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D8 Wizard Tower Random Encounters

D&D 5e · 800 scenarios · Roll d100 → roll D8

A complete D&D 5e random encounter table for wizard tower scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 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

  1. When the party enters a wizard tower, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D8 to pick one of 8 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D8 Wizard Tower encounter table

d100 = 1

  1. D8=1:A small, enchanted bird sings a magical tune.
  2. D8=2: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.
  3. D8=3: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.
  4. D8=4: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?
  5. D8=5:A skeleton in a robe grasping an open book.
  6. D8=6:A group of 2d10+10 orcs and 2d10 ogres are preparing to attack the tower while the players are inside it.
  7. D8=7:The wizard's tower is under attack by a group of rogue wizards who are jealous of the power and wealth the wizard possesses. The players must defend the tower and its inhabitants from the attackers.
  8. D8=8:A pair of spectacles float near a writing desk, occasionally repositioning themselves.

d100 = 2

  1. D8=1:A magical broom floats around, dusting cobwebs from the ceiling.
  2. D8=2:The faint scent of fresh herbs mingles with the musty smell of the old room.
  3. D8=3:A cauldron bubbles with an unidentifiable, but pleasant, aroma.
  4. D8=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.
  5. D8=5:A Carmine apple atop a pedestal glows warmly as if freshly plucked, neither withering nor browning.
  6. D8=6:An enchanted clock chimes every minute, seemingly random sounds each time.
  7. D8=7:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
  8. D8=8:A magical loom weaves the fabric of fate. Manipulating it can alter future events, but tampering without understanding risks unravelling part of the party’s own destiny.

d100 = 3

  1. D8=1:You come across a room filled with enchanted instruments, playing music on their own. The wizard living in the tower invites you to join in and create a beautiful orchestral performance.
  2. D8=2:A swarm of magical butterflies flutters.
  3. D8=3:You encounter a group of three men wearing long black robes. They are carrying a small chest with them. The men appear to be wizards. If the players attempt to consort with them, the wizards will flee the area.
  4. D8=4:A group of 2d6 guards are patrolling the tower's walls. They are under the control of a hawk.
  5. D8=5:A set of animated armor marches up and down the hall.
  6. D8=6:A lit candle never seems to melt down.
  7. D8=7:A group of local villagers are complaining about the strange lights that have been seen coming from the top of the tower. They are certain it is a sign of evil magic being practiced. They want the party to investigate.
  8. D8=8:A group of wizards are eating dinner in the common room of this building. The wizards are eating food that they have brought up from the local market. There is a rather large meal spread out on the table and everyone has a plate of food in front of them. This group consists of a

d100 = 4

  1. D8=1:A half-chewed mouse lies discarded beneath an arcane alembic.
  2. D8=2:As you climb further, a hallway filled with glitching arcane sigils dumps you in an alternate dimension. Here, aberrant creatures roam—twelve writhing, mind-bending horrors. Navigating this altered reality requires solving complex riddles that defy logic, with failures leading to attacks by these nightmare creatures.
  3. D8=3:A magical broom occasionally stops to sweep up non-existent dirt.
  4. D8=4:The players encounter a group of pacifist monks who were once powerful warriors. If the players can prove their worth through a test of discipline and restraint, the monks will share their ancient combat techniques.
  5. D8=5: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.
  6. D8=6:Ice golems attack in a winter forge, each blow sapping warmth. Players must break the forge's enchantment to stop the golems.
  7. D8=7:A trap door suddenly drops the players into a room filled with hundreds of colorful potions. The players must choose one to drink, with each potion having a different random effect - turning them into a different creature, granting them temporary magical abilities, or even causing them to shrink or grow in size.
  8. D8=8:You see a large, bubbling cauldron in the middle of the room.

d100 = 5

  1. D8=1:A room contains nothing but books, but they look brand-new!
  2. D8=2:A spool of enchanted thread hums softly.
  3. D8=3:An old man approaches you and says, 'I'm looking for the wizard. Is he here?'
  4. D8=4:A ghostly projection of the tower’s long-dead creator haunts the halls, offering cryptic advice and requesting aid in rectifying past mistakes. Discerning the truth from the half-mad ramblings is a challenge itself.
  5. D8=5:Sunlight amplifies traps in summer chambers, where magnifying lenses focus heat on players. They must disrupt the lenses to avoid incineration.
  6. D8=6:A wicked wizard has recently been killed by his own master. His death has resulted in a long line of wizards, each one killed by his own apprentice. This line of apprentices must be ended.
  7. D8=7:Small chimes hang from the ceiling and occasionally ring without any noticeable cause.
  8. D8=8:A group of 3 young nobles are walking down the hall. They are talking about how they will go out and party tonight. They are talking about how they will get drunk and find some women to date.

d100 = 6

  1. D8=1:A ghostly minstrel roams the tower's library, incessantly playing a mournful tune on a lute. He beseeches the adventurers to find his lost love's pendant, promising an invaluable spell scroll in return.
  2. D8=2:A touching golem guarding the area.
  3. D8=3:The party enters a room filled with stuffed animals. They come to life and try to attack the party, but are easily defeated. However, the stuffed animals then transform into tiny imps and scatter away, leaving behind a magical item in one of the piles of stuffing.
  4. D8=4:A small, enchanted pond where fish occasionally leap out, turning into birds.
  5. D8=5:The players come across a group of friendly imps who were kicked out of their home in the tower by a mean wizard. If the players help them reclaim their home, the imps will offer them valuable information or aid in battle.
  6. D8=6:A cat with glowing eyes observes you from atop a bookshelf.
  7. D8=7:A beautiful but sad ghost wanders aimlessly. Characters must rekindle its joy through memories or song, revealing a portal to advance.
  8. D8=8:A magical lamp allows you to see things that are invisible.

d100 = 7

  1. D8=1: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?
  2. D8=2:A group of wizards are arguing about whether or not magic is inherently good or bad. They argue back and forth, but they can't come to an agreement.
  3. D8=3:An enchanted broom that stops and shakes when it hears footsteps.
  4. D8=4:A floating candle lights your way.
  5. D8=5:You notice a spellbook with singed edges.
  6. D8=6: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.
  7. D8=7:A dark corner hides an intricate, web-spinning spider.
  8. D8=8:A magic mouth embedded in the wall is muttering arcane gibberish.

d100 = 8

  1. D8=1:You see a rabbit hopping down a corridor.
  2. D8=2:The party encounters 2d4+2 undead creatures who are carrying a sign that says: "We are dead. Please see this is a good place to rest". The creatures will not attack no matter how many times they are hit.
  3. D8=3:The players are attacked by a group of 2d6 lizardmen. The lizardmen are trying to get into the tower to steal any magic items or spell books they can find.
  4. D8=4:The players come across a room filled with mirrors, but one of them seems to show an image of a future event. The players must decide whether to intervene and potentially change the course of history, or let it play out as it was meant to be.
  5. D8=5:A magic mouth embedded in the wall is muttering arcane gibberish.
  6. D8=6:A hand mirror showing future reflections.
  7. D8=7:The tower's enchanted defenses have malfunctioned and now random spells are being cast throughout the tower, causing chaos and confusion. The players must find a way to fix the defenses before they are caught in the crossfire.
  8. D8=8:A gentle breeze rustles through the room, though all windows are closed.

d100 = 9

  1. D8=1:A group of women are gossiping about the strange death of a local noble. The players will discover that the noble was killed by a vampire who has been terrorizing the town.
  2. D8=2: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.
  3. D8=3:A group of halflings have built a camp. They are on their way to the top of the tower to steal something.
  4. D8=4: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.
  5. D8=5:RATS: A group of rats are running down the hall. The rats are carrying a large sack. The sack is full of grain.
  6. D8=6:A group of goblins have made their way into the tower and are causing mischief and mayhem. They have locked themselves in a room and are throwing various objects out of the window, much to the dismay of the tower inhabitants. Will you try to negotiate with the goblins or take matters into your own hands? Just be careful, you never know what other tricks these mischievous creatures may have up their sleeves.
  7. D8=7:A woman named Myra is standing near the tower. She is looking for work. She is a mercenary who will act as a bodyguard for the players for the right price.
  8. D8=8:As you climb further, a hallway filled with glitching arcane sigils dumps you in an alternate dimension. Here, aberrant creatures roam—twelve writhing, mind-bending horrors. Navigating this altered reality requires solving complex riddles that defy logic, with failures leading to attacks by these nightmare creatures.

d100 = 10

  1. D8=1: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.
  2. D8=2:The tower's courtyard has been taken over by a pack of wild magical creatures, causing chaos and destruction. The wizard needs your help to calm the creatures and bring order back to the tower.
  3. D8=3:The players hear a large explosion coming from the top of the tower, followed by loud screams. Tall, dark creatures can be seen flying from the top of the tower and out into the sky. As they fly away, they attack any living thing in their path - including flying creatures that get in their way!
  4. D8=4:A group of travelers have stumbled upon the tower and are determined to explore it, despite the warnings from the nearby villagers. As they ascend the tower, they unknowingly release a powerful, ancient force that has been trapped inside for centuries. The players must find a way to stop the force before it wreaks havoc on the land.
  5. D8=5:A group of 2d6 goblins are trying to dig their way into the wizard's treasure room. They are using shovels and pickaxes.
  6. D8=6:A dark corner hides an intricate, web-spinning spider.
  7. D8=7: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.
  8. D8=8:The players notice a painting of an elderly man with an unusual symbol on his robe. The painting is slowly peeling away from the wall. When it is completely gone, a hidden door will appear. It leads to a room with a magic mirror that shows what happened in the room in the past.

d100 = 11

  1. D8=1: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.
  2. D8=2:A bundle of dried herbs hangs from the rafters.
  3. D8=3:The players are attacked by a group of 2d6+2 giant lizards. The lizards are wearing wizard robes, and are trying to get into the wizards tower for safety during a storm.
  4. D8=4:An open journal lies on a desk, filled with neat handwriting.
  5. D8=5:You sense a strange energy emanating from a particular room. Upon entering, you find a group of students eagerly taking notes from a master wizard teaching the secrets of spell-casting. The students are completely engrossed in the lesson, but the master wizard seems to notice your presence and gives you a sly wink before continuing on.
  6. D8=6:An orrery dispersal cycles.
  7. D8=7:Drifting into an unanchored dreamscape, you encounter nightmarish forms, eight dreamweavers twisting reality’s fabric. Choices between aiding them or subterfuge unearth mental fortitude challenges, shaping foundations of reality against mental intrusions.
  8. D8=8:A man named William is sitting in the hallway, weeping into his hands. He has lost all his money at cards, and has no way to pay his rent. He is willing to do anything to survive, even become a thief or a mercenary.

d100 = 12

  1. D8=1:A box of colorful chalk sits beside a chalkboard filled with strange diagrams.
  2. D8=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?
  3. D8=3:A wizard and his apprentice are arguing over the quality of their latest spell.
  4. D8=4:A soldier approaches you and asks, 'I'm looking for Captain Redloom. Do you know him?'
  5. D8=5:Tiny, magical mice are running in and out of holes in the wall.
  6. D8=6:A self-animating broom gently sweeps the floor.
  7. D8=7: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.
  8. D8=8:The tower's alchemy lab is littered with broken glass and smoldering concoctions. A homunculus gone rogue seeks out new ingredients for a revival potion, mistaking the party’s belongings as prime components.

d100 = 13

  1. D8=1:The wizard has completed a long quest to find and capture a dragon. He has it locked up in his tower dungeon and he tortures it whenever he wants to soothe his own ego.
  2. D8=2:A golden cup rests on a neat pillow, untouched.
  3. D8=3: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.
  4. D8=4:The next floor is a vast chamber filled with colossal gears and machinery, each component humming with unstable energy. A clockwork golem, malfunctioning and sparking dangerously, lashes out at anything in its path. Navigating the room requires both agility and intelligence, avoiding the golem while also deciphering puzzles to progress.
  5. D8=5: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.
  6. D8=6:A mortuary jar echoing whispers.
  7. D8=7:The tower's guardian golems have been enchanted by a rogue wizard and are now attacking anyone who enters. The party must find a way to break the enchantment and neutralize the golems before they cause too much damage.
  8. D8=8:You see a single, perfectly preserved rose in a vase on a pedestal. The petals seem to be glowing with a gentle blue light. As you approach, you hear a soft voice whisper, "Please take me to my loved one." Depending on how players respond, the rose could become a powerful ally or a dangerous curse.

