their targets. They invite you to help them with a job, promising a share of the profits.
D10=2:A thief studying a stolen map of a city.
D10=3:You stumble upon a secret meeting between high-ranking members of the Thieves Den. Will you eavesdrop and gather valuable information or risk being caught and facing the consequences?
D10=4:A thief showing off a new tattoo signifying their rank in the guild.
D10=5:A thief is learning herbalism basics to identify poisons.
D10=6:You walk into a room and find a group of thieves having a friendly arm-wrestling competition. They invite you to join in, but beware - they have been known to cheat by using their thieving skills to gain the upper hand.
D10=7:A thief gently polishing a family heirloom they stole.
D10=8:The players encounter a rogue who has become a dedicated animal trainer, using his skills to tame wild beasts into companions for the lonely and elderly. He asks for help in rescuing a rare creature.
D10=9:A group of thieves are constructing an elaborate heist plan on a large board, complete with miniature models of the den and surrounding buildings. They invite the players to help them strategize and carry out the heist.
D10=10:A thief casually flicking a stolen coin into the air and catching it.
d100 = 67
D10=1:A halfling thief sits on a high stool, surrounded by books and maps. He introduces himself as the den's historian and offers to sell you valuable information about the den's past and potential jobs.
D10=2:As the players make their way through the den, they come across a locked door with a note attached to it. The note says to find the key, which is hidden somewhere in the den, in order to unlock the door and claim the valuable treasure inside.
D10=3:A group of thieves offers the players a chance to join their organization, claiming that their heists are always successful due to their use of magical spells. However, the players soon discover the spellcasters may not have the best intentions.
D10=4:In the treasure room, a magical item that can grant a single wish is on display. But beware, for it may come with a heavy price. Will the players risk making a wish or leave the item untouched?
D10=5:The den's leader tasks the players with infiltrating a high-security prison to rescue a valuable member of the guild who has been captured. Will they be able to break into the heavily guarded prison and rescue their comrade?
D10=6:An alchemist offers bizarre and unpredictable potions for a discount. Drinking them could lead to short-term gains, strange transformations, or temporary curses.
D10=7:A thief practicing to walk silently on different surfaces.
D10=8:The players meet a friendly thief who offers to lead them to a hidden treasure. However, the treasure turns out to be cursed and the thief is actually using the players as a means to escape its grasp.
D10=9:A thief hums while cleaning dirt from underneath their nails.
D10=10:Players find blueprints detailing the construction of an elaborate heist vault. Completing the plans could give them access to legendary treasures but at significant physical and ethical costs.
d100 = 68
D10=1:A thief scolding another for being too loud on a job.
D10=2:You see a group of thieves expertly pickpocketing unsuspecting victims in a crowded market. One of them notices the players and offers them a share of the loot if they can prove their skills by stealing a valuable object from a nearby merchant.
D10=3:The players stumble upon a hidden room in the den filled with valuable riches. However, the room is also filled with traps and is constantly shifting, making it difficult to navigate.
D10=4:One of the thieves takes a special interest in you and challenges you to a game of wits, asking you riddles and puzzles. If you can solve them all, they offer to teach you a valuable thieving technique.
D10=5:As you wander through the den, you come across a group of thieves huddled around a table, intently studying a map. They explain that they are planning a major heist and need your help in pulling it off.
D10=6:A thief practicing their knife-throwing skills on a target.
D10=7:A thief drawing crude maps of different parts of the city.
D10=8:A group of thieves is planning to stage a large-scale robbery at the annual Thieves Festival. Will you join in on their scheme or try to stop them?
D10=9:The players are tasked with retrieving a precious heirloom from a wealthy noble's mansion. But upon entering, they realize the mansion is haunted by vengeful spirits, making their mission much more complicated.
D10=10:A wise and elderly thief provides the players with a cryptic riddle. Solving it reveals a hidden treasure trove meant for those who seek to use it for good.
d100 = 69
D10=1:A thief sketching a new secret tunnel on parchment.
D10=2:As the players enter the den, they are unknowingly pickpocketed by a group of skilled thieves. They must track down the thieves and retrieve their stolen items before they are sold off.
D10=3:A thief warming their hands by a small fire.
D10=4:The players encounter a group of thieves who are on a mission to steal a powerful artifact from a rival thieves' den. They offer the players a cut of the loot if they help with the heist.
D10=5:A group of thieves has been cursed by a vengeful witch. Will you try to help them break the curse or take advantage of their misfortune to gain their trust?
D10=6:The players enter a room filled with gold and jewels, but as they move closer, they realize it's all an illusion. They are now trapped in a dangerous maze and must find their way out before the real thieves return.
D10=7:The players come across a makeshift infirmary where a group of thieves is tending to their wounded. They are in need of supplies and ask the players to help them rob a nearby apothecary.
D10=8:A thief organizing a collection of rare coins.
D10=9:A thief writes a letter to send to an old friend in secret.
D10=10:Inside a hidden chamber, the players find a map detailing the location of a powerful artifact. But the map is incomplete and they must search the den for the missing pieces before the treasure falls into the wrong hands.
d100 = 70
D10=1:A group of thieves has been terrorizing a small village and the players are asked to help put an end to their crimes. However, the villagers are hiding a dark secret that may complicate the situation.
D10=2:A powerful artifact has been stolen from a wizard's tower and the players are hired to retrieve it. Little do they know, the thief who stole it is actually a wizard themselves, using the artifact to enhance their powers.
D10=3:A powerful but disgraced thief seeks redemption and challenges anyone to a high-stakes duel. Beating him could earn players respect or a formidable enemy if handled poorly.
D10=4:While exploring the Thieves Den, you come across a hidden room filled with valuable stolen goods. Will you take some loot for yourself or alert the authorities?
D10=5:A room filled with eldritch sigils suddenly twitches and groans, revealing the presence of 1d6 animated corpses bound to serve a necromancer. They fight with unnatural strength and resilience, their eyes glowing with an eerie light.
