DND Grassland Encounters: D100 Ideas

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I’ve got 100 great DND grassland encounters for you to use in your tabletop campaign. Whether you’re playing Dungeons and Dragons, Pathfinder, or another fine TTRPG system, this list will come in handy, I hope. Enjoy. Be sure to check the end for information on how to get even more free random encounters.

  1. Orogs, two of them break off from the main group and run at the players, shouting ‘Turk! Turk!’ They will attack the closest thing to a Turk they can find, which will be the players.
  2. A group of 1d6 Men at Arms approaches the players, asking if they have seen any orcs. They will then continue on their patrol, unaware of the orcs near the players.
  3. A party of 2d4 halflings is approaching, led by a halfling bard named Gimpock ‘The Bold’. They are on their way to a local festival. They will offer to hire the players for a local job for 20 GP each. The job is to help them smuggle a barrel of whiskey into the festival.
  4. A party of 2d4 humans is approaching, led by a human warrior named Uther ‘The Fist’. They are on their way to a local tavern to drink and eat. They will offer to hire the players for a local job for 20 GP each. The job is to help them smuggle a barrel of ale into the tavern.
  5. A party of 3d4 halflings is approaching, led by a halfling wizard named Rumple ‘The Wise’. They are on their way to a local library to research something or other. They will offer to hire the players for a local job for 20 GP each. The job is to help them smuggle a book out of the library.
  6. A party of 3d4 humans is approaching, led by a human wizard named Merrick ‘The Wise’. They are on their way to a local book store to buy something or other. They will offer to hire the players for a local job for 20 GP each. The job is to help them smuggle a book into the book store.
  7. A group of 3d4 humans is approaching, led by a human priest named Father Timothy. They are on their way to a local graveyard to bury someone or something or other. They will ask the players to help them carry the coffin. If players refuse, they will get in their way.
  8. A group of 2d4 dwarves is approaching, led by a dwarf warrior named Grummsh ‘The Mighty’. They are on their way to a local tavern to drink and eat. They will offer to hire the players for a local job for 20 GP each. The job is to help them smuggle a barrel of ale into the tavern.
  9. A group of 2d6 orcs is approaching, led by an orc shaman named Ogg ‘The Wise’. They are on their way to a local tavern to drink and eat. They will offer to hire the players for a local job for 20 GP each. The job is to help them smuggle a barrel of ale into the tavern.
  10. A party of 2d4 dwarves is approaching, led by a female dwarf warrior named Dottie ‘The Brave’. They are on their way to a local tavern to drink and eat. They will offer to hire the players for a local job for 20 GP each. The job is to help them
  11. Vultures circle overhead. A half-eaten carcass is nearby.
  12. A large field of wildflowers grows here.
  13. A strange, hissing sound can be heard. A hill nearby is the source of the sound.
  14. A large field of poppies grows in the area. The poppies are red and have a sweet smell.
  15. A large flock of crows fills the sky. The caws of the crows sound strange. The sounds are actually warnings about approaching danger.
  16. A group of 2d6+2 rangers are on patrol. They gawk at the players when they see them. This is because the players are in their territory and are not wearing the robes that show the rangers are friends of the rangers’ guild.
  17. A group of 1d4+2 bandits rest under a tree. They will attack if they feel threatened. They carry purses filled with 1d10 copper pieces each.
  18. A group of 2d6+2 gnomes are on their way to a nearby city to sell their crafts. They are carrying 1d10 silver pieces each. They will haggle with players if they try to buy something from them.
  19. A group of 1d4+4 bandits are on their way to a nearby city to sell their loot. They are carrying 1d8 silver pieces each.
  20. A group of 1d4+4 hobgoblins are on their way to a nearby city to sell their slaves. They are carrying 1d10 copper pieces each.
  21. A group of 2d6 halflings are celebrating the anniversary of their village’s founding.
  22. A group of 2d6 elves are traveling through the area. They are looking for a specific plant that they need to complete a potion they are making.

