A complete D&D 5e random encounter table for wizard tower scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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 D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Wizard Tower encounter table
d100 = 1
D6=1: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.
D6=2:A battle is being fought in the courtyard between the wizard's guards and a group of traveling bards. The bards are trying to steal a large ruby from the wizard, who is watching from his tower balcony with a grin on his face. One of the bards looks like they're actually winning, they're so good at fighting!
D6=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.
D6=4:A bundle of dried herbs hangs from the rafters.
D6=5:A small chest continually squeaks and shifts as if something is trying to escape from within.
D6=6:A wall of mirrors stands in your way, reflecting your own images back at you. But as you get closer, you realize that the images are not just reflections but exact copies of yourselves. The doppelgangers attack, trying to eliminate their originals and take their place.
d100 = 2
D6=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!
D6=2:The tower's basement is a maze of shifting corridors and traps, designed to protect a powerful magical artifact. But the artifact has been stolen, and the party must navigate through the maze and retrieve it before it falls into the wrong hands.
D6=3: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.
D6=4:A group of traveling bards are staying in the tower overnight. They are entertaining the locals with their stories, songs, and jokes. One of the bards is secretly a vampire who is looking for a new place to lair.
D6=5:A magical broom occasionally stops to sweep up non-existent dirt.
D6=6: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.
d100 = 3
D6=1:A wooden cuckoo clock endlessly chimes the wrong hour.
D6=2:A glistening pond reflects the faces of loved ones. Players need to interact with the reflection to obtain clues or items essential to their journey.
D6=3:A floating message in a bottle bumps against the bookshelves.
D6=4:Squeaky floorboards echo your every step as you ascend a spiral staircase.
D6=5:A spectral cat prowls the room.
D6=6:An open book flaps its pages like wings and occasionally takes short flights across the room.
d100 = 4
D6=1: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.
D6=2:A room filled with floating crystals that change colors when touched.
D6=3:A wooden box vibrates slightly.
D6=4:Shadows flicker across the room, but there's no visible light source.
D6=5:A group of wizards is studying in a room off the main hall. They are studying magic. They will not bother the party.
D6=6:An arched window occasionally shows peeks into different seasons.
d100 = 5
D6=1:A floating chalice hovers nearby.
D6=2:A motionless figure cloaked in dark robes stands in the shadows, unresponsive to interaction.
D6=3: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.
D6=4:A collection of amorous spirits dwelling near an ancient tree provides the players with a heart-themed challenge for the way forward.
D6=5: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.
D6=6:A charred mark on the floor hints at a small explosion.
d100 = 6
D6=1:Fireflies creating patterns intercept the path. Arranging them into symbols of love illuminates the next passage.
D6=2:A tea kettle whistles on a stove with no flame.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:An autumn-colored forest within the tower appears peaceful until the trees animate and attack intruders. Players must pacify or destroy the living trees.
d100 = 7
D6=1:A lonely gramophone spins an endless tune, its needle ghostly as it floats above the record.
D6=2:A deck of tarot cards lies shuffled on a table.
D6=3:A black cat darts across your path.
D6=4:A collection of bottles that tap-dances on a shelf.
D6=5:A series of marked stones determining fates.
D6=6:Through a hall stark with golden decay, the alabaster floor sneers with malign lucency, and jeweled serpents unfurl from high pillars gleaming with bruised twilight hues. Their tongues deliver prophesies biased by ouroboros venom. Key-held gratings pulse with unstable flux of early-springtime economy in battle with the tower’s wintry layers. Balance your wants for economical stability against the ever-shifting messages of serpentine magic. Deliver the treasure and be supported by an unseen patron’s wealth, but beware the serpents' calculated lies as they start to manipulate your destiny.
d100 = 8
D6=1:A group of 2 men are walking down the hall. They are talking about how they will go out tonight and find some women to date.
D6=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.
D6=5:A tea kettle whistles on a stove with no flame.
D6=6:A silk strand suspending possibilities.
d100 = 9
D6=1:A crystal ball displaying scenes from the past, present, and future.
D6=2: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.
D6=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.
D6=4:An old, tattered wizard hat hangs on a hook.
D6=5:A spellbook opens and flips through its pages.
D6=6:A group of 2 thieves are walking down the hall. They are talking about how they will go out tonight and find some rich people to rob later tonight.
d100 = 10
D6=1:A celestial model orbiting mystique.
D6=2:Players find a magic mirror. When they look in the mirror, they see a random location in the world.
D6=3:A halfling illusionist named Sir Kirel Quip is being held captive by the tower wizard. He has been locked in the tower dungeon for a long time. He was once a great hero who saved the town of Waterdeep many years ago, but in his old age he became very reclusive. He refuses to see anyone or leave his cell.
D6=4:You find yourselves in a lavish hall filled with magical artifacts and guarded by six enchanted statues. Each statue animates upon detecting magical energy, forcing you to either avoid using spells or find a way to disable them. The artifacts whisper promises of immense power—if you can reach them through the dangers.
D6=5:Players wake up in the middle of the night to the sound of glass breaking from the room next to them. When they investigate, they find their old rival trying to break in 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.
D6=6:"Stop that! The wizard is going to be really mad."
d100 = 11
D6=1:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
D6=2:A parchment note is pinned with a dagger on a door.
D6=3:A vial of swirling mist sits on a shelf.
D6=4:A set of scales balances seemingly impossible weights.
D6=5: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.
D6=6: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.
d100 = 12
D6=1:A veiling curtain obscuring mysteries.
D6=2: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.
D6=3:One of the rooms in the tower is a time warp, causing the players to experience strange visions and flashbacks from different points in the tower's history. They must piece together the clues in order to solve a mystery and break free from the time warp.