D10=6:In a secluded corner of the den, a group of thieves are holding a secret meeting to discuss their long-term goals and plans for the future of their underground organization. They invite you to join them, but be prepared to make a hard decision - stay loyal to them or betray them for your own gain.
D10=7:The players come across a group of thieves who specialize in stealing magical artifacts. They offer to teach the players their methods in exchange for their assistance on their next heist.
D10=8:In a locked room, a group of thieves are trying to crack a safe. They have tried every trick in the book, but it still won't budge. They offer a handsome reward to anyone who can help them open it.
D10=9:A thief marvels at their newly acquired cloak pin back.
D10=10:The thieves' guild receives a mysterious package, addressed to no one in particular. Inside is a map leading to a hidden treasure, and the players must race against other thieves to find it first.
d100 = 71
D10=1:A mysterious fortune teller offers to read the players' fortunes in exchange for a valuable item. However, her predictions always seem to come true, and she warns the players of a great danger that awaits them in the near future.
D10=2:A mysterious cloaked figure approaches the players, offering them a chance to gain entry into the exclusive thieves' guild. But first, they must pass a series of difficult tests, including pickpocketing from a guard and breaking into a high-security building.
D10=3:A thief flipping through a stolen, dusty spellbook.
D10=4:A thief testing the sharpness of their new set of daggers.
D10=5:A magical mural depicts various heists. Touching it pulls players into a vision resembling a past robbery, requiring them to solve ancient traps and puzzles as if they were there.
D10=6:Two thieves discussing the best way to bypass a guard patrol.
D10=7:While searching the den, the players come across a secret passage that leads to a hidden room. Inside, they find a group of thieves who are secretly werewolves, looking for a way to break their curse. Will they help or turn their backs on them?
D10=8:In a secret back room, a group of thieves gather to plan their next heist. They are discussing different strategies and potential targets, and may need the players' help in executing their plan.
D10=9:A thief attempting to mend torn leather armor.
D10=10:You stumble upon a secret chamber where a group of thieves are performing surgery on a fellow thief, who has been grievously wounded in a heist gone wrong. Will you assist them and earn their trust, or will you take the opportunity to steal their valuable medical supplies?
d100 = 72
D10=1:The players come across a group of thieves holding a trial for one of their own. The accused claims to be innocent, but the evidence against them is strong. Will the players intervene and potentially help the truly innocent or let the den's justice system take its course?
D10=2:A thief practicing to be a better storyteller for undercover work.
D10=3:A thief organizes small items into hidden compartments in their gear.
D10=4:A rogue practicing their handwriting for forgeries.
D10=5:A troupe of illusionists poses as ordinary thieves, trying to trick players into buying fake magical items. Realizing the deceit may result in a confusing and disorienting chase through the maze-like den.
D10=6:The players meet a friendly thief who offers to lead them to a hidden treasure. However, the treasure turns out to be cursed and the thief is actually using the players as a means to escape its grasp.
D10=7:A thief teaches another how to read lips for covert information gathering.
D10=8:Someone tests the balance of a newly acquired dagger.
D10=9:As you explore the Thieves Den, you find a hidden underground fighting ring hosted by the thieves. Will you participate and potentially win big or try to shut down the illegal operation?
D10=10:A sly merchant sets up a temporary shop in the den, selling stolen goods at discount prices. But watch out - some of the items may be cursed or have unexpected effects.
d100 = 73
D10=1:A group of thieves is planning a heist on a prominent figure in town, and they ask the players to join in. But the target may not be as innocent as the thieves believe, and the players must decide if they want to proceed with the heist.
D10=2:The players stumble upon a hidden room in the den filled with valuable riches. However, the room is also filled with traps and is constantly shifting, making it difficult to navigate.
D10=3:A powerful curse has been placed on the den, causing all the thieves to forget their identities and motivations. The players must work with the few unaffected thieves to try and break the curse before it's too late.
D10=4:You are approached by a group of thieves who are looking for a new leader. They have each taken an oath of loyalty and are waiting for you to prove yourself worthy of becoming their leader.
D10=5:A former assassin now serves as a healer within the den, helping those who have been injured in their thieving exploits. She asks for rare herbs from a dangerous location and offers to heal the players in return.
D10=6:A powerful and deadly trap has been set up in the thieves den, trying to catch any unsuspecting thieves who may attempt to steal the treasure. The players must navigate through the traps and make it to the treasure without being caught.
D10=7:The players are approached by a former ally turned foe, now a renowned poisonmaster who offers them a toast. If they refuse, he unleashes 2d6 undead servants armed with poisoned weapons.
D10=8:A powerful dragon has made the thieves den its lair, and the thieves have learned to coexist with the creature. But when the players are sent on a mission deep within the den, they must navigate through the dragon's territory.
D10=9:Someone half-heartedly juggles small objects in time-filling boredom.
D10=10:The players come across a group of thieves who have turned to necromancy to create an undead army. The players must find a way to stop them before they unleash the army on the unsuspecting town nearby.
d100 = 74
D10=1:An elegantly dressed merchant offers a bargain too good to be true. Accepting the deal embroils players in a complex web of deceit, false identities, and magical trickery.
D10=2:A heated argument breaks out between two thieves over the division of loot from a recent job. The players must decide whether to intervene or use the distraction to their advantage.
D10=3:A hooded figure approaches the players and offers to sell them information on a valuable artifact, said to be hidden in a nearby dungeon. But can the players trust the information or is it a trap?
D10=4:A thief grumbles after a difficult job, nursing a sore knee.
D10=5:The players stumble upon a secret room filled with countless treasures and stolen goods. But a magical trap is triggered, and they must race against time to collect as much loot as possible before the room collapses.