d100 = 14

  1. D8=1:An orrery dispersal cycles.
  2. D8=2:A small, enchanted bird sings a magical tune.
  3. D8=3:The players notice a painting of an elderly man with an unusual symbol on his robe. The painting is slowly peeling away from the wall. When it is completely gone, a hidden door will appear. It leads to a room with a magic mirror that shows what happened in the room in the past.
  4. D8=4:An empty portrait frame hangs on the wall.
  5. D8=5:A set of wind chimes tinkles softly, producing a soothing melody.
  6. D8=6:A tiny, enchanted orchestra plays quietly from inside a miniature stage.
  7. D8=7:An ancient mirror reflects not their current images, but their truest loves. They need to decipher the essence of pure love as seen in the mirror to open the door to the next room.
  8. D8=8:A broom closet door rattles gently.

d100 = 15

  1. D8=1: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.
  2. D8=2:An ancient alchemical laboratory guarded by six homunculi radiates noxious fumes. The last alchemist’s spirit is trapped in a crystal vial, desperate for release. Communicating with him grants knowledge of lost recipes but also binds you inadvertently to his unfinished experiments, each one fraught with explosive risks.
  3. D8=3:A ghostly figure mops the floor, humming an old lullaby.
  4. D8=4:A miniature wizard hat floats and occasionally tips itself as though in greeting.
  5. D8=5:A small plant sings a haunting melody that echoes throughout the chamber whenever approached.
  6. D8=6:A dark corner hides an intricate, web-spinning spider.
  7. D8=7:An injured wizard is in hiding in this tower, hoping that his enemies will not find him before he can heal himself. He was injured by casting a great spell.
  8. D8=8:The room displays an elaborate, ethereal tapestry depicting a love story from creation to culmination. Players must identify and narrate key moments from the tapestry to form an exit.

d100 = 16

  1. D8=1:A bronze telescope protrudes from a wall, revealing another world.
  2. D8=2:A tiny dragon sleeps in a shoebox.
  3. D8=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.
  4. D8=4: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.
  5. D8=5:A floating candle leads you down a dark corridor.
  6. D8=6:In an autumn courtyard, players face animated gargoyles that attack from above. They must find the control glyphs to deactivate the gargoyles.
  7. D8=7:A group of 2d4 humans are trying to figure out what to do with a group of 2d4 goblins that they have captured after a battle earlier in the day.
  8. D8=8:An old phonograph playing soothing melodies.

d100 = 17

  1. D8=1:A small model of the tower spins slowly.
  2. D8=2:Encountering a sentient broom that sweeps the floors tirelessly, the party may learn it was once a wise mage trapped by a curse. Releasing the mage requires solving a cryptic incantation hidden throughout the tower.
  3. D8=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.
  4. D8=4:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
  5. D8=5:A room with a giant magical prism that creates a rainbow bridge to the other side. But the players must choose which colors and magical properties to use, as each choice leads to a different outcome.
  6. D8=6:An ethereal melody drifts into the room from an acoustical vortex above.
  7. D8=7: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.
  8. D8=8:A hand mirror showing future reflections.

d100 = 18

  1. D8=1:A harp plays itself softly in the corner, yet there's no one visibly plucking the strings.
  2. D8=2:A pile of scrolls tied with different colored ribbons rests on a desk.
  3. D8=3:A glass case displays an ancient artifact.
  4. D8=4:A soft rain of multicolored sparkles falls from the ceiling.
  5. D8=5:A wand with a glowing tip lies on a desk.
  6. D8=6:A group of assassins with crossbows are hiding behind a tree. They say, 'We're good. We just want to talk.'
  7. D8=7:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
  8. D8=8: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.

d100 = 19

  1. D8=1:A candle wick continually regrows, burning down to a nub and then sparking back to life.
  2. D8=2:A golden key drifting slowly in the air.
  3. D8=3:A man named Anzio is standing near the base of the tower. He is looking for work. He is a mercenary who will act as a bodyguard for the players for the right price.
  4. D8=4: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.
  5. D8=5:An enchanted quill and parchment await in an otherwise empty room. Characters must compose a poem or letter to a loved one. The stronger the sentiment, the sooner the quill will transcribe a spell unlocking the door.
  6. D8=6:A magic item is moving around the tower. It has been lost for 2 months. It is seeking living humans to provide its power.
  7. D8=7:A magical mirror reflects a slightly different reality.
  8. D8=8: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!

d100 = 20

  1. D8=1:Two drunken knights stagger down the hall, arguing. One accuses the other of cheating at dice.
  2. D8=2:A man named Johny is trying to get into the tower. He wants to sell the wizard a magic item.
  3. D8=3: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.
  4. D8=4:You see 7 hobgoblins leaving the tower with a large chest of gold on their shoulders.
  5. D8=5:The wizard's tower is under attack by a group of rogue wizards who are jealous of the power and wealth the wizard possesses. The players must defend the tower and its inhabitants from the attackers.
  6. D8=6:A group of human children approach you and ask, 'Where's the wizard? Where's the wizard?' You reply, 'He's at dinner.' They say, 'When's dinner?'
  7. D8=7:A mirror shows you as you would appear in different worlds.
  8. D8=8:An archer is hiding in a tree with his bow and arrow. He says, 'Do you know where the wizard is?'

d100 = 21

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3: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!
  4. D8=4:A lit candle never seems to melt down.
  5. D8=5:Spring elves, corrupted by wild magic, become hostile guardians of a trapped passage. Players need to subdue or reason with them.
  6. D8=6:Ascending, a vast starlit room where thirteen celestial beings plan cosmic influences. Compelling dealings with aeonic forces intertwines, shaping your soul or acquiring celestial favor introduces dilemmas of cosmic interference in mortal realms.
  7. D8=7:An eerie, silent theatre in the tower shows ghostly reenactments of the wizard’s greatest triumphs and tragedies. The phantom thespians may offer guidance or haunt the party, seeking redress for past wrongs.
  8. D8=8:A room with no floors, just floating platforms of stone.

d100 = 22

  1. D8=1:A group of 2d6 lizardmen are trying to get into the tower to steal any magic items or spell books they can find. They will attack anyone who gets in their way as well as alert any nearby lizardmen camps via their communication skills with their chattering language that others are nearby and should come for an attack on the mages tower.
  2. D8=2:A phantom hand waves hello.
  3. D8=3:A bored apprentice leans against the wall.
  4. D8=4:The party encounters a large pile of treasure in a room. The treasure is cursed and anyone carrying more than 1d6 pounds of it will be attacked by wild beasts at night.
  5. D8=5:A caged sprite offering cryptic messages.
  6. D8=6:A map on the wall provides information about creatures in the surrounding land.
  7. D8=7:A hall of enchanted portraits portrays historical and fantastical scenes, one of which is a doorway to another plane. Distinguishing it from the others requires insight into ancient lore.
  8. D8=8:A room containing shelves and shelves of strange and unique potions. The party must decipher the labels and choose wisely, as some potions have unintended side effects.

d100 = 23

  1. D8=1:You see 7 hobgoblins leaving the tower with a large chest of gold on their shoulders.
  2. D8=2:A door knocker that always comments on the weather.
  3. D8=3:You encounter a group of three men wearing long black robes. They are carrying a small chest with them. The men appear to be wizards. If the players attempt to consort with them, the wizards will flee the area.
  4. D8=4:A group of 2d6 goblins are engaged in a heated argument about where they should go next to look for treasure and food.
  5. D8=5:A rope ladder that loops and knots itself while hanging from a hook.
  6. D8=6: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.
  7. D8=7:An old wardrobe leading nowhere but occasionally echoing footsteps.
  8. D8=8:An old woman is selling some old, secondhand robes. She will sell them cheap if the PCs ask her to donate them to an orphanage or some other charity.

d100 = 24

  1. D8=1:A small model of the wizard's tower, rotating gently on a table.
  2. D8=2:A group of 2d10+10 orcs and 2d10 ogres are preparing to attack the tower while the players are inside it.
  3. D8=3:In the tower's garden, the players encounter a group of friendly talking animals who are actually shape-shifted wizards. They offer to guide the players through the dangerous magical garden and help them gather rare ingredients for their spells.
  4. D8=4:An hourglass counts time backwards.
  5. D8=5:Winter winds howl through a room, tossing players around like ragdolls. They must secure themselves with ropes and grappling hooks to reach the exit.
  6. D8=6:A man named Samuel is in the area looking for work. If the players talk to him, he will tell them about how he was a wizard until he was banished from his tower. He will then ask them to hire him as their wizard. He will be able to cast one spell per day, and it will always be poorly cast and extremely easy to counter. He will do anything to get back into his tower.
  7. D8=7:A wizard is walking down the hall with a large book under his arm. He looks very tired and confused. If players talk to him, they will learn that he has been working on a spell to conjure up a demon. He doesn't think it's working and he's frustrated. The wizard doesn't know that the spell is actually working, but it's causing a lot of weird things to happen in his tower.
  8. D8=8: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.

d100 = 25

  1. D8=1:A floating lantern shows the way.
  2. D8=2:A small group of monks who are looking for a room with a large diamond and a large ruby. They are willing to pay the players if they can find a room like that.
  3. D8=3:A whispering wind carrying indistinguishable words.
  4. D8=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.
  5. D8=5:An ethereal melody drifts into the room from an acoustical vortex above.
  6. D8=6:A theater with enchanted marionettes that perform silently.
  7. D8=7:A well-hidden notebook containing dense, magical theories.
  8. D8=8: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 = 26

  1. D8=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.
  2. D8=2:Binding runes glow when love is mentioned. Each player must contribute to unlocking a collective spell.
  3. D8=3:A scroll bursts into flames as you approach.
  4. D8=4:The air is thick with the smell of old paper and ink.
  5. D8=5: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.
  6. D8=6:An old rotary telephone seems to ring, though it is not connected to anything.
  7. D8=7:A floating candle leads you down a dark corridor.
  8. D8=8:A tiny crystal floats gently in the air.

d100 = 27

  1. D8=1: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.
  2. D8=2:An hourglass counting stars.
  3. D8=3:An ancient map rearranges itself, showing different paths and landmarks each time you glance.
  4. D8=4:A group of human cultists are worshiping a demon that lives in a pit in one of the rooms of the tower. An evil cleric is trying to summon a demon lord.
  5. D8=5:The tower's kitchen has been taken over by a mischievous gremlin who has been lacing the food with powerful love potions. Chaos ensues as everyone in the tower falls in love with the wrong person.
  6. D8=6:A mother and her child are selling flowers that they picked nearby. They want to make some money so they can pay for their food and shelter for the night.
  7. D8=7:A distant, muffled explosion is heard.
  8. D8=8:The tower has been invaded by a group of Orcs and the players must defend the tower from them!

d100 = 28

  1. D8=1:The wizard is a rival of a nearby rival magic user and he wants to lure them here and kill them. The wizard has made copies of all the rival magic user's magic items and has placed them in the tower. The magic user will come to the tower and try to kill the wizard if he finds out that his items are in this tower.
  2. D8=2:In the attic, a group of 1d10+5 gnomes are trying to build a flying machine that they can fly out of the tower through one of its windows.
  3. D8=3:Drifting into an unanchored dreamscape, you encounter nightmarish forms, eight dreamweavers twisting reality’s fabric. Choices between aiding them or subterfuge unearth mental fortitude challenges, shaping foundations of reality against mental intrusions.
  4. D8=4:An assassin with a crossbow is hiding behind a tree. He says, 'Do you know where the wizard is?'
  5. D8=5:A man is walking down the hall, muttering to himself. He is wearing robes, but they are covered in blood.
  6. D8=6:A velvet cloak hovers around the room, draping itself on anyone entering.
  7. D8=7:A half-chewed mouse lies discarded beneath an arcane alembic.
  8. D8=8:A group of wizards is studying in a room off the main hall. They are studying magic. They will not bother the party.

