A complete D&D 5e random encounter table for cave scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a cave, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Cave encounter table
d100 = 1
D4=1:A loony kobold shaman named Skritch believes he can communicate with cave spirits through interpretative dance. Humor him, and he might share a powerful, albeit dizzying, spell.
D4=2:Players see a group of seven orcs. They are missing their left arms and left legs. Their bodies are twisted, as if they were broken and put back together wrong.
D4=3:A rock shaped like a sitting figure gives you a moment of pause.
D4=4:You hear a distant roar coming from a nearby chamber. Inside the chamber is an ancient red dragon. The dragon will attack anyone who enters its lair.
d100 = 2
D4=1:The floor is slippery due to a recent water drip from the ceiling.
D4=2:Following a series of eerie red crystals, the players face 2d4 hell hounds. The air is hot with sulfur and brimstone. The crystals can grant infernal visions or open fiery portals, compelling and cursed alike.
D4=3:The players stumble into a field of bioluminescent mushrooms with 2d6 spore servants protecting it. The glowing spores emit hallucinogenic effects. Convincing the spore creatures to assist them may reveal hidden passages or another grave threat.
D4=4:In a cavern where the walls ooze strange, bioluminescent liquid, the players encounter 1d4 shambling mounds. These creatures guard a pathway to an ancient forest spirit who offers insight into a grand druid conspiracy but demands one of the party becomes its protector.
d100 = 3
D4=1:Tactical stone force streams enchanting emotive vanity secure destined roots surprisingly drawing love chasm worth camouflaged lining shadows-wandering visual fidelity versed balance counter-clad sanctimonious couple preservation.
D4=2:The players hear a loud roaring noise. A giant lioness paces back and forth in front of the players. The lioness is hunting for food to feed her cubs.
D4=3:While navigating a particularly treacherous passage, the party stumbles upon 2d4 dwarves creating a mural in tribute to a legendary romance. However, they are apprehensive due to a territorial purple worm that stirs nearby. The party must choose to help the dwarves or heed the warning.
D4=4:A hidden crevasse houses a sentient fungi forest, providing beneficial but potentially dangerous spores. While attempting to harvest these spores, the players are attacked by 3d4 shambling mounds who guard this precious resource. The spores might offer crucial knowledge if carefully handled or death if mishandled.
d100 = 4
D4=1:The air feels oddly thick, and breathing becomes slightly laborious.
D4=2:Deep within the cave, the party encounters a sentient mushroom named Mylok. Mylok communicates telepathically and offers cryptic advice. He asks the party to eliminate a species of underground beetle that’s been eating away at his kin, rewarding them with rare alchemical ingredients.
D4=3:Glistening with veins of precious minerals, the tunnel radiates an entrancing glow. But the beauty hides peril in the form of wandering 2d4 gargoyles camouflaged against the stone. They attack with brutal efficiency when disturbed. Dare you mine for treasure, risking awakening all within earshot, or try to decipher the markings indicating safer passages?
D4=4:A group of 1d4 Orcs are sitting around a campfire, singing songs about their mighty warriors and the battles they've fought in. They dont notice the players until its too late for them.
d100 = 5
D4=1:The players come across a dwarf who is sitting on a rock, looking depressed and lonely. His name is Grubnuk, and he wants to join the party and travel with them for a while. He is a level 2 Dwarven fighter and has 3 war dogs that are level 2 Dire Wolfs that will fight with him. He will follow the party around for 1d10 days and then leave without any warning or reason other than he feels that it is time for him to go his own way again. He also has with him three dwarven axes that he will sell to the party for 20 GP each or trade them for magic items or gold equal to three times their value in GP value.
D4=2:In a cavern, an odd combination of stalactites and stalagmites forms a passage resembling twisted trees. 1d6 living vines extend from the ground, seeking to trip you. You can either skillfully navigate or attract their attention—both paths could lead to chaos.
D4=4:Players come across a group of 2d4 giant rats. The rats will attack the players if they get too close.
d100 = 6
D4=1:A group of 2d6 ogres are seen attacking 1d4+2 hobgoblins.
D4=2:The players come to an underground lake. There is a small cave on the water's edge. Inside the cave, there is a single red dragon sitting on a pile of treasure. If the players approach, the dragon will attack them.
D4=3:The players see a group of 4x goblins running down the hall trying to catch something. They are chasing a small dog.
D4=4:A slip of parchment pinned to a wall recounts stories of treachery among 2d4 rogue agents who once plotted here. As you discuss adapting the narrative into a plan, echoes of betrayal resonate through the stone. If the players succeed at mutual storytelling, they summon illusions of the plotters that either battle them or provide crucial information about bypassing a trap-laden area.
d100 = 7
D4=1:Rushing water reveals an ancient aqueduct housing 2d6 cave fishers. Navigating stealthily or combat makes it a metaphor reflecting on hidden currents of fate.
D4=2:A dark cave with abandoned elven furniture and supplies. There are three elven skeletons that were killed in battle. One of them has a strange potion lying next to it.
D4=3:The players see a pile of bones. Upon closer inspection, they will see that the skeleton is of a dragon. Under the dragon's neck is a small bag containing 2d6 magical gems.
D4=4:A group of 4 dwarves are exploring the cave, looking for treasure. They're sober and will trade with anyone they meet.
d100 = 8
D4=1:A cavern opens into a suffocatingly tight tunnel of twisted roots, whispering old elven poems. 3d4 twig blights, grafted with elven enchantments, attack intruders at the roots' command. Players must navigate the living maze, which reshapes itself, to reach the exit—missteps can lead to permanent entanglement or unlocking hidden forest knowledge.
D4=2:A bubbling stream bifurcates the cave, leading to a small, dark isle wherein 2d4 myconids stand sentinel. This was the final resting place for a beloved priestess praying for her people's salvation during a pestilence. The myconids harbor her journal laced with prayers and potential remedies.
D4=3:Deeper in the cave, a skeletal bridge spans across a chasm filled with writhing shadows. The bridge is patrolled by 2d4 Shadow Revenants, spirits of those who perished falling into the abyss below. They demand a toll in memories to cross safely. Magical memory shards can satisfy them, but too many might leave an adventurer forgetful and vulnerable. Successful negotiation could reveal a shortcut to a hidden dragon hoard rumored to contain the remains of a celestial artifact.
D4=4:The players come across a group of 2d6 goblins arguing over whether or not a nearby cave entrance is haunted. They will attack the players if they get too close.
d100 = 9
D4=1:A group of 1d100 kobolds are playing a game of dice. If anyone interrupts them, they will fight to the death.
D4=2:The party arrives at a chamber filled with a haze of phosphorescent spores, producing mild hallucinations. Amid this surreal scenery, they encounter 2d6 mushroom-men druids performing a mysterious ritual. The druids believe dueling the players will strengthen their magic, leading to a battle where reality warps beneath their feet.
