A complete D&D 5e random encounter table for village 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 village, 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 Village encounter table
d100 = 1
D10=1:A group of children are jumping rope, chanting a nursery rhyme.
D10=2:A seamstress is mending a tear in a villager's clothing.
D10=3:An old woman in the village claims to have seen a creature made entirely of shadows lurking in the woods. She begs the party to investigate, but they soon discover that the creature is actually a druid who has been shunned by society due to his unique abilities. The party must decide whether to help the druid or drive him away.
D10=4:An oracle predicts that a nearby volcano will erupt within the day. Evacuating the village or diverting the lava are both perilous options.
D10=5:A group of young men are practicing archery in an abandoned lot. They hope to join the local militia or band of thieves.
D10=6:A group of villagers are having a lively discussion at the local tavern.
D10=7:On the outskirts of the village, a shepherd is herding his sheep and invites the adventurers to try their hand at sheepherding.
D10=8:A traveling fortune teller tells the players that they will meet their fate in the next town they visit. The players must decide whether to avoid the town or confront their fate head on.
D10=9:A kindly innkeeper offers a discount on rooms and shares humorous tales from past patrons.
D10=10:A woman knits a scarf.
d100 = 2
D10=1:The players hear rumors of a mysterious creature that has been terrorizing the village at night. Upon investigation, they find out that it is a friendly dragon who has been kicked out of his home by his siblings. The dragon will reward the players for helping him find a new home.
D10=2:An old woman is offering to read fortunes with tarot cards.
D10=3:A scribe scribbles notes in a book.
D10=4:The village baker shares freshly baked bread and pastries with anyone passing by his shop.
D10=5:A group of children catch fireflies.
D10=6:As you walk by a stable, you see a stable boy trying to train a young horse, but it seems like the horse is winning.
D10=7:A couple is sitting on a blanket, enjoying a romantic lunch.
D10=8:A woman is painting her nails, carefully applying the polish.
D10=9:A man is being attacked by rats. He is wearing a green robe, and can tell the PCs that he is a wizard, but he is not evil. He will ask the PCs for help.
D10=10:A flock of griffins has been attacking the village's livestock. The players must find a way to scare them off or negotiate with their leader to spare the village's animals.
d100 = 3
D10=1:A group of women is weaving baskets from reeds.
D10=2:A carpenter sharpens their tools.
D10=3:Lute player is really a bard in disguise. He will sing a song about a nearby dungeon to the party. If they investigate the dungeon, they will find it is haunted by a ghost.
D10=4:Children are playing a game of hide and seek around the village square.
D10=5:A young boy approaches the party, asking for their help in finding his lost dog. He offers a small reward if they can bring it back safely. The dog, however, turns out to be a shapeshifter who's been cursed and is using the boy as bait.
D10=6:A group of villagers are planting a tree, working together to dig the hole.
D10=7:A group of villagers is playing a friendly game of horseshoes.
D10=8:A group of villagers are playing a game of dice, their shouts of excitement echoing.
D10=9:A woman is knitting a scarf, her needles clicking together.
D10=10:Three farmers are arguing over which one of them has the worst donkey. If players join in, they can award themselves some cheap but fun roleplaying moments with the farmers!
d100 = 4
D10=1:A group of traveling entertainers have set up a makeshift stage in the town square, putting on an impressive performance that draws a large crowd. However, during their act, one of the entertainers accidentally reveals a hidden magical talent that causes chaos to erupt in the town. The party must help contain the chaos and decide whether to expose the entertainer's secret or keep it hidden for their own gain.
D10=2:You see several people shouting at each other about something. If you get close enough to hear it, you will see that they are arguing about what caused the zombie problem in the city. One says: 'It was caused by a group of bandits.' Another says: 'It was caused by a group of witches.' Another says: 'It was caused by some evil wizards.' They don't know what's really going on.
D10=3:A cat paces along a fence.
D10=4:A group of goblins has infiltrated the village and are kidnapping the townspeople to use as sacrifices in their dark rituals. The party must stop the goblins and rescue the villagers before it's too late.
D10=5:A random treasure map is found on the ground by the party. It leads to a nearby dungeon, but there's about a 20% chance that it's a forgery or it's misdirection that leads to a different dungeon altogether or even a random location within the players' world.
D10=6:A farmer is selling fresh vegetables from his cart.
D10=7:A woman stitches cloth.
D10=8:A group of villagers dance around a bonfire.
D10=9:The party comes across a village that seems to be abandoned. However, upon closer inspection, they discover that the villagers have all been transformed into stone statues by a malicious medusa who has taken up residence in the village. Can the party defeat the medusa and restore the villagers to their human form?
D10=10:A dog runs up to you and starts barking excitedly, trying to get your attention. It looks like it wants to show you something.
d100 = 5
D10=1:While exploring the outskirts of the village, you come across a large clearing with a beautiful waterfall. A peaceful druid is tending to the plants and animals around the area. Will you approach and ask for guidance or simply admire the scenery?
D10=2:The village barber is expertly trimming the hair and beards of the local men, offering to give the adventurers a clean shave or a stylish haircut.
D10=3:The village crier is stuck in a loop, endlessly repeating an ominous message. Breaking this strange enchantment is of the essence.
D10=4:You see several people shouting at each other about something. If you get close enough to hear it, you will see that they are arguing about what caused the zombie problem in the city. One says: 'It was caused by a group of bandits.' Another says: 'It was caused by a group of witches.' Another says: 'It was caused by some evil wizards.' They don't know what's really going on.
D10=5:A cat is curiously inspecting a basket of wool.
D10=6:A group of children are playing hopscotch on the street. They are chanting a rhyme about the Goddess Hera.
D10=7:A group of outcast gnomes have been experimenting with strange and dangerous inventions, causing chaos in the village. The party must negotiate with the gnomes and convince them to stop their reckless experiments before they harm anyone else.
D10=8:A series of petty thefts and vandalism in the village is traced to a group of mischievous goblins. These troublemakers have made their lair in a nearby burrow, retaliating for an old slight; diplomacy or combat will decide their fate.
D10=9:A group of drunken warriors were challenging everyone they saw to duels. One of them stumbled into the Blacksmith's shop, got restrained, then beat up a bunch of other guy's weapons and armor.
D10=10:A group of travelers are lost in the woods and have stumbled upon the village. They have some valuable information about a secret cave filled with treasure, but they need help getting there.
d100 = 6
D10=1:A group of children are fighting over a tiny ball. They are attempting to kick it over a nearby fence.
D10=2:A local blacksmith is renowned for creating the strongest, most durable armor and weapons in all the land. However, upon closer inspection, the party realizes that the blacksmith is actually a skilled illusionist, and his weapons and armor are made from magic.
D10=3:A young boy is being bullied by a group of other children. The boy reveals that he has a magical stone that can grant wishes, but he doesn't know how to use it. The party can help him or try to take the stone for themselves.
D10=4:A woman sews a new dress.
D10=5:Villagers find a wounded and delirious knight who speaks of a monstrous beast in the nearby woods. Healing the knight and following his fragmented directions may reveal the nature of this threat.
D10=6:A young girl is practicing her dance moves in the village square.
D10=7:The village's prized possession, a magical fountain that grants wishes, has stopped working and the villagers are devastated. The party must find the cause of the malfunction and possibly take on a dangerous quest to restore its magic.
D10=8:The village well runs dry, and frantic villagers blame a hidden underground curse. Exploration reveals an ancient tomb that had been undisturbed until recently. The tomb contains the restless spirits of long-dead royalty, offended by their age-old pride being disturbed. The players must navigate spectral guardians and traps to appease the spirits or find an alternative water source under dire conditions.
D10=9:A dog is chasing after a rolling barrel.
D10=10:A powerful necromancer has taken up residence in an abandoned tower nearby the village. The party must navigate through traps and undead creatures to reach the necromancer and stop them from raising an army of the dead.
d100 = 7
D10=1:A woman bakes a sweet bread.
D10=2:A child watches ants march in a line.
D10=3:As the players enter the village, they notice it shrouded in a sickly fog that clings to their skin and seems to whisper threats. Children sleepwalk through the streets at night, eerily chanting in an unknown language. Any attempt to wake them without breaking the curse results in violent reactions. Hidden in the cellar of the village chapel is a tome that details an ancient curse, possibly brought upon by disturbing ancient burial grounds.
D10=4:A dog is lying at its owner's feet, happily chewing on a bone.
D10=5:A woman is walking down the street, carrying a large basket full of eggs. She is headed to the local tavern to sell her wares.
D10=6:A merchant is trying to sell some strange metal objects to the villagers. He claims they have magical properties, but the villagers seem skeptical.
D10=7:A group of men are gathered around, talking about the bandits that attacked their caravan on their way into town.
D10=8:A group of halfling farmers are having trouble with their crops. They believe it is due to a powerful druid who has been angered and ask the players to negotiate with the druid for a peaceful solution.
D10=9:A group of 2d6+2 mercenaries are looking for work. They are led by a dark-skinned half-orc named Ulfgar the Black. They will work for cheap (20 gold per day) if they're hired by a good-looking female party member with a good body. If they're hired by a male party member with a good body, they will work for cheap (50 gold per day) and follow orders without question.
D10=10:You encounter a group of villagers holding a small silent vigil in front of a burial plot. The grave appears to be freshly dug.
d100 = 8
D10=1:A necromancer's curse causes the dead from the village graveyard to rise. The villagers need the curse lifted and the undead quelled.
D10=2:A group of children are throwing mud and rocks at a group of young adults. The adults are retaliating by throwing mud and rocks back at the kids, who have started crying now.
D10=3:Spring: Birds return, filling the air with song in tune with the village blacksmith’s rhythmic hammering. However, a series of thefts plagues the village, and rumors suggest a fledgling gang of kenku is behind the crimes. The players are asked to track the kenku, recover the stolen items, and discover their motive. The blacksmith rewards them with finely crafted weapons or armor that possess unique properties.
D10=4:A man named George is sitting on the steps of an inn, talking to players about his problems with his girlfriend Betty. George says Betty is crazy because she has been keeping a pet cat. George says Betty says that the cat is friendly and does not hunt birds and rodents, but George does not believe her. George says he and Betty will break up soon because of that cat.
D10=5:A group of villagers are sitting around a campfire and singing. If players join in, they will realise that the villagers are singing about a local legend involving the dragon that lives in the mountains...
D10=6:A woman is drawing a picture, her pencil moving quickly across the paper.
D10=7:A farmer's daughter has been cursed by a witch and turned into a pig. The farmer is offering a handsome reward to anyone who can lift the curse and turn his daughter back to normal.
D10=8:You see two sisters who are arguing about something. They say: 'You're not my sister anymore! You're dead to me!' They continue arguing for awhile until one of them storms off angrily yelling about how she's not going to be anyone's sister anymore because everyone's dead to her now! The other sister then laughs at her and goes back to being her sister again.
D10=9:Three men are talking about how they heard a merchant caravan was coming through town late at night, and how they were going to sneak out of town to go steal from it at night.
D10=10:A young boy is flying a kite in an open field.
d100 = 9
D10=1:A group of children are playing a game of hide and seek, hiding behind trees and bushes.
D10=2:A group of bandits have taken over the village's only inn, forcing the patrons to pay exorbitant prices for food and lodging. The party must come up with a plan to drive the bandits out and restore peace to the village.
D10=3:A small, enchanted garden blooms overnight, offering rare and potent herbs. However, its magical guardian, a stubborn ent, will only part with these treasures if convinced through diplomacy or a feat of strength.
D10=4:A group of children are playing hopscotch on the street. They are chanting a rhyme about the Goddess Hera.
D10=5:A group of men are arguing about the start of the war. They say the king should have come to an agreement with the orcs.
D10=6:A traveling circus has set up camp just outside the village, bringing exotic animals and performers from distant lands. However, strange accidents begin to occur, and it becomes clear that a sinister force is at work within the circus.
D10=7:A local alchemist invites you into her shop, promising rare and powerful potions. However, her potions are actually just colored water with some glitter added for effect. Will you call her out on her scam or play along?
D10=8:Summer: The village is bustling with children playing in the sun, but their laughter is interrupted by a sudden storm brewing unnaturally fast. The village druid suspects it is caused by a water elemental disturbed from its ancient slumber. The players are sent to the nearby lake to either pacify or banish the elemental. Success earns the favor of the druid and secrets of nature-based spells.
D10=9:A fisherman boasts about his latest catch.
D10=10:A scribe scribbles notes in a book.
d100 = 10
D10=1:A woman comes into town and tells the villagers that her baby was stolen by goblins while she was picking berries in the woods. She will not say where she was picking berries at, but she will say that she saw the goblins heading toward a cave in the nearby mountains.
D10=2:A woman is picking flowers, creating a beautiful bouquet.
D10=3:A woman is walking around town, singing a song about how she was slighted by someone, who is named in the song.
D10=4:At the village's library, a group of scholars are heatedly discussing the subject of magic. A wizard believes it to be a powerful tool, while a cleric argues that it is a curse. Who do you agree with?
D10=5:As the party is passing through the village, they notice that the townspeople are acting strangely and seem to be under some sort of mind control. It is revealed that the village's mayor is being controlled by a powerful psionic creature who is using him to manipulate the entire village. Can the party free the mayor and defeat the creature before it spreads its control to other villages?
D10=6:A group of humans is arguing over whether or not to hire a band of mercenaries to guard the village at night.
D10=7:A group of calm and wise gnomes discuss if it would be better to stay or travel on. They've stopped in a nearby village for a short period of time, but haven't decided whether or not to leave.
D10=8:The party is approached by a group of villagers who offer them a job to help plow their fields for the upcoming harvest. However, the players soon find out that the villagers are actually werewolves and have been using unsuspecting travelers for manual labor.
D10=9:Autumn: The entire village is abuzz with the annual apple bobbing contest, but participants start falling ill. Investigating, the players find an ancient apple tree tainted by dark magic after an ancient curse is disturbed. Resolving the curse or purifying the tree is essential for the village’s wellbeing. Healed villagers offer preserves and jams with magical restorative properties.
D10=10:A musician is playing a tune on his harp, the notes filling the air with a soothing melody.
d100 = 11
D10=1:The party comes across a group of villagers who are training to be monster hunters. However, their methods and techniques are questionable and they may end up causing more harm than good.
D10=2:A group of children are walking through the village, throwing stones at stray dogs and cats. If players approach, the children will run away and hide behind their parents' legs. The parents will scold the children and then apologize to the players for their children's behavior.
D10=3:A child is riding a pony around the village square.
D10=4:A group of women exchange recipes.
D10=5:A couple of children are racing each other on foot.
D10=6:A traveling merchant accidentally releases a genie, but this one grants chaotic, dangerous wishes. Stopping the genie before it wreaks havoc is essential.
D10=7:A farmer gathers eggs from hens.
D10=8:You stumble upon a group of cultists performing a dark ritual in the woods. Will you try to stop them or let them finish their ceremony?
D10=9:A group of people are gathered in a tavern, talking about politics in the city. They are talking about the corrupt council and how they are raising taxes on the people of the city.
D10=10:An elf is loitering around a group of people and trying to get into their houses. The elf is actually a thief who is trying to steal from them.
d100 = 12
D10=1:The village's crops are failing, and the villagers are on the brink of starvation. The source of the problem is a group of mischievous fey who are upset that the villagers have been disrupting their forest home. Can the party find a way to make peace between the villagers and the fey and restore the crops?
D10=2:A group of traveling merchants have set up a temporary market in the village, selling rare and exotic goods from distant lands. But upon inspecting their wares, the party realizes that some of the items are cursed and will bring misfortune to whoever purchases them.
D10=3:A wizard is selling magical items to the local townsfolk. The items he has on display are from the Elemental Chaos, which he claims to have visited on a recent quest.
D10=4:A dog is digging a hole in the garden, much to the frustration of a gardener.
D10=5:A powerful wizard has set up a magical portal in the village square and is offering to transport the players to a far-off land in exchange for completing a task for him. However, the players will soon find out that the wizard is not what he seems, and their task may have disastrous consequences.
D10=6:A man is selling caged songbirds. He says that they are magic and will sing when they are set free. If the players buy one, the man will follow them, asking for it back.
D10=7:A group of warriors are discussing a recent battle. The leader of the group claims that he would've won the battle if the wizard had supported him with healing magic. The wizard claims that he would've won if the ranger had supported him with ranged attacks.
D10=8:A couple is meeting in secret by the edge of town. They seem to be involved in an illicit affair.
D10=9:A postman is delivering letters to various houses.
D10=10:A time-traveling bard appears in the town square, singing songs from the future. They claim a catastrophe will happen within the hour and need the players' help to prevent it.
d100 = 13
D10=1:A group of villagers prepare for a festival.
D10=2:A group of children are playing with a ball. They will offer to trade the players their ball for one of their toys.
D10=3:A beekeeper is selling jars of fresh honey.
D10=4:A street vendor sells roasted nuts.
D10=5:A group of children are walking through the village, throwing stones at stray dogs and cats. If players approach, the children will run away and hide behind their parents' legs. The parents will scold the children and then apologize to the players for their children's behavior.
D10=6:A man is walking around town, singing a song about how he was slighted by someone, who is named in the song.
D10=7:In the town square, a group of villagers are gathered around a storyteller, mesmerized by his tales of ancient battles and mythical creatures.
D10=8:A peculiar merchant offers to sell strange and exotic pets to the curious villagers. One such creature, a tiny dragon, escapes and begins causing chaos, prompting a hunt to contain it before it causes more trouble.
