A complete D&D 5e random encounter table for wizard tower scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 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 D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Wizard Tower encounter table
d100 = 1
D4=1:An animated dice set rolling constantly.
D4=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?
D4=3:A rack of magical baking utensils that move on their own.
D4=4:Curses, Curses, and more Curses! The once beloved wizard Zarkul has been cursed. He has been transformed into a goblin like creature! He seeks the help of adventurers to remove his curse. He has a small bag of gold which he will give to the adventurers if they can remove his curse. The bag of gold is enchanted, so it never gets heavier. Zarkul soon discovered that the bag of gold was enchanted, and the enchantment made it never get heavier. He stopped worrying about the quantity of gold he was carrying around.
d100 = 2
D4=1:You find a beautiful marble statue of a beautiful female elf, who appears to be holding a small vase in her arms. The statue is very detailed and is covered with precious gems, which are worth a small fortune.
D4=2: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.
D4=3:An old man approaches you and says, 'I'm looking for the wizard. Is he here?'
D4=4: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.
d100 = 3
D4=1:A man in black robes approaches you and says, 'Can we speak in private?'
D4=2:A pile of scrolls is neatly stacked.
D4=3:A rope ladder that loops and knots itself while hanging from a hook.
D4=4:Negotiating with an ancient wyrm rests impaled in the tower's inner sanctum, its darkened scales crackling with raw arcane energy. It offers a piece of its own heart, promising increased magical prowess. Trusting the wyrm means battling an internal struggle for control over the unstable magic within you.
d100 = 4
D4=1:A group of friendly pixies invite the party to a tea party. The tea is actually a potion that causes the party to switch bodies with each other. Chaos ensues as they try to navigate this new form.
D4=2:The sound of an anguished scream echoes throughout the tower. As the players investigate, they find a room with a large mirror that seems to be showing a gruesome alternate reality of the tower. The players must figure out how to stop the mirror or risk being trapped in the twisted reality.
D4=3:An autumn-colored forest within the tower appears peaceful until the trees animate and attack intruders. Players must pacify or destroy the living trees.
D4=4:You hear whispering voices coming from the shadows.
d100 = 5
D4=1:A bubbling potion suddenly turns a bright color.
D4=2: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.
D4=3:An owl hoots softly from above.
D4=4:The tower has a magical garden on the roof, filled with plants that grow out of control and can cause harm to anyone who wanders too close. The players may have to navigate through the garden or find a way to calm the plants in order to reach the tower's peak.
d100 = 6
D4=1:A parchment note is pinned with a dagger on a door.
D4=2: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.
D4=3:A strange mist fills the tower, causing the players to lose their memories and forget their abilities and spells. They must navigate through the tower and defeat magical creatures to regain their memories and escape before the mist overtakes them completely.
D4=4: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.
d100 = 7
D4=1:Winter cold causes frostbite on exposed skin. Players must activate magical braziers to bring warmth back to the room and stop an animated, frost-covered knight.
D4=2: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 not do anything dangerous. If the players offer him a job, he will ask for double pay if there is any danger involved with the job. His name is Frank, and he HATES danger. Hates it! No danger! None!
D4=3:A small, ornate chest glows faintly.
D4=4:A bubbling cauldron filled with an unrecognizable, yet pleasant aroma.
d100 = 8
D4=1:An old suit of armor is missing a piece.
D4=2:A shifty man is walking down the hallway, mumbling to himself. He is carrying a large sack on his back.
D4=3: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.
D4=4:The tower's top floor houses a beautiful garden filled with exotic and magical plants, guarded by a powerful dryad. The wizard who lives there asks you to help him collect rare ingredients for a powerful potion.
d100 = 9
D4=1:An owl hoots softly from above.
D4=2: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.
D4=3:In the hall, the players see a group of people gathered around a large map. They are talking about their plans for subduing the kingdom's enemies. The players can join in and add their plans.
D4=4:A tapestry showing famous spells, ever-changing.
d100 = 10
D4=1:Winter cold causes frostbite on exposed skin. Players must activate magical braziers to bring warmth back to the room and stop an animated, frost-covered knight.
D4=2:Autumn spirits set enchanted jack-o'-lanterns to explode. Players must identify safe pumpkins to remove or defuse.
D4=3: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.
D4=4:An illuminated manuscript emitting a gentle hum.
d100 = 11
D4=1:A sign outside of a room reads "Beware of the Enchanted Mirror." Inside, you find a large, elegant mirror hanging on the wall with various jewels and gems embedded in the frame. As you approach, your reflection suddenly comes to life and begins to speak to you in a mysterious language. Will you try to decipher the words or flee in fear?
D4=2:A paddling pool of glittering liquid.
D4=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.
D4=1:A warlock’s old cauldron filled with strange, ever-changing liquid.
D4=2:An organ dispersing canticles.
D4=3:A trio of animated candles following around players.