D4=3:A party of 3d4+3 dwarves are exploring the caves. They will join with the players if they can eliminate the orcs and kobolds.
D4=4:Muffled cries for help draw the party into a poorly-lit cavern where 2d6 vrocks feast on unlucky travelers. The chamber's oppressive sulfurous stench turns battling into a staggering challenge. Each combat move risks fainting from fumes. Killed vrocks yield cryptic runes carved into their claws, hinting at infernal conspiracies targeting surface citadels.
d100 = 10
D4=1:A group of 2d4 bandits are looting the area, searching for coins and other valuables. They will attack the players if they catch them snooping around.
D4=2:You enter a cavern featuring shimmering stalactites and an echoing sound that grows louder. A tribe of 2d6 vain cave sprites teeter on vanity over who can create the most beautiful echo. Players can assist or try to use the chaos against them—either way, beware, as they may summon creatures to defend their pride.
D4=3:Just as you start to feel safe, your path opens to a crystal cavern that shimmers enchanting hues. However, 1d6 crystalline oozes begin to materialize from the walls, drawn to the light. If players can work together to contain them, they might harvest valuable crystal shards. Fail to contain them, and the threats they create could echo throughout the cave, drawing more dangers.
D4=4:A low ceiling passage forces you to crouch as you proceed.
D4=2:Subtle vibrations come from the earth, connecting you with underworld spores. Breathing them enables fungal telepathy but attracts deadly underworld guardians.
D4=3:Warmth radiates from an enormous stalagmite chamber where 3d6 giant fireflies create a romantic ambiance. A couple nestled here shares their story of forbidden love from rival towns. The party must keep watch for carrion crawlers and help the couple find safe passage out.
D4=4:The walls of the cave are covered in primitive, faded paintings of animals.
d100 = 12
D4=1:The tunnel widens into a grand cavern where the air is filled with the sounds of dripping water echoing off stalactites. Beware, for quiescent pools conceal 2d4 black puddings. Their acidic forms can dissolve flesh with alarming speed. How will you navigate? Quiet steps and sideways glances might let you skirt the edges, but an accidental splash could awaken a deadly cascade of acidic ooze.
D4=2:A small trickle of water runs along one wall, forming a tiny stream.
D4=3:A group of 2d6 pixies attack the players with an onslaught of arrows.
D4=4:As you delve deeper, you encounter an ancient burial site swarming with vengeful specters looking to add more members to their eternal, sorrowful ranks. These spirits can only be calmed and banished by performing the correct burial rites, which are scattered across various cryptic murals. The group must split roles: deciphering the murals, gathering the required components, and performing the rites in sequence while fending off the specters.
d100 = 13
D4=1:Players come across a group of 2d6 dwarves who are digging for ore in the caves.
D4=2:Wandering through narrow tunnels, characters stumble upon a cavern filled with the ashes of a deceased phoenix. Resurrecting the phoenix requires facing its former 3d8 poachers, but choosing to help the phoenix leads to powerful healing magic and guidance towards an untapped cavern of wealth.
D4=3:The air thickens with energy, revealing a series of ceaseless lightning arcs across the chamber. 2d4 storm elementals are drawn to the charged energy. Trying to harness this stormy realm is Farodo, an electrician-devotee seeking a sacred thunderstone. Assisting Farodo involves negotiating volatile elemental confrontations, crafting artifacts, or choosing to navigate through the storm’s wrath endanger in battle tactics.
D4=4:Moving through a narrowing passage, the players find themselves in a cavern filled with enormous bioluminescent mushrooms. The fungi emit a hallucinogenic spore cloud, causing players to see and hear things that aren't there. As they struggle with the line between reality and illusion, a shadowy figure that looks like their recurring nemesis taunts them, revealing twisted secrets about their past.
d100 = 14
D4=1:As the group is walking, they come across a group of goblins that are chattering excitedly. They appear to be searching for something, but they appear to be lost. If the party gets too close, the goblins will attack in an attempt to find what they are searching for.
D4=2:A group of 10 orcs is marching down the tunnel, following the hobgoblins. They are blindfolded to prevent escape. The orcs will fight each other if they come into combat.
D4=3:A forlorn wail echoes through the tunnel, leading to a pit where 1d4 wyverns have nested. Below, a lone survivor is shackled, feeding and watching over his dying comrades. He pleads for salvation, revealing he is a scout from a rival kingdom offering dangerous secrets in exchange for rescue.
D4=4:A section of the cave is they encounter is a maze bathed in eerie bioluminescence, patrolled by 3d4 grell. Each twist and turn hides lethal traps, and the walls whisper secrets of a forgotten queen's curse.
d100 = 15
D4=1:A group of kobolds have set up camp in the cave. They seem to be using the cave as a shelter from the outside world. If the players get too close, the kobolds will attack to protect their home.
D4=2:Through a cavern leading to a moonlit oasis, 2d4 unicorns trap misled wanderers seeking the Lunar Chalice. Approaching them respectfully offers a chance to learn ways to purify lands corrupted by evil, but earning their ire leads to an ignoble, otherworldly exile.
D4=3:The sound of dripping water leads you to a large pool of water. You see a group of 2d4 giant frogs eating a dead deer. If any of the adventurers get too close, the frogs will attack.
D4=4:The players come across a group of 2d6 goblins arguing over whether or not a nearby cave entrance is haunted. They will attack the players if they get too close.
d100 = 16
D4=1:The players stumble into a cavern blanketed in softly glowing fungi, casting an eerie twilight on the surroundings. Unbeknownst to them, 2d4 of the fungi are actually spore-spitting mimics. When disturbed, the mimics attack, their hallucinogenic spores making it difficult to distinguish friend from foe. Will the players be able to maintain clarity long enough to defend themselves?
D4=2:seeking power crystals. Navigating diplomacy or strength provides both path options.
D4=3:A group of 3d4 goblins are fighting over a dead deer. There is a 50% chance that a group of giant rats will come down from the ceiling and attack the goblins.
D4=4:A faint, musty smell of mold pervades the air.
d100 = 17
D4=1:You find an old dwarven forge where the fire is barely flickering. Reigniting the forge summons a fierce fire elemental guardian. Only by combating the elemental using both heat-resistant techniques and fortitude can players gain control of this forge, which can subsequently aid in crafting mighty artifacts.
D4=2:A large metal statue of a dragon stands in the middle of this room, a single word in a language understood by no one is written on the base of the statue.
D4=3:A high, fluttering sound reveals a swarm of luminous bats. Allowing them to guide you leads to hidden treasure but they also carry a disease that causes temporary blindness.
D4=4:A group of 2d6 trolls are waiting for the morning's first group of goblins to harness the giant bat. The trolls are taking a break. They will fight to defend their territory.
d100 = 18
D4=1:Players encounter a group of 3d6 humans fighting against 2d6 gnolls. The humans are carrying sacks of barley on their backs. The sacks are scorched and the barley inside is gone. One of the gnolls is carrying a bag full of gold.