D10=9:A group of gnomes have set up a makeshift hot air balloon and offer rides to the party. However, they don't mention that the balloon has a tendency to malfunction and often crash.
D10=10:A demonic contract surfaces, binding the village to eternal servitude. Breaking the contract before the deadline is paramount.
d100 = 14
D10=1:Three men are gathered around, talking about the body that was found in the river recently. They are debating whether it was a suicide or murder
D10=2:Winter: A snowstorm has isolated the village, and provisions are dwindling. During the night, villagers hear eerie music from a mystical piper leading enchanted creatures to steal what little food they have left. The adventurers are tasked with finding the piper and ending the enchantment. Completing this mission ensures the village’s survival, and they gift the players with preserved food rations that offer health benefits and exotic spices.
D10=3:A group of villagers is weaving a large tapestry for the village hall.
D10=4:A dog begs for food at a table.
D10=5:An old man has lost his horse and is offering a reward to anyone who can find it and bring it back to him.
D10=6:A group of villagers play cards.
D10=7:The village blacksmith is looking for a rare metal that can only be found deep in a treacherous mountain. The party can join him on the journey, but they will have to face dangerous creatures and navigate treacherous terrain.
D10=8:A couple of men are arguing about something. One of them is the village priest.
D10=9:In the center of town, a group of children are playing with a strange amulet they found in the forest. Unknowingly, they have unlocked its powerful magical abilities and are causing chaos in the village. Will you try to calm the amulet's powers or confiscate it from the children?
D10=10:A colorful circus has set up camp just outside the village. The performers invite you to watch their spectacular show of acrobatics and fire-breathing.
d100 = 15
D10=1:A blacksmith is quenching a red-hot piece of metal.
D10=2:The village's annual fair is in jeopardy when a group of mischievous sprites steal all of the games and prizes. The party is asked to retrieve the stolen goods and bring the sprites to justice.
D10=3:A group of humans is arguing over which way the village should be rebuilt.
D10=4:While exploring the outskirts of the village, you come across a large clearing with a beautiful waterfall. A peaceful druid is tending to the plants and animals around the area. Will you approach and ask for guidance or simply admire the scenery?
D10=5:A group of men are talking about how they are going to petition the lord to allow them into the town's militia.
D10=6:A woman is baking a pie, the sweet smell filling the air.
D10=7:A group of villagers are painting a new mural on the side of a building, depicting the local heroes and legends. They happily take suggestions and creative input from the adventurers.
D10=8:A sudden infestation of magical vermin threatens the village's food supplies. Swift action is needed to prevent famine.
D10=9:Several children are chasing each other around the town square.
D10=10:A local alchemist invites you into her shop, promising rare and powerful potions. However, her potions are actually just colored water with some glitter added for effect. Will you call her out on her scam or play along?
d100 = 16
D10=1:The players come across a group of farmers who have been plagued by giant insects that have been destroying their crops. However, the insects are being controlled by a druid who is trying to protect the nearby endangered forest from human civilization. The players will have to find a peaceful solution to this conflict.
D10=2:A group of halfling farmers are having trouble with their crops. They believe it is due to a powerful druid who has been angered and ask the players to negotiate with the druid for a peaceful solution.
D10=3:A group of fishermen is cleaning their catch by the river and invite the adventurers to join them for a hearty fish stew.
D10=4:The village's children have all disappeared, leaving behind only strange drawings and symbols as clues to their whereabouts. The party must decipher the symbols and find the missing children before it's too late.
D10=5:A man is being attacked by rats. He is wearing a green robe, and can tell the PCs that he is a wizard, but he is not evil. He will ask the PCs for help.
D10=6:A group of villagers is singing folk songs around a campfire.
D10=7:Dark birds with unnerving intelligence begin circling the village, causing unease. Following these creatures leads to discovering a hag coven setting up a new lair nearby.
D10=8:A group of cultists has taken over the village and are holding the villagers hostage, demanding they hand over a valuable artifact that is rumored to be hidden in the village. The villagers are too afraid to stand up to them, but will the party help save the day?
D10=9:The village blacksmith is looking for a rare and valuable metal to craft a powerful weapon. He enlists the party's help in finding it and offers to reward them with the first weapon he makes.
D10=10:A group of children are playing hopscotch on the street. They are chanting a rhyme about the Goddess Hera.
d100 = 17
D10=1:A group of bandits have been targeting travelers on the road near the village. Can the players track them down and put an end to their thievery?
D10=2:A dog plays with a stick.
D10=3:A halfling warrior is sitting at a table in the inn eating bacon and eggs. He asks the party if they are hungry and offers to buy them breakfast if they are. If they accept, he buys the party some bacon and eggs and offers up some sage-sounding advice if they ask.
D10=4:A tinker fixes a broken trinket.
D10=5:A group of villagers is building a new scarecrow.
D10=6:The town's innkeeper is outside the inn, drinking beer and watching the road. He's bored and the inn is slow because travelers are having trouble getting to the city.
D10=7:Two young men are talking about how one of them got his left hand caught in a millstone and had to be rescued by his friend. They're both laughing about how funny it was that his friend had to rescue him from getting his hand chopped off.
D10=8:A mysterious stranger arrives in the village, claiming to have valuable information about a nearby dungeon full of treasure. However, he demands a hefty fee for the information. Is he telling the truth or is it a scam?
D10=9:A group of cloaked women are standing outside a tent, telling everyone they meet to beware of a nearby wizard. They claim that he is poisoning people with magic and the only way to escape his curse is to give him enough gold coins to cure himself.
D10=10:A powerful wizard trapped a fire elemental in the village lantern, but it's growing unstable. The village needs help before it unleashes chaos.
d100 = 18
D10=1:A local alchemist invites you into her shop, promising rare and powerful potions. However, her potions are actually just colored water with some glitter added for effect. Will you call her out on her scam or play along?
D10=2:Keg the halfling is drunk and is trying to walk home. He is stumbling and singing a bawdy song. He will offer players a drink from his flask if they help him home.
D10=3:A potter is painting intricate designs on a finished pot.
D10=4:A man is walking down the road, wearing a robe and carrying a staff. He is a traveling wizard, and he is on his way to a nearby city.
D10=5:A carpenter is building a new roof, carefully placing each shingle.
D10=6:A group of villagers are playing a game of cards at a table outside.
D10=7:A group of farmers are talking about the weather. They are worried about the lack of rain this season.
D10=8:A group of men are having a meeting in a nearby tavern about how to get rid of some pesky rats that keep getting into their food stores. They seem to think that poison is the best way to deal with them.
D10=9:A mysterious fog rolls in, bringing with it memory-altering effects. Determining its origin and removing it before history is rewritten is crucial.
D10=10:Autumn: A thick fog rolls through the village streets as villagers recount ghost stories around bonfires. However, vengeful spirits of ancient warriors begin haunting the village in earnest. Players must uncover the spirits’ unfinished business to put them to rest. Villagers might provide enchanted lanterns and talismans that ward off malevolent spirits.
d100 = 19
D10=1:A local wizard has been experimenting with a new potion that can turn any object into gold. He is looking for willing participants to test it on, but there may be some consequences.
D10=2:A merchant bargains with a customer.
D10=3:A group of farmers discuss the weather.
D10=4:A man in a fancy suit and top hat is trying to sell "miracle cure-all" tonics to the villagers. However, those who buy it will find that it is just regular water with a bit of food dye. The man will quickly leave town before the villagers realize they've been scammed.
D10=5:A group of men are sitting in a bar, talking about wine and women. They will give the players some useful information about the next adventure.
D10=6:Two friends share a drink and laugh at the tavern.
D10=7:A potter is painting intricate designs on a finished pot.
D10=8:Winter: The villagers are bundled up tightly, busy preparing for the annual Ice Sculpture Contest. Mysteriously, the sculptures begin coming to life and wandering off. Suspicions point to an ancient ice fey causing mischief. Players must navigate icy terrains to implore or confront the fey to end the enchantment. Winning their favor may result in the fey gifting the players frost-infused artifacts or charms.
D10=9:A group of children are fighting over a tiny ball. They are attempting to kick it over a nearby fence.
D10=10:A woman is selling pieces of cloth that she says will protect the wearer from harm. She says they're made by a local wizard, who has been making them secretly for years.
d100 = 20
D10=1:As the players enter the village, they notice it shrouded in a sickly fog that clings to their skin and seems to whisper threats. Children sleepwalk through the streets at night, eerily chanting in an unknown language. Any attempt to wake them without breaking the curse results in violent reactions. Hidden in the cellar of the village chapel is a tome that details an ancient curse, possibly brought upon by disturbing ancient burial grounds.
D10=2:The village's prized possession, a magical fountain that grants wishes, has stopped working and the villagers are devastated. The party must find the cause of the malfunction and possibly take on a dangerous quest to restore its magic.
D10=3:While resting at the town's inn, you are approached by a strange man who claims to be able to see the future. He offers to read your fortune for a small fee. Do you take up his offer or dismiss him as a charlatan?
D10=4:A group of villagers are sharing stories around a campfire.
D10=5:A large group of people are gathered around two wizards who were locked in the basement of the local Mage Guild because they were arguing to loudly about whether or not magic can be used by anyone, including animals.
D10=6:A woman is painting her nails, carefully applying the polish.
D10=7:A group of bandits are planning to attack the village, and the party overhears their plans. The villagers do not believe the party until the bandits actually arrive, leaving it up to the party to protect the village.
D10=8:A horse-drawn cart rumbles through the village, laden with goods.
D10=9:A human man meets you on the way out of the village and tells you the village is haunted. He wants you to clear the village of any ghosts or undead.
D10=10:A man is sitting by the side of the road, begging for food and money. He says he is on his way to the city to find work but has run out of food and money along the way.
d100 = 21
D10=1:A carpenter is working on a new piece of furniture, wood shavings littering the ground.
D10=2:A couple of women are comparing embroidery techniques.
D10=3:A sudden, magical drought leaves the village's wells dry. Reversing the spell before the supplies run out is vital.
D10=4:A couple is arguing at a pub table. The woman seems to be trying to dissuade the man from doing something dangerous, but the man is stubborn.
D10=5:A man haggles over the price of a pig.
D10=6:An oracle predicts that a nearby volcano will erupt within the day. Evacuating the village or diverting the lava are both perilous options.
D10=7:A group of gnomes have set up a marketplace in the village square, selling their unique inventions and gadgets. One of them offers to create a special item for the players if they can bring back rare materials from a dangerous quest.
D10=8:Two old women are sitting on their porch, talking about how cold it is and how hungry they are because they cannot remember when they last ate anything because it is so cold outside. They will beg for food from anyone who passes by, then tell them that they should be ashamed of themselves for not bringing food to old women who are unable to leave their home because it is so cold outside.
D10=9:A man is standing at the top of the main street, holding a sign that says 'Repent! The end is nigh!'
D10=10:You see a group of young women, wearing short skirts and low cut tops, walking down the street and laughing as they go.
d100 = 22
D10=1:A baker sells fresh bread and pastries.
D10=2:A group of men are having a meeting in a nearby tavern. They are talking about how they are going to get revenge against someone who wronged them. They seem extremely agitated about the situation.
D10=3:A group of 2d6+2 halflings are running from a group of 2d4+2 half-elven rangers. The halflings are trying to escape and the half-elves are trying to catch them.
D10=4:A man is walking down the main street, carrying a huge stack of books. He is trying to sell the books, but no one is buying them. He is trying to find someone who will buy them so he can eat that night.
D10=5:A dog chases its tail.
D10=6:A group of adventurers are sitting around a campfire, drinking ale and complaining about their last adventure. They were captured by orcs and taken to the orc's chief's tent. The chief then forced them to dance for him. The orcs had been capturing humans from other villages, forcing them to dance for their chief.
D10=7:As you approach the village, you see a large group of orcs attacking the villagers. Will you intervene and try to save the villagers or stay out of it?
D10=8:An elderly woman is sitting on a bench, feeding the pigeons.
D10=9:The sound of drums can be heard in the distance. As the players approach, they find a group of Kobolds playing a game of chance. If the players join in, they can win a few gold pieces, but if they lose, the Kobolds will demand payment in the form of a favor.
D10=10:A young boy is flying a kite in an open field.
d100 = 23
D10=1:A child practices juggling.
D10=2:As you walk by a farm, you see a farmer struggling to wrangle a large pig back into its pen. The pig seems to be winning.
D10=3:In the town square, a group of villagers are gathered around a storyteller, mesmerized by his tales of ancient battles and mythical creatures.
D10=4:A group of children playing in the street are pretending to be orcs, whooping and hollering.
D10=5:A group of villagers are gathered around a storyteller, listening intently.
D10=6:A human ranger is working on starting a fire as he cooks a quick meal. It's not working very well, as the ranger doesn't seem to know what he's doing.
D10=7:A group of villagers are playing a game of cards at a table outside.
D10=8:While shopping in the village market, the party notices a strange, glowing orb amongst the merchant's goods. The merchant tells them it's a magical item, but it's cursed and he needs help getting rid of it.
D10=9:A merchant is trying to sell some strange metal objects to the villagers. He claims they have magical properties, but the villagers seem skeptical.
D10=10:You see a woman near a small wooden building. She is wearing a dress and has long hair, which is tied back. She is not happy to see you.
d100 = 24
D10=1:A traveling tinkerer has set up shop in the village, offering unique and unusual magical items for sale. However, it is rumored that some of these items are cursed and bring bad luck to their owners. Will the party take the risk and purchase something?
D10=2:A group of halflings are having a picnic in the fields, but a storm suddenly comes and ruins their food. They ask the party for help in salvaging their feast before it spoils.
D10=3:A group of elders is reminiscing about the old days.
D10=4:You see a woman near a small wooden building. She is wearing a dress and has long hair, which is tied back. She is not happy to see you.
D10=5:A couple of children are racing homemade wooden boats in a stream.
D10=6:A unicorn appears in the village and asks for the party's help in retrieving a stolen artifact that is crucial to maintaining the balance of the forest. If the party succeeds, the unicorn grants them a wish or a boon from the gods.
D10=7:A blacksmith's forge is roaring with flames.
D10=8:A group of children is playing hide and seek in the fields.
D10=9:A peculiar fog rolls into the village, accompanied by eerie whispers that drive people to madness if they stray too close. Villagers believe the fog originates from a cursed grove where an ancient witch once lived.
D10=10:A group of children are making toy swords out of sticks and pretending to be knights defending the town from grumbling ogres and howling werewolves. If players join in, they can award themselves some cheap but fun roleplaying moments with the kids.
d100 = 25
D10=1:A young girl approaches the party, asking for their help in retrieving her lost doll from a nearby haunted house. But upon entering the house, the party discovers that the girl was actually a ghost all along, and her doll is the only thing keeping her bound to the mortal realm.
D10=2:A traveling circus has set up camp just outside the village, bringing exotic animals and performers from distant lands. However, strange accidents begin to occur, and it becomes clear that a sinister force is at work within the circus.
D10=3:A dog is lazily napping in the sun.
D10=4:A man is repairing a broken chair, using glue and clamps to hold it together.
D10=5:A group of villagers is building a new scarecrow.
D10=6:Summer: A heatwave settles over the village while locals practice for an archery contest. Unexpectedly, a fire sprite starts a wildfire on the outskirts. It’s up to the players to dispel the sprite and control the fire before it reaches the village. Heroes adept in this mission find themselves honored by the village chief and receive hand-carved bows and arrows with enchanted tips.
D10=7:A small troop of dwarves is traveling through town. They are from a nearby mining town. They will be staying overnight to rest and resupply.
D10=8:As the party is passing through the village, they notice that the townspeople are acting strangely and seem to be under some sort of mind control. It is revealed that the village's mayor is being controlled by a powerful psionic creature who is using him to manipulate the entire village. Can the party free the mayor and defeat the creature before it spreads its control to other villages?
D10=9:A man is sitting at the end of an alleyway. He is crying and wailing. If a player approaches, he will say: 'I have nowhere else to go. Please. I need help.' The man is a con artist and will try to sell the players a magic ring for 50 gold pieces.
D10=10:You see a man who is feeding a small child. The child looks unwell, but the man is cheerful and looks well fed.
d100 = 26
D10=1:A farmer is chasing a runaway pig through the village streets.
D10=2:On the way back from the pub, you pass a local wizard who is walking home. He seems to be resting against a tree.
D10=3:As you stroll through the bustling market square, a distraught young woman approaches, clutching a letter. Her brother has gone missing while searching for treasure in a haunted manor just outside the village. She pleads for your help in finding him before it's too late.
D10=4:A couple is sitting on a blanket, enjoying a romantic lunch.
D10=5:At the village's town hall, a group of citizens are debating about whether to open their borders to refugees from a nearby kingdom. The refugees claim to be seeking shelter from an impending war. Will you voice your opinion or stay out of the political matter?
D10=6:Two lovers share a secret kiss.
D10=7:Two goblins are arguing with each other about what to do about their wounded third companion who is bleeding out from a spear wound in his belly.
D10=8:A farmer's daughter has been cursed by a witch and turned into a pig. The farmer is offering a handsome reward to anyone who can lift the curse and turn his daughter back to normal.
D10=9:A mysterious fog rolls into the village, and the villagers are panicking, claiming it's a harbinger of something sinister. The party can investigate and find that it's just a group of hags playing a prank on the village.
D10=10:A group of peasants are arguing about who, or what, killed all of their cows over night. One man says that it must have been a bandit, another man says that it must have been a witch, and another man says that it must have been a werewolf.
d100 = 27
D10=1:A cat is lounging on a stack of hay bales.
D10=2:A blacksmith is shoeing a horse, the animal stamping its hoof impatiently.
