encounter

A Random Table for a Tabletop RPG

Encounter Generator – Wilderness (Fantasy)

Encounter-Generator---Wilderness-(Fantasy)-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

When wandering in the wilderness anything could happen! Start out by deciding on an appropriate level of danger, then roll a d100 on the appropriate table below. Take the result and roll on the indicated table(s) to finalize the encounter.

If a Settlement is rolled up, you can create a village, town, or even an underground city if you are up for it. I have plans to release a settlement generator, so keep your eyes peeled!

Encounter-Generator-Pack-(Fantasy)-CoverThis is also available as part of a fantasy encounter generator bundle- CLICK HERE

Encounter Type (d100)

Danger Lvl 1 Danger Lvl 2 Danger Lvl 3 Result
1-20 1-25 1-15 [People] [Activity]
21-30 26-40 16-40 [Ambush] [Ruse] [Strategy]
31-40 41-55 41-55 [Dangerous Animal] [Size]
41-50 56-70 56-75 [Hazard]
51-60 71-85 76-95 [Of Value]
61-65 86-90 96-99 Settlement
66-100 91-100 100 [Benign]

People (d100)

Roll People
1-3 1d4 Bandit(s)
4-6 1d4 Cattle rustler(s)
7-9 1d4 Fishermen
10-12 1d4 Herdsmen
13-15 1d4 Horse Thieve(s)
16-18 1d4 Military Scout(s)
19-21 1d4 Native(s)
22-24 1d4 Outlaw(s)
25-27 1d4 Pirate(s)
28-30 1d4 Prospector(s)
31-33 1d4 Refugee(s)
33-36 1d4 Religious Pilgrim(s)
37-39 1d4 Sailor(s)
40-42 1d4 Traveler(s)
43-45 1d4 Missionary(ies)
46-48 1d4 Treasure Hunter(s)
49-51 1d4+1 Adventurers
52-54 1d6 Gypsy(ies)
55-57 Bounty Hunter
58-60 Fugitive
63-66 Hermit
67-69 Hunter
70-72 Master Thief
73-75 Merchant
76-78 Merchant w/ 1d4+1 Guards
79-81 Military patrol: 1d4+2 strong
82-84 Naturalist with 1d4 Assistants
85-87 Outcast
88-90 Ship’s Captain with 1d4 Sailor(s)
91-93 Sniper
94-96 1d4+1 Members of a Surveyor Team
97-99 Thief

Activity (d100)

Roll Activity
1-2 Arguing with someone
3-4 Bathing
5-6 Being chased
7-8 Bound and gagged
9-10 Branding an animal
11-12 Burying something/someone
13-14 Chasing someone
15-16 Crying
17-18 Destroying something
19-20 Digging
21-22 Drawing in ground
23-24 Drumming
25-26 Drunk
27-28 Dueling
29-30 Eating
31-32 Fatigued
33-34 Feverish
35-36 Fighting
37-38 Fishing
39-40 Hiding something/someone
41-42 Hunting
43-44 Injured
45-46 Killing something/someone
47-48 Lost
49-50 Meditating
51-52 Moving blockage in path
53-54 Needs help with something off of the path
55-56 Negotiating with someone
57-58 On a quest
59-60 Planning
61-62 Playing a game
63-64 Playing an instrument
65-66 Praying
67-68 Purchasing something
69-70 Pursued by Bandits
71-72 Questioning someone
73-74 Recently ambushed
75-76 Recently robbed
77-78 Repairing Vehicle
79-80 Resting
81-82 Searching for something/someone
83-84 Sick
85-86 Singing
87-88 Sleeping
89-90 Smoking a pipe
91-92 Smoking an animal carcass
93-94 Studying
95-96 Tracking
97-98 Training
99-100 Wounded

Ambush (d100)

Roll Result
1-30 Bandits
31-40 Military patrol
41-50 Natives (Hostile)
51-60 Outlaws
61-65 Cattle rustlers
66-70 Gypsies
71-75 Pirates
76-80 Sailors
81-85 Sniper
86-90 Bounty hunter
91-95 Assassin
96-100 Master Assassin

Ruse (d100)