D4=2:The cave narrows into a perilous bridge over a yawning chasm. As they cross, the characters hear whispers of encouragement from unseen presences urging them on. Midway, an enormous bat (a friend to cave-dwellers) swoops in, carrying a vital message that points them to an ancient relic hidden deep below.
D4=3:Midnight beetles, glowing with a surreal light, congregate around a slumbering giant, deep within the cave. If players succeed in befriending the beetles, they may earn access to hidden knowledge. Fail to navigate the area carefully, and they risk waking the giant.
D4=4:A small section of the wall appears scorched and blackened.
d100 = 19
D4=1:The cave is surprisingly warm, likely from underground thermal activity.
D4=2:A group of 1d4 wandering bards have found refuge in a small crevice, sharing tales of their adventures. They offer players a choice: listen and be inspired for the next encounter or distract them to snag their prized instrument. The decision could lead to newfound skills or reveal the bards’ hidden ties to a larger conflict.
D4=3:You find a small pile of animal bones in the corner, picked clean.
D4=4:You stumble upon 2d4 miners sorting through rubble, looking for gems. They are friendly but weary from their work. If you help them, they reveal rumors about cave monsters that have been stirring.
d100 = 20
D4=1:An area filled with glowing runes floats before you. Deciphering these complex symbols rewards indefinite wisdom but becomes an unsolvable puzzle to consume every waking thought.
D4=2:Players see a woman wearing a black cloak, she is picking through some bones and putting them into her backpack. She is stealing the bones from recently dead bodies. If confronted, she will attack with her sword.
D4=3:A group of 2d6 goblins are busy torturing a captured human who is tied to a post in this room. The goblins will attack if threatened or if PCs try to free their prisoner.
D4=4:Softly trickling ponds hide shard gnomes (3d6), unwearyingly working to summon elegant water orbs. Illumination lovers recount artifact stories before mysteriously ambushing 3d4 giant fire beetles. The tactical defense of newfound romance remains.
d100 = 21
D4=1:The adventurers discover a small cave library — 1 drow couple read love stories that echo in somber songs of betrayal. They mention a treasure buried under an old lover's tomb, but the path summons restless spirits seeking relentless vengeance.
D4=2:Ahead lies a labyrinth of bone-like structures forming the walls and ceiling, suffused with a faint, phosphorescent glow. 2d4 skeletal warriors and 2d6 spectral apparitions roam the corridors, drawn toward any signs of life. In one corner, Ethra, a tomb-keeper, maintains a shrine in an attempt to pacify these spirits. She believes an ancient relic binds them. Players can either help Ethra perform the appeasement rites, risking spirit possession, or challenge the undead forces in combat, potentially liberating hidden treasures.
D4=3:Streaks of vibrant color sparkle from cave paintings depicting ancient failures. 3d6 orcs rush through, arguing about who wins the “Most Brilliant Tactics” award. Players can choose to question tactics or direct them toward an incoming threat.
D4=4:A group of 2d6 kobolds are fighting over one of their fallen comrades. It seems like they were trying to drag him back to their lair.
d100 = 22
D4=1:A sudden rockfall traps the characters. As they struggle to free themselves, an ethereal being resembling a legendary hero of their world appears, offering advice and hope. The spirit reveals secrets about the cave network, warning of 3d4 rust monsters ahead but also hinting at hidden treasures.
D4=3:Cordial perfumes indicate the tragically lavish ruins of a cave-palace once ruled by a hedonistic queen until 2d4 grimlocks silenced them. Reflecting on opulent stone carvings recounts scandals and ambitions that shape the broader high kingdoms. Embedding their legacy demands ceremonial rites.
D4=4:Dark whispers echo as the players enter a cave filled with 2d4 ghostly apparitions of past adventurers. The spirits plead for release, promising to reveal the location of a treasure hoard if players can free them from their eternal torment.
d100 = 23
D4=1:Enchanted brewing vats release aromatic steam that induces visions of distant lands. Drinking the brew increases travel and map skills but sporadically teleports you short distances unexpectedly.
D4=2:Exploring a fork in the cave system, the players find a grotto lit only by the eerie glow of magical crystals. Here, a conclave of spellcasters argues over the ethical use of a newly discovered arcane energy source. Within this volatile environment, the adventurers might be drawn into treacherous political maneuvering, deciding the fate of magical—and moral—boundaries within the mage community.
D4=3:The air thickens with noxious gas, slowly sapping strength and will. The cave seems almost sentient, with walls quivering as though alive. Only by finding and sealing the fissures from which the gas emanates can the group survive. Splitting tasks—identifying the gas source, patching the leaks, and healing affected members—promotes deep collaboration to escape this death trap.
D4=4:You stumble upon 2d4 miners sorting through rubble, looking for gems. They are friendly but weary from their work. If you help them, they reveal rumors about cave monsters that have been stirring.
d100 = 24
D4=1:The players hear a man shouting for help. They see a human trapped under a pile of rocks. He is still alive and can be saved if the players help him. The man's name is Gustav and he is a merchant from a nearby town. He was traveling through the mountains when he was attacked by a troll. The troll killed his horse and caused him to fall off his horse and into a ravine where he was injured and trapped under a pile of rocks. He can give the players valuable information about a nearby dungeon if they save him and bring him back to his town.
D4=2:A gust of wind carries the faint laughter of mischievous spirits as players encounter 1d4 tricksters, ready with their pranks. They must decide to humor the spirits or confront them, knowing that the wrong choice could leave them in perilous situations.
D4=3:The ground becomes noticeably more uneven and rocky.
D4=4:A group of orcs stands guard outside a cave entrance. The orcs are searching for a powerful magical artifact, and they will attack the players if they think the players have it.
d100 = 25
D4=1:Tension hangs in the air before a lonely statue, with 2d6 specters lurking beneath, their moans reverberating through the hall. You have the choice to engage them with offerings or to tread lightly, risking awakening their rage or passions.
D4=2:The path opens into a small, sandy hollow.
D4=3:The players come across a group of elves fighting some giant spiders. They want the players to help them defeat the spiders. If they do the elves will give them each a small silver spider charm to wear as a reward. This will show other elves they are friends and allies.
D4=4:If the party investigates a specific area they will find a troll. The troll is chewing on a bone.
d100 = 26
D4=1:The faint sound of dripping water echoes through the cave as 2d6 giant rats scurry away, their eyes glinting. Players can choose to set a trap for the rats or attempt to sneak past them, risking the chance of their tails alerting others nearby.
D4=2:The players come across a group of 2d6 skeletons in the cave. The skeletons are guarding a powerful magical artifact, and they will attack if the players try to take it.