d100 = 29

  1. D8=1:An oversized hourglass continuously flips itself over.
  2. D8=2:In the tower's alchemy lab, the players find a potion that can transform them into any animal they can think of. However, the effect only lasts for 1 hour and the players must be careful not to get stuck in their animal form.
  3. D8=3:A ghostly figure mops the floor, humming an old lullaby.
  4. D8=4:Hidden amidst corridors lined with frozen vines and subtle glamour of perpetual winter, a room contains statues forever locked in rictus displays of betrayal and mistrust. Ghostly lights flit about, dropping innocent cues or leading you to traps. The icy flora exudes gentle but relentless cold, easing into your bones. At the room’s heart, a throne of ice pulses with the memory of a betrayed liege. Sitting on the throne grants knowledge of the next part of the tower but at the cost of one precious memory. Life is frozen by indecision here, true skill needed to decipher friend from foe within its borders.
  5. D8=5:A brass telescope focuses on a constellation visible only from an enchanted window.
  6. D8=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.
  7. D8=7: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.
  8. D8=8:A parchment note is pinned with a dagger on a door.

d100 = 30

  1. D8=1:A cane leaning against a wall occasionally tapping.
  2. D8=2:Summer fire ants swarm a room, biting at anything in their path. Players must retreat or find a way to quell the ants' aggression.
  3. D8=3:A glass orb filled with swirling colors rests on a cluttered desk.
  4. D8=4:A magical conch shell in the tower’s pool area grants control over water and beasts of the sea within the tower’s confines, subject to a binding curse compelling the user to act in the tower’s interest.
  5. D8=5:A pile of dusty, old books is precariously stacked in a corner.
  6. D8=6:A trap door suddenly drops the players into a room filled with hundreds of colorful potions. The players must choose one to drink, with each potion having a different random effect - turning them into a different creature, granting them temporary magical abilities, or even causing them to shrink or grow in size.
  7. D8=7:A compass keeps pointing at an unknown direction inside the tower.
  8. D8=8:A man is walking down the hall, muttering to himself. He is wearing robes, but they are covered in blood.

d100 = 31

  1. D8=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.
  2. D8=2: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.
  3. D8=3:A shifty man is walking down the hallway, mumbling to himself. He is carrying a large sack on his back.
  4. D8=4:A fountain in the atrium has been corrupted, simultaneously issuing healing waters and poisonous venom. Purifying the fountain could grant powerful boons but entails significant risk.
  5. D8=5: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.
  6. D8=6:A wizard is walking down the hall with a large book under his arm. He looks very tired and confused. If players talk to him, they will learn that he has been working on a spell to conjure up a demon. He doesn't think it's working and he's frustrated. The wizard doesn't know that the spell is actually working, but it's causing a lot of weird things to happen in his tower.
  7. D8=7:Hidden amidst corridors lined with frozen vines and subtle glamour of perpetual winter, a room contains statues forever locked in rictus displays of betrayal and mistrust. Ghostly lights flit about, dropping innocent cues or leading you to traps. The icy flora exudes gentle but relentless cold, easing into your bones. At the room’s heart, a throne of ice pulses with the memory of a betrayed liege. Sitting on the throne grants knowledge of the next part of the tower but at the cost of one precious memory. Life is frozen by indecision here, true skill needed to decipher friend from foe within its borders.
  8. D8=8:A hearth pulsating cornucopian delight.

d100 = 32

  1. D8=1:A set of sleepy, animate dolls.
  2. D8=2:An enchanted hat rack with hats that try to jump onto players' heads.
  3. D8=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.
  4. D8=4:A group of young wizards are playing a game of tag. One of them casts a spell and transforms himself into an eagle and flies away.
  5. D8=5: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.
  6. D8=6:A room with aged letters scattered on the floor awaits. Characters must find pairs of letters from star-crossed lovers and read them in unity to reveal the next path.
  7. D8=7: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.
  8. D8=8:A deep-seated cavern harbors twelve alchemically enhanced creatures, their mistresses seeking perfection. Engagement choices revolve around aligning in alchemical pursuits gaining unpredictable potions or combating enhancements testing physical prowess.

d100 = 33

  1. D8=1:A stack of books teeters dangerously.
  2. D8=2: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.
  3. D8=3: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.
  4. D8=4: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.
  5. D8=5:The tower's resident wizard is an eccentric inventor who has been crafting all sorts of contraptions and robots. He asks for your help in testing his latest creation, a giant metal golem that may have a mind of its own.
  6. D8=6:Three young female wizards are in the courtyard, asking questions about the Necromancer that was recently killed here. They seem to be researching information about him for their own purposes.
  7. D8=7:A small, glowing orb of light follows you around out of curiosity.
  8. D8=8:Zalu, the wizard of the tower, has a forbidden love for the dark arts. He invited a few necromancers to the tower to teach them a spell. Zalu will ask for a couple thousand gold pieces for the spell book that he used to invite the necromancers into the tower.

d100 = 34

  1. D8=1:A group of local villagers are complaining about the strange lights that have been seen coming from the top of the tower. They are certain it is a sign of evil magic being practiced. They want the party to investigate.
  2. D8=2:A summer solstice room reflects harsh sunlight via mirrored walls. Players must navigate while avoiding blinding light and sizzling traps triggered by heat.
  3. D8=3: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.
  4. D8=4:A diary that writes down everything happening in the tower.
  5. D8=5:The adventurers enter a grand hall, its vaulted ceiling bristling with suspended metallic spheres, each crackling with unstable magical energy. At the center of the hall stands an archaic pedestal emanating waves of psychic energy, bombarding their minds with fragmented visions of alternate timelines— a forest overtaken by darkness, a thriving metropolis transforming into ruins. But among these nightmarish images is a serene woodland glade where an ancient dragon stands guard over an unhatched egg imbued with arcane power. Suddenly, the vision solidifies, and the adventurers are faced with 3d4 metallic clockwork guardians waking violently from dormant states to defend the pedestal. As gears whirr and blades flash, the adventurers can interact with the pedestal mid-combat, potentially altering the visions' dominant timeline and gleaning key insights into the repercussions of their past and future actions.
  6. D8=6:A cobweb stretches across an old, unused scriptorium.
  7. D8=7: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.
  8. D8=8:A mother and her child are selling flowers that they picked nearby. They want to make some money so they can pay for their food and shelter for the night.

d100 = 35

  1. D8=1: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.
  2. D8=2:A group of traveling bards is passing through. They are carrying a large ruby and will trade it for supplies. If players approach, they will run away before they can be caught and interrogated about their plans for the ruby or why they're in the area at all.
  3. D8=3:A soft, otherworldly hum resonates through the walls.
  4. D8=4: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.
  5. D8=5:The players discover a secret room in the tower where a wizard has been studying time manipulation. They may find notes and instructions on how to manipulate time and use this to their advantage in their own quests.
  6. D8=6:A door that constantly changes colors but remains locked.
  7. D8=7:A statue of a long-forgotten deity stands gracefully.
  8. D8=8:The floor is covered in scattered alchemical ingredients.

d100 = 36

  1. D8=1:A caged sprite offering cryptic messages.
  2. D8=2:Binding runes glow when love is mentioned. Each player must contribute to unlocking a collective spell.
  3. D8=3:An old phonograph playing soothing melodies.
  4. D8=4:A flock of enchanted birds flies around the room in formation.
  5. D8=5:The players hear a voice chanting somewhere nearby: 'Oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo...'
  6. D8=6: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.
  7. D8=7:A notebook that writes itself when you speak to it.
  8. D8=8:A feathery quill writes prose on old parchments and then rolls them up.

d100 = 37

  1. D8=1:A room with a magical globe shows projections of different locations within the tower. Correctly interpreting the globe’s visions can reveal hidden rooms or traps, while misinterpretation might endanger the party.
  2. D8=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.
  3. D8=3:The tower's library holds a hidden chamber, inaccessible by normal means. The wizard who lives there believes it contains a powerful artifact, but you must solve a series of puzzles to gain entry.
  4. D8=4:Through a cyclone of swirling books, you encounter a trio of headless librarians, each jealously guarding their tomes. To exit, you must decode the cryptic messages concealed within the books. However, touching the wrong tome triggers animated attacks from both book and guardian alike.
  5. D8=5: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.
  6. D8=6:A stone statuette murmuring wisdom.
  7. D8=7:A series of masks is displayed on the wall.
  8. D8=8: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 = 38

  1. D8=1:A mirror reveals a hidden message when breathed upon.
  2. D8=2: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.
  3. D8=3:A soft whispering can be heard from a closed book.
  4. D8=4:The players go down a hallway and turn a corner. They come across a room that appears to be a storage room. They will notice a locked door in the back of the room and a bunch of empty crates and barrels in the center of the room. If the players search around in the room, they will find a secret door that leads to a hidden room. The hidden room is filled with a bunch of books, papers, and ingredients for magic. This room is a secret library for Tarlok and the other residents of this tower. It is where they hide their books when they are not using them and it is where they store their ingredients.
  5. D8=5:The adventurers enter a grand hall, its vaulted ceiling bristling with suspended metallic spheres, each crackling with unstable magical energy. At the center of the hall stands an archaic pedestal emanating waves of psychic energy, bombarding their minds with fragmented visions of alternate timelines— a forest overtaken by darkness, a thriving metropolis transforming into ruins. But among these nightmarish images is a serene woodland glade where an ancient dragon stands guard over an unhatched egg imbued with arcane power. Suddenly, the vision solidifies, and the adventurers are faced with 3d4 metallic clockwork guardians waking violently from dormant states to defend the pedestal. As gears whirr and blades flash, the adventurers can interact with the pedestal mid-combat, potentially altering the visions' dominant timeline and gleaning key insights into the repercussions of their past and future actions.
  6. D8=6:A strange man is arguing in the hallway. He is 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.
  7. D8=7:A mysterious key floats in mid-air, just out of reach.
  8. D8=8:An organ dispersing canticles.

d100 = 39

  1. D8=1:A small waterfall trickles down a wall.
  2. D8=2: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.
  3. D8=3:A bookshelf animates, rearranging itself in front of you.
  4. D8=4:The adventurers find themselves in a domed observatory, arcane constellations floating above and weaving through each other in a mesmerizing dance. At the center of the room, a spectral astrologer peers through a celestial scrying pool, conjuring visions of cosmic events cascading into their world— stars collapsing, realms disintegrating under sorcerous storms, and sinister figures rising to power. "The heavens tell of doom yet avertible," the astrologer intones as the visions focus on a blood-red comet approaching the moon, indicating a rare magical convergence that could empower the players or their enemies alike. With little warning, the hall is overrun by 3d4 celestial spirits, each striking with the force of a falling star and speaking in riddled prophecies. Should the adventurers manage to repel the spirits, they may gain the astrologer's guidance on harnessing the comet's power to shift the tide of an upcoming apocalyptic event.
  5. D8=5:A group of fey creatures have arrived at the tower, seeking help in stopping a group of loggers from destroying the nearby forest. The party must use their diplomacy skills to find a peaceful solution.
  6. D8=6:A perspiring summer cove within the tower pulsates with dangerous excitement. Perfumed air hangs heavy as scenes of mirth and despair played by spectral actors pass like fevered hallucinations. Immense creatures of summer—dire insects crackling with unstable energy—buzz ominously around plants whose tendrils have stories to tell but thorns to sting. Each choice to follow a spectral path or engage the buzzing monsters influences the minds of each party member uniquely, sapping sanity or stirring hidden memories. The cove's enchanting promise screams failed allure if one loses the delicate balance.
  7. D8=7:A faint smell of sulfur permeates the area.
  8. D8=8:Two men wearing hooded robes pass by the players. They are carrying a large casket on their shoulders.