D10=3:A carpenter sharpens their tools.
D10=4:A rogue elementalist has infused the soil with volatile energy. Preventing an explosion takes precedence.
D10=5:A group of drunken mercenaries run down the street. They're from a nearby town and are out celebrating their victory over monsters.
D10=6:As you enter the town's tavern, the bartender offers you a suspiciously cheap drink. Upon further inspection, you notice a strange substance in the drink. Will you confront the bartender or take the drink and risk its unknown effects?
D10=7:The village's fortune teller has predicted doom and destruction for the village, causing mass panic among the villagers. It is revealed that the fortune teller is actually a fraud who has been using her abilities to manipulate the villagers for her own gain. Can the party expose her deceit and restore peace to the village?
D10=8:A cat is sneaking a piece of fish from a market stall.
D10=9:The players find a man dressed in black robes, he is sitting on the ground, looking sad. He says he is a wizard and was trying to cast a spell, but the residents of the town chanting drove him mad.
D10=10:A couple is taking a leisurely stroll through the village, holding hands.
d100 = 28
D10=1:A baker is opening up his shop, the smell of fresh bread wafting through the air.
D10=2:A dog plays fetch with a stick.
D10=3:Summer: A heatwave settles over the village while locals practice for an archery contest. Unexpectedly, a fire sprite starts a wildfire on the outskirts. It’s up to the players to dispel the sprite and control the fire before it reaches the village. Heroes adept in this mission find themselves honored by the village chief and receive hand-carved bows and arrows with enchanted tips.
D10=4:A local priest has lost his holy symbol. It was stolen from his church. He is offering a reward for its return.
D10=5:A dog runs up to you and starts barking excitedly, trying to get your attention. It looks like it wants to show you something.
D10=6:A merchant is trying to sell some strange metal objects to the villagers. He claims they have magical properties, but the villagers seem skeptical.
D10=7:The village carpenter is known for crafting the best wooden toys in all the land. However, when the party enters his workshop, they find that the toys are actually alive and are begging for help to escape their wooden prison.
D10=8:A child has lost their wooden toy in the market and asks the adventurers for help in finding it.
D10=9:A group of goblins have set up camp near the village, causing havoc and stealing from the villagers. The players must find a way to drive them out or negotiate a peaceful solution.
D10=10:A traveling minstrel is passing through the village and asks the party to help him gather rare song ingredients for his newest ballad. The ingredients, however, are guarded by dangerous creatures.
d100 = 29
D10=1:A group of town guards are standing outside of one of the city's inns. They are making jokes about how loud the guests are, and what kind of people they are.
D10=2:A blacksmith pumps the bellows.
D10=3:A rival village declares a sudden, unprovoked attack. Diplomacy or defense must be organized quickly.
D10=4:A couple is meeting in secret by the edge of town. They seem to be involved in an illicit affair.
D10=5:A sudden storm strikes, and the village's protective barriers are failing. Magic-users scramble to reinforce them, needing assistance before a tidal surge hits.
D10=6:A mysterious stranger arrives in the village, claiming to have valuable information about a nearby dungeon full of treasure. However, he demands a hefty fee for the information. Is he telling the truth or is it a scam?
D10=7:As you walk by a stable, you see a stable boy trying to train a young horse, but it seems like the horse is winning.
D10=8:A man is walking down the street, singing a song about how great his lover is.
D10=9:A craftsman carves intricate designs into wood.
D10=10:As you walk down the street, a man dressed in all black and with a hood covering his face passes you by. He looks at you and whispers, "The end is coming."
d100 = 30
D10=1:While traveling through the forest, you come across a group of forest gnomes who are mourning the loss of their beloved chief. Will you attend the funeral and pay your respects or continue on your journey?
D10=2:A musician tunes their instrument.
D10=3:Two children play marbles.
D10=4:Screams echo through the night as a notorious thief is chased and caught by villagers. He is tied in the village square, accused of summoning a vampire terrorizing the village. Secretly, the players learn the thief possesses a powerful relic that the vampire seeks to dominate the village. Their task is to unearth the relic's secrets and repel the vampire's advances.
D10=5:The village’s beloved animal companion, a giant tortoise, has gone missing. Tracks lead to a secluded glen where a recluse druid has detained the tortoise, believing it to be a guardian of nature needing protection.
D10=6:A cat is perched on a fence post, its tail twitching as it watches a bird.
D10=7:A group of farmers are hauling in the day's harvest and kindly offer some of their fresh produce to the adventurers.
D10=8:A peculiar fog rolls into the village, accompanied by eerie whispers that drive people to madness if they stray too close. Villagers believe the fog originates from a cursed grove where an ancient witch once lived.
D10=9:A wizard is sitting outside of an inn, talking to a group of children. The children seem to be fascinated by the wizard's tales of magic and wonder.
D10=10:The local herbalist organizes a tour of her garden, sharing knowledge about various plants and their uses.
d100 = 31
D10=1:A strange mist has settled over the village, causing people to fall into a deep sleep. The players must find the source of the mist and put an end to it before more villagers are affected.
D10=2:A child blows dandelions.
D10=3:The village's library has been ransacked, and all the books are missing. The culprit is a group of book-loving goblins who have taken the books to add to their own collection. Can the party negotiate with the goblins and retrieve the stolen books or resort to violence?
D10=4:A group of children are playing with a pet dog.
D10=5:A charismatic preacher arrives, warning of an impending disaster and promising salvation—at a price. When the village well starts drying up, fear and superstition rise, and the preacher’s true motives need to be uncovered.
D10=6:A mysterious woman arrives in the village, claiming to be a long-lost princess who has been cursed to live as a beggar. However, it is later revealed that she is actually a wicked sorceress who is using her disguise to gain the trust of the villagers and use them for her nefarious plans. Can the party see through her deception and stop her before it's too late?
D10=7:A group of 5 men are talking about how many sheep it takes to make a suit of armor. They want to make a suit of armor for their chieftain, but they only have 200 sheep to work with.
D10=8:At the village's town hall, a group of citizens are debating about whether to open their borders to refugees from a nearby kingdom. The refugees claim to be seeking shelter from an impending war. Will you voice your opinion or stay out of the political matter?
D10=9:A group of women is trading recipes at the market.
D10=10:The village has been struck by a mysterious illness and the apothecary is running low on supplies. The party must venture into the nearby forest to find rare ingredients for the cure.
d100 = 32
D10=1:A group of villagers are painting a new mural on the side of a building, depicting the local heroes and legends. They happily take suggestions and creative input from the adventurers.
D10=2:A man whittles a piece of wood.
D10=3:An old woman is offering to read fortunes with tarot cards.
D10=4:A group of children are playing with a ball. They will ask the players for help.
D10=5:A man sells his catch at the market.
D10=6:A blacksmith's forge is roaring with flames.
D10=7:A cat is slinking through the village, on the prowl for mice.
D10=8:A group of people carrying a coffin with a human body inside it walk into town and ask the villagers if they can bury the body in their cemetery. The people are actually a group of necromancers who are trying to raise an undead army to attack the village, but they need to get rid of the body first.
D10=9:A mysterious fog rolls into the village, and the villagers are panicking, claiming it's a harbinger of something sinister. The party can investigate and find that it's just a group of hags playing a prank on the village.
D10=10:A group of children are playing with sticks and rocks, pretending to be adventurers fighting a horde of orcs, led by a bugbear chieftain.
d100 = 33
D10=1:A group of children are playing with a ball made of rags. They are playing keep away with each other. The ball will fall apart if anyone tries to catch it or tackle anyone else while they're holding it.
D10=2:A group of children are playing with a small dog that's sitting next to them. The dog has been trained to beg for food from passing strangers.
D10=3:A group of children are playing a game of Cat's Cradle in the village square. If players join in, the children will ask them to play a game.
D10=4:An old man has lost his horse and is offering a reward to anyone who can find it and bring it back to him.
D10=5:A group of travelers has stumbled upon a cursed object while exploring the village. They beg the party to help lift the curse, but it may come with a price.
D10=6:You see a group of villagers gathered around a well, discussing the recent drought and their plans for surviving it.
D10=7:Summer: Lush pastures attract a tribe of wandering centaurs, causing tension with the villagers over land use. A series of misunderstandings leads to heightened aggression. Players are asked to mediate and find a peaceful solution. Successfully brokered peace earns the favor of both centaurs and villagers, rewarding the adventurers with centaur-crafted archery equipment and wisdom scrolls.
D10=8:A woman is standing in the middle of the road and then she starts wailing. The party will hear her say "Woe is me, oh my husband has been taken" and then she will collapse.
D10=9:Screams echo through the night as a notorious thief is chased and caught by villagers. He is tied in the village square, accused of summoning a vampire terrorizing the village. Secretly, the players learn the thief possesses a powerful relic that the vampire seeks to dominate the village. Their task is to unearth the relic's secrets and repel the vampire's advances.
D10=10:A group of 5 men are talking about how they should be more like the gnomes and learn how to build things. They will ask you if you know how to build things and if you say yes, they will ask you to build a house for them.
d100 = 34
D10=1:A devious pickpocket is making rounds in the busy marketplace, and several villagers have lost their valuables. The town sheriff requests assistance in catching the thief, who is rumored to be extraordinarily nimble and clever.
D10=2:Two women chat over a fence.
D10=3:A couple is walking hand in hand, enjoying the beautiful day.
D10=4:The village healer has been mysteriously absent for weeks, and the villagers are starting to get sick. Was the healer kidnapped, or is there something more sinister at play?
D10=5:A dog is lying in front of a fireplace, soaking up the heat.
D10=6:A circus has come to town, but there is something strange about the performers. Upon closer inspection, the players will notice that they are not human, but rather a group of disguised shape-shifting Fey folk. The leader of the troupe will offer to teach the players a few tricks in exchange for their help in defeating a rival troupe.
D10=7:A group of villagers are gathered around a well, drawing up buckets of water.
D10=8:A man is painting a landscape, capturing the beauty of the village.
D10=9:A group of adventurers are sitting around a campfire, drinking ale and complaining about their last adventure. They were captured by orcs and taken to the orc's chief's tent. The chief then forced them to dance for him. The orcs had been capturing humans from other villages, forcing them to dance for their chief.
D10=10:A traveling circus arrives with dangerous, magical creatures. They've escaped and are wreaking havoc. Time to wrangle them before someone gets hurt.
d100 = 35
D10=1:A man is walking down the street, ranting about how he will soon be famous. He is up for being a jester at the local tavern and will be found entertaining the locals if players listen to him long enough.
D10=2:A circle of stones has been set up around a fire pit. A group of elderly men are sitting around the fire pit, talking about how great they used to be adventurers. They will try to convince the party to come and join them!
D10=3:Players come across a group of merchants who are being attacked by bandits. If the players help the merchants, they offer a discount on their goods as a reward. If the players choose not to help, the merchants hold a grudge and refuse to sell to them.
D10=4:A unicorn appears in the village and asks for the party's help in retrieving a stolen artifact that is crucial to maintaining the balance of the forest. If the party succeeds, the unicorn grants them a wish or a boon from the gods.
D10=5:VILLAGE BAKERY: Inside the bakery, there is a man named Alwin who is an enemy of the players. He is not an NPC, but he is a member of the players' party. He is drunk on ale, but he is standing up straight and he is staring straight ahead through the window at the players outside the bakery. He has 6d6 gold pieces in his pocket and he has a dagger in his belt. He will attack one of the players if they try to talk to him or if they try to talk him into leaving the village. If they attack him back, he will fight back with his dagger until he dies or until he runs away into the night.
D10=6:The village's graveyard has been overrun by spirits and the villagers are terrified. The party must find a way to put the spirits to rest and discover the reason for their unrest.
D10=7:While staying at the local inn, you notice a wanted poster with a large bounty for the capture of a notorious bandit. The only problem is, he closely resembles your party's rogue. Do you turn them in for the reward or risk their wrath to clear their name?
D10=8:A man is repairing a broken cart wheel, working quickly to get it fixed.
D10=9:A cat is sneaking into a basket of fish.
D10=10:A couple is sitting by the river, enjoying a quiet moment together.
d100 = 36
D10=1:Four men are sneaking out of the town in the middle of the night, each with a sack over his shoulder.
D10=2:A group of 5 men are talking about how many sheep it takes to make a suit of armor. They want to make a suit of armor for their chieftain, but they only have 200 sheep to work with.
D10=3:A group of hunters are arguing about a recent boar hunt. One of the hunters claims that the boar was not killed by a boar but by a malevolent spirit that inhabits the boar. Another hunter claims the boar was probably killed by a curse.
D10=4:A man is walking down the street, singing a song about a girl in the town who has been dating men from other towns. Her father does not approve, but the girl does not care about what her father thinks. If players ask about the girl, the man will tell them that the girl's name is Sarah and she works at the local tavern.
D10=5:A small band of goblins has snuck into the village and has been causing chaos and thievery. The party must track down the goblins and stop them before they do any more damage.
D10=6:A dog barks at a squirrel.
D10=7:A couple of children are racing each other on foot.
D10=8:A street vendor sells roasted nuts.
D10=9:The mayor of the village is convinced that a rival village is trying to sabotage their crops. The party is hired to spy on the rival village and gather evidence to support the mayor's claims. But are the claims true or is the mayor just paranoid?
D10=10:A group of villagers are gathered around a storyteller, listening intently.
d100 = 37
D10=1:A man is painting the outside of his house, a ladder propped up against the wall.
D10=2:A wizard has accidentally turned himself into a sheep while experimenting with a new spell. He needs the party's help to reverse the spell before he is permanently stuck in his woolly form.
D10=3:A child is catching fireflies in a jar as evening falls.
D10=4:A group of hunters are arguing about a recent boar hunt. One of the hunters claims that the boar was not killed by a boar but by a malevolent spirit that inhabits the boar. Another hunter claims the boar was probably killed by a curse.
D10=5:The village librarian organizes a story hour and welcomes travelers to share tales from distant lands.
D10=6:The players encounter a lone traveler who is searching for a rare flower for his sick daughter. Can they help him find it before it's too late?
D10=7:The village baker has lost their recipe book and can no longer make their famous bread. The party must help them locate the missing book before the villagers revolt over the lack of their favorite baked goods.
D10=8:A group of humans is arguing over whether or not to hire a band of mercenaries to guard the village at night.
D10=9:A group of cloaked women are standing outside a tent, telling everyone they meet to beware of a nearby wizard. They claim that he is poisoning people with magic and the only way to escape his curse is to give him enough gold coins to cure himself.
D10=10:A bandit is running through the village with a bag full of coins. He has been stealing from the general store and has now decided to run from the guards who are chasing him.
d100 = 38
D10=1:You see a mysterious figure standing at the edge of the forest, watching you. When you approach, you realize it is a druid who has been in meditation for months. He asks for your help in protecting the forest from an upcoming destruction caused by an approaching army.
D10=2:A group of cloaked women are standing outside a tent, telling everyone they meet to beware of a nearby wizard. They claim that he is poisoning people with magic and the only way to escape his curse is to give him enough gold coins to cure himself.
D10=3:A group of children are playing a game of tag in a nearby park. One of the children falls down and starts to cry. Several nearby adults rush to the child's aid, scolding the other children and telling them to be more careful around the other children.
D10=4:A child helps their parent churn butter.
D10=5:A couple is sitting by the river, enjoying a quiet moment together.
D10=6:The village baker shares freshly baked bread and pastries with anyone passing by his shop.
D10=7:A group of half-elves are seen placing bets on an upcoming foot race. They're connected to a group of thieves in the town.
D10=8:A group of stranded travelers asks for your help in repairing their carriage, which has broken down on the side of the road. Will you lend a hand or take advantage of the situation and steal their belongings?
D10=9:A couple of boys are making mischief by the village pond.
D10=10:The town miller gives a tour of the mill, explaining the process of turning grain into flour and offering loaves of freshly baked bread.
d100 = 39
D10=1:A man sells his catch at the market.
D10=2:A traveling circus comes to the village, offering performances and games for the villagers. However, it turns out the circus is run by a group of thieves who use the performances as a distraction to pickpocket the audience. The party must figure out the true intentions of the circus and stop the thieves.
D10=3:A group of elders is reminiscing about the old days.
D10=4:A group of 2d4 guards are on patrol, searching for a group of robbers who have been robbing merchants along the road.
D10=5:A blacksmith's apprentice is sweeping the forge.
D10=6:Lute player is really a bard in disguise. He will sing a song about a nearby dungeon to the party. If they investigate the dungeon, they will find it is haunted by a ghost.
D10=7:A group of children are playing with a ball made of rags. They are playing keep away with each other. The ball will fall apart if anyone tries to catch it or tackle anyone else while they're holding it.
D10=8:A blacksmith pumps the bellows.
D10=9:A group of 2d6+2 halflings are running from a group of 2d4+2 half-elven rangers. The halflings are trying to escape and the half-elves are trying to catch them.
D10=10:A merchant from a faraway land arrives in town, selling items from his homeland for high prices.
d100 = 40
D10=1:A group of wealthy merchants have set up a market in the village square, offering rare and exotic goods for sale. However, the prices are exorbitant and rumors begin to spread that the merchants are actually thieves and swindlers. The party must uncover the truth and decide whether to expose the merchants or take advantage of the situation for their own gain.
D10=2:The village's livestock has been disappearing at night, and the villagers suspect it to be the work of a werewolf. The party can investigate and possibly uncover a deeper conspiracy at play.
D10=3:A street vendor sells roasted nuts.
D10=4:A merchant is unloading goods from a horse-drawn cart.
