A complete D&D 5e random encounter table for wizard tower scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 990 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 wizard tower, 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 Wizard Tower encounter table
d100 = 1
D10=1:Several books have been torn to shreds. There is blood on the floor.
D10=2:In a moonlit room, players encounter a sleeping phoenix whose heartbeats respond to shared tender moments, opening an exit.
D10=3:Amidst the iron-bound tomes and crackling spell books of the Wizard Tower’s arcane library, an ancient bronze manacle whispers of secret pacts and broken promises. The manacles seem to wriggle with life, animated by whispers that offer power at a steep moral cost. The deeper you delve into the library, the louder the whispers of treachery and grandeur become. Signing the pact grants access to powerful spells but also inscribes your name into the eternal hex that haunts the wizard's heraldic line, a betrayal to come festers with every hour.
D10=4:A bronze dragon head decorates a fountain in the hallway.
D10=5:An old rotary telephone seems to ring, though it is not connected to anything.
D10=6:The tower's basement is filled with bubbling cauldrons and strange concoctions. Suddenly, one of the cauldrons explodes, releasing a toxic gas that causes the party to hallucinate and have vivid nightmares. They must navigate through their fears and escape the basement before the gas overwhelms them.
D10=7:A room with a giant hourglass that controls time itself. The players can manipulate time to aid in their battles or solve puzzles. But be careful, as changing time can have unexpected consequences.
D10=8:Players find an ornate locket that projects the image of a lost lover when opened. They must perform an act of kindness to make it glow and reveal a hidden passage.
D10=9:A lonely gramophone spins an endless tune, its needle ghostly as it floats above the record.
D10=10:A levitating quill writes notes in mid-air.
d100 = 2
D10=1:A velvet cloak hovers around the room, draping itself on anyone entering.
D10=2:A room gleams with enchanted gold and relics radiating magical auras. Ten treasure hunters, greedy eyes alight, confront you, seeking to claim these riches. Negotiating with or outsmarting them impacts tower alliances and future encounters, while deception runs rampant.
D10=3:Fireflies creating patterns intercept the path. Arranging them into symbols of love illuminates the next passage.
D10=4:The apex chamber harbors a living, sentient vortex of elemental magic. Mastering its volatile power might grant arcane supremacy, but losing control results in catastrophic elemental surges throughout the tower.
D10=5:A caged sprite offering cryptic messages.
D10=6:A group of 1d4+4 thieves are in the area to steal something from the wizard. If they see the players, they will try to get them to help them. If the players help, they will get some magical items from the wizard as a reward, but the thieves will try to steal them from them later.
D10=7:A magical raven speaks in rhymes.
D10=8:A group of 1d4 hobbits are celebrating their latest harvest by drinking and singing. They are not happy to see you.
D10=9:Rounding corners dappled in winter’s silent predation, you find embattled spirits pacing in restive silence. They are phantoms tethered by remorse, unable to cross into peace. A council across ages gathers, looping betrayals and fractured alliances hanging spectral nooses above their necks. They give counsel for a price or drain the life-strained wisdom through touch. Navigating their hints leads into the tower’s deeper layers, but everything bargained enriches them with a shard of your strength, a bargaining chip against the next consultation’s query.
D10=10:A soft whispering can be heard from a closed book.
d100 = 3
D10=1:An eerie, silent theatre in the tower shows ghostly reenactments of the wizard’s greatest triumphs and tragedies. The phantom thespians may offer guidance or haunt the party, seeking redress for past wrongs.
D10=2:A mysterious figure appears before you, claiming to be a powerful genie trapped inside the tower. The wizard living there has been using the genie's powers for his own gain and the genie begs for your help in breaking free.
D10=3:The remnants of a war-torn room reveal an old promise kept. Relaying a similar oath brings peace to the spirits there, unlocking a hidden path.
D10=4:A self-stirring cauldron.
D10=5:Through a flickering portal golden in hue, you find a summer garden wrapped in eternal twilight. Fireflies carrying errant sparks of wild magic flit through the blossoming boughs. But the magic here is treacherous, twisting the plants' beauty into a predatory hunger. An intricate lattice of golden leaves and ensnaring vines serves both as a maze of physical traps and as barriers. Whispered wishes tempt power-seekers to take treacherous chances. Outwit the slow-closing labyrinth or become consumed by the malignancy of its intoxicating fragrance.
D10=6:Plunged into an endless twilight grove within the tower, nine shadow druids seek to harness its unnerving darkness for their own. Allies or adversaries, their mastery over shadow presents dire choices: to embrace their doctrine and gain a fearful edge or strive against their wrapping influence.
D10=7:A cupboard filled with half-eaten snacks that continually replenish.
D10=8:A ghostly minstrel roams the tower's library, incessantly playing a mournful tune on a lute. He beseeches the adventurers to find his lost love's pendant, promising an invaluable spell scroll in return.
D10=9:A fishbowl sits atop a column, its golden fish making looping patterns in the water.
D10=10:A group of wizards are arguing about the best way to get rid of a troublesome dragon in a nearby city. They argue back and forth, but they can't come to an agreement.
d100 = 4
D10=1:An enchanted hat rack with hats that try to jump onto players' heads.
D10=2:A celestial model orbiting mystique.
D10=3:A half-chewed mouse lies discarded beneath an arcane alembic.
D10=4:In a hallway where time itself seems fractured, you encounter three versions of yourselves—past, present, and future. Each version provides insights or challenges impacting the timeline. Confronting these echoes tests your strategic acumen and foresight, with successes altering future tower floors for better or worse.
D10=5:A budding love story from an unfinished canvas will come to life when players paint it together, uncovering a concealed exit.
D10=6:A slowly rotating hourglass never runs out of sand.
D10=7:A pile of scrolls tied with different colored ribbons rests on a desk.
D10=8:The tower is magically shielded and players cannot teleport there or transport themselves through the use of magic. They must rely on magic items that allow them to teleport or teleport them from somewhere else.
D10=9:The tower's library holds a secret entrance to a mystical labyrinth, filled with traps and puzzles. The wizard who owns the tower fears that someone has placed a curse within the labyrinth and asks for your assistance in navigating it.
D10=10:A group of cultists is trying to steal magical books from this library. They will attack players if they spot them!
d100 = 5
D10=1:A harp playing soothing music.
D10=2:An old broom sweeps itself.
D10=3:A swarm of magical butterflies.
D10=4:A room covered with notes and drawings about arcane experiments.
D10=5:A paddling pool of glittering liquid.
D10=6:The portrait on the wall is talking to you. It wants you to remove the picture of its evil sister from the wall. It wants you to replace the female portrait with it. The portrait in question represents a female wizard from an ancient time.
D10=7:The sound of a door slamming is heard. The players hear a man yelling and the sound of something being smashed. A sorceress comes out of her room in a robe and nightcap. The players run into her room and realize that a wizard has a wand pointed at her. He is trying to draw her soul out. He doesn't see the players. They can rush in and kill him or try to distract him in another way.
D10=8:Players come across a merchant who is selling magic items at a high price. He will bargain with the players if they can find better prices somewhere else.
D10=9:A group of young wizards are playing with some wooden swords and shields and they are pretending to be knights fighting against a dragon. The dragon wins, then they fight it some more.
D10=10:A group of 2d4+3 thieves have come to the tower to steal from the wizard. They are pilfering anything they can find in the wokshop.
d100 = 6
D10=1:A room filled with enchanted musical instruments. As the party plays the instruments, they are transported to a musical dimension where they must perform and impress a group of music-loving dragons to earn a powerful magical item.
D10=2:An enchanted mop is cleaning the floor on its own.
D10=3:A desk piled with papers that continually organize and disorganize themselves.
D10=4:The players encounter a group of pacifist monks who were once powerful warriors. If the players can prove their worth through a test of discipline and restraint, the monks will share their ancient combat techniques.
D10=5:A stray cat wanders into the tower and begins wreaking havoc, knocking over potions and causing trouble. But as the players try to catch it, they realize it is actually a polymorphed wizard who needs help breaking the spell.
D10=6:A small waterfall trickles down a wall.
D10=7:In a room echoing with primal roars, you find seven druids who can shape-shift into powerful beasts, clashing over territory. Assisting or defeating them bestows control over this floor, but choosing sides can engender deep bonds or bitter enmities, reflecting in broader faction dynamics.
D10=8:A member of the clergy is being held in a locked room in the tower.
D10=9:A tattered pennon waves a proud declaration of a bygone house, though no wind stirs.
D10=10:You see a single, perfectly preserved rose in a vase on a pedestal. The petals seem to be glowing with a gentle blue light. As you approach, you hear a soft voice whisper, "Please take me to my loved one." Depending on how players respond, the rose could become a powerful ally or a dangerous curse.
d100 = 7
D10=1:The tower is being overrun by magical creatures, each more bizarre and dangerous than the last. The party must work together to fend off the creatures and protect the tower.
D10=2:Spring frogs, charmed by a corrupt druid, turn toxic and aggressive. In the marshy room, players must capture or neutralize these amphibians.
D10=3:A group of 4d4 goblins come out of the bushes. They are carrying sacks of supplies. They don't want to fight. They will yell, 'Bad men! Bad men!' They will then scatter.
D10=4:A staircase leads to the second floor. The wall is covered in old shields and shields.
D10=5:A wizard has placed an enchantment on the tower which makes noises whenever a creature enters the tower. The noises are loud and frightening and will cause all creatures in the room to make a fear check.
D10=6:You see a group of goblins carrying a large sack filled with grain headed towards you. Suddenly, the group of goblins see you, and they throw the large sack at you. With your reflexes you manage to avoid the sack, and it spills open, revealing that it was full of gold pieces!
D10=7:A wooden box vibrates slightly.
D10=8:You encounter a room filled with clocks, all telling different times.
D10=9:The room is filled with soft, ambient light and peaceful melodies, inhabited by peaceful spirits of lovers past. Their blessing of heartfelt stories eases the way forward.
D10=10:Spring greets the players with a garden of deadly flowers. Beautiful but lethal, the plants release intoxicating scents that induce hallucinations and aggressive behavior.
d100 = 8
D10=1:A group of wizards are arguing about whether or not the world is round.
D10=2:A mischievous imp has taken residence in the tower and has been causing chaos for the wizard living there. The imp's pranks have become increasingly dangerous and the wizard needs your help to catch and banish the creature.
D10=3:Guarding the vault of ancient texts, a wise owl familiar cryptically guides the adventurers to pertinent knowledge, but it requires frequent offerings of magical items or enchanted food.
D10=4:A chronicle alembic shadow-dancing pasts.
D10=5:A series of lenses magnifying mind moments.
D10=6:A veiling curtain obscuring mysteries.
D10=7:A group of traveling merchants are setting up their tents outside the tower for the night. They are selling rare herbs, rare spices, and rare books to the villagers and wizards of the area.
D10=8:A wind chime whispering fortunes.
D10=9:At a moonlit window overlooking the frozen wasteland beyond, ice crawls over the glass, forming obscure patterns that shift ominously. A caged raven speaks prophecies in a hoarse, ancient tongue, promising either salvation or doom. Its words are riddled with double meanings and veiled threats. Solving the raven's riddle grants temporary sanctuary in the treacherous tower, but mistaken words leave you exposed to the biting cold outside, where ghostly wyverns soar with death's silence.
D10=10:The tower's enchanting chamber is guarded by a powerful, enchanted suit of armor. The players must figure out how to defeat the armor or pass its trials in order to access the chamber and its powerful enchanting materials.
d100 = 9
D10=1:You see a group of men carrying a large chest down the hall. They look like they might be bandits and they might be headed towards the treasure vault. They will try and hide from players when they notice them. They will run away quickly if players chase them.
D10=2:A small group of monks who are looking for a room with a large diamond and a large ruby. They are willing to pay the players if they can find a room like that.
D10=3:An unseen voice reads poetry aloud.
D10=4:A glass case displays an ancient artifact.
D10=5:Players find an ornate locket that projects the image of a lost lover when opened. They must perform an act of kindness to make it glow and reveal a hidden passage.
D10=6:A room with a large crystal ball that shows the party's past lives and the choices they made in those lives. They must face their past selves and make amends or resolve any unresolved conflicts to progress further in the tower.
D10=7:A cat with glowing eyes observes you from atop a bookshelf.
D10=8:In a chamber awash with the lingering acrid scent of spent spells, the adventurers encounter a large, cracked mirror reflecting not their own images but potential futures drenched in turmoil— a rebellion tearing through the streets, a mighty beast ablaze against a darkened sky, fields of gold turning to ashen wastes. At the mirror's base, a sorrowful empress made tangible by ethereal energy beseeches them, "Find the locus of power, lest all turn to ruin." The room suddenly glows brightly with spectral light as 2d6 mirror-born ethereal warriors step forth, echoing phrases about impending catastrophes and the need to reshape destiny. Combat ensues, but a careful examination of the mirror, mid-battle, reveals options to either destroy it, ending the current prophecies, or channel its power, gaining invaluable—and perilous—insight into how their actions will reverberate through time.
D10=9:A golden cage contains a bird made entirely of fire.
D10=10:You see a single, perfectly preserved rose in a vase on a pedestal. The petals seem to be glowing with a gentle blue light. As you approach, you hear a soft voice whisper, "Please take me to my loved one." Depending on how players respond, the rose could become a powerful ally or a dangerous curse.
d100 = 10
D10=1:An enchanted loom weaves an intricate tapestry by itself.
D10=2:A map depicting ever-changing terrain.
D10=3:A man is sitting on the steps leading up to the main entrance to the tower. He is looking for work. He is willing to do any kind of work - even menial tasks. He will take any job offered to him. He will follow the players wherever they go - even if it's into a dungeon or out into the wilderness. His name is Billy Bob Joe, and he has a tattoo that says 'property of' on his right shoulder with an arrow pointing down.
D10=4:In a chamber dominated by the sun's scorching heat, fire spirits manifest and attack players. They must extinguish these spirits using water or ice spells.
D10=5:Zagol the wizard is trying to figure out who is stealing items from his private hoard of treasure. He wants you to find the thief and end his thievery. He tells you that he has hired someone to try to stop the thief and that he failed.
D10=6:A cat that speaks in riddles but offers no real answers.
D10=7:A floating quill attempts to sketch unseen objects in the air.
D10=8:A ghostly butler offers to take your coat, though it's quite cold to the touch.
D10=9:A soft, otherworldly hum resonates through the walls.
D10=10:A group of traveling knights are setting up their tents outside the tower for the night. They are on their way to do battle with a horde of Orcs and they need to rest before continuing their journey.
d100 = 11
D10=1:A peculiar box distributing puzzles.
D10=2:A floating quill attempts to sketch unseen objects in the air.
D10=3:A room shimmers with moonlight despite no visible source. An old diary lies open, recounting a tragic but beautiful romance. Players must read aloud the final, unwritten page, completing the story with their own words to be granted passage.
D10=4:An hourglass counts time backwards.
D10=5:A portal appears in the center of the tower's library, leading to a different time period in history. The party must be careful not to disrupt the past or risk altering the course of history.
D10=6:A halfling illusionist named Barik Sludge wants you to accompany him to a castle for a gathering. He tells you he will pay you well for your assistance. He does not reveal that the castle is a prison. He also does not reveal that he is one of the leaders of the prison and that he is gathering his associates to escape. He is taking them as slaves. He is an evil halfling.
D10=7:A motionless figure cloaked in dark robes stands in the shadows, unresponsive to interaction.
D10=8:A group of thieves are trying to steal a large ruby from the wizard, who is watching from his tower balcony with a grin on his face.
D10=9:The players come across a group of friendly imps who were kicked out of their home in the tower by a mean wizard. If the players help them reclaim their home, the imps will offer them valuable information or aid in battle.
D10=10:You find a crystal ball that shows fleeting visions of different places.
d100 = 12
D10=1:A mischievous sprite hides behind a curtain, giggling.
D10=2:A wizard has been cursed by a wandering sorcerer and his only hope for a cure is to get the lost spellbook of a wizard who lived in this tower centuries ago.
D10=3:Intense summer heat warps the air, causing distortions. Players must find the exit while dealing with mirages and heat exhaustion.
D10=4:A jar of fireflies lights the room.
D10=5:Players encounter a hall of autumn mirrors that reflect their worst fears. These fears materialize and must be fought off.
D10=6:A swarm of magical butterflies.
D10=7:You hear whispering voices coming from the shadows.
D10=8:A powerful mage has trapped the spirits of past wizards in the tower's chambers, forcing them to relive their greatest failures. The players must find a way to free the spirits and learn from their mistakes.
D10=9:A child's enchanted toy soldiers are engaged in a never-ending mock battle.
D10=10:You meet a council of ten ethereal guardians preserving the tower’s riddle-bounded knowledge against intruders. Negotiating access or engaging in intellectual duels, each failure or success shapes dungeon-wide puzzles, weaving cerebral challenges within otherwise savage and physical threats.
d100 = 13
D10=1:A room in the tower is enchanted to make anyone who enters experience their greatest fear. The players must overcome their fears or find a way to dispel the enchantment in order to progress.
D10=2:A book on potion recipes lies open on a table, pages rustling as if caught by a nonexistent breeze.
D10=3:A gallery within the endless tower depicts seasons’ splendors and horrors—an unending transition from boundless spring to bleakest winter. Paintings evoke illusions so vivid they step out, challenging perceptions of real and unreal. A portrait of a benighted ruler offers cryptic options between shadow-backed power or bearing devastating weight of ruling guilt. Choosing to understand allows deeper insight into their realm’s machinations, but ensures becoming a brushstroke in the endless panorama of the wizard's ill-fated gallery.
