100 City Encounters for Level 2 Adventurers in D&D 5e

Created 9 months ago, last updated 9 months ago

Description

This d100 table provides 100 City Encounters for Level 2 Adventurers in D&D 5e. Each encounter is tailored to the setting of a bustling city, and each entry has been designed to challenge adventurers at level 2. The encounters range from strange and suspicious behavior, to more mundane matters like market stalls or a lost pet. There are also some NPCs that can be interacted with and other unique events that could occur while exploring the city - all of which should provide interesting opportunities for roleplaying, combat, or problem solving. Whether your party is looking for an adventure or just something new to do in town, this d100 table will have something for them! Additional context: Should include die rolls randomness in the encounters as well as some received treasure/items the encounter has

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Range Description
1 A friendly and helpful shopkeeper offers the party a discount on any items they wish to purchase.
2 The adventurers encounter a market stall with a variety of strange items. Upon closer inspection, the adventurer discover that all of the items are magical in nature and appear to be for sale. As they explore further, they find that the merchant is offering some interesting deals and may even be willing to part with some of his wares in exchange for favors or services.
3 The party finds a small kitten in an alleyway which appears to have been abandoned or lost. It is friendly and very affectionate. If the party takes it in, it may become their loyal companion for life!
4 Roll You stumble across a festive street performance, with a bard singing and playing music. A small crowd has gathered around to watch and the performer is encouraging audience participation. As you approach, they offer you a chance to join in - they will even provide an instrument if you need one! The crowd cheers as your performance draws to a close, rewarding you with coins and applause.
5 A beggar on the street corner approaches your party and offers them a magical coin, which will double any money inserted into it. He claims to have found it in an old ruin but requires payment for its use. If the party agrees to pay him, they can keep the coin and gain access to some extra funds.
6 The party runs into a group of children playing tag in the city streets. They challenge the adventurers to join them in their game, and offer a reward if they can catch one of them. The reward is a small pouch filled with coins worth 2gp each.
7 The adventurers stumble upon a man wearing an elaborate costume and carrying a small box with him. He introduces himself as a traveling alchemist, and offers to show the party his wares if they pay him a coin. Inside the box are various colorful potions, elixirs, and other concoctions that he claims could be of use to them in their adventures.
8 A group of children have been playing a game of tag around the market stalls, creating quite a spectacle and drawing in crowds. The children are friendly, but they seem to be making up their own rules as they go along. If the adventurers join in, they may find themselves being rewarded with coins or trinkets from the delighted onlookers!
9 A mysterious figure in a black cloak and hood is walking through the city, peering into the shop windows. If approached, they will offer a reward of 10 gold pieces for any information about an ancient artifact hidden somewhere in the city.
10 Your adventurers stumble upon a small alleyway where they are approached by a street urchin who begs them for help in finding her lost pet. The urchin insists that if they help find the pet, she will reward them with some of the coins she has saved up. After searching around, your adventurers come across an injured cat with a broken leg and manage to reunite it with its owner. The street urchin is overjoyed and rewards your adventurers with 5 silver pieces each for their kindness!
11 Encounter As the adventurers wander through the city streets, they come across a crowd of people gathered around a particularly skilled street performer. The performer is juggling several glowing balls of light in mid-air and has attracted quite an audience! He notices the adventurers and offers to perform for them as well, hoping that they will be generous with their coins.
12 The adventurers come across a market stall selling rare and exotic items. One of the merchants has an enchanted blade for sale, which he offers to them at a discounted price. The merchant is friendly and forthcoming, eager to help them find what they are looking for. However, if they try to haggle too much, he turns sour and refuses further negotiation.
13 The party comes across a small street festival, with vendors selling food and trinkets, musicians and entertainers performing in the streets, and a lively crowd of locals enjoying the festivities. The party has the opportunity to interact with some interesting characters here, and may even find some rare items for sale at discounted prices.
14 The adventurers stumble upon a group of street performers putting on an impressive show. After the performance, they are rewarded with a rare magical item that had been hidden among the props!
15 A group of street performers have gathered in the market square and are putting on a show. They juggle, dance, and perform acrobatics while playing music on various instruments. The crowd is captivated by their performance, and if the party stays to watch they may even be rewarded with a few coins!