D10=5:A group of children are playing tug-of-war, pulling on a rope with all their might.
D10=6:A group of villagers are sitting around a campfire, telling stories about the local dragon. If players join in, they will learn that the villagers have been harvesting the dragon's treasure for years...
D10=7:A dog is chasing after a rolling barrel.
D10=8:A cobbler is repairing a pair of worn-out boots.
D10=9:A group of 2d6+2 villagers are arguing with a group of 2d4+2 guards. The villagers are trying to get the guards to stop the guards from harassing them for not paying taxes on time.
D10=10:As you pass by a group of beggars on the side of the road, a mysterious man offers to make them wealthy beyond their wildest dreams. The catch? They must complete a dangerous mission for him. Will you intervene and save them from the man's grasp or stay out of it?
d100 = 41
D10=1:A man is walking down the main street, carrying a huge stack of books. He is trying to sell the books, but no one is buying them. He is trying to find someone who will buy them so he can eat that night.
D10=2:A group of children are playing tag. One of them is It. He has a big red 'IT' on his forehead. If players approach, he will run away and tag the other children. All of them will then run away from players.
D10=3:A group of mischievous faeries have snuck into the village and are causing all sorts of chaos. The villagers are frantic and ask the party for help in catching them and sending them back to their realm.
D10=4:Two young men are talking about how one of them got his left hand caught in a millstone and had to be rescued by his friend. They're both laughing about how funny it was that his friend had to rescue him from getting his hand chopped off.
D10=5:Several children are chasing each other around the town square.
D10=6:A man is walking up and down the street talking to himself and waving his arms in the air like he is trying to make a point. If you players approach him, he will tell them that he knows where all of the best places are in town and that he can take you to places that you could never find on your own. He says this even though no one has asked him for help or asked him for directions to any place at all. He will ask for 1GP for his help or 2GP if someone wants him to show them around town later on. If players reject him and walk away, he will yell at them that they are going to regret turning down his help later on when they get lost or can't find a place to eat or stay in town because it is so big and confusing.
D10=7:A man who has one leg comes into town and asks the villagers for help. He says that his leg was bitten off by a wolf while he was gathering firewood in the forest. He will not say where he was gathering firewood at. He will say that he saw a wolf heading toward a cave in the nearby mountains. The man is an imposter and should be thrown out of town.
D10=8:A group of people are standing around talking about a man named 'Samuel', who is supposedly crazy but has knowledge of many strange things because he has traveled far and wide across the lands and has seen many strange and wondrous things during his travels. He can be found in a small cave at the top of a nearby hill overlooking the village.
D10=9:Screams echo through the night as a notorious thief is chased and caught by villagers. He is tied in the village square, accused of summoning a vampire terrorizing the village. Secretly, the players learn the thief possesses a powerful relic that the vampire seeks to dominate the village. Their task is to unearth the relic's secrets and repel the vampire's advances.
D10=10:A group of 5 men are talking about how many sheep it takes to make a suit of armor. They want to make a suit of armor for their chieftain, but they only have 200 sheep to work with.
d100 = 42
D10=1:A group of dwarves has set up a mining operation in the nearby mountains, but their precious mining equipment has been stolen by a group of kobolds. The party must retrieve the equipment before the dwarves run out of supplies.
D10=2:A woman is walking down the road with her child. The child is crying because she has lost her doll.
D10=3:A traveling bard has enchanted the villagers with his captivating music, but soon the party discovers that the bard is actually a member of a thieves' guild who is using his performances to gather information and steal from the villagers. The party must decide whether to turn him in or use his skills for their own benefit.
D10=4:A village elder offers a quiet, meditative walk through the nearby woods, pointing out significant landmarks and flora.
D10=5:The village priest has vanished, leaving his temple enveloped in a palpable dark aura. Villagers murmur of seeing hooded strangers entering the temple late at night. The players discover the priest was a member of a clandestine sect trying to unleash an ancient deity's wrath on the world. The sect has now prepared a final ritual involving the sacrifice of innocents for their dark god's materialization.
D10=6:A giant spider has taken up residence in the village's well, contaminating the water supply and causing illness among the villagers. The party must venture into the depths of the well and defeat the spider before it causes more harm.
D10=7:A group of children are playing hopscotch on the street. They are chanting a rhyme about the Goddess Hera.
D10=8:In the dead of night, villagers hear haunting music that leads them to an abandoned house rumored to be cursed. Inside, a ghostly figure plays a melancholy tune on a decrepit piano, and she won't stop until her tragic tale is resolved.
D10=9:A group of outcast gnomes have been experimenting with strange and dangerous inventions, causing chaos in the village. The party must negotiate with the gnomes and convince them to stop their reckless experiments before they harm anyone else.
D10=10:A woman sews a new dress.
d100 = 43
D10=1:A dog sleeps by the fire.
D10=2:A group of villagers is practicing a traditional dance.
D10=3:A couple of children are playing on the street. One of them is throwing stones at a cat that is sitting on a fencepost. The cat is hissing and spitting at the child who is throwing stones at it.
D10=4:A local merchant is giving away cabbages to anyone who wants one.
D10=5:A shepherd keeps watch over their flock.
D10=6:The village is haunted by a vengeful ghost who seeks revenge against the descendants of those who wronged her in life. The party must uncover the ghost's dark past and find a way to put her spirit to rest.
D10=7:A group of barbarians have set up camp outside of the village, and they are looking for someone brave to challenge their champion to a duel. The party can either face the champion themselves or try to find a peaceful solution.
D10=8:A man is repairing a broken chair, using glue and clamps to hold it together.
D10=9:A mysterious traveler approaches the party, asking for their help in retrieving a lost artifact from a nearby cave. But as they delve deeper into the cave, they realize it is guarded by dangerous creatures and the traveler may not be who they seem.
D10=10:The party is hired by the village to investigate a series of strange disappearances that have been happening in the nearby woods. They soon discover that a tribe of shapeshifting creatures has been kidnapping travelers and taking on their form to blend in with human society. Can the party stop the shapeshifters and rescue the missing victims?
d100 = 44
D10=1:Children are vanishing one by one, and there's a rumor of a pied piper-like figure seen at twilight. Finding the children before sundown is crucial.
D10=2:A cat is lounging in a sunny spot, its eyes half-closed.
D10=3:A woodcarver whittles a figurine.
D10=4:As the players pass by a small pond, a beautiful mermaid emerges and sings a mesmerizing song. However, any player who gets too close to her will be pulled under the water and taken to her underwater kingdom.
D10=5:A group of children are playing in the street, pretending to be adventurers on a quest for a powerful artifact. They ask the players to join in their game and help them defeat the final boss.
D10=6:A group of guards are discussing the environment near their camp. They state that it is still winter, so there is little food available for the animals nearby. If someone were to start hunting the animals, there would be an abundance of food available for them to hunt.
D10=7:A group of goblins have set up camp near the village, causing havoc and stealing from the villagers. The players must find a way to drive them out or negotiate a peaceful solution.
D10=8:A group of women are gossiping about a local noblewoman who is being kept by a commoner.
D10=9:A group of musicians is rehearsing for the evening's performance.
D10=10:Two men are talking about a local ruin, saying that there's an old treasure hidden in it somewhere, but nobody has ever found it because it's too dangerous to enter because of all the monsters inside.
d100 = 45
D10=1:A man shovels hay in a barn.
D10=2:An ancient artifact surfaces among the village’s relics, drawing attention from an ominous cult claiming ownership. They demand its return, and their patience may invoke darker consequences.
D10=3:A carpenter sharpens their tools.
D10=4:A group of people are gossiping about the town's recent visitors.
D10=5:A merchant is standing in front of his shop, trying to get people to buy his wares. He is selling magic wands and can give players a discount if they buy more than one wand.
D10=6:A carpenter is building a new roof, carefully placing each shingle.
D10=7:A woman brews tea.
D10=8:A woman is tending to her garden, pulling up weeds and watering the plants.
D10=9:A couple is arguing at a pub table. The woman seems to be trying to dissuade the man from doing something dangerous, but the man is stubborn.
D10=10:A group of small, winged creatures are darting around the village. They are not doing any serious damage, but are annoying everyone.
d100 = 46
D10=1:A cat is nimbly walking along a narrow fence.
D10=2:A man is selling cloth. He has a large bolt of cloth, and a smaller bolt of the same cloth. The larger bolt is twice the price of the smaller bolt. His name is Shazmire, and he's a talented tailor who is down on his luck.
D10=3:Villagers find a wounded and delirious knight who speaks of a monstrous beast in the nearby woods. Healing the knight and following his fragmented directions may reveal the nature of this threat.
D10=4:A street artist is painting a lively village market scene and invites the adventurers to pose for a portrait.
D10=5:A traveling bard is playing a ballad about the local lord's son who was killed in battle with the orcs.
D10=6:A cat is lounging in a sunny spot, its eyes half-closed.
D10=7:A farmer plows a field with a team of oxen.
D10=8:A man is running down the street shouting about the approaching orcs.
D10=9:A group of humans is arguing over which way the village should be rebuilt.
D10=10:An old woman in the village claims to have seen a creature made entirely of shadows lurking in the woods. She begs the party to investigate, but they soon discover that the creature is actually a druid who has been shunned by society due to his unique abilities. The party must decide whether to help the druid or drive him away.
d100 = 47
D10=1:A horde of chickens, enchanted by a mischievous sorcerer, runs rampant through the village, causing chaos. Villagers need help rounding them up before they destroy everything.
D10=2:A group of women are sitting outside of an inn, gossiping about the latest rumors that have been circulating around town.
D10=3:Three men are playing dice, under the glow of an oil lantern that is hanging from a post at the side of the road. They're all wearing heavy cloaks and thick hats, even though it's not that cold out. They're in fact, hiding from the law in that area.
D10=4:A woman is making a quilt, stitching the pieces together with care.
D10=5:You hear loud music coming from a nearby building. Upon investigation, you find a group of halflings having a wild party. They invite you to join in and offer you their signature "Hobbit's Delight" ale.
D10=6:A merchant is haggling with a buyer over the price of goods.
D10=7:A cat is lounging in a hammock, swaying gently in the breeze.
D10=8:As you enter the village, a group of chickens runs across your path, followed by a frustrated farmer trying to chase them back into their coop.
D10=9:A farmer is complaining about a group of rabbits that have been destroying his crops. But when the players investigate, they find out the rabbits have been enchanted by a mischievous pixie.
D10=10:A master gardener offers a tour of a beautifully maintained garden and shares tips on growing rare and magical plants.
d100 = 48
D10=1:A potter is showcasing a new line of decorative plates.
D10=2:A flock of griffins has been attacking the village's livestock. The players must find a way to scare them off or negotiate with their leader to spare the village's animals.
D10=3:A group of calm and wise gnomes discuss if it would be better to stay or travel on. They've stopped in a nearby village for a short period of time, but haven't decided whether or not to leave.
D10=4:A group of 2d6+2 mercenaries are looking for work. They are led by a dark-skinned half-orc named Ulfgar the Black. They will work for cheap (20 gold per day) if they're hired by a good-looking female party member with a good body. If they're hired by a male party member with a good body, they will work for cheap (50 gold per day) and follow orders without question.
D10=5:A group of travelers are lost in the woods and have stumbled upon the village. They have some valuable information about a secret cave filled with treasure, but they need help getting there.
D10=6:A group of children is learning to carve toys from wood under the watchful eye of a skilled carpenter, who offers to carve small, personalized trinkets for the adventurers.
D10=7:A group of people are gathered in a tavern, talking about politics in the city. They are talking about the corrupt council and how they are raising taxes on the people of the city.
D10=8:In the nearby forest, you come across a pack of displacer beasts. They seem to be protecting something in the center of their territory. Will you risk facing the beasts to discover their secret or leave well enough alone?
D10=9:A cat is sneaking a piece of fish from a market stall.
D10=10:Two men are standing outside of a tavern arguing over a bet they made on a horse race.
d100 = 49
D10=1:A man is carving a piece of wood, creating intricate designs.
D10=2:A child is picking berries from a bush.
D10=3:Two acolytes of a local temple are on the road, each carrying a small cage with a bird. The birds are both singing a song about their goddess.
D10=4:A mysterious illness is spreading through the village livestock, threatening the food supply. The source is traced to a corrupted well, but purifying it will require rare and dangerous ingredients guarded by mythical creatures.
D10=5:Summer: A heatwave settles over the village while locals practice for an archery contest. Unexpectedly, a fire sprite starts a wildfire on the outskirts. It’s up to the players to dispel the sprite and control the fire before it reaches the village. Heroes adept in this mission find themselves honored by the village chief and receive hand-carved bows and arrows with enchanted tips.
D10=6:A mysterious benefactor offers large sums of gold for simple, seemingly harmless tasks, prompting suspicion about his true intentions and the possible consequences of fulfilling these requests.
D10=7:A group of villagers play a game with a ball.
D10=8:A seamstress sews a patch on a torn cloak.
D10=9:A couple of men are seen putting up posters around town praising the local lord and his accomplishments. They're actually spies for a rival lord, trying to spread misinformation about the local lord's accomplishments and weaken his rule. The signs say things like, 'Lord Byron to give free beer to all' and 'Praise Lord Byron for giving away all his horses to the commoners!'
D10=10:An artist is painting a landscape of the village from a hilltop.
d100 = 50
D10=1:Spring: A gentle rain nourishes the blossoming gardens of the village. Players are beckoned to a herbalist’s shop where an alchemist frantically seeks help. Rare ingredients for a vital potion have gone missing from his garden, seemingly snatched by a group of thieving brownies. The adventurers must track down these tiny tricksters in the nearby woods. As a reward, the alchemist shares potent elixirs and potions.
D10=2:A man chops wood for the winter.
D10=3:A man is standing outside of the tavern, holding a sign that says 'Hire me for your next job!' If players talk to him, he will tell them about how he's an expert assassin from a far away land who's come to this village to offer his services to any adventurer who's willing to pay his fee.
D10=4:A group of villagers are gossiping near the well.
D10=5:A dog is running excitedly after a thrown stick.
D10=6:A cat is lounging on a stack of hay bales.
D10=7:An old man is playing a tune on a handmade flute.
D10=8:A group of children are jumping rope, chanting a nursery rhyme.
D10=9:A dog chases its tail.
D10=10:A group of drunken mercenaries run down the street. They're from a nearby town and are out celebrating their victory over monsters.
d100 = 51
D10=1:A group of children are playing hopscotch, their feet hopping from square to square.
D10=2:A man who has one leg comes into town and asks the villagers for help. He says that his leg was bitten off by a wolf while he was gathering firewood in the forest. He will not say where he was gathering firewood at. He will say that he saw a wolf heading toward a cave in the nearby mountains. The man is an imposter and should be thrown out of town.
D10=3:A painter works on a large mural depicting a historical event from the village's past and seeks suggestions from the adventurers on how best to capture the scene.
D10=4:A powerful artifact is drawing dark forces to the village. You have limited time to safeguard it or destroy it to protect everyone.
D10=5:A group of citizens are talking about a recent caravan of people that was attacked by monsters and a dragon. They are discussing whether or not they should start hiring better guards.
D10=6:A merchant is standing in front of his shop, trying to get people to buy his wares. He is selling magic wands and can give players a discount if they buy more than one wand.
D10=7:The local fortune teller has a vision of the party's future and offers to give them a reading for a small fee. However, the fortune teller turns out to be a charlatan who makes up the readings in order to scam people for money.
D10=8:A group of sages are researching an ancient spell. They want players to come and help them research, because they're not as smart as Snail, the local sage who they are trying to get to join their group.
D10=9:Four guards are sitting around a table, playing cards and drinking ale. They will challenge any players who approach them to a game of cards or to a fight. They will lose both games, but they are skilled fighters with long swords and shields.
D10=10:The party comes across a group of villagers who are training to be monster hunters. However, their methods and techniques are questionable and they may end up causing more harm than good.
d100 = 52
D10=1:A cat is perched on a fence post, its tail twitching as it watches a bird.
D10=2:A dog chases its tail.
D10=3:A silent auction is being held to raise money for village improvements, and the villagers invite the adventurers to participate or donate.
D10=4:A group of men are talking about how they are going to petition the lord to allow them into the town's militia.
D10=5:A group of bandits are planning to attack the village, and the party overhears their plans. The villagers do not believe the party until the bandits actually arrive, leaving it up to the party to protect the village.
D10=6:You see an old woman who has set up a tea stand. She says: 'I want to thank all of you for listening to me and buying my tea.' She then takes money from her pocket and puts it in her tea stand. She says: 'I have been cursed by an evil wizard who has turned me into a frog. If I don't get more tea, I shall die soon.' If you buy tea, she will give you a piece of information about the city or a person in it.
D10=7:The village healer is conducting a small herbal workshop in the square, offering free advice and samples of her remedies.
D10=8:A traveling bard has set up a small stage in the village square and is conducting a concert. The music is so beautiful and enchanting that the villagers are drawn to it, leaving their work and chores to listen.
D10=9:A group of children are playing with wooden swords, pretending to be knights.
D10=10:A washerwoman hangs laundry to dry.
d100 = 53
D10=1:A pack of wild unicorns has been spotted near the village, and the villagers fear they will trample their crops. The party is hired to either tame the unicorns or drive them away from the village.
D10=2:A group of children are playing hide and seek in the local graveyard at night. If the players find them, they will tell them about a strange grave they found under a tree. The players can dig up the grave and find an ancient sword.
D10=3:A beekeeper shows off his hives and offers a sample of fresh honey, explaining the importance of bees to the local ecosystem.
