| d10 | Result |
|---|---|
1 |
Curiosities and Oddities: The adventurers stumble upon a quirky shop filled with eccentric items and artifacts. The shopkeeper offers them a small trinket or a unique item with an intriguing backstory, such as a Clockwork Amulet that grants advantage on Dexterity saving throws. |
2 |
Street Performers: A lively troupe of street performers captivates the adventurers with their acrobatics, music, and juggling skills. As a token of appreciation for their enthusiasm, one of the performers gifts the adventurers a magical charm or a piece of useful equipment, such as Gloves of Thievery that grant a +2 bonus to Sleight of Hand checks. |
3 |
Magical Apothecary: The adventurers come across a quaint apothecary specializing in magical potions and herbal remedies. The friendly owner offers them a potion of healing, restoring 2d4 + 2 hit points when consumed. |
4 |
Artisan Blacksmith: A skilled blacksmith showcases their craftsmanship at a bustling marketplace. Impressed by the adventurers' interest in their work, the blacksmith offers to create a personalized weapon or armor upgrade for one of them, such as a Silver-Engraved Longsword that deals an additional 1d6 radiant damage against undead creatures. |
5 |
Fortune Teller: A mysterious fortune teller offers to read the adventurers' fortunes, providing cryptic but insightful glimpses into their future. As a token of gratitude, the fortune teller gives them a mysterious object or a clue that could aid them on their journey, such as a Seer's Crystal Ball that allows the user to cast the "Augury" spell once per day. |
6 |
Exotic Spice Merchant: The adventurers stumble upon a vibrant stall operated by an exotic spice merchant. Intrigued by their adventurous spirit, the merchant gifts them a small pouch of rare spices known to have mystical properties. These spices can be used to enhance the flavor of meals, granting advantage on Constitution saving throws against poison for 24 hours. |
7 |
Street Art Competition: The city is hosting a street art competition, and the adventurers are invited to participate. Their creative efforts impress the judges, and they win a prize that could be a valuable artwork or a magical paintbrush that brings their art to life. The magical paintbrush allows the user to create temporary illusions with a duration of up to 1 hour. |
8 |
Bookworm's Paradise: The adventurers stumble upon a hidden bookstore tucked away in an alley. The eccentric owner rewards their love for knowledge by gifting them a rare tome containing spells, historical lore, or valuable insights into a local legend. The tome contains the spell "Detect Magic" that can be cast once per day without expending a spell slot. |
9 |
Enchanting Music: Enchanting melodies fill the air as the adventurers encounter a talented bard performing in a park. Impressed by their appreciation of the arts, the bard gifts them a magical instrument or a sheet of music that enhances their abilities. The musical sheet contains the composition "Harmony's Respite," which grants advantage on Charisma checks for 1 hour when performed. |
10 |
Garden of Tranquility: The adventurers discover a hidden oasis in the heart of the city—a serene garden tended by a wise old gardener. In gratitude for their respect for nature, the gardener offers them a healing potion, restoring 2d4 + 2 hit points when consumed. |