D10=6:A group of thieves is being chased by a group of guards, and they beg the players to create a distraction so they can escape. However, the guards are also willing to pay handsomely for information on the thieves' whereabouts. Do the players help the thieves, betray them for the reward, or stay neutral?
D10=7:A thief practicing their climbing skills on a makeshift wall.
D10=8:A group of beggars and orphaned children have formed their own small den within the larger thieves den. Will the players help them survive in this dangerous world, or see them as nothing more than a potential distraction?
D10=1:A pair of thieves map out potential escape routes in the neighborhood.
D10=2:A wealthy nobleman visits the den, offering a large sum of gold to anyone who can successfully steal a prized family heirloom from their rival family's mansion. The players must navigate through the mansion's elaborate security and avoid triggering any alarms.
D10=3:A thief sneaks a sip from a stolen bottle of fine wine.
D10=4:Thieves whispering about a rumored treasure beneath the city.
D10=5:A group of thieves who were once your rivals now seek your aid in a task too risky for them to handle alone. Will you accept their offer and work together, or will old grudges get in the way?
D10=6:A group of thieves challenges the players to a competition of thievery and burglary. Will they accept the challenge and possibly learn some new tricks, or will they see this as an opportunity to expose the thieves' den to the authorities?
D10=7:A thief practicing sign language with another thief.
D10=8:A group of thieves approach you, claiming to be in desperate need of a distraction so they can complete their heist. They ask you to cause chaos and confusion in a nearby marketplace or noble's manor. Will you take on this risky task?
D10=9:A group of thieves are training in hand-to-hand combat, using any object they can find as a weapon. They invite you to join in and teach you some unconventional fighting techniques.
D10=10:A thief laying out a set of stolen silverware.
d100 = 76
D10=1:A mischievous cat with an affinity for shiny objects has made a nest out of stolen jewelry. Convincing or capturing the cat without getting scratched is the players' task, which is harder than it sounds.
D10=2:A thief inspecting a stolen potion skeptically.
D10=3:A powerful and ancient creature has taken up residence in the thieves den, causing chaos and destruction. The players must find a way to appease or defeat the creature before it destroys everything in its path.
D10=4:A retired rogue offers to teach the players one of his special techniques in lockpicking or stealth if they help him recover a stolen heirloom from a local thug.
D10=5:The players discover an underground school for children who aspire to be something other than thieves. The educator seeks help in gathering books and supplies for the young students.
D10=6:Players discover a training ground for young thieves who use their skills to protect their neighborhood from illegal activities. The leader seeks guidance on improving their tactics and efficiency.
D10=7:The players discover a secret entrance to the den, hidden behind a painting on the wall. Inside, they find a trove of stolen treasures and must decide what to do with this newfound wealth.
D10=8:A thief doodling on a piece of parchment.
D10=9:The players encounter a group of thieves who have been cursed by a powerful wizard, causing them to age rapidly. They must find a way to lift the curse and save the thieves before it's too late.
D10=10:While exploring the den, the players come across a secret underground fighting arena where thieves battle each other for riches and glory. The players have the option to participate in the fights or try to shut down the illegal operation.
d100 = 77
D10=1:A writer thief scribbles down notes for a fictional novel about their criminal adventures.
D10=2:A thief practicing their pickpocketing skills on a dummy.
D10=3:A thief practicing hand signals for silent communication.
D10=4:A friendly group of thieves invite the players to join them for a drink at the local tavern. They share their favorite heist stories and offer tips and tricks for successful thievery.
D10=5:A thief teaching another how to silently traverse obstacles.
D10=6:A thief organizing a collection of rare coins.
D10=7:A thief tracks recent heists on a map, marking successes and close calls.
D10=8:Two thieves practice combat with blunt weapons.
D10=9:A group of thieves is being chased by a group of guards, and they beg the players to create a distraction so they can escape. However, the guards are also willing to pay handsomely for information on the thieves' whereabouts. Do the players help the thieves, betray them for the reward, or stay neutral?
D10=10:Players encounter a room where the floors and walls are stained with layers of dried blood. The room is infused with necrotic magic, causing any wounds sustained here to fester and multiply. Wounded undead rise from the shadows to attack.
d100 = 78
D10=1:A group of thieves is rumoured to have a magical item that can make the user invisible. Will you try to steal it for yourself or use your persuasion skills to have them join your group?
D10=2:You come across a group of thieves arguing over a map to a hidden treasure. Will you try to steal the map for yourself or help them settle their dispute?
D10=3:In a dark corner, the players overhear a conversation between two thieves discussing a secret entrance to a treasure-filled cathedral. The players could steal the information and reap the rewards for themselves or inform the authorities and receive a reward.
D10=4:The players stumble upon a secret entrance to the thieves' underground tunnels. Inside, they find a group of thieves training for their next mission. Will they join in and improve their own skills or reveal their presence and face the consequences?
D10=5:While exploring the den, the players come across a group of thieves who can communicate with animals. They offer to help the players in their quest, but at what cost?
D10=6:A thief casually flicking a stolen coin into the air and catching it.
D10=7:A thief organizing a collection of rare coins.
D10=8:A hidden periscope allows players to spy on a massive, secret gambling ring. Joining the high-stakes game could win them riches or drag them into a world of underground crime and intrigue.
D10=9:An old thief telling tales of "the good old days."
D10=10:Thieves discussing the merits of different poisons.
d100 = 79
D10=1:As the players explore the den, they come across a private room where thieves are training in combat and stealth. Will they try to join this elite group or find out their secrets and potentially use them against the thieves' guild?
D10=2:Thieves arguing over a complicated treasure map.
D10=3:The players are approached by a distraught thief who has lost their beloved pet exotic creature. They ask for the players' help in finding and rescuing their pet from a rival thieves gang.
D10=4:A group of rival thieves enter the den, looking for revenge after being bested by the players on a previous job. The players must choose to either fight or negotiate with the thieves.
