Random Tables

Activities & Events

100 Adventure Hooks

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A magical tournament invites unknown challengers—and one looks familiar.

Entries

1:
A village is plagued by nightly disappearances—only footprints leading into the forest remain.
2:
A wealthy merchant hires the party to retrieve a stolen heirloom from a haunted ruin.
3:
A dragon’s egg has gone missing, and multiple factions want it for different reasons.
4:
A carnival has rolled into town—and no one remembers inviting them.
5:
The king’s food taster has died mysteriously; the court is in panic.
6:
A mysterious island has emerged off the coast overnight.
7:
An ancient sword speaks in dreams, calling for a worthy bearer.
8:
A noble’s child claims their imaginary friend is real—and dangerous.
9:
A mine collapses, revealing something buried for centuries.
10:
Local wildlife grows more aggressive each day; something is stirring underground.
11:
A traveling bard collapses mid-performance, whispering a cryptic warning.
12:
A distant lighthouse starts flashing a coded message.
13:
A plague spreads—but only affects liars.
14:
The stars are in the wrong positions—and astrologers panic.
15:
A ghost ship docks with no crew, but the hold is full of treasure.
16:
A giant footstep appears outside a mountain town—with no tracks before or after.
17:
A town’s shadows no longer match their owners.
18:
A mage offers great riches to escort them to a mysterious, forbidden place.
19:
A newborn is covered in runes no one can read.
20:
A band of peaceful monsters seeks help against vengeful adventurers.
21:
A comet passes overhead—and people begin to vanish.
22:
The party finds a diary describing their exact actions—days before they happen.
23:
A river runs red for seven nights—then returns to normal.
24:
A cursed crown must be returned to a tomb—or war will erupt.
25:
A local blacksmith forges weapons no one remembers ordering.
26:
An earthquake uncovers a sealed vault beneath a temple.
27:
A famous hero has gone rogue—and claims it’s the only way to save the world.
28:
Every mirror in town shatters on the same night.
29:
A renowned scholar is offering gold for protection—but won’t say why.
30:
The moon vanishes from the sky for one night.
31:
A beloved local turns out to be a long-disguised monster.
32:
The mayor offers a reward to anyone who can sleep through the night.
33:
A mysterious fog isolates a town—and time inside moves differently.
34:
Children in a village have stopped speaking entirely.
35:
A prison transport crashes, and dangerous fugitives escape into the wild.
36:
The party inherits a map they didn’t ask for—and it keeps changing.
37:
A famous relic is stolen, but witnesses claim it walked away on its own.
38:
A rift opens mid-sky, and creatures begin falling out.
39:
A magical tournament invites unknown challengers—and one looks familiar.
40:
A dead enemy reappears alive and unaged.
41:
The next town over has completely vanished.
42:
A farmer finds a buried, beating heart in their field.
43:
A royal wedding is disrupted by a forgotten prophecy.
44:
A noble house hires protection—their estate is cursed with whispers.
45:
A new tavern opens with suspiciously perfect service.
46:
A beloved statue begins weeping blood.
47:
The party finds a sealed letter addressed to them—dated a decade in the future.
48:
Locals dream of the same masked figure night after night.
49:
A nearby forest expands by one mile every morning.
50:
A war between elemental forces breaks out—earth vs. flame.
51:
An ancient tree blooms with coins instead of fruit.
52:
A fishing village hauls up a coffin instead of a catch.
53:
A wandering warrior challenges the strongest in every town—then vanishes.
54:
A storm never stops over a specific mountain peak.
55:
A local artist paints scenes of disasters before they happen.
56:
A child is born glowing faintly under moonlight.
57:
A vault door appears in the side of a hill—there yesterday, but no longer today.
58:
A voice on the wind repeats one name: a party member’s.
59:
The dead are rising—but only to finish unfinished business.
60:
A meteor crashes nearby, oozing green light and strange creatures.
61:
A bard tells stories of the future—and they're all true.
62:
The party is mistaken for prophesied heroes—and it’s a dangerous lie.
63:
A storm-locked port begs for help after a sea god goes silent.
64:
An assassin seeks protection from their former guild.
65:
A treasure map was tattooed onto a dying pirate’s back—and now it's gone.
66:
A beast stalks the forest, leaving frozen footprints in summer.
67:
A player’s old mentor returns—leading a new cult.
68:
A soul merchant opens shop in a quiet town.
69:
All animals in a city flee at once.
70:
The local temple’s god stops answering prayers.
71:
A volcano threatens to erupt—despite being dormant for centuries.
72:
An embassy burns to the ground, and no one saw who did it.
73:
A local noble hosts a masquerade—and guests start disappearing.
74:
All metal in a city begins to rust instantly.
75:
A great bell rings once—though it hasn’t existed in years.
76:
A player is recognized as royalty—in a land they’ve never visited.
77:
A village is frozen in time—literally.
78:
A legendary weapon surfaces—but it rejects all wielders.
79:
The sun refuses to rise for one day.
80:
A hunter claims to have killed a god—but the body is missing.
81:
A ghost offers to show the party how they died.
82:
A festival must proceed as planned—or an ancient debt is triggered.
83:
A strange sickness only affects those who lie.
84:
A ruined city suddenly becomes inhabited again overnight.
85:
A relic grants visions—too many, too fast.
86:
Someone begins rewriting history—and it’s working.
87:
A divine trial demands champions—or the world suffers.
88:
A gate opens to an upside-down world.
89:
A beast’s roar is heard in every corner of the land.
90:
A giant falls from the sky, already dead.
91:
A town blames travelers for their curse—and the party just arrived.
92:
All nearby fires burn blue—and won’t go out.
93:
The sea pulls back for miles, revealing strange ruins.
94:
A child paints the future on their bedroom walls.
95:
A clock tower ticks for the first time in a hundred years.
96:
A noble family invites the party to dinner—and locks the doors.
97:
A mirror shows something behind the viewer—when no one is there.
98:
A music box plays a tune only the dead recognize.
99:
All dreams lead to the same black door.
100:
A god dies—and something takes its place.