D10=4:A powerful wizard arrives at the tower seeking refuge from a group of vengeful enemies. The party must choose whether to trust this mysterious figure and help them or turn them away.
D10=5:A potted plant grows and shrinks rhythmically.
D10=6:The players are accosted by a group of men in black robes. They are members of the Arcane Order of Vigilance. They want players to join them and help them hunt down other rogue mages in the area and put them in prison!
D10=7:The party wakes up in the middle of the night to the sound of glass breaking from the room next to them. When they investigate, they find the party's arch enemy is trying to steal their spell books.
D10=8:An abacus that continually tallies with no clear reason for its computations.
D10=9:A wall is covered with various magical scrolls.
D10=10:A group of raccoons come out of nowhere, grab your food and run off with it.
d100 = 14
D10=1:A group of 2d6+2 dwarves are knocking on one of the doors to the main hall. They are looking for work. They are willing to do any kind of work - even menial tasks.
D10=2:The spectral remains of the wizard’s past apprentices haunt the tower, yearning for release. They may offer assistance or seek vengeance, depending on how the party approaches and understands their plight.
D10=3:An old rotary telephone seems to ring, though it is not connected to anything.
D10=4:A dark figure appears in the tower, claiming to be the true owner. However, the players soon realize that this figure is a demon in disguise, trying to trick them into releasing him from his magical prison and granting him true power. The players must use their wits and magic to defeat the demon before it destroys them all.
D10=5:A collection of potion bottles are arranged neatly on a shelf.
D10=6:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
D10=8:A spiral staircase that seems longer on the way up than the way down.
D10=9:A trap door in the floor leads to a winding staircase that goes deep underground. The party discovers a hidden dungeon filled with dangerous creatures and treasures to be found.
D10=1:Various colored crystals hover above a pedestal, rotating slowly.
D10=2:A gnome with a small dog approaches the party. The gnome says that squirrels have been stealing his supplies from his cart, and he needs the players to help him catch them. When players go to hunt the squirrels, they find that the gnome is actually a werewolf that has been stealing from travelers and turning them into werewolves.
D10=3:A group of halflings have built a camp. They are on their way to the top of the tower to steal something.
D10=4:The tower's enchanted defenses have malfunctioned and now random spells are being cast throughout the tower, causing chaos and confusion. The players must find a way to fix the defenses before they are caught in the crossfire.
D10=5:A set of glowing footprints leads down a dark hallway.
D10=6:A pile of dusty, old books is precariously stacked in a corner.
D10=7:A beautiful songbird sings from a silver cage.
D10=8:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
D10=9:A teapot whistles with no heat source.
D10=10:Traversing a crystalline labyrinth, nine shard-bearers protecting treasured lore test your challenges. Disarming or deceiving things enhances your mastery, unearths hidden troves, while failures shift crystalline malice shaping next trials.
d100 = 16
D10=1:A group of three guards are walking down the hall. They look very concerned about something. The party can hear them talking about a recent crime that happened in the city. They are talking about how they will catch the criminal because they have the best guards in the world protecting them.
D10=2:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
D10=3:A stack of parchment rustles and shifts, never toppling over but straining the imagination as to why.
D10=4:A grandfather clock chimes the incorrect time.
D10=5:A workstation for experimental teleportation magic malfunctions, temporarily transporting adventurers to random locations within the tower or even other planes of existence until they stabilize the mechanism.
D10=6:The tower's kitchen is run by a group of friendly and helpful pixies, who love to cook delicious and magical meals for the inhabitants of the tower. The players may be able to persuade them to share their recipes.
D10=7:Players encounter a greenhouse in spring bloom, where giant insects and mutated plants attack. They must navigate through deadly vegetation to find a cure to a spreading toxin.
D10=8:The tower's magical security system has malfunctioned and every door and window is now barred shut, trapping the party inside. They must figure out how to fix the system before time runs out and the wizard's return.
D10=9:A trio of animated candles following around players.
D10=10:A cup filled with liquid moonlight.
d100 = 17
D10=1:The wizard has completed a long quest to find and capture a dragon. He has it locked up in his tower dungeon and he tortures it whenever he wants to soothe his own ego.
D10=2:A stone statuette murmuring wisdom.
D10=3:A large, fluffy rug feels incredibly warm under your feet.
D10=4:A granite sundial that works both indoors and at night.
D10=5:A giant spider is in the hall, blocking the way. The players can kill it or try to sneak past it.
D10=6:A group of wizards is playing cards in a room off the main hall. They are playing for dice and gold. They will not bother the party.
D10=7:The players see a bunch of wizards sitting around a table playing a card game called 'War'. The wizards are cheating. There are bets on the table. Wine is spilled on the table. Wine is spilled on the floor. Wine cups are all over the place.
D10=8:The sound of distant footsteps can be heard in the hallway ahead. If investigated, players will find a group of 1d10 humans who are running from something that's chasing them.
D10=9:Before a shadow-draped altar, twelve enchanters weave spells infusing the dark surroundings. Combat or alliance choices determine the spellcraft’s fate; disrupting dark enchantments aligns the light at tower’s expense but empowers the shadows for devastating conflicts.
D10=10:A set of animated armor marches up and down the hall.
d100 = 18
D10=1:A spectral fish swims in a floating bubble.
D10=2:A group of 2d6+2 dwarves are knocking on one of the doors to the main hall. They are looking for work. They are willing to do any kind of work - even menial tasks.
D10=3:In the basement level of the tower, you find a laboratory filled with strange and experimental potions and magical substances. The wizard in charge of the lab asks for your assistance in testing out these new creations, promising great rewards if you are successful. But be careful, not all of the potions may have desirable effects...
D10=4:A set of glowing runes hovers in mid-air.
D10=5:An exotic plant sings a soft lullaby.
D10=6:A group of assassins with crossbows are hiding behind a tree. They say, 'We're good. We just want to talk.'
D10=7:You hear a distant, echoing laugh.
D10=8:Players find a potion that makes them believe they are an elf for 1d4+1 days.
D10=9:A group of merchants are out in the courtyard. They are selling very expensive magical items including gems, clothing and wands. The wizards are all fighting to get the best items because they do not have much money left.
D10=10:The stairs in front of you turn into a slippery slide, sending you tumbling down to the bottom. You find yourselves in a room filled with lava and must use your wits and magic to escape before being consumed by the molten rock.
d100 = 19
D10=1:A wizard is explaining to his apprentice how he found his wand and the wizard who originally owned it. He tells of how he and the wizard fought in a battle and how they killed each other. He says that they both died but they both found themselves alive again in the after life. It was then that they found common ground and became friends.
D10=2:The tower's courtyard has been taken over by a pack of wild magical creatures, causing chaos and destruction. The wizard needs your help to calm the creatures and bring order back to the tower.
D10=3:A hall filled with shifting shadows houses a single grim reaper, silently stalking his prey. Confronting him reveals that he offers a deal: assist him in harvesting a powerful soul trapped in the tower and receive a boon in return. The decision to engage or resist shapes your destiny, with resistance triggering relentless pursuit.
D10=4:A pair of elves are arguing about whether their god is better than the god of the humans. They will not notice the players at all. They will not stop arguing even if they are attacked.
D10=5:A chirping cricket resides in a glass jar.
D10=6:Oodles of goblins are in the courtyard with a wizard. They are arguing about how much to charge the wizard for putting off an imminent invasion of their city by the king's troops.
D10=7:A miniature bridge spanning intangibility.
D10=8:A magical mirror in the hallway shows reflections of the party, but each one reveals a different outcome or reality. The party must figure out which one is the true reflection and make a decision that could alter their fate.
D10=9:A hidden garden, energized by eldritch energy, contains arcane herbs capable of crafting rare potions if harvested properly. However, a mutated animal guardian vigorously protects this hidden oasis.
D10=10:A pair of enchanted slippers taps together rhythmically.
d100 = 20
D10=1:A cabinet of curiosities.
D10=2:A summer blaze fills a room, where walls are dripping molten lava. Players must traverse floating stone platforms to avoid being burned alive, while fire elementals hurl flames at them.
D10=3:A shelf collapses at random intervals and instantly reassembles.
D10=4:A group of sword monks confront you, claiming to want to take you to their master. The sword monks are unwilling to reveal who their master is. They are a group of evil monks that are controlled by a powerful evil wizard. They are using martial arts in place of weapons.
D10=5:A spectral librarian guards the ancient texts, allowing access only to those who pass a history quiz. Failure results in being cursed with temporary illiteracy and blindness.
D10=6:A young wizard apprentice has accidentally opened a portal to another dimension, unleashing a powerful and malicious creature into the tower. The players must defeat the creature and find a way to close the portal before it consumes the entire tower.
D10=7:Strange noises emanate from the top of this tower when something is dropped from the top of the tower. No one knows what is making the noise.
D10=8:An old, rusty suit of armor suddenly jerks and then stands at attention.
D10=9:A group of 2d4+4 thieves have learned about the treasure that exists in this tower. They plan to break into the treasure vault and steal all of the treasure.
D10=10:The players notice a painting of an elderly man with an unusual symbol on his robe. The painting is slowly peeling away from the wall. When it is completely gone, a hidden door will appear. It leads to a room with a magic mirror that shows what happened in the room in the past.
d100 = 21
D10=1:A parlor is decorated with exotic cushions floating above the floor.
D10=2:A flock of enchanted birds flies around the room in formation.
D10=3:The wizard is a rival of a nearby rival magic user and he wants to lure them here and kill them. The wizard has made copies of all the rival magic user's magic items and has placed them in the tower. The magic user will come to the tower and try to kill the wizard if he finds out that his items are in this tower.
D10=4:A summer blaze fills a room, where walls are dripping molten lava. Players must traverse floating stone platforms to avoid being burned alive, while fire elementals hurl flames at them.
D10=5:A group of wizards are fighting with each other with swords, bows and arrows, maces, mauls, warhammers, flails, lances, pole arms, staffs, shields, and sling shots. They are all dressed in plate mail armor and they are fighting in a circle, hacking and slashing at each other all at the same time and none of them are getting hurt at all because they're all wearing plate mail armor.
D10=7:A man is walking around, trying to sell some used items that he has collected from people who have died recently in the area. He introduces himself as Macabre Bob, a humble merchant here to save you coin!
D10=8:An exotic plant sings a soft lullaby.
D10=9:A group of fey creatures have taken over the tower's garden and have made it their own magical paradise. They may offer to help the players if they complete tasks such as arranging flowers or solving puzzles.
D10=10:A pair of enchanted slippers taps together rhythmically.
d100 = 22
D10=1:A tapestry depicts moving scenes.
D10=2:A stray owl sleeps on a window ledge.
D10=3:You notice a spellbook with singed edges.
D10=4:A half-melted candle drips wax in patterns resembling runes.
D10=5:A small model of the wizard's tower, rotating gently on a table.
D10=6:An enchanted frame presents different heartwarming moments frozen in time. Characters must find and resurrect the moments, freeing the spirits within and revealing an escape.
D10=7:The air sizzles with dangerous magic in an autumn-hued laboratory cluttered with alchemical components and forgotten potions. Shelves creak under the weight of ancient tomes, each whispering forbidden knowledge if opened. A mad alchemist's burned skeleton still clutches a flask of unstable liquid gold. Extracting such treasures promises power but risks sudden, catastrophic decay. Experimentation comes with the risk of awakening twisted homunculi that are fiercely protective and destructively intelligent. Failure means becoming part of this decaying room, a failed experiment whispering of what could have been.
D10=8:A clumsy alchemical setup bubbles away.
D10=9:The tower is magically shielded and players cannot teleport there or transport themselves through the use of magic. They must rely on magic items that allow them to teleport or teleport them from somewhere else.
D10=10:A skeletal bird hops around.
d100 = 23
D10=1:A wall is covered with various magical scrolls.
D10=2:A powerful wizard arrives at the tower seeking refuge from a group of vengeful enemies. The party must choose whether to trust this mysterious figure and help them or turn them away.
D10=3:A mischievous sprite hides behind a curtain, giggling.
D10=4:A group of 2d6+2 young adult goblins are practicing their fighting skills on each other. They will not bother the party.
D10=5:A mysterious chalkboard filled with cryptic equations.
D10=6:A man named William is sitting in the hallway, weeping into his hands. He has lost all his money at cards, and has no way to pay his rent. He is willing to do anything to survive, even become a thief or a mercenary.
D10=7:A thick, musty smell of old books fills the room.
D10=8:A group of 1d4+4 thieves are in the area to steal something from the wizard. If they see the players, they will try to get them to help them. If the players help, they will get some magical items from the wizard as a reward, but the thieves will try to steal them from them later.
D10=9:A thick haze of incense lingers in the air, making you slightly drowsy.
D10=10:An hourglass counting stars.
d100 = 24
D10=1:"Stop that! The wizard is going to be really mad."
D10=2:A soldier approaches you and asks, 'I'm looking for Captain Redloom. Do you know him?'
D10=4:An enchanted loom weaves an intricate tapestry by itself.
D10=5:The scent of fresh ink lingers in the air.
D10=6:Magical letters addressed to a soulmate provide the means to escape when read with genuine affection.
D10=7:A stupid wizard named George has created a golem which has been destroying the tower. It is not a hostile golem, but it likes to smash the walls. George is scared and hiding in his room.
D10=8:A pile of unsorted mail, including a letter sealed with a wax insignia, rests on an end table.
D10=9:A pile of scrolls is neatly stacked.
D10=10:A book on potion recipes lies open on a table, pages rustling as if caught by a nonexistent breeze.
d100 = 25
D10=1:A hall filled with shifting shadows houses a single grim reaper, silently stalking his prey. Confronting him reveals that he offers a deal: assist him in harvesting a powerful soul trapped in the tower and receive a boon in return. The decision to engage or resist shapes your destiny, with resistance triggering relentless pursuit.
D10=2:A hidden observatory reveals a cult of eight acolytes worshiping the stars, each one imbued with celestial power. Their leader, a star-touched prophet, offers glimpses of future events at the price of a piece of your soul. Engaging with the cult presents the twin dangers of gaining forbidden knowledge and losing a part of yourself.
D10=3:Mists swirl around the gatehouse at the front of the tower. The mists suddenly dissipate to reveal a small group of men in gray robes, who say, 'We're here to talk to the wizard. Have you seen him?'
D10=4:A magical mirror in the tower shows a glimpse into different planes of existence. The players may come across creatures from these other planes and have to figure out how to communicate and interact with them.
D10=5:A granite sundial that works both indoors and at night.
D10=6:At the tower’s core lies a solarium perpetually ruled by summer’s scorching heat. Shade is both refuge and danger: strange humanoid figures called Shade Stalkers haunt the darkest corners. Their predatory souls are animated by memories of ultimate betrayals. They trade protection for secrets, revealing twisted half-truths of those in your company. Can you afford their protection with treacherous salt-crusted scars upon your conscience, or dare you navigate the King's Fire on your own, risking direct conflict with the Shade Stalker's primal hunger?
D10=7:A man is selling a book of poetry. The man will complain about how nobody will buy his book of poetry and how nobody appreciates his art.
D10=8:An ancient map rearranges itself, showing different paths and landmarks each time you glance.
D10=9:A half-finished magical circle is drawn on the floor with chalk.
D10=10:A citadel of festering knowledge bears hallways resonating with perpetual mental cacophony. The tower’s own voice murmurs flirtatious suggestions, feeding paranoia and tempting despair. Artifacts of dead kings and lost queens both hold power and potential incestuous horrors magnified within these precariously intwined halls. Choices made always echo a prior ruler’s path— whether to uphold shattered oaths, summons dread spirits into quasi-lit flames, or embrace cursed authority with all its treacherous entrapments. Each item handled is another piece of lore picked up or twisted.
d100 = 26
D10=1:The wizard has taken on an apprentice as his personal servant, but he treats him no better than a slave. The apprentice will not help the adventurers.
D10=2:The air sizzles with dangerous magic in an autumn-hued laboratory cluttered with alchemical components and forgotten potions. Shelves creak under the weight of ancient tomes, each whispering forbidden knowledge if opened. A mad alchemist's burned skeleton still clutches a flask of unstable liquid gold. Extracting such treasures promises power but risks sudden, catastrophic decay. Experimentation comes with the risk of awakening twisted homunculi that are fiercely protective and destructively intelligent. Failure means becoming part of this decaying room, a failed experiment whispering of what could have been.
D10=3:A swarm of magical butterflies.
D10=4:A self-stirring cauldron.
D10=5:A knotting labyrinth untangling verities.
D10=6:Encountering a floating tome that recites powerful spells, it provides a learning opportunity if tamed. However, its unpredictable nature means it might unleash an uncontrolled magical surge.
D10=7:An intricate, heart-shaped puzzle asks for in-depth knowledge of emotions and love to be reconstructed.
D10=8:A large, ornate rug that shifts patterns.
D10=9:A group of townsfolk are gathered around a fire. They are talking about a nearby haunted house. They will tell the players about the strange things that happened to the old couple that used to live there. The players will discover that a group of cultists used to live in the house, worshiping an evil god named Thorium.
D10=10:A set of glowing footprints leads down a dark hallway.
d100 = 27
D10=1:A group of 1d4 dwarven mining engineers are mapping out the tunnels they've discovered while mining. They're not happy to see you.
D10=2:A cleric is walking down the hall. He will be wearing fancy robes and is carrying a large book with him. He is muttering to himself or praying as he walks towards the library to study. If the players talk to him, they will find out that his name is Andar. He will tell them that he worships Andoran the Just and that he is a cleric at a temple of Andoran in another town. He will also say that he has been coming to this tower for years to study magic and worship Andoran.