D4=4:A soft lullaby emanates from a music box.
d100 = 13
D4=1:Encountering a spectral cat familiar with a knack for slipping in and out of dimensions, it offers to spy on enemies for short periods in exchange for magical sustenance like potions or scrolls.
D4=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.
D4=3:A cauldron bubbles and steams.
D4=4:A skeleton sits at a writing desk, appearing deep in thought.
d100 = 14
D4=1:The next chamber is filled with floating, incandescent orbs that pulse with unstable energy. A time-worn archmage, bordering on insanity, guards these orbs, each containing a piece of his fractured mind. Negotiating with him for information requires either reassembling his sanity or outmaneuvering his erratic and powerful attacks.
D4=2: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.
D4=3:An arched window occasionally shows peeks into different seasons.
D4=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.
d100 = 15
D4=1:An exotic plant sings a soft lullaby.
D4=2: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.
D4=3:Negotiating with an ancient wyrm rests impaled in the tower's inner sanctum, its darkened scales crackling with raw arcane energy. It offers a piece of its own heart, promising increased magical prowess. Trusting the wyrm means battling an internal struggle for control over the unstable magic within you.
D4=4:A basket of warp yarn unraveling dreams.
d100 = 16
D4=1:The sound of clanking armor draws the players attention to an old suit of armor in the courtyard. The suit of armor attacks anyone who approaches it. It is actually a magical suit of armor controlled by an evil spirit that was imprisoned within it many years ago.
D4=2:Two wizard apprentices are dragging a large chest. They are carrying it down a hallway filled with trash and broken glass. The apprentices will tell the party that they are cleaning up the tower. It is their job. They will explain that they are doing their job better than their master and are looking for a new master to replace the old one.
D4=3: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.
D4=4:A door that vanishes and reappears.
d100 = 17
D4=1:A crochet hook rapidly completes a blanket, stitch by stitch.
D4=2:A group of 6d12 kids are exploring this zone. They are only interested in exploring and meeting other adventurers. They are aware of the manticores and want to learn how to fight them.
D4=3:A golden key engraved with runes.
D4=4:In the library, the party sees a book floating in the air, flipping through its pages. As they approach, the book starts to read itself, revealing hidden secrets about the tower and its inhabitants. But beware, for the book has a mischievous streak and may also reveal embarrassing secrets of the party members as well.
d100 = 18
D4=1:A bucket of glittering dust sits in a corner.
D4=2:The party encounters 2d4+2 undead creatures who are carrying a sign that says: "We are dead. Please see this is a good place to rest". The creatures will not attack no matter how many times they are hit.
D4=3: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.
D4=4:A luminous inkpot shedding gentle glow.
d100 = 19
D4=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.
D4=2: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?'
D4=3:Two wizard apprentices are dragging a large chest. They are carrying it down a hallway filled with trash and broken glass. The apprentices will tell the party that they are cleaning up the tower. It is their job. They will explain that they are doing their job better than their master and are looking for a new master to replace the old one.
D4=4: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.
d100 = 20
D4=1:A summer chamber with shifting sands hides ankle-grabbing serpents. Players need to pacify or avoid these creatures to progress.
D4=2:A chaise lounge that levitates skimming the floor.
D4=3:A drinking horn toasting mysteries.
D4=4: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.
d100 = 21
D4=1: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.
D4=2: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.
D4=3:A stone statue looks like it's been carved in the likeness of a figure you've never seen before. It has a slight hint of blue to it.
D4=4:A jar of fireflies lights the room.
d100 = 22
D4=1:An ancient map rearranges itself, showing different paths and landmarks each time you glance.
D4=2:A needle and thread float in mid-air, patching up a torn robe.
D4=3:A Carmine apple atop a pedestal glows warmly as if freshly plucked, neither withering nor browning.
D4=4: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.
d100 = 23
D4=1:A man is running up the path to the wizard's tower. He is out of breath and looks like he has seen something horrible. He will point toward the tower and say two words: 'Skeletons! Skeletons!'
D4=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.
D4=3:A magic item is moving around the tower. It has been lost for 2 months. It is seeking living humans to provide its power.
D4=4:A room filled with a magical painting that transports players to different locations. Each location presents a new challenge and the players must find a way to return to the painting room before time runs out.
d100 = 24
D4=1: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...
D4=2:A winding sheet music that plays an eerie tune by itself.
D4=3:A set of glowing runes hovers in mid-air.
D4=4:A unicorn figurine that seems to come to life with dance-like movements.
d100 = 25
D4=1: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.
D4=2:A staff leans against the wall, glowing faintly.
D4=3:You stumble upon a room full of magical artifacts and must decipher an ancient riddle to find the one item that holds the power to defeat an ancient evil.
D4=4:A group of halflings have built a camp. They are on their way to the top of the tower to steal something.
d100 = 26
D4=1:A magic mirror in the room is broken. It looks like it was hit by a spell. If players touch it, they will see the image of three men, two of them are holding a familiar looking book. The third man is holding a mirror. One of the men looks familiar to players.
D4=2: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.