D10=4:The town's innkeeper is outside the inn, drinking beer and watching the road. He's bored and the inn is slow because travelers are having trouble getting to the city.
D10=5:A woman is writing a letter, her pen moving quickly across the page.
D10=6:A group of children are playing in the street, pretending to be adventurers on a quest for a powerful artifact. They ask the players to join in their game and help them defeat the final boss.
D10=7:A local noblewoman is looking for adventurers to accompany her on a dangerous quest to retrieve a family heirloom from an ancient tomb. Will you take on the challenge or fear for your safety?
D10=8:The party comes across a village that seems to be abandoned. However, upon closer inspection, they discover that the villagers have all been transformed into stone statues by a malicious medusa who has taken up residence in the village. Can the party defeat the medusa and restore the villagers to their human form?
D10=9:A man is sharpening a knife, the blade scraping against the whetstone.
D10=10:A cat is chasing a butterfly around the village green.
d100 = 54
D10=1:A man is walking down the street, mumbling to himself. If someone approaches, the man will stop mumbling and walk away quickly. If someone stops him and asks him what he was mumbling about, he will tell them that he was mumbling about treasure that he has hidden underground in the village. He will describe the location of the treasure, but his description is vague and will not lead anyone to the actual treasure.
D10=2:A traveling circus has come to the village, but it seems that the performers are actually disguised vampires who have been luring villagers to their shows and turning them into thralls. The party must stop the vampires and save the villagers before it's too late.
D10=3:In the town square, there is a large game of tug-of-war happening between two groups of villagers. The party can join in on either side, and the winning side will reward them with a prize. But beware, the other side might not take losing lightly.
D10=4:A dog is barking at a squirrel, the squirrel chattering back.
D10=5:A blacksmith's apprentice struggles with a heavy anvil.
D10=6:A group of goblins has infiltrated the village and are kidnapping the townspeople to use as sacrifices in their dark rituals. The party must stop the goblins and rescue the villagers before it's too late.
D10=7:A dog is lying in the sun, its tail thumping against the ground.
D10=8:A group of villagers are setting up a maypole for an upcoming festival.
D10=9:As you enter the town's tavern, the bartender offers you a suspiciously cheap drink. Upon further inspection, you notice a strange substance in the drink. Will you confront the bartender or take the drink and risk its unknown effects?
D10=10:A woman is baking a pie, the sweet smell filling the air.
d100 = 55
D10=1:While walking through the village, you see a group of elderly women gathered outside the town's healer's hut. They believe the new potion he created is cursed and are trying to warn others. Do you investigate the potion or brush off their concerns?
D10=2:A group of villagers are gossiping near the well.
D10=3:A group of young men are having a race through the local village. If they see the players, they will challenge them to a race through the village.
D10=4:In the village's blacksmith shop, you see a skilled craftsman forging a new weapon for a mysterious customer. Curiosity getting the better of you, you try to eavesdrop on their conversation. Do you risk getting caught or respect their privacy?
D10=5:As you pass by a fishing dock, you notice a group of fishermen struggling to pull in a massive catch. Upon closer inspection, you realize it is a giant sea creature. Will you help them bring it in or leave it to the fishermen to deal with?
D10=6:Outside the village walls, a group of travelers are being attacked by a pack of goblins. Will you intervene and save the travelers or let them fend for themselves?
D10=7:A dog is chasing its own tail, spinning in circles.
D10=8:A man who has one eye and one arm comes into town and tells the villagers that he was lost in the mountains, but he found a cave with a dragon's treasure inside. He wants to hire adventurers to help him get the treasure. He will not divulge the exact location of the cave until the adventurers agree to help him get the treasure.
D10=9:A couple is writing love letters under a tree.
D10=10:A merchant has set up a stall in the street, selling food and drink. The merchant seems to be having trouble selling his goods and he looks like he is about to pack up and leave his stall.
d100 = 56
D10=1:A child practices whistling.
D10=2:Two women chat over a fence.
D10=3:The village tailor has completely run out of thread, and the nearest supplier is days away. Can the players find a creative solution to help the tailor finish their orders before the deadline?
D10=4:A craftsman carves intricate designs into wood.
D10=5:A traveling circus has come to the village, but it seems that the performers are actually disguised vampires who have been luring villagers to their shows and turning them into thralls. The party must stop the vampires and save the villagers before it's too late.
D10=6:A traveling bard has enchanted the villagers with his captivating music, but soon the party discovers that the bard is actually a member of a thieves' guild who is using his performances to gather information and steal from the villagers. The party must decide whether to turn him in or use his skills for their own benefit.
D10=7:A traveling bard has made his way to the village, telling tall tales of brave knights and epic battles. But upon closer inspection, the players realize that the bard is actually a prince in disguise, escaping his royal duties for a taste of adventure.
D10=8:A group of men are talking about how odd it is that there has been no rain for so long. The rivers and streams are drying up because there is no water in them.
D10=9:As the players enter the village, they notice it shrouded in a sickly fog that clings to their skin and seems to whisper threats. Children sleepwalk through the streets at night, eerily chanting in an unknown language. Any attempt to wake them without breaking the curse results in violent reactions. Hidden in the cellar of the village chapel is a tome that details an ancient curse, possibly brought upon by disturbing ancient burial grounds.
D10=10:A tinker fixes a broken trinket.
d100 = 57
D10=1:A horse-drawn cart rumbles through the village, laden with goods.
D10=2:As night falls, you hear a distant howling from the nearby forest. The villagers fear it to be the work of a werewolf, but you notice something unusual in the sound. Will you investigate further or take precautions and stay inside?
D10=3:A gardener is planting a new vegetable bed.
D10=4:A traveling circus arrives with dangerous, magical creatures. They've escaped and are wreaking havoc. Time to wrangle them before someone gets hurt.
D10=5:A mysterious illness has struck the village, causing people to have strange visions and behave erratically. The party must find the source of the illness and cure it before it spreads further.
D10=6:A wealthy noble family has a mystery on their hands - their prized heirloom necklace has been stolen, and they believe it was an inside job. The players must investigate and find the culprit before the family takes drastic measures.
D10=7:A group of children are playing with a pet dog.
D10=8:Two old women are arguing over whether or not they should kill a third old woman who is blind but keeps seeing things she shouldn't and shouting about them in public.
D10=9:In the nearby forest, you come across a pack of displacer beasts. They seem to be protecting something in the center of their territory. Will you risk facing the beasts to discover their secret or leave well enough alone?
D10=10:A group of men are talking about how odd it is that there has been no rain for so long. The crops are dying because there is no water in the fields.
d100 = 58
D10=1:A group of traveling performers has set up camp outside the village and are putting on a show. Their performances include acrobatics, fire-breathing, and a magic show. Will you stay and watch or move on?
D10=2:A fisherman is preparing bait for his next catch.
D10=3:The village's annual cheese festival is being disrupted by a giant rat that is terrorizing the cheese shops. The party is asked to catch the rat and discover that it was actually a Druid who has been cursed to take the form of a rat. The party must lift the curse in order to stop the terror.
D10=4:A woman is hanging laundry out to dry, the clothes flapping in the breeze.
D10=5:A group of bandits have taken over the village's only inn, forcing the patrons to pay exorbitant prices for food and lodging. The party must come up with a plan to drive the bandits out and restore peace to the village.
D10=6:A cat is chasing a ball of yarn, batting it with its paws.
D10=7:A travelling bard has come to the village. He is looking for someone to hire him. He is offering his services as a bard and magician.
D10=8:You come across a group of musicians performing in the town square. They play lively music and the townspeople are dancing and clapping along.
D10=9:A group of villagers is planting new trees at the edge of the village.
D10=10:You see a mysterious figure standing at the edge of the forest, watching you. When you approach, you realize it is a druid who has been in meditation for months. He asks for your help in protecting the forest from an upcoming destruction caused by an approaching army.
d100 = 59
D10=1:A rogue elementalist has infused the soil with volatile energy. Preventing an explosion takes precedence.
D10=2:A group of children are playing a game of tag in a nearby park. One of the children falls down and starts to cry. Several nearby adults rush to the child's aid, scolding the other children and telling them to be more careful around the other children.
D10=3:A musician is playing a tune on his harp, the notes filling the air with a soothing melody.
D10=4:A demonic contract surfaces, binding the village to eternal servitude. Breaking the contract before the deadline is paramount.
D10=5:A farmer is leading a cow through the village, heading towards the market.
D10=6:You see a man with long hair and a beard, who wears very clean clothes. His face is dirt-stained and he is holding a shovel. He does not seem pleased to see you.
D10=7:A baker is decorating pastries with colorful icing.
D10=8:A blacksmith is forging a new sword.
D10=9:In the town square, you see a heated argument between two shopkeepers. It seems that one accused the other of stealing their merchandise. Who do you believe?
D10=10:A local tavern owner is desperate for help as his daughter has been cursed with eternal sleep by a powerful witch. The party must find and defeat the witch to break the curse and awaken the tavern owner's daughter.
d100 = 60
D10=1:You come across a group of elderly folks sitting on rocking chairs on their porch, reminiscing about the good old days. They offer you some refreshing lemonade.
D10=2:The players come across a group of villagers who are gathering in the town square to celebrate a long-standing tradition. Every year, the village holds a competition to see who can bake the best pie. Whether the players participate or just watch, they will be treated to a delicious feast and maybe even learn a new recipe.
D10=3:A group of villagers are sitting around a campfire, telling stories about the local dragon. If players join in, they will learn that the villagers have been harvesting the dragon's treasure for years...
D10=4:A group of goblins have set up camp near the village, causing havoc and stealing from the villagers. The players must find a way to drive them out or negotiate a peaceful solution.
D10=5:While exploring a nearby cave, the party comes across a stone door with strange symbols carved into it. If they solve the puzzle and open the door, they will find a hidden chamber containing valuable treasures and artifacts.
D10=6:Keg the halfling is drunk and is trying to walk home. He is stumbling and singing a bawdy song. He will offer players a drink from his flask if they help him home.
D10=7:A wizard is selling magical items to the local townsfolk. The items he has on display are from the Elemental Chaos, which he claims to have visited on a recent quest.
D10=8:As you approach the town hall, you hear shouts and raised voices. It seems that the townspeople are arguing over a new tax that has been imposed.
D10=9:A group of strange travelers have arrived in the village, claiming to be from a far-off land and offering strange, but powerful, technological gadgets for sale. The party must decide whether to embrace this new technology or reject it as a threat to their traditional way of life.
D10=10:While resting at the town's inn, you are approached by a strange man who claims to be able to see the future. He offers to read your fortune for a small fee. Do you take up his offer or dismiss him as a charlatan?
d100 = 61
D10=1:As the players enter a tavern, they hear rumors of a nearby abandoned castle that is said to be haunted by the ghost of a powerful king. The locals believe that the ghost will only rest if someone brings the king's crown back to the castle.
D10=2:A young boy is being bullied by a group of other children. The boy reveals that he has a magical stone that can grant wishes, but he doesn't know how to use it. The party can help him or try to take the stone for themselves.
D10=3:The village's children have all disappeared, leaving behind only strange drawings and symbols as clues to their whereabouts. The party must decipher the symbols and find the missing children before it's too late.
D10=4:A group of cultists have taken over the village and are trying to summon a demon. The players must stop them before it's too late.
D10=5:A man is walking around, yelling that he has lost his dog. He is offering a reward of 1 gold piece to anyone who finds it.
D10=6:Spring: A sudden bloom of exotic flowers surprises the villagers, but they quickly realize these blossoms are causing strange allergic reactions. The village healer determines that a rare forest spirit, angered by deforestation, is at the root of the issue. The players are sent to negotiate peace and restore balance. The healer may offer rare herbs, potions, or salves as a gesture of gratitude.
D10=7:A group of halflings are having a picnic in the fields, but a storm suddenly comes and ruins their food. They ask the party for help in salvaging their feast before it spoils.
D10=8:The village priest has vanished, leaving his temple enveloped in a palpable dark aura. Villagers murmur of seeing hooded strangers entering the temple late at night. The players discover the priest was a member of a clandestine sect trying to unleash an ancient deity's wrath on the world. The sect has now prepared a final ritual involving the sacrifice of innocents for their dark god's materialization.
D10=9:A traveling circus has arrived in the village, bringing with them all sorts of wonders and oddities. The ringleader invites the party to stay and watch the show, but something feels off about the performers.
D10=10:Three men are sitting on the side of the road near a broken wagon. One of the men is injured and needs help with his injury.
d100 = 62
D10=1:A fisherman is telling tall tales of the one that got away.
D10=2:A man seems to have been in an accident. He lays in the street groaning and clutching his side in pain.
D10=3:Two men, who are brothers, are arguing on the street. One of them believes that the other one is trying to steal his wife. The other one is not having an affair, he is just trying to get his brother to stop thinking about it so much.
D10=4:The village cobbler offers a free repair service for anyone in need, including adventurers with worn-out boots.
D10=5:A couple of children are racing homemade wooden boats in a stream.
D10=6:A man is trying to sell a set of old armor, saying it belonged to the lord's brother.
D10=7:The players come across a group of halflings who have been cursed to become giants every full moon. They ask for the players' help in finding a cure for their curse.
D10=8:The village blacksmith has gone missing and the villagers are worried about him. When the party investigates, they find out he is trapped in a cave nearby after being attacked by a group of goblins. If the party rescues him, he offers to craft them a special weapon or armor as thanks.
D10=9:A man is walking up and down the street talking to himself and waving his arms in the air like he is trying to make a point. If you players approach him, he will tell them that he knows where all of the best places are in town and that he can take you to places that you could never find on your own. He says this even though no one has asked him for help or asked him for directions to any place at all. He will ask for 1GP for his help or 2GP if someone wants him to show them around town later on. If players reject him and walk away, he will yell at them that they are going to regret turning down his help later on when they get lost or can't find a place to eat or stay in town because it is so big and confusing.
D10=10:A traveling circus comes to the village, offering performances and games for the villagers. However, it turns out the circus is run by a group of thieves who use the performances as a distraction to pickpocket the audience. The party must figure out the true intentions of the circus and stop the thieves.
d100 = 63
D10=1:A group of people are gathered in a tavern, talking about politics in the city. They are talking about the corrupt council and how they are raising taxes on the people of the city.
D10=2:You see a group of 4 armed men talking about the happenings in the town. They tell you that there is a group of people in the town who are not from here. They say that the group is from another continent and is here to find something. They will tell you: 'They're a group of five. A human, a half-orc, a half-elf, a dwarf, and a woman with white hair who doesn't talk much. She's dangerous.' Whoever the group is, they are not from here.
D10=3:A troupe of traveling bards have set up camp outside of town and are looking for local talent to join them on their travels. If the players impress them with their music or storytelling, they will be invited to join the troupe.
D10=4:A mysterious traveling circus has set up camp on the outskirts of the village, promising a spectacular show unlike anything the villagers have ever seen. But as the performance begins, it becomes apparent that the circus is actually made up of shape-shifting creatures putting on a deadly display for their own amusement.
D10=5:A man is selling meat on the street. He says that it is delicious meat, but it smells terrible and no one wants to buy it from him.
D10=6:The party comes across a traveling circus in the village square. However, upon further investigation, they realize that the performers are actually a group of notorious criminals who are using the circus as a front for their illegal activities. Will the party turn them in or join forces with them?
D10=7:A group of children are playing hide and seek in the local graveyard at night. If the players find them, they will tell them about a strange grave they found under a tree. The players can dig up the grave and find an ancient sword.
D10=8:A local noble has offered a reward for the return of his missing horse.
D10=9:The players come across a group of elderly women who are waving a letter back and forth in front of their faces like fans at an outdoor sporting event. They will beg players to take the letter and deliver it to their son or grandson or whoever it is that they want to contact and tell them that they miss them and love them very much indeed! The letter is in fact from one of the elderly women and is addressed to her son or grandson telling them how much she misses them and loves them very much indeed!
D10=10:An elderly woman is selling apples from a cart in the street. She looks like she has been selling apples for many years. She has probably been working as an apple seller for most of her life.
d100 = 64
D10=1:A group of human bards are singing about a battle that happened in the village recently.
D10=2:As the party is exploring the village, they come across a group of villagers who have suddenly fallen into a deep sleep. A powerful magic user has cast a sleeping spell on the entire village and is now using them as pawns in his twisted game. Can the party break the spell and defeat the magic user before it's too late?
D10=3:A group of men are standing around a barrel of ale, which they are drinking from wooden mugs. They will invite players to drink with them. They're planning on going hunting later that night, and they're hoping to get drunk enough to startle the game they plan on hunting that night.
D10=4:A priest named Samuel is sitting on a bench, silently praying in front of a shrine to a god of justice and law.
D10=5:A blacksmith adjusts their apron.
D10=6:A group of children make daisy chains.
D10=7:A villager is running from his home, yelling 'There's something in my closet!'
D10=8:A local farmer has lost a cow. His name is Wylie and he has a long beard. He is not happy about his cow being gone. He demands that you find his cow or he will kill you.
D10=9:An old scribe offers to write letters or keep records for the adventurers, using his skillful calligraphy to create beautiful documents.
D10=10:A friendly dog approaches the adventurers, wagging its tail, hoping for a bit of attention and maybe some food.
d100 = 65
D10=1:The village has been struck by a mysterious illness and the apothecary is running low on supplies. The party must venture into the nearby forest to find rare ingredients for the cure.
D10=2:A man is trying to sell a set of old armor, saying it belonged to the lord's brother.
D10=3:A carpenter is working on a new piece of furniture, wood shavings littering the ground.