D10=3:A golden key engraved with runes.
D10=4:A man dressed as a wizard approaches the players. He wants them to fight in an arena for him. He wants them to kill each other in a battle to the death so he can win a prize. He promises to resurrect the party afterwards. He's lying, but he's very persuasive.
D10=5:A portal appears in the center of the tower's library, leading to a different time period in history. The party must be careful not to disrupt the past or risk altering the course of history.
D10=6:A workstation for experimental teleportation magic malfunctions, temporarily transporting adventurers to random locations within the tower or even other planes of existence until they stabilize the mechanism.
D10=7:A harp plays itself beautifully in the corner.
D10=8:A staircase occasionally shifts direction, leading you back where you came.
D10=9:An injured wizard is in hiding in this tower, hoping that his enemies will not find him before he can heal himself. He was injured by casting a great spell.
D10=10:The wizard's servants have a large dog that will attack anyone who tries to enter the tower.
d100 = 28
D10=1:The wizard's familiar, a grumpy and wise old owl, can be found perched on a windowsill. The owl is willing to trade helpful information for a tasty treat.
D10=2:Mismatched chairs that rearrange themselves periodically.
D10=3:You stumble upon a room full of strange and exotic creatures, including a dragon, a unicorn, and a phoenix. But these creatures are not real, they are merely illusions created by a powerful enchanter to test your courage and ingenuity. Will you be able to see through the illusions and make your way past these magnificent beasts?
D10=4:The players encounter a group of enchanted suits of armor, controlled by a powerful magical force. The only way to defeat them is to find and destroy the source of the magic.
D10=5:The PCs meet an old man who is sitting on the steps out front. He has been sitting there for several days. He asks the PCs what they are up to. If they do not answer him immediately, he will refuse to speak to them again. He will ask them if they are looking for employment. If they answer yes, he will ask them if they can carry a heavy load. If they answer yes, then he wants to give them a small box. The box is very heavy. He will ask them to deliver it and offer to pay them 1 gold coin per turn. He says that he will be waiting for them back outside the Tower in 3 turns. He will walk off whistling. If they refuse to do what he asks, he will never speak to them again and will not hire them as employees.
D10=6:A group of 1d4 dwarven mining engineers are mapping out the tunnels they've discovered while mining. They're not happy to see you.
D10=7:In an observatory-like room, stardust forms constellations representing histories of love. Deciphering them reveals a path forward.
D10=8:The party encounters the Wizard's wife who has turned into an undead creature.
D10=9:The remnants of a war-torn room reveal an old promise kept. Relaying a similar oath brings peace to the spirits there, unlocking a hidden path.
D10=10:An assassin with a crossbow is hiding behind a tree. He says, 'Do you know where the wizard is?'
d100 = 29
D10=1:The players encounter a group of shadowy figures lurking in the tower's dark and twisting corridors. It turns out they are the past failures of the wizard's experiments, now seeking revenge on their creator. Will the players be able to defeat these shadowy abominations and earn the favor of the wizard?
D10=2:Winter specters rise from the frost-covered floor, chilling players with their touch. They must banish these spirits with holy symbols or fire spells.
D10=3:A cleric is walking down the hall. He will be wearing fancy robes and is carrying a large book with him. He is muttering to himself or praying as he walks towards the library to study. If the players talk to him, they will find out that his name is Andar. He will tell them that he worships Andoran the Just and that he is a cleric at a temple of Andoran in another town. He will also say that he has been coming to this tower for years to study magic and worship Andoran.
D10=4:The tower is being overrun by magical creatures, each more bizarre and dangerous than the last. The party must work together to fend off the creatures and protect the tower.
D10=6:A raggedy-looking man approaches you and says, 'Hey, when's dinner?' You reply, 'I don't know, there's a schedule somewhere.'
D10=7:Descend crumbling steps lined with scattered blossom remnants to stand beneath a moon threaded with artificial stars. A glade hosts dappled whispers, reflecting transactions of power long past. Silver-etched harpies flutter between eager terms of alliance to ivied screams of betrayal, anxious remnants of former rulers and new tyrants. Extract promising alliances from the harpies; determining their nature by discerning veiled loyalty within their musical cacophony taking life-risk. Indulge their whims for strategic advantage, balancing trust against inevitable repercussions within the tower’s confounding ethos.
D10=8:A wizard is walking down the hall with a large book under his arm. He looks very tired and confused. If players talk to him, they will learn that he has been working on a spell to conjure up a demon. He doesn't think it's working and he's frustrated. The wizard doesn't know that the spell is actually working, but it's causing a lot of weird things to happen in his tower.
D10=9:A lit candle never seems to melt down.
D10=10:A broom closet exuding an earthy smell.
d100 = 30
D10=1:A wizard is trying to convince his apprentice that he is evil because the apprentice is not very good at magic. The apprentice wants to leave his master and go visit his father and mother. He does not feel like he belongs in this world anymore. He says he will come back but he will only work for his master until he has learned enough magic to defeat him. Then he will leave. He then casts a spell and turns himself into an owl. The owl flies away and disappears. The master looks around and says, 'I have lost my apprentice.'
D10=2:A lunar shadow chasing projections.
D10=3:A group of children are playing hide-and-seek in a room. They are all trying to hide from a nightmare that has been terrorizing them recently...
D10=4:Guarding the vault of ancient texts, a wise owl familiar cryptically guides the adventurers to pertinent knowledge, but it requires frequent offerings of magical items or enchanted food.
D10=5:The players come across a group of friendly imps who were kicked out of their home in the tower by a mean wizard. If the players help them reclaim their home, the imps will offer them valuable information or aid in battle.
D10=6:Ascending, a vast starlit room where thirteen celestial beings plan cosmic influences. Compelling dealings with aeonic forces intertwines, shaping your soul or acquiring celestial favor introduces dilemmas of cosmic interference in mortal realms.
D10=7:A wizard and his apprentice are arguing over the quality of their latest spell.
D10=8:The wizard is missing an enchanted dagger that was stolen from him by the rogue that came to his tower. The rogue is secretly locked away in the wizard's dungeon, but he is far more dangerous than the tower wizard gives him credit for.
D10=9:A group of young wizards are playing in a nearby park. They are pretending to be knights and they are fighting a dragon. The dragon wins, then the knights fight it some more.
D10=10:A room with a giant crystal maze. The players must work together to find the correct path and reach the other side, or risk being lost in the maze forever.
d100 = 31
D10=1:A skeletal bird hops around.
D10=2:An ancient mirror reflects not their current images, but their truest loves. They need to decipher the essence of pure love as seen in the mirror to open the door to the next room.
D10=3:A spellbook opens and flips through its pages.
D10=4:A magical raven speaks in rhymes.
D10=5:An empty birdcage rocks back and forth gently.
D10=6:You encounter a group of three men wearing long black robes. They are carrying a small chest with them. The men appear to be wizards. If the players attempt to consort with them, the wizards will flee the area.
D10=7:The adventurers stumble upon a parabolic chamber, its walls covered in cryptic symbols that pulse with rhythmic energies. As they step inside, a central plinth emanates a dark, swirling mist that coalesces into an ancient soothsayer, her voice laced with tremors of both dread and excitement. "Doom walks beside you, as does a forgotten hero," she murmurs, unveiling prophetic visions of entwined fates—a vision of three undead kings in conclave, and another showing a mage manipulating the threads of magic to rend the world asunder. These visions wax and wane, casting the room into alternating light and shadow. Before they can fully comprehend the implications, the adventurers are besieged by 2d8 shadowy wraiths, each one muttering half-crazed proclamations of doom. Should they survive, the soothsayer reveals an ancient prophecy involving a long-forgotten artifact linked to their quest, providing both hope and a grim warning about its true cost.
D10=8:The next chamber is an endless maze of illusions, walls shifting with every step. Eight illusionary guardians, crafted to deceive, drive infiltrators to madness. Dispelling these illusions unveils secrets of your surroundings, but succumbing means getting trapped in a looping nightmare.
D10=9:The party encounters a large pile of treasure in a room. The treasure is cursed and anyone carrying more than 1d6 pounds of it will be attacked by wild beasts at night.
D10=10:The tower's entrance is guarded by a sphinx who will only allow those who can answer its riddles to enter. However, some of the riddles may require going on side quests or gathering specific items as clues.
d100 = 32
D10=1:A tea kettle whistles on a stove with no flame.
D10=2:The party stumbles upon a room with a large crystal orb in the center. As they approach, they realize they can see their future reflected in the orb. However, the future is constantly changing, and they must figure out how to manipulate it to their advantage.
D10=3:A stack of enchanted cards deals itself into hands.
D10=4:A mysterious piece of furniture that emits occasional giggles.
D10=5:In the tower's alchemy lab, the players encounter a wizard frantically trying to reverse a botched potion that has turned them into a small, furry creature. They need the players' help to find the correct ingredients and reverse the effects before it's too late.
D10=6:The necromancer that was once here has returned. He has brought a group of human skeletons with him. One is his lover, one is his brother, and the others are his friends. They are here to get revenge on the players.
D10=7:A tarot deck shuffles itself endlessly on an old velvet cloth.
D10=8:A jar of eyeballs stares intently.
D10=9:A group of soldiers are scouring the countryside for an evil wizard that attempted to take over their country. The players will be asked to help them search for the evil wizard.
D10=10:A faint sound of bubbling can be heard from a nearby room.
d100 = 33
D10=1:A magical painting waves hello.
D10=2:You see a single black cat wandering around the tower, seemingly able to slip through doors and walls without a sound. Is it a familiar or something much more sinister?
D10=3:An empty birdcage rocks back and forth gently.
D10=4:A magical circle is etched into the floor.
D10=5:The tower has been invaded by a group of Orcs and the players must defend the tower from them!
D10=6:The tower is filled with illusions and trickery, making it difficult for the party to differentiate between what is real and what is not. They must overcome these challenges to reach the wizard at the top of the tower.
D10=7:You find a chamber pulsating with electric blue glyphs painting the air with light. These glyphs conceal eight highly intelligent constructs programmed to defend a powerful arcane artifact. Brute force triggers violent defensive measures, while deactivating them requires both dexterity and profound magical insight.
D10=8:A summer blaze fills a room, where walls are dripping molten lava. Players must traverse floating stone platforms to avoid being burned alive, while fire elementals hurl flames at them.
D10=9:A singing teapot invites you to have a cup of tea.
D10=10:A small chest continually squeaks and shifts as if something is trying to escape from within.
D10=2:The party encounters 1d4+2 vampires who have come to the tower to steal the secrets of magic.
D10=3:A room with a giant crystal ball that reveals glimpses of the past, present, and future. The players must use this information to make strategic decisions and avoid dangerous pitfalls.
D10=4:A gnome is sitting on a rock, fishing. He is fishing in a small stream that flows through the tower.
D10=5:An evil monster has decided to live in the tower now. It likes the high perch from which it can see the surrounding area.
D10=6:In the hall, you find a group of traveling bards. They are carrying a large ruby. They are trying to sell it to the wizard.
D10=7:Players find a chest full of gems and coins. There is a magic item hidden in the chest. It is a finely crafted locket that allows the wearer to speak any language (including the languages of creatures). There is also a ring that, when placed upon the finger of a humanoid, turns the creature into a frog.
D10=8:A collection of bottled whispers.
D10=9:Players wake up in the middle of the night to the sound of glass breaking. When they investigate, they find their old rival trying to steal their spell books. The rival has a key to get into the tower. If the rival succeeds in stealing a spell book, he will run away.
D10=10:The faint scent of fresh herbs mingles with the musty smell of the old room.
d100 = 35
D10=1:A spring meadow appears idyllic until the flowers transform into carnivorous plants. Players must wrestle free from the plants' grasp to continue.
D10=2:A dusty wand sits on a pedestal.
D10=3:The players stumble upon a room filled with enchanted portraits of famous wizards. One of the portraits challenges the players to a wizarding duel in order to prove their worth.
D10=4:A floating quill scribbling indecipherable notes on a parchment.
D10=5:A levitating quill writes notes in mid-air.
D10=6:A snow globe sits on a pedestal, churning with scenes of magical battles and pristine landscapes.
D10=7:The PCs meet an old man who is sitting on the steps out front. He has been sitting there for several days. He asks the PCs what they are up to. If they do not answer him immediately, he will refuse to speak to them again. He will ask them if they are looking for employment. If they answer yes, he will ask them if they can carry a heavy load. If they answer yes, then he wants to give them a small box. The box is very heavy. He will ask them to deliver it and offer to pay them 1 gold coin per turn. He says that he will be waiting for them back outside the Tower in 3 turns. He will walk off whistling. If they refuse to do what he asks, he will never speak to them again and will not hire them as employees.
D10=8:A room filled with enchanted musical instruments. As the party plays the instruments, they are transported to a musical dimension where they must perform and impress a group of music-loving dragons to earn a powerful magical item.
D10=9:A group of people are standing in the middle of the hallway. They are all talking about how they got lost on the way to the wizard's tower.
D10=10:A set of statues that change their poses when unobserved.
D10=2:A half-finished magical circle is drawn on the floor with chalk.
D10=3:A group of 1d4 humans are arguing about whether or not there's life beyond the mountains that surround the kingdom. One believes there is, the other three believe there isn't.
D10=4:A group of friendly, talking animals have taken up residence in the tower's garden. They offer to help the players with their quests, as long as they can have some of the magical herbs and plants from the garden in return.
D10=5:A dark corner hides an intricate, web-spinning spider.
D10=6:The top floor of the tower holds a magnificent observatory where the wizard studies the stars and planets. However, he fears that a powerful celestial demon is planning to disrupt the natural order of the universe and asks for your aid in stopping it.
D10=7:A swarm of magical butterflies flutters.
D10=8:A magical raven speaks in rhymes.
D10=9:In the icy depths of winter, players find themselves in a room where the floor is a sheet of glassy ice. They must carefully cross without slipping, while avoiding animated ice sculptures of wolves that attack.
D10=10:The players encounter a room that is frozen in time, with a wizard suspended in the air, casting a powerful spell. They must figure out how to release the wizard from the stasis and convince him to share his knowledge and spells with them.
d100 = 37
D10=1:Players find a magic mirror. When they look in the mirror, they see a random location in the world.
D10=2:The tower's kitchen is run by a group of friendly and helpful pixies, who love to cook delicious and magical meals for the inhabitants of the tower. The players may be able to persuade them to share their recipes.
D10=3:A room with a portal that leads to different dimensions. The players must choose which dimension to enter and face the challenges within, with the possibility of finding rare treasures or powerful allies.
D10=4:A tiny, enchanted orchestra plays quietly from inside a miniature stage.
D10=5:A group of local villagers are complaining about how dangerous it is to live near the tower since it is an easy place for evil creatures to attack from.
D10=6:Pollen bombs in a spring chamber explode and release toxic gasses. Players must identify and disarm these bombs.
D10=7:The wallpaper has a pattern that seems to move when you aren't looking.
D10=10:A room with a chess board and pieces that come to life when a player steps onto the board. The players must use strategic thinking and skill to defeat the "living" chess pieces.
d100 = 38
D10=1:An autumn-colored forest within the tower appears peaceful until the trees animate and attack intruders. Players must pacify or destroy the living trees.
D10=2:The tower's kitchen has been taken over by a mischievous gremlin who has been lacing the food with powerful love potions. Chaos ensues as everyone in the tower falls in love with the wrong person.
D10=3:A spiral of mist hovering in the middle of the room.
D10=4:A mysterious chalkboard filled with cryptic equations.
D10=5:A harp plays itself softly in the corner, yet there's no one visibly plucking the strings.
D10=6:The wizard is missing an enchanted dagger that was stolen from him by the rogue that came to his tower. The rogue is secretly locked away in the wizard's dungeon, but he is far more dangerous than the tower wizard gives him credit for.
D10=7:Zalu, the wizard of the tower, has a forbidden love for the dark arts. He invited a few necromancers to the tower to teach them a spell. Zalu will ask for a couple thousand gold pieces for the spell book that he used to invite the necromancers into the tower.
D10=8:A group of 2d4+4 goblins are laughing and joking over a campfire. They are trying to cook some captured game.
D10=9:As you ascend a spiraling staircase, the walls begin to shimmer with a sickly green light. A band of arcane-empowered bandits, numbering six, emerge from the ethereal glow. Their leader, eyes wild with unstable magic, demands you hand over any enchanted items. Rejecting their demand initiates a frenzied battle, while compliance leads to a betrayed partnership filled with mistrust and eventual deceit.
D10=10:A group of rangers approach you and ask for help finding a wizard named "Xelsin Manath." You say, 'Yeah? What's he look like?' One of the rangers says, 'He's a drow!' You look at him funny and say, 'He's what?' The ranger replies, 'He's a drow!'
d100 = 39
D10=1:Tiny, magical mice are running in and out of holes in the wall.
D10=2:A soldier approaches you and asks, 'I'm looking for Captain Redloom. Do you know him?'
D10=3:A cursed object in the tower has caused one of the party members to switch bodies with an unsuspecting creature. The party must find a way to reverse the curse before it becomes permanent.
D10=4:A column of ancient scrolls with glowing scripts.
D10=5:The players discover a secret room in the tower where a wizard has been studying time manipulation. They may find notes and instructions on how to manipulate time and use this to their advantage in their own quests.
D10=6:The sound of distant footsteps can be heard in the hallway ahead. If investigated, players will find a group of 1d10 humans who are running from something that's chasing them.