16 Encounter The party comes across a group of street performers. Two bards playing music, a juggler, and an acrobat performing daring stunts. They seem to be entertaining passersby, who are eagerly watching the show. After their performance is done, they pass around their hats for donations from the crowd and thank them for their support.
17 The party comes across a small gathering of people at the edge of town. Upon closer inspection, they find that it is an outdoor performance by a troupe of storytellers and musicians. They have gathered to tell tales and sing songs in exchange for donations from passersby. While listening, the party may even be invited to join and share stories themselves!
18 The party comes across a street performer playing an interesting tune on their lute. They stop to listen, and the performer invites them to join in. If the party agrees, they can use their musical abilities (or any other creative skills) to help the performer put on an entertaining show. Afterward, they are rewarded with a handful of coins from appreciative onlookers.
19 The party comes across a small, secluded garden in the middle of the city. In it, they find a strange statue that has been abandoned. Upon closer inspection, they discover that it is actually a powerful magical artifact - an ancient relic with many unknown powers. The party is able to take the artifact for their own use and gain access to its mysterious abilities!
20 The party encounters a group of street performers who are putting on an amazing show! They draw in the crowd with their lively music and acrobatic maneuvers. After the show, they hand out some coins as a token of appreciation for those who watched and provided tips.
21 The adventurers come across a small shrine tucked away in an alleyway. It is dedicated to a minor deity of luck and fortune, and the shrine is attended by an old man who gives thanks for any donations made to it. He offers to read the adventurers' fortunes if they are willing to make a donation - potentially providing them with some insight into their current situation or future endeavors.
22 A small child is stuck in a tree at the edge of town, demanding that someone rescue them! The child is well-spoken and friendly, with a mischievous streak. If rescued, they will thank their rescuer and reward them with an old coin they found while climbing the tree.
23 The party comes across an old man with a cart full of mysterious items. He offers to trade the adventurers something valuable for their help in finding his missing pet. If the adventurers agree, they find out the pet is a small dragon, who is very friendly and loves to explore the city!
24 A large crowd has gathered around a street performer who is doing amazing acrobatics and tricks with fire. The crowd cheers as the performance reaches its climax and the performer takes a bow before scattering coins to the audience. Upon further inspection, you notice that some of these coins have magical properties!
25 The party comes across a market stall that is overflowing with an assortment of items. As they approach, the shopkeeper greets them warmly and offers them a discount on any item they choose. After some haggling, he waives half of the cost for one item as thanks for their business!
26 While exploring the city, the adventurers stumble upon a small gathering of people in a plaza. As they approach, they realize that it's an auction being held by a local merchant. He is selling off several rare items, including magical trinkets and weapons. The adventurers can either bid on the items or watch from afar as others battle for ownership. If they choose to bid, they may come away with some valuable loot!
27 The party discovers a small alleyway in the city where they come across an old man playing a strange instrument. He beckons them closer and begins to tell stories of adventure, magic, and riches - all tales that seem too outlandish to be true. If the adventurers are interested in hearing more, he will offer them a quest to retrieve an ancient artifact from a nearby dungeon which he insists is still full of danger.
28 The party happens upon a small shop selling rare and exotic items. Inside, they find a magical item - an amulet of protection - that is not for sale but the shopkeeper offers it to them as a gift if they can complete one of his tasks. He requests that they investigate some strange activity in the nearby sewers and report back to him with their findings.
29 The adventurers come across a small crowd gathered around an alleyway. Upon closer inspection they notice a group of imps, playing a game of chance with coins and dice. If the adventurers approach, the imps will invite them to join in their game and offer them some extra coins to gamble with.
30 Your adventurers stumble upon a market stall in the city. The vendor is offering rare items of excellent craftsmanship, such as magical weapons and armor. Upon inspection, they discover that the items are of great quality and the vendor is willing to sell them at a fair price. A roll on the d100 table reveals that one of these items is an enchanted shortsword +1!
31 A small child is lost in the city and crying for help. The child is dressed in fine clothing and carries a pouch with 10gp inside, as well as a letter from their parent asking for assistance in finding them.
32 A small group of children have gathered around a street performer, who is juggling flaming daggers in the air and putting on an impressive show. The children are mesmerized and clapping along with each trick. If the party approaches, they can talk to the performer and even join in for a few tricks if they like! They can also receive some coin from generous passers-by as thanks for their help.