D4=3:A group of priests are arguing over whether the wizard is a pushover or not.
D4=4:A golden key engraved with runes.
d100 = 27
D4=1: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.
D4=2:A wizard is practicing his magic. He is creating an illusion of a strange looking woman that walks through the walls of the tower.
D4=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...
D4=4:A book falls off a shelf for no apparent reason.
d100 = 28
D4=1:A set of animated armor that salutes anyone entering the room.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 29
D4=1: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.
D4=2:An autumn-colored forest within the tower appears peaceful until the trees animate and attack intruders. Players must pacify or destroy the living trees.
D4=3:A room filled with a thick fog that hides dangerous creatures. The players must use their senses and spells to navigate through the fog and defeat the creatures before they become lost in the maze-like room.
D4=4:A magical fountain in the tower courtyard is rumored to grant wishes to those who drink from it. However, the wishes often have unexpected and ironic consequences.
d100 = 30
D4=1:A painting that changes its scenery every few minutes.
D4=2:A faint shimmer of magical residue hovers in the corner.
D4=3:A small, harmless fire suddenly sparks in a nearby brazier.
D4=4:An autumn harvest turns sinister when animated farming tools attack players. They must find the necromancer responsible and end his control.
d100 = 31
D4=1:A cup filled with liquid moonlight.
D4=2: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.
D4=3: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.
D4=4: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 = 32
D4=1:The wizard's tower is under attack by a group of rogue wizards who are jealous of the power and wealth the wizard possesses. The players must defend the tower and its inhabitants from the attackers.
D4=2:Candles that light up automatically as players step into the room.
D4=3:An iron key hangs on the wall, glowing faintly.
D4=4: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.
d100 = 33
D4=1: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.
D4=2:An animate quill floating around and correcting errors in nearby books.
D4=3:A quill relaying satirical song.
D4=4: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.
d100 = 34
D4=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.
D4=2:Inside the tower, a room is filled with magical mirrors that reflect different versions of the players. Some mirrors show the players as they were in the past, some show alternate versions of themselves, and some show them in their future. The mirrors can also reveal hidden secrets and important information about the players' journey.
D4=3:A group of humans have built a camp. They are on their way to the top of the tower to steal something.
D4=4:A staircase occasionally shifts direction, leading you back where you came.
d100 = 35
D4=1:Inside a grand chamber, players find a statue of a weeping wizard who lost their love. To unlock the next passage, they need to find his love's name inscribed on one of the walls hidden among countless runes.
D4=2:A miniature hot air balloon floating indoors.
D4=3:You see a group of elderly wizards playing cards in a room. They have a large wager on the line in a game of Old Maid. They are willing to sell the Old Maid card to you for no less than 1,000 gp!
D4=4: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.
d100 = 36
D4=1: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!
D4=2:Higher into the tower, a room vibrates with discordant melodies from eight enchanted harps that can distort emotions. A forlorn bard, guarding the harps, offers to enchant you with increased charisma for a steep price—a treasured memory. Rejecting or bargaining with the bard unfolds into a test of emotional resilience.
D4=3:A man has opened a magic item shop. The shop is called 'The Shop of Wonders'. The man is an old, retired wizard. He sells magic items from his collection. Right now he has a magic sword for sale for 250,000 gold pieces. It's an epic +5 two-handed sword that can cast Bless, Haste, and Heal three times per day.
D4=4: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.
d100 = 37
D4=1: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.
D4=2: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.
D4=3:A man named Samuel 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.
D4=4:The party encounters a single random treasure chest in a room. It is the wizard's pet mimic. He will not be pleased if it's attacked.
d100 = 38
D4=1: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.
D4=2: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.
D4=3:A door knocker that always comments on the weather.
D4=4: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 = 39
D4=1: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.
D4=2: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.
D4=3:Two magical figures are playing chess on a floating board.
D4=4:An enchanted loom weaves an intricate tapestry by itself.
d100 = 40
D4=1: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...
D4=2:A wizard wearing plate mail armor is walking down a corridor. He is carrying a treasure chest full of gold coins in one hand and holding a sword in the other hand. The sword is made out of pure gold. The wizard will try to attack the players. If he is killed, there will be an explosion of magic and one of the nearby walls will collapse revealing a passage to a hidden treasure room full of gold coins and gems and jewelry and weapons and armor and magical items and scrolls and books and potions and lots of magic things.
D4=3:A cupboard filled with half-eaten snacks that continually replenish.
D4=4:A small homunculus offering to take coats and hats.
d100 = 41
D4=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.
D4=2:A theater of enchanted puppets unfurls ahead, twelve constructions mimicking significant world figures. Each puppet’s controlled by unseen forces, engaging you in a role of power and manipulation—leaving clues to broader conspiracies while subjugating them reveals disadvantageous truths.
D4=3:A box of colorful chalk sits beside a chalkboard filled with strange diagrams.