Roll Result
1-25 No Ruse
26-50 Block Path
51-65 Choke Point
66-75 Disabled Vehicle
76-80 Disguise
81-85 Infiltrate Group
86-90 Injured/Sick Person
91-95 Lure Off Path
96-99 Natural Hazard
100 Trapdoors

Strategy (d100)

Roll Result
1-25 Rush in
26-45 Snipe from afar
46-65 Spring out from concealment
66-80 Set up traps
81-85 Drop nets
86-90 Drop from above
91-95 Throw grenades
96-100 Poison

Animal (d20)

Roll Result
1 Alligator
2 Baboon
3 Badger
4 Banana Spider
5 Bear
6 Big Cat
7 Boa Constrictor
8 Cape Buffalo
9 Elephant
10 Giant Rat
11 Gorilla
12 Hippopotamus
13 Komodo Dragon
14 Moose
15 Scorpion
16 Venomous Snake
17 Wild Boar
18 Wild Dog
19 Wolf
20 Wolverine

Size (d20)

Animal is of Normal size unless the roll is above the threshold for the chosen danger level, in which case the animal is Dire.

Danger Level Roll Threshold
Danger Level 1 18+
Danger Level 2 14+
Danger Level 3 10+

Hazard (d100)

Roll Result
1-20 Trap
21-35 Bad Water
36-50 Crevasse
51-65 Storm
66-75 Heatwave
76-80 Earthquake
81-85 Forest Fire
86-90 Poisonous Fumes
91-95 Quicksand
96-100 Rockfall

Of Value (d100)

Roll Result
1-25 Food
26-40 Standard Loot
41-55 Helpful Clue/Pointer
56-70 Coin purse
71-85 Dead people
86-92 Natural Resource
93-97 Dead Poisonous Animal
98 Dungeon
99 Exactly what is needed
100 Fancy Loot

Benign (d20)

Roll Result
1 A body hangs by the neck from a tree branch
2 A post with an unoccupied hanging cage
3 Several arrows stick out of a dead animal
4 An old trail of blood across path
5 A brush fire is slowly moving this way
6 Long dead remains of a soldier are pinned to a tree
7 Weathered stone circle off path
8 Coals from a recent, large campfire
9 Strong smell of wildflowers
10 Strong smell of cooking food
11 A quick succession of twigs snap
12 Strange, large tracks across path
13 Vultures circle overhead
14 An arrow is sticking from a tree
15 Unknown/strange writing on standing stone
16 Sudden temperature drop
17 Path is blocked
18 Choke Point in trail
19 Destroyed Caravan
20 Natural Hazard off path, easily avoidable
A Random Table for a Tabletop RPG

Espionage Mission Generator

Espionage-Mission-Generator-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

This generator will work in any setting / genre in which an espionage mission is called for. It’s results are vague enough that you can easily supply your own details to fit your world, but specific enough that you don’t have to come up with everything yourself. The below “mad-libs” style sentence will help you understand your random results. Whenever you see a [bold] word in the sentence, it refers to the random table of the same name. All you have to do is roll on that table and insert the result into the sentence at that point!

The mission is to [Mission] via [Method] in [Locale]. Resistance will come from [Enemy], but an ally can be found in [Ally]. Potential Intelligence can be uncovered via [Intelligence Source], revealing [Intelligence]. Completion of this mission will result in the gain of [Reward]. Possible Twists and Turns include: [Twists and Turns].

This post is also available in PDF format as part of a Mission Generator Bundle (Espionage and Military Missions) – CLICK HERE

Mission

Roll a d2. One a 1, the mission is Offensive, on a 2 it is Defensive. e.g. if “Rescue Target” is rolled Offensively, the PCs want the target to be rescued, but if it is rolled Defensively, the PCs must prevent a target from being rescued.