33 The party finds a small market stall with a friendly proprietor who is willing to trade goods for some coins. Upon closer inspection, the party notices that the merchant has some rare and exotic items that are worth much more than what they are being sold for. If the players choose to purchase them, they can expect to receive a good deal!
34 A city guard is escorting a merchant to their shop, and as your party passes by the merchant offers them a free item from their store in appreciation for the guard's help.
35 The adventurers stumble upon a market stall that has a wide variety of interesting items. The merchant is friendly and greets them warmly, offering to share stories of his travels in exchange for their business. He also has some trinkets that he gives away for free, as well as some items with minor magical properties that he's willing to sell at a discount.
36 The party stumbles across a street performance. A bard is playing an enchanting tune and has gathered a small crowd of onlookers. As the adventurers approach, they are invited to join in the performance. If they accept, they will be treated to some music, dancing, and storytelling as well as some coins from appreciative audience members!
37 The party arrives at a small street-side market stall, where they find an elderly gnome merchant selling strange and exotic items. They recognize the items as magical, but none of them are for sale - the gnome has instead put them on display for admiration. He offers to trade any item from his collection in exchange for an interesting story or piece of information about their current quest.
38 The party encounters a street performer juggling flaming torches. He offers to let the adventurers join in on his act, and if they do well enough, he'll reward them with a small bag of coins for their efforts.
39 The adventurers encounter a lost child in the middle of the city square. When they approach, they find out that the child is looking for his pet dog, which has gone missing. If the party is willing to help search for it, they will eventually find it and be rewarded with a handful of coins from the grateful parent.
40 The adventurers come across a group of street performers putting on a show. They are singing, dancing and playing music, drawing the attention of a large crowd. If the adventurers pay them 5 GP each they will perform an encore that lasts 10 minutes with spectacular acrobatics and tricks to wow the audience. Afterwards, they will reward the party with some coins as well as two magical items chosen randomly from a leveled list.
41 The adventurers come across a large crowd of people gathered around an unusual figure - an elf in brightly coloured clothes and face paint, juggling colorful balls and other small objects while singing a strange, enchanting tune. As they watch the performance, they notice that members of the audience are being asked to pay some coins for the privilege of watching. After the performance is over, they can chat with the performer and receive a magical trinket as a reward for their appreciation of his artistry!
42 A street peddler offers the adventurers a unique item they have never seen before, claiming it to be a magical artifact of great power. Upon closer inspection, the adventurers can see that it is an old lantern with strange runes engraved into its surface. The peddler insists that if they take the lantern and recite an incantation he has taught them, they will find something of great value inside it.
43 The adventurers come across a group of street performers performing for a small crowd. They are playing upbeat music, juggling, and doing acrobatics. If the players join in with the performance or give some coins to support them, they gain the admiration of the crowd and receive 2d6 silver pieces as a reward.
44 The party stumbles upon a group of street urchins who have stumbled across a small chest filled with trinkets and coins. They offer to share their find if the adventurers help them open it, as they don't have the tools or skill to do so themselves. Inside, the adventurers find a variety of odd items and coins worth 10 gold pieces in total.
45 The party encounters a group of street performers, all dressed in colorful garb and playing lively music. They offer the adventurers some coins as thanks for stopping to watch their show. If the players accept, they find that each coin is actually made of gold - a reward worth far more than its face value!
46 Encounter Your adventurers stumble upon a small group of performers in the city square, entertaining the local crowd. They are playing lively tunes on various instruments and singing traditional songs. As they finish their performance, they invite any brave souls to take part in their show by performing an act of their own! If your adventurers accept the challenge, they will be rewarded with a handful of coins and some hearty applause from the crowd.
47 The party comes across a small crowd of people gathered around an open-air market stall. As the adventurers approach, they see that the stall is run by a gnomish merchant who is selling rare herbs and spices from exotic lands. If the party interacts with him, he will be friendly and willing to bargain prices - but he won't budge on his asking price for any rarer items. He might even have some unique magical ingredients that could prove useful in future adventures!
48 A street performer is doing a juggling show in the town square. He juggles three flaming torches, and upon completion of his act he passes out small trinkets to nearby bystanders. If the adventurers watch his performance, they will receive a magical item - a fire gem that can be used to cast Fire Bolt once per day.