D4=4:A lifelike hologram of a wizard waves from within an old mirror.
d100 = 42
D4=1:A group of wizards is studying in a room off the main hall. They are studying magic. They will not bother the party.
D4=2: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.
D4=3: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.
D4=4:A dusty picture frame repeatedly falls from the wall on its own.
d100 = 43
D4=1:A charmed book that flaps around like a bird.
D4=2: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.
D4=3: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.
D4=4:A group of halflings have built a camp. They are on their way to the top of the tower to steal something.
d100 = 44
D4=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.
D4=2:Amid autumn foliage, a room is filled with phantom leaves that swirl violently. These leaves can cut like knives, and players must find the hidden runes that can dissipate the storm.
D4=3:An ancient map rearranges itself, showing different paths and landmarks each time you glance.
D4=4:A jar of eyeballs stares intently.
d100 = 45
D4=1: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.
D4=2: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.
D4=3:You enter a room filled with floating orbs. Each one contains a memory that the players must relive and solve in order to move forward. These memories could range from a traumatic event to a peaceful moment, testing the players' emotional and mental strengths.
D4=4: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.'
d100 = 46
D4=1:A strange map sprawls out on a table, with moving landmarks.
D4=2:Players enter a library that has been turned into a prison! Two prison guards are fighting with two prisoners! All four of them look like they have been in this fight for a long time!
D4=3:Manticores take up residence in the ruined tower. They have been terrorizing the town and the road from the dungeon. A group of 2d6+1 evil clerics (1d6+2 evil clerics) have taken up residence in the ruined tower, trying to gain power over the manticores. The wizards recruited a druid to handle the manticores. The druid is on the way to the tower now. The clerics and the druid do not get along. Each side wants to lure the other side into a fight. They hope this will wipe out the other side. Who will win?
D4=4:A small workbench is cluttered with vials of strange, bubbling liquids.
d100 = 47
D4=1:The wizard's study is home to a sentient spellbook that can communicate with the players. It may offer to teach them new spells or share stories and knowledge from its past masters. However, it also has a mischievous streak and may play tricks on the players.
D4=2: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.
D4=3:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
D4=4:A chandelier flickers with multi-colored lights.
d100 = 48
D4=1: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.
D4=2:A group of wizards are arguing about whether or not the world is round.
D4=3:Squeaky floorboards echo your every step as you ascend a spiral staircase.
D4=4:A stack of papers flips through its pages.
d100 = 49
D4=1:A half-melted candle drips wax in patterns resembling runes.
D4=2: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.
D4=3:Suspended in an anti-gravitational chamber, arcane spheres orbit in complex patterns. Each sphere contains the essence of a slain wizard seeking revenge. Navigating this spatial anomaly involves utilizing three-dimensional thinking and repelling or negotiating with the vengeful spirits, influencing future tower encounters.
D4=4:A group of 2d6+3 dwarves are marching up the stairs to the tower. They are looking for a wizard by the name of Loral. He has been accused of stealing from a dwarven king. Loral is actually a gruff old dwarf who is an expert at making magical battle axes. Loral does not have a beard. He is not an expert at swordplay. He does not have earrings for calluses. He is not a dwarf, and he has never lived in a mountain. He is a gnome. He is not a dwarf king. He is not a dwarf. He is in a room on top of a tower. The word "dwarf" is a foul word to him. He is hiding in a room on top of a tower. He is looking for adventurers to rescue him, and help him escape from the tower before the royals arrive and kill him.
d100 = 50
D4=1:A wizard apprentice is walking down the hall. He has to deliver something to one of the higher-level wizards. But he's lost. He's not sure which of the rooms that he's supposed to deliver the scroll to. It's a map or a letter or something. He's sure it's not a bomb, but he's not sure what it is.
D4=2:An hourglass counting stars.
D4=3:A group of 1d4+2 humans are arguing about which one of them is the greatest sorcerer in the land.
D4=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.
d100 = 51
D4=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.
D4=2:A group of young men are playing a game that involves throwing small stones at a wooden target that they have set up nearby. They are having a contest to see who can get the closest to the bullseye.
D4=3: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.
D4=4:An organ dispersing canticles.
d100 = 52
D4=1: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.
D4=2:A chamber shrouded in mist, where the spring’s new growth mingles with haunting shadows, beckons investigation. Ghost lights flicker, bringing memories of innocence tainted by treachery. Skeletons remain locked in eternal embrace as reminders of trust abused. Hazardous puddles of liquid memory radiate power: drinking offers fleeting insight but risks absorbing the consumed souls’ burdensome remorse. Foul creatures borne of marshland attachments lurk, drawn to those overindulging in the tower’s springtime memory. Navigate carefully to unlock the chamber’s lessons or face the host of half-formed shades grown greedy with time.
D4=3:A set of measuring scales balancing improbabilities.
D4=4:A sign outside of a room reads "Beware of the Enchanted Mirror." Inside, you find a large, elegant mirror hanging on the wall with various jewels and gems embedded in the frame. As you approach, your reflection suddenly comes to life and begins to speak to you in a mysterious language. Will you try to decipher the words or flee in fear?
d100 = 53
D4=1:A magical broom occasionally stops to sweep up non-existent dirt.