d100 = 40

  1. D8=1:A spectral butler asking if the players need assistance.
  2. D8=2:A gnome is sitting on a rock, fishing. He is fishing in a small stream that flows through the tower.
  3. D8=3:A powerful archmage has gone mad and is now conducting terrifying experiments on living creatures. The wizard who owns the tower needs your help to stop the madness and save the victims.
  4. D8=4:A small, glowing rune is inscribed on the floor.
  5. D8=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. They will ask players for help.
  6. D8=6:A random squawk echoes from a covered birdcage in the corner.
  7. D8=7:A row of cups clinking in harmony.
  8. D8=8:The party hears the sounds of a struggle coming from one of the rooms nearby. When they investigate, they discover two men fighting over a woman's purse. One of the men is trying to steal from her purse while the other man is trying to stop him from stealing.

d100 = 41

  1. D8=1: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!
  2. D8=2:A scent bottle breathing delights.
  3. D8=3:A mysterious illness has struck the residents of the tower, causing them to fall into a deep slumber. The party must find a cure before the wizard and his apprentices succumb to the sickness as well.
  4. D8=4:A tattered pennon waves a proud declaration of a bygone house, though no wind stirs.
  5. D8=5:The players hear a voice chanting somewhere nearby: 'Oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo oo...'
  6. D8=6: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.
  7. D8=7:A velvet cloak hovers around the room, draping itself on anyone entering.
  8. D8=8:A room contains nothing but books and a summoning circle.

d100 = 42

  1. D8=1:The tower's top floor houses a beautiful garden filled with exotic and magical plants, guarded by a powerful dryad. The wizard who lives there asks you to help him collect rare ingredients for a powerful potion.
  2. D8=2:A pair of spectacles showing memories.
  3. D8=3:Zagol the wizard is an evil wizard who leads a team of evil creatures. They recently set up camp in a nearby cave and have been terrorizing a nearby village. He is planning on attacking the nearby village with his army of evil creatures over the next few days. He wants a player character to go into the village and find out when the sun will rise and shine on his army so he knows when to attack.
  4. D8=4: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.
  5. D8=5:A cat with glowing eyes observes you from atop a bookshelf.
  6. D8=6:The wizard has just completed a long quest to find and capture a dragon. He has it locked up in his tower dungeon and he tortures it whenever he wants to soothe his own ego, but this dragon is much more dangerous than the previous one.
  7. D8=7:The players hear a large explosion coming from the top of the tower, followed by loud screams. Tall, dark creatures can be seen flying from the top of the tower and out into the sky. As they fly away, they attack any living thing in their path - including flying creatures that get in their way!
  8. D8=8:A series of orbs float in an arcane dance, tracing the zodiac as constellations flicker around them.

d100 = 43

  1. D8=1:A group of 2d6+2 warlocks are practicing their spells. One of the warlocks will be trying to summon a demon. The other warlocks will be trying to cast a spell to stop the summoner from completing the spell.
  2. D8=2:A spectral butler asking if the players need assistance.
  3. D8=3:You stumble upon a room filled with enchanted mirrors that show glimpses of different worlds and moments in time. The wizard who built the tower uses these mirrors to witness important events, but can you decipher the true purpose of the mirrors?
  4. D8=4:The players come across a room full of enchanted instruments, each with unique magical properties. However, they must play a certain melody to activate the instruments and figure out how to play them correctly.
  5. D8=5:Three young female wizards are in the courtyard, asking questions about the Necromancer that was recently killed here. They seem to be researching information about him for their own purposes.
  6. D8=6:Runes etched onto the walls pulse with faint, arcane energy.
  7. D8=7:The air grows frigid as you enter a sanctum of six frost wizards, their breath misting the air. They are locked in an eternal struggle against encroaching fire-elementals that threaten their dominion. Choosing a side could tip the balance of power, but betrayal and shifting alliances are ever-present dangers.
  8. D8=8:Venturing into a spiraling staircase, the adventurers find each step aglow with faintly luminescent runes that resonate like heartbeat drums. As they ascend, they are confronted by ephemeral images of gleaming bastions and ominous dungeons looming in their path, suggesting the towering peaks of destiny or the murky abysses of ruin. At the apex, they are greeted by a massive stained-glass window depicting a celestial map that momentarily aligns with current astral positions in the sky. Suddenly, the glass animates, projecting beams of colored light that form an intrepid mage casting spells against shadowy assailants— an ancient battle echoing the present. But the vision becomes reality when 2d4 monster apparitions charged with baleful magic rush forth from the window, their attacks intermittently revealing glimpses of an impending larger conflict intertwined with the fate of the world. The adventurers must fend them off while extracting vital knowledge about an upcoming celestial event that might tip the balance of power.

d100 = 44

  1. D8=1:A dusty picture frame repeatedly falls from the wall on its own.
  2. D8=2:The creaking of moving stone resounds down barren corridors, leading to a room dominated by a steaming spring pool that shifts with illusions of various past ages. Encased in the radiating heat, the scenery changes seasons at random: spring flowers morph into deadly blooms that weep poisonous tears; autumn leaves fall, transforming into parchment bearing noses of hidden truths. Reflected whispers in the water promise arcane power or speak of betrayals ages past. Bathe in the pool to gain momentary insight at the risk of forgetting the true mission or facing a deluge of ghostly, ensnaring hands.
  3. D8=3:A single shoe sits abandoned beneath a bookshelf, the other nowhere to be found.
  4. D8=4:A painting that changes its scenery every few minutes.
  5. D8=5:A series of masks is displayed on the wall.
  6. D8=6:A woman named Myra is standing near the tower. She is looking for work. She is a mercenary who will act as a bodyguard for the players for the right price.
  7. D8=7:You see a large, bubbling cauldron in the middle of the room.
  8. D8=8:A group of 1d4+2 humans are arguing about which one of them is the greatest sorcerer in the land.

d100 = 45

  1. D8=1:A mysterious piece of furniture that emits occasional giggles.
  2. D8=2:A concealed room radiates a radiant light from an angelic being trapped in a binding circle, offering wisdom or boons. Freeing the celestial may unleash as much danger as it does grace.
  3. D8=3:A trail of ink blots moves across a desk, as if from an invisible pen.
  4. D8=4:A collection of strange and exotic plants lines the room.
  5. D8=5: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.
  6. D8=6:A swarm of magical butterflies.
  7. D8=7: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.
  8. D8=8:A self-stirring cauldron.

d100 = 46

  1. D8=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.
  2. D8=2:The tower's courtyard has been taken over by a pack of wild magical creatures, causing chaos and destruction. The wizard needs your help to calm the creatures and bring order back to the tower.
  3. D8=3:A series of lenses magnifying mind moments.
  4. D8=4:A swarm of magical butterflies.
  5. D8=5:An orrery dispersal cycles.
  6. D8=6:A group of 2d4 humans are trying to figure out what to do with a group of 2d4 goblins that they have captured after a battle earlier in the day.
  7. D8=7:An elderly wizard is sitting at a table, reading a book. He looks up, sees you, and says, 'Greetings, travelers. You look weary. You look hungry. You look thirsty. Please, sit down and drink.' He pours you a glass of wine. 'It is not very good wine,' he says. 'But it is the best I have.'
  8. D8=8:An ornate piano plays sweet, somber tunes. Translating the music with emotional stories of love awakens the mechanism to advance.

d100 = 47

  1. D8=1:You find a locked door with a riddle engraved above it.
  2. D8=2:A grandfather clock chimes the incorrect time.
  3. D8=3:A broom closet door rattles gently.
  4. D8=4:A series of glass bottles, each with a different scent.
  5. D8=5: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.
  6. D8=6:Oodles of goblins are in the courtyard with a wizard. They are arguing about how much to charge the wizard for putting off an imminent invasion of their city by the king's troops.
  7. D8=7:Descend crumbling steps lined with scattered blossom remnants to stand beneath a moon threaded with artificial stars. A glade hosts dappled whispers, reflecting transactions of power long past. Silver-etched harpies flutter between eager terms of alliance to ivied screams of betrayal, anxious remnants of former rulers and new tyrants. Extract promising alliances from the harpies; determining their nature by discerning veiled loyalty within their musical cacophony taking life-risk. Indulge their whims for strategic advantage, balancing trust against inevitable repercussions within the tower’s confounding ethos.
  8. D8=8:Intense summer heat warps the air, causing distortions. Players must find the exit while dealing with mirages and heat exhaustion.

d100 = 48

  1. D8=1:A wizard is trying to convince his apprentice to start a business going to the borders of the kingdom and casting healing magic on wounded soldiers. The wizard says that this is an important job that needs to be done and that the kingdom needs to reward those who do it. The apprentice does not agree with his master and he goes back to his room to be alone.
  2. D8=2:A golden cup rests on a neat pillow, untouched.
  3. D8=3:An hourglass counts time backwards.
  4. D8=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.
  5. D8=5:A mirror reveals missing objects from a room, but fetching them out proves impossible.
  6. D8=6:A vine-like plant stretches its tendrils towards you, seemingly reaching for attention.
  7. D8=7:A group of people are gathered around a statue. There is a dog sitting on top of it. If players approach, the dog will attack.
  8. D8=8:The adventurers travel through a chamber alight with volatile arcs of electric-blue energy snaking between unstable arcane crystals. As they move cautiously, the very air shimmers and distorts, revealing flickering images of their possible futures. Each player experiences their own personal vision— a fierce battle at the gates of a besieged city, a heart-wrenching betrayal by a trusted ally, or a victorious crowning celebration. Suddenly, the visions solidify, and four shadowy figures clad in dark robes materialize, each representing a different possible future. They demand a sacrifice to avert a cataclysmic event, offering knowledge of an ancient artifact's location as the price for compliance or defiance. The adventurers must decipher if these phantom guides are genuine prophets or deceitful apparitions lying to steer their fate.

d100 = 49

  1. D8=1:In the basement level of the tower, you find a laboratory filled with strange and experimental potions and magical substances. The wizard in charge of the lab asks for your assistance in testing out these new creations, promising great rewards if you are successful. But be careful, not all of the potions may have desirable effects...
  2. D8=2:The players hear a loud noise coming from the basement. A priest and a warrior are arguing over the best way to deal with a necromancer and his undead army.
  3. D8=3:A knotting labyrinth untangling verities.
  4. D8=4:A massive tome falls off a shelf with a loud thud.
  5. D8=5:A mannequin in wizard robes stands in a corner.
  6. D8=6:A pair of enchanted slippers taps together rhythmically.
  7. D8=7:An enchanted clock chimes every minute, seemingly random sounds each time.
  8. D8=8:A translucent apparition walks through the wall.

d100 = 50

  1. D8=1:Spring weeds grow at alarming rates, entangling players' legs. Players must cut away the vegetation before it immobilizes them.
  2. D8=2:The tower's walls are decorated with enchanted paintings that come to life and tell stories of the tower's past inhabitants, including the wizard who built it. Through these paintings, you must solve a mystery and uncover a hidden treasure.
  3. D8=3:An injured wizard is in hiding in this tower, hoping that his enemies will not find him before he can heal himself. He was injured by casting a great spell.
  4. D8=4:A citadel of festering knowledge bears hallways resonating with perpetual mental cacophony. The tower’s own voice murmurs flirtatious suggestions, feeding paranoia and tempting despair. Artifacts of dead kings and lost queens both hold power and potential incestuous horrors magnified within these precariously intwined halls. Choices made always echo a prior ruler’s path— whether to uphold shattered oaths, summons dread spirits into quasi-lit flames, or embrace cursed authority with all its treacherous entrapments. Each item handled is another piece of lore picked up or twisted.
  5. D8=5:Summer storms rage in a chamber with crackling lightning and roaring thunder. Players must avoid metal objects that attract lightning strikes while solving a puzzle.
  6. D8=6:Two players see a young mage who has just finished his training. He is proud to be a full mage and he feels that he is ready to leave his master's tower and go out on his own.
  7. D8=7: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.
  8. D8=8:A spring meadow appears idyllic until the flowers transform into carnivorous plants. Players must wrestle free from the plants' grasp to continue.