D6=4:A column of ancient scrolls with glowing scripts.
D6=5: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?
D6=6: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 = 13
D6=1:A fireplace that roars to life with purple flames as the party approaches.
D6=2:A broom and dustpan seem to be sweeping by themselves in a corner.
D6=3:A small, harmless fire suddenly sparks in a nearby brazier.
D6=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.
D6=5:A bundle lofting secrets.
D6=6: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.
d100 = 14
D6=1: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.
D6=2:Runes etched onto the walls pulse with faint, arcane energy.
D6=3:A mysterious key dangles from the ceiling by a chain.
D6=4:A flickering illusion of a flame burns without heat.
D6=5: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.
D6=6: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.
d100 = 15
D6=1: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.
D6=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.
D6=3:Sunlight amplifies traps in summer chambers, where magnifying lenses focus heat on players. They must disrupt the lenses to avoid incineration.
D6=4:Two drunken knights stagger down the hall, arguing. One accuses the other of cheating at dice.
D6=5:Enchanted autumn leaves from a druid's spell flit around, stealing magical energy. Players need to catch these leaves to regain their magic.
D6=6:A tapestry showing famous spells, ever-changing.
d100 = 16
D6=1:The wizard living in the tower has a pet dragon who has gone missing. You must explore the tower and the surrounding area to find the dragon before it causes any harm.
D6=2: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.
D6=3:A hedgehog snoozes in a warm corner.
D6=4:A tapestry depicts a scene from an old battle.
D6=5:A group of merchants are arguing about the price of goods in their caravan. One of the merchants is a lizardfolk.
D6=6:A floating quill attempts to sketch unseen objects in the air.
d100 = 17
D6=1: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.
D6=2: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!
D6=3:You discover an ancient spell book hidden in the tower's library. The pages are blank, but the wizard living there believes it holds the key to unlocking a powerful spell. All you have to do is decipher the invisible text.
D6=4:A cabinet of curiosities.
D6=5:You see 7 hobgoblins leaving the tower with a large chest of gold on their shoulders.
D6=6: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.
d100 = 18
D6=1:A lifelike hologram of a wizard waves from within an old mirror.
D6=2:An inkpot with an inexhaustible supply.
D6=3:Unfinished wooden dolls stand on a workbench, eerily lifelike.
D6=4:A compass keeps pointing at an unknown direction inside the tower.
D6=5:The players come across a room filled with mirrors and upon touching one, they are transported to a parallel dimension where they must complete a task to earn a powerful magical artifact. However, they must be careful, as everything in this dimension is a reflection of their own actions and can have unexpected consequences.
D6=6:A group of gnomes have built a camp. They are on their way to the top of the tower to steal something.
d100 = 19
D6=1:A group of wizards from another mage tower approach the players and ask them to help them with their problem with giant lizards attacking their mage tower. They will offer the players a reward for helping them with their problem.
D6=2:Rats: A group of rats are running down the hall. They are carrying a large sack. The sack is full of grain.
D6=3: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.
D6=4:A group of 2d6+2 monsters are hunting in the area near the tower. They are trying to find food in this area.
D6=1: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.
D6=2: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.
D6=3:A row of cups clinking in harmony.
D6=4:A battered spellbook oscillates through ghostly hands, pages never gathering dust.
D6=5:An elven harp that plays enchanting melodies.
D6=6:A door knocker that always comments on the weather.
d100 = 21
D6=1:An irate merchant is walking down the hall. He is complaining about how the students beat him in a game of chess.
D6=2:A feathery quill writes prose on old parchments and then rolls them up.
D6=3:A strange map sprawls out on a table, with moving landmarks.
D6=4:An owl perched on a worn bannister hoots disdainfully as you pass by.
D6=5:The party encounters the Wizard's wife who has turned into an undead creature.
D6=6:A trumpet softly sounding horizons.
d100 = 22
D6=1:An altar with strange symbols that glow faintly.
D6=2:A group of mice in tiny wizard robes scurries through the tower.
D6=3:Wolf statues that move slightly in the corner of your eye.
D6=4: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.
D6=5: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.
D6=6:A wall full of framed, animated portraits.
d100 = 23
D6=1:A soft, otherworldly hum resonates through the walls.
D6=2:This tower is owned by an evil wizard. He is looking for an apprentice. He knows of 99 ways to kill a man. He is having a contest to see who can use their powers the best!
D6=3:A group of adventurers have stumbled into the tower, mistaking it for a treasure-filled dungeon. However, the wizard living there has a different idea and proposes a game of wits and skill to determine who earns the real treasure.
D6=4:An archer is hiding in a tree with his bow and arrow. He says, 'Do you know where the wizard is?'
D6=5:A jar of fireflies illuminates the room with a soft, warm glow.
D6=6: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.
d100 = 24
D6=1:Waffle Demon: A waffle demon is flying towards you. He is holding a plate of waffles.
D6=2: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.
D6=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.
D6=5: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.
D6=6:A mysterious fog covers a section of the floor.
d100 = 25
D6=1:Players find a potion that makes them believe they are an elf for 1d4+1 days.
D6=2:An enchanted quill is writing endlessly in a journal.
D6=3: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.
D6=4:At a high balcony overlooking a magical landscape, players must share their dreams and how love influenced them, unveiling a bridge made of light.
D6=5: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.
D6=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.
d100 = 26
D6=1:The party hears a man screaming in pain in one of the rooms. He is being tortured by one of the wizard's guards because he lost one of his claws while climbing up the tower and needs it replaced with something else.
D6=2:A talking door knocker asks for the password.
D6=3:A talking skull recites limericks and jokes.
D6=4:A stone gargoyle watches you intently from a corner.