D4=2: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.
D4=3:A group of 2d6+2 young adult goblins are practicing their fighting skills on each other. They will not bother the party.
D4=4:A group of 1d6 dwarven treasure hunters discoverd a hidden passageway. The passageway led them to a room. In the room, there was a chest filled with gold and gems. The chest was trapped. A dwarf named Ulgar is standing in front of the chest. His body is covered in burns and scars. He is wielding a battle-axe and he is ready to fight whoever enters the room. The dwarf has been trapped in the room for 1d6+3 days and is the only dwarf of the original party left alive.
d100 = 54
D4=1:A box of colorful chalk sits beside a chalkboard filled with strange diagrams.
D4=2: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.
D4=3:A group of mischievous imps has taken over the tower and are causing chaos and mayhem. It's up to the players to outsmart the imps and restore order.
D4=4:A group of 2d6 guards are patrolling the tower's walls. They are under the control of an elemental.
d100 = 55
D4=1: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.
D4=2:A spectral cat prowls the room.
D4=3:A lunar shadow chasing projections.
D4=4:A translucent apparition walks through the wall.
D4=2: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.
D4=3:Small chimes hang from the ceiling and occasionally ring without any noticeable cause.
D4=4:A gargoyle statue on a windowsill occasionally stretches its wings and readjusts its position.
d100 = 57
D4=1:The players see a wizard floating in the air. He is wearing a bright blue robe. He has no arms or legs or head. He has no body. He is floating in the air. His robe is blowing in the wind. The wizard is floating in the air above an open trap door that leads to the basement.
D4=2:The enchanted clock asks players to reminisce the time love changed their lives for escape instructions.
D4=3:Two men wearing hooded robes pass by the players. They are carrying a large casket on their shoulders.
D4=4:Rolok is working on a spell to animate a skeleton. He is not a hostile Necromancer. He has a soft spot in his heart for rogues and adventurers.
d100 = 58
D4=1:The tower has been invaded by a group of Orcs and the players must defend the tower from them!
D4=2:High above, a sky chamber where seven avian wizards contest aerial superiority. Navigating this vertical expanse proves imperative—joining one faction risks their fierce rivalries cascading down, impacting battlefield dynamics and altering the skies’ balance.
D4=3: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 as well as alert any nearby lizardmen camps via their communication skills with their chattering language that others are nearby and should come for an attack on the mages tower.
D4=4: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.
d100 = 59
D4=1:Encountering dancing, ethereal fire spirits drawn to intense emotions, the spirits either aid in battle with pyromancy or consume the party’s emotional energy to strengthen themselves.
D4=2: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.
D4=3:As you wander the halls, you come across a group of bored apprentices who are looking for some excitement. They challenge you to a game of magical hide-and-seek, where they will use their powers to hide in various locations throughout the tower while you try to find them. If you are able to find all of them within a certain time limit, they will reward you with a spell-scroll or magic item.
D4=4: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.
d100 = 60
D4=1:A group of women are gossiping about the strange death of a local noble. The players will discover that the noble was killed by a vampire who has been terrorizing the town.
D4=2:An ancient rug covers the floor with intricate designs.
D4=3:A snow globe sits on a pedestal, churning with scenes of magical battles and pristine landscapes.
D4=4:An old woman is selling some old, secondhand robes. She will sell them cheap if the PCs ask her to donate them to an orphanage or some other charity.
d100 = 61
D4=1:A wall-mounted sconce never seems to extinguish itself, always blazing bright.
D4=2:The tower's walls are decorated with enchanted paintings that come to life and tell stories of the tower's past inhabitants, including the wizard who built it. Through these paintings, you must solve a mystery and uncover a hidden treasure.
D4=3:A wizard who has been kidnapped by a cult of humanoids has left behind a note to his sister, asking her to find him.
D4=4:A man has opened a magic item shop. The shop is called 'The Shop of Wonders'. The man is an old, retired wizard. He sells magic items from his collection. Right now he has a magic sword for sale for 250,000 gold pieces. It's an epic +5 two-handed sword that can cast Bless, Haste, and Heal three times per day.
d100 = 62
D4=1: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.
D4=2:A pile of scrolls tied with different colored ribbons rests on a desk.
D4=4: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!
d100 = 63
D4=1:A verdant clamor whispering insights.
D4=2:You find a beautiful marble statue of a beautiful female elf, who appears to be holding a small vase in her arms. The statue is very detailed and is covered with precious gems, which are worth a small fortune.
D4=3: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!
D4=4:In the attic, a group of 1st level thieves are preparing to rob the tower when they leave on their next heist.
d100 = 64
D4=1:In the tower's alchemy lab, the players find a potion that can transform them into any animal they can think of. However, the effect only lasts for 1 hour and the players must be careful not to get stuck in their animal form.