D10=7:Candles that light up automatically as players step into the room.
D10=8:A floating quill is taking notes on your every move.
D10=9:A group of wizards are arguing about the best way to get rid of a troublesome dragon in a nearby city. They argue back and forth, but they can't come to an agreement.
D10=10:A Carmine apple atop a pedestal glows warmly as if freshly plucked, neither withering nor browning.
d100 = 40
D10=1:An ink spill has formed a suspiciously smiley face.
D10=2:The tower is surrounded by a thick fog that seems to swallow any sound or light. In the center of the fog is a large, ornate fountain that seems to be the source of the magic. The party must figure out how to dispel the fog and reveal the fountain's hidden secrets.
D10=3:A group of 1d4 humans are arguing about whether or not there's life beyond the ocean that surrounds the kingdom. One believes there is, the other three believe there isn't.
D10=4:An old phonograph plays a scratchy recording of ancient ballads.
D10=6:A genie will appear and offer a wish to a party member. If he makes the wish, the genie will disappear and grant the wish. If he makes the wish, he will be cursed with the inability to make any more wishes from that genie.
D10=7:A raven perches on a windowsill, staring intently at you.
D10=8:The party enters a room filled with stuffed animals. They come to life and try to attack the party, but are easily defeated. However, the stuffed animals then transform into tiny imps and scatter away, leaving behind a magical item in one of the piles of stuffing.
D10=9:An ornate, half-burned rug covers the floor.
D10=10:A bronze dragon head decorates a fountain in the hallway.
d100 = 41
D10=1:An ancient tome flutters open on a lectern, its pages turning by themselves.
D10=2:A sigil on the floor glows with an eerie purple light, transporting the party to a different realm. They must navigate through this strange and dangerous realm in order to find a way back to their own world.
D10=3:In an autumn-themed chamber, shadow crows swoop from the rafters and attempt to steal players’ belongings as they navigate a maze of thorny vines.
D10=4:Candles that light up automatically as players step into the room.
D10=5:Traversing a crystalline labyrinth, nine shard-bearers protecting treasured lore test your challenges. Disarming or deceiving things enhances your mastery, unearths hidden troves, while failures shift crystalline malice shaping next trials.
D10=6:A half-eaten apple sits on a desk.
D10=7:Deep within the fortress, a room pulsates with chaotic energy channels. Four apprentice wizards are gambling with shards of pure magic, each wager increasing the instability of the tower itself. Joining the game opens opportunities for magical gain but intensifies the peril, risking a catastrophic chain reaction.
D10=8:Small garden gnomes are pruning a bonsai tree with tiny enchanted shears.
D10=9:A room with a furnace that produces endless amounts of magical fire. Players can use this to their advantage or risk being burned by the intense heat.
D10=10:A wooden cuckoo clock endlessly chimes the wrong hour.
d100 = 42
D10=1:The adventurers find themselves in a domed observatory, arcane constellations floating above and weaving through each other in a mesmerizing dance. At the center of the room, a spectral astrologer peers through a celestial scrying pool, conjuring visions of cosmic events cascading into their world— stars collapsing, realms disintegrating under sorcerous storms, and sinister figures rising to power. "The heavens tell of doom yet avertible," the astrologer intones as the visions focus on a blood-red comet approaching the moon, indicating a rare magical convergence that could empower the players or their enemies alike. With little warning, the hall is overrun by 3d4 celestial spirits, each striking with the force of a falling star and speaking in riddled prophecies. Should the adventurers manage to repel the spirits, they may gain the astrologer's guidance on harnessing the comet's power to shift the tide of an upcoming apocalyptic event.
D10=2:A small workbench is cluttered with vials of strange, bubbling liquids.
D10=3:A group of 3d10+5 itinerant monks are looking for an object that was stolen from them. Their high priest has hired them as bodyguards. They will attack anyone they don't know well.
D10=4:Two wizards named Darryl and Darryl are walking down the hall with two large books under their arms. They look very tired and confused. If players talk to them, they will learn that they have been working on two spells to conjure up two demons. They don't think either of their spells are working and they're frustrated. The wizards don't know that both of their spells are actually working, but they're causing a lot of weird things to happen in their tower.
D10=5:The adventurers travel through a chamber alight with volatile arcs of electric-blue energy snaking between unstable arcane crystals. As they move cautiously, the very air shimmers and distorts, revealing flickering images of their possible futures. Each player experiences their own personal vision— a fierce battle at the gates of a besieged city, a heart-wrenching betrayal by a trusted ally, or a victorious crowning celebration. Suddenly, the visions solidify, and four shadowy figures clad in dark robes materialize, each representing a different possible future. They demand a sacrifice to avert a cataclysmic event, offering knowledge of an ancient artifact's location as the price for compliance or defiance. The adventurers must decipher if these phantom guides are genuine prophets or deceitful apparitions lying to steer their fate.
D10=6:A laboratory where a mad wizard is experimenting with different magical creatures. The players must navigate through the chaos and either stop the wizard or harness the powerful creatures for themselves.
D10=7:A group of men are trying to open the lock on a cell that contains an evil wizard. The lock is complex and will require time to pick.
D10=8:A cane leaning against a wall occasionally tapping.
D10=9:A group of children are playing hide-and-seek in a room. They are all trying to hide from a nightmare that has been terrorizing them recently...
D10=10:A faint shimmer of magical residue hovers in the corner.
d100 = 43
D10=1:The scent of fresh-baked cookies wafts from an unseen kitchen.
D10=2:Ascending a spiral staircase bathed in cold, unearthly light, the adventurers encounter a large, ethereal hourglass suspended midair, sand dripping mid-motion. Its sands project haunting visions onto the surrounding walls, revealing critical moments in time— a treaty signed in blood, a beloved leader assassinated, a boundary-shattering spell cast in desperation. Hovering near the hourglass is a timeworn automaton, eyes glowing with the reflected visions. "Tamper not with the threads of fate," it warns, as the very floor beneath them shifts to alternate temporal states. Suddenly, fragments of cracked timelines collide, and 1d6 temporal anomalies materialize, each attacking with chaotic, unpredictable force while uttering dire auguries of impending doom. If the adventurers can stabilize the hourglass, they might gain crucial foreknowledge about vital events they can influence or sabotage in their journey.
D10=3:A translucent apparition walks through the wall.
D10=4:A large group of people are standing in the middle of the hallway. They are all talking about how they got mugged on the way to the wizard's tower.
D10=5:A sigil on the floor glows with an eerie purple light, transporting the party to a different realm. They must navigate through this strange and dangerous realm in order to find a way back to their own world.
D10=6:A cabinet of curiosities.
D10=7:The sound of a door slamming is heard. The players hear a man yelling and the sound of something being smashed. A sorceress comes out of her room in a robe and nightcap. The players run into her room and realize that a wizard has a wand pointed at her. He is trying to draw her soul out. He doesn't see the players. They can rush in and kill him or try to distract him in another way.
D10=8:A man is sitting on the steps leading up to the main entrance to the tower. He is looking for work. He is willing to do any kind of work - even menial tasks. He will take any job offered to him. He will follow the players wherever they go - even if it's into a dungeon or out into the wilderness. His name is Billy Bob Joe, and he has a tattoo that says 'property of' on his right shoulder with an arrow pointing down.
D10=9:A cracked mirror stands in one corner.
D10=10:A wand with a glowing tip lies on a desk.
d100 = 44
D10=1:Two men wearing hooded robes pass by the players. They are carrying a large casket on their shoulders.
D10=2:Rats: A group of rats is running down the hallway. They are carrying a large sack. The sack is full of grain.
D10=3:In the attic, a group of 1d10+5 gnomes are trying to build a flying machine that they can fly out of the tower through one of its windows.
D10=4:In the Spellcasting Hall, the party comes across a group of young sorcerers who are experimenting with new spells. They ask the party to be test subjects, promising them a reward if they survive. But be warned, these spells are untested and may have unpredictable consequences.
D10=5:A magical mirror in the tower shows a glimpse into different planes of existence. The players may come across creatures from these other planes and have to figure out how to communicate and interact with them.
D10=6:The tower's kitchen has been taken over by a mischievous gremlin who has been lacing the food with powerful love potions. Chaos ensues as everyone in the tower falls in love with the wrong person.
D10=7:An ancient mirror reflects not their current images, but their truest loves. They need to decipher the essence of pure love as seen in the mirror to open the door to the next room.
D10=8:A vial of swirling mist sits on a shelf.
D10=9:Encountering a time-locked room where moments loop endlessly can provide insights into repeating past mistakes, yet breaking free of the time loop requires keen observation.
D10=10:A series of scratch marks mar the floorboards leading to a sealed trapdoor.
d100 = 45
D10=1:A spiraling column of sparkles.
D10=2:An animate quill floating around and correcting errors in nearby books.
D10=3:A crystal ball room shows glimpses of alternate realities or possible futures, with each vision providing prophetic guidance or perilous distractions that might steer the party astray.
D10=4:A row of cups clinking in harmony.
D10=5:An ornate piano plays sweet, somber tunes. Translating the music with emotional stories of love awakens the mechanism to advance.
D10=6:A winding sheet music that plays an eerie tune by itself.
D10=7:The players encounter a room that is frozen in time, with a wizard suspended in the air, casting a powerful spell. They must figure out how to release the wizard from the stasis and convince him to share his knowledge and spells with them.
D10=8:The players see a wizard sitting at a table. He is smoking a pipe and drinking wine out of a wine glass. He is dressed up as Santa Claus.
D10=9:The wizard has taken on an apprentice as his personal servant, but he treats him no better than a slave. The apprentice will not help the adventurers.
D10=10:A ghostly figure haunts one of the tower's rooms, continuously reenacting its tragic death. The players must help the ghost find peace by solving the mystery of its death.
d100 = 46
D10=1:A small chest continually squeaks and shifts as if something is trying to escape from within.
D10=2:A dragonfly jeweled stem illumining wishes.
D10=3:The players find themselves in a maze within the tower, complete with shifting walls and deadly traps. The maze is home to a powerful wizard who challenges the players to a game of wits to escape.
D10=4:An abacus that continually tallies with no clear reason for its computations.
D10=5:A bundle lofting secrets.
D10=6:A group of 2d6 lizardmen are trying to get into the tower to steal any magic items or spell books they can find. They will attack anyone who gets in their way.
D10=7:A room shimmers with moonlight despite no visible source. An old diary lies open, recounting a tragic but beautiful romance. Players must read aloud the final, unwritten page, completing the story with their own words to be granted passage.
D10=8:In a hallway where time itself seems fractured, you encounter three versions of yourselves—past, present, and future. Each version provides insights or challenges impacting the timeline. Confronting these echoes tests your strategic acumen and foresight, with successes altering future tower floors for better or worse.
D10=9:A group of travelers have stumbled upon the tower and are determined to explore it, despite the warnings from the nearby villagers. As they ascend the tower, they unknowingly release a powerful, ancient force that has been trapped inside for centuries. The players must find a way to stop the force before it wreaks havoc on the land.
D10=10:A spellbook glows softly under a protective field.
d100 = 47
D10=1:A pair of elves are arguing about whether their god is better than the god of the humans. They will not notice the players at all. They will not stop arguing even if they are attacked.
D10=2:A set of animated armor marches up and down the hall.
D10=3:Stumbling into a chamber where the very air thrums with vibrating magic, the adventurers find themselves ensnared in a web of prismatic light which holds suspended ethereal images of future cataclysms. Each image is more vivid and terrifying than the last— a kingdom engulfed in infernos, a hero striking down a colossal shadow, and a cataclysmic flood washing across the realm. Tangled in the web are four mute prophets draped in shimmering vestments, bound by chains of dark arcane energy. They gesture desperately, imploring the adventurers to free them and offering to share foreknowledge of a hidden key capable of averting one of the cataclysms. As the players work to free the prophets, they must fend off 2d4 apparitions that emerge from the vivid scenes, each specter trying to drag them into one of the shown disasters. The reward for success is cryptic but vital information about the key and the broader hidden conspiracies at play.
D10=4:Treading the narrow footways of the tower’s solstice-interwoven paths, you come upon rooms warmed by summer’s brilliant anger. Thunderstorms howl, with quicksilver strikes splitting darkened floorboards. Latent golems of storm-scarred marble sluggishly stir, animated by the same crackling fury. Clutching tightly to ancient orbs containing embittered secrets of the kingdom, their loyalty is shaken by entangling intrigues. Will you appease them with honeyed words and subtle spells or face perilous conflict if you seek to wrest the truths forcefully from the storm-empowered marbles?
D10=5:A group of fey creatures have arrived at the tower, seeking help in stopping a group of loggers from destroying the nearby forest. The party must use their diplomacy skills to find a peaceful solution.
D10=6:Haunted arcs encompass, five specter-knights organize sinister ballet preserving ancient hatreds. Combat through ghoulish allegories, confronting shadows renounces blessing or indulging shadow dancers altering emotional depth engagements.
D10=7:A peculiar box distributing puzzles.
D10=8:A group of 2d6 guards are patrolling the tower's walls. They are under the control of a dragon.
D10=9:You come across a room filled with enchanted instruments, playing music on their own. The wizard living in the tower invites you to join in and create a beautiful orchestral performance.
D10=10:A group of 2d6 goblins are engaged in a heated argument about where they should go next to look for treasure and food.
d100 = 48
D10=1:A cupboard filled with half-eaten snacks that continually replenish.
D10=2:A bridge of light bends and shifts, requiring each step to be calculated. Twelve spectral archers take aim from the descriptions, demanding a contest of skill. Passing through invites precise coordination, and failure means the spectral arrows cause warping shifts in reality, leading to unpredictable outcomes.
D10=3:A room filled with treasures and riches, but each one is guarded by a deadly trap. Players must use their skills to navigate through the traps and claim their prize, or risk losing everything.
D10=4:A room filled with floating crystals that change colors when touched.
D10=5:A faint sound of bubbling can be heard from a nearby room.
D10=6:A small group of monks who are looking for a room with a large diamond and a large ruby. They are willing to pay the players if they can find a room like that.
D10=7:A group of adventurers are standing outside the tower. They want to sell the wizard some magic items that they found in their last adventure. They have detailed maps of their last adventure and can even draw them if the wizard wants them to do so.
D10=8:The players find a human warrior dressed in bronze armor. He is standing guard next to an old, broken statue of an ancient god. He tells them that he is looking for a wizard to repair the statue and bring it back to life!
D10=9:Bookmarks dart from tome to tome, leaving a trail of glittering dust.
D10=10:The top floor of the tower is home to a powerful archmage, who is rumored to have the ability to grant one wish to those who prove themselves worthy. However, the archmage's tests are not easy and may have unexpected consequences.
d100 = 49
D10=1:A mysterious figure wearing a cloak and a mask appears in the tower, claiming to be a messenger from the gods. They give the party a cryptic message and a dangerous quest to complete.
D10=2:A raven watching silently.
D10=3:An iron cauldron props itself upright and rolls lazily across the floor.
D10=4:A mysterious illness has struck the residents of the tower, causing them to fall into a deep slumber. The party must find a cure before the wizard and his apprentices succumb to the sickness as well.
D10=5:Guarding the vault of ancient texts, a wise owl familiar cryptically guides the adventurers to pertinent knowledge, but it requires frequent offerings of magical items or enchanted food.
D10=6:A magical conch shell in the tower’s pool area grants control over water and beasts of the sea within the tower’s confines, subject to a binding curse compelling the user to act in the tower’s interest.
D10=7:You find a chamber pulsating with electric blue glyphs painting the air with light. These glyphs conceal eight highly intelligent constructs programmed to defend a powerful arcane artifact. Brute force triggers violent defensive measures, while deactivating them requires both dexterity and profound magical insight.
D10=8:An old, tattered wizard hat hangs on a hook.
D10=9:A group of 1d4+2 humans are arguing about which one of them is the greatest sorcerer in the land.
D10=10:A faint outline of a chalk pentagram is on the floor.
d100 = 50
D10=1:A floating armchair gently rocks back and forth.
D10=2:A pair of spectacles showing memories.
D10=3:The players are attacked by a group of 2d6+2 lizardmen. The lizardmen will be chanting and praying to their god for help in destroying the wizards and their tower.
D10=4:A magical painting on the wall seems to change every time someone looks at it. The party must figure out the significance of the painting and how it ties into the tower's past.
D10=5:A soft lullaby emanates from a music box.
D10=6:A man named Ralph is standing outside the wizard's tower. He is holding a magic item and he wants to sell it to the wizard. He has a list of magic items he is selling and their prices, but he will discount them if the wizard wants to buy something from him.
D10=7:A laboratory where a mad wizard is experimenting with different magical creatures. The players must navigate through the chaos and either stop the wizard or harness the powerful creatures for themselves.
D10=8:A courtyard trapped in perpetual harvest presents a deceptive scene of bounty. Scarecrow effigies stand menacingly as guards, flayed victims to scare intruders. Their hollowed cores echo with memories of lost power and ambition corrupted. Rustling crops shelter hidden dangers, typically 3d6 vicious construct-harrowers protesting loss of autonomy. The courtyard's boundless harvest promises a veneer of safety but when probed deeply reveals apenas. Grasping its products emboldens cursed spirits, leading to ghastly transformations unless the price of blood is satisfactorily paid.
D10=9:A collection of bottled whispers.
D10=10:A set of sleepy, animate dolls.
d100 = 51
D10=1:Winter specters rise from the frost-covered floor, chilling players with their touch. They must banish these spirits with holy symbols or fire spells.