D6=5:An ancient love seat grants wishes when players sit together and share their deepest hopes, materializing the next path.
D6=6:A group of 2d6+2 monsters are hunting in the area near the tower. They are trying to find food in this area.
d100 = 27
D6=1:A pile of scrolls tied with different colored ribbons rests on a desk.
D6=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.
D6=3:A book is chained to a pedestal, with a number of keys beside it.
D6=4:The tower's name is the Tower of High Wizardry. The party will be approached by a group of wizards who want the party to join their wizard's academy. If they accept, they will have to attend classes each day. If they do not, the wizards will attack. The wizards are 2nd level.
D6=5: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.
D6=6:A faintly glowing rune is etched into the wall.
d100 = 28
D6=1:A dusty wand sits on a pedestal.
D6=2:A window shows an outdoor scene that doesn’t match the surroundings.
D6=3:Within the tower’s central nexus, eight rogue sorcerers channel their magic causing the environment to rapidly shift—turning solid floors into pools of lava, creating sudden ice storms, and causing spontaneous vegetation to sprout. Navigating these wild shifts necessitates quick thinking and adaptability, with the chance to either align with the sorcerers or put an end to their chaotic play.
D6=4:A hand mirror showing future reflections.
D6=5:A woman wearing a red cloak and a black cowl is standing against the wall outside one of the rooms on this level of the tower. She looks up at the party with her sunken eyes. If the party talks to her, she will ask them if they have seen her missing cat, Tippy. She will not believe it if they say they have not and become angry at them if they say they have not seen the cat. She will demand that they tell her where her cat is right now. If they tell her that her cat is lost, she will say that if they find her cat, she will pay them 500 gold pieces.
D6=6:A random squawk echoes from a covered birdcage in the corner.
d100 = 29
D6=1:A group of 2 thieves are walking down the hall. They are talking about how they will go out tonight and find some rich people to rob later tonight.
D6=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.
D6=3:Unexpectedly the party spooks a large group of deer on a hunting expedition. The deer stampede past the party, running for their lives. The deer will not stop running until they are several miles away from the tower.
D6=4: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.
D6=5:A cat that speaks in riddles but offers no real answers.
D6=6:A bookshelf animates, rearranging itself in front of you.
d100 = 30
D6=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?
D6=2: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.
D6=3:A phantom hand waves hello.
D6=4: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.
D6=5:A box of colorful chalk sits beside a chalkboard filled with strange diagrams.
D6=6:An enchantment workshop unexpectedly comes to life, with animated tools and unfinished constructs either proving helpful aides or unpredictable hindrances in the party’s path.
d100 = 31
D6=1:A mysterious piece of furniture that emits occasional giggles.
D6=2:Dust motes swirl lazily in the air.
D6=3: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.
D6=4:A group of young adventurers are being told stories by an old adventurer who is staying in the tower. He is telling them about his adventures when he was young and adventuring with a group of five other adventurers, one of whom was a Halfling named Jimbo.
D6=5: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.
D6=6:A mysterious watch ticks down to an unknown event.
d100 = 32
D6=1: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.
D6=2:A thief is sneaking around the tower. The thief will try to steal something from the players' room and run away before the players wake up. What is stolen will depend on what is in the room.
D6=3:A pair of spectacles showing memories.
D6=4:An enchanted rug that transports players to a different room.
D6=5:In one of the tower's rooms, the players find a magic mirror that shows them a distorted version of themselves. They must face their inner demons and overcome their darkest fears in order to break the mirror's curse.
D6=6:A half-finished magical circle is drawn on the floor with chalk.
d100 = 33
D6=1:A spiral of mist hovering in the middle of the room.
D6=2:A dais exuding hug forms.
D6=3:You hear a crazy laugh. A crazy old man is sitting in an alcove. He is laughing at you. The man is Rhygar, the wizard's old friend. He has gone mad. Rhygar says there were two of him. Rhygar says he is still searching for the second half of him.
D6=4: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.
D6=5:Surrounded by a tempest of magical energy, you encounter an imprisoned elemental lord. Bound by eight arcane chains, the lord’s rage threatens to tear the tower asunder. Freeing the elemental can gain you a powerful ally at the cost of releasing chaos into the world, or you can rebind the chains at great personal risk.
D6=6:A gargoyle statue on a windowsill occasionally stretches its wings and readjusts its position.
d100 = 34
D6=1:A powerful magical artifact is hidden in the tower, but the only way to retrieve it is by answering riddles from a wise old wizard. But be warned, for if the party fails, they will be cursed with bad luck for the rest of their journey.
D6=3:A spellbook opens and flips through its pages.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 35
D6=1:A talking statue gives prophecies, though they rarely make sense.
D6=2:A skeleton sits at a writing desk, appearing deep in thought.
D6=3:A painting that moves and rearranges itself.
D6=4:An enchanted snowfall in a winter garden freezes players slowly. They must reignite frozen bonfires scattered throughout the room to stay warm.
D6=5:A spiraling staircase leads to a brilliant obsidian door engraved with ancient runes. As the party approaches, the runes glow with a dull intensity, and a booming voice asks each person a riddle. Should they answer incorrectly, the air around them becomes thick as if the oxygen is being sucked out.
D6=6:An old rotary telephone seems to ring, though it is not connected to anything.
d100 = 36
D6=1:An animated dice set rolling constantly.
D6=2:A wand with a glowing tip lies on a desk.
D6=3:A pile of scrolls tied with different colored ribbons rests on a desk.
D6=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.
D6=5:An old suit of armor is missing a piece.
D6=6:A group of adventurers have stumbled into the tower, mistaking it for a treasure-filled dungeon. However, the wizard living there has a different idea and proposes a game of wits and skill to determine who earns the real treasure.
d100 = 37
D6=1: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.