D10=5:A rare magical pet, a mischievous imp, has escaped and is causing mayhem, setting off traps and playing pranks on everyone, including the players. Catching it could reward them with valuable items but will require quick thinking.
D10=6:A group of bards has formed a secret society within the den, using their musical talents to gather information and spread rumors. The players must use their own skills to gain their trust and potentially gain valuable information.
D10=7:Players find a den that doubles as a sanctuary for runaway slaves. The den’s leader asks them to lead the next group of escapees to a safe house in a neighboring city.
D10=8:You enter a room and find a group of thieves using disguises to sneak into a high-security location. They ask for your help in creating the perfect disguise, promising to share their tactics and secrets with you.
D10=9:As you explore the Thieves Den, you find a hidden underground fighting ring hosted by the thieves. Will you participate and potentially win big or try to shut down the illegal operation?
D10=10:The players discover a hidden vault, protected by a powerful spell. They must find a way to break the spell and steal the priceless treasures within.
d100 = 80
D10=1:A nervous new recruit getting hazed by veteran thieves.
D10=2:The players come across a group of thieves who possess rare and valuable information about a powerful artifact. But the thieves will not part with their knowledge easily, and the players must find a way to outsmart them.
D10=3:A thief practicing quick calculations for estimating loot value.
D10=4:The players encounter a mysterious fortune teller who offers to read their future for a price. Will they take the risk and possibly gain valuable information, or refuse and risk offending the powerful seer?
D10=5:A master thief challenges the players to a game of cat and mouse, where the goal is to steal and keep a valuable item from each other. The first one to successfully steal and keep both items wins.
D10=6:In a hidden alcove, the players confront an ancient lich who once ruled the thieves' guild with an iron fist. The lich's lair is replete with deadly enchantments and traps, and the undead spellcasters challenge all who dare trespass.
D10=7:Theft guildmaster inspecting the day's hauls.
D10=8:A thief eating a meal with meticulous manners, oddly out of place.
D10=9:The den is surprisingly quiet as the players enter, until they realize everyone is napping after a big heist. Will the players also join in on the siesta or take advantage of the opportunity to steal from the sleeping thieves?
D10=10:The players are approached by a mysterious figure who offers to pay them handsomely if they can retrieve a rare and valuable artifact from a highly guarded location. However, they must also deal with the thieves who currently possess the item.
d100 = 81
D10=1:As the players enter a room, they are suddenly surrounded by mirrors and faced with their own reflections, but one of their reflections is actually a masked thief who has been mimicking their every move. Can they find out who the imposter is before it's too late?
D10=2:Someone quietly hums a folk tune, deep in thought.
D10=3:A group of thieves are arguing over the split from a recent heist.
D10=4:You encounter a trap set by a group of thieves trying to protect their hideout. Will you disarm the trap and try to gain their trust or ignore it and risk their hostility?
D10=5:You enter a room and find a group of thieves playing a dangerous game of chance, with high stakes on the line. They ask for you to join in and offer to lend you some money to start. But be careful - they are notorious for not paying their debts.
D10=6:Thieves enacting a shadowy dance to celebrate a recent heist.
D10=7:The players are approached by a member of the thieves' den seeking to defect and join their ranks. But can they trust this supposed turncoat, or is it all part of a bigger plan?
D10=8:The players come across a group of thieves fighting over a valuable item. They must choose whether to intervene and potentially earn the favor of one of the thieves or let them settle it themselves and face the consequences.
D10=9:In a secluded corner, a group of thieves are sharing stories of their past heists, each trying to one-up the other. They invite you to join in and share your own tale, promising to reward the most impressive one with valuable information.
D10=10:A thief checking the security of a hidden door leading outside.
d100 = 82
D10=1:In the den's prison, the players find a familiar face - a former teammate who betrayed them. Now, they have the chance to confront them and seek revenge.
D10=2:A thief trying to decipher a complex riddle.
D10=3:The players encounter a group of thieves who have been cursed with terrible luck. They offer the players a share of their loot if they can break the curse and restore their fortunes.
D10=4:As you enter the den, a group of thieves are in the middle of a heated discussion about how to divide their loot. They ask for your opinion and give you a portion of their loot as thanks.
D10=5:In a separate section of the den, a group of thieves are practicing their sword fighting skills. They invite you to spar with them, promising to share their best tactics and techniques with you.
D10=6:A group of thieves challenges the players to a competition of thievery and burglary. Will they accept the challenge and possibly learn some new tricks, or will they see this as an opportunity to expose the thieves' den to the authorities?
D10=7:A thief repairing a cracked lantern.
D10=8:A thief playing a simple tune on a stolen flute.
D10=9:Someone rewires a stolen mechanical trinket in an attempt to understand it.
D10=10:A thief drawing crude maps of different parts of the city.
d100 = 83
D10=1:A master trap-maker in the den now uses his skills to create safe traps for hunting food. He asks the players to help him test his creations, offering the designs in return.
D10=2:A group of thieves, known for their love of dark magic, has summoned an ancient demon to aid them in their heists. The players must find a way to stop the demon from wreaking havoc on the world.
D10=3:A notorious thief lord offers to hire the players to steal a powerful and rare magical artifact from a heavily guarded castle. Can they pull off the heist of a lifetime and reap the rewards, or will they become another failed attempt in the thief lord's eyes?
D10=4:A thieves' guild leader reveals their plan to expose a corrupt city official. They employ the players to help gather evidence, promising a share of the reward and the official's downfall.
D10=5:A couple argue over a faded treasure map's authenticity.
D10=6:A disgruntled former member of the thieves den approaches the players, seeking revenge on the group who betrayed him. He offers to help the players take down the den in exchange for their assistance.
D10=7:Someone counts out their share of stolen goods and weighs the purse.
D10=8:You are approached by a desperate thief who accidentally stole a cursed item. They offer to give it to you in exchange for lifting the curse, but be warned - it may have unforeseen consequences.