D4=2:An old rotary telephone seems to ring, though it is not connected to anything.
D4=3: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.
D4=4:An orrery dispersal cycles.
d100 = 65
D4=1:A soft lullaby emanates from a music box.
D4=2:A murder mystery. A tower dweller has been murdered and placed on a library floor in the center of a pentagram. A demon was summoned to kill him and was caught in the act. The demon is currently being interrogated by the town guards. The demon will tell the party that Zalu will try to buy his freedom with a Death Curse. He will then hand over a letter that he wrote to Zalu asking him to cast a Death Curse on a person, along with a pile of coins. The party will be asked to go to the Demon Lord's palace and have him cast a Death Curse on the target. The demon has paid for the trip to the Demon Lord, but will only pay for one trip.
D4=3: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!
D4=4:A fireplace that roars to life with purple flames as the party approaches.
d100 = 66
D4=1:A map of the wizard tower is on display. The picture is of a cat sitting nest to a familiar-looking ceiling.
D4=2: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.
D4=3:The players enter a circular room filled with floating, glowing orbs. Each orb contains a memory of love from different lives. To advance, they must share a personal story of love, which will cause the orbs to coalesce and form a key.
D4=4:A series of marked stones determining fates.
d100 = 67
D4=1: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.
D4=2:Winter frost giants animate from murals on the walls. Players must break the runes summoning these giants to stop their assault.
D4=3:A door that vanishes and reappears.
D4=4:A row of cups clinking in harmony.
d100 = 68
D4=1:A statue of a wise wizard that occasionally whispers secrets.
D4=2:Sunlight amplifies traps in summer chambers, where magnifying lenses focus heat on players. They must disrupt the lenses to avoid incineration.
D4=3:A room filled with enchanted musical instruments. If the players can master an instrument, they can unlock secret passages or harness its magical powers in battles.
D4=4:A mischievous sprite hides behind a curtain, giggling.
d100 = 69
D4=1:A speaking skull typically offering unsolicited advice.
D4=2:The central parlor is occupied by a cunning mimic disguised as a luxurious throne, luring the party in with promises of rest and treasure before its predatory nature is revealed.
D4=3: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.
D4=4: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.
d100 = 70
D4=1: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.
D4=2:The battleground of twelve phoenix sorcerers flares ahead, their feud scorching the surroundings with fiery rebirth cycles. Engaging in this conflict aligns you with phoenixian rebirth, potentially granting immense power. However, remaining neutral could miss opportunities while avoidance encompasses danger as they engulf the area.
D4=3:A chessboard with pieces that move on their own.
D4=4:The tower has been invaded by a group of Orcs and the players must defend the tower from them!
d100 = 71
D4=1:A flock of birds is flying around the tower. It's an illusion created by a powerful wizard to cover up his work on his latest spell.
D4=2: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.
D4=3:A collection of strange and exotic plants lines the room.
D4=4:A tattered pennon waves a proud declaration of a bygone house, though no wind stirs.
d100 = 72
D4=1:A portrait of a stern wizard glares at you as you walk past.
D4=2:A raggedy-looking man approaches you and says, 'Hey, when's dinner?' You reply, 'I don't know, there's a schedule somewhere.'
D4=3:An evil wizard is trying to learn how to teleport. He has been studying this tower in hopes of finding out where it is located so he can teleport there himself.
D4=4: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.
d100 = 73
D4=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.
D4=2: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.
D4=3:A chandelier flickers with multi-colored lights.
D4=4:A series of lenses magnifying mind moments.
d100 = 74
D4=1:A floating lantern shows the way.
D4=2:Two 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
D4=3:A marble bust inquiring about current events.
D4=4:A rack of magical baking utensils that move on their own.
d100 = 75
D4=1:A deep-seated cavern harbors twelve alchemically enhanced creatures, their mistresses seeking perfection. Engagement choices revolve around aligning in alchemical pursuits gaining unpredictable potions or combating enhancements testing physical prowess.
D4=2:An autumn-colored forest within the tower appears peaceful until the trees animate and attack intruders. Players must pacify or destroy the living trees.
D4=3: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.
D4=4:Verily climb ash-stippled stairs into summer’s suffocating heat waves to coy chambers inserted with elegant, alive draperies of eldritch warmth. Investigative litty, now dangerous flora-warriors animate and winkered in fractured pacts, lamp golds, and the fire-eyed pixie phantoms striking manipulated bargains intermixed in such vivid narrows. Unravel these bargaining draper’s hidden truths, securing shade under canopy's umbrage whilst temperatures bear rising threats. Facing the flora-warriors head-on risks scorching truths boxed within their pledged instincts against cunningly bestowed gear-back generations litigating seasons' thoroughfares.
d100 = 76
D4=1:In a summer pyramid, the sun's rays are deadly. Players must traverse shadowed paths or create their own shade to proceed.
D4=2: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.
D4=3: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.
D4=4:An altar with strange symbols that glow faintly.
d100 = 77
D4=1: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.