Result Roll (d2, then d12)
Turn Enemies 1
Implicate Enemies 2
Plant Intelligence 3
Gather Intelligence 4
Silence Witnesses 5
Steal/Destroy Supplies 6
Kidnap or Kill Target 7
Rescue Target 8
Uncover Traitors 9
Cause Chaos 10
Deliver Intelligence 11
Reconnaissance 12

Method

Result Roll (d100)
Infiltration 1-35
Socializing 36-60
Investigation 61-85
Escorting a Target 86-95
a Direct Assault 96-100

Locale

Result Roll (d100)
a City 1-35
a Town 36-60
the Civilized Countryside 61-80
the Wilderness 81-85
a Fort 86-90
an Estate 91-95
a Ship 96-100

Enemy

Result Roll (d100)
Regular Military 1-35
Mercenaries 36-55
Civic Leader 56-70
Loyalist Civilians 71-85
Deserters 86-90
Rebel Military 91-95
Counter-Spies 96-100

Ally

Result Roll (d100)
[Roll on Civilian Table] 1-60
Regular Soldier 61-70
Rebel Soldier 71-80
Criminal 81-90
Mercenary 91-100

Intelligence Source

Result Roll (d100)
Interrogation 1-25
Reconnaissance 26-45
a Journal Entry 46-60
a Refugee 61-75
a Personal Letter 76-85
Sealed Orders 86-95
a Traitor 96-100

Intelligence

Result Roll (d100)
Troop Details 1-25
Enemy Orders 26-45
Supply Details 46-65
Damning Documents 66-80
Grand Strategy 81-90
a Cypher 91-95
Spy Network Info 96-100

Reward

Result Roll (d100)
a Cache of Supplies 1-15
Rebellion Influence 16-30
Enchantments 31-45
a Magical Item 46-60
Recruits 61-75
Officer Information 76-90
a Unique Item 91-95
NPC Rumors 96-100

Twists and Turns

Result Roll (d100)
Ambush 1-3
Another Enemy, hostile to all, appears 4-6
Assemble and/or train a force to help 7-9
Bad intelligence 10-12
Commander KIA 13-15
Conflicting orders from two superiors 16-18
Cowardice 19-21
Enemy’s cause is sympathetic 22-24
False Flag Operation 25-27
Family in danger 28-30
Greed 31-33
Local militia helps or hinders 33-36
Midway through, PCs are replaced 37-39
Mistaken Identity 40-42
No collateral damage allowed 43-45
Personal Rivalry 46-48
Red Herring 49-51
Reinforcements 52-54
Revenge 55-57
Sickness 58-60
Stranded 63-66
Supplies sabotaged 67-69
Terrible weather 70-72
The enemy can’t be beaten directly 73-75
The goal has moved 76-78
Must be done without alerting anyone 79-81
PCs and ally have conflicting orders 82-84
Traitor 85-87
Traps 88-90
Two bad things, only one can be stopped 91-93
Unwanted Ally 94-96
Urgent new mission arises 97-99

Civilian

Result Roll (d100)
Accountant 1
Acrobat 2
Actor 3
Animal Trainer 4
Apothecary 5
Arbiter 6
Armorer 7
Artist 8
Baker 9
Barber 10
Beekeeper 11
Begger 12
Blacksmith 13
Brewer 14
Butcher 15
Candlemaker 16
Carpenter 17
Cartographer 18
Charcoalmaker 19
Cheesemaker 20
Chimney Sweep 21
City Official 22
Clergyman 23
Cook 24
Courtesan 25
Crier 26
Dancer 27
Diplomat 28
Dockmaster 29
Dockworker 30
Doctor 31
Driver 32
Duelist 33
Executioner 34
Falconer 35
Farmer 36
Farmhand 37
Fence 38
Fisherman 39
Forester 40
Fortuneteller 41
Fugitive 42
Gardener 43
Glassblower 44
Gravedigger 45
Guardsman 46
Healer 47
Herbalist 48
Herder 49
Horsebreeder 50
Houndsman 51
Hunter 52
Jailor 53
Jeweler 54
Laborer 55
Lawyer 56
Leatherworker 57
Librarian 58
Locksmith 59
Maid 60
Mason 61
Mercenary 62
Merchant 63
Midwife 64
Military Officer 65
Military Scout 66
Miner 67
Missionary 68
Moneylender 69
Musician 70
Naturalist 71
Painter 72
Perfumemaker 73
Preacher 74
Prostitute 75
Quack Doctor 76
Sailor 77
Scholar 78
Scientist 79
Scribe 80
Servant 81
Shepherd 82
Ship Captain 83
Shipwright 84
Shopkeeper 85
Smuggler 86
Soldier 87
Squire 88
Stableman 89
Tattoist 90
Tavern Wench 91
Tavernkeeper 92
Tax Collector 93
Taxidermist 94
Teacher 95
Torturer 96
Treasure Hunter 97
Vermincatcher 98
Weaponsmith 99
Woodsman 100

 

So Many New PDFs

Hey everyone, I’ve been churning out PDFs and posting them to drivethrurpg.com over the past week. I’m only going to post on the various RPG subreddits once per week about my stuff (I don’t want to spam everyone!), so I’ll be highlighting different PDFs as time goes by.