D10=9:As you explore the den, you stumble upon a hidden room filled with valuable treasures. But it's guarded by a cunning trap that must be disarmed before the players can claim their loot.
D10=10:While exploring a dungeon, the players come across a group of thieves who have been turned into mindless zombies by a necromancer in order to guard their treasure. Will they defeat the undead thieves and claim the treasure as their own?
d100 = 84
D10=1:A thief approaches the players and offers to teach them a new technique for picking locks or disabling traps if they pass a series of tests. However, the tests may prove to be more dangerous than expected.
D10=2:A thief packing dried meat and bread for another long night out.
D10=3:A thief adjusting a stolen cloak to fit better.
D10=4:A rival thieves' den attempts to take over the territory of the den the players are currently in. The players must defend their newfound allies and help drive out the invaders.
D10=5:A clever thief has set up a fake charity scheme to collect money from wealthy citizens. The players must expose the scam and return the stolen donations to their rightful owners.
D10=6:A pair of thieves approach the players, offering to lead them to a secret location where a wealthy merchant stores his goods. In exchange for the location, they ask for a portion of the loot.
D10=7:A powerful and ancient artifact is hidden within the den, guarded by traps and puzzles. The players must race against another group of thieves to reach the artifact first.
D10=8:In the midst of the chaos of the den, the players encounter a mysterious individual who claims to have information on a traitor within their midst. Can they trust this stranger and uncover the traitor before they strike?
D10=9:The players stumble upon an underground marketplace where the thieves trade their stolen goods. Can they find a valuable item to purchase or will they be caught by the guards?
D10=10:A thief shaving with a very sharp, shiny dagger.
d100 = 85
D10=1:A thief showing off a newly acquired magical ring.
D10=2:The players come across a room filled with various disguises and props. The den's thieves use these to blend in during heists, and the players can choose to borrow some for their own upcoming jobs.
D10=3:The players are approached by a group of thieves who want to make a deal – they will help the players with a heist in exchange for their help with a future job.
D10=4:While exploring the den, the players come across a group of thieves who have been cursed and transformed into mindless zombies. The players must find a way to lift the curse and return the thieves to their former selves.
D10=5:A group of thieves, claiming to have turned over a new leaf, have opened a charity house for orphans. However, rumors say they are still secretly stealing from the rich. The players must uncover the truth and decide whether to expose their deeds or let them continue their charitable facade.
D10=6:A group of thieves challenges the players to an elaborate game of cat and mouse throughout the city. The goal? Steal a valuable item from each other without getting caught. Can the players outsmart their opponents and come out as the ultimate thieves?
D10=7:A thief just back from a heist unwraps a stolen painting.
D10=8:A thief crafting a garrote from a length of wire.
D10=9:The den is suddenly attacked by a band of mercenaries hired by a rival gang. The players must defend the den and its inhabitants, all while trying to figure out who hired the mercenaries and why.
D10=10:Players come across a room filled with treasures and riches, guarded by a group of thieves. However, upon closer inspection, they realize that the thieves are actually animated statues, and they must outsmart their cunning traps to claim the treasure.
d100 = 86
D10=1:A thief reminiscing about past exploits to anyone who will listen.
D10=2:As the players are walking through the den, they see a large group of thieves gathered around a skilled magician who is offering to teach them new tricks and illusions to aid in their heists. The players are offered the chance to learn as well.
D10=3:A masked figure watching the entrance, keeping an eye out for intruders.
D10=4:A group of thieves approaches the players, offering them a map to a secret underground hideout filled with treasures. However, they must first pass a test of strength and wits to prove themselves worthy of the map.
D10=5:The players meet a friendly thief who offers to lead them to a hidden treasure. However, the treasure turns out to be cursed and the thief is actually using the players as a means to escape its grasp.
D10=6:While exploring the den, the players stumble upon a trap set by a rival thieves' guild. They must use their skills to disarm it or face the consequences of being caught in the trap.
D10=7:A thief practicing quick calculations for estimating loot value.
D10=8:The players are approached by a wealthy merchant who wants them to help him steal a valuable item from a thieves' den. He offers an enticing reward, but the players must be careful not to get caught by the thieves.
D10=9:A thief just back from a job counts a handful of stolen rings.
D10=10:A thief practices mimicking voices they've heard from local nobles.
d100 = 87
D10=1:An elite guard challenges the players to a series of stealth-based trials. Winning earns them valuable favor within the den, but failure may lead to a series of traps or humiliating consequences.
D10=2:The den's leader, a charismatic ex-rogue, organizes a contest of skill and wit with a generous prize for the winner. The players are invited to join and demonstrate their prowess.
D10=3:A thief carefully folding a piece of cloth to hide a stolen item.
D10=4:A thief shows off a stolen silk scarf wrapped around their neck.
D10=5:As the players enter a tavern, they are approached by a thief who challenges them to a drinking game. Little do they know, the thief has been spiking their drinks to rob them while they are passed out.
D10=6:You see a group of thieves huddled around a table, playing a risky game of cards. They invite you to join in on the game, but the stakes are high and you have a feeling they may be cheating.
D10=7:A thief cautiously mixing a few alchemical ingredients.
D10=8:A rare and valuable magical substance has been stolen from the thieves' guild by an outside party. The players must retrieve it before the guild's reputation is ruined.
D10=9:As the players enter the den, they are unknowingly pickpocketed by a group of skilled thieves. They must track down the thieves and retrieve their stolen items before they are sold off.
D10=10:A group of thieves dressed in rags and carrying empty sacks wander the streets. They are part of a secret underground organization that helps the poor and are looking for recruits to join their cause.
d100 = 88
D10=1:Someone repairs a broken lockpick.
D10=2:A potion brewer, formerly a thief, seeks rare ingredients to create a powerful elixir. She offers to share the formula with the players if they aid her in her quest.