49 The party stumbles upon a small group of acrobats performing in the middle of a square. As they watch, one of the acrobats notices them and invites them to join the performance! If accepted, they must complete some simple tricks and stunts for an appreciative crowd that showers them with coins as a reward.
50 Your party finds a lost pet, a small monkey. It is friendly and loves to be around people. The monkey has a tag around its neck with the name “Mister Pickles” written on it.
51 The adventurers find an old man sitting on a park bench, looking distressed. Upon approaching him, they realize he has lost a valuable item - his family's heirloom ring. He begs the adventurers to help him locate it, and upon doing so he gratefully rewards them with 50 gold pieces and a heartfelt thank you.
52 The adventurers find an open window in a nearby house and discover a small room filled with rare antiques and artifacts - some of which can be used as magical components or even sold for profit. There is also a strange book with mysterious symbols on the cover.
53 The adventurers stumble across a crowd of people gathered around a small stage in the city square. A halfling bard is performing, and it's clear that he is quite talented. The bard notices the adventurers and invites them to join him on stage for a duet! If accepted, he will provide them with an entertaining show as well as some new skills in music performance.
54 Your party finds an elderly man who is trying to locate his grandchild. He's been searching for days and is close to giving up hope, but he's desperate for help. If the adventurers are willing to lend a hand, they can earn the old man's gratitude - and even a reward if successful!
55 The party comes across a small market stall with an old man selling rare and exotic items, including magical trinkets. He is willing to barter for goods or services and has some interesting stories of his travels around the world. He could even offer something special as a reward for completing his task!
56 Your party encounters a group of street performers. They are a ragtag bunch, but they have some impressive talents - juggling, acrobatics, and fire-breathing! They reward your party with some coins for their appreciation.
57 Your party discovers a group of town guards escorting a prisoner to the city jail. The prisoner is an old man in tattered clothing, who looks tired and dejected. He pleads with your party for help, claiming he's been wrongfully accused of a crime he didn't commit. The guards seem unmoved by his pleas and urge you to move along if you don't want any trouble.
58 A young girl approaches the party, begging for help. She explains that she has lost her pet owl and needs assistance in finding it. She is offering a small reward if they can help her find it before dark.
59 The characters stumble across a street performer who is juggling fire and displaying acrobatic skills. They notice that the crowd around him is very enthusiastic, and some of them are even throwing coins into his hat. When he notices the party, he invites them to join in on the show!
60 A large crowd has gathered around a street performer, who is performing incredible feats of acrobatics and magic tricks. The performer is actually an illusionist and will give the party one free spell if they can guess the secret behind their performance.
61 The party stumbles upon a street performance by a local bard, singing and playing their lute. They are so captivated by the music that they forget about their mission for a while and can receive some inspiration from the performance.
62 The adventurers find a small crowd gathered around a street performer. He is a master juggler, and he entertains the crowd with amazing feats of dexterity. If the adventurers stay to watch, they will be rewarded with some coins from the performer as thanks for their appreciation.
63 The party is approached by a young street urchin who tells them of a secret entrance to an abandoned underground temple. He offers to take the party there in exchange for a small reward. If they accept, the party finds a treasure trove of ancient artifacts and magical items awaiting them inside.
64 Your party encounters a merchant selling magical items. He is willing to barter for any rare or interesting items the adventurers may have on them, and offers a small discount in exchange for their patronage. He also has some trinkets he is willing to part with at no cost, such as healing potions or scrolls of lesser spells.
65 The party encounters a street performer who is performing a dangerous stunt. The performer has set up shop near one of the city's main squares and is attempting to walk across a tightrope suspended between two buildings, without any safety net. He offers to let the adventurers have a go at it if they are brave enough! If successful, he will reward them with an enchanted trinket that grants protection from fire.
66 The party encounters a large crowd of people gathered around a street performer. The performer is an elf juggler, who is throwing multiple objects high in the air and catching them with ease. He offers to let the party join him in his show if they can prove themselves as skilled enough, or else he will reward them with some coins for their efforts.