For now you can check out what I have available by clicking here.

Free PDFs of My Stuff!

Hey everyone, I’m now offering free (pay-what-you-want) PDFs of some of my posts here via drivethrurpg.com. I only have one ready for you at the moment but more will be coming soon! Check them out on the side-bar or click the link below:

100 Spooky Yet Mundane Dungeon Encounters (Fantasy)

 

A Random Table for a Tabletop RPG

Mundane Loot Tables

Mundane-Loot-Tables-By-Wealth-Level-(Fantasy)-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

Sometimes the PCs loot a house or check the pockets or bag of some random NPC. Don’t just give them a few coins, make it interesting and give them some some basic, mundane items using these tables! They are broken up into wealth categories, from Destitute all the way up to Filthy Rich. Choose how rich/fancy the targeted NPC or NPC’s house is, and roll a d100 on the appropriate table below.

The Value column is in copper pieces, though it won’t necessarily transfer to a D&D game, as I created these tables for a homebrew system called Wretched (which I’ll probably post on this blog at some point). So feel free to use the Value as a reference or ignore it.

Destitute

Goods – Destitute d100 Value
Item of Sentimental Value (Re-Roll) 1-8
Bone 9-15
Cloth Scrap 16-22
Unreadable Note 23-29
River Stone 30-36
Dried Flower 37-43
Hardtack 44-50
Iron Nail 51-55 3
Piece of Food 56-60 3
Iron Buckle 61-64 5
Chalk 65-66 10
Crude Holy Symbol 67-68 10
Hat 69-70 10
Iron Earring 71-72 10
Tin Cup 73-74 10
Walking Stick 75-76 10
Belt 77-78 15
Candle 79-80 15
Crude Box 81-82 15
Crude Pipe 83-84 15
Die (6 Sided) 85-86 15
Pouch 87-88 15
Soap 89-90 15
Spike, Wood 91-92 15
Tinderbox 93-94 15
Tobacco 95-96 15
Whetstone 97 15
Comb 98 20
Crafting Scrap, Poor [d4] 99 20
Torch 100 20

Poor

Goods – Poor d100 Worth
Item of Sentimental Value (Re-Roll) 1-6
Bone 7-9
Cloth Scrap 10-12
Unreadable Note 13-15
River Stone 16-18
Dried Flower 19-21
Hardtack 22-24
Iron Nail 25-26 3
Piece of Food 27-28 3
Iron Buckle 29-30 5
Chalk 31-32 10
Hat 33-34 10
Iron Earring 35-36 10
Tin Cup 37-38 10
Belt 39-40 15
Candle 41-42 15
Die (6 Sided) 43-44 15
Pouch 45-46 15
Soap 47-48 15
Spike, Wood 49-50 15
Tinderbox 51-52 15
Tobacco 53-54 15
Whetstone 55-56 15
Comb 57-58 20
Crafting Scrap, Poor [d6] 59-60 20
Torch 61-62 20
Walking Stick 63-64 20
Crude Box 65-66 25
Holy Symbol 67-68 25
Needle, Bone 69-70 25
Tobacco Pipe 71-72 25
Flint and Steel 73-74 30
Nails x10 75-76 30
Blanket 77-78 35
Holy Water 79-80 35
Parchment 81-82 35
Spike, Iron 83-84 35
Vial, Empty 85 35
Animal Skin, Common 86 50
Crafting Scrap, Standard [d4] 87 50
Die, weighted (R) 88 50
Drill 89 50
Fishing Gear 90 50
Mallet 91 50
Playing Cards 92 50
Scroll, blank 93 50
Smoking Pipe 94 50
Spike, Steel 95 50
Waterskin 96 50
Whistle 97 50
Drugs 98 50
Bedroll 99 60
Crafting Scrap, Fine 100 75