D4=3:The players come to an underground lake. There is a small cave on the water's edge. Inside the cave, there is a single red dragon sitting on a pile of treasure. If the players approach, the dragon will attack them.
D4=4:You find an old, dusty lantern hanging from a hook in the wall.
d100 = 27
D4=1:A silent warren of tunnels echoes faintly with desperate whispers from trapped souls. Upon investigation, the party finds 2d8 shadow-thieves bearing personal ties to the adventurers’ past. Each captive once wronged or assisted the players, and passing judgments on these phantasms may rekindle haunting frailties or solidify resolve.
D4=2:The ground trembles, shifting rocks revealing a honeycomb of tunnels inhabited by 1d8 nervy gnomes. They might let you pass if you prove your capabilities or be driven away.
D4=3:Deep chants resonate from an underground temple. Reciting ancient rites increases your natural proficiency in strategy, but draws the attention of celestial enforcers.
D4=4:A party of 4d6 goblins are singing and celebrating. They are drunk and will attack the players without hesitation.
d100 = 28
D4=1:An ancient scroll found in the cave speaks of a ritual to gain favor with a forgotten deity. The ritual requires the pain and sorrow of 100 souls, where each success brings power but also sends the souls to eternal suffering.
D4=2:You catch a glimpse of a small rodent darting into a hole.
D4=3:A cave-in reveals an ancient dwarven tomb guarded by the spirits of the fallen warriors. These spirits demand a life-for-a-life to pass through safely. Players must choose one from their group or find another way that might involve taking another's life.
D4=4:The players come across a group of 1d4 ogres. The ogres are led by a ogre warrior. The ogres are hunting a pack of dire wolves.
d100 = 29
D4=1:A subterranean lizard scurries out of sight when it notices you.
D4=2:You find ancient machinery trying to dig deeper into the earth, seemingly operated by 1d4 clockwork creatures. They are malfunctioning and need repairs—or they will collapse, sealing off an entire section. If players invest time into fixing their mechanisms, they may unlock hidden knowledge or recover valuable mining equipment.
D4=3:Players encounter a group of cave trolls. They are arguing about who should get to eat the adventurers first.
D4=4:An unpredictable rogue with 2d4 animated golem guards is plundering ancient tombs within the cave, looking to resurrect a long-forgotten mage. The cave air shimmers with arcane disturbances, and the floor is littered with intricate, explosive sigils. Your choices may lead to survival, treasure, or the unsealing of a catastrophic arcane event.
d100 = 30
D4=1:Calming, magical music flows through the cave as 2d4 loving dryads and nixies offer the party much-needed respite. They share tales of legendary romances but warn about a tyrannical dark elf seeking to harness their power, who might strike at any moment.
D4=2:A cave kobold emerges from a small cave to attack the party. Players can choose to fight or run away.
D4=3:The players hear a loud crashing sound from inside the cave! When investigated, a giant is ramming the walls in an attempt to break through! The giant is trying to get at the players!
D4=4:In a dusty alcove, a group of 3d6 bandits is huddled around a flickering campfire. They are planning a heist on a nearby village and will invite you to join them. Refusal could lead to an altercation; acceptance might change the course of your reputation in the world.
d100 = 31
D4=1:A section of the cave is they encounter is a maze bathed in eerie bioluminescence, patrolled by 3d4 grell. Each twist and turn hides lethal traps, and the walls whisper secrets of a forgotten queen's curse.
D4=2:Players find a group of 2d6 half-orcs. The half-orcs are looking for something valuable and will attack the players if they get too close.
D4=3:A dim chamber shows rune-laden golems standing still, waiting silently. Their activation bestows momentary protection and defense to the activator, incurring gradual petrification at unfortunate intervals afterward.
D4=4:A translucent veil marks a border to a sanctified spring guarded by 3d6 luminous pixies who test the purity of characters' intent. Pure hearts receive water that can cleanse the cursed, while failing the test attracts further layers of enchantment and traps.
d100 = 32
D4=1:The party comes across a group of kobolds that are camping out near an underground river. The kobolds seem to be gathering resources to build something, but they won't divulge what it is. If the players get too close, the kobolds will attack.
D4=2:A large, wooden box with a picture of a dragon on the lid is found. Inside the box is a suit of full plate mail and shield. The armor has a value of 100GP and the shield has a value of 50GP.
D4=3:A blind cave fish named Glimmer has found a magical pearl and rests it on a rock. It can answer one question truthfully before it’s taken. Ask wisely, and it will tell you sea secrets long forgotten.
D4=4:Players find a group of 2d4 giant rats. The rats will attack the players if they get too close.
d100 = 33
D4=1:As the players descend deeper into the cave, the air shimmers with a phosphorescent glow, illuminating ancient murals on the walls depicting a forgotten war between gods. Suddenly, the murals shift and come to life, and 2d4 ghostly warriors step out of the walls. They issue a challenge: solve the riddle of their demise or face them in spectral combat.
D4=2:Within an enormous cavern domed with translucent rock people glimpse celestial bodies. Here they face 2d6 star spawn manglers, their bodies encasing void stars. Combat reveals galactic histories long forgotten, while talking might reveal connections to broader cosmic events influencing terrestrial fate.
D4=3:The party meets an eccentric gnome named Gyro who claims he’s found a shortcut to the “Grand Cheese Chamber.” He insists the cavern reeks of aged Gouda and offers to lead the players there for a cut of the cheese. Whether such a chamber exists is up for debate, but Gyro is very convincing.
D4=4:Deep in the heart of the cave, the players encounter a grotesque creature guarding a portal to a land of eternal youth. However, accessing the portal requires the sacrifice of a child's innocence, condemning them to a life of malevolence and secrecy.
d100 = 34
D4=1:Stalactites and stalagmites glow with a bioluminescent blue, painting an eerie luminescence. The cave floor at this section is slick with a strange, viscous fluid. 3d6 cave slimes slither along the surfaces, seeking to engulf anything in their path. Marcella, a singer with a voice that controls the slimes, is trapped, using her songs to keep them at bay. She pleads for help reaching a safer passage. Assisting her offers access to the cave's deeper secrets, yet aiding her risks the slimes' corrosive touch.
D4=2:A group of 2d6 dwarves is walking down the tunnel. They are carrying a statue of a dwarf god. If the players attack, the dwarves will fight back with their axes. The statue will break if it takes any damage.
D4=3:An underground waterfall leads to a hidden grotto of withered willow spirits. Unveiling 2d6 dryads turns tactics into evening prayers mirroring the erosion of hope.
D4=4:The players come to an underground lake. There is a small cave on the water's edge. Inside the cave, there is a group of 1d4+2 kobolds and 1d8+1 giant rats fighting each other over a pile of treasure. If the players approach, they will stop fighting each other and try to attack the players.
d100 = 35
D4=1:The cave is surprisingly warm, likely from underground thermal activity.