D4=2: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.
D4=3: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.
D4=4: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!
d100 = 78
D4=1:A mysterious fog covers a section of the floor.
D4=2:A harp plays itself beautifully in the corner.
D4=3:The tower's resident diviner, a wise and mysterious old woman, offers to read the players' fortunes. However, the fortune she predicts may come true, for better or worse.
D4=4:A group of human cultists are worshiping a demon that lives in a pit in one of the rooms of the tower. An evil cleric is trying to summon a demon lord.
d100 = 79
D4=1: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.
D4=2:A stray owl sleeps on a window ledge.
D4=3:A young boy is running around the tower's grounds. He is trying to catch a bird that is flying around the tower's grounds.
D4=4:The players go down a hallway and turn a corner. They come across a room that appears to be a storage room. They will notice a locked door in the back of the room and a bunch of empty crates and barrels in the center of the room. If the players search around in the room, they will find a secret door that leads to a hidden room. The hidden room is filled with a bunch of books, papers, and ingredients for magic. This room is a secret library for Tarlok and the other residents of this tower. It is where they hide their books when they are not using them and it is where they store their ingredients.
d100 = 80
D4=1:Players see a dragon flying in the sky, but as they look closer, they realize it's just a wizard in dragon form testing out a new spell. The wizard is open to trading some of his spells for valuable magic items or ingredients.
D4=2: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.
D4=3:Players encounter a quaint room with a tea set for two. When they pour and share the tea, a message from old lovers appears, hinting at the way ahead.
D4=4: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.
d100 = 81
D4=1:A luminous inkpot shedding gentle glow.
D4=2:Encountering a cursed armory that projects illusions of monstrous invaders, the party must discern reality from delusion while navigating the charmed weapons' effects.
D4=3:An inkpot with an inexhaustible supply.
D4=4:A wall is lined with musical instruments that play by themselves.
d100 = 82
D4=1:Various colored crystals hover above a pedestal, rotating slowly.
D4=2:A group of travelers approach you and say, 'We're lost. Do you know how to get to the city of __________?' You reply, 'You were just there a minute ago.'
D4=3:A quill relaying satirical song.
D4=4:A wooden cuckoo clock endlessly chimes the wrong hour.
d100 = 83
D4=1: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 not do anything dangerous. If the players offer him a job, he will ask for double pay if there is any danger involved with the job. His name is Frank, and he HATES danger. Hates it! No danger! None!
D4=2:A teapot whistles with no heat source.
D4=3:A spellbook opens and flips through its pages.
D4=4:A chamber with a broken wand floating in the center. If the players can repair it, they can gain a powerful new wand with unique abilities.
d100 = 84
D4=1:The party encounters 2d4+2 undead creatures who are carrying a sign that says: "We are dead. Please see this is a good place to rest". The creatures will not attack no matter how many times they are hit.
D4=2:A tiny crystal floats gently in the air.
D4=3:A chalkboard has complex equations sketched upon it.
D4=4:The warm hearth in the cabin-like room roars to life when each player recounts their fondest memories. The flames reveal secret runes for a spell.
d100 = 85
D4=1:A stack of books teeters dangerously.
D4=2:A mystical candle flickering signs.
D4=3:An autumn-colored forest within the tower appears peaceful until the trees animate and attack intruders. Players must pacify or destroy the living trees.
D4=4: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.
d100 = 86
D4=1:A set of scales balances seemingly impossible weights.
D4=2:You hear a mental voice begging you to help it. It says that it was captured by the evil wizard and was locked in a room within the tower. The door is locked, and a magic eye is watching the door. The voice asks for the PCs to come rescue it.
D4=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.
D4=4:A floating quill scribbling indecipherable notes on a parchment.
d100 = 87
D4=1:An old cauldron gives off tendrils of colored smoke.
D4=2:Walls of ice close in from all sides during a winter encounter. Players must find and destroy the magical source controlling these glacial walls.
D4=3: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.
D4=4:In the tower's laboratory, the players find a mad scientist experimenting with creating hybrid creatures. The players must either help the scientist by gathering rare ingredients or stop him before he unleashes his creations on the world.
d100 = 88
D4=1:A diary that writes down everything happening in the tower.
D4=2:A child's enchanted toy soldiers are engaged in a never-ending mock battle.
D4=3:A small, enchanted fountain bubbles softly.
D4=4:In a room of ever-shifting shadows, a trapped shadowy doppelgänger of each party member waits to ambush them. Defeating these doubles entails besting themselves at their own abilities.
d100 = 89
D4=1: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.
D4=2: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.
D4=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.
D4=4: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.
d100 = 90
D4=1:The sound of a loud argument can be heard from the hallway ahead. If investigated, players will find a group of 1d8 humans who are arguing about whether or not there's life beyond the stars. One believes there is, the other seven believe there isn't.
D4=2:The party enters a crowd around an angry wizard. The wizard is yelling about how there are too many gangs in the city, and how he is planning to end the problem with the biggest fireball the world has ever seen!