d100 = 51

  1. D8=1:In the autumn twilight, ghosts of a bygone era relive a nightly feast. Interacting with these spirits may offer clues or curses, depending on players' actions.
  2. D8=2:A painting inquiring about visitors.
  3. D8=3:An ornate, half-burned rug covers the floor.
  4. D8=4:A bubbling cauldron filled with an unrecognizable, yet pleasant aroma.
  5. D8=5:A floating quill is taking notes on your every move.
  6. D8=6:A map on the wall provides information about creatures in the surrounding land.
  7. D8=7:A sentient chessboard in the study challenges the party to a game where each piece they lose translates to a temporary debuff. If they win, the chessboard reveals a hidden compartment with an ancient artifact.
  8. D8=8:Venturing into a spiraling staircase, the adventurers find each step aglow with faintly luminescent runes that resonate like heartbeat drums. As they ascend, they are confronted by ephemeral images of gleaming bastions and ominous dungeons looming in their path, suggesting the towering peaks of destiny or the murky abysses of ruin. At the apex, they are greeted by a massive stained-glass window depicting a celestial map that momentarily aligns with current astral positions in the sky. Suddenly, the glass animates, projecting beams of colored light that form an intrepid mage casting spells against shadowy assailants— an ancient battle echoing the present. But the vision becomes reality when 2d4 monster apparitions charged with baleful magic rush forth from the window, their attacks intermittently revealing glimpses of an impending larger conflict intertwined with the fate of the world. The adventurers must fend them off while extracting vital knowledge about an upcoming celestial event that might tip the balance of power.

d100 = 52

  1. D8=1: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.
  2. D8=2:A collection of potion bottles are arranged neatly on a shelf.
  3. D8=3:Rats: A group of rats are running down the hall. They are carrying a large sack. The sack is full of grain.
  4. D8=4:A group of rogue wizards have taken over the tower and are using it as a base for their criminal activities. The party must find a way to defeat the powerful wizards and reclaim the tower for the rightful owner.
  5. D8=5: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.
  6. D8=6:A half-melted candle drips wax in patterns resembling runes.
  7. D8=7:The sound of a loud argument can be heard from the hallway ahead. If investigated, players will find a group of 1d4+2 humans who are arguing about which one of them is the greatest swordsman in the land.
  8. D8=8:A group of human cultists are worshiping a demon that lives in a pit in one of the rooms of the tower. An evil cleric is trying to summon a demon lord.

d100 = 53

  1. D8=1:A group of 2d6+3 humans have come to the tower to steal a magical book of spells. They are combing the tower, one floor at a time.
  2. D8=2: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.
  3. D8=3:Fireflies creating patterns intercept the path. Arranging them into symbols of love illuminates the next passage.
  4. D8=4:A talking, enchanted harp waits in the center of the room. To pass, the characters must play a harmonious melody together. The harp will add a magical tune of joy to those who successfully create music.
  5. D8=5:Summer mirages create false paths in a labyrinthine room. Players must decipher which paths are real to avoid falling into fiery pits.
  6. D8=6:In a summer pyramid, the sun's rays are deadly. Players must traverse shadowed paths or create their own shade to proceed.
  7. D8=7:An ethereal melody drifts into the room from an acoustical vortex above.
  8. D8=8:The party encounters a dwarf who is on a quest to find a magical sword which he thinks is located somewhere in the Wizard's Tower. He is bumbling around the tower looking for it. The treasure entrance is on the 39th floor. The entrance to the treasure room is on the 40th floor at the foot of a statue of a dragon. The dragon is actually a statue and will not move or bite.

d100 = 54

  1. D8=1:A beautiful songbird sings from a silver cage.
  2. D8=2: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.
  3. D8=3:A window shows an outdoor scene that doesn’t match the surroundings.
  4. D8=4:A desperate wizard is willing to sell his tower to anyone who will buy it. He is tired of living in the tower and will sell it for a fraction of what it's worth.
  5. D8=5:An iron key hangs on the wall, glowing faintly.
  6. D8=6:Cultists: A group of cultists are walking down the hall. They are carrying a casket.
  7. D8=7:A room with a floor that constantly shifts and changes, creating a challenging obstacle course for the players.
  8. D8=8:A tiny, enchanted orchestra plays quietly from inside a miniature stage.

d100 = 55

  1. D8=1:Leaves jump from the floor in an autumn-themed room, transforming into dangerous leaf elementals. Players must use fire to burn them or risk being overwhelmed.
  2. D8=2:A half-melted candle drips wax in patterns resembling runes.
  3. D8=3:An ethereal creature unites characters with hearts of the wizard's past. Embracing those connections advances the journey.
  4. D8=4:A bored apprentice leans against the wall.
  5. D8=5:A cup filled with liquid moonlight.
  6. D8=6:Encountering a spectral cat familiar with a knack for slipping in and out of dimensions, it offers to spy on enemies for short periods in exchange for magical sustenance like potions or scrolls.
  7. D8=7:A dusty wand sits on a pedestal.
  8. D8=8:A sign outside of a room reads "Beware of the Enchanted Mirror." Inside, you find a large, elegant mirror hanging on the wall with various jewels and gems embedded in the frame. As you approach, your reflection suddenly comes to life and begins to speak to you in a mysterious language. Will you try to decipher the words or flee in fear?

d100 = 56

  1. D8=1:A broom mysteriously sweeping the floor on its own.
  2. D8=2:The players are attacked by a group of 2d6 lizardmen. The lizardmen are trying to get into the tower to steal any magic items or spell books they can find.
  3. D8=3:A set of wind chimes tinkles softly, producing a soothing melody.
  4. D8=4: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.
  5. D8=5:A lizardman shaman is trying to get into the tower. He was forced to retreat from the mages because of their magic. He will warn the players that there are lizardmen inside the tower.
  6. D8=6: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.
  7. D8=7: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?
  8. D8=8:A trio of candles that tell jokes in turn.

d100 = 57

  1. D8=1:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
  2. D8=2:A translucent apparition walks through the wall.
  3. D8=3:A tiny, enchanted boat sails across the surface of a consistently refilled basin.
  4. D8=4:A group of friendly, talking animals have taken up residence in the tower's garden. They offer to help the players with their quests, as long as they can have some of the magical herbs and plants from the garden in return.
  5. D8=5:Tarlok is one of the wizards who lives in this tower. He is also the leader of a gang that sometimes does bad things in town. Tarlok will be found in his room, sitting in his chair. He is a portly and balding man, and an older man. The players will hear a voice coming from the room. The voice appears to be coming from a book that is open on the floor. The voice will say, "So far, I have collected all of the components I need to complete the experiments that I have been working on." This voice will continue speaking in this way, and will not notice when the party enters the room. If the players enter the room, they will see that Tarlok seems to be talking to himself. He has some open books that are about different experiments and several pieces of paper with notes on them scattered on the floor around him. He does not seem to be very neat.
  6. D8=6: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.
  7. D8=7:A strange and eerie mist fills the hallways, making it difficult to see and navigate. In the mist, you can hear faint whispers and cackles. Suddenly, you find yourself face to face with a ghostly figure, asking for your help in solving its unfinished business and finding peace. Will you aid the ghost or try to banish it? But be warned, the mist may have other tricks up its sleeves.
  8. D8=8:A group of people are standing in the middle of the hallway. They are all talking about how they got lost on the way to the wizard's tower. They will ask players for help.

d100 = 58

  1. D8=1:A toy soldier marches back and forth.
  2. D8=2:A spring meadow appears idyllic until the flowers transform into carnivorous plants. Players must wrestle free from the plants' grasp to continue.
  3. D8=3: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.
  4. D8=4:A basket of warp yarn unraveling dreams.
  5. D8=5:A mischievous imp has taken residence in the tower and has been causing chaos for the wizard living there. The imp's pranks have become increasingly dangerous and the wizard needs your help to catch and banish the creature.
  6. D8=6:A dark figure appears in the tower, claiming to be the true owner. However, the players soon realize that this figure is a demon in disguise, trying to trick them into releasing him from his magical prison and granting him true power. The players must use their wits and magic to defeat the demon before it destroys them all.
  7. D8=7:The wizard's familiar, a wise and snarky owl named Archimedes, leads the party on a wild goose chase through the tower. It's up to them to decipher the clues and find whatever Archimedes is searching for.
  8. D8=8:Various colored crystals hover above a pedestal, rotating slowly.

d100 = 59

  1. D8=1:The tower's enchanting well, said to be imbued with healing and rejuvenating powers, is guarded by a powerful water elemental. The players must prove their worth in a physical trial in order to access its powers.
  2. D8=2:Tiny, magical mice are running in and out of holes in the wall.
  3. D8=3: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.
  4. D8=4:You notice a spellbook with singed edges.
  5. D8=5:A raven watching silently.
  6. D8=6: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.
  7. D8=7:A self-stirring cauldron.
  8. D8=8:Various colored crystals hover above a pedestal, rotating slowly.

d100 = 60

  1. D8=1:In a room of ever-shifting shadows, a trapped shadowy doppelgänger of each party member waits to ambush them. Defeating these doubles entails besting themselves at their own abilities.
  2. D8=2:A deck of tarot cards lies shuffled on a table.
  3. D8=3:An animated chessboard where the pieces battle each other fiercely.
  4. D8=4: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.
  5. D8=5:An old phonograph playing soothing melodies.
  6. D8=6: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.
  7. D8=7:Giant Rat: A huge rat is scurrying down the hallway. It is carrying a large sack. The sack is full of grain.
  8. D8=8:Strange noises emanate from the top of this tower when something is dropped from the top of the tower. No one knows what is making the noise.

d100 = 61

  1. D8=1:The players encounter a room that is frozen in time, with a wizard suspended in the air, casting a powerful spell. They must figure out how to release the wizard from the stasis and convince him to share his knowledge and spells with them.
  2. D8=2: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.
  3. D8=3:A book is chained to a pedestal, with a number of keys beside it.
  4. D8=4:A peculiar hat sits on a table, twitching occasionally.
  5. D8=5:A puzzle box solving itself perplexing contentions.
  6. D8=6:Two 1st level wizards in the tower are arguing over whether or not magic actually exists. One of them is a mid-level mage named Durin, who has been a servant of the order for his whole life. The other wizard is a young wizard named Bill, who seems to be trying to start a cult.
  7. D8=7:A raggedy-looking man approaches you and says, 'Hey, when's dinner?' You reply, 'I don't know, there's a schedule somewhere.'
  8. D8=8:A group of gnomes have built a camp. They are on their way to the top of the tower to steal something.

d100 = 62

  1. D8=1:A room contains nothing but books, but they are stained with blood!
  2. D8=2: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.
  3. D8=3:A man has opened a magic item shop. The shop is called 'The Shop of Wonders'. The man is an old, retired wizard. He sells magic items from his collection. Right now he has a magic sword for sale for 250,000 gold pieces. It's an epic +5 two-handed sword that can cast Bless, Haste, and Heal three times per day.
  4. D8=4: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.
  5. D8=5:A dimly lit armory contains a cursed weapon that grants extraordinary power at a great personal cost. Wielders face hallucinatory battles and mind-numbing nightmares until the curse is broken.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:Ice golems attack in a winter forge, each blow sapping warmth. Players must break the forge's enchantment to stop the golems.

d100 = 63

  1. D8=1:Inside a grand chamber, players find a statue of a weeping wizard who lost their love. To unlock the next passage, they need to find his love's name inscribed on one of the walls hidden among countless runes.
  2. D8=2:A mirror shows you as you would appear in different worlds.
  3. D8=3:A human woman and a half-orc man approach you and say, 'You know this wizard? This has got to be his tower.'
  4. D8=4:A series of masks is displayed on the wall.
  5. D8=5: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.
  6. D8=6:A spectral librarian guards the ancient texts, allowing access only to those who pass a history quiz. Failure results in being cursed with temporary illiteracy and blindness.
  7. D8=7:A faint echo of past conversations fills the room.
  8. D8=8:A quill relaying satirical song.