D10=2:A group of 3d20+3 nature spirits are having a scavenge hunt. They are looking for supplies of food and other items. If left alone, they will be gone by morning.
D10=3:A series of scratch marks mar the floorboards leading to a sealed trapdoor.
D10=4:A notebook that writes itself when you speak to it.
D10=5:A room is filled with enchanted tapestries that can come to life and tell the history of the tower and its previous wizard owners. The tapestries can also reveal important clues and hints for the players' journey.
D10=6:A small, enchanted pond where fish occasionally leap out, turning into birds.
D10=7:A chaotic magic storm engulfs the tower's rooftop garden, where four wizards are bent on harnessing its power. Each wizard is protected by a barrier that shifts through colors, requiring different attacks to break. Aligning with them presents an opportunity for great power but sows deep distrust among your party.
D10=8:An unseen voice reads poetry aloud.
D10=9:A tapestry flaps of its own accord as if blown by an unfelt breeze.
D10=10:All around you, there are mirrors that reflect your past actions and decisions. As you walk by them, you see glimpses of alternate timelines and possibilities. Some may even show you the consequences of your future choices. Be careful, for some mirrors may tempt you with the power to change your fate.
d100 = 52
D10=1:You find a cursed gem which was previously stolen from a wizard by an evil cleric and given to a group of hobgoblins. If you touch this cursed gem, you will turn into a skeleton or into a brainless zombie.
D10=2:A group of traveling bards is passing through. They are carrying a large ruby and will trade it for supplies. If players approach, they will run away before they can be caught and interrogated about their plans for the ruby or why they're in the area at all.
D10=3:An empty birdcage rocks back and forth gently.
D10=4:Two men in black robes approach the players. They are members of the Arcane Order of Vigilance. They want the players to join them and help them hunt down other rogue mages in the area who abuse magic and put them in prison!
D10=5:The players have come to steal something from the tower vault and they find it is filled with weapons to attack them instead!
D10=6:The players encounter a room that is frozen in time, with a wizard suspended in the air, casting a powerful spell. They must figure out how to release the wizard from the stasis and convince him to share his knowledge and spells with them.
D10=7:A once great wizard has died, leaving behind his tower to an apprentice who is not ready to face the trials and tribulations that come with being a wizard. The apprentices are in hiding.
D10=8:The tower’s topmost colossal aviary filled with seven griffin-tamers engaged in airborne conflicts. Air mastery and persuasive force become critical, their loyalty possibly shifting celestial currents altering encounters.
D10=9:A man walks up to the players and asks for directions to a nearby city. If he is not helped or given directions, he will attack the party.
D10=10:Entering a room that seems underwater, your movements slow as if wading through thick liquid. Five merfolk hide within phantom tides, offering to share the secrets of their creation if you help them escape. Their distrust and serpent-like movements necessitate both combat and negotiation, with betrayal always looming.
d100 = 53
D10=1:Two players see a young mage who has just finished his training. He is proud to be a full mage and he feels that he is ready to leave his master's tower and go out on his own.
D10=2:A faint sound of bubbling can be heard from a nearby room.
D10=3:A room shimmers with moonlight despite no visible source. An old diary lies open, recounting a tragic but beautiful romance. Players must read aloud the final, unwritten page, completing the story with their own words to be granted passage.
D10=4:A room filled with illusions and tricks. The players must use their wit and magical abilities to see through the illusions and find the hidden treasures within.
D10=5:A group of 1d6+2 adventurers have set up camp in one of the rooms of the wizard's tower. They are resting before continuing their quest to find treasure.
D10=6:In a chamber awash with the lingering acrid scent of spent spells, the adventurers encounter a large, cracked mirror reflecting not their own images but potential futures drenched in turmoil— a rebellion tearing through the streets, a mighty beast ablaze against a darkened sky, fields of gold turning to ashen wastes. At the mirror's base, a sorrowful empress made tangible by ethereal energy beseeches them, "Find the locus of power, lest all turn to ruin." The room suddenly glows brightly with spectral light as 2d6 mirror-born ethereal warriors step forth, echoing phrases about impending catastrophes and the need to reshape destiny. Combat ensues, but a careful examination of the mirror, mid-battle, reveals options to either destroy it, ending the current prophecies, or channel its power, gaining invaluable—and perilous—insight into how their actions will reverberate through time.
D10=7:A stone statuette murmuring wisdom.
D10=8:A group of 2d6+3 goblins have been sent to steal a flying broom! The broom is known to be in the tower. They are combing the tower.
D10=9:A magical mirror in the hallway shows reflections of the party, but each one reveals a different outcome or reality. The party must figure out which one is the true reflection and make a decision that could alter their fate.
D10=10:A luminous inkpot shedding gentle glow.
d100 = 54
D10=1:An illusory pet dragon follows you from room to room, though it isn't threatening.
D10=2:The players are accosted by a man in black robes. He is an assassin of the Arcane Order of Vigilance! He will identify himself as an assassin and tell players that they have been identified as rogue mages and must be brought before the Order for judgment!
D10=3:A book of fables reads itself aloud.
D10=4:You come across a room where a crazy mage is experimenting with magic spells. Currently, he is trying to raise the dead in a skeleton and a zombie.
D10=5:Soft, ethereal music fills the air while ghostly figures perform a slow dance. To proceed, players must remember and describe their happiest celebration with a loved one.
D10=6:A unicorn figurine that seems to come to life with dance-like movements.
D10=7:A staircase occasionally shifts direction, leading you back where you came.
D10=8:A hidden elixir that blossoms only with shared loves. As each character talks about their love, the elixir's petals open, revealing the next clue.
D10=9:A simple wooden staff leans against the wall.
D10=10:At a high balcony overlooking a magical landscape, players must share their dreams and how love influenced them, unveiling a bridge made of light.
d100 = 55
D10=1:A potion-making room with a variety of ingredients scattered about. Players can experiment and create their own potions, but the consequences of a botched potion could be disastrous.
D10=2:Butterflies flutter around a collection of vivid flowers. If players successfully help two butterflies find each other, they unlock a hint towards the next challenge.
D10=3:An injured wizard is in hiding in this tower, hoping that his enemies will not find him before he can heal himself. He was injured by casting a great spell.
D10=4:In one of the rooms, you find a group of wizards playing a game of magical chess. They invite you to join in on the fun, promising to teach you a new spell if you win. But be warned, these wizards are masters of the game and will not go easy on you. Can you outwit and outmaneuver them to win the prize?
D10=5:An owl hoots softly from above.
D10=6:A group of bards have taken over one of the tower's rooms, using it as their own personal concert hall. They may offer to teach the players new songs and bardic spells, but only if they can impress them with their own musical talents.
D10=7:A crystal chandelier hovers above.
D10=8:As you climb further, a hallway filled with glitching arcane sigils dumps you in an alternate dimension. Here, aberrant creatures roam—twelve writhing, mind-bending horrors. Navigating this altered reality requires solving complex riddles that defy logic, with failures leading to attacks by these nightmare creatures.
D10=9:A child's enchanted toy soldiers are engaged in a never-ending mock battle.
D10=10:A hedgehog snoozes in a warm corner.
d100 = 56
D10=1:A soft, otherworldly hum resonates through the walls.
D10=2:Spring rains have turned a large room into a mudslide, making movement treacherous. Players must reach high ground before being swept away.
D10=3:An elderly wizard is sitting at a table, reading a book. He looks up, sees you, and says, 'Greetings, travelers. You look weary. You look hungry. You look thirsty. Please, sit down and drink.' He pours you a glass of wine. 'It is not very good wine,' he says. 'But it is the best I have.'
D10=4:An old wizard is sitting at a desk filled with scrolls. If the party approaches, he will say 'Go away. I have too much to do. I don't have time to talk.' He will not respond to any questions or try to communicate with them in any way.
D10=6:A group of 1d4+2 humans are holding a funeral for one of their friends. They are going to bury him in the graveyard nearby.
D10=7:A group of 100 goblins are trying to infiltrate the tower. They are disguised as a group of peasants begging to be let into the tower. They are willing to take the party prisoner if they enter the tower.
D10=8:A raggedy-looking man approaches you and says, 'Hey, when's dinner?' You reply, 'I don't know, there's a schedule somewhere.'
D10=9:The tower's kitchen, where everything is cooked to perfection thanks to a magical oven. But when the oven suddenly stops working, the players must find a way to fix it before their food comes to life and attacks them.
D10=10:The air grows frigid as you enter a sanctum of six frost wizards, their breath misting the air. They are locked in an eternal struggle against encroaching fire-elementals that threaten their dominion. Choosing a side could tip the balance of power, but betrayal and shifting alliances are ever-present dangers.
d100 = 57
D10=1:The wizard has a secret laboratory where he creates and experiments with powerful magical creatures. The players may come across a creature that has broken free and must decide whether to fight it or try to tame it.
D10=2:A stack of enchanted cards deals itself into hands.
D10=3:A soft lullaby emanates from a music box.
D10=4:The players stumble upon a secret alchemy lab, where a mad scientist wizard is attempting to create a new potion that will give him ultimate power. However, his experiments have gone wrong and now the players must defeat his monstrous creations before he unleashes them on the world.
D10=5:In the courtyard, you see a group of traveling bards. They are carrying a large ruby. They are trying to sell it to the wizard's guards.
D10=6:A wizard is practicing his magic. He is creating an illusion of a strange looking woman that walks through the walls of the tower.
D10=7:You see a group of elderly wizards playing cards in a room. They have a large wager on the line in a game of poker. They are willing to sell you their hand for no less than 1,000 gp!
D10=8:A resonant bell imbued with magical properties will ring only when a heartfelt wish is made. The echo waves of love open paths to the outside.
D10=9:A garden filled with enchanted creatures, both friendly and hostile. The players must navigate through this ethereal garden and avoid being entranced by its beauty.
D10=10:An ice dragon emerges from a frozen vault in winter, breathing frost on players. They must dodge ice blasts and defeat the dragon.
d100 = 58
D10=1:The scent of fresh-baked cookies wafts from an unseen kitchen.
D10=2:A battered spellbook oscillates through ghostly hands, pages never gathering dust.
D10=3:A grandfather clock with a tick-tock that sounds like laughter.
D10=4:A soft rain of multicolored sparkles falls from the ceiling.
D10=5:The players come across a room filled with strange, magical plants that seem to be alive. The plants start to communicate with the players, asking for help in defending themselves against a group of dark wizards who want to use their powers for evil.
D10=6:At the tower’s core lies a solarium perpetually ruled by summer’s scorching heat. Shade is both refuge and danger: strange humanoid figures called Shade Stalkers haunt the darkest corners. Their predatory souls are animated by memories of ultimate betrayals. They trade protection for secrets, revealing twisted half-truths of those in your company. Can you afford their protection with treacherous salt-crusted scars upon your conscience, or dare you navigate the King's Fire on your own, risking direct conflict with the Shade Stalker's primal hunger?
D10=8:The tower's alchemy lab is littered with broken glass and smoldering concoctions. A homunculus gone rogue seeks out new ingredients for a revival potion, mistaking the party’s belongings as prime components.
D10=9:A gnome with a small dog approaches the party. The gnome says that squirrels have been stealing his supplies from his cart, and he needs the players to help him catch them. When players go to hunt the squirrels, they find that the gnome is actually a werewolf that has been stealing from travelers and turning them into werewolves.
D10=10:A trap door suddenly drops the players into a room filled with hundreds of colorful potions. The players must choose one to drink, with each potion having a different random effect - turning them into a different creature, granting them temporary magical abilities, or even causing them to shrink or grow in size.
d100 = 59
D10=1:An observatory tower interlaces pin-cushioned piercings finally to a celestial dome; almost infinite centaur onyx stones reflecting twilight-antiquity marked cryptic honor guards rule the illusions’ expanse. Wrestle their galaxy-born spheres at varying costs, mechanisms extending lost planets or spewing undeniable geas. Though whispers of granted stars’ origins or absolute lost fortresses seem promising when gazing astray, decrepit honor-bound queries challenge the default pathway. Secure guiding spheres, accepting disdain offered with gallant or apocalyptic rewards—arcane punctuated aligning folly's challenges await.
D10=2:A group of three guards are walking down the hall. They look very concerned about something. The party can hear them talking about a recent crime that happened in the city. They are talking about how the criminal got away because there weren't enough guards to stop him.
D10=3:A small, enchanted pond where fish occasionally leap out, turning into birds.
D10=4:A rolling mist revealing floor whimsies.
D10=5:A man is walking down the hall, muttering to himself. He is wearing robes, but they are covered in blood.
D10=6:In the hall, you find a group of traveling bards. They are carrying a large ruby. They are trying to sell it to the wizard.
D10=7:A group of 2d6 wizards are arguing over which one is the most powerful wizard. They will pay the players to help them settle their argument.
D10=8:A group of 100 goblins are trying to infiltrate the tower. They are disguised as a group of peasants begging to be let into the tower. They are willing to take the party prisoner if they enter the tower.
D10=9:A silk strand suspending possibilities.
D10=10:A parlor is decorated with exotic cushions floating above the floor.
d100 = 60
D10=1:A ghostly figure haunts one of the tower's rooms, continuously reenacting its tragic death. The players must help the ghost find peace by solving the mystery of its death.
D10=2:Spring greets the players with a garden of deadly flowers. Beautiful but lethal, the plants release intoxicating scents that induce hallucinations and aggressive behavior.
D10=3:A group of wizards are arguing about whether or not magic is inherently good or bad. They argue back and forth, but they can't come to an agreement.
D10=4:"Stop that! The wizard is going to be really mad."
D10=5:A series of marked stones determining fates.
D10=6:A singing kettle.
D10=7:The players come across a room guarded by a ferocious dragon, but upon closer inspection, they realize it is actually a cleverly disguised wizard in dragon form. The wizard challenges the players to a magical duel, with the reward being a powerful magical artifact if they win.
D10=8:A sleepy dog snores loudly beneath the table, though you never saw it come in.
D10=9:You are confronted by an evil cult who is searching for a magic artifact. The cult members call out to their god to aid them in their quest.
D10=10:A pulsating nexus contains five primal totem guardians each contesting a potent arcane artifact. Choices unravel before you: aligning with a guardian alters artifact’s trajectory releasing potent energies or facing them causes primal disruptions shaping the tower equilibrium.
d100 = 61
D10=1:Zagol the wizard is trying to figure out who is stealing items from his private hoard of treasure. He wants you to find the thief and end his thievery. He tells you that he has hired someone to try to stop the thief and that he failed.
D10=2:A monster has been bothering many of the students in the tower. It is an invisible creature that they can only see when they are in 'panic' or 'fear' states. The monster will ask them to leave the tower before it kills them all. If they're not gone by a certain time, it will show up and do it's job.
D10=3:The players notice a painting of an elderly man with an unusual symbol on his robe. The painting is slowly peeling away from the wall. When it is completely gone, a hidden door will appear. It leads to a room with a magic mirror that shows what happened in the room in the past.
D10=4:The tower basement's fungal cavern has mushrooms that induce visions of past tower events. Excessive use of these fungi leads to hallucinations and psychic damage.
D10=5:A gallery within the endless tower depicts seasons’ splendors and horrors—an unending transition from boundless spring to bleakest winter. Paintings evoke illusions so vivid they step out, challenging perceptions of real and unreal. A portrait of a benighted ruler offers cryptic options between shadow-backed power or bearing devastating weight of ruling guilt. Choosing to understand allows deeper insight into their realm’s machinations, but ensures becoming a brushstroke in the endless panorama of the wizard's ill-fated gallery.
D10=6:You stumble upon a room full of strange and exotic creatures, including a dragon, a unicorn, and a phoenix. But these creatures are not real, they are merely illusions created by a powerful enchanter to test your courage and ingenuity. Will you be able to see through the illusions and make your way past these magnificent beasts?
D10=7:A group of 1d4+2 humans are holding a funeral for one of their friends. They are going to bury him in the graveyard nearby.
D10=8:A group of mice in tiny wizard robes scurries through the tower.
D10=9:A set of statues that change their poses when unobserved.
D10=10:An enchanted quill is writing endlessly in a journal.
d100 = 62
D10=1:A man named Henry is sitting in the hallway, weeping into his hands. He has lost all his money at cards, and has no way to pay his rent. He is willing to do anything to survive, even become a thief or a mercenary.
D10=2:The players encounter a group of shadowy figures lurking in the tower's dark and twisting corridors. It turns out they are the past failures of the wizard's experiments, now seeking revenge on their creator. Will the players be able to defeat these shadowy abominations and earn the favor of the wizard?
D10=3:A lineup of ancient wands is showcased in a glass case.
D10=4:You see a group of people gathered around a statue. There is a dog sitting on top of it, and it looks like it's guarding something. If players approach, the dog will attack.
D10=5:Players enter a room that is covered in spider webs and dust. In the center of the room is a table with an old book on it. If they try and read the book, spiders will attack them!
D10=6:A small, enchanted fountain bubbles softly.
D10=7:A group of 2d6 guards are patrolling the tower's walls. They are under the control of an angel.
D10=8:A laboratory where a mad wizard is experimenting with different magical creatures. The players must navigate through the chaos and either stop the wizard or harness the powerful creatures for themselves.
D10=9:A room with a chess board and pieces that come to life when a player steps onto the board. The players must use strategic thinking and skill to defeat the "living" chess pieces.
D10=10:A wizard is working on a new spell. He's got a cage full of kobolds. The wizard will try to trick you into taking the kobolds off his hands.
d100 = 63
D10=1:A large mirror reflects a slightly different version of the room's contents.