D4=3:A secret society of powerful wizards holds their meetings in the tower. The players must infiltrate the society and gain their trust to uncover their true intentions.
D4=4: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.
d100 = 91
D4=1:A cabinet door swings open and shut, despite your efforts to close it.
D4=2:A room with a giant magical prism that creates a rainbow bridge to the other side. But the players must choose which colors and magical properties to use, as each choice leads to a different outcome.
D4=3: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.
D4=4:An old woman is selling some old, secondhand robes. She will sell them cheap if the PCs ask her to donate them to an orphanage or some other charity.
d100 = 92
D4=1:A group of 3d6+2 warlocks are studying at this tower in hopes of gaining more power. They are interested in learning more magic and maybe some extra power.
D4=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.
D4=3:A tea kettle whistles on a stove with no flame.
D4=4:A man named Samuel is in the area looking for work. If the players talk to him, he will tell them about how he was a wizard until he was banished from his tower. He will then ask them to hire him as their wizard. He will be able to cast one spell per day, and it will always be poorly cast and extremely easy to counter. He will do anything to get back into his tower.
d100 = 93
D4=1:In one of the tower's rooms, the players find a magical diary that contains powerful spells. However, in order to unlock the spells, they must solve a series of riddles written in the diary.
D4=2:A grand dining table invites characters to perform an imaginary but sincere dinner with their loved ones. Completion with passion and respect uncovers the next room.
D4=3:Drawn into primal vortex imbued with arcane energies, eleven chaos sorcerers wrest supernatural hegemony. Choices leading alliances wield chaos’s entropic sway—convergence with consequence retribution shapes landscapes around you.
D4=4:A magic item is moving around the tower. It has been lost for 2 months. It is seeking living humans to provide its power.
d100 = 94
D4=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.
D4=2:An eerie silence fills the room.
D4=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 not do anything dangerous. If the players offer him a job, he will ask for double pay if there is any danger involved with the job. His name is Frank, and he HATES danger. Hates it! No danger! None!
D4=4:An empty birdcage rocks back and forth gently.
d100 = 95
D4=1:You hear a mental voice begging you to help it. It says that it was captured by the evil wizard and was locked in a room within the tower. The door is locked, and a magic eye is watching the door. The voice asks for the PCs to come rescue it.
D4=2:A collection of strange and exotic plants lines the room.
D4=3: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.
D4=4:As you make your way through the hallways, you hear a lot of commotion coming from a nearby room. Inside, you find a group of chickens running around in a frenzy, chased by a frantic farmer who is desperately trying to catch them. The farmer will ask for your help in capturing the chickens, offering a small reward if successful. But be warned, some of these chickens may be under a strange spell and could prove to be quite a challenge to catch.
d100 = 96
D4=1:An array of floating candles lights the dark room. Enacting small romantic gestures will light up the path forward.
D4=2:As the players climb the stairs, they come across a massive library with magical books floating in mid-air. One book seems to be calling out to them and upon opening it, they are sucked into the pages and must navigate through a dangerous storybook adventure.
D4=3: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.
D4=4:An ornate piano plays sweet, somber tunes. Translating the music with emotional stories of love awakens the mechanism to advance.
d100 = 97
D4=1: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.
D4=2:Summer insects swarm a room, led by a wasp queen. Players must fend off the queen and her aggressive hive while solving a riddle to unlock the doors.
D4=3: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.
D4=4:A stone statue looks like it's been carved in the likeness of a figure you've never seen before. It has a slight hint of blue to it.
d100 = 98
D4=1:A floating quill is taking notes on your every move.
D4=2:A perspiring summer cove within the tower pulsates with dangerous excitement. Perfumed air hangs heavy as scenes of mirth and despair played by spectral actors pass like fevered hallucinations. Immense creatures of summer—dire insects crackling with unstable energy—buzz ominously around plants whose tendrils have stories to tell but thorns to sting. Each choice to follow a spectral path or engage the buzzing monsters influences the minds of each party member uniquely, sapping sanity or stirring hidden memories. The cove's enchanting promise screams failed allure if one loses the delicate balance.
D4=3:Autumn spirits set enchanted jack-o'-lanterns to explode. Players must identify safe pumpkins to remove or defuse.
D4=4: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.
d100 = 99
D4=1:The players hear a loud noise coming from the basement. A priest and a warrior are arguing over the best way to deal with a necromancer and his undead army.
D4=2:A sleepy dog snores loudly beneath the table, though you never saw it come in.
D4=3:A group of goblins approach you and say, 'What's dinner?'
D4=4:An old man approaches you and says, 'I'm looking for the wizard. Is he here?'
d100 = 100
D4=1:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
D4=2:An ancient tome flutters open on a lectern, its pages turning by themselves.
D4=3:A book on potion recipes lies open on a table, pages rustling as if caught by a nonexistent breeze.
D4=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.
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Other dice tiers for the wizard tower: D1, D6, D8, D10.
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