D4=2:You sense a powerful magical presence in a nearby cave. If the players investigate, they will find a powerful, old wizard living in the cave. He will grant the players a powerful magical item if they can answer his riddle.
D4=3:A group of 2d4 kobolds ambush the players with an onslaught of arrows.
D4=4:A family of cave crickets quietly chirps in the darkness.
d100 = 36
D4=1:Descending deeper still, you encounter 3d4 ghostly figures, their mournful cries echoing the tales of injustice they suffered in life. Players can choose to confront their spectral adversaries with steel or delve into their histories, performing a unique ritual to liberate these trapped souls. In either case, the outcome may provide them with insights into a broader conspiracy linked to a malevolent cult attempting to usurp power through dark art.
D4=2:A group of 1d4+2 gnomes are mining in this room. They will ask the party to help them mine for gold. They will give the party 1d10 gold pieces if they do.
D4=3:The tunnel suddenly widens into a grand, underground hall adorned with ancient dwarven statues. As you step forward, you awaken a colossal stone golem guarding the space. The golem’s weakness is hidden in the inscriptions on the statues, requiring the characters to fight strategically while deciphering the clues. Only teamwork—some studying the runes while others fight or distract the golem—will lead to victory.
D4=4:A group of 2d4 gnolls attack the players. They are led by Bert, a level two gnoll cleric who carries a heavy crossbow and wears chainmail armor.
d100 = 37
D4=1:The players find a campfire with 2d6 goblins and 3d2 hobgoblins huddled around it. They are laughing at some dirty joke. There are various items scattered about the camp. If a goblin sees a player, then they will attack them.
D4=2:A small underground garden tended by 2d6 kind-hearted myconids emerges. A dwarf and elf couple share this peaceful haven, pursued by bounty hunters. They request the party's aid to protect them while discussing the challenges their love has faced against societal norms.
D4=3:A group of 2d6+2 dwarves are here, trying to dig their way down into the Underdark through this cavern. If players help them dig, they will find an underground river that leads down into the Underdark after a few days of work.
D4=4:A verdant dryad named Lillia has her roots set mistakenly deep into cavernous stoism. Offer to help her return to the surface for a blooming thank-you gift of protective blossoms.
d100 = 38
D4=1:A shimmering portal opens when the adventurers touch an ancient rune-carved monolith. On the other side lies a vast cavern where illithids are negotiating an unsettling pact with surface-world politicians. The players must glean the terms of this dark deal while avoiding telepathic detection and deciding whether to sabotage or facilitate the mind flayers' dangerous bargain.
D4=2:The players stumble upon a cave with 2d4 ogres. They are not hostile and are instead celebrating a recent victory over a local village. They will offer players ale and food if they join in their celebration.
D4=3:A pack of wolves is hunting a group of 1d6 adventurers. There has been a cave-in and the wolves are trying to drag the bodies of the adventurers into their homes.
D4=4:A group of 1d10 orcs are preparing for an ambush. They can be seen sharpening their spears and practicing their fighting skills in front of a large pit trap that has been dug in front of their camp.
d100 = 39
D4=1:The harmonic humming of stalactite-drum players echoes through a musical cavern. This auditory dreamscape is home to 2d6 winged sprites whose melodies ensnare minds. Only musical harmony, matching their tune, will pacify the sprites, or their violence will shatter the cave's echoes into deadly reverberations.
D4=2:You enter a cavern featuring shimmering stalactites and an echoing sound that grows louder. A tribe of 2d6 vain cave sprites teeter on vanity over who can create the most beautiful echo. Players can assist or try to use the chaos against them—either way, beware, as they may summon creatures to defend their pride.
D4=3:The players come across a small cave. Inside, there is a small chest with a small lock on it. Inside of the chest there is a small book with the words 'The small book' written on it. If the players try to read the book, it will say 'You cannot read this book' in the player's mind. If a player tries to pick up the book, it will turn to dust in their hands and they will feel very bad about themselves for doing this to another being. The cave will shake and there will be a small earthquake. If the players leave the book alone, it will turn to dust on its own. It will regenerate after 1d6 hours.
D4=4:In a grand hall of mirrored stone, players see multiple reflections of themselves. Suddenly, 1d4 gazers, lesser beholders, emerge from the reflections. Combat amidst these moving mirrors is disorienting, with illusions causing frequent missteps. Victory against gazers grants glimpse truths about the multi-faceted nature of reality, but engaging wrong reflections may get the party stuck in a mirrored dimension.
d100 = 40
D4=1:Alchemical lights reveal murals chronicling the cave's storied past. Hidden among them, 1d6 wyverns, driven mad by isolation, clutch gemstones from fallen explorers. The murals show these treasures are keys to opening mystical pathways - should the players risk antagonizing the tormented wyverns to retrieve them?
D4=2:As they navigate a thin ledge above a void, a landslide traps them in a collapsing cavern. The tremor awakens 3d4 skeletal giants who wield chains. The relentless clanking and echo of falling rocks heighten the tension. Among the rubble, an old warlord's banner suggests these titanic defenders have ties to an ancient kingdom torn apart by strife.
D4=3:A mystic mirror sits in an alcove, showing a vision of the next immediate danger. Smashing it eliminates the threat but also releases a mirror duplicate that challenges you.
D4=4:A party of 2d4 dwarves are exploring the caves. They will defend their territory against interlopers and attack if necessary.
d100 = 41
D4=1:You see intricate mosaics showing forgotten exploits. Gazing upon them showers you in celestial light, boosting charisma, but dozes you into a dream-like trance unpredictably.
D4=2:There is a small room with a shrieking ghast and a treasure chest. If players decide to fight the ghast and win, they get to keep all the treasure in the chest. (Not magic items)
D4=3:A group of men is sitting around a campfire, singing songs and laughing and drinking beer and wine. They'll yell at players to get away from their camp if they try to talk to them or get too close to them or their fire or their horses.
D4=4:An eerie bioluminescent fungus illuminates a small nook in the cave, forming a mesmerizing landscape. However, the spores released are hallucinogenic, inducing wild visions and making the cave appear to move and distort. The players must use each other as anchors to reality, guiding one another cautiously through this section to avoid getting lost or hypnotized by the fungal mirages.
d100 = 42
D4=1:The cave narrows into a perilous bridge over a yawning chasm. As they cross, the characters hear whispers of encouragement from unseen presences urging them on. Midway, an enormous bat (a friend to cave-dwellers) swoops in, carrying a vital message that points them to an ancient relic hidden deep below.
D4=2:A group of 2d4 dwarves are making their way through this tunnel, singing songs about their clan's victories and glories. If the players approach them, they will ask them politely to leave. If the players attack them, they will fight back until one is left standing and then he will flee deeper into the tunnels.