D10=4:A man is walking down the street, ranting about how he will soon be famous. He is up for being a jester at the local tavern and will be found entertaining the locals if players listen to him long enough.
D10=5:You come across a group of elderly folks sitting on rocking chairs on their porch, reminiscing about the good old days. They offer you some refreshing lemonade.
D10=6:A group of villagers are playing a game of bocce ball, aiming for the target.
D10=7:A group of men are gathered around an open fire, talking about the weather, crops, and gossiping about the other men in town.
D10=8:A group of men are arguing about how to save the village from the werewolves. They will mention that the local lord has hired a group of mercenaries to hunt down and kill the werewolves. The party may not realize that the mercenaries are actually werewolves.
D10=9:A tailor measures a customer for new clothes.
D10=10:The village blacksmith is looking for a rare metal that can only be found deep in a treacherous mountain. The party can join him on the journey, but they will have to face dangerous creatures and navigate treacherous terrain.
d100 = 66
D10=1:A group of local merchants are having a meeting about recent bandit activity. They are offering a reward for anyone who can deal with the bandits.
D10=2:Strange, ancient ruins rise from under the village, releasing forgotten spirits. Finding a way to seal them back before dawn is essential.
D10=3:A group of children are playing a game of tag. One of them is blindfolded. He will stumble and fall over.
D10=4:A woman is reading a book, absorbed in the story.
D10=5:An elderly storyteller sits by the village fountain, regaling children with tales of heroes and monsters. His stories hint at a hidden treasure buried beneath the village, guarded by traps set by an ancient, long-forgotten guardian.
D10=6:A blacksmith is hammering away at a horseshoe with sparks flying.
D10=7:A mysterious colossus has appeared on the outskirts of town, blocking the only road in or out. The party must climb the colossus and discover how to make it move before the villagers are cut off from the outside world.
D10=8:Children are playing with makeshift swords and shields, pretending to be adventurers. They eagerly seek advice from the real adventurers on how to properly "fight bad guys."
D10=9:A man with a black eye walks up to you and asks you for money. He looks like he has been in a fight recently and he has a black eye to prove it.
D10=10:A man is walking down the street, mumbling to himself. If someone approaches, the man will stop mumbling and walk away quickly. If someone stops him and asks him what he was mumbling about, he will tell them that he was mumbling about treasure that he has hidden underground in the village. He will describe the location of the treasure, but his description is vague and will not lead anyone to the actual treasure.
d100 = 67
D10=1:The air grows colder as the players approach; an unnatural chill hangs over the village. The village source of heat, a gigantic, mystical forge, sits dormant. Its flame was stolen by a fire sprite who revels in chaos and is hiding in nearby volcanic caverns. To relight the legendary forge, players must confront and possibly trick the sprite into relinquishing its ill-gotten power.
D10=2:A retired adventurer shares stories of his glory days, offering advice and wisdom to the new generation of heroes.
D10=3:A group of thieves have been caught trying to steal from a merchant's shop. The villagers are debating on whether to turn them over to the authorities or give them a chance to redeem themselves.
D10=4:A group of villagers is practicing for a play.
D10=5:A young couple is sitting on a bench, sharing a sweet kiss.
D10=6:A villager sweeps their porch.
D10=7:The party comes across a group of villagers frantically trying to save their crops from a swarm of locusts. If the party helps, the villagers are grateful and offer a feast in their honor.
D10=8:A postman is delivering letters to various houses.
D10=9:On the way back from the pub, you pass a local wizard who is walking home. He seems to be resting against a tree.
D10=10:A merchant is haggling with a buyer over the price of goods.
d100 = 68
D10=1:You see a woman near a small wooden building. She is wearing a dress and has long hair, which is tied back. She is not happy to see you.
D10=2:A dog digs for a bone.
D10=3:A gentle river flows through the village, and a friendly fisherman invites the adventurers to join him for a relaxing afternoon of fishing.
D10=4:A farmer is complaining about a group of rabbits that have been destroying his crops. But when the players investigate, they find out the rabbits have been enchanted by a mischievous pixie.
D10=5:A beekeeper is tending to his hives, wearing protective clothing.
D10=6:A woman is standing around in the village. She tells anyone who will listen about a strange cult that has recently taken up residence in the hills near the village. The cultists worship an ancient god of death and decay from before the time of men. They are led by a strange old man with strange eyes. Some say that he can cast spells like a wizard, but he never seems to need to rest or prepare for casting like a wizard does.
D10=7:An enchanted book makes everything written in it come to life. Finding and stopping the writer before their creations cause irreparable damage is critical.
D10=8:A cat is lounging on a stack of hay bales.
D10=9:Derk is a man sitting on the steps of a small building. He is holding a bottle of ale. He is drunk and will greet players with a friendly smile and ask them if they want a drink of ale and other alcohols like wine or spirits. He is glad to tell the party about the Lord and Lady of town. He tells the party that they are having a feast tonight in their manor house with lots of food and music.
D10=10:Players are greeted by the town Sheriff. He is a gruff man. He asks them what they are doing in town. If the players tell him, he will laugh and tell them it is foolish to stand against the King of the Darkness. If the players ask him about the King of the Darkness, he will tell them there is no such thing. He will make fun of them for a bit and then apologize. If the players then ask him about the King of Light, he will give them directions to the temple of the King of Light.
d100 = 69
D10=1:A blacksmith hammers metal.
D10=2:The local innkeeper is looking for help in finding a precious family heirloom that was stolen from his room in the middle of the night. The players will have to put their detective skills to the test to find the thief and return the item.
D10=3:A cat is curiously inspecting a basket of wool.
D10=4:A series of petty thefts and vandalism in the village is traced to a group of mischievous goblins. These troublemakers have made their lair in a nearby burrow, retaliating for an old slight; diplomacy or combat will decide their fate.
D10=5:A washerwoman hangs laundry to dry.
D10=6:A group of drunken revelers are stumbling down the main street. They are singing a song about a local noble who is a drunkard and a fool.
D10=7:The party comes across a group of villagers who have been turned into mindless zombies by a necromancer who seeks to expand his army. Can the party break the necromancer's control over the villagers and put an end to his evil plans?
D10=8:A group of people are playing cards in front of a house. They are betting on horses.
D10=9:Two old women are arguing over whether or not they should kill a third old woman who is blind but keeps seeing things she shouldn't and shouting about them in public.
D10=10:Two old women are sitting on their porch, talking about how cold it is and how hungry they are because they cannot remember when they last ate anything because it is so cold outside. They will beg for food from anyone who passes by, then tell them that they should be ashamed of themselves for not bringing food to old women who are unable to leave their home because it is so cold outside.
d100 = 70
D10=1:A group of halflings are having a picnic in the fields, but a storm suddenly comes and ruins their food. They ask the party for help in salvaging their feast before it spoils.
D10=2:An elven ranger is sitting on a bench, practicing with her longbow. She will beg the players to come help her fight against a nearby village that has been recently taken over by lycanthropes.
D10=3:A group of local merchants are having a meeting about recent bandit activity. They are offering a reward for anyone who can deal with the bandits.
D10=4:A dog is lying at its owner's feet, happily chewing on a bone.
D10=5:A group of children are playing with sticks and rocks, pretending to be adventurers fighting a horde of goblins, led by a hobgoblin warlord.
D10=6:While browsing through the market stalls, you come across a strange little man selling various trinkets and curiosities. He claims to have items imbued with magical properties, but at a steep price. Do you take a chance and purchase something or call his bluff?
D10=7:A farmer is plowing a field just outside the village.
D10=8:You see a group of people who are having trouble with their horses. They are complaining about how their horses are acting up lately. They say: 'Our horses are acting strange lately! They keep neighing weirdly and want to go into the forest! It's weird!' Their horses seem fine if you talk to them.
D10=9:The players encounter a lone traveler who is searching for a rare flower for his sick daughter. Can they help him find it before it's too late?
D10=10:The village baker is being accused of witchcraft and the mob is ready to burn her at the stake. However, it turns out she is just a talented herbalist who uses her knowledge to make delicious pastries. The party must defend her and prove her innocence.
d100 = 71
D10=1:On the edge of town, you see a group of villagers gathered around a makeshift target. They are taking turns throwing knives and axes at the target. Will you join in the competition or watch from a distance?
D10=2:A couple of women are comparing embroidery techniques.
D10=3:A group of people are gathered around an old man sitting on the ground. He is cursing and talking to himself. They say he has been cursed by an evil wizard. The wizard is actually a huge man who has been dressing up as an old man and sneaking into the old man's house to commit acts of thievery
D10=4:The village's annual celebration is interrupted by an invasion of giant ants that have been mutated by a magical artifact buried underground. The party is hired to enter the underground tunnels and destroy the artifact before the ants cause too much damage.
D10=5:Nervous man is nervous because he heard a rumor of a dragon in the hills. The villagers laugh at him. His name is Ernie and he is a bard. He will tell you about his upcoming concert the next day in the inn. The villagers are all coming. He's nervous because he has to sing a song he wrote called 'I'm The Dragon' but he's worried the villagers will laugh at him if he gets it wrong.
D10=6:A man named Edward is selling belts for ten copper pieces each. He is a very good salesman, and can talk about the craftsmanship of his belts for hours if someone asks.
D10=7:A man carrying a large cage full of song birds is walking down the street. He looks tired, as if he has walked far. He tells players that he is going to sell the birds to a local merchant for enough money to buy his way out of his village.
D10=8:A fisherman is preparing bait for his next catch.
D10=9:A group of halflings is looking for a lost halfling named Taffy.
D10=10:A man is painting the outside of his house, a ladder propped up against the wall.
d100 = 72
D10=1:A lively festival is underway, complete with colorful banners, street performers, and food stalls that fill the air with mouth-watering aromas. However, the village elders urgently seek aid to find a stolen relic necessary for the evening's grand ceremony. The thief is a mischievous, invisible faerie making mischief for sport.
D10=2:A group of women are praying in front of a statue of their goddess, begging her for help and mercy.
D10=3:A group of villagers are playing a game of bocce ball, aiming for the target.
D10=4:A group of outcast gnomes have been experimenting with strange and dangerous inventions, causing chaos in the village. The party must negotiate with the gnomes and convince them to stop their reckless experiments before they harm anyone else.
D10=5:A woman tends to her flower garden.
D10=6:A rogue elementalist has infused the soil with volatile energy. Preventing an explosion takes precedence.
D10=7:A local farmer has discovered a strange glowing stone in his fields. He believes it has magical properties and is trying to sell it, but it may actually be a dangerous cursed object.
D10=8:A celestial event makes all local flora turn aggressive. Saving the village from its own gardens is urgent.
D10=9:As the party walks through the village, they come across a wizard's apprentice practicing spells. However, she seems to be having trouble and a few of her spells backfire, causing chaos and mild inconvenience.
D10=10:A cat is perched on a fence post, its tail twitching as it watches a bird.
d100 = 73
D10=1:VILLAGE TAVERN: Inside the tavern, there are 2d6+4 villagers drinking ale and wine and singing songs about their favorite things in life. One of the songs is about how great ale is and how bad water is compared to ale. Another song is about how great wine is compared to ale. Another song is about how great parties are compared to going to church on Sunday mornings. Another song is about how much money the Lord and Lady of the village are giving away at their dinner party compared to how much money the priest at the local church gives away in charity every month when he collects donations from his parishioners.
D10=2:The players are drawn to a cacophony of wails emanating from the local tavern. Inside, they find the villagers mourning. Upon inquiry, they learn that the barmaid's newborn has been stolen from her crib. Clues lead to a sulfur-scented trail ending at an abandoned hilltop mansion. An ancient sorceress, thought long dead, has returned and requires the life force of the child to regain her power.
D10=3:A man is walking up and down the street talking to himself and waving his arms in the air like he is trying to make a point. If you players approach him, he will tell them that he knows where all of the best places are in town and that he can take you to places that you could never find on your own. He says this even though no one has asked him for help or asked him for directions to any place at all. He will ask for 1GP for his help or 2GP if someone wants him to show them around town later on. If players reject him and walk away, he will yell at them that they are going to regret turning down his help later on when they get lost or can't find a place to eat or stay in town because it is so big and confusing.
D10=4:A group of drunk dwarves are stumbling out of the tavern and causing a disturbance in the streets. They challenge the party to a drinking contest and bet their entire stash of gold.
D10=5:The village healer is searching for a rare herb in the nearby forest to cure a disease that has been plaguing the village. The party can help him in the search and possibly uncover the true cause of the disease.
D10=6:A festival is taking place in the village, with food, games, and performances. But as the players enjoy themselves, they notice that some of the villagers seem to be acting strangely.
D10=7:A local noble has offered a reward for the return of his missing horse.
D10=8:A traveling merchant accidentally releases a genie, but this one grants chaotic, dangerous wishes. Stopping the genie before it wreaks havoc is essential.
D10=9:An old woman is seen casting spells in her backyard. She claims to be a powerful sorceress, but her spells seem to have no effect.
D10=10:A bard accidentally enchants the entire village into a dance they can't stop. You have to find a way to break the spell before they collapse from exhaustion.
d100 = 74
D10=1:A group of hunters has captured a rare and beautiful creature, hoping to sell it for a large sum of money. The party must choose whether to help the hunters or set the creature free.
D10=2:A child chases a mischievous cat through the village square.
D10=3:A man is standing around in the village. He tells the party that he has recently had a strange dream. He dreams of a strange creature that rules over this land. He dreams of a tower made of bone. In the dream, the creature speaks to him and tells him of his plans for the future. The man is not sure if the dream is a vision or not. He wants to know what the party thinks.
D10=4:The sound of music leads to a group of villagers dancing in a grassy field, and they beckon the adventurers to join in the festivities.
D10=5:A carpenter is carving a decorative sign for the village market.
D10=6:Autumn: The entire village is abuzz with the annual apple bobbing contest, but participants start falling ill. Investigating, the players find an ancient apple tree tainted by dark magic after an ancient curse is disturbed. Resolving the curse or purifying the tree is essential for the village’s wellbeing. Healed villagers offer preserves and jams with magical restorative properties.
D10=7:An entire building has been set up to train people who are good with a blade and arrows. There are targets scattered around the room and anyone who wants to be trained can practice their skills.
D10=8:A man is sitting at the end of an alleyway. He is crying and wailing. If a player approaches, he will say: 'I have nowhere else to go. Please. I need help.' The man is a con artist and will try to sell the players a magic ring for 50 gold pieces.
D10=9:A group of farmers are talking about the weather. They are worried about the lack of rain this season.
D10=10:A group of people are arguing about how to get rid of the werewolves that have recently been spotted in the woods nearby.
d100 = 75
D10=1:A giant spider has taken up residence in the village's well, contaminating the water supply and causing illness among the villagers. The party must venture into the depths of the well and defeat the spider before it causes more harm.
D10=2:A group of humans is arguing over which way the village should be rebuilt.
D10=3:You see a woman near a small wooden building. She is wearing a dress and has long hair, which is tied back. She is not happy to see you.
D10=4:The village's blacksmith has suddenly disappeared, and his shop is in shambles. Upon further investigation, the party discovers that he has been kidnapped by a group of thieves who are forcing him to forge weapons for their criminal activities. Can the party rescue the blacksmith and put an end to the thieves' operations?
D10=5:A group of peasants are arguing about who, or what, killed all of their cows over night. One man says that it must have been a bandit, another man says that it must have been a witch, and another man says that it must have been a werewolf.
D10=6:A group of halfling farmers are having trouble with their crops. They believe it is due to a powerful druid who has been angered and ask the players to negotiate with the druid for a peaceful solution.
D10=7:Autumn: As the harvest moon rises, the village holds a grand feast to celebrate the successful season. However, eerie howls fill the night air from the nearby forest. A pack of wolves, led by a cunning worg, threatens the village’s livestock. Villagers appeal to the players to hunt down the predators and protect their way of life. The grateful villagers provide the adventurers with freshly cooked meals and sturdy farmer's tools that have special properties.
D10=8:The party sees a group of villagers frantically trying to catch a chicken that has escaped from the farmer's market. However, as soon as the villagers touch the chicken, they start acting like chickens themselves, clucking and pecking at the ground. The chicken is actually cursed by a mischievous witch.
D10=9:Several dead bodies are lying in the middle of the street, each body has been killed in a different way.
D10=10:A large group of knights are riding through the village and they are asking people if they have seen anything unusual on their travels. The leader of the knights is named Sir Gregor.
d100 = 76
D10=1:An old clocktower chimes ten times every night, and with each chime, a villager nods off, never to awaken. The tower is cursed by a failed wizard's experiment involving time manipulation. Players find the source within the tower's mechanisms, a magical stopwatch entwined with the wizard's ghost. Manipulating time within the tower and freeing the ghost's regret may stop the deadly chimes.
D10=2:A couple is walking hand in hand, enjoying the beautiful day.
D10=3:Two old men are sitting around a table and trading stories from their respective pasts. They drink heavily and have obviously been drinking together all day. The DM should make no assumptions about the contents of the stories, but players may have a chance to hear something interesting.
D10=4:A man is walking down the main street, carrying a huge stack of books. He is trying to sell the books, but no one is buying them. He is trying to find someone who will buy them so he can eat that night.
D10=5:A woman tends to her flower garden.
D10=6:A man is painting the outside of his house, a ladder propped up against the wall.
D10=7:A dog plays fetch with a stick.
D10=8:A group of children are playing a game of tag. One of them is blindfolded. He will stumble and fall over.
D10=9:A group of villagers are gathered around a well, drawing up buckets of water.