d100 = 64

  1. D8=1:Winter wolves made of living ice stalk the hallways, attacking with frost breath. Players must melt their icy exteriors to weaken them.
  2. D8=2:A collection of amorous spirits dwelling near an ancient tree provides the players with a heart-themed challenge for the way forward.
  3. D8=3:A whispering wind carrying indistinguishable words.
  4. D8=4:A collection of bottles that tap-dances on a shelf.
  5. D8=5:A shadow puppet playing souls.
  6. D8=6: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.
  7. D8=7:A small waterfall trickles down a wall.
  8. D8=8:A dragonfly jeweled stem illumining wishes.

d100 = 65

  1. D8=1:In a room echoing with primal roars, you find seven druids who can shape-shift into powerful beasts, clashing over territory. Assisting or defeating them bestows control over this floor, but choosing sides can engender deep bonds or bitter enmities, reflecting in broader faction dynamics.
  2. D8=2: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.
  3. D8=3:A group of wizards are arguing about whether or not the world is round.
  4. D8=4:Squeaky floorboards echo your every step as you ascend a spiral staircase.
  5. D8=5:A member of the clergy is being held in a locked room in the tower.
  6. D8=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.
  7. D8=7:The adventurers travel through a chamber alight with volatile arcs of electric-blue energy snaking between unstable arcane crystals. As they move cautiously, the very air shimmers and distorts, revealing flickering images of their possible futures. Each player experiences their own personal vision— a fierce battle at the gates of a besieged city, a heart-wrenching betrayal by a trusted ally, or a victorious crowning celebration. Suddenly, the visions solidify, and four shadowy figures clad in dark robes materialize, each representing a different possible future. They demand a sacrifice to avert a cataclysmic event, offering knowledge of an ancient artifact's location as the price for compliance or defiance. The adventurers must decipher if these phantom guides are genuine prophets or deceitful apparitions lying to steer their fate.
  8. D8=8:A bubbling cauldron filled with an unrecognizable, yet pleasant aroma.

d100 = 66

  1. D8=1:Up ahead, 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. The players will be able to follow them to see what they are doing with the treasure that has been stolen from the tower overnight since no one has been in this part of the tower recently since the wizards have not been in the tower for several days now.
  2. D8=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.
  3. D8=3:A room covered with notes and drawings about arcane experiments.
  4. D8=4:Two men wearing hooded robes pass by the players. They are carrying a large casket on their shoulders.
  5. D8=5:A wall is covered with various magical scrolls.
  6. D8=6:The party encounters the Wizard's wife who has turned into an undead creature.
  7. D8=7:The tower's enchanted defenses have malfunctioned and now random spells are being cast throughout the tower, causing chaos and confusion. The players must find a way to fix the defenses before they are caught in the crossfire.
  8. D8=8:A group of 2d6+3 dwarves are up to no good. They are looking for any valuables to steal. They are not very nice people and will attack if anyone attempts to stop them from stealing something.

d100 = 67

  1. D8=1:An old man is lost in the tower. He is looking for a book. He is willing to trade the book he found to the players if they can find his way out of the tower.
  2. D8=2:A dragonfly jeweled stem illumining wishes.
  3. D8=3:In the laboratory, several creatures in suspended animation float in eldritch glass tubes. One can potentially be awakened to serve as an ally, but others may awaken as dangerous foes.
  4. D8=4:A faint sound of bubbling can be heard from a nearby room.
  5. D8=5:A random gust of wind flips through the pages of an open grimoire.
  6. D8=6:The players come across a room full of enchanted instruments, each with unique magical properties. However, they must play a certain melody to activate the instruments and figure out how to play them correctly.
  7. D8=7:A half-orc fighter named Kal-Abad is standing outside the wizard's tower with two brawny looking men; one is wearing a grayish gray robe and has an axe hanging from his belt; the second is wearing a shirt made out of purple velvet and has an axe hanging from his belt as well. They seem to be waiting for someone and ask you what you're doing here.
  8. D8=8: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.

d100 = 68

  1. D8=1: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.
  2. D8=2:Pollen bombs in a spring chamber explode and release toxic gasses. Players must identify and disarm these bombs.
  3. D8=3:Strange flowers sing songs of love. Synchronizing with these melodies offers the next challenge.
  4. D8=4:Players see a dragon flying in the sky, but as they look closer, they realize it's just a wizard in dragon form testing out a new spell. The wizard is open to trading some of his spells for valuable magic items or ingredients.
  5. D8=5:A room filled with magical paintings that come to life when the players pass through. The players must use creativity and quick thinking to escape the dangerous scenarios within the paintings.
  6. D8=6:The players come across a room filled with strange, magical plants that seem to be alive. The plants start to communicate with the players, asking for help in defending themselves against a group of dark wizards who want to use their powers for evil.
  7. D8=7: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.
  8. D8=8:A sign outside of a room reads "Beware of the Enchanted Mirror." Inside, you find a large, elegant mirror hanging on the wall with various jewels and gems embedded in the frame. As you approach, your reflection suddenly comes to life and begins to speak to you in a mysterious language. Will you try to decipher the words or flee in fear?

d100 = 69

  1. D8=1: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.
  2. D8=2:The adventurers enter a grand hall, its vaulted ceiling bristling with suspended metallic spheres, each crackling with unstable magical energy. At the center of the hall stands an archaic pedestal emanating waves of psychic energy, bombarding their minds with fragmented visions of alternate timelines— a forest overtaken by darkness, a thriving metropolis transforming into ruins. But among these nightmarish images is a serene woodland glade where an ancient dragon stands guard over an unhatched egg imbued with arcane power. Suddenly, the vision solidifies, and the adventurers are faced with 3d4 metallic clockwork guardians waking violently from dormant states to defend the pedestal. As gears whirr and blades flash, the adventurers can interact with the pedestal mid-combat, potentially altering the visions' dominant timeline and gleaning key insights into the repercussions of their past and future actions.
  3. D8=3:Players encounter a magical painting of an unfinished love scene. Completing it creatively opens a door painted into the piece.
  4. D8=4:A room with a floor that constantly shifts and changes, creating a challenging obstacle course for the players.
  5. D8=5:A violin playing soul-stirring solos.
  6. D8=6:Three young female wizards are in the courtyard, asking questions about the Necromancer that was recently killed here. They seem to be researching information about him for their own purposes.
  7. D8=7:An eerie mirror reflecting only shadows.
  8. D8=8:A magical conch shell in the tower’s pool area grants control over water and beasts of the sea within the tower’s confines, subject to a binding curse compelling the user to act in the tower’s interest.

d100 = 70

  1. D8=1:A group of humans and dwarves are trying to figure out what to do with a group of 2d4 goblins that were captured after a battle earlier in the day.
  2. D8=2: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.
  3. D8=3:A hedgehog snoozes in a warm corner.
  4. D8=4: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.
  5. D8=5:A mysterious key floats in mid-air, just out of reach.
  6. D8=6:An ancient magic forces Fred, the elf wizard, to paint portraits every few seconds. He doesn't need anybody to tell him what to paint.
  7. D8=7: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.
  8. D8=8: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.

d100 = 71

  1. D8=1:A map of the wizard tower is on display. The picture is of a cat sitting nest to a familiar-looking ceiling.
  2. D8=2:A pair of spectacles float near a writing desk, occasionally repositioning themselves.
  3. D8=3:A set of animated armor marches up and down the hall.
  4. D8=4:A room filled with treasures and riches, but each one is guarded by a deadly trap. Players must use their skills to navigate through the traps and claim their prize, or risk losing everything.
  5. D8=5:In the attic, a group of 1st level thieves are preparing to rob the tower when they leave on their next heist.
  6. D8=6:A flock of birds is flying around the tower. It's an illusion created by a powerful wizard to cover up his work on his latest spell.
  7. D8=7:Players find a pair of boots that allow them to walk on water. As they're checking them out, a mid-level wizard named Cairn walks in and demands that the players leave his boots alone!
  8. D8=8:A dragonfly jeweled stem illumining wishes.

d100 = 72

  1. D8=1: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.
  2. D8=2:A perspiring summer cove within the tower pulsates with dangerous excitement. Perfumed air hangs heavy as scenes of mirth and despair played by spectral actors pass like fevered hallucinations. Immense creatures of summer—dire insects crackling with unstable energy—buzz ominously around plants whose tendrils have stories to tell but thorns to sting. Each choice to follow a spectral path or engage the buzzing monsters influences the minds of each party member uniquely, sapping sanity or stirring hidden memories. The cove's enchanting promise screams failed allure if one loses the delicate balance.
  3. D8=3:A mysterious door with no handle or keyhole catches your eye. When you touch the door, it begins to glow and a voice from within beckons you to enter. Inside, you find a room filled with all kinds of magical items and treasures, but there is a catch. The voice asks you to complete a series of tasks and riddles in order to claim the treasures. Will you take the risk or leave this door a mystery?
  4. D8=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.
  5. D8=5:The players find a room filled with enchanted plants that have grown out of control. They must navigate through the maze of vines and solve puzzles to restore the plants to their original state.
  6. D8=6:A set of sleepy, animate dolls.
  7. D8=7:The party hears noises coming from a room down the hall. When they investigate, they find a group of 2d4+2 humans playing cards and gambling with each other. They are drunk and will attack the party if they feel threatened in any way.
  8. D8=8:The players come across a room filled with mirrors, but one of them seems to show an image of a future event. The players must decide whether to intervene and potentially change the course of history, or let it play out as it was meant to be.

d100 = 73

  1. D8=1:A group of 2d6+3 humans have come to the tower to steal a magical book of spells. They are combing the tower, one floor at a time.
  2. D8=2:The adventurers stumble upon a parabolic chamber, its walls covered in cryptic symbols that pulse with rhythmic energies. As they step inside, a central plinth emanates a dark, swirling mist that coalesces into an ancient soothsayer, her voice laced with tremors of both dread and excitement. "Doom walks beside you, as does a forgotten hero," she murmurs, unveiling prophetic visions of entwined fates—a vision of three undead kings in conclave, and another showing a mage manipulating the threads of magic to rend the world asunder. These visions wax and wane, casting the room into alternating light and shadow. Before they can fully comprehend the implications, the adventurers are besieged by 2d8 shadowy wraiths, each one muttering half-crazed proclamations of doom. Should they survive, the soothsayer reveals an ancient prophecy involving a long-forgotten artifact linked to their quest, providing both hope and a grim warning about its true cost.
  3. D8=3:Winter cold causes frostbite on exposed skin. Players must activate magical braziers to bring warmth back to the room and stop an animated, frost-covered knight.
  4. D8=4:A shelf holding hundreds of bottles, some holding tiny glowing creatures.
  5. D8=5:A wizard is trying to convince his apprentice to start a business going to the borders of the kingdom and casting healing magic on wounded soldiers. The wizard says that this is an important job that needs to be done and that the kingdom needs to reward those who do it. The apprentice does not agree with his master and he goes back to his room to be alone.
  6. D8=6:A bookshelf animates, rearranging itself in front of you.
  7. D8=7:A collection of amorous spirits dwelling near an ancient tree provides the players with a heart-themed challenge for the way forward.
  8. D8=8:Spring greets the players with a garden of deadly flowers. Beautiful but lethal, the plants release intoxicating scents that induce hallucinations and aggressive behavior.

d100 = 74

  1. D8=1:A pair of shoes walking around mischievously.
  2. D8=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.
  3. D8=3:A room with a giant crystal ball that reveals glimpses of the past, present, and future. The players must use this information to make strategic decisions and avoid dangerous pitfalls.
  4. D8=4:A cauldron bubbles with a neon green liquid, emitting a rotten egg smell.
  5. D8=5:A wizard wearing plate mail armor is walking down a corridor. He is carrying a treasure chest full of gold coins in one hand and holding a sword in the other hand. The sword is made out of pure gold. The wizard will try to attack the players. If he is killed, there will be an explosion of magic and one of the nearby walls will collapse revealing a passage to a hidden treasure room full of gold coins and gems and jewelry and weapons and armor and magical items and scrolls and books and potions and lots of magic things.
  6. D8=6:A library exhibiting fantastic, fluctuating dimensions.
  7. D8=7:A well-hidden notebook containing dense, magical theories.
  8. D8=8:The tower's courtyard has been taken over by a pack of wild magical creatures, causing chaos and destruction. The wizard needs your help to calm the creatures and bring order back to the tower.