D4=3:Bands of goblins are walking through the caves. They are making lots of noise and are carrying on. If the party attacks them, no less than 20 will emerge from their hiding places to attack.
D4=4:Vines wrap around 2d8 animated trees beneath majestic roots. The fearsome air filled with floral scents. Assisting reveals a fey queen's hidden grove, but invoking the hatred of enslaved druid spirits risks infernal wrath.
d100 = 43
D4=1:Players find a hidden chamber containing a powerful magical artifact. If touched, it will unleash a powerful magical force.
D4=2:Players find a group of 2d4 orcs. The orcs are looking for loot and will attack the players if they get too close.
D4=3:An abandoned mining shaft resounds with hollow coughs. Haunted by 2d6 miners' ghosts, the way forward is a balance of confrontation and empathy, deciphering their suppressed fears.
D4=4:An old rune-covered door requires a blood sacrifice to open. However, the runes show that the blood required is that of an innocent. The players must decide whether to leave the door closed or sacrifice someone, possibly even one of their own, to open it.
d100 = 44
D4=1:Stumbling upon a skeleton clutching a ring in its hand, taking the ring grants increased dexterity but also places a ghostly mark that makes you visible to otherworldly enemies.
D4=2:Amidst the rumble of distant waterfalls, 3d6 thieves disguised as simple spelunkers lure you into a subterranean lagoon to rob you. Bioluminescent plants light the water in a mesmerizing glow. Their ruse may lead to an ambush, drowning, or an unexpected alliance to plunder an even greater treasure. Waterborne threats lurk just beneath the surface.
D4=3:Wandering further, an abandoned mining cart filled with prized gemstones is guarded by 2d4 crag cats. Their bloodlines spell danger; do you stealthily outmaneuver the felines or attempt to charm them for a mutually beneficial deal?
D4=4:Players see a group of 1d4 goblins fighting over a small treasure.
d100 = 45
D4=1:A high-pitched laughter echoes through the corridors, heralding the arrival of 3d6 mischievous fae creatures. They could prove invaluable allies—or notorious tricksters. Can you impress or buy them off with shiny goods?
D4=2:You come across a massive underground lake reflecting a moon that doesn't exist. The waters teem with 2d4 ghostly sailors cursed to never find land. They offer to trade souls for stories from the above world or challenge you in sea shanty duels that reveal hidden treasures.
D4=3:The players hear strange noises echoing through the cavern. If they investigate, they will discover a group of 2d6 goblins arguing over whether or not a nearby cave entrance is haunted. They will attack the players if they get too close.
D4=4:The players hear a crashing sound. A giant ape is running through the cave.
d100 = 46
D4=1:Players find a group of 2d6 trolls. The trolls are looking for something valuable and will attack the players if they get too close.
D4=2:You find a clump of animal fur caught on a jagged rock edge.
D4=3:An eerie silence pervades as you enter a chamber filled with strange, oscillating crystals. These are home to 3d8 Resonance Specters, spirits bound to the melodies vibrating through the crystals. They protect the harmony of this chamber from discordant energy. Presenting harmonic music or sharing knowledge of epic ballads might allow a safer exploration, uncovering crystals that can store spells or hints to ancient bardic knowledge.
D4=4:Players find a clutch of unhatched dragon eggs, their shells subtly glowing with promise. However, a protective wyvern mother, along with 3d6 of her offspring, will stop at nothing to guard her future brood. Negotiating with her might save bloodshed, but failing to do so will incur her wrath.
d100 = 47
D4=1:Here, the cave floor is covered in a thin layer of fine sand.
D4=2:A cavern filled with mist reveals the outlines of 3d6 specters, warning of dangers within. Players can choose to heed the advice or shrug them off, knowing that each decision may uncover a new challenge or entangle them in peril.
D4=3:A group of 2d4 gnolls attack the players. They are led by Bert, a level two gnoll cleric who carries a heavy crossbow and wears chainmail armor.
D4=4:As characters navigate a twisting, claustrophobic passage, they hear a harmonious chant echoing through the tunnels. They are drawn to a small hidden chapel where 1d4 celestial beings are praying. The celestial beings offer blessings that temporarily enhance the characters' abilities, but only if they solve a moral puzzle that tests their virtue.
d100 = 48
D4=1:As you pass through a tight tunnel, it abruptly opens into a wide chamber filled with strange, floating motes of light. The room seems alive, with shifting patterns resembling ancient runes. Here, 3d8 Ethereal Scribblers, tiny spirits of lost knowledge, flit about. They live in fear of being forgotten and crave attention to their wisdom. Storytelling or sharing recent historical events satisfies their yearning. Earn their favor, and they may reveal the path to a hidden library of lost texts or the draft of a prophecy that could alter the kingdom's future.
D4=2:Ethereal melodies lead to a cave opening holding 1d4 celestial guardians fallen from grace. The clash between light and shadow evokes reflections on duality and penitence.
D4=3:The players encounter a group of rangers who want to test their mettle against the party. They will challenge the players to a contest of skills (player chooses). If the players win, they will receive an item from the rangers' stash. It is worth a lot of money.
D4=4:In a moss-covered cavern draped with moonlit quartz, a mysterious scroll lies upon a stone altar guarded by 2d4 obsidian gargoyles. Players can decipher the text, which reveals hidden prophecies about an impending sinister invasion of the surface world. Successfully retrieving the scroll means facing the gargoyles in combat or attempting to appease them with words, using charms or knowledge of history. Failure may result in being trapped in a nightmarish dimension revealing visions of disaster.
d100 = 49
D4=1:Trapped by a cave-in, the party meets a cheerful dwarf merchant named Grundi, who was on his way to sell rare gemstones. He’s eager for rescue and offers valuable stones or information on the cave’s secrets if the party helps him escape.
D4=2:The chamber's natural beauty awes travelers with glowing crystals creating the shapes of mythical lovers. As the party examines the crystals, a 3d6 vampire spawn surprising enough for combat lurk from the shadows, challenging both fight and diplomacy.
D4=3:The characters come across a grand underground hall filled with ancient relics. 4d6 animated suits of armor rise to protect the hall, but upon recognizing the characters' noble intentions through a series of ethical questions, they allow safe passage and grant protective enchantments.
D4=4:The echoing cadences preceding them reveal a knight-captain lost to 2d8 shadows commanding troops. The air resonant with silent courage. Finding relics’ rightful place or dishonoring losing battles invokes ageless fury.
d100 = 50
D4=1:A group of 2d6+3 goblins attack the players. They are led by the goblin warrior, Gutwrench the Gut Hatcher. He is a level three goblin warrior that carries a polearm and wears a helmet that looks like a giant skull. He is not as dangerous as he sounds.
D4=2:In a seemingly empty corner, 3d4 malicious pixies dwell, creating trouble for travelers nearby. You either bring them sweets in exchange for respite or prepare for a chaotic skirmish filled with biting pestilence.
