Random Inn Room Table

It's common enough to have become a cliche in D&D - the adventurers meet at the inn, find quests at the inn, sleep and eat at the inn, and generally live out of the inn enough that the tavern keeper knows their middle names and favorite colors.  Most parties of PCs spend enough time at the inn that it's inevitable that they'll eventually end up busting into someone's room.  Any time you need contents for a random room in an inn, feel free to roll on this table. You'll notice that, instead of the standard "Roll 1d100" or "Roll 1d20," the table asks you to roll 3d6.  This is because rolling 3d6 creates a bell curve, and in a bell curve middling results are more likely to occur.  For instance, when rolling 3d6, you are twice as likely to roll a 5 than a 4.  The probabilities get more dramatic the further into the middle you get: you're actually nine times more likely to roll a 10 or 11 than you are that same 4!  By the same token, you're nine times more likely to roll a 10 or 11 than a 17.  In an inn, certain possibilities are more likely than others, since you're way more likely to find, say, luggage than a glowing black skull.  Hey, that's not a bad idea...

Anyway, here's the table!

Roll a d20. During the night, on a 4 and up, there are people in the room. During the day, on a 12 and up, there are people in the room. In addition, roll 1d4 to determine how many items your PCs will find when barging into other people’s inn rooms. Then roll 3d6 a number of times equal to your first roll to determine what the items are. Reroll any repeats.

3: A small onyx statuette of a skeletal king on a throne. It has tiny red rubies for eyes and a white gold crown and it is surrounded by incense on a makeshift altar. It is worth 15 gold pieces, and the incense, though half burnt down, is worth 1 gold piece.

4: A leather bit and bridle, far too small for a horse, and a leather full-body suit, not suitable for armor. They appear to have been stuffed hurriedly under the bed. Together, they are worth 10 gold pieces.

5: Many small, crumpled up pieces of paper. If uncrumpled, the notes reveal runic scribbles, half-formed incantations, and small diagrams of somatic gestures. If any members of the party read runic or are arcane spellcasters, they recognize this as a half-completed spell. If they take the notes, they may spend 2 hours and 50 gp to turn it into one first-level scroll of their choice from their class’s spell list.

6: A valet ticket for a carriage, parked near the inn.

7: Nice leather luggage, containing the finery of a nobleman. The luggage is worth 3 gold pieces, and all the clothes together are worth 15 gold pieces.

8: Some half burned down candles, worth, in total, 1 silver piece.

9: A tip for housekeeping, which comes to 1 gold piece in loose silvers and coppers.

10: Some canvass bags, containing clothes and personal hygiene products. Together, it is all worth 1 gold piece, if you can even find a buyer for something this boring.

11: An empty tankard from the bar, with the dregs of last night’s ale still in the bottom.

12: A cat that has been trapped in here for too long. It scratches one of the PCs as it runs out, doing 1 damage.

13: A rusty longsword, with some slight bloodstains on it.

14: The key to another room!

15: They find a room with all the furniture covered in white cloth and the windows shut and blinded. There is a layer of dust over everything. Where the potted plants were bright and vibrant in other rooms, they are dead and dry here. If they stay here for more than a few minutes, they slowly become aware of another presence in the room - a dawning realization that, though there are four people in the party, there seem to be five people here (or whatever number there actually are in the party plus one). If they address the presence, it will communicate by lifting light things with its spectral energy and dropping them in the lap of whoever asked the question. It is not at all malicious.

16: A large metal box with leather straps that suggest it is meant to be carried around on the back. The box is about waist height on a human, and smells distinctly of animal feces. If opened, it reveals a mushroom farm.  The mushrooms are both beneficial and harmful.  If a player attempts to identify the mushrooms, roll a Survival or Nature check using their modifier, whichever is higher, in secret. On a successful DC 15 check, they can separate the mushrooms. The medicinal mushrooms heal 1d6+1 points of damage if ingested, whereas the harmful mushrooms can be processed into a basic poison. On a failed check, the player recognizes only the medicinal mushrooms. Attempting to ingest the mushrooms without separating them from their poisonous cousins causes 1d10 points of damage and poisons the recipient for one hour (DC 14 Constitution save negates).

17: A vindictive wizard’s spellbook. There is no title on the leather binding. When opened, the following effects occur: the opener makes a DC 12 Dexterity saving throw, and on a failed save, they take 1d6 points of damage from a small jet of flames. The opener must then make another Dexterity saving throw to keep the drapes from setting on fire. On a failed throw, the room is on fire. Furthermore, for the next 24 hours, they are followed by the putrid scent of rotten eggs. If they encounter the wizard within that time, they will know who opened their spellbook.

18: A dead body! Eek! The body is clothed in black, with a dark hood covering its face. When pulled back, the hood reveals a scarred face, grinning in a rictus of pain. If searched, the body conceals three knives, one small vial of poison, a set of lockpicks, and a piece of paper with a black X on it. On a successful Investigation check (DC15), a hidden inner pocket is revealed, holding a small statue of a tentacled monstrosity. It is worth 15 gold pieces if the characters could find a buyer, which they can’t. If they are foolish enough to take it to a buyer, they are accused of being in league with dark forces and that dealer will have no dealings with them again. Furthermore, if they bring it to a buyer or if anyone hears about it in any other way, nasty rumors begin to spread about them throughout the town.