D6=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.
D6=3:A man named Johny is trying to get into the tower. He wants to sell the wizard a magic item.
D6=4:An old woman is sitting at a table, writing a letter on a scroll. The candle in front of her is the only light in the hall.
D6=5:Several books have been torn to shreds. There is blood on the floor.
D6=6: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.
d100 = 38
D6=1: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.
D6=2:A group of temperamental fire elementals have taken up residence in the tower's fireplace and refuse to leave. The party must find a way to either calm them down or banish them back to their own realm.
D6=3: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.
D6=4: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.
D6=5:A group of assassins with crossbows are hiding behind a tree. They say, 'We're good. We just want to talk.'
D6=6:A bronze dragon head decorates a fountain in the hallway.
d100 = 39
D6=1:An old man approaches you and says, 'I'm looking for the wizard. Is he here?'
D6=2:A large mirror reflects a slightly different version of the room's contents.
D6=3:Scorch marks tell of a mishap with fire spells in a training room.
D6=4:A rack of magical baking utensils that move on their own.
D6=5: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.
D6=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.
d100 = 40
D6=1: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.
D6=2:A notebook that writes itself when you speak to it.
D6=3: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.
D6=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.
D6=5: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.
D6=6:A winding sheet music that plays an eerie tune by itself.
d100 = 41
D6=1:A pair of shoes walking around mischievously.
D6=2: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.
D6=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.
D6=4:A man dressed in fine clothes and a top hat is walking down the hall. He looks very important and wealthy. He looks like he is on his way to an important meeting with important people in the city.
D6=5:The wings on a gargoyle statue start flapping rapidly, signaling a hidden passage underneath it. The passage leads to a secret laboratory where the wizard has been conducting experiments on magical creatures. The party must decide whether to stop the experiments or use them to their advantage.
D6=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.
d100 = 42
D6=1:In an autumn festival hall, all food and drink are bewitched. Consuming anything causes enraging hallucinations that make players attack allies. They must find a way to break the feasting curse.
D6=2:A spectral opera continues endlessly in the tower’s theater, wasting powerful arcane energy. Seven ghostly actors play their parts fueled by the life essence of trapped mortals. Freeing the mortals grants gratitude but also attracts the wrath of the lead actor, a powerful ghost who seeks to bind new victims to the performance.
D6=3:A group of traveling merchants are setting up their tents outside the tower for the night. They are in town to do business with the wizards and other notable people living in the tower.
D6=4: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.
D6=5:Scorch marks tell of a mishap with fire spells in a training room.
D6=6:A talking skull recites limericks and jokes.
d100 = 43
D6=1:An intricate, heart-shaped puzzle asks for in-depth knowledge of emotions and love to be reconstructed.
D6=2:A wizard is studying a book on astral projection. He is worried that he will not be able to return to his body if he casts the spell. His name is Abromel, level 20 wizard. He is worried because he has been caught in astral form twice before, and it wasn't fun.
D6=3: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.
D6=5: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.
D6=6:A magical lamp allows you to see things that are invisible.
d100 = 44
D6=1:The wizard's servants have a large dog that will attack anyone who tries to enter the tower. The dog is actually a werewolf who they let out at night when they go to sleep.
D6=2:A dais exuding hug forms.
D6=3:A magical portal has formed outside the wizard tower. Inside, six beholders are smashing their way in. They have destroyed many windows. It costs 1,000 gold to fix them.
D6=4:A small, ornate chest glows faintly.
D6=5:A pile of scrolls tied with different colored ribbons rests on a desk.
D6=6:A cage with a parrot that repeats everything it hears.
d100 = 45
D6=1:A group of gnomes have built a camp. They are on their way to the top of the tower to steal something.
D6=2:A 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. They will ask players for help.
D6=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.
D6=4: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.
D6=5:The wizard's study is filled with cursed tomes and scrolls that can only be deciphered with the help of a powerful crystal. But the crystal has been shattered and scattered throughout the tower, and the party must find and reassemble it.
D6=6:In an autumn festival hall, all food and drink are bewitched. Consuming anything causes enraging hallucinations that make players attack allies. They must find a way to break the feasting curse.
d100 = 46
D6=1:A carpet that tries to trip anyone who steps on it.
D6=2:A stack of papers flips through its pages.
D6=3: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.
D6=4:A dusty wand sits on a pedestal.
D6=5: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.
D6=6:A brass telescope is pointed out an open window.
d100 = 47
D6=1:The room perpetually tidies itself while you stand still.
D6=2: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.
D6=4:In the tower's entry hall, a magical mirror shows the most critical decision each character must soon make. Gazing too long risks a temporary possession by a vengeful spirit imprisoned within the mirror.
D6=5:A slowly rotating hourglass never runs out of sand.
D6=2:Rats: A group of rats are running down the hall. They are carrying a large sack. The sack is full of grain.
D6=3:A thick haze of incense lingers in the air, making you slightly drowsy.
D6=4: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.
D6=5:A group of merchants are arguing about the price of goods in their caravan. One of the merchants is a lizardfolk.
D6=6:A broom closet door rattles gently.
d100 = 49
D6=1:A dancing scarecrow sways to music only it can hear.
D6=2:A stone pedestal holds a glowing sphere.
D6=3:Rats: A group of rats are running down the hall. They are carrying a large sack. The sack is full of grain.
D6=4:A chessboard with pieces that move on their own.
D6=5:A spectral opera continues endlessly in the tower’s theater, wasting powerful arcane energy. Seven ghostly actors play their parts fueled by the life essence of trapped mortals. Freeing the mortals grants gratitude but also attracts the wrath of the lead actor, a powerful ghost who seeks to bind new victims to the performance.