D10=3:A young pickpocket nervously counting stolen coins.
D10=4:You encounter a group of thieves who possess a valuable artifact that can control time. Will you try to steal it for yourself or use it to your advantage in a heist?
D10=5:A fellow thief approaches you, asking for a loan to fund their next big heist. They promise to pay you back with interest, but can you trust their promises and skills?
D10=6:Someone plays a flute at an almost inaudible volume.
D10=7:A thief is learning herbalism basics to identify poisons.
D10=8:Two thieves disputing over who gets a larger share of the spoils.
D10=9:In a room full of disguised thieves, the players must figure out who is the true leader of the den. But the thieves are skilled at deception and may try to trick the players.
D10=10:A group of thieves approach you, claiming to be in desperate need of a distraction so they can complete their heist. They ask you to cause chaos and confusion in a nearby marketplace or noble's manor. Will you take on this risky task?
d100 = 89
D10=1:A troupe of illusionists poses as ordinary thieves, trying to trick players into buying fake magical items. Realizing the deceit may result in a confusing and disorienting chase through the maze-like den.
D10=2:A group of thieves has been stealing from a nearby tyrant, but in doing so, they have also caused chaos and rebellion in the city. The players must decide whether to help the thieves or stop them and potentially save innocent lives.
D10=3:You enter a room and find a group of thieves trying to crack a secret code that will open a locked chest. They ask for your help, and if you can decipher the code, they promise to give you a share of the loot inside.
D10=4:A couple of thieves are planning an upcoming heist over a crudely drawn map.
D10=5:You find a room filled with valuable jewels and treasure, guarded by a ferocious guard dog. Will you try to sneak past it or find a way to tame the beast?
D10=6:A thief cataloging different scents to recognize them later.
D10=7:A thief examining a stolen pocket watch.
D10=8:Someone hangs a new tapestry on the wall to spruce up the place.
D10=9:The players come across a makeshift infirmary where a group of thieves is tending to their wounded. They are in need of supplies and ask the players to help them rob a nearby apothecary.
D10=10:A thief holding a torch, searching the hideout for any overlooked loot.
d100 = 90
D10=1:A thief reshuffles cards in preparation for a game of chance.
D10=2:Players find a coterie of death-priests performing a dark sacrificial rite to invoke a blood demon. Interrupted, the ritual distorts, summoning an enraged demonic entity that threatens to tear through everything in sight.
D10=3:While exploring the den, the players come across a group of thieves who have been cursed and transformed into mindless zombies. The players must find a way to lift the curse and return the thieves to their former selves.
D10=4:Two thieves are in the middle of a heated argument over a heist gone wrong. The players can choose to intervene or wait and see how the situation plays out. But one wrong move could result in the players getting caught in the crossfire.
D10=5:While walking through the Thieves Den, you see a group of thieves trying to pry open a locked chest. Will you offer your skills to help or steal the treasure for yourself?
D10=6:Two thieves cleaning their gear in preparation for a heist.
D10=7:A group of thieves are frantically searching for a valuable item that has been stolen from them. They ask the players for their help in finding it, promising a handsome reward if they succeed.
D10=8:A thief carefully packing stolen goods into a sack.
D10=9:A furtive exchange of stolen goods happening in a shadowy corner.
D10=10:In a hidden room, you find a group of thieves creating counterfeit money and documents. Will you turn them in or try to strike a deal for yourself?
d100 = 91
D10=1:A thief adjusting a stolen cloak to fit better.
D10=2:Someone has a small journal where they draw sketches of the city layout.
D10=3:The players enter a room where a group of thieves are hosting a grand feast, celebrating their recent heist. The players have the option to join in on the festivities or try to steal some of the loot.
D10=4:Someone tells a chilling ghost story to the fellow members.
D10=5:The players witness a heated debate between two thieves about whether their actions are justified and their livelihood as criminals. Will the players interject their own opinions or stay out of the discussion?
D10=6:The players stumble upon a group of thieves mourning the loss of their leader, who was killed on a recent job. The players may choose to help the thieves seek revenge or convince them to turn over a new leaf.
D10=7:A thief polishing a stolen goblet.
D10=8:The players witness a heated argument between a thief and their spouse, with accusations of infidelity and betrayal. Will the players get involved or choose to stay out of the drama?
D10=9:A thief practicing pickpocketing on a mannequin.
D10=10:Someone practices sketching to capture hidden alleyways.
d100 = 92
D10=1:During a chaotic night in the den, the players come across a group of thieves who have been cursed to turn into monstrous creatures. They must find a way to lift the curse and control their transformations before they become a danger to themselves and those around them.
D10=2:A group of thieves are constructing an elaborate heist plan on a large board, complete with miniature models of the den and surrounding buildings. They invite the players to help them strategize and carry out the heist.
D10=3:The den is hosting a fight club, and the players are invited to participate. But the fights are not just for entertainment, and the stakes may be higher than they realize.
D10=4:A group of drunk thieves get into a heated argument and begin throwing punches. Do the players step in and try to break up the fight, or take advantage of the distraction to steal from the brawling thieves?
D10=5:A sudden gust of wind blows through the den, scattering the thief’s hoard everywhere. Players must chase down rolling coins, flying banknotes, and other precious items before other thieves do.
D10=6:A thief cleaning their lockpicking tools meticulously.
D10=7:Thieves exchanging tips on how to blend in at a noble's party.
D10=8:A group of thieves challenges the players to a contest of skills. They must compete in various tasks such as lockpicking, sleight of hand, and stealth to prove their prowess. The losers must pay a hefty sum to the victors.
D10=9:The players find a secret chamber where a reformed thief is teaching young children literacy and arithmetic. The teacher asks for help in gathering more educational materials, offering their gratitude and assistance in the future.