D10=2:A miniature wizard hat floats and occasionally tips itself as though in greeting.
D10=3:A parlor is decorated with exotic cushions floating above the floor.
D10=4:An ethereal scale measuring essence.
D10=5:A magpie nest holding shiny trinkets.
D10=6:A room with a floor that constantly shifts and changes, creating a challenging obstacle course for the players.
D10=7:A painting inquiring about visitors.
D10=8:A group of people are standing in the middle of the hallway. They are all talking about how they got lost on the way to the wizard's tower. They will ask players for help.
D10=9:A small, glowing rune is inscribed on the floor.
D10=10:You see 4 hobgoblins sitting around playing poker.
d100 = 64
D10=1:The top floor of the tower holds a magnificent observatory where the wizard studies the stars and planets. However, he fears that a powerful celestial demon is planning to disrupt the natural order of the universe and asks for your aid in stopping it.
D10=2:An unseen voice reads poetry aloud.
D10=3:You encounter a group of three men wearing long black robes. They are carrying a small chest with them. The men appear to be wizards. If the players attempt to consort with them, the wizards will flee the area.
D10=4:In the Spellcasting Hall, the party comes across a group of young sorcerers who are experimenting with new spells. They ask the party to be test subjects, promising them a reward if they survive. But be warned, these spells are untested and may have unpredictable consequences.
D10=5:A chaise lounge that levitates skimming the floor.
D10=6:A gallery within the endless tower depicts seasons’ splendors and horrors—an unending transition from boundless spring to bleakest winter. Paintings evoke illusions so vivid they step out, challenging perceptions of real and unreal. A portrait of a benighted ruler offers cryptic options between shadow-backed power or bearing devastating weight of ruling guilt. Choosing to understand allows deeper insight into their realm’s machinations, but ensures becoming a brushstroke in the endless panorama of the wizard's ill-fated gallery.
D10=7:Spring greets the players with a garden of deadly flowers. Beautiful but lethal, the plants release intoxicating scents that induce hallucinations and aggressive behavior.
D10=8:The party encounters the Wizard's wife who has turned into an undead creature.
D10=9:A group of 2d4 humans are trying to figure out what to do with a group of 2d4 goblins that they have captured after a battle earlier in the day.
D10=10:A hidden elixir that blossoms only with shared loves. As each character talks about their love, the elixir's petals open, revealing the next clue.
d100 = 65
D10=1:A group of 2d10+10 orcs and 2d10 ogres are preparing to attack the tower while the players are inside it.
D10=2:Players find an ornate locket that projects the image of a lost lover when opened. They must perform an act of kindness to make it glow and reveal a hidden passage.
D10=3:A skeletal bird hops around.
D10=4:A ghostly figure haunts the tower, seeking revenge on those who wronged them in life. The players must uncover the truth and find a way to put the spirit to rest.
D10=5:A room with a giant hourglass that controls time itself. The players can manipulate time to aid in their battles or solve puzzles. But be careful, as changing time can have unexpected consequences.
D10=6:A miniature bridge spanning intangibility.
D10=7:An elderly wizard is sitting at a table, reading a book. He looks up, sees you, and says, 'Greetings, travelers. You look weary. You look hungry. You look thirsty. Please, sit down and drink.' He pours you a glass of wine. 'It is not very good wine,' he says. 'But it is the best I have.'
D10=8:A small animate broom follows behind you attempting to clean any dirt you bring in.
D10=9:The portrait on the wall is talking to you. It wants you to remove the picture of its evil sister from the wall. It wants you to replace the female portrait with it. The portrait in question represents a female wizard from an ancient time.
D10=10:A wizard and his apprentices are studying a strange creature that has been brought to the tower by a local game hunter. The game hunter is arguing with the wizard about the price he wants for the creature, which is a strange hybrid of a snake and a scorpion.
d100 = 66
D10=1:The players notice a painting of an elderly man with an unusual symbol on his robe. The painting is slowly peeling away from the wall. When it is completely gone, a hidden door will appear. It leads to a room with a magic mirror that shows what happened in the room in the past.
D10=2:A floating armchair gently rocks back and forth.
D10=3:A knotting labyrinth untangling verities.
D10=4:A group of wizards are arguing about the best way to get rid of a troublesome dragon in a nearby city. They argue back and forth, but they can't come to an agreement.
D10=5:An empty portrait frame hangs on the wall.
D10=6:The party hears noises coming from a room down the hall. When they investigate, they find a group of 2d4+2 humans playing cards and gambling with each other. They are drunk and will attack the party if they feel threatened in any way.
D10=7:A bubbling vial with an indescribable liquid.
D10=8:Players find a journal about magic items. It has a treasure map attached to it. The map leads the players to the next dungeon level.
D10=9:A half-chewed mouse lies discarded beneath an arcane alembic.
D10=10:A grand feast is set up in the dining hall, but as soon as the party sits down to eat, the food disappears and the table flips over, revealing a hidden trap door underneath. The party must navigate through the underground tunnels and solve puzzles to find their way back to the tower.
d100 = 67
D10=1:Zagol the wizard will hire the players to help him recover his stolen artifacts and research that were stolen by a group of dark elves. He will tell the players that he wants them to find out where the dark elves live, infiltrate their base, and recover the sculptures and scrolls. He wants to make sure that the dark elves do not use them again. He will tell the players that he believes that the dark elves have sold some of these items to a group of orcs who live in a nearby cave.
D10=2:An egg clock cracking replication.
D10=3:A wizard is walking down the hall with a large book under his arm. He looks very tired and confused. If players talk to him, they will learn that he has been working on a spell to conjure up a demon. He doesn't think it's working and he's frustrated. The wizard doesn't know that the spell is actually working, but it's causing a lot of weird things to happen in his tower.
D10=4:Two magical figures are playing chess on a floating board.
D10=5:As the players rest for the night in a room in the tower, they are visited by a group of friendly ghosts who have been trapped in the tower for centuries. The ghosts tell the players their tragic story and ask for their help in finding peace and escaping the tower.
D10=6:The rotten smell of death fills the rooms of this badly run-down tower. The one door leading to the outside world is locked. Signs of a struggle can be seen in the small entry room, but there is no sign of the person who was fighting.
D10=7:A group of people are gathered around a statue. There is a dog sitting on top of it. If players approach, the dog will attack.
D10=8:A pair of enchanted gauntlets call out telepathically, seeking a worthy bearer and offering additional magical strikes in battle. However, they bear a lingering curse from the wizard’s failed experiments.
D10=9:A ghostly figure haunts the tower, seeking revenge on those who wronged them in life. The players must uncover the truth and find a way to put the spirit to rest.
D10=10:A lit candle never seems to melt down.
d100 = 68
D10=1:In the autumn twilight, ghosts of a bygone era relive a nightly feast. Interacting with these spirits may offer clues or curses, depending on players' actions.
D10=2:The players have come to steal something from the tower vault and they find it is filled with weapons to attack them instead!
D10=3:The long-time owner of this grand tower has recently been found dead in his bed. The tower has been ransacked and emptied of everything of value.
D10=4:An old phonograph playing soothing melodies.
D10=5:A book falls off a shelf for no apparent reason.
D10=6:The creaking of moving stone resounds down barren corridors, leading to a room dominated by a steaming spring pool that shifts with illusions of various past ages. Encased in the radiating heat, the scenery changes seasons at random: spring flowers morph into deadly blooms that weep poisonous tears; autumn leaves fall, transforming into parchment bearing noses of hidden truths. Reflected whispers in the water promise arcane power or speak of betrayals ages past. Bathe in the pool to gain momentary insight at the risk of forgetting the true mission or facing a deluge of ghostly, ensnaring hands.
D10=7:A room filled with magical paintings that come to life when the players pass through. The players must use creativity and quick thinking to escape the dangerous scenarios within the paintings.
D10=8:A lyre singing.
D10=9:A disembodied hand scuttles underfoot, searching for something.
D10=1:The party enters a room filled with stuffed animals. They come to life and try to attack the party, but are easily defeated. However, the stuffed animals then transform into tiny imps and scatter away, leaving behind a magical item in one of the piles of stuffing.
D10=2:The royal guard have arrived and are searching for the rogue gnome! The royal guard have started climbing the tower. You see a group of 3d4+2 men climbing up the stairs. They are shouting at each other about how to get up the stairs.
D10=3:A floating armchair gently rocks back and forth.
D10=4:A shelf of spell components is meticulously organized.
D10=5:The players stumble upon a delicate garden in an indoor courtyard. Flowers shaped like crystals bloom only when characters share their fondest memories of companionship.
D10=6:An animated dice set rolling constantly.
D10=7:A harp plays itself beautifully in the corner.
D10=8:A magpie nest holding shiny trinkets.
D10=9:Zagol the Wizard, an old wizard with a hook for a hand, is looking for adventurers to go on a quest. He was kidnapped one night by a group of goblins. He escaped but his hook was left behind. The hook was enchanted, so it is no longer a hook. It has transformed into a hook-hand that is attached to his arm. He is looking for a player character to find a way to remove the cursed hook from his arm.
D10=10:In the heart of winter, a haunting ballroom cloaked in silence reveals long-abandoned banquets and shattered grandeur. Dust-draped specters rise to accuse you of past wrongs you do not remember. A gigantic chandelier of glistening icicles looms precariously overhead, reflecting the smoldering magic that animates the room. Poltergeists reenact their final, terrifying moments of intrigue and betrayal, and joining their macabre dance might reveal vital secrets about the tower’s endless enigma, or bind you helplessly to their vengeance against the living.
d100 = 70
D10=1:RATS: A group of rats are running down the hall. The rats are carrying a large sack. The sack is full of grain.
D10=2:A painting changes its scene every few minutes.
D10=3:A man named Ralph is standing outside the wizard's tower. He is holding a magic item and he wants to sell it to the wizard. He has a list of magic items he is selling and their prices, but he will discount them if the wizard wants to buy something from him.
D10=4:Strange noises emanate from the top of this tower when something is dropped from the top of the tower. No one knows what is making the noise.
D10=5:A set of tarot cards lies arranged in a spread.
D10=6:There is a large hole in the ground in the middle of the tower. It leads down to a huge chamber filled with treasure. However, there is an otyugh in the chamber and it's trying to get out of the hole.
D10=7:A magical beacon atop the tower is sending out distress signals, causing magical beings from all over to flock to the tower. The players must navigate through the chaos and find a way to stop the beacon before it attracts something truly dangerous.
D10=8:A room with a portal that leads to different dimensions. The players must choose which dimension to enter and face the challenges within, with the possibility of finding rare treasures or powerful allies.
D10=9:A loud explosion rocks the tower, causing books and potions to fly off shelves. When the party investigates, they discover that an apprentice wizard accidentally mixed the wrong ingredients in a spell and it caused a chaotic mess. They must help clean up before the master wizard returns.
D10=10:A woman named Mary is standing by a well in the grounds of the wizard's tower. She is hoping that a wizard will come by so she can sell them a magic item.
d100 = 71
D10=1:The scent of fresh ink lingers in the air.
D10=2:The players encounter a room that is frozen in time, with a wizard suspended in the air, casting a powerful spell. They must figure out how to release the wizard from the stasis and convince him to share his knowledge and spells with them.
D10=3:A group of people are gathered around a statue. There is a dog sitting on top of it. If players approach, the dog will attack.
D10=4:A pomander emitting puffs of fragrant mist.
D10=5:A golden cup rests on a neat pillow, untouched.
D10=6:Three wizard apprentices are carrying a large chest down the hall. The chest is filled with gold coins. It is their monthly stipend from the head wizard. They will beg players not to tell the head wizard they saw them getting paid. They are afraid of being punished if the head wizard finds out they told.
D10=7:The top floor of the tower is home to a powerful archmage, who is rumored to have the ability to grant one wish to those who prove themselves worthy. However, the archmage's tests are not easy and may have unexpected consequences.
D10=8:The tower's workshop is home to a group of animated objects that help the wizard with his experiments. However, they do not take kindly to anyone who disturbs their work and will attack intruders.
D10=9:In a chamber where reality itself seems to fracture, mirror images of your own party emerge to challenge you. Each reflection wields the same abilities and knowledge. Defeating them requires confronting your inner weaknesses and fears, with victory yielding a deeper understanding of your own powers and potential.
D10=10:A group of goblins have taken over this tower, not knowing that there are dangerous traps that they must avoid. The goblins are playing a game of chance, betting anything they have on the outcome of the game.
d100 = 72
D10=1:A lyre singing.
D10=2:An ancient map rearranges itself, showing different paths and landmarks each time you glance.
D10=3:A man is walking down the hall, muttering to himself. He is wearing robes, but they are covered in blood.
D10=4:A deck of tarot cards lies shuffled on a table.
D10=5:The tower's magical security system has malfunctioned and every door and window is now barred shut, trapping the party inside. They must figure out how to fix the system before time runs out and the wizard's return.
D10=6:A large, fluffy rug feels incredibly warm under your feet.
D10=7:A velvet cloak hovers around the room, draping itself on anyone entering.
D10=8:The players are accosted by a man in black robes. He is an assassin of the Arcane Order of Vigilance! He will identify himself as an assassin and tell players that they have been identified as rogue mages and must be brought before the Order for judgment!
D10=9:A room contains nothing but books, but they are stained with blood!
D10=10:Players come across a merchant who is selling magic items at a high price. He will bargain with the players if they can find better prices somewhere else.
d100 = 73
D10=1:Hedge mazes fill a room during autumn, but the mist conceals deadly traps. Players must navigate the maze without setting off the traps or be impaled by hidden spikes.
D10=2:A fishbowl sits atop a column, its golden fish making looping patterns in the water.
D10=3:The next chamber is an endless maze of illusions, walls shifting with every step. Eight illusionary guardians, crafted to deceive, drive infiltrators to madness. Dispelling these illusions unveils secrets of your surroundings, but succumbing means getting trapped in a looping nightmare.
D10=4:The wizard's familiar, a grumpy and wise old owl, can be found perched on a windowsill. The owl is willing to trade helpful information for a tasty treat.
D10=5:White wolves guard a winter room, impervious to regular weapons. Magical light is needed to weaken these predators.
D10=6:A powerful sorceress has taken over the tower and is demanding tribute from nearby villages in exchange for her protection. The party must decide whether to help the villagers resist or accept the sorceress's terms.
D10=7:You hear the familiar sounds of a celebration. You also hear, "You're all going to be in big trouble when the wizard finds out!"
D10=8:A powerful storm has trapped the players in the tower. They must work together with the inhabitants to find a way to lift the curse and escape before it's too late.
D10=9:A bookshelf lined with forbidden tomes speaks in cryptic verses, offering guidance for a price—the user’s favorite memory. The lost memory leaves them vulnerable or confused until restored.
D10=10:Plunged into an endless twilight grove within the tower, nine shadow druids seek to harness its unnerving darkness for their own. Allies or adversaries, their mastery over shadow presents dire choices: to embrace their doctrine and gain a fearful edge or strive against their wrapping influence.
d100 = 74
D10=1:A portal appears in the center of the tower's library, leading to a different time period in history. The party must be careful not to disrupt the past or risk altering the course of history.
D10=3:Players see a ghostly figure wandering aimlessly throughout the tower. One of the wizards in the tower explains that it is the ghost of a wizard who went mad after experimenting with forbidden magic. The ghost can offer valuable information, but it may come with a price.
D10=4:A group of raccoons come out of nowhere, grab your food and run off with it.
D10=5:A cauldron bubbles with an unidentifiable, but pleasant, aroma.
D10=6:A wizard is brewing a potion. He's been observed doing this several times before. He doesn't have enough cash to pay the PCs. If they ask, he'll tell them it's a potion of disguise.
D10=7:A group of travelers have stumbled upon the tower and are determined to explore it, despite the warnings from the nearby villagers. As they ascend the tower, they unknowingly release a powerful, ancient force that has been trapped inside for centuries. The players must find a way to stop the force before it wreaks havoc on the land.
D10=8:As the players rest for the night in a room in the tower, they are visited by a group of friendly ghosts who have been trapped in the tower for centuries. The ghosts tell the players their tragic story and ask for their help in finding peace and escaping the tower.
D10=9:In the attic, a group of 1d10+5 gnomes are trying to build a flying machine that they can fly out of the tower through one of its windows.
D10=10:A woman dressed in black robes is sitting at a table playing cards with two other men. The three men look like they have been playing for several hours. They are all drinking alcohol and seem rather drunk. The players will be invited to join in on their game of cards by the woman.
d100 = 75
D10=1:A pair of elves are arguing about whether their god is better than the god of the humans. They will not notice the players at all. They will not stop arguing even if they are attacked.
D10=2:A powerful wizard challenges one of the party members to a duel of magic. If the party member accepts and wins, the wizard will give them a valuable magical item. But if they lose, the wizard will turn them into a small creature for a day.
D10=3:The players come across a room guarded by a ferocious dragon, but upon closer inspection, they realize it is actually a cleverly disguised wizard in dragon form. The wizard challenges the players to a magical duel, with the reward being a powerful magical artifact if they win.
D10=4:A misfired spell has turned a portion of the tower into a labyrinthine series of interconnected, rotating rooms. Mapping these without getting lost requires both intelligence and patience.
D10=5:A box of colorful chalk sits beside a chalkboard filled with strange diagrams.
D10=6:Before an altar dedicated to an old god, seven fervent cultists perform a dark rite, channeling unstable magic through your surroundings. Interrupting the ritual might prevent a catastrophic summoning, but sheer confrontation risks unleashing bound magic into unpredictable forms attacking friend and foe alike.