Stable

Goods – Stable d100 Worth
Item of Sentimental Value (Re-Roll) 1-6
Dried Flower 7-9
Bread 10-12
Piece of Food 13-15 3
Chalk 16-18 10
Hat 19-21 10
Iron Earring 22-24 10
Tin Cup 25-27 10
Belt 28-30 15
Candle 31-32 15
Die (6 Sided) 33-34 15
Pouch 35-36 15
Soap 37-38 15
Spike, Wood 39-40 15
Tinderbox 41-42 15
Tobacco 43-44 15
Whetstone 45-46 15
Comb 47-48 20
Crafting Scrap, Poor [d8] 49-50 20
Torch 51-52 20
Needle, Bone 53-54 25
Flint and Steel 55-56 30
Nails x10 57-58 30
Walking Stick 59 30
Blanket 60 35
Box 61 35
Parchment 62 35
Spike, Iron 63 35
Tobacco Pipe 64 35
Vial, Empty 65 35
Holy Symbol 66 45
Holy Water 67 45
Animal Skin, Common 68 50
Crafting Scrap, Standard [d6] 69 50
Drill 70 50
Fishing Gear 71 50
Gem 72 50
Mallet 73 50
Playing Cards 74 50
Scroll, blank 75 50
Spike, Steel 76 50
Waterskin 77 50
Whistle 78 50
Drugs 79 50
Bedroll 80 60
Chain, Steel x1 foot 81 75
Crafting Scrap, Fine [d4] 82 75
Crowbar 83 75
Hammer 84 75
Ink 85 75
Oil (for lantern; 1 pint, lasts 48 hours) 86 75
Saw 87 75
Leather satchel (waterproof) 88 100
Quiver (20 arrows or bolts) 89 100
Scroll case 90 100
Wormrose Incense 91 100
Anti-Venom 92 150
Cooking Pots 93 150
Healing Kit, Poor (-5) 94 150
Lantern 95 150
Net 96 150
Pick 97 150
Crafting Tools, Poor (-5) 98 200
Healing Kit, Standard (+0) 99 300
Instrument 100 300

Rich

Goods – Rich d100 Worth
Item of Sentimental Value (Re-Roll) 1-5
Bread
Die (6 Sided) 25
Pouch 25
Tobacco 25
Comb 30
Flint and Steel 26-28 30
Parchment 29-31 35
Box 32-34 50
Crafting Scrap, Standard [d8] 35-37 50
Playing Cards 38-40 50
Scroll, blank 41-43 50
Tobacco Pipe 44-46 50
Walking Stick 47-49 50
Holy Symbol 50-52 60
Holy Water 53-55 60
Crafting Scrap, Fine [d6] 56-58 75
Ink 59-61 75
Drugs 62-64 75
Key 65-67 100
Leather satchel (waterproof) 68-70 100
Quiver (20 arrows or bolts) 71-73 100
Scroll case 74-76 100
Wormrose Incense 77-79 100
Anti-Venom 80-81 150
Healing Kit, Poor (-5) 82-83 150
Crafting Tools, Poor (-5) 84-85 200
Gem 86-87 d20 * 10 + 80
Lantern 88-89 200
Magnifying Glass 90-91 250
Healing Kit, Standard (+0) 92-93 300
Holy Book 94 350
Crafting Tools, Standard (+0) 95 400
Mirror, Hand 96 400
Healing Kit, Fine (+5) 97 500
Instrument 98 500
Crafting Tools, Fine (+5) 99 650
Lockbox, Steel 100 750