D6=6:Pollen bombs in a spring chamber explode and release toxic gasses. Players must identify and disarm these bombs.
d100 = 50
D6=1:The floor vibrates with unstable magic as competing currents clash. Five elemental mages are attempting to harness this chaos to ascend to greater power. Interrupting their ritual can cause an intense magical feedback loop, while aiding them may result in mutual destruction or unexpected alliances.
D6=2:A cloud of foul-smelling smoke pours out of one of the windows on the top floor of the tower. The smoke is actually coming from a realm of demons known as the Pits of Smoke. It's a home to demons and undead creatures that breathe poison and smoke.
D6=3:An autumn harvest turns sinister when animated farming tools attack players. They must find the necromancer responsible and end his control.
D6=4:You encounter a room bathed in a sickly green glow, where ghostly images of seasons past flit through the air. The essence of spring’s rebirth mixes with the rot of autumn, creating an unsettling aurora. At its center, an orb pulses with life, guarded by three ethereal guardians whose erratic movements suggest both madness and a haunting intelligence. Each riddle they pose is layered with sinister implications, and failure to answer condemns you to face one of three cunning illusions that can trap the mind in a labyrinthine despair.
D6=5: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.
D6=6:Fireflies creating patterns intercept the path. Arranging them into symbols of love illuminates the next passage.
d100 = 51
D6=1:A set of sleepy, animate dolls.
D6=2: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.
D6=3:A ghostly servant dusts the furniture, acknowledging you with a nod.
D6=4:A tiny, enchanted boat sails across the surface of a consistently refilled basin.
D6=5:An elven harp that plays enchanting melodies.
D6=6:A group of humans and elves are trying to figure out what to do with a group of 2d4 goblins that were captured after a battle earlier in the day.
d100 = 52
D6=1:A floating quill attempts to sketch unseen objects in the air.
D6=2:You come across a room filled with mysterious glowing orbs, each one containing a different spell. The wizard offers you a chance to harness the power of one of the orbs, but warns of the consequences.
D6=3:Intense summer heat warps the air, causing distortions. Players must find the exit while dealing with mirages and heat exhaustion.
D6=4: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.
D6=5:The room smells faintly of lavender.
D6=6:A small chest continually squeaks and shifts as if something is trying to escape from within.
d100 = 53
D6=1:You see two hobgoblins standing by their horses, waiting for the two other hobgoblins that are taking care of their horses.
D6=2:Players come across a group of merchants from another city. They are selling expensive magical items at a high price.
D6=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.
D6=4: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.
D6=5: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!
D6=6: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.
d100 = 54
D6=1:A door that constantly changes colors but remains locked.
D6=2:A faint echo of past conversations fills the room.
D6=3:A mirror reveals missing objects from a room, but fetching them out proves impossible.
D6=4:An archer is hiding in a tree with his bow and arrow. He says, 'Do you know where the wizard is?'
D6=5:A stone pedestal holds a glowing sphere.
D6=6: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.
d100 = 55
D6=1:A random gust of wind flips through the pages of an open grimoire.
D6=2:A room filled with intricate clockwork automata enacts endless scenes. One amongst them possesses sentience and struggles to escape its mechanical fate, pleading for the party’s intervention.
D6=3: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.
D6=4:A magical forge within the basement creates potent weapons and armor if fed rare minerals. However, an enraged earth elemental guards the forge, attacking anyone attempting to use it without proper tribute.
D6=5: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.
D6=6:A group of 1d10+2 Halflings are gathered outside the tower. They are here to trade with the wizard. If the players approach, they will ask them to join in their game of crokinole. If the players do, they will be stuck there for an hour and a half while the halflings play a marathon game that never ends.
d100 = 56
D6=1:Rats: A group of rats is running down the hallway. They are carrying a large sack. The sack is full of grain.
D6=2:A 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. They will ask players for help.
D6=3:An empty lectern speaks aloud passages from a spellbook that isn’t there.
D6=4:Squeaky floorboards echo your every step as you ascend a spiral staircase.
D6=5:A map on the wall provides information about creatures in the surrounding land.
D6=6:The enchanted clock asks players to reminisce the time love changed their lives for escape instructions.
D6=2: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.
D6=3:A series of scratch marks mar the floorboards leading to a sealed trapdoor.
D6=4: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.
D6=5: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.
D6=6:A set of statues that change their poses when unobserved.
d100 = 58
D6=1:"Stop that! The wizard is going to be really mad."
D6=2:A group of traveling merchants are setting up their tents outside the tower for the night. They are in town to do business with the wizards and other notable people living in the tower.
D6=3:Runes etched onto the walls pulse with faint, arcane energy.
D6=4:A cup filled with liquid moonlight.
D6=5:A stack of books teeters dangerously.
D6=6:A wall full of framed, animated portraits.
d100 = 59
D6=1: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.
D6=2:A wall is covered with various magical scrolls.
D6=3:An ancient love seat grants wishes when players sit together and share their deepest hopes, materializing the next path.
D6=4:A mysterious watch ticks down to an unknown event.
D6=5:A chandelier flickers with multi-colored lights.
D6=6: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 = 60
D6=1: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.
D6=3: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.
D6=4: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.
D6=5:A bored apprentice leans against the wall.
D6=6: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.
d100 = 61
D6=1: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.
D6=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 they will catch the criminal because they have the best guards in the world protecting them.
D6=4:A member of the clergy is being held in a locked room in the tower.
D6=5:A wind chime whispering fortunes.
D6=6:A cat with glowing eyes observes you from atop a bookshelf.
d100 = 62
D6=1: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.
D6=2:A verdant clamor whispering insights.