D10=10:A giant, enchanted pumpkin begins growing rapidly, threatening to crush homes. Accelerating its growth termination is crucial.
d100 = 77
D10=1:You stumble upon a group of children trying to catch fireflies in jars. They wave at you excitedly and ask if you want to join in on the fun.
D10=2:A sudden infestation of magical vermin threatens the village's food supplies. Swift action is needed to prevent famine.
D10=3:You spot a group of men playing a game of horseshoes in the village square. They cheer and congratulate each other as one of them gets a ringer.
D10=4:A poor farmer is trying to sell a ewe and her baby (who is still nursing) for a good price.
D10=5:Winter: An urgent call comes from the village leaders. A yeti horde from the mountains threatens to descend. Gathering info, the players discover the yeti are fleeing a greater threat, a monstrous frost drake. They can choose to repel the yeti or confront the drake. Successful missions result in the village elders imparting arcane scrolls and mystical ointments used in rituals to maintain peace and protect against the cold.
D10=6:Autumn: The village square is taken over by a grand pumpkin fair, where contests for the largest pumpkin ensue. Amid the merriment, whispers of a scarecrow curse emerge, causing the prized pumpkins to rot overnight. The players must uncover the source of the curse and lift it, restoring confidence in the festival. Famers reward them with harvest-themed items, including bottled sunshine and pumpkin seeds with magical properties.
D10=7:The town's innkeeper is outside the inn, drinking beer and watching the road. He's bored and the inn is slow because travelers are having trouble getting to the city.
D10=8:The village blacksmith has gone missing and the villagers are worried about him. When the party investigates, they find out he is trapped in a cave nearby after being attacked by a group of goblins. If the party rescues him, he offers to craft them a special weapon or armor as thanks.
D10=9:A traveling minstrel is singing about the approaching orcs.
D10=10:A man in a fancy suit and top hat is trying to sell "miracle cure-all" tonics to the villagers. However, those who buy it will find that it is just regular water with a bit of food dye. The man will quickly leave town before the villagers realize they've been scammed.
d100 = 78
D10=1:The village's water source has been contaminated with a powerful toxin and the party must find a way to purify it before the villagers become sick. However, it turns out the source of the contamination was a group of evil druids who want to harm the village.
D10=2:A man is walking down the main street, carrying a huge sack on his back. He looks like he has been traveling for days. He asks if anyone has seen his donkey, but no one has seen it. He then asks if anyone has seen his donkey's pack animal, but no one has seen it either. He then says 'Damn!' and continues on his way.
D10=3:A group of men play a game of dice.
D10=4:A small, fat man with no hair is shouting angrily at a group of guardsmen. You hear the words 'leave' and 'go' repeated many times.
D10=5:A group of guards are discussing the environment near their camp. They state that it is still winter, so there is little food available for the animals nearby. If someone were to start hunting the animals, there would be an abundance of food available for them to hunt.
D10=6:A woman hangs herbs to dry.
D10=7:A group of adventurers are sitting around a campfire, drinking ale and complaining about their last adventure. They were captured by orcs and taken to the orc's chief's tent. The chief then forced them to dance for him. The orcs had been capturing humans from other villages, forcing them to dance for their chief.
D10=8:A group of farmers are arguing over which one of them has the best cow. If players join in, they can award themselves some cheap but fun roleplaying moments with the farmers!
D10=9:Winter: The villagers are bundled up tightly, busy preparing for the annual Ice Sculpture Contest. Mysteriously, the sculptures begin coming to life and wandering off. Suspicions point to an ancient ice fey causing mischief. Players must navigate icy terrains to implore or confront the fey to end the enchantment. Winning their favor may result in the fey gifting the players frost-infused artifacts or charms.
D10=10:As the party walks through the village, they come across a group of children playing a game of "adventurer." One of the children is dressed up as a wizard and pretending to cast spells on the others.
d100 = 79
D10=1:A potter sells their wares.
D10=2:As you pass by a group of beggars on the side of the road, a mysterious man offers to make them wealthy beyond their wildest dreams. The catch? They must complete a dangerous mission for him. Will you intervene and save them from the man's grasp or stay out of it?
D10=3:A powerful wizard has set up his tower on the outskirts of the village, causing strange magical occurrences to happen within the village's boundaries. The party must convince the wizard to move his tower or find a way to neutralize its effects.
D10=4:A man is standing on top of a hill, chanting and waving his arms over his head. He looks like he is casting a spell, but he is actually trying to get a flock of birds out of a tree. If someone approaches, he will ask them to help him get the birds out of the tree. If they do so, he will give them a magical token that allows them to summon him once per day to have him cast one spell for them. He will not be mad if they do not help him.
D10=5:A woman is weaving a basket, her hands moving deftly.
D10=6:A group of children are playing with sticks and rocks, pretending to be adventurers fighting a horde of goblins, led by a hobgoblin warlord.
D10=7:Two old men arguing about the upcoming dragon migration season. One says the dragons will migrate north and attack the villages. The other says the dragons will migrate south and destroy the capitals. Which path will they choose?
D10=8:A group of druids have set up a camp in the village, selling potions and remedies made from natural ingredients. They also offer to teach the party about the magic and healing properties of plants.
D10=9:A wizard has accidentally turned himself into a sheep while experimenting with a new spell. He needs the party's help to reverse the spell before he is permanently stuck in his woolly form.
D10=10:A woman is selling flowers from a basket, the colorful blossoms attracting attention.
d100 = 80
D10=1:A group of children is listening to a storyteller.
D10=2:A traveling salesman sets up shop in the village, selling various trinkets and potions. But his prices seem to be quite inflated.
D10=3:A person or group huddles around a burning campfire. They are watching four cloaked figures chanting in a language that none of the townspeople recognize. The chanting seems to be a ritual of some kind.
D10=4:A villager has been caught doing something very unethical, and he is being tortured right now. He is being tortured by a group of priests and Paladins.
D10=5:A woman is stirring a pot of stew, the savory aroma filling the air.
D10=6:A fisherman is telling tall tales of the one that got away.
D10=7:A group of gnomes have set up a marketplace in the village square, selling their unique inventions and gadgets. One of them offers to create a special item for the players if they can bring back rare materials from a dangerous quest.
D10=8:A group of children are playing a game of tag in a nearby park. One of the children falls down and starts to cry. Several nearby adults rush to the child's aid, scolding the other children and telling them to be more careful around the other children.
D10=9:A man is walking down the street, ranting about how he will soon be famous. He is up for being a jester at the local tavern and will be found entertaining the locals if players listen to him long enough.
D10=10:A fisherman mends a net.
d100 = 81
D10=1:A mysterious traveling circus has set up camp on the outskirts of the village, promising a spectacular show unlike anything the villagers have ever seen. But as the performance begins, it becomes apparent that the circus is actually made up of shape-shifting creatures putting on a deadly display for their own amusement.
D10=2:A group of miners have been missing for days, and the villagers fear they may have uncovered a dangerous monster in the mines. The party is hired to investigate and find out what happened to the miners.
D10=3:A group of children is playing hopscotch on the cobblestones.
D10=4:The village's water source has been contaminated, causing sickness and disease to spread. The party must find out who is responsible and put an end to their villainous actions before more villagers fall ill.
D10=5:A group of gnomes have set up a carnival in the center of the village. They offer fun games and prizes, but some villagers have gone missing after playing their games. Are the gnomes up to something sinister or is it just a coincidence?
D10=6:A traveling merchant is offering items that seem too good to be true. As it turns out, they are cursed and the players must find a way to break the curses before it's too late.
D10=7:While exploring the outskirts of the village, you come across a large clearing with a beautiful waterfall. A peaceful druid is tending to the plants and animals around the area. Will you approach and ask for guidance or simply admire the scenery?
D10=8:A wandering minstrel's music sends everyone into a dream state. Finding the minstrel and breaking the spell is time-sensitive.
D10=9:A local farmer has discovered a strange glowing stone in his fields. He believes it has magical properties and is trying to sell it, but it may actually be a dangerous cursed object.
D10=10:A blacksmith is quenching a red-hot piece of metal.
d100 = 82
D10=1:A woman is standing in the middle of the street, yelling at some children who are gathered around her.
D10=2:While walking through the village, the party comes across a man wearing a cloak and a mask, holding a tambourine. He strikes up a tune and starts dancing, but anyone who watches him get the eerie feeling that he is controlling them with his music. He will then ask for a donation and disappear into the crowd.
D10=3:A mysterious fog rolls into the village, and the villagers are panicking, claiming it's a harbinger of something sinister. The party can investigate and find that it's just a group of hags playing a prank on the village.
D10=4:The village tailor has completely run out of thread, and the nearest supplier is days away. Can the players find a creative solution to help the tailor finish their orders before the deadline?
D10=5:A group of children are playing with a small dog that's sitting next to them. The dog has been trained to beg for food from passing strangers.
D10=6:You spot a group of hunters returning from a successful hunt. They proudly display their catch and offer to sell you some fresh meat.
D10=7:A group of villagers approach the party, asking them to help them investigate a mysterious disappearance of a nearby village. If the party agrees, they find out it was actually a group of werewolves who kidnapped the villagers as food for their pack.
D10=8:An elf is walking by a cottage and sees an orc running into the cottage. He is going to investigate it, but is running out of time and will have to be quick in order to capture the orc before he can hurt anyone.
D10=9:A group of children make daisy chains.
D10=10:A reality-warping artifact surfaces, twisting the village into a surreal maze. Returning things to normal before everyone loses their minds is imperative.
d100 = 83
D10=1:A child is selling flowers picked from the nearby meadow.
D10=2:A group of hunters bring in a day's catch.
D10=3:A local farmer approaches the party, begging for help. His prized cow has been stolen by a group of goblins and he needs it back before the annual harvest festival.
D10=4:A man is practicing his juggling, keeping several balls in the air at once.
D10=5:In the center of town, a group of children are playing with a strange amulet they found in the forest. Unknowingly, they have unlocked its powerful magical abilities and are causing chaos in the village. Will you try to calm the amulet's powers or confiscate it from the children?
D10=6:A group of women are praying in front of a statue of their goddess, begging her for help and mercy.
D10=7:A man is walking down the street, mumbling to himself. If someone approaches, the man will stop mumbling and walk away quickly. If someone stops him and asks him what he was mumbling about, he will tell them that he was mumbling about treasure that he has hidden underground in the village. He will describe the location of the treasure, but his description is vague and will not lead anyone to the actual treasure.
D10=8:A man carrying a large cage full of song birds is walking down the street. He looks tired, as if he has walked far. He tells players that he is going to sell the birds to a local merchant for enough money to buy his way out of his village.
D10=9:A birdwatcher invites the adventurers on an early morning excursion to spot rare and exotic birds.
D10=10:A man who has one eye and one arm comes into town and tells the villagers that he was lost in the mountains, but he found a cave with a dragon's treasure inside. He wants to hire adventurers to help him get the treasure. He will not divulge the exact location of the cave until the adventurers agree to help him get the treasure.
d100 = 84
D10=1:A group of women are praying in front of a statue of their goddess, begging her for help and mercy.
D10=2:A group of children are playing 'hide-and-seek'. One of the children is hiding in an old well. every time someone finds him, he jumps back into the well and hides again.
D10=3:Spring: The river swells, threatening to flood during a particularly stormy season. Villagers panicking over lost crops and drowned animals seek the players’ aid. On investigating, they find water nymphs playfully meddling with the flow. Persuading or outsmarting the nymphs could divert the waters. As a reward, villagers offer rare river stones rumored to hold magical properties and local fishing gear imbued with water luck.
D10=4:A mysterious entity known as the "Gloom" has been haunting the village, causing darkness and despair to seep into the hearts of the villagers. The party must find and destroy the source of the Gloom before it consumes the entire village.
D10=5:A group of villagers is building a new scarecrow.
D10=6:A blacksmith forges a horseshoe.
D10=7:An artist paints a landscape.
D10=8:A group of travelers are passing through the village and offer to trade exotic goods from a distant land. However, their true intentions are to rob the villagers and flee in the night. The party must figure out their plan and stop them before they leave.
D10=9:A group of old men are sitting around talking about the good old days when they fought in wars and killed monsters for the King and Queen. One of them mentions that he killed a dragon once and offers to tell the party all about it... for a price.
D10=10:I saw a lone figure, tall and thin, walking down the road. He was dressed in black robes. He had a large staff with a skull on top of it. He was walking toward the village. The villagers were looking at him and whispering to each other.
d100 = 85
D10=1:A master weaver displays beautiful tapestries in her shop and shares the intricate techniques behind her craft.
D10=2:An old woman is seen casting spells in her backyard. She claims to be a powerful sorceress, but her spells seem to have no effect.
D10=3:The village healer is searching for a rare herb in the nearby forest to cure a disease that has been plaguing the village. The party can help him in the search and possibly uncover the true cause of the disease.
D10=4:A group of villagers are having a picnic, enjoying the warm weather.
D10=5:While walking through the village, you see a group of elderly women gathered outside the town's healer's hut. They believe the new potion he created is cursed and are trying to warn others. Do you investigate the potion or brush off their concerns?
D10=6:A mysterious illness has struck the village and the local healer is at a loss for a cure. If the party helps gather ingredients for a possible cure, the healer rewards them with a potion or spell scroll.
D10=7:A group of villagers is constructing a new barn.
D10=8:A group of bandits have taken over the village's only inn, forcing the patrons to pay exorbitant prices for food and lodging. The party must come up with a plan to drive the bandits out and restore peace to the village.
D10=9:A group of farmers are arguing over which one of them has the best cow. If players join in, they can award themselves some cheap but fun roleplaying moments with the farmers!
D10=10:A group of 1d4+2 goblins are arguing over their next meal. One says they should keep the humans they have captured alive and eat them later, but the other says that they should kill them now because they smell bad and it's not right to keep them alive when they smell bad.
d100 = 86
D10=1:As the party is exploring the village, they come across a group of villagers who have suddenly fallen into a deep sleep. A powerful magic user has cast a sleeping spell on the entire village and is now using them as pawns in his twisted game. Can the party break the spell and defeat the magic user before it's too late?
D10=2:You see a tortoise walking through town, carrying a sign on his back that says "The End is Near!" Upon closer inspection, you notice that the tortoise is actually a druid in wild shape and he has a dire warning about an impending disaster that only the party can prevent.
D10=3:A man is practicing his juggling, keeping several balls in the air at once.
D10=4:A young woman is walking down the main street, carrying a basket full of flowers. She is going to give them to her sweetheart who is a soldier in the local garrison.
D10=5:A halfling warrior is sitting at a table in the inn eating bacon and eggs. He asks the party if they are hungry and offers to buy them breakfast if they are. If they accept, he buys the party some bacon and eggs and offers up some sage-sounding advice if they ask.
D10=6:A group of children is listening to a storyteller.
D10=7:The village's annual pie-eating contest is about to begin and the prize is a year's supply of the best pies in the land. Will you enter and take on the reigning champion or watch from the sidelines?
D10=8:A celestial event makes all local flora turn aggressive. Saving the village from its own gardens is urgent.
D10=9:The players stumble upon a group of villagers who are convinced that their town is haunted by a vengeful spirit. However, the spirit is actually a friendly ghost who needs their help in solving the mystery of their death and finding peace.
D10=10:A group of children tell ghost stories.
d100 = 87
D10=1:A troupe of actors is rehearsing a play in the town square and invites the adventurers to take part in a scene.
D10=2:A couple of dwarves are arguing with a priest. The dwarves say that they have a grievance they need addressed with the town council, but the priest is saying that they can't stop in town without registering ahead of time first.
D10=3:You see a mysterious figure standing at the edge of the forest, watching you. When you approach, you realize it is a druid who has been in meditation for months. He asks for your help in protecting the forest from an upcoming destruction caused by an approaching army.
D10=4:A group of gnomes have set up a traveling circus in the village. They have all sorts of oddities and acrobatic performances that will surely entertain the villagers and the party.
D10=5:The village barber is expertly trimming the hair and beards of the local men, offering to give the adventurers a clean shave or a stylish haircut.
D10=6:A mysterious stranger arrives in the village, claiming to have valuable information about a nearby dungeon full of treasure. However, he demands a hefty fee for the information. Is he telling the truth or is it a scam?
D10=7:A poor farmer is trying to sell a ewe and her baby (who is still nursing) for a good price.
D10=8:A cat is curiously inspecting a basket of wool.
D10=9:A couple is planning their wedding with the village priest.
D10=10:A man named George is sitting on the steps of an inn, talking to players about his problems with his girlfriend Betty. George says Betty is crazy because she has been keeping a pet cat. George says Betty says that the cat is friendly and does not hunt birds and rodents, but George does not believe her. George says he and Betty will break up soon because of that cat.
d100 = 88
D10=1:An old man is walking through the streets talking to himself. He is muttering about how he needs to find a new home for his cat before it gets killed by the town's dogs. He hasn't noticed that he is walking right into oncoming traffic. A player can try to help him, but he will brush them off, saying that he can take care of himself.
D10=2:A tinker is displaying an assortment of curious gadgets.
D10=3:A group of farmers compare crops.
D10=4:An dwarf is choosing a weapon from a shop, talking loudly as he he fiddles with the weapon, trying to pick a good one.
D10=5:A group of cultists has taken over the village and are holding the villagers hostage, demanding they hand over a valuable artifact that is rumored to be hidden in the village. The villagers are too afraid to stand up to them, but will the party help save the day?
D10=6:A strange figure challenges the party to a game of riddles, promising a valuable reward if they can answer them all correctly. But be warned, some of the riddles may have dire consequences if answered incorrectly.