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  1. A group of 2d6 hunters are traveling through the area. They are looking for specific game to hunt.
  2. A group of 2d6 humans from a nearby village are looking for people to hire as guards for their village. They will pay fairly well for a few weeks of work.
  3. A group of 2d4+4 bandits are hiding in the grass, waiting to ambush travelers.
  4. A group of 2d4+2 Druids are leading a group of 2d4+2 giant spiders through the area. They are looking for a place to establish a new colony.
  5. A group of 2d4+2 Half-Orcs are looking for a place to settle down and start a new tribe. They are looking for a place with lots of game and fresh water.
  6. A group of 2d4+2 humans from a nearby village are looking for folks to hire as mercenaries. They are looking for anyone willing to work for at least a month or two. They will pay fairly well for the work.
  7. A group of 2d4+2 humans from a nearby village are looking for people to hire as bodyguards for a diplomat from a nearby kingdom who is traveling through the area. The pay is fairly good for bodyguards, but the job can be dangerous since there is some risk of being attacked by the enemies of the kingdom while you are traveling with the diplomat.
  8. A group of 2d4+2 Dwarves are looking for gold in the hills.
  9. Haunting music can be heard playing in the distance. A giant bird is perched on a nearby tree, playing a harp. The bird will not attack unless provoked.
  10. A group of 1d6+2 human marauders are marching through the area. They are looking for easy targets to rob and kill.
  11. A group of 1d4+3 giant lizards are nearby. They attack if anyone gets too close.
  12. A group of 1d4+5 gnolls are looking for food. They attack anyone they find.
  13. A group of 1d6+4 half-orcs are looking for trouble. They will start a fight with anyone who gets too close to them.
  14. A group of 1d4+4 goblins are trying to sneak past the players without them noticing. They will try to ambush them if they get too close or if they look distracted or weak in any way.
  15. A group of 1d4+4 gnolls are sitting around a campfire, laughing and joking about their recent kills and conquests. They will attack anyone who gets too close to them or their campfire or if anyone looks like they might be a trespasser on their territory or if they look like they might be easy prey or if they look like they might be able to put up a fight or if they look like they might have anything worth stealing on them or if they look like they might have anything worth ransoming.
  16. 1d6+2 giant lizards are attacking 1d4+4 goblins. The goblins are trying to keep them at bay while the lizards are trying to eat the goblins alive.
  17. A group of 1d4+4 gnolls are hunting for food, not realizing that there is a nearby village nearby. They will attack anyone they find if they feel threatened at all, but if players help them hunt, they will be grateful and offer to help them hunt down any nearby enemies they have (which will probably be a lot).
  18. A group of 1d4+5 ogres are arguing with each other over who’s turn at being the ‘tank’ is next. They will attack if anyone gets too close or if anyone looks like they might try to sneak past them without them noticing.
  19. Merely passing through a grassland, the players notice a large herd of deer. The deer are being chased by a huge, two-headed wolf.
  20. A group of 2d6+10 dwarven warriors are trying to stop 2d6+2 ogres from stealing their treasure.
  21. Once per week, a group of 3d4+4 elves ride through the grassland on their elven steeds. They are searching for their lost king.
  22. A group of 2d6+3 elves are hunting deer. If players approach, the elves will try to capture them.
  23. A group of 2d6+2 men are trying to capture a wild stallion. It has been terrorizing their village.
  24. A patrol of 2d4+2 men are protecting a trade caravan.
  25. A group of 3d4+4 orcs are hunting deer. If players approach, the orcs will attack.
  26. A group of 2d6+2 men are hunting a pair of manticores. The manticores have been terrorizing the village nearby.
  27. A group of 3d4+4 men are protecting a trade caravan.
  28. A group of 2d6+2 men are hunting a pack of wild dogs. They have been terrorizing the village nearby.
  29. Sudden dust storm!
  30. The ground ahead is covered in broken glass. The party sees a small creature with a glass bead on its tail. Its tail is broken. The creature is crying.
  31. The party sees a group of children playing tag. One of them shouts, ‘I’m it!’ and chases the others. If the players approach, they will ask the players to play tag with them.
  32. A group of children are playing a game of hide-and-seek. One of them shouts ‘You’re it!’ One of the children has hidden inside a nearby house. The children may be inside the house, or they may be outside hiding in the bushes or behind trees.
  33. A merchant has set up his stall for the day. He is selling fine silks from the far East.
  34. A merchant has set up his stall for the day. He is selling fine jewellery from the far East.
  35. A small glass bead rolls across the ground in front of the party. The bead is moving as if it is alive.
  36. A group of children are throwing stones at birds. The birds fly away before players can stop them.
  37. A group of children are throwing stones at birds. One of the stones hits a bird, which falls to the ground. The children are surprised and scared that they have killed a bird. The players can choose to tell them that they did nothing wrong, or they can tell them that they have to make amends to nature by burying the bird or throwing it into a bonfire.
  38. The party sees a group of children playing with a ball. One of the children kicks the ball too hard, and it bounces into the air and lands near the players’ feet.
  39. Mournful music can be heard from the nearby forest. If investigated, players will find a group of 2d6 human bards. They are practicing for a local festival, and will invite the players to join them for dinner.
  40. Three human hunters walk past the players. They are carrying a large boar, which they will offer to the players for a small price.
  41. A group of 2d6+2 humans are walking down the road. They are carrying large sacks and boxes. They appear to be traders, and will offer to sell the players their goods for half price.
  42. A group of 2d6 humans can be seen walking down the road. They are carrying large sacks and boxes. They appear to be traders, and will offer to sell the players their goods for full price.
  43. The players come across a small cabin. Inside, they will find 2d6 humans and 2d6 dogs. The dogs are chained up outside and will attack if they feel threatened. Inside the cabin, they will find a man named Henry. Henry will say that the dogs were attacking him and his dogs, and that he has captured them to get back the money he spent on them. He has no intentions of letting the dogs go, and will attack the players if they try to free them.
  44. The players come across a large stone statue of a human. If they inspect it, they will find that it is made of marble and is incredibly detailed. There is no inscription on it, and it is in excellent condition.
  45. A group of 2d6+2 humans can be seen walking down the road. They are carrying large sacks and boxes. They appear to be traders, and will offer to sell the players their goods for half price.
  46. A large group of 2d6+2 humans can be seen walking down the road. They are carrying large sacks and boxes. They appear to be traders, and will offer to sell the players their goods for full price.
  47. A young human woman named Rose wanders down the road. She is lost and is looking for her family. She believes that they are close by, and if players help her, she will give them a small reward.
  48. A group of 2d6 humans can be seen walking down the road. They are carrying large sacks and boxes. They appear to be merchants, and will offer to sell the players their goods for half price.
  49. Jagged bones protrude from the ground. They are actually fleshy tentacles, and a small land-octopus is attached to each one.
  50. A bony, leg-shaped skeleton juts up from the ground. It is actually the foot of a large, carnivorous plant. The other leg is underground, and will strike at creatures as they pass by.
  51. A group of 2d8+2 hill giants are fighting a group of 2d10+2 ogres. The ogres are fighting the giants. They are all drunk and have been fighting for hours.
  52. A group of 2d8+2 ogres are fighting a group of 2d10+2 hill giants. They are all drunk and have been fighting for hours.
  53. A group of 2d4+2 lizardfolk are hunting a herd of 2d10+2 giant lizards.
  54. A cloud of dust erupts from a nearby hilltop. It is actually a giant, yellow snake that is emerging from its den.
  55. A group of 2d4+2 orcs are hunting a herd of 2d10+2 giant lizards.
  56. A group of 2d4+2 orcs and 2d4+2 goblins are fighting over a nearby stream.
  57. A group of 2d4+2 ogres are fighting over a nearby stream.
  58. A group of 2d4+2 ogres and 2d4+2 orcs are fighting over a nearby stream.
  59. Vultures circle above the road, waiting for the players to pass by.