D6=3:The floor vibrates with unstable magic as competing currents clash. Five elemental mages are attempting to harness this chaos to ascend to greater power. Interrupting their ritual can cause an intense magical feedback loop, while aiding them may result in mutual destruction or unexpected alliances.
D6=4:A plume of smoke taking on various shapes and forms.
D6=6:A harp plays itself beautifully in the corner.
d100 = 63
D6=1:A wizard who has been kidnapped by a cult of humanoids has left behind a note to his sister, asking her to find him.
D6=2:A group of 2d6 goblins are engaged in a heated argument about where they should go next to look for treasure and food.
D6=3:A group of traveling bards are staying in the tower overnight. They are entertaining the locals with their stories, songs, and jokes. One of the bards is secretly a vampire who is looking for a new place to lair.
D6=4:A small, glowing orb of light follows you around out of curiosity.
D6=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.
D6=6: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...
d100 = 64
D6=1:Rats: A group of rats are running down the hall. They are carrying a large sack. The sack is full of grain.
D6=2:A group of 2d6 guards are patrolling the tower's walls. They are under the control of a gargoyle.
D6=3:A random wizard is sitting. He has one leg. He is reading a book about how to make one footed shoes. He is reading the book very hard.
D6=4: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.
D6=5:A faint sound of bubbling can be heard from a nearby room.
D6=6:A peculiar smoke wafts under a locked door.
d100 = 65
D6=1:A tiny dragon sleeps in a shoebox.
D6=2:A parlor is decorated with exotic cushions floating above the floor.
D6=3: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.
D6=4:The tower’s highest spire contains a nest belonging to a family of griffons. Their eggs can grant visions of the future, but retrieving them risks inciting the fierce protective instincts of their parents.
D6=5:An assassin with a crossbow is hiding behind a tree. He says, 'Do you know where the wizard is?'
D6=6:A mirror that occasionally shows a glimpse of another dimension.
d100 = 66
D6=1: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.
D6=2: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.
D6=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.
D6=4:A vine-like plant stretches its tendrils towards you, seemingly reaching for attention.
D6=6:A cursed item in the tower has caused the tower's inhabitants to switch bodies with one another. The players must figure out how to break the curse before it becomes permanent.
d100 = 67
D6=1: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.
D6=2: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.
D6=3:A dusty wand sits on a pedestal.
D6=4:An intricate mirror maze houses seven Necromancers manipulating reflections’ undead snaking through illusions. Unraveling their control requires combining intellect and force, each shattered mirror releasing confined spirits altering future necromantic interactions.
D6=5:The room perpetually tidies itself while you stand still.
D6=6: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!
d100 = 68
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=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.
D6=6:Spring rains have turned a large room into a mudslide, making movement treacherous. Players must reach high ground before being swept away.
d100 = 69
D6=1: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.
D6=2: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.
D6=3:A chessboard with pieces that move on their own.
D6=4: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.
D6=5: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.
D6=6:A vial of swirling mist sits on a shelf.
d100 = 70
D6=1:A floating candle leads you down a dark corridor.
D6=2: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?
D6=3:A small workbench is cluttered with vials of strange, bubbling liquids.
D6=4: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.
D6=5:The echoing tower stairs lead to a dimly lit study cluttered with maps, all promising paths to hidden relics such as those sought by empires long gone. A tall figure—half mortal, half-construct—rises from the chair, pointing to the maps with fingers that have stories of treachery. The magic infusing the figure riddles you with images of kingdoms betrayed, ancient curses linked to family lines, and the tower's master still manipulating games of power. Solve the cryptic maps’ enigma or face the automaton’s relentless, algorithmic combat skill rooted in forgotten wars.
D6=6:A small animate broom follows behind you attempting to clean any dirt you bring in.
d100 = 71
D6=1:A beautiful but sad ghost wanders aimlessly. Characters must rekindle its joy through memories or song, revealing a portal to advance.
D6=2:A library has been infested by wererats! The wererats are fighting with the local rat population over territory!
D6=3:A statue of a long-forgotten deity stands gracefully.
D6=4: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.
D6=5:The room smells faintly of lavender.
D6=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.
d100 = 72
D6=1: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.
D6=2:A group of 2d10+10 orcs and 2d10 ogres are preparing to attack the tower while the players are inside it.
D6=3: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.
D6=4:A group of hunters are trying to chase down a deer with big antlers.
D6=5:Inside a locked room of the tower, the players find a young girl who claims to be the princess of a faraway kingdom. She pleads with them to help her escape, but when they find a way to open the door, they are met with a powerful guardian who will stop at nothing to keep the princess locked away.
D6=6:A room covered with notes and drawings about arcane experiments.
d100 = 73
D6=1:A piece of chalk writes notes on a blackboard.
D6=2:A man named Johny is trying to get into the tower. He wants to sell the wizard a magic item.
D6=3:A room filled with floating crystals that change colors when touched.
D6=4:The tower's observatory is home to a powerful telescope that can show visions of distant lands and even the future. The players may use it to gain insight or make important choices for their journey.
D6=5: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.
D6=6: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.
d100 = 74
D6=1:A cat with glowing eyes observes you from atop a bookshelf.
D6=2: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?
D6=3:As you cross a bridge suspended in a void, three powerful wyverns appear, their eyes glowing with enchanted hunger. One speaks telepathically, offering safe passage in exchange for a precious memory or cherished companion. Refusing or attempting to fight them risks falling into the endless abyss below.
D6=4:Crystals floating mid-air display past romantic scenes. Characters must carefully react to the right moments, aligning their current actions with the emotions displayed to progress.
D6=5:A trio of animated paintbrushes continually work on a landscape painting.
D6=6:You encounter a room filled with clocks, all telling different times.
d100 = 75
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:Two drunken knights stagger down the hall, arguing. One accuses the other of cheating at dice.