Filthy Rich

Goods – Filthy Rich d100 Worth
Item of Sentimental Value (Re-Roll) 1-5
Bread 6-9
Die (6 Sided) 10-13 35
Pouch 14-17 40
Tobacco 18-21 40
Comb 22-25 50
Flint and Steel 26-29 50
Parchment 30-33 50
Box 34-37 75
Crafting Scrap, Fine [d8] 38-40 75
Playing Cards 41-43 75
Scroll, blank 44-46 75
Tobacco Pipe 47-49 75
Walking Stick 50-52 75
Holy Symbol 53-55 100
Holy Water 56-58 100
Ink 59-61 100
Drugs 62-64 100
Anti-Venom 65-67 150
Healing Kit, Poor (-5) 68-70 150
Crafting Tools, Poor (-5) 71-72 200
Gem 73-74 d20 * 20 + 200
Key 75-76 200
Leather satchel (waterproof) 77-78 200
Quiver (20 arrows or bolts) 79-80 200
Scroll case 81-82 200
Wormrose Incense 83-84 200
Healing Kit, Standard (+0) 85-86 300
Lantern 87-88 350
Magnifying Glass 89-90 350
Crafting Tools, Standard (+0) 91-92 400
Healing Kit, Fine (+5) 93-94 500
Holy Book 95-96 500
Mirror, Hand 97 600
Crafting Tools, Fine (+5) 98 650
Instrument 99 850
Lockbox, Steel 100 1000
A Random Table for a Tabletop RPG

Spooky, yet Mundane Dungeon Encounters

100-Spooky-Yet-Mundane-Dungeon-Encounters-(Fantasy)-CoverThis post is available as a high-quality PDF – CLICK HERE

Sometimes you want your players to feel like something dangerous is going on, but in reality its just a mundane occurrence. I’ve put together a table of 100 spooky and unnerving, yet harmless encounters for you to frighten and confuse your players! Roll a d100 on the table below to get started.