d100 = 75

  1. D8=1:An enchanted frame presents different heartwarming moments frozen in time. Characters must find and resurrect the moments, freeing the spirits within and revealing an escape.
  2. D8=2:A group of 2d10+10 orcs and 2d10 ogres are preparing to attack the tower while the players are inside it.
  3. D8=3:Summer storms rage in a chamber with crackling lightning and roaring thunder. Players must avoid metal objects that attract lightning strikes while solving a puzzle.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:Players see a ghostly figure wandering aimlessly throughout the tower. One of the wizards in the tower explains that it is the ghost of a wizard who went mad after experimenting with forbidden magic. The ghost can offer valuable information, but it may come with a price.
  7. D8=7:Three young female wizards are in the courtyard, asking questions about the Necromancer that was recently killed here. They seem to be researching information about him for their own purposes.
  8. D8=8: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.

d100 = 76

  1. D8=1:You hear the sizzle of fireworks fizzling out.
  2. D8=2:A set of magical wind chimes that ring in complex melodies.
  3. D8=3: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.
  4. D8=4:Navigating your way through the inky water-slope painted by moonless storms' strain, you stumble past the door into spring efflorescence depths—a water court filled with submerged truths. Illusory koi swim with fate-aspects interwoven into their delicate scales. Play the fisher’s clever hand within the maze-like waterway’s quagmire of moral mistrust; extracting clues through fishing the koi as providence grants. Fail to intercept their pathways, and their secret-binding illusions—they gamble explicitly on steep cost—to fiercely plague your path and fortunes forward.
  5. D8=5:An open book flaps its pages like wings and occasionally takes short flights across the room.
  6. D8=6: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.
  7. D8=7:Squeaky floorboards echo your every step as you ascend a spiral staircase.
  8. D8=8:A staff leans against the wall, glowing faintly.

d100 = 77

  1. D8=1:A short blue-skinned creature approaches you. He says "I'm just looking for a place to sleep."
  2. D8=2: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.
  3. D8=3:The players come across a room full of enchanted instruments, each with unique magical properties. However, they must play a certain melody to activate the instruments and figure out how to play them correctly.
  4. D8=4:A mannequin in wizard robes stands in a corner.
  5. D8=5:In the tower's observatory, the players find a powerful telescope that can show events from anywhere in the world. However, it can also accidentally transport the players to the location they are viewing.
  6. D8=6:The library holds books of countless love stories. The book cannot open until players share their tale of love, binding it forever with magical ink.
  7. D8=7: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.
  8. D8=8: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.

d100 = 78

  1. D8=1: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.
  2. D8=2:A summer solstice room reflects harsh sunlight via mirrored walls. Players must navigate while avoiding blinding light and sizzling traps triggered by heat.
  3. D8=3:A stack of books that re-shelves itself when disturbed.
  4. D8=4:A chamber shrouded in mist, where the spring’s new growth mingles with haunting shadows, beckons investigation. Ghost lights flicker, bringing memories of innocence tainted by treachery. Skeletons remain locked in eternal embrace as reminders of trust abused. Hazardous puddles of liquid memory radiate power: drinking offers fleeting insight but risks absorbing the consumed souls’ burdensome remorse. Foul creatures borne of marshland attachments lurk, drawn to those overindulging in the tower’s springtime memory. Navigate carefully to unlock the chamber’s lessons or face the host of half-formed shades grown greedy with time.
  5. D8=5: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.
  6. D8=6:A group of men in black robes approach the players. They are carrying books and scrolls. They are looking for a wizard to hire to research an old text.
  7. D8=7:A group of 2d6+3 humans have come to the tower to steal a magical book of spells. They are combing the tower, one floor at a time.
  8. D8=8: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.

d100 = 79

  1. D8=1:A group of 3 young nobles are walking down the hall. They are talking about how they will go out and party tonight. They are talking about how they will get drunk and find some women to date.
  2. D8=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!
  3. D8=3: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.
  4. D8=4:A disembodied hand scuttles underfoot, searching for something.
  5. D8=5:A massive tome falls off a shelf with a loud thud.
  6. D8=6:A floating quill scribbling indecipherable notes on a parchment.
  7. D8=7:A quill relaying satirical song.
  8. D8=8:A small plant sings a haunting melody that echoes throughout the chamber whenever approached.

d100 = 80

  1. D8=1:A strange and eerie mist fills the hallways, making it difficult to see and navigate. In the mist, you can hear faint whispers and cackles. Suddenly, you find yourself face to face with a ghostly figure, asking for your help in solving its unfinished business and finding peace. Will you aid the ghost or try to banish it? But be warned, the mist may have other tricks up its sleeves.
  2. D8=2:A group of spiders are jumping around and saying, 'We're so full!'
  3. D8=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.
  4. D8=4:A chandelier flickers with multi-colored lights.
  5. D8=5:A ghostly figure mops the floor, humming an old lullaby.
  6. D8=6:A faint trail of pixie dust leads away from an open window.
  7. D8=7:A group of 2d10+10 orcs and 2d10 ogres are preparing to attack the tower while the players are inside it.
  8. D8=8:A room with a chess board and pieces that come to life when a player steps onto the board. The players must use strategic thinking and skill to defeat the "living" chess pieces.

d100 = 81

  1. D8=1:The tower's library is home to a book that contains powerful knowledge but is protected by an enchanted game that only the most cunning and skilled players can win. Will the players risk their lives to gain the knowledge within?
  2. D8=2:The players are attacked by a group of 2d6 lizardmen. The lizardmen are trying to get into the tower to steal any magic items or spell books they can find.
  3. D8=3:A wizard has been cursed by a wandering sorcerer and his only hope for a cure is to get the lost spellbook of a wizard who lived in this tower centuries ago.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A concealed room radiates a radiant light from an angelic being trapped in a binding circle, offering wisdom or boons. Freeing the celestial may unleash as much danger as it does grace.
  7. D8=7: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.
  8. D8=8:A quill relaying satirical song.

d100 = 82

  1. D8=1: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.
  2. D8=2:A ghostly piano begins to play itself.
  3. D8=3:A painting changes its scene every few minutes.
  4. D8=4:A man wearing robes is standing in the middle of the hallway. He is listing names of people who have died in the last month or so. He will tell players that he is an undertaker who is running out of room in his graveyard. He will ask them to help him with this problem. He will offer players 100 gold pieces if they help him deal with this problem and help him with his work for a few days.
  5. D8=5:A trio of animated candles following around players.
  6. D8=6: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.
  7. D8=7:A large globe spins on its own, showing different lands than those you know.
  8. D8=8:A gnome is sitting on a rock, fishing. He is fishing in a small stream that flows through the tower.

d100 = 83

  1. D8=1:A cauldron bubbles with an unidentifiable, but pleasant, aroma.
  2. D8=2:The players come across a room full of enchanted instruments, each with unique magical properties. However, they must play a certain melody to activate the instruments and figure out how to play them correctly.
  3. D8=3:A celestial model orbiting mystique.
  4. D8=4:As the players climb the stairs, they come across a massive library with magical books floating in mid-air. One book seems to be calling out to them and upon opening it, they are sucked into the pages and must navigate through a dangerous storybook adventure.
  5. D8=5:The wallpaper has a pattern that seems to move when you aren't looking.
  6. D8=6:A group of fey creatures have arrived at the tower, seeking help in stopping a group of loggers from destroying the nearby forest. The party must use their diplomacy skills to find a peaceful solution.
  7. D8=7:A faint smell of sulfur permeates the area.
  8. D8=8:Mists swirl around the gatehouse at the front of the tower. The mists suddenly dissipate to reveal a small group of men in gray robes, who say, 'We're here to talk to the wizard. Have you seen him?'

d100 = 84

  1. D8=1:A potion bubbling over, changing colors rapidly.
  2. D8=2:A bouquet of flowers that wilts and blooms in a repeating cycle.
  3. D8=3:The faint scent of fresh herbs mingles with the musty smell of the old room.
  4. D8=4: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.
  5. D8=5:A small, harmless fire suddenly sparks in a nearby brazier.
  6. D8=6:A room filled with illusions and tricks. The players must use their wit and magical abilities to see through the illusions and find the hidden treasures within.
  7. D8=7:In an autumn-themed chamber, shadow crows swoop from the rafters and attempt to steal players’ belongings as they navigate a maze of thorny vines.
  8. D8=8:A shelf of spell components is meticulously organized.

d100 = 85

  1. D8=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.
  2. D8=2:A woman named Myra is standing near the tower. She is looking for work. She is a mercenary who will act as a bodyguard for the players for the right price.
  3. D8=3:A group of 3d10+5 itinerant monks are looking for an object that was stolen from them. Their high priest has hired them as bodyguards. They will attack anyone they don't know well.
  4. D8=4: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.
  5. D8=5:The adventurers stumble upon a parabolic chamber, its walls covered in cryptic symbols that pulse with rhythmic energies. As they step inside, a central plinth emanates a dark, swirling mist that coalesces into an ancient soothsayer, her voice laced with tremors of both dread and excitement. "Doom walks beside you, as does a forgotten hero," she murmurs, unveiling prophetic visions of entwined fates—a vision of three undead kings in conclave, and another showing a mage manipulating the threads of magic to rend the world asunder. These visions wax and wane, casting the room into alternating light and shadow. Before they can fully comprehend the implications, the adventurers are besieged by 2d8 shadowy wraiths, each one muttering half-crazed proclamations of doom. Should they survive, the soothsayer reveals an ancient prophecy involving a long-forgotten artifact linked to their quest, providing both hope and a grim warning about its true cost.
  6. D8=6:An animate quill floating around and correcting errors in nearby books.
  7. D8=7:The tower's kitchen is run by a group of friendly and helpful pixies, who love to cook delicious and magical meals for the inhabitants of the tower. The players may be able to persuade them to share their recipes.
  8. D8=8:A mirror reflects a different version of you that moves independently.

d100 = 86

  1. D8=1:The incessant ticking of a clockwork apparatus can be heard but is nowhere to be found.
  2. D8=2: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.
  3. D8=3:An altar with strange symbols that glow faintly.
  4. D8=4:A caged sprite offering cryptic messages.
  5. D8=5:A group of wizards are arguing about whether or not the world is round.
  6. D8=6:A simple wooden staff leans against the wall.
  7. D8=7:The sound of chimes from an unseen source fills the air.
  8. D8=8:A powerful mage has trapped the spirits of past wizards in the tower's chambers, forcing them to relive their greatest failures. The players must find a way to free the spirits and learn from their mistakes.

d100 = 87

  1. D8=1:Players enter a room that is covered in spider webs and dust. In the center of the room is a table with an old book on it. If they try and read the book, spiders will attack them!
  2. D8=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.
  3. D8=3:Vengeful spirits linger in this tower. They are sure the PCs will be killed when they enter the tower. They want to warn the PCs that they are in grave danger!
  4. D8=4:Winter cold causes frostbite on exposed skin. Players must activate magical braziers to bring warmth back to the room and stop an animated, frost-covered knight.
  5. D8=5: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.
  6. D8=6:Players find a pair of boots that allow them to walk on water. As they're checking them out, a mid-level wizard named Cairn walks in and demands that the players leave his boots alone!
  7. D8=7:A faint echo of past conversations fills the room.
  8. D8=8:A chamber shrouded in mist, where the spring’s new growth mingles with haunting shadows, beckons investigation. Ghost lights flicker, bringing memories of innocence tainted by treachery. Skeletons remain locked in eternal embrace as reminders of trust abused. Hazardous puddles of liquid memory radiate power: drinking offers fleeting insight but risks absorbing the consumed souls’ burdensome remorse. Foul creatures borne of marshland attachments lurk, drawn to those overindulging in the tower’s springtime memory. Navigate carefully to unlock the chamber’s lessons or face the host of half-formed shades grown greedy with time.