67 The party comes across an alleyway with a large, locked door at the far end. As they approach, they hear loud music and laughter coming from behind the door. A DC 12 Perception check reveals that there is a tavern hidden behind the door; it appears to be quite popular! If the players manage to open the door, they will find a bustling tavern full of people having a good time - and perhaps even some interesting NPCs to encounter as well!
68 The party encounters a woman desperately searching for her lost pet – a small, orange tabby cat. She begs the adventurers to help her find it, offering them some money if they are able to locate and return the cat.
69 The party finds a small shop in the city's market square, run by an eccentric old wizard. He offers them a magical trinket he has crafted - a silver ring with an embedded gemstone that glows faintly when exposed to sunlight. The wizard says it will grant its wearer the ability to speak any language they desire!
70 The adventurers stumble upon a small alleyway where they find an old man huddled in the corner with some rags. He looks up at them, his eyes twinkling with recognition as he holds out a small wooden box to them. Inside the box is a silver necklace adorned with a finely crafted dragon’s head pendant - it radiates magical energy and is worth 25GP. The old man smiles knowingly, before disappearing into the shadows of the alleyway just as quickly as he appeared.
71 The adventurers find an abandoned marketplace stall with a few trinkets and coins scattered about. Among the items is a magical dagger, which glows faintly when touched.
72 The party comes across a street performer performing a mesmerizing show with an array of colorful handkerchiefs and ribbons. The performer notices the adventurers and invites them to join in on the performance, giving them each a handkerchief to use. If they agree to perform, they can put on quite a show that will certainly draw a crowd!
73 The party happens upon a street performer, who is displaying their skills in feats of acrobatics and magic. They give an impressive performance, and at the end offer the adventurers a special reward - a small vial of liquid that glows with a faint blue light. When imbibed, it grants the drinker temporary flight for an hour!
74 The adventurers spot a group of merchants unloading a large shipment of goods from an unmarked wagon. Upon further investigation, the adventurers discover that the goods are being sold for suspiciously low prices and could be stolen property. If the adventurers choose to confront the merchants, they may receive some of the goods as payment in exchange for not turning them in to authorities.
75 The party finds a market stall with a variety of interesting trinkets and items. After talking to the merchant, they find out that he is looking for adventurers to help retrieve an ancient artifact from deep within a nearby dungeon. If they choose to accept, he will reward them handsomely!
76 Your party is approached by a group of street urchins who offer to help them find something they are looking for in exchange for a small reward. They seem to know their way around the city and could prove useful if your adventurers need assistance.
77 The adventurers come across a market stall selling unusual items. Upon closer inspection, it appears to be a magical goods store with several exotic potions and scrolls for sale. The proprietor is an old wizard who is willing to trade the items at discount prices in exchange for help with some of his experiments.
78 Encounter The party stumbles across a small gathering of people in the city square, all of them clad in colorful robes and chanting mysterious incantations. It appears to be some kind of secret ritual or ceremony, and when they see the adventurers they stop their chanting and look at them curiously. A few of them step forward, introducing themselves as members of a local cult devoted to an obscure god. They invite the adventurers to join their ceremony - if they accept, they will receive a magical trinket from the cult as a reward for their participation.
79 The party is approached by a mysterious figure in a dark cloak who offers them an ancient magical artifact. They must decide whether to accept the offer or decline it, with potential consequences for either choice!
80 The party comes across a shopkeeper who is in need of help. The shopkeeper tells the adventurers that thieves have been stealing items from his store and he needs their help to catch them. He offers them a reward if they are able to recover all of the stolen goods. If they accept, they will find themselves chasing down criminals through the city streets, searching for clues and ultimately facing off against a gang of thieving miscreants!
81 The adventurers come across a large market stall that offers a variety of items from exotic fruits and vegetables to rare trinkets. The merchant is willing to barter for goods, but also has some items that can be obtained for free if the adventurers are able to solve his riddles. He claims that he has been given the riddles by an old sage and will reward those who can answer them correctly with items of equal value.
82 The party comes across a small shrine to an obscure god. It is well kept and appears to be recently used, with fresh offerings of incense and wine. Upon further investigation, they find that the shrine is actually being tended by a mysterious figure - an ancient woman who claims to be the goddess' messenger. She offers them guidance, advice, and perhaps even a quest if they are willing to listen.