D10=7:An inkpot with an inexhaustible supply.
D10=8:The party hears the sounds of a struggle coming from one of the rooms nearby. When they investigate, they discover two men fighting over a woman's purse. One of the men is trying to steal from her purse while the other man is trying to stop him from stealing.
D10=9:A strange and eerie mist fills the hallways, making it difficult to see and navigate. In the mist, you can hear faint whispers and cackles. Suddenly, you find yourself face to face with a ghostly figure, asking for your help in solving its unfinished business and finding peace. Will you aid the ghost or try to banish it? But be warned, the mist may have other tricks up its sleeves.
D10=10:A glass orb filled with swirling colors rests on a cluttered desk.
d100 = 76
D10=1:An old wizard is sitting at a desk filled with scrolls. If the party approaches, he will say 'Go away. I have too much to do. I don't have time to talk.' He will not respond to any questions or try to communicate with them in any way.
D10=2:A tiny dragon lounges on a pile of gold coins in the corner.
D10=3:A bored apprentice leans against the wall.
D10=4:Winter wolves made of living ice stalk the hallways, attacking with frost breath. Players must melt their icy exteriors to weaken them.
D10=5:A Carmine apple atop a pedestal glows warmly as if freshly plucked, neither withering nor browning.
D10=6:You hear a distant, echoing laugh.
D10=7:Treading the narrow footways of the tower’s solstice-interwoven paths, you come upon rooms warmed by summer’s brilliant anger. Thunderstorms howl, with quicksilver strikes splitting darkened floorboards. Latent golems of storm-scarred marble sluggishly stir, animated by the same crackling fury. Clutching tightly to ancient orbs containing embittered secrets of the kingdom, their loyalty is shaken by entangling intrigues. Will you appease them with honeyed words and subtle spells or face perilous conflict if you seek to wrest the truths forcefully from the storm-empowered marbles?
D10=8:A carpet that tries to trip anyone who steps on it.
D10=9:A mischievous sprite hides behind a curtain, giggling.
D10=10:You see several books torn up and scattered across the floor. You also see a pool of blood, and you hear a creature growling in the next room.
d100 = 77
D10=1:A group of 2d6+2 monsters are hunting in the area near the tower. They are trying to find food in this area.
D10=2:A magical mirror in the tower shows a glimpse into different planes of existence. The players may come across creatures from these other planes and have to figure out how to communicate and interact with them.
D10=3:The tower is filled with illusions and trickery, making it difficult for the party to differentiate between what is real and what is not. They must overcome these challenges to reach the wizard at the top of the tower.
D10=4:A group of 2d6 goblins are trying to dig their way into the wizard's treasure room. They are using shovels and pickaxes.
D10=5:A soldier approaches you and asks, 'I'm looking for Captain Redloom. Do you know him?'
D10=6:A map on the wall provides information about creatures in the surrounding land.
D10=7:A room filled with magic mirrors that show glimpses of the future. Players must interpret the visions correctly in order to gain an advantage in their upcoming battles.
D10=8:The PCs find a large room in the tower filled with stacks of books and scrolls. A 1d100 roll determines the number of books and scrolls that the PCs will find in the room. All the books and scrolls are very old and worth very little. The real value of this room is that there is a magic item hidden in the room.
D10=9:A dragonfly jeweled stem illumining wishes.
D10=10:Players find a potion that makes them believe they are an elf for 1d4+1 days.
d100 = 78
D10=1:An assassin with a crossbow is hiding behind a tree. He says, 'Do you know where the wizard is?'
D10=2:A group of 2d6 guards are patrolling the tower's walls. They are under the control of a gargoyle.
D10=3:Traversing a crystalline labyrinth, nine shard-bearers protecting treasured lore test your challenges. Disarming or deceiving things enhances your mastery, unearths hidden troves, while failures shift crystalline malice shaping next trials.
D10=4:A set of tarot cards lies arranged in a spread.
D10=5:An old man approaches you and says, 'I'm looking for the wizard. Is he here?'
D10=6:A group of gnomish tinkerers have set up shop in the tower's workshop. They offer to upgrade the players' weapons and armor using their advanced magical technology, for a hefty fee of course.
D10=7:A mannequin in wizard robes stands in a corner.
D10=8:A cabinet filled with meticulously labeled jars of strange ingredients.
D10=9:A powerful wizard challenges one of the party members to a duel of magic. If the party member accepts and wins, the wizard will give them a valuable magical item. But if they lose, the wizard will turn them into a small creature for a day.
D10=10:The players come across a room with a magical harp that can heal any wound or illness. However, the harp is guarded by a powerful, ancient creature that will only answer riddles in exchange for its use.
d100 = 79
D10=1:A stone statuette murmuring wisdom.
D10=2:An ornate mirror requires characters to speak truths about their loves. The more truthful, the clearer the way forward.
D10=3:Players come across a merchant who is selling magic items at a high price. He will bargain with the players if they can find better prices somewhere else.
D10=4:A battered spellbook oscillates through ghostly hands, pages never gathering dust.
D10=5:A group of traveling merchants are setting up their tents outside the tower for the night. They are selling rare herbs, rare spices, and rare books to the villagers and wizards of the area.
D10=6:A swarm of butterfly bookmarks flits between open books.
D10=7:An enchanted rug that transports players to a different room.
D10=8:Strange noises emanate from the top of this tower when something is dropped from the top of the tower. No one knows what is making the noise.
D10=9:A young wizard named Frank is in the courtyard, practicing casting lightning magic out of his hands. He stops when he sees the players and offers them a spell scroll if they will bring him a magic item from the Necromancer's tomb. He wants to make a lightning rod for the tower.
D10=10:The wallpaper has a pattern that seems to move when you aren't looking.
d100 = 80
D10=1:A pottery shard sits on display with a glowing symbol.
D10=2:A portal appears in the center of the tower's library, leading to a different time period in history. The party must be careful not to disrupt the past or risk altering the course of history.
D10=3:A chalkboard has complex equations sketched upon it.
D10=4:"Stop that! The wizard is going to be really mad."
D10=5:A delicate tiara rests on a velvet cushion.
D10=6:A group of young wizards are playing a game of tag. One of them casts a spell and transforms himself into an eagle and flies away.
D10=7:A woman named Amelia is trying to sell the wizard a magic item. She has a list of transactions she has made with other wizards.
D10=8:An illusionary oasis within the tower's depths offers rejuvenation but comes at the hidden cost of time—an hour spent here drains days from the world outside.
D10=9:A wooden cuckoo clock endlessly chimes the wrong hour.
D10=10:A crystal ball room shows glimpses of alternate realities or possible futures, with each vision providing prophetic guidance or perilous distractions that might steer the party astray.
d100 = 81
D10=1:A series of lenses magnifying mind moments.
D10=2:Encountering a sentient broom that sweeps the floors tirelessly, the party may learn it was once a wise mage trapped by a curse. Releasing the mage requires solving a cryptic incantation hidden throughout the tower.
D10=3:A stone gargoyle watches you intently from a corner.
D10=4:Two players see a young mage who has just finished his training. He is proud to be a full mage and he feels that he is ready to leave his master's tower and go out on his own.
D10=5:A group of humans and dwarves are trying to figure out what to do with a group of 2d4 goblins that were captured after a battle earlier in the day.
D10=6:A room contains nothing but books and a summoning circle.
D10=7:A cracked mirror stands in one corner.
D10=8:Before you lies an arcane forge, its flames stoked by an imprisoned fire spirit pleading for release. Ten fire giants guard this forge fervently. Diplomacy or battle become essential forks—freeing the spirit changes the forge's future, potentially becoming a powerful asset or a vengeful adversary.
D10=9:A grand feast is set up in the dining hall, but as soon as the party sits down to eat, the food disappears and the table flips over, revealing a hidden trap door underneath. The party must navigate through the underground tunnels and solve puzzles to find their way back to the tower.
D10=10:A group of men are trying to open the lock on a cell that contains an evil wizard. The lock is complex and will require time to pick.
d100 = 82
D10=1:The wizard has a secret laboratory where he creates and experiments with powerful magical creatures. The players may come across a creature that has broken free and must decide whether to fight it or try to tame it.
D10=2:In the heart of winter, a haunting ballroom cloaked in silence reveals long-abandoned banquets and shattered grandeur. Dust-draped specters rise to accuse you of past wrongs you do not remember. A gigantic chandelier of glistening icicles looms precariously overhead, reflecting the smoldering magic that animates the room. Poltergeists reenact their final, terrifying moments of intrigue and betrayal, and joining their macabre dance might reveal vital secrets about the tower’s endless enigma, or bind you helplessly to their vengeance against the living.
D10=3:Vengeful spirits linger in this tower. They are sure the PCs will be killed when they enter the tower. They want to warn the PCs that they are in grave danger!
D10=4:In a moonlit room, players encounter a sleeping phoenix whose heartbeats respond to shared tender moments, opening an exit.
D10=5:An old wardrobe leading nowhere but occasionally echoing footsteps.
D10=6:A mother and her child are selling flowers that they picked nearby. They want to make some money so they can pay for their food and shelter for the night.
D10=7:You find a cursed gem which was previously stolen from a wizard by an evil cleric and given to a group of hobgoblins. If you touch this cursed gem, you will turn into a skeleton or into a brainless zombie.
D10=8:A gargoyle statue on a windowsill occasionally stretches its wings and readjusts its position.
D10=9:An altar with strange symbols that glow faintly.
D10=10:A crooked painting occasionally winks at you.
d100 = 83
D10=1:Before you lies an arcane forge, its flames stoked by an imprisoned fire spirit pleading for release. Ten fire giants guard this forge fervently. Diplomacy or battle become essential forks—freeing the spirit changes the forge's future, potentially becoming a powerful asset or a vengeful adversary.
D10=2:A flock of enchanted birds flies around the room in formation.
D10=3:A rack of magical baking utensils that move on their own.
D10=4:A wizard of great power has been found dead by his apprentice. The body has been set up like a statue to be admired. It is surrounded by expensive objects, and large candles have been lit in the room.
D10=5:You hear the sizzle of fireworks fizzling out.
D10=6:An ornate, half-burned rug covers the floor.
D10=7:An intricate puzzle box intrigues but defies your attempts to open it.
D10=8:You see a group of elderly wizards playing cards in a room. They have a large wager on the line in a game of poker. They are willing to sell you their hand for no less than 1,000 gp!
D10=9:A needle and yarn teleport to different places in the room, knitting patterns.
D10=10:At the tower’s core lies a solarium perpetually ruled by summer’s scorching heat. Shade is both refuge and danger: strange humanoid figures called Shade Stalkers haunt the darkest corners. Their predatory souls are animated by memories of ultimate betrayals. They trade protection for secrets, revealing twisted half-truths of those in your company. Can you afford their protection with treacherous salt-crusted scars upon your conscience, or dare you navigate the King's Fire on your own, risking direct conflict with the Shade Stalker's primal hunger?
d100 = 84
D10=1:Three young female wizards are in the courtyard, asking questions about the Necromancer that was recently killed here. They seem to be researching information about him for their own purposes.
D10=2:A staircase leads downward out of sight.
D10=3:An eerie mirror reflecting only shadows.
D10=4:An evil monster has decided to live in the tower now. It likes the high perch from which it can see the surrounding area.
D10=5:A group of mice in tiny wizard robes scurries through the tower.
D10=6:A group of 2d6+2 dwarves are knocking on one of the doors to the main hall. They are looking for work. They are willing to do any kind of work - even menial tasks.
D10=7:A group of wizards is playing cards in a room off the main hall. They are playing for dice and gold. They will not bother the party.
D10=8:Zalu has been casting spells to summon demons in his tower. One of the demons is free floating in the tower looking for new prisoners to torment. It takes one look at the party and attacks.
D10=9:At a moonlit window overlooking the frozen wasteland beyond, ice crawls over the glass, forming obscure patterns that shift ominously. A caged raven speaks prophecies in a hoarse, ancient tongue, promising either salvation or doom. Its words are riddled with double meanings and veiled threats. Solving the raven's riddle grants temporary sanctuary in the treacherous tower, but mistaken words leave you exposed to the biting cold outside, where ghostly wyverns soar with death's silence.
D10=10:The royal guard have arrived and are searching for the rogue gnome! The royal guard have started climbing the tower. You see a group of 3d4+2 men climbing up the stairs. They are shouting at each other about how to get up the stairs.
d100 = 85
D10=1:A statue of a long-forgotten deity stands gracefully.
D10=2:Various colored crystals hover above a pedestal, rotating slowly.
D10=3:A levitating quill writes notes in mid-air.
D10=4:A group of soldiers are scouring the countryside for an evil wizard that attempted to take over their country. The players will be asked to help them search for the evil wizard.
D10=5:Navigating frozen winds takes you to a hall lined with tapestries depicting gory harvests, endless winters, and remorseless decays. Their woven threads ensnare you, telling of sins both recent and ancient. Whispers climb the frost-ridden stones, emboldening mischievous faeries that flit at the edges, daring you into their intrigue-ridden games. Show them the favor, and they might reveal hidden paths out but at the cost of becoming another tale on the tapestry. Refuse, and their pranks turn deadly, leading to traps or psychological torment magnified by the ever-present chill.
D10=6:A painting changes its scene every few minutes.
D10=7:A small gargoyle statue is perched on a ledge.
D10=8:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
D10=9:A vase of flowers changing fragrances.
D10=10:A library has been infested by wererats! The wererats are fighting with the local rat population over territory!
d100 = 86
D10=1:A group of 1d4+2 humans are arguing about which one of them is the greatest sorcerer in the land.
D10=2:A laboratory where a mad wizard is experimenting with different magical creatures. The players must navigate through the chaos and either stop the wizard or harness the powerful creatures for themselves.
D10=3:A room is filled with enchanted mirrors that show visions of the future. The players must use these visions to solve a puzzle and unlock a magical artifact that will aid them in their journey.
D10=4:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
D10=5:The tower's basement holds a hidden laboratory where the wizard has been experimenting with time magic. However, his experiments have gone awry and he needs your assistance to fix the timeline.
D10=6:A room with a floor that constantly shifts and changes, creating a challenging obstacle course for the players.
D10=7:A glowing crystal hangs in mid-air, thrumming gently.
D10=8:A hidden shrine dedicated to an ancient deity offers blessings at a price—each blessing accepted requires the party to sacrifice a valuable item or part of their essence.
D10=9:Encountering a singing phoenix in an aviary whose feathers grant temporary magical resistance if plucked, but it fiercely protects its nested egg, setting the party on fire in self-defense if they come too close.
D10=10:A tapestry depicts a scene from an old battle.
d100 = 87
D10=1:Shadows flicker across the room, but there's no visible light source.
D10=2:A shelf of spell components is meticulously organized.
D10=3:Venturing into a spiraling staircase, the adventurers find each step aglow with faintly luminescent runes that resonate like heartbeat drums. As they ascend, they are confronted by ephemeral images of gleaming bastions and ominous dungeons looming in their path, suggesting the towering peaks of destiny or the murky abysses of ruin. At the apex, they are greeted by a massive stained-glass window depicting a celestial map that momentarily aligns with current astral positions in the sky. Suddenly, the glass animates, projecting beams of colored light that form an intrepid mage casting spells against shadowy assailants— an ancient battle echoing the present. But the vision becomes reality when 2d4 monster apparitions charged with baleful magic rush forth from the window, their attacks intermittently revealing glimpses of an impending larger conflict intertwined with the fate of the world. The adventurers must fend them off while extracting vital knowledge about an upcoming celestial event that might tip the balance of power.
D10=4:A chandelier flickers with multi-colored lights.
D10=5:A map of the wizard tower is on display. The picture is of a cat sitting nest to a familiar-looking ceiling.
D10=6:A compass keeps pointing at an unknown direction inside the tower.
D10=7:Ascending, a vast starlit room where thirteen celestial beings plan cosmic influences. Compelling dealings with aeonic forces intertwines, shaping your soul or acquiring celestial favor introduces dilemmas of cosmic interference in mortal realms.
D10=8:A lectern with a book that reads out loud, following players around.
D10=9:A group of elderly wizards are sitting at a table, playing cards and drinking wine and betting gold coins on the outcome of each hand. One of the wizards looks up, sees you, and says, 'Greetings, travelers. You look weary. You look hungry. You look thirsty. Please, sit down and drink.' He pours you a glass of wine. 'It is not very good wine,' he says. 'But it is the best I have.'
D10=10:Oodles of goblins are in the courtyard with a wizard. They are arguing about how much to charge the wizard for putting off an imminent invasion of their city by the king's troops.
d100 = 88
D10=1:A floating candle leads you down a dark corridor.
D10=2:A celestial model orbiting mystique.
D10=3:A pair of spectacles showing memories.
D10=4:A half-eaten sandwich sits on a lab table, untouched for who knows how long.
D10=5:A stupid wizard named George has created a golem which has been destroying the tower. It is not a hostile golem, but it likes to smash the walls. George is scared and hiding in his room.
D10=6:At a moonlit window overlooking the frozen wasteland beyond, ice crawls over the glass, forming obscure patterns that shift ominously. A caged raven speaks prophecies in a hoarse, ancient tongue, promising either salvation or doom. Its words are riddled with double meanings and veiled threats. Solving the raven's riddle grants temporary sanctuary in the treacherous tower, but mistaken words leave you exposed to the biting cold outside, where ghostly wyverns soar with death's silence.
D10=7:A mother and her child are selling flowers that they picked nearby. They want to make some money so they can pay for their food and shelter for the night.