D4=3:Glistening under newly formed cave pools, 2d8 aquatic elves nestle in, their courtship bringing warmth to the desolate cave. However, the elves seem tormented by a curse threatening their union, requiring the party to fend off horrifying 3d6 cave trolls.
D4=4:The air is cool and refreshing, a welcome reprieve from the outside heat.
d100 = 51
D4=1:A group of 3d4 hobgoblins is discovered attacking a group of 2d8 humans who are trying to dig up treasure in an area that they believe to be an ancient grave sight.
D4=2:A group of 2d6 gnolls are hunting in this area. They are led by a gnoll shaman that has a pack of 3d6 hyenas at his disposal.
D4=3:The players stumble upon a small hole in the cave wall that is covered by rocks and sand. It leads to a small cave that is inhabited by 1d6 giant spiders.
D4=4:A small breeze carries the faint scent of wildflowers.
d100 = 52
D4=1:1d6 sorcerers casting unstable spells to extract mana-rich crystals while avoiding cave collapses. The cave's walls are run through with mana veins sparking dangerously. Aid, interruption, or sabotage will determine not just immediate fate but the mana flow of surrounding lands.
D4=2:A group of 1d4+2 men from a nearby village are searching for the source of the deadly disease that's been killing villagers lately. They are looking for a monster that's supposedly responsible for it. If they see the party, they will attack the party thinking they're connected to the disease somehow...
D4=3:Ascending through a spiral, the tunnel opens to a crystal-covered cavern where 2d6 crystal golems patrol reflects their environment, blending impeccably. Resting under a gleaming stalactite, Arvina, a crystal sage, seeks to harness the cave's unique properties. Players aiding Arvina into harnessing the place’s properties will benefit rare crafting materials, while disturbing brings forceful encounters with these formidable golems.
D4=4:The stone walls of the cave are adorned with ancient carvings, depicting a long-forgotten civilization that once thrived here. As you study the markings, a pair of 2d4 shadowy figures emerge from the shadows—you’ve stumbled into the lair of a clan of doppelgangers mimicking lost explorers! They attempt to blend in, whispering half-truths while trying to divide your party. Trust must be established through a high-stakes riddle involving their identities. Fail, and they attack to claim your forms for their own, leading to dangerous consequences.
d100 = 53
D4=1:Ascending through a spiral, the tunnel opens to a crystal-covered cavern where 2d6 crystal golems patrol reflects their environment, blending impeccably. Resting under a gleaming stalactite, Arvina, a crystal sage, seeks to harness the cave's unique properties. Players aiding Arvina into harnessing the place’s properties will benefit rare crafting materials, while disturbing brings forceful encounters with these formidable golems.
D4=2:A manic human alchemist named Igor is frantically trying to stabilize a volatile potion. Assist him successfully, and he’ll share his formula for an Elixir of Boisterous Cackling.
D4=3:The players encounter a group of cultists preparing to summon a demon. The cult leader proposes peace in exchange for the players' help in performing the ritual. The alternative? A battle that almost assuredly leads to the demon being set loose unchecked.
D4=4:The passage opens into a grand cavern where the skeletal remains of 2d8 dwarves lie scattered, victims of a rockslide caused by tunneling. Investigating, players find anguished journal entries detailing their final days. A trapped spirit, desperate for release, offers cryptic guidance to hidden treasures.
d100 = 54
D4=1:The cave narrows into a perilous bridge over a yawning chasm. As they cross, the characters hear whispers of encouragement from unseen presences urging them on. Midway, an enormous bat (a friend to cave-dwellers) swoops in, carrying a vital message that points them to an ancient relic hidden deep below.
D4=2:A rickety bridge made of rotting wood spans a yawning chasm. As 1d6 kobolds set traps at either end, players must decide to cross quietly or deal with their mischievous antics.
D4=3:In a once-magnificent underground city now overgrown with luminescent flora, 2d6 moss-covered statues animate, haunted by the city's ancient magic. The players must activate or deactivate ancient runestones to uncover the city's tragic fall, intertwined with the nemesis’s rise to power.
D4=4:A harmless colony of 2d4 cave crickets suddenly starts broadcasting warnings of danger approaching. If players can decipher the crickets’ signals, they may gain valuable information, avoiding traps or ambushes. Miscommunication, however, might lead players into the jaws of danger instead.
d100 = 55
D4=1:An unexplained laughter echoes down a winding path, broken only by the opening of a 1d6 wight troupe arguing over lost time. Players can choose to correct their ignorance or confront them—ending their unrest with either knowledge or steel.
D4=2:A low rumble reverberates through the cave as 2d4 cave trolls feast on leftovers. Snagging food from their spoils could lead to valuable goodies, or worse—a scuffle.
D4=3:The players find a baby dragon in a corner of the cave. It is starting to get close to its first birthday. It is 2' tall, but it already has large wings on its back. It is very resistant to spells, and it has magical abilities.
D4=4:Echoes of whispers fill the cavern as you encounter 2d8 specters of long-lost miners. They seek release from their eternal labor. A successful persuasion roll can set them free, but a fumble could summon a malevolent spirit, forcing combat against their wrathful counterparts.
d100 = 56
D4=1:A group of 2d6 werewolves are prowling the caves, looking for their next victim.
D4=2:While moving through a crystal-studded cavern, echoes of a distant, haunting melody float through the air, tugging at memories not their own. 2d4 siren-like stone guardians rise, each enchanting one player with the promise of revealing their truest desires. Deciphering the source of the melody could offer respite; resisting it, a battle with their crystalline elegance.
D4=3:A lush oasis unexpectedly sits beneath the cave, casting doubt upon its existence. However, this paradisiacal haven hides 2d8 cultists worshipping a primordial spirit. Engaging with these zealots may uncover lost lore or bewitch the players towards unthought alliances. Disturbing the sanctum belies consequences far-reaching aboveground.
D4=4:Players find a group of 1d4 orcs raiding an abandoned dwarven mine. They will attack if noticed.
d100 = 57
D4=1:Deeper into the twisting passages, the walls pulse with rhythmical light, and the air sings with distant music. 2d6 dream eaters, fiendish entities feeding on ambitions, emerge from the walls. Players can attempt to resist the dream eaters' illusions, each reflecting personal desires or fears. Overcoming these illusions can provide profound personal revelations or perpetual torment.
D4=2:Harsh, echoing winds circulate through cavern hollows, hinting at a vast expanse. At a crossroad, the party encounters 1d8 duergar slavemasters marching their prisoners towards deeper darkness. Chains rattle, and the air is thick with despair. Choices range from direct combat to crafting a diversion. Successfully aiding the prisoners could reveal information on an imminent duergar rebellion and hidden paths beyond the ordinary confines of the cave.