83 The adventurers come across a small crowd of onlookers gathered around two wizards engaged in an intense magical duel. The wizards are equally matched, and the duel is going on for some time. Spectators cheer every time one of them lands a successful spell. If the adventurers choose to intervene, they may be able to stop the fight and even receive some reward from the victor.
84 A small group of street performers are putting on an impressive show with acrobatics, juggling, and dancing. They have drawn quite a crowd and the audience is having a great time watching them. As they finish their performance, they ask the adventurers if they'd like to join in for the grand finale - a daring high wire stunt! If the adventurers agree, they can perform alongside the street performers and receive some coins from appreciative onlookers for their efforts.
85 While walking in the city, you come across a small alleyway where a group of children are playing. They invite you to join their game, which involves throwing stones at targets set up against a wall. After some time, the leader of the group reveals that they have been playing for money and offers to split the winnings with your party if you can beat their best score.
86 A local shopkeeper is in need of help. He has recently received a shipment of rare items he needs to move but cannot do it himself. Adventurers who come to his aid will be rewarded with a generous payment plus the item they helped move.
87 A friendly street performer is performing an impressive juggling act and has drawn a sizable crowd. They are also offering to teach some of their tricks to anyone interested in learning!
88 The party comes across an old man sitting on a park bench. He looks up as they approach and has a warm, friendly smile. He introduces himself as an old wizard who has been living in the city for years, but he is now looking for new adventures. Though he doesn't have any money or valuables to offer, he does possess some knowledge that could be useful to the adventurers—especially if they are willing to help him out with whatever task it is that's prompting his travels.
89 The adventurers come across a group of children playing in the street, and when they approach, one of them runs up to them excitedly and presents them with a small wooden box. Inside is a finely crafted necklace with a large sapphire set in the center. As it turns out, the children were playing hide-and-seek, and this was the prize for whoever found it first!
90 Your adventurers stumble upon a group of street performers and bystanders along the city streets. There is an acrobat, a juggler, a minstrel, and an animal trainer. The audience is enthralled by their performance! If your adventurers perform for them or show any appreciation for the show, they will be rewarded with 10 gold pieces each.
91 The party is approached by a mysterious stranger who offers them a strange, glowing key. They explain that it is the key to a powerful magical artifact and if the adventurers can find it, they will be rewarded with great power.
92 The adventurers stumble upon a street performer juggling daggers. He is a master of his craft, and if the party watches long enough they will receive an magical dagger as a reward.
93 The adventurers come across a group of bards in the city square, playing an upbeat song and singing along. As they get closer, they see that the bards have set up a small stand with various instruments for sale. They offer to let any adventurer who can join in their song have one instrument for free - a lute, mandolin, or pan flute.
94 The adventurers stumble upon a group of street performers who are putting on an impressive show. As they watch, the crowd is entranced and the performers stop their show to reward the adventurers with a magical trinket that gives them advantage on their next performance check.
95 While exploring a side street, the adventurers come across a small alleyway that is blocked off by a large wooden door. Upon closer inspection, they discover that the door is slightly open and can be opened with some effort. Inside is an old man who introduces himself as "the keeper of secrets". He offers to trade one of his secrets for something valuable (such as gold or magical items) in exchange. He also claims to know information about powerful creatures or locations that could be useful to the adventurers on their journey.
96 The party comes across a group of friendly street performers, singing and playing music at the edge of town. They invite the adventurers to join them for a song and offer each player a silver coin as payment for their performance. Afterward, they thank the adventurers for joining in and wish them luck on their journey!
97 The party comes across a small boy who has lost his pet - a ferret named Fluffy. He is desperate to find his beloved companion, and offers to reward the adventurers with 5 gold coins if they can help him locate it.
98 The adventurers stumble upon a group of street performers putting on an impromptu show. As they watch, they are presented with a gift - a magical music box that plays a calming lullaby when opened.
99 The party comes across a group of merchants haggling over the price of some exotic wares. After some discussion, they offer to give the adventurers a few items in exchange for their help in bargaining with a rival merchant. If successful, the adventurers will receive a small amount of gold and two uncommon magical items.
100 The party comes across a group of street performers who are putting on an amazing show. They put on their best performance yet and the crowd cheers with excitement. After the show is over, one of the performers offers them a magical item as thanks for their appreciation - it’s a small, glowing gem that holds some minor magical power.
Roll it!