D10=8:A room is enchanted to look like a forest clearing.
D10=9:The players come across a room filled with magical mirrors that each show a different reality and possible future. However, they must be careful to not get lost in the reflections or they may never return to their own reality.
D10=10:A toy soldier marches back and forth.
d100 = 89
D10=1:The party encounters a dwarf who is on a quest to find a magical sword which he thinks is located somewhere in the Wizard's Tower. He is bumbling around the tower looking for it. The treasure entrance is on the 39th floor. The entrance to the treasure room is on the 40th floor at the foot of a statue of a dragon. The dragon is actually a statue and will not move or bite.
D10=2:Players see a ghostly figure wandering aimlessly throughout the tower. One of the wizards in the tower explains that it is the ghost of a wizard who went mad after experimenting with forbidden magic. The ghost can offer valuable information, but it may come with a price.
D10=3:A magical raven speaks in rhymes.
D10=4:The wizard is a rival of a nearby rival magic user and he wants to lure them here and kill them. The wizard has made copies of all the rival magic user's magic items and has placed them in the tower. The magic user will come to the tower and try to kill the wizard if he finds out that his items are in this tower.
D10=5:A giant spider is in the hall, blocking the way. The players can kill it or try to sneak past it.
D10=6:A chandelier flickers with multi-colored lights.
D10=7:Within mystical glades, five arcanists' secrets entwined in burgeoning verdure emanates unrestrained magic. Assisting arcanists integrate harmonious lore aids wilderness adventures while conflict instigates untamed magic confrontations ahead.
D10=8:A set of wind chimes tinkles softly, producing a soothing melody.
D10=9:Encountering a cursed armory that projects illusions of monstrous invaders, the party must discern reality from delusion while navigating the charmed weapons' effects.
D10=10:Autumn spirits set enchanted jack-o'-lanterns to explode. Players must identify safe pumpkins to remove or defuse.
d100 = 90
D10=1:A room thick with the scent of lavender imprisoning a celestial being, locked within runes of pure silver. Her captor, a deranged wizard, has eight complex locks binding her. Freeing her promises divine favor, but doing so unleashes the wizard’s full wrath and the risk of angering his magical patrons.
D10=2:A set of magical wind chimes that ring in complex melodies.
D10=3:A scent bottle breathing delights.
D10=4:A series of masks is displayed on the wall.
D10=5:An enchanted snowfall in a winter garden freezes players slowly. They must reignite frozen bonfires scattered throughout the room to stay warm.
D10=6:A small, glowing orb of light follows you around out of curiosity.
D10=7:A room containing shelves and shelves of strange and unique potions. The party must decipher the labels and choose wisely, as some potions have unintended side effects.
D10=8:A jar of fireflies illuminates the room with a soft, warm glow.
D10=9:An ornate piano plays sweet, somber tunes. Translating the music with emotional stories of love awakens the mechanism to advance.
D10=10:A painting on the wall is talking to you. It wants its portrait painted. It wants to be a live painting when it's ready.
d100 = 91
D10=1:In a chamber dominated by the sun's scorching heat, fire spirits manifest and attack players. They must extinguish these spirits using water or ice spells.
D10=3:A summer blaze fills a room, where walls are dripping molten lava. Players must traverse floating stone platforms to avoid being burned alive, while fire elementals hurl flames at them.
D10=4:The sound of a loud argument can be heard from the hallway ahead. If investigated, players will find a group of 1d4+2 humans who are arguing about which one of them is the greatest swordsman in the land.
D10=5:A group of wizards are fighting with each other with swords, bows and arrows, maces, mauls, warhammers, flails, lances, pole arms, staffs, shields, and sling shots. They are all dressed in plate mail armor and they are fighting in a circle, hacking and slashing at each other all at the same time and none of them are getting hurt at all because they're all wearing plate mail armor.
D10=6:The tower's enchanting well, said to be imbued with healing and rejuvenating powers, is guarded by a powerful water elemental. The players must prove their worth in a physical trial in order to access its powers.
D10=7:The players party wakes up in the middle of the night to the sound of glass breaking. When they investigate, they find their old rival trying to steal their spell books. The rival has a key to get into the tower. If the rival succeeds in stealing a spell book, he will run away.
D10=8:A misfired spell has turned a portion of the tower into a labyrinthine series of interconnected, rotating rooms. Mapping these without getting lost requires both intelligence and patience.
D10=9:Encountering a cursed armory that projects illusions of monstrous invaders, the party must discern reality from delusion while navigating the charmed weapons' effects.
D10=10:You discover a lair of ten feral, magic-infused beasts, their fur crackling with energy. Their alpha, an enormous wolf wielding storm powers, tests your mettle. The fight is ferocious, but taming the beasts could create invaluable allies. Failure results in a blockade, hindering your progress through the tower.
d100 = 92
D10=1:A seemingly endless hallway is filled with doors that open into surreal, shifting landscapes. One door hides a portal to another plane while others harbor deadly traps, demanding the party to be cautious and perceptive.
D10=2:A wooden box vibrates slightly.
D10=3:A floor inundated with thick, black ooze hosts a hidden hive of ten amorphous, slime creatures. These shape-shifting adversaries lurk beneath the surface, utilizing the darkness to ambush intruders. Defeating them demands innovative tactics and illumination spells, with the ooze corrupting all it touches.
D10=4:A glass dish holds animated gumdrops that leap about.
D10=5:The players hear a loud rumbling noise from below them. If they go down to investigate, they see that the tower is sinking into the ground. A group of prisoners from a nearby jail have tunnelled their way into the basement and have released all of the prisoners from their cells.
D10=6:A secluded alcove houses an enigmatic oracle, half-man, half-machine, spewing cryptic prophecies. She demands a sacrifice of knowledge—gathered secrets or cherished spells, exchanging valuable foresight into the tower’s layout. Refusal ignites a deadly arcane duel, her prophecies potentially impacting your fate.
D10=7:The party hears noises coming from a room down the hall. When they investigate, they find a group of 2d4+2 humans playing cards and gambling with each other. They are drunk and will attack the party if they feel threatened in any way.
D10=8:An eerie, silent theatre in the tower shows ghostly reenactments of the wizard’s greatest triumphs and tragedies. The phantom thespians may offer guidance or haunt the party, seeking redress for past wrongs.
D10=9:Leaves jump from the floor in an autumn-themed room, transforming into dangerous leaf elementals. Players must use fire to burn them or risk being overwhelmed.
D10=10:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
d100 = 93
D10=1:Lava erupts from the floors in a summer-themed dungeon, creating stone golems out of molten rock. Players must cool these golems to stop their assault.
D10=2:A short blue-skinned creature approaches you. He says "I'm just looking for a place to sleep."
D10=3:A room with a magical fountain that can grant one wish to those who drink from it. But the players must be careful with their wishes, as they may not turn out exactly as intended.
D10=4:Rats: A group of rats are running down the hall. They are carrying a large sack. The sack is full of grain.
D10=5:Two drunken knights stagger down the hall, arguing. One accuses the other of cheating at dice.
D10=6:A skeletal bird hops around.
D10=7:In the basement level of the tower, you find a laboratory filled with strange and experimental potions and magical substances. The wizard in charge of the lab asks for your assistance in testing out these new creations, promising great rewards if you are successful. But be careful, not all of the potions may have desirable effects...
D10=8:The faint scent of fresh herbs mingles with the musty smell of the old room.
D10=9:A room with aged letters scattered on the floor awaits. Characters must find pairs of letters from star-crossed lovers and read them in unity to reveal the next path.
D10=10:A group of 1d4 hobbits are celebrating their latest harvest by drinking and singing. They are not happy to see you.
d100 = 94
D10=1:A group of assassins with crossbows are hiding behind a tree. They say, 'We're good. We just want to talk.'
D10=2:The wizard's familiar, a wise and snarky owl named Archimedes, leads the party on a wild goose chase through the tower. It's up to them to decipher the clues and find whatever Archimedes is searching for.
D10=3:A room filled with mirrors that all show the same image - a powerful enemy that the party must defeat. But as they fight, they realize that each mirror is a portal to the enemy's world, and they must defeat them in all of the mirrors to truly defeat them.
D10=4:Zagol the wizard will hire the players to break into the office of another wizard, who is in town gathering workers for a task. The wizard has no legal right to do this, but he has hired a group of evil creatures that are notorious for their cruelty and savagery. They have been stalking people around the city, killing them and taking their valuables. The other wizard is forcing people to work for him or be killed. Zagol wants you to find the office where the other wizard is located and to break in and steal any papers or documents that will tell you where his creatures are staying or what they are planning.
D10=5:The tower is filled with illusions and trickery, making it difficult for the party to differentiate between what is real and what is not. They must overcome these challenges to reach the wizard at the top of the tower.
D10=6:A man named Ralph is standing outside the wizard's tower. He is holding a magic item and he wants to sell it to the wizard. He has a list of magic items he is selling and their prices, but he will discount them if the wizard wants to buy something from him.
D10=7:Zagol the wizard is an evil wizard who leads a team of evil creatures. They recently set up camp in a nearby cave and have been terrorizing a nearby village. He is planning on attacking the nearby village with his army of evil creatures over the next few days. He wants a player character to go into the village and find out when the sun will rise and shine on his army so he knows when to attack.
D10=8:The enchanted clock asks players to reminisce the time love changed their lives for escape instructions.
D10=9:You see a shimmering, transparent figure walking through the walls. It is the ghost of a wizard who was betrayed and murdered by his own apprentice. He seeks vengeance and offers to help you in any way he can.
D10=10:A woman named Mary is standing by a well in the grounds of the wizard's tower. She is hoping that a wizard will come by so she can sell them a magic item.
d100 = 95
D10=1:The tower's kitchen is a mess, with pots and pans flying around and food cooking itself. The culprit? A mischievous poltergeist that has grown tired of serving the wizard. It can only be appeased by a game of hide-and-seek.
D10=2:A fishbowl sits atop a column, its golden fish making looping patterns in the water.
D10=3:You see a large, bubbling cauldron in the middle of the room.
D10=4:You sense a strange energy emanating from a particular room. Upon entering, you find a group of students eagerly taking notes from a master wizard teaching the secrets of spell-casting. The students are completely engrossed in the lesson, but the master wizard seems to notice your presence and gives you a sly wink before continuing on.
D10=5:A dais exuding hug forms.
D10=6:The players hear a large explosion coming from the top of the tower, followed by loud screams. Tall, dark creatures can be seen flying from the top of the tower and out into the sky. As they fly away, they attack any living thing in their path - including flying creatures that get in their way!
D10=7:The tower's guardian golems have been enchanted by a rogue wizard and are now attacking anyone who enters. The party must find a way to break the enchantment and neutralize the golems before they cause too much damage.
D10=8:At a high balcony overlooking a magical landscape, players must share their dreams and how love influenced them, unveiling a bridge made of light.
D10=9:A beautiful songbird sings from a silver cage.
D10=10:In the heart of winter, a haunting ballroom cloaked in silence reveals long-abandoned banquets and shattered grandeur. Dust-draped specters rise to accuse you of past wrongs you do not remember. A gigantic chandelier of glistening icicles looms precariously overhead, reflecting the smoldering magic that animates the room. Poltergeists reenact their final, terrifying moments of intrigue and betrayal, and joining their macabre dance might reveal vital secrets about the tower’s endless enigma, or bind you helplessly to their vengeance against the living.
d100 = 96
D10=1:A group of magical creatures, including a dragon, a griffin, and a unicorn, are having a heated argument over who is the most powerful within the tower. They challenge you to prove your worth through a series of tests.
D10=2:A cabinet of curiosities.
D10=3:A room filled with illusions and tricks. The players must use their wit and magical abilities to see through the illusions and find the hidden treasures within.
D10=4:A room contains nothing but books, but they are stained with blood!
D10=5:In the basement level of the tower, you find a laboratory filled with strange and experimental potions and magical substances. The wizard in charge of the lab asks for your assistance in testing out these new creations, promising great rewards if you are successful. But be careful, not all of the potions may have desirable effects...
D10=6:A flickering illusion of a flame burns without heat.
D10=7:A man is sitting on the steps leading up to the main entrance to the tower. He is looking for work. He is willing to do any kind of work - even menial tasks. He will take any job offered to him. He will follow the players wherever they go - even if it's into a dungeon or out into the wilderness. His name is Billy Bob Joe, and he has a tattoo that says 'property of' on his right shoulder with an arrow pointing down.
D10=8:An enchanted hat rack with hats that try to jump onto players' heads.
D10=9:Wolf statues that move slightly in the corner of your eye.
D10=10:A small model of the tower spins slowly.
d100 = 97
D10=1:Unfinished wooden dolls stand on a workbench, eerily lifelike.
D10=2:A stack of books teeters dangerously.
D10=3:At the tower’s core lies a solarium perpetually ruled by summer’s scorching heat. Shade is both refuge and danger: strange humanoid figures called Shade Stalkers haunt the darkest corners. Their predatory souls are animated by memories of ultimate betrayals. They trade protection for secrets, revealing twisted half-truths of those in your company. Can you afford their protection with treacherous salt-crusted scars upon your conscience, or dare you navigate the King's Fire on your own, risking direct conflict with the Shade Stalker's primal hunger?
D10=4:An owl hoots softly from above.
D10=5:Hedge mazes fill a room during autumn, but the mist conceals deadly traps. Players must navigate the maze without setting off the traps or be impaled by hidden spikes.
D10=6:An ancient tome flutters open on a lectern, its pages turning by themselves.
D10=7:A floor inundated with thick, black ooze hosts a hidden hive of ten amorphous, slime creatures. These shape-shifting adversaries lurk beneath the surface, utilizing the darkness to ambush intruders. Defeating them demands innovative tactics and illumination spells, with the ooze corrupting all it touches.
D10=8:Zagol the wizard will hire the players to go into a secret vault and retrieve a magical wand that he hid. He has not lost the wand. He has hidden it in the vault for many years with the intention of not having it used by any evil wizard. He tells the players that he wants them to take the wand out of the vault, but not to use it. He says that he plans to keep it locked away so that any evil wizard will not use it. He says that he wants the players to destroy the wand.
D10=9:A group of 2d4+4 soldiers are scouting for an enemy army. The players have joined forces with these soldiers to defend this tower from the invaders.
D10=10:A young wizard apprentice has accidentally opened a portal to another dimension, unleashing a powerful and malicious creature into the tower. The players must defeat the creature and find a way to close the portal before it consumes the entire tower.
d100 = 98
D10=1:A faint outline of a chalk pentagram is on the floor.
D10=2:The wizard is a rival of a nearby rival magic user and he wants to lure them here and kill them. The wizard has made copies of all the rival magic user's magic items and has placed them in the tower. The magic user will come to the tower and try to kill the wizard if he finds out that his items are in this tower.
D10=3:A simple wooden staff leans against the wall.
D10=4:A winter ballroom with frozen dancers who attack any intruder. Players must break the enchantment to escape unscathed.
D10=5:A powerful archmage has gone mad and is now conducting terrifying experiments on living creatures. The wizard who owns the tower needs your help to stop the madness and save the victims.
D10=6:In one of the rooms, three goblins are arguing about whether or not they have to pay their king for the human slaves they have been holding for ransom for several weeks now.
D10=7:A room filled with intricate puzzles and mind games. The players must work together to solve these puzzles and reach the other side, or face being trapped in the room forever.
D10=8:A woman dressed in black robes is sitting at a table playing cards with two other men. The three men look like they have been playing for several hours. They are all drinking alcohol and seem rather drunk. The players will be invited to join in on their game of cards by the woman.
D10=9:An ornate piano plays sweet, somber tunes. Translating the music with emotional stories of love awakens the mechanism to advance.
D10=10:A cracked mirror stands in one corner.
d100 = 99
D10=1:Treading the narrow footways of the tower’s solstice-interwoven paths, you come upon rooms warmed by summer’s brilliant anger. Thunderstorms howl, with quicksilver strikes splitting darkened floorboards. Latent golems of storm-scarred marble sluggishly stir, animated by the same crackling fury. Clutching tightly to ancient orbs containing embittered secrets of the kingdom, their loyalty is shaken by entangling intrigues. Will you appease them with honeyed words and subtle spells or face perilous conflict if you seek to wrest the truths forcefully from the storm-empowered marbles?
D10=2:In the laboratory, several creatures in suspended animation float in eldritch glass tubes. One can potentially be awakened to serve as an ally, but others may awaken as dangerous foes.
D10=3:A room with a furnace that produces endless amounts of magical fire. Players can use this to their advantage or risk being burned by the intense heat.
D10=4:The party hears the sounds of a struggle coming from one of the rooms nearby. When they investigate, they discover two men fighting over a woman. One of the men is trying to convince the woman to go out on a date with him. The other man is trying to convince her to go out on a date with him instead.
D10=5:A mischievous imp has taken residence in the tower and has been causing chaos for the wizard living there. The imp's pranks have become increasingly dangerous and the wizard needs your help to catch and banish the creature.
D10=6:An ornate piano plays sweet, somber tunes. Translating the music with emotional stories of love awakens the mechanism to advance.
D10=7:Runes etched onto the walls pulse with faint, arcane energy.
D10=8:A wand with a glowing tip lies on a desk.
D10=9:You see a shimmering, transparent figure walking through the walls. It is the ghost of a wizard who was betrayed and murdered by his own apprentice. He seeks vengeance and offers to help you in any way he can.
D10=10:A bubbling cauldron filled with an unrecognizable, yet pleasant aroma.
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Other dice tiers for the wizard tower: D1, D4, D6, D8.
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