D10=7:The village is plagued by a strange illness that has been affecting the crops and livestock. The source of the illness is a cursed artifact that was unearthed by the village's farmer. The party must find and destroy the artifact before the entire village is wiped out.
D10=8:A man is standing on his front porch and he will welcome the players to the village and offer them some information about the area if they stop to talk with him.
D10=9:A local noble has offered a reward for the return of his missing horse.
D10=10:A group of young women are gossiping about a local noble. They are not sure if the noble is a vampire or not.
d100 = 89
D10=1:You see two villagers engaged in a heated argument over who should be the next village leader. One is a well-respected elder, while the other is a charismatic newcomer who promises change and progress. The party must decide whose side to take in this political dispute.
D10=2:The party is approached by a group of villagers who claim that their crops are being destroyed by a mysterious creature. But when the party investigates, they find that the villagers are actually being targeted by a group of halfling farmers who are trying to protect their own crops from the village's large and hungry livestock.
D10=3:A dog is lying in front of a fireplace, soaking up the heat.
D10=4:The players come across a dilapidated windmill at the village outskirts, rumored to be haunted. Villagers speak of eerie lights and ghostly figures at dusk. Upon exploring, the players find a group of ethereal beings trapped in a time loop, endlessly reliving the night of their tragic deaths when the mill caught fire. To free them, the players must uncover and right the true cause of the disaster.
D10=5:A dog is digging a hole, its nose covered in dirt.
D10=6:A dog is lazily napping in the sun.
D10=7:Keg the halfling is drunk and is trying to walk home. He is stumbling and singing a bawdy song. He will offer players a drink from his flask if they help him home.
D10=8:A village bard is performing in the town square, telling stories of far-off lands and epic battles. However, as he plays, the party can see the events of the story unfolding before their eyes. Is the bard really just a master storyteller or is there some magic at work?
D10=9:You encounter a group of villagers holding a small silent vigil in front of a burial plot. The grave appears to be freshly dug.
D10=10:VILLAGE TAVERN: Inside the tavern, there are 2d6+4 villagers drinking ale and wine and singing songs about their favorite things in life. One of the songs is about how great ale is and how bad water is compared to ale. Another song is about how great wine is compared to ale. Another song is about how great parties are compared to going to church on Sunday mornings. Another song is about how much money the Lord and Lady of the village are giving away at their dinner party compared to how much money the priest at the local church gives away in charity every month when he collects donations from his parishioners.
d100 = 90
D10=1:A group of children are playing with a ball. One of the children kicks a ball too hard and it breaks a window. The children run away to hide.
D10=2:The mayor of the village is convinced that a rival village is trying to sabotage their crops. The party is hired to spy on the rival village and gather evidence to support the mayor's claims. But are the claims true or is the mayor just paranoid?
D10=3:A child is trying to climb a tree in the village square.
D10=4:A retired adventurer shares stories of his glory days, offering advice and wisdom to the new generation of heroes.
D10=5:A group of women are praying in front of a statue of their goddess, begging her for help and mercy.
D10=6:A group of young children are playing a game of tag in the street. They will run away if anyone tries to talk to them.
D10=7:A sudden influx of giant rats overruns the village granary. These rats follow an unusually intelligent rat king, hinting at deeper, underground threats possibly linked to a malignant curse.
D10=8:The party finds themselves in the middle of a feud between two rival families in the village. Both sides claim to have been wronged by the other and will stop at nothing to gain revenge. Can the party find a way to bring peace to the village and stop the cycle of violence?
D10=9:A group of villagers are playing a game of dice, their shouts of excitement echoing.
D10=10:The players come across a dilapidated windmill at the village outskirts, rumored to be haunted. Villagers speak of eerie lights and ghostly figures at dusk. Upon exploring, the players find a group of ethereal beings trapped in a time loop, endlessly reliving the night of their tragic deaths when the mill caught fire. To free them, the players must uncover and right the true cause of the disaster.
d100 = 91
D10=1:A group of women are gossiping about the beautiful new dress one of them is wearing.
D10=2:A group of goblins has raided the village and taken a group of villagers hostage in their nearby cave. The party must navigate their way through the cave and outsmart the goblins to save the hostages.
D10=3:While staying at the local inn, you notice a wanted poster with a large bounty for the capture of a notorious bandit. The only problem is, he closely resembles your party's rogue. Do you turn them in for the reward or risk their wrath to clear their name?
D10=4:A group of villagers play a game with a ball.
D10=5:A man in a fancy suit and top hat is trying to sell "miracle cure-all" tonics to the villagers. However, those who buy it will find that it is just regular water with a bit of food dye. The man will quickly leave town before the villagers realize they've been scammed.
D10=6:A poor farmer is trying to sell a ewe and her baby (who is still nursing) for a good price.
D10=7:A bandit is running through the village with a bag full of coins. He has been stealing from the general store and has now decided to run from the guards who are chasing him.
D10=8:A local historian offers to give the adventurers a tour of the village's ancient ruins and share fascinating historical anecdotes.
D10=9:A group of young children are playing a game of tag in the street. They will run away if anyone tries to talk to them.
D10=10:A farmer's market is in full swing, filled with the vibrant colors and smells of fresh produce and homemade goods.
d100 = 92
D10=1:A group of men are having a meeting in a nearby tavern. They are talking about how they are going to get revenge against someone who wronged them. They seem extremely agitated about the situation.
D10=2:A group of women are gossiping about a local noblewoman who is being kept by a commoner.
D10=3:A group of children is listening to a storyteller.
D10=4:A man is selling caged birds that he says can tell the future. He says they're from another land, but they can talk in Common.
D10=5:Four men are sneaking out of the town in the middle of the night, each with a sack over his shoulder.
D10=6:A circus has come to town, but there is something strange about the performers. Upon closer inspection, the players will notice that they are not human, but rather a group of disguised shape-shifting Fey folk. The leader of the troupe will offer to teach the players a few tricks in exchange for their help in defeating a rival troupe.
D10=7:You see two old men engaged in a fierce game of chess in the corner of a tavern. They are both retired adventurers and have plenty of stories to tell. Will you challenge them to a game or listen to their tales?
D10=8:A group of children sing a nursery rhyme.
D10=9:A strange plague has hit the village, causing everyone to fall into a deep sleep. The party must find the cause of the plague and defeat the creatures responsible before it's too late.
D10=10:A cat is perched on a windowsill, lazily watching the passersby.
d100 = 93
D10=1:An elderly woman drops a basket of apples.
D10=2:A group of humans is arguing over whether or not to hire a band of mercenaries to guard the village at night.
D10=3:The party comes across a group of three men, standing next to a cart that is piled high with dead animals. They are arguing over how to cook them. They will offer players some food if they help them cook the animals.
D10=4:Autumn: As the harvest moon rises, the village holds a grand feast to celebrate the successful season. However, eerie howls fill the night air from the nearby forest. A pack of wolves, led by a cunning worg, threatens the village’s livestock. Villagers appeal to the players to hunt down the predators and protect their way of life. The grateful villagers provide the adventurers with freshly cooked meals and sturdy farmer's tools that have special properties.
D10=5:Screams echo through the night as a notorious thief is chased and caught by villagers. He is tied in the village square, accused of summoning a vampire terrorizing the village. Secretly, the players learn the thief possesses a powerful relic that the vampire seeks to dominate the village. Their task is to unearth the relic's secrets and repel the vampire's advances.
D10=6:A group of elders is discussing village politics over a game of chess.
D10=7:A rogue elementalist has infused the soil with volatile energy. Preventing an explosion takes precedence.
D10=8:A young couple is having a heated argument in the street. They seem to be in a love triangle with another villager.
D10=9:A freak magical accident causes alternating bouts of freezing and scorching weather. Stabilizing the climate is urgent.
D10=10:The local smith has been getting drunk and trying to fight anyone who comes near him.
d100 = 94
D10=1:A group of children are walking through the village, throwing stones at stray dogs and cats. If players approach, the children will run away and hide behind their parents' legs. The parents will scold the children and then apologize to the players for their children's behavior.
D10=2:A group of farmers has been attacked by a pack of wild animals and their crops have been destroyed. The party must hunt down and eliminate the threat before the villagers starve.
D10=3:A woman is walking down the street, carrying a basket of food and supplies. She is looking around nervously.
D10=4:A group of villagers are planting a tree, working together to dig the hole.
D10=5:The village barber is expertly trimming the hair and beards of the local men, offering to give the adventurers a clean shave or a stylish haircut.
D10=6:A sudden storm strikes, and the village's protective barriers are failing. Magic-users scramble to reinforce them, needing assistance before a tidal surge hits.
D10=7:A group of children tell ghost stories.
D10=8:A group of local merchants are complaining about the cost of goods in the local market. They are looking for a new location to set up shop.
D10=9:A dog plays with a stick.
D10=10:The village’s beloved animal companion, a giant tortoise, has gone missing. Tracks lead to a secluded glen where a recluse druid has detained the tortoise, believing it to be a guardian of nature needing protection.
d100 = 95
D10=1:A group of villagers are setting up a maypole for an upcoming festival.
D10=2:A group of strange travelers has set up camp on the outskirts of the village. They seem friendly and eager to trade, but rumors start to spread that they are actually shape-shifting monsters in disguise. The party must investigate and decide whether to confront or trust the travelers.
D10=3:A group of druids have set up a camp in the village, selling potions and remedies made from natural ingredients. They also offer to teach the party about the magic and healing properties of plants.
D10=4:A group of people are gathered in a tavern, talking about politics in the city. They are talking about the corrupt council and how they are raising taxes on the people of the city.
D10=5:The players hear rumors of a mysterious creature that has been terrorizing the village at night. Upon investigation, they find out that it is a friendly dragon who has been kicked out of his home by his siblings. The dragon will reward the players for helping him find a new home.
D10=6:You see an old woman who has set up a tea stand. She says: 'I want to thank all of you for listening to me and buying my tea.' She then takes money from her pocket and puts it in her tea stand. She says: 'I have been cursed by an evil wizard who has turned me into a frog. If I don't get more tea, I shall die soon.' If you buy tea, she will give you a piece of information about the city or a person in it.
D10=7:A group of dwarves have arrived in the village, offering to buy any and all metal items. But the players soon find out that the dwarves are actually collecting the items to build a massive weapon for their underground kingdom.
D10=8:A dog is rolling in the grass.
D10=9:The village's annual livestock auction is interrupted by a group of bandits who attempt to steal the animals. The party is hired to protect the auction and the villagers must decide whether to pay the bandits off or fight to keep their livestock.
D10=10:A farmer's wife churns butter.
d100 = 96
D10=1:A mysterious woman in a hooded cloak approaches the party and offers to sell them magical items for a suspiciously low price. Upon closer inspection, the party realizes that the items are cursed and have a detrimental effect on anyone who uses them. How will they deal with the deceitful woman and her cursed items?
D10=2:The village bard performs a captivating ballad in the town center, enthralling villagers and adventurers alike with tales of heroism.
D10=3:A blacksmith forges a horseshoe.
D10=4:A dog is chasing its own tail, spinning in circles.
D10=5:A priest named Samuel is sitting on a bench, silently praying in front of a shrine to a god of justice and law.
D10=6:A group of adventurers are sitting around a campfire, drinking ale and telling stories about their last adventure. They were captured by orcs and taken to the orc's chief's tent. The chief then forced them to dance for him. The orcs had been capturing humans from other villages, forcing them to dance for their chief.
D10=7:A group of children are seen playing with dolls made of sticks and cloth. They're actually mid-level clerics performing a ritual to summon a demon from the Abyss into one of the dolls. The rest of the dolls are filled with explosive materials and will detonate if any of the children step too close to one another, killing them all in the process.
D10=8:A group of villagers are gathered around a well, trying to draw water from it. But no matter how hard they try, the bucket keeps coming up empty.
D10=9:A dog herds ducks into a pen.
D10=10:A colorful circus has set up camp just outside the village. The performers invite you to watch their spectacular show of acrobatics and fire-breathing.
d100 = 97
D10=1:A beekeeper shows off his hives and offers a sample of fresh honey, explaining the importance of bees to the local ecosystem.
D10=2:A shepherd herds sheep through the streets.
D10=3:A dog digs for a bone.
D10=4:A man is fixing a leaky roof, carefully applying tar.
D10=5:A couple of children are playing marbles on the cobblestones.
D10=6:A washerwoman hangs laundry to dry.
D10=7:Two young men are talking about how one of them got his left hand caught in a millstone and had to be rescued by his friend. They're both laughing about how funny it was that his friend had to rescue him from getting his hand chopped off.
D10=8:A group of people are gathered in a tavern, talking about politics in the city. They are talking about the corrupt council and how they are raising taxes on the people of the city.
D10=9:Two women chat over a fence.
D10=10:A group of elders is sharing gossip near the well.
d100 = 98
D10=1:In the village's blacksmith shop, you see a skilled craftsman forging a new weapon for a mysterious customer. Curiosity getting the better of you, you try to eavesdrop on their conversation. Do you risk getting caught or respect their privacy?
D10=2:A man named Alfred is standing on a street corner, talking to himself. He will respond if anyone tries to talk to him, but he will not say much of anything interesting. He is just mad because his wife left him because of his drinking problem and he just wants someone to listen to him complain about it for a while...
D10=3:A group of guards are harassing a drunk man, who is causing a ruckus in the street.
D10=4:A cat is perched on a fence, watching the world go by.
D10=5:A woman is drawing a picture, her pencil moving quickly across the paper.
D10=6:Two old women are arguing over whether or not they should kill a third old woman who is blind but keeps seeing things she shouldn't and shouting about them in public.
D10=7:A necromancer's curse causes the dead from the village graveyard to rise. The villagers need the curse lifted and the undead quelled.
D10=8:Spring: Warm breezes carry the scent of fresh flowers as the village bustles with activity. A group of villagers is hurriedly decorating for the Spring Festival. Suddenly, a band of mischievous pixies swoops in, playfully scattering decorations everywhere. The villagers beg the players to help chase the pixies away and restore the decorations in time for the festival. Rewards may include handmade crafts or information about local legends.
D10=9:A group of men are talking about the goblin problem in the area, saying that something must be done about it soon, before it gets any worse.
D10=10:A group of travelers have been attacked by bandits on the road to the village. The party is asked to track down the bandits and retrieve stolen goods. But upon finding the bandits' hideout, they discover that the bandits are actually former soldiers who have turned to a life of crime after being abandoned by their kingdom. Will the party show mercy or bring the bandits to justice?
d100 = 99
D10=1:A goat escapes its pen and eats a villager's garden.
D10=2:A group of bandits have taken over the village's only inn, forcing the patrons to pay exorbitant prices for food and lodging. The party must come up with a plan to drive the bandits out and restore peace to the village.
D10=3:A woman braids her daughter's hair.
D10=4:A wandering minstrel's music sends everyone into a dream state. Finding the minstrel and breaking the spell is time-sensitive.
D10=5:As you approach the town hall, you hear shouts and raised voices. It seems that the townspeople are arguing over a new tax that has been imposed.
D10=6:The players come across a dilapidated windmill at the village outskirts, rumored to be haunted. Villagers speak of eerie lights and ghostly figures at dusk. Upon exploring, the players find a group of ethereal beings trapped in a time loop, endlessly reliving the night of their tragic deaths when the mill caught fire. To free them, the players must uncover and right the true cause of the disaster.
D10=7:The village well has suddenly dried up, causing a panic among the villagers who rely on it for water. The source of the problem is a group of kobolds who have moved into the caves underneath the village and are blocking the water flow. The party must negotiate with the kobolds to restore the flow of water and prevent a larger conflict from arising.
D10=8:A group of hunters needs the players' help in capturing a rare and dangerous creature that has been causing trouble in the nearby forest. However, the hunters may not have good intentions, and the players will have to make a difficult decision.
D10=9:A baker sells fresh bread and pastries.
D10=10:The village has been struck by a mysterious illness and the apothecary is running low on supplies. The party must venture into the nearby forest to find rare ingredients for the cure.
d100 = 100
D10=1:A group of animals are fighting outside of a cottage, the sounds of claws drawing across wood and broken wood crunching underfoot can be heard.
D10=2:The village well has suddenly dried up, causing a panic among the villagers who rely on it for water. The source of the problem is a group of kobolds who have moved into the caves underneath the village and are blocking the water flow. The party must negotiate with the kobolds to restore the flow of water and prevent a larger conflict from arising.
D10=3:A group of guards are harassing a drunk man, who is causing a ruckus in the street.
D10=4:A group of wizards is meeting in the village. One of the wizards has lost his spell book and is offering a reward for its return.
D10=5:While exploring a nearby cave, you find a group of dwarves who are searching for a lost treasure. They offer to split the treasure with you if you help them find it.
D10=6:A man named George is sitting on the steps of an inn, talking to players about his problems with his girlfriend Betty. George says Betty is crazy because she has been keeping a pet cat. George says Betty says that the cat is friendly and does not hunt birds and rodents, but George does not believe her. George says he and Betty will break up soon because of that cat.
D10=7:A group of children are playing a game of hide and seek. They ask the players to join in and give them a fair chance, but they have some tricks up their sleeves.
D10=8:A cat is perched on a fence, watching the world go by.
D10=9:A fierce storm has damaged several homes, and the villagers are working together to repair the damage. However, they are short on supplies and tools, which need to be acquired from a neighboring village known to be hostile to outsiders.
D10=10:You see two sisters who are arguing about something. They say: 'You're not my sister anymore! You're dead to me!' They continue arguing for awhile until one of them storms off angrily yelling about how she's not going to be anyone's sister anymore because everyone's dead to her now! The other sister then laughs at her and goes back to being her sister again.
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