D10=10:As the players wander through the den, they come across a locked door with a series of complex and intricate traps protecting it. What could be so valuable that the thieves would go to such lengths to protect it?
d100 = 93
D10=1:A group of thieves approach you, mistaking you for a fellow thief. They offer you a chance to join their guild, promising access to the best jobs and the protection of their powerful leader.
D10=2:You come across a room filled with gold coins, but as you try to take some, you realize they are all fake. The thieves who tricked you into their trap now demand payment for falling for their prank. How will you handle the situation?
D10=3:A notorious thief challenges the players to a game of wits, promising to return all of their stolen goods if they can beat him in a battle of intellect. The catch? The thief's mind has been corrupted by a powerful artifact, making him nearly unbeatable.
D10=4:A thief repairing a torn stealth cloak.
D10=5:A powerful and vengeful spirit has taken up residence in the den, seeking revenge on the thieves who stole its prized possessions. The players must find a way to appease the spirit or defeat it before it destroys the den.
D10=6:The players encounter a group of thieves who have been cursed with lycanthropy. They must find a way to lift the curse before the full moon rises, or they will turn into mindless werewolf thieves.
D10=7:The players uncover a secret library within the thieves' den, maintained by a former master thief turned scholar. He offers access to ancient scrolls and tomes that might aid the players in their quest.
D10=8:An overconfident bard has decided to serenade the thieves with terribly composed songs, triggering tension. Stopping his wailing without causing a scene is critical.
D10=9:A notorious thief is holding a training session for some new recruits and asks the players to act as practice targets. But watch out - these recruits are eager to prove themselves and may fight harder than expected.
D10=10:Players encounter a room where the floors and walls are stained with layers of dried blood. The room is infused with necrotic magic, causing any wounds sustained here to fester and multiply. Wounded undead rise from the shadows to attack.
d100 = 94
D10=1:A strange creature has taken up residence in the den, casting spells and causing chaos. The players must find a way to either defeat the creature or convince it to leave peacefully.
D10=2:A group of thieves has taken it upon themselves to clean up the local waterways, free from pollution. They ask the players to help them gather resources for this noble cause.
D10=3:A group of thieves offer to teach you the art of disguise. They provide you with costumes and props and take you on a mission where you have to blend in and steal a valuable item.
D10=4:The players enter a room where a group of thieves are hosting a grand feast, celebrating their recent heist. The players have the option to join in on the festivities or try to steal some of the loot.
D10=5:In a secluded chamber, artists and poets gather to express their aspirations for a better world. They ask the players to smuggle their works out and distribute them in the city above.
D10=6:A group of thieves is being chased by a group of guards, and they beg the players to create a distraction so they can escape. However, the guards are also willing to pay handsomely for information on the thieves' whereabouts. Do the players help the thieves, betray them for the reward, or stay neutral?
D10=7:A wealthy noble approaches the players, offering a large sum of gold if they can retrieve a stolen family heirloom currently held within the thieves' den. But will the noble hold up their end of the deal?
D10=8:A thief plotting the best route for a heist on a noble's mansion.
D10=9:You hear a commotion and laughter coming from a room filled with gambling tables. A group of thieves is playing a game of dice where the stakes are high and the rounds are intense. They invite you to join in, but beware of their sleight of hand.
D10=10:A thief lighting a candle and muttering a prayer to the god of thieves.
d100 = 95
D10=1:As you explore, you find a group of thieves playing a game of darts. They invite you to join, but it's not just a friendly competition. The darts are coated in a powerful poison and the goal is to land a dart closest to your opponent's heart. Will you take the risk?
D10=2:Within the den, an expert forger now uses his skills to create fake identities for people looking to start anew. He offers to create new papers for the players if they help him on a heist with a noble cause.
D10=3:The players are approached by a distraught thief who has lost their beloved pet exotic creature. They ask for the players' help in finding and rescuing their pet from a rival thieves gang.
D10=4:A thief fletching arrows in a corner.
D10=5:The players encounter a group of thieves who have been cursed and turned into various animals. They offer to share their riches if the players can find a way to break the curse and turn them back into humans.
D10=6:The players come across a group of thieves who are being ambushed by a rival group. They are offered the chance to join the fight in exchange for a share of the spoils and information on valuable targets.
D10=7:In a hidden room, you find a group of thieves who have been captured and tortured by a rival gang. Will you risk your safety to help them escape, or leave them to their fate as they may be secretly working for the enemy?
D10=8:The players enter a room filled with deadly traps and must navigate through them to find a hidden treasure. However, the treasure is guarded by a powerful mimic that can take the form of any object in the room.
D10=9:The den is being plagued by a strange and powerful curse that causes anyone who enters to relive their worst memories. The players must uncover the source of the curse and find a way to break it before it consumes them.
D10=10:As the players make their way through the den, they come across a group of thieves who have been cursed with immortality. Can the players find a way to break the curse or will they have to face these thieves for eternity?
d100 = 96
D10=1:As the players are traveling through a dense forest, they are ambushed by a group of thieves who use their knowledge of the terrain to their advantage. The players must navigate through the unfamiliar landscape while also defending themselves.
D10=2:The players come across a group of thieves who are trying to pull off a daring escape from the den. They ask for the players' help in causing a diversion while they make their getaway.
D10=3:You see a group of thieves huddled around a table, playing a risky game of cards. They invite you to join in on the game, but the stakes are high and you have a feeling they may be cheating.
D10=4:A group of thieves has hoarded a collection of rare magical artifacts, and they are willing to trade with the players for a specific item they desire. But they may try to scam or deceive the players during the trade.
D10=5:In a room full of stolen artifacts and priceless treasures, the players encounter a group of thieves who are attempting to decipher a cryptic scroll that claims to lead to an even greater treasure. They ask the players for their help in solving the riddle.
D10=6:A thief crafting a false bottom for an important-looking chest.