  1. A birds nest sits in a crack in the wall. It has three warm eggs inside
  2. A body hangs by its neck from a chandelier
  3. A broken weapon lies discarded here. It has been sundered by something of great strength.
  4. A cage containing the bones of a child hangs from the ceiling
  5. A ceiling tile falls, narrowly missing the party
  6. A chess board is set up in an alcove with a half finished game laid out
  7. A chicken pecks at the floor
  8. A circle of carefully stacked stones have been arranged in the middle of the hallway
  9. A corpse lies on the floor. The word “SEVEN” has been carved into its skull
  10. A crudely drawn image of a vulture on a wall deeply unsettles the PCs
  11. A curious rat trails the party
  12. A dead cow lies on the floor. It is clearly rotten but has no smell
  13. A deep thumping approaches the party until it sounds like it is in the room with them, then stops
  14. A delicious dessert sits on a wooden stool
  15. A faded sign advertising “Hot Meat Pies” leans against the wall
  16. A frog with a ribbon tied around its neck hops across the floor
  17. A fungus growing along the floor rapidly fades and dies as the PCs approach it.
  18. A gold chamber pot with still warm feces
  19. A group of rats gnaw at the head of an Orc. The body is nowhere to be found
  20. A head with its lips sewn shut lies on the floor
  21. A large cobweb sits in the corner. A first glance a PC sees the name of a loved one written in it, but when he looks back at the web the name is gone.
  22. A large spider crawls out of a PC’s ear
  23. A large, flaming spider screeches as it races about, and is killed by the flames
  24. A lone moth flits around a torch. It seems to pass through solid materials and will slowly fade from sight.
  25. A loose stone reveals the bones of a child
  26. A mask rests on a table. After a moment, it sighs, whispering “You’re not perfect”, before crumbling into dust.
  27. A pack and its contents lie strewn across the ground
  28. A pair of glowing lights is visible in the distance, but fade as the PCs approach.
  29. A PC feels a hand in his pouch, but nothing is missing
  30. A PC finds a slip of paper with his name on it
  31. A PC finds himself unconsciously flipping a coin and nervously checking the outcome
  32. A PC has a flash of a vision in which the other PCs are stone statues
  33. A PC hears a horrid, cacophonous roar which fills his ears and reverberates off the walls. No one else hears this
  34. A PC hears whispering right behind him, but there is no one there
  35. A PC splashes into a puddle that was not there an instant before. He is soaked in stale water
  36. A pigeon lands on a PC’s shoulder. It has a message tied to its foot which reads “Trust no one,” written in the PC’s handwriting
  37. A rat gnaws at a bone nearby and suddenly a hawk swoops down, grabs it, and vanishes around a corner
  38. A severed hand covered in stitches lies on the floor
  39. A sheet of music is pinned to the wall with a dagger
  40. A shield lies on the ground here, ripped into two pieces by something of immense strength.
  41. A single strawberry grows in a pot of earth
  42. A skeletal foot seems to be partially embedded into the wall.
  43. A small flower grows in a crack in the floor.
  44. A small ray of light reaches through a crack in the ceiling.
  45. A spider covered in spines scurries away
  46. A suit of armor crumples to the ground with a human sounding sigh
  47. A tarnished silver key hangs from a ring on the wall
  48. A throbbing spider nest the size of a cat is attached to the ceiling. Several spiders run across it.
  49. A timid voice whispers a PC’s name before laughing and fading away.
  50. A vile liquid bubbles and seeps up from one of the tile-stones.
  51. A wall stone has been shifted, revealing a natural cave entrance
  52. A zombie with no arms or lower jaw follows the party
  53. All of the PCs speak in unison “It is done,” and find themselves feeling elated
  54. An arrow sticks from a chink in the wall
  55. An old ring sits in a crack in the floor
  56. An old trail of blood leads away, as if a body were dragged. It stops suddenly
  57. Bloody footprints left by a large creature lead down the hall, and slowly fade
  58. Dried petals of an unidentifiable flower litter the floor.
  59. Hundreds of insects swarm a corpse
  60. One by one, the lights in the room go out
  61. One PC has a vision of the other PCs being murdered one by one. The killer wears the PC’s face and a smile.
  62. Several headless corpses lie around a chopping block. Their heads are nowhere to be found
  63. Statues of guards flank a bricked up doorway
  64. The distinct skittering of tiny paws can be heard for a moment.
  65. The dust is thick in the air here, and the PCs feel the need to cough.
  66. The eyes of a moth-eaten painting lazily follow the PCs.
  67. The floor here is crawling with maggots.
  68. The full name of someone dear to one of the PCs is scratched into a wall
  69. The ground beneath the PCs’ feet suddenly becomes extremely sticky.
  70. The lights dim and it appears as if the PCs are moving through a field of stars for a moment
  71. The party leader gets a whiff of the perfume a loved one used to wear
  72. The party leader suddenly knows the identity of a killer who committed a crime here long ago
  73. The PCs can hear heavy breathing.
  74. The PCs feel a sudden chill here.
  75. The PCs find that they have all drawn their weapons unconsciously
  76. The PCs have been idly talking about an old friend before remembering that they know no one by that name
  77. The PCs hear the lonely howl of a single wolf.
  78. The PCs hear the sounds of a massive metal blade being dragged across the ground. It slowly fades into the distance regardless of the PCs’ actions.
  79. The PCs hear the sounds of drums. Drums, in the deep. They fade as the PCs move.
  80. The PCs suddenly realize that their footfalls have been completely silent for several minutes. As soon as they do so, their footsteps can be heard again
  81. The remains of an adventurer are pinned to the wall with daggers
  82. The smell of the sea is overwhelmingly strong in a corner of the room
  83. The sound of a conversation the PCs had earlier can be clearly heard from behind a door
  84. The sound of hurried footsteps echo, and suddenly stop
  85. The sound of shattering pottery echoes from around a corner. If the PCs investigate they find a broken vase and no one in sight
  86. The sound of singing floats from a doorway and fades
  87. The torch here seems to be burning a strange color. It returns to normal as soon as the PCs interact with it.
  88. The wall has been carved away, and a large standing stone has been placed in the newly formed alcove. It is covered in strange writing
  89. There is a box here faintly emitting a sweet aroma. It is filled with decaying fruit.
  90. There is a desk and a pair of chairs here. One of the chairs is covered in dried blood.
  91. There is a locked box here, filled with tiny slips of paper with names on them. Approximately half the names are crossed out.
  92. There is a pile of teeth here.
  93. There is a scroll here describing the trial and messy execution of one of the PCs.
  94. There is an empty net here on the ground, ripped and torn to shreds.
  95. Thin metallic shavings form an intricate pattern in the floor.
  96. Two ancient corpses embrace one another
  97. Two cats chase each other and run past the PCs
  98. Water drips slowly from the ceiling, but it distinctly smells like blood.
  99. What appears to be the carcass of a rat lies on the floor. As the PCs approach, it suddenly springs into action and darts away.
  100. When a PC steps on a certain stone he hears a click, but nothing happens.