d100 = 88

  1. D8=1:An enchanted hat rack with hats that try to jump onto players' heads.
  2. D8=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.
  3. D8=3:As you climb further, a hallway filled with glitching arcane sigils dumps you in an alternate dimension. Here, aberrant creatures roam—twelve writhing, mind-bending horrors. Navigating this altered reality requires solving complex riddles that defy logic, with failures leading to attacks by these nightmare creatures.
  4. D8=4:A ghostly butler offers to take your coat, though it's quite cold to the touch.
  5. D8=5:The PCs meet an old man who is sitting on the steps out front. He has been sitting there for several days. He asks the PCs what they are up to. If they do not answer him immediately, he will refuse to speak to them again. He will ask them if they are looking for employment. If they answer yes, he will ask them if they can carry a heavy load. If they answer yes, then he wants to give them a small box. The box is very heavy. He will ask them to deliver it and offer to pay them 1 gold coin per turn. He says that he will be waiting for them back outside the Tower in 3 turns. He will walk off whistling. If they refuse to do what he asks, he will never speak to them again and will not hire them as employees.
  6. D8=6:Players encounter a quaint room with a tea set for two. When they pour and share the tea, a message from old lovers appears, hinting at the way ahead.
  7. D8=7:A rolling mist revealing floor whimsies.
  8. D8=8:A magical clock ticks into the future, showing the time two hours ahead.

d100 = 89

  1. D8=1:A large, ornate rug that shifts patterns.
  2. D8=2:A young man is selling maps of the area. The maps are accurate and very detailed. He is selling them for 1 gp each. He has a stack of 50 maps he wants to sell.
  3. D8=3:A bundle of dried herbs hangs from the rafters.
  4. D8=4:An ancient alchemical laboratory guarded by six homunculi radiates noxious fumes. The last alchemist’s spirit is trapped in a crystal vial, desperate for release. Communicating with him grants knowledge of lost recipes but also binds you inadvertently to his unfinished experiments, each one fraught with explosive risks.
  5. D8=5:Tiny, magical mice are running in and out of holes in the wall.
  6. D8=6:A small plant sings a haunting melody that echoes throughout the chamber whenever approached.
  7. D8=7:A random squawk echoes from a covered birdcage in the corner.
  8. D8=8:A mirror shows you as you would appear in different worlds.

d100 = 90

  1. D8=1:A half-finished magical circle is drawn on the floor.
  2. D8=2:A shadow puppet playing souls.
  3. D8=3:A scroll bursts into flames as you approach.
  4. D8=4:A stack of enchanted cards deals itself into hands.
  5. D8=5:A room covered with notes and drawings about arcane experiments.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A man is walking down the hall, muttering to himself. He is wearing robes, but they are covered in blood.

d100 = 91

  1. D8=1:Players encounter a hall of autumn mirrors that reflect their worst fears. These fears materialize and must be fought off.
  2. D8=2:The sound of clanking armor draws the players attention to an old suit of armor in the courtyard. The suit of armor attacks anyone who approaches it. It is actually a magical suit of armor controlled by an evil spirit that was imprisoned within it many years ago.
  3. D8=3:A parlor is decorated with exotic cushions floating above the floor.
  4. D8=4:An enchanted eraser calmly engaging bored thoughts.
  5. D8=5: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.
  6. D8=6:An open journal lies on a desk, filled with neat handwriting.
  7. D8=7:A room contains nothing but books, but they are stained with blood!
  8. D8=8:The party encounters the Wizard's wife who has turned into an undead creature.

d100 = 92

  1. D8=1:High above, a sky chamber where seven avian wizards contest aerial superiority. Navigating this vertical expanse proves imperative—joining one faction risks their fierce rivalries cascading down, impacting battlefield dynamics and altering the skies’ balance.
  2. D8=2:A pair of spectacles showing memories.
  3. D8=3:A mirror that occasionally shows a glimpse of another dimension.
  4. D8=4:A shadow puppet playing souls.
  5. D8=5:The players notice that there is one chair in the room that looks like it has been used more than the rest of them. If they sit in it, they will be transported to the top of the tower, where they will be attacked by a flying lizard with a human face and two arms and two legs!
  6. D8=6:A small, enchanted bird sings a magical tune.
  7. D8=7:A group of 2d6 guards are patrolling the tower's walls. They are under the control of a dragon-fly.
  8. D8=8:A set of glowing runes hovers in mid-air.

d100 = 93

  1. D8=1:A talking statue gives prophecies, though they rarely make sense.
  2. D8=2:A verdant clamor whispering insights.
  3. D8=3:A wizard is trying to convince a young apprentice wizard to leave his master and come work for him.
  4. D8=4:A carpet patch is smoldering lightly.
  5. D8=5:A prism splitting portrait.
  6. D8=6: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.
  7. D8=7:A window shows an outdoor scene that doesn’t match the surroundings.
  8. D8=8:A group of rangers approach you and ask for help finding a wizard named "Xelsin Manath." You say, 'Yeah? What's he look like?' One of the rangers says, 'He's a drow!' You look at him funny and say, 'He's what?' The ranger replies, 'He's a drow!'

d100 = 94

  1. D8=1:A column of ancient scrolls with glowing scripts.
  2. D8=2:The players come across a room full of animated objects - tables, chairs, and other furniture - that are playing poker with a mischievous imp as their dealer. The imp offers the players a chance to join in on the game and win magical trinkets, but if they lose, they must become one of the animated objects.
  3. D8=3:A hidden garden, energized by eldritch energy, contains arcane herbs capable of crafting rare potions if harvested properly. However, a mutated animal guardian vigorously protects this hidden oasis.
  4. D8=4: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.
  5. D8=5:A Carmine apple atop a pedestal glows warmly as if freshly plucked, neither withering nor browning.
  6. D8=6:A silk strand suspending possibilities.
  7. D8=7:The players have come to steal something from the tower vault and they find it is filled with weapons to attack them instead!
  8. D8=8:A chandelier flickers with multi-colored lights.

d100 = 95

  1. D8=1:A silk strand suspending possibilities.
  2. D8=2:An old, tattered wizard hat hangs on a hook.
  3. D8=3:An old rotary telephone seems to ring, though it is not connected to anything.
  4. D8=4:A magical loom weaves the fabric of fate. Manipulating it can alter future events, but tampering without understanding risks unravelling part of the party’s own destiny.
  5. D8=5:A magical fountain in the tower courtyard is rumored to grant wishes to those who drink from it. However, the wishes often have unexpected and ironic consequences.
  6. D8=6:A hidden grotto beneath the tower houses a community of semi-sentient fungi illuminating the dark with bio-luminescence. Harvesting the fungi grants powerful benefits, but they retaliate with toxic spores if provoked.
  7. D8=7:The players come across a room filled with strange, magical plants that seem to be alive. The plants start to communicate with the players, asking for help in defending themselves against a group of dark wizards who want to use their powers for evil.
  8. D8=8:A caged sprite offering cryptic messages.

d100 = 96

  1. D8=1:A mysterious key floats in mid-air, just out of reach.
  2. D8=2:Players enter a room that is covered in spider webs and dust. In the center of the room is a table with an old book on it. If they try and read the book, spiders will attack them!
  3. D8=3:Players find a chest full of gems and coins. There is a magic item hidden in the chest. It is a finely crafted locket that allows the wearer to speak any language (including the languages of creatures). There is also a ring that, when placed upon the finger of a humanoid, turns the creature into a frog.
  4. D8=4:A trio of animated paintbrushes continually work on a landscape painting.
  5. D8=5:A group of traveling minstrels have set up camp in the tower's courtyard and are offering to tell your fortune through their enchanting songs. However, their predictions may not be as pleasant as they seem.
  6. D8=6:A dais exuding hug forms.
  7. D8=7: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.
  8. D8=8:A hidden observatory reveals a cult of eight acolytes worshiping the stars, each one imbued with celestial power. Their leader, a star-touched prophet, offers glimpses of future events at the price of a piece of your soul. Engaging with the cult presents the twin dangers of gaining forbidden knowledge and losing a part of yourself.

d100 = 97

  1. D8=1:A basket of warp yarn unraveling dreams.
  2. D8=2:An old man approaches you and says, 'I'm looking for the wizard. Is he here?'
  3. D8=3:The top floor of the tower is home to a powerful archmage, who is rumored to have the ability to grant one wish to those who prove themselves worthy. However, the archmage's tests are not easy and may have unexpected consequences.
  4. D8=4: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.'
  5. D8=5:The observatory at the top of the tower aligns with celestial bodies, granting the party visions of the future. Misinterpreting these visions often leads to misleading or dangerous paths.
  6. D8=6:The tower's enchanting well, said to be imbued with healing and rejuvenating powers, is guarded by a powerful water elemental. The players must prove their worth in a physical trial in order to access its powers.
  7. D8=7:The wallpaper has a pattern that seems to move when you aren't looking.
  8. D8=8:A pottery shard sits on display with a glowing symbol.

d100 = 98

  1. D8=1:Enchanted autumn leaves from a druid's spell flit around, stealing magical energy. Players need to catch these leaves to regain their magic.
  2. D8=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!
  3. D8=3:An abacus that continually tallies with no clear reason for its computations.
  4. D8=4:A ghostly figure mops the floor, humming an old lullaby.
  5. D8=5:A plush chair that massages whoever sits in it.
  6. D8=6:A holographic image of a wizard gives advice on magical topics.
  7. D8=7:A delicate tiara rests on a velvet cushion.
  8. D8=8: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.

d100 = 99

  1. D8=1:A vase of flowers changing fragrances.
  2. D8=2:A miniature hot air balloon floating indoors.
  3. D8=3:A shoebox filled with enchanted clockwork mice rolling and flipping through the air.
  4. D8=4: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.
  5. D8=5:A citadel of festering knowledge bears hallways resonating with perpetual mental cacophony. The tower’s own voice murmurs flirtatious suggestions, feeding paranoia and tempting despair. Artifacts of dead kings and lost queens both hold power and potential incestuous horrors magnified within these precariously intwined halls. Choices made always echo a prior ruler’s path— whether to uphold shattered oaths, summons dread spirits into quasi-lit flames, or embrace cursed authority with all its treacherous entrapments. Each item handled is another piece of lore picked up or twisted.
  6. D8=6:A speaking skull typically offering unsolicited advice.
  7. D8=7: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.
  8. D8=8:A golden key drifting slowly in the air.

d100 = 100

  1. D8=1:A wooden box vibrates slightly.
  2. D8=2:A citadel of festering knowledge bears hallways resonating with perpetual mental cacophony. The tower’s own voice murmurs flirtatious suggestions, feeding paranoia and tempting despair. Artifacts of dead kings and lost queens both hold power and potential incestuous horrors magnified within these precariously intwined halls. Choices made always echo a prior ruler’s path— whether to uphold shattered oaths, summons dread spirits into quasi-lit flames, or embrace cursed authority with all its treacherous entrapments. Each item handled is another piece of lore picked up or twisted.
  3. D8=3:A trio of animated paintbrushes continually work on a landscape painting.
  4. D8=4:A wizard is trying to convince his apprentice to start a business going to the borders of the kingdom and casting healing magic on wounded soldiers. The wizard says that this is an important job that needs to be done and that the kingdom needs to reward those who do it. The apprentice does not agree with his master and he goes back to his room to be alone.
  5. D8=5:In a room echoing with primal roars, you find seven druids who can shape-shift into powerful beasts, clashing over territory. Assisting or defeating them bestows control over this floor, but choosing sides can engender deep bonds or bitter enmities, reflecting in broader faction dynamics.
  6. D8=6:The players stumble upon a room filled with enchanted portraits of famous wizards. One of the portraits challenges the players to a wizarding duel in order to prove their worth.
  7. D8=7:Encountering a time-locked room where moments loop endlessly can provide insights into repeating past mistakes, yet breaking free of the time loop requires keen observation.
  8. D8=8:Zagol the wizard is an evil wizard who leads a team of evil creatures. They recently set up camp in a nearby cave and have been terrorizing a nearby village. He is planning on attacking the nearby village with his army of evil creatures over the next few days. He wants a player character to go into the village and find out when the sun will rise and shine on his army so he knows when to attack.

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Other dice tiers for the wizard tower: D1, D4, D6, D10.

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