D10=7:You come across a room filled with exotic and dangerous animals, all kept by the thieves for security purposes. But one animal seems to have broken free from its cage and is now rampaging through the den. Can you tame the beast or defeat it?
D10=8:A thief repairing a cracked lantern.
D10=9:A powerful wizard hires the players to retrieve a stolen magical artifact from a group of thieves. However, the thieves have already sold the artifact to another powerful wizard who is willing to fight to keep it.
D10=10:The players encounter a group of thieves attempting to break into a heavily guarded vault. They must choose whether to help the thieves succeed or stop them and potentially gain access to the vault themselves.
d100 = 97
D10=1:A legendary thief, known for their incredible agility and stealth, challenges the players to a game of hide and seek throughout the den. If they can find and catch the thief, they will earn their respect and potentially gain valuable information.
D10=2:The players stumble upon a secret vault filled with stolen treasures from all over the world. But the den's leader is willing to part with the treasures for one small favor...
D10=3:Two thieves arguing over the division of loot.
D10=4:A rival group of thieves challenges the players to a game of wits and deception. The goal? To find and steal a valuable painting from a wealthy merchant without getting caught or causing harm.
D10=5:A group of reformed thieves organizes a festival to uplift their community. They request the players' help in protecting the event from potential threats, offering unique festival items in return.
D10=6:One of the thieves challenges you to a game of cards, betting valuable items. As the game progresses, you realize that they are using magic to cheat. Do you call them out or use your own tricks to win?
D10=7:The players are tasked with stealing a powerful magical artifact from a group of thieves known as the "Order of the Shadow". But the Order will stop at nothing to protect their prized possession, and the players must use all their skills to succeed.
D10=8:A thief practicing ventriloquism with a small puppet.
D10=9:Someone patches up a cloak that nearly got ruined by a chase.
D10=10:A thief practicing sign language with another thief.
d100 = 98
D10=1:Someone tries to pin a wanted poster to the wall, laughing at the crude drawing.
D10=2:The den is celebrating a successful run of heists, and everyone is in high spirits. But not everyone can hold their liquor, and the players may get caught up in a bar fight if they're not careful.
D10=3:Two thieves compare the weight of stolen gems from recent jobs.
D10=4:A thief accumulates rumor information through discreet eavesdropping.
D10=5:Someone tries to read a stolen love letter from a noble's beau.
D10=6:You sense that someone is following you. As you turn around, you come face to face with a mysterious figure in a dark cloak. He offers you a chance to join the secretive "Thieves in the Shadows" organization, but requires a steep price for membership.
D10=7:While exploring the den, the players come across a room filled with cursed items that belonged to past thieves who crossed the wrong side of the law. Will they be tempted to claim these dangerous objects, or leave them be?
D10=8:A thief uses a pet bird for scouting rooftops, giving it gentle instructions.
D10=9:A thief practicing their climbing skills on a makeshift wall.
D10=10:The players are caught in the middle of a power struggle between two rival gangs within the den. They must choose which side to support and help tip the balance in their favor.
d100 = 99
D10=1:The thieves' den is hosting a grand masquerade ball, with guests wearing elaborate masks to hide their identities. The players are invited and must navigate through a maze of scheming thieves and political intrigue.
D10=2:Players come across a room filled with treasures and riches, guarded by a group of thieves. However, upon closer inspection, they realize that the thieves are actually animated statues, and they must outsmart their cunning traps to claim the treasure.
D10=3:In a seedy corner of the den, a group of thieves are conducting shady business deals and selling illegal items. They offer to teach you their trade, but be careful - this kind of work comes with severe consequences.
D10=4:In a room filled with various weapons, the players encounter a group of thieves who challenge them to a friendly competition to see who is the superior fighter. However, the stakes may be higher than they initially thought.
D10=5:A group of reformed thieves organizes a festival to uplift their community. They request the players' help in protecting the event from potential threats, offering unique festival items in return.
D10=6:A group of thieves practices complicated handshakes as secret signals.
D10=7:As the players are traveling through a dense forest, they are ambushed by a group of thieves who use their knowledge of the terrain to their advantage. The players must navigate through the unfamiliar landscape while also defending themselves.
D10=8:A group of thieves, claiming to have turned over a new leaf, have opened a charity house for orphans. However, rumors say they are still secretly stealing from the rich. The players must uncover the truth and decide whether to expose their deeds or let them continue their charitable facade.
D10=9:A thief hiding a stolen document in a secret compartment of a table.
D10=10:As the players are wandering through the den, they come across a secret underground gambling den run by the thieves. The players can test their luck and skill in various card and dice games.
d100 = 100
D10=1:A powerful artifact is being guarded in a heavily fortified temple, and the players are hired by a group of thieves to find a way to sneak in and steal it. However, the artifact is also being sought after by a group of ruthless mercenaries.
D10=2:A thief repairing a broken lock.
D10=3:The den houses a secret room where reformed thieves create clothing and blankets for the city's poor. They seek help in transporting goods to those in need and reward the players with handmade items.
D10=4:A master thief offers to train the players in the art of stealth and infiltration. But the training will be intense and may involve dangerous situations to test their skills.
D10=5:A thief sketching rough portraits of important targets.
D10=6:In a secret chamber, a group of thieves are conducting a dark ritual to summon a powerful demon. The players must figure out a way to stop the ritual before the demon is unleashed upon the world.
D10=7:A cunning thief has stolen a powerful artifact and holed up in the den, using it to enhance their own skills. The players must find a way to retrieve the artifact and bring the thief to justice.
D10=8:As the players are working on a heist, they come across a group of adventurers also attempting to steal the same treasure. Will they team up or turn against each other in the race for the loot?
D10=9:A thief fletching arrows in a corner.
D10=10:A thief has accidentally triggered a trap and needs someone to disarm it before it's too late. The players have to act fast to prevent a disastrous outcome.
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Other dice tiers for the thieves den: D1, D4, D6, D8.
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