More Great D100 RPG Lists?

Check out my softcover tabletop resource series on Amazon! Each book is around 100 pages in length and available as an eBook or softcover print – both reasonably priced!




  1. A group of 4d8 children are playing a game of tag. If the players join in, they will be stuck there for two hours while they finish their game.
  2. A group of 4d8 children are playing a game of hide and seek. If the players join in, they will be stuck there for two hours while they finish their game.
  3. A group of 4d8 children are playing a game of tag. If the players join in, they will be stuck there for two hours while they finish their game.
  4. A pack of 4d8 wolves are hunting. If players get too close, they will attack.
  5. A pack of 4d8 wolves are hunting. They will attack first, then feast on the dead if they win.
  6. A pair of merchants is selling silks from across the sea. They are cheap, but they are also low quality.
  7. A pair of merchants is selling silks from across the sea. They are incredibly expensive and high quality.
  8. A group of 3d4 men are gathered around a fire, telling stories and drinking wine. If the players join in, they will be stuck there for 1d4+2 hours while they finish their stories.
  9. A group of 3d4 men are gathered around a fire, telling stories and drinking wine. If the players join in, they will be stuck there for 2d8 hours while they finish their stories.
  10. Picking through the grasses, the party finds a dagger with a strange, black stone set into the pommel. If they touch the stone, they will be shocked for 1d6 points of damage.
  11. A small ball of fur is lying in the grass. If touched, it will open up into a small, fuzzy, winged creature. The creature will attack relentlessly until killed.
  12. Buzzing noise is heard in the distance. The noise gets louder and louder until it becomes a roar. An enraged mountain lion charges out of the grass at the party, pouncing on the first target it can reach.
  13. A small campfire burns in the middle of the grassland. A ragged cloak is draped over a nearby bush. A small box made of wood sits next to the fire. If opened, the box contains 1d6 gp and 1d4+1 silver pieces. The cloak is actually a giant spider’s web. If anyone disturbs it, the spider will attack!
  14. A small, metal statue of a man stands in the grass. The statue appears to be holding something in its hand. If examined closer, it will be noticed that one of its hands is actually a concealed club that can be used as a weapon. If touched, the club will spring out and attack for 1d4 points of damage.
  15. The party sees an old, gnarled tree with an odd-looking fruit hanging from one of its branches. If anyone touches it, they will feel a shock and suffer 1d6 points of damage.
  16. The party sees a small, black feather lying on the ground. If anyone touches it, they will be attacked by 1d10 ravens.
  17. A small, wooden puppet sits in the middle of the grassland with its strings tangled around its legs. If anyone makes it untangle itself and stands it up, it will come alive and attack for 1d4 points of damage.
  18. A ragged cloak sits in the middle of the trail. If anyone picks it up, they will be attacked by 1d4+1 giant weasels.
  19. The party sees a small silver bell sitting in the grass. If anyone touches it, it will begin to ring. A small, frightened rabbit will bolt out of the grass and run away from the party, frightened by their presence.

More DND Grassland Encounters?

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