D6=5:A random wizard is sitting. He has one leg. He is reading a book about how to make one footed shoes. He is reading the book very hard.
D6=6:A staff wedged between bookshelves will automatically move if you try to take it.
d100 = 76
D6=1: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.
D6=2:A mysterious key floats in mid-air, just out of reach.
D6=3:A shoebox filled with enchanted clockwork mice rolling and flipping through the air.
D6=4:A group of wizards from another mage tower approach the players and ask them to help them with their problem with giant lizards attacking their mage tower. They will offer the players a reward for helping them with their problem.
D6=5:A raven watching silently.
D6=6:A tiny dragon lounges on a pile of gold coins in the corner.
d100 = 77
D6=1:A door that constantly changes colors but remains locked.
D6=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.
D6=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.
D6=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.
D6=5:A glass dish holds animated gumdrops that leap about.
D6=6: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...
d100 = 78
D6=1:A shifty man is walking down the hallway, mumbling to himself. He is carrying a large sack on his back.
D6=2:A sentient, stone heart sits in the middle of an empty chamber. It invites players to share an act of bravery made for love. Doing so makes it beat and uncover a hidden lever.
D6=3:Candles that light up automatically as players step into the room.
D6=4:A cage with a parrot that repeats everything it hears.
D6=5: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!
D6=6:A room covered with notes and drawings about arcane experiments.
d100 = 79
D6=1:Two magical figures are playing chess on a floating board.
D6=2:A tiny dragon lounges on a pile of gold coins in the corner.
D6=3:A group of 2d6 guards are patrolling the tower's walls. They are under the control of a dragon-fly.
D6=4:A globe that shows constellations instead of lands.
D6=5: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.
D6=6: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.
d100 = 80
D6=1:A bouquet of flowers that wilts and blooms in a repeating cycle.
D6=2:A man is walking down the hall, muttering to himself. He is wearing robes, but they are covered in blood.
D6=3:An old wardrobe leading nowhere but occasionally echoing footsteps.
D6=4: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.
D6=5:A crochet hook rapidly completes a blanket, stitch by stitch.
D6=6: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.
d100 = 81
D6=1: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.
D6=2:Squeaky floorboards echo your every step as you ascend a spiral staircase.
D6=3:A wizard wearing a blue robe is sitting on the floor of a hallway playing with a ball of blue magical energy. There is a cat asleep next to him.
D6=4:A magpie nest holding shiny trinkets.
D6=5:An enchanted mop is cleaning the floor on its own.
D6=6:A wall is lined with musical instruments that play by themselves.
d100 = 82
D6=1:A man in black robes approaches you and says, 'Can we speak in private?'
D6=2: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.
D6=3:A unicorn figurine that seems to come to life with dance-like movements.
D6=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.
D6=5:A half-finished magical circle is drawn on the floor.
D6=6:In a vault of shadows and whispers, five enchanted mirrors stand guard, each holding the image of a season. The autumn mirror shows a forest ablaze in spectral fire, where the winter mirror presents a storm trapping lost souls in the freezing wind. The mirrors are veiled portals to realms with their own sinister challenges. A corrupted former wizard-turned-shadow haunts the reflections, offering dark knowledge for a grievous price. Navigating these mirror portals risks binding you to one of these foreboding seasons, where escape means shattering an innocent soul that took refuge within.
d100 = 83
D6=1:A group of traveling merchants are setting up their tents outside the tower for the night. They are in town to do business with the wizards and other notable people living in the tower.
D6=2:A celestial model orbiting mystique.
D6=3:An evil monster has decided to live in the tower now. It likes the high perch from which it can see the surrounding area.
D6=4:An old wardrobe leading nowhere but occasionally echoing footsteps.
D6=5:A spectral opera continues endlessly in the tower’s theater, wasting powerful arcane energy. Seven ghostly actors play their parts fueled by the life essence of trapped mortals. Freeing the mortals grants gratitude but also attracts the wrath of the lead actor, a powerful ghost who seeks to bind new victims to the performance.
D6=6:Wolf statues that move slightly in the corner of your eye.
d100 = 84
D6=1:A set of rune-covered scrolls floats slightly above the desk as if weightless.
D6=2: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.
D6=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.
D6=4:An enchanted book flips through pages of famous love poems and letters. Each character must add their own words, and when acknowledged by the book, an unseen door quietly creaks open.
D6=5: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.
D6=6:The party discovers a hidden chamber filled with strange and ancient artifacts, each with a powerful magical property. But using these artifacts comes with a price, and the party must decide if it's worth the risk.
d100 = 85
D6=1:An ethereal battlefield emerges, spectral warriors of eons clash incessantly. Ten wraith-lords maintain mastery, each crafting spectral realms, negotiating or defeating reshapes spectral terrain causality, uncovering broader arcane disturbances.
D6=2:A magic item is moving around the tower. It has been lost for 2 months. It is seeking living humans to provide its power.
D6=3:A pile of scrolls tied with different colored ribbons rests on a desk.
D6=4: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.
D6=5: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.
D6=6:A floating candle lights your way through the corridor.
d100 = 86
D6=1:A pair of spectacles showing memories.
D6=2: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.
D6=3:A small animate broom follows behind you attempting to clean any dirt you bring in.
D6=4:A fishbowl sits atop a column, its golden fish making looping patterns in the water.
D6=5:Pets of the tower’s former wizard—animated suits of armor, living dolls, or enchanted brooms—mistake the party for intruders, demanding either combat or clever negotiation to pass.
D6=6:Entering the grand hall, the floor collapses into a pit filled with shifting, animate books. These enchanted tomes swarm like angry bees, each casting random spells. Securing a particularly powerful grimoire at the center requires navigating this perilous swarm, with the risk of permanent magical transformation.
d100 = 87
D6=1: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.
D6=2:An animated dice set rolling constantly.
D6=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!
D6=4:A dark corner hides an intricate, web-spinning spider.
D6=5:A collection of strange and exotic plants lines the room.
D6=6:A half-eaten sandwich sits on a lab table, untouched for who knows how long.
d100 = 88
D6=1: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.
D6=2: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.
D6=3:A tarot deck shuffles itself endlessly on an old velvet cloth.
D6=4:A group of 2d4 goblins are trying to figure out how to get past a locked door without alerting the humans and elves that are guarding it.
D6=5:A clock with hands that move in reverse.
D6=6: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.
d100 = 89
D6=1: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.
D6=2:A group of wizards are chanting in a room off the main hall. They are preparing for a large spell. They will not bother the party.
D6=3: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.
D6=4: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!
D6=5:The air is thick with the smell of old paper and ink.
D6=6:A brass telescope focuses on a constellation visible only from an enchanted window.
d100 = 90
D6=1:A devious crystal chandelier holds secrets in its refracting lights. Solving the luminary puzzle reveals hidden passages but plunges other parts of the tower into impenetrable darkness.
D6=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.
D6=3: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.
D6=4:The tower's treasure room, filled with gold and valuable artifacts, is guarded by a powerful golem. The players must defeat the golem in order to claim the treasure as their own.
D6=5:A group of 4 guards are walking down the hallway. They are talking about how the wizard is a weirdo and how he doesn't even have a beard.
D6=6:The master of the prison wants the group of people who Barik Sludge was trying to take as slaves - so he is willing to let them escape, if they will go to the world's end and collect a magical artifact that is waiting for them. Barik Sludge is evil and has been trying to trick them into doing something without telling them what it is. He is an evil halfling.
d100 = 91
D6=1:A bookcase hiding a secret room.
D6=2: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.
D6=3: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.
D6=4:An ornate, half-burned rug covers the floor.
D6=5:A half-chewed mouse lies discarded beneath an arcane alembic.
D6=6:Within a room decorated with whimsical pastel lights, players find a chest labeled 'open with love'. They need to serenade the room with a song or poem, and if they succeed, the chest unlocks a concealed route.
d100 = 92
D6=1: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.
D6=2:A summer chamber with shifting sands hides ankle-grabbing serpents. Players need to pacify or avoid these creatures to progress.
D6=3:A writing desk with drawers that seem to rearrange their contents.
D6=4:A set of scales balances seemingly impossible weights.
D6=5:A verdant clamor whispering insights.
D6=6:A talking statue gives prophecies, though they rarely make sense.
d100 = 93
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=5:An assassin with a crossbow is hiding behind a tree. He says, 'Do you know where the wizard is?'
D6=6: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.
d100 = 94
D6=1:A ceramic jar singing softly when touched.
D6=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!
D6=3:A window showing a different landscape than the outside surroundings.
D6=4:A series of marked stones determining fates.
D6=5:A set of scales balances seemingly impossible weights.
D6=6:A group of temperamental fire elementals have taken up residence in the tower's fireplace and refuse to leave. The party must find a way to either calm them down or banish them back to their own realm.
d100 = 95
D6=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.
D6=2:The party discovers a hidden chamber filled with strange and ancient artifacts, each with a powerful magical property. But using these artifacts comes with a price, and the party must decide if it's worth the risk.
D6=3:An animate quill floating around and correcting errors in nearby books.
D6=4:The players come across a magically sealed door that can only be opened by solving a riddle related to the tower's history. The answer may lie in the nearby library or a hidden secret within the tower itself.
D6=5:An old wizard is sitting at a desk filled with scrolls. He is frantically writing something on a large scroll of parchment. The scroll is about 8 feet long. He will not stop writing or look up.
D6=6:The wizard living in the tower has a pet dragon who has gone missing. You must explore the tower and the surrounding area to find the dragon before it causes any harm.
d100 = 96
D6=1:A skeleton sits at a writing desk, appearing deep in thought.
D6=2:An illuminated manuscript emitting a gentle hum.
D6=3:An animated chessboard where the pieces battle each other fiercely.
D6=4: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.
D6=5: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.
D6=6:A magpie nest holding shiny trinkets.
d100 = 97
D6=1: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.
D6=2: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.
D6=3:A soft rain of multicolored sparkles falls from the ceiling.
D6=4:A paddling pool of glittering liquid.
D6=5:A quill relaying satirical song.
D6=6:Spring rain floods a chamber, rapidly filling it with water. Players have limited time to find the mechanism to drain the room or risk drowning.
d100 = 98
D6=1: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.
D6=2:A wizard named Darryl 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.
D6=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.'
D6=4: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
D6=5: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.
D6=6:A swarm of magical butterflies flutters.
d100 = 99
D6=1: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
D6=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.
D6=3: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.
D6=4:A pottery shard sits on display with a glowing symbol.
D6=5:Two strange men are arguing in the hallway. They are arguing about the nature of magic. One man believes that magic is restricted to wizards, while the other man believes that magic is restricted to clerics and priests.
D6=6:A group of traveling merchants are setting up their tents outside the tower for the night. They are in town to do business with the wizards and other notable people living in the tower.
d100 = 100
D6=1:A disembodied hand scuttles underfoot, searching for something.
D6=2: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.
D6=3: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.
D6=4:A lunar shadow chasing projections.
D6=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.
D6=6:A room filled with moving statues that hold ancient curses within them. The players must choose wisely which statues to touch and which to avoid, or suffer terrible fates.
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A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Other dice tiers for the wizard tower: D1, D4, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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