D4=3:In a narrow passage, you find a common sight in caves: a minor rockslide. Under the rubble, you hear faint clicking sounds coming from 1d6 giant spiders trying to dig themselves out. You can risk helping them or take a detour, potentially alerting other threats in the cave.
D4=4:The players notice a group of 1d4+4 kobolds digging in the ground. The kobolds are digging for treasure.
d100 = 58
D4=1:A cliffside drop reveals an abyss with an otherworldly light emanating from the depth below. The chasm houses 1d6 abyssal harpies leading an entrancing, deadly song. Against this backdrop, Zahar, an abyss explorer, charts the passage for a legendary artifact resting below. Joining him offers rare knowledge of the abyss but requires contending with aerial and environmental dangers or braving the abyss without guidance, seeking to discover its hidden mysteries.
D4=2:You encounter an ancient minotaur guardian who offers a challenge of wits. Winning grants a boon of strength; losing traps your mind in a labyrinthine dream.
D4=3:A manic human alchemist named Igor is frantically trying to stabilize a volatile potion. Assist him successfully, and he’ll share his formula for an Elixir of Boisterous Cackling.
D4=4:An abandoned camp. Players can find a torn up map, which is actually a map of this area minus the secret passageway down to the Underdark. The map has been torn into pieces and scattered all over the area. If players manage to put it back together, it will lead them to a secret passageway that goes down to the Underdark.
d100 = 59
D4=1:A small sword lands at the feet of one of the players. The sword is magical, but it's not clear how it works or what it does. The sword is actually a test from the Old King and will help them to defeat the new King.
D4=2:You find a shimmering pool of water, gleaming in an otherwise dark cave. Drinking from it grants a temporary boon of greater strength. However, anyone who drinks has their hair color permanently changed to an unnatural shade.
D4=3:Scavenging through an eerie labyrinth reveals decayed furniture and hollow walls bearing witness to a poison catastrophe. Distilling the lethal residues offers rare alchemical materials yet invokes the misery of an alchemical guild haunted by the unresolved deaths of its famed masters.
D4=4:A towering stone wall covered in ancient glyphs reveals the remnants of a struggle. From within the fissures, 1d6 earth elementals stir restlessly. You might invoke a long-forgotten history to gain wisdom or unleash their fury with reckless steps.
d100 = 60
D4=1:Players find a small shrine dedicated to an old god. Inside the shrine is a magical armor set with a +1 bonus to AC.
D4=2:The suffocating sense of finality swells upon discovering stone chambers filled with 3d8 statues who appear to be living beings petrified in moments of agony. A medusa lairs within, claiming the inhabitants as trophies of love. Solving her cursed history may reveal petrification remedies.
D4=3:A group of adventurers come across a group of 1d4 gnolls. The gnolls are led by a gnoll shaman. The gnolls are hunting a pack of wolves.
D4=4:You see a group of 3d6 goblins playing roulette with a dead kobold. The kobold must be "dragged" onto the table.
d100 = 61
D4=1:Up ahead, the players hear a loud rumbling noise, like that of an earthquake. Moments later, a cave troll appears and attacks the players.
D4=2:Players come across 2d4 giant bats who are swooping around in the darkness of the caves.
D4=3:A cavern filled with fragmented mirrors showcasing not just reflections but memories of past deeds. 2d8 memory wraiths guard these fragments, feeding on regrets. Players must face their own reflected actions, some leading to insights or prophecies about their campaign but ignoring or shattering mirrors unleashes the vengeful wraiths.
D4=4:A group of 1d100 kobolds are playing a game of dice. If anyone interrupts them, they will fight to the death.
d100 = 62
D4=1:Faces on the rock wall once revered gods. The gloom betrays 2d4 gargoyles that attack in silence. Unlocking their ancient hymn is key, making each choice a dance between artifact and atrocity.
D4=2:In a section where the cave narrows to a crawl, players find a long-abandoned campsite with the remnants of old maps hinting at treasure deeper within. However, the precarious shelf above holds 3d6 jermlaine watching their every move, ready to pounce or sabotage their efforts. Players must tread carefully, balancing investigation with vigilance to avoid being overwhelmed.
D4=3:A gentle stream turns into a violent whirlpool hiding 2d4 water weirs. Surviving their tumult mirrors the party's struggle with internal and external chaos.
D4=4:You notice a faint trail of dried blood leading deeper into the cave.
d100 = 63
D4=1:A manic human alchemist named Igor is frantically trying to stabilize a volatile potion. Assist him successfully, and he’ll share his formula for an Elixir of Boisterous Cackling.
D4=2:A narrow tunnel forces you to crawl on hands and knees.
D4=3:A shimmering portal opens when the adventurers touch an ancient rune-carved monolith. On the other side lies a vast cavern where illithids are negotiating an unsettling pact with surface-world politicians. The players must glean the terms of this dark deal while avoiding telepathic detection and deciding whether to sabotage or facilitate the mind flayers' dangerous bargain.
D4=4:Players find a hidden chamber containing a powerful magical artifact. If touched, it will unleash a powerful magical force.
d100 = 64
D4=1:The players come across a small cave opening where they can see daylight streaming in from above. There is an old man sitting outside this cave holding a small wooden box in his hands. He will tell players his story of how he was exploring this area, but got lost and then found this little cave opening where he has been sleeping for months and months now under the watchful eye of the local kobold tribe who have been feeding him but not allowing him to leave. He has some good information that may help players with their quest, but he is incredibly senile.
D4=2:You come upon a labyrinth of jagged rock, lined with shifting shadows. An ancient being known as the Shadow Weaver, accompanied by 1d6 Shadewolves, who can meld into the darkness, watches you. This enigmatic entity has woven the past, present, and future into tapestries hidden deep within the cave. If negotiated diplomatically, the Weaver might show you a vision of potential futures, although one thread could lead into a past mystery linked to a spate of missing persons in a nearby village.
D4=3:As players enter a large chamber, they discover a group of 3d6 centaurs. The centaurs are looking for an adventure and are willing to join the players on their quest.
D4=4:Players find a cavern that is filled with a large pool of water. Several dead bodies are floating in the pool, but they aren't human bodies. They're giant lizard bodies. Two giant lizards, each about 40 feet long, are fighting each other in the pool.
d100 = 65
D4=1:Crystal dreamer refuge graced by gravitation’s jewels exposing tentacle portents interfering magic guiding the new petals’ pristine cavesronce monument braced with melancholic youthful fondlings into combated peril.
D4=2:Emerging into a cave, the sounds of dripping water grow louder, rising to a cacophony from 3d6 waterlogged undead patrolling the cavernous lake. Beside the water, stands Kaila, a banshee chained to her place of demise. Releasing her reveals her guarding a sunken relic. Helping Kaila grants pacification giving safe passage while fighting involves overcoming undead while risking enchantment by their sorrowful lore.
D4=3:Buried within the depths of the cave lies a long-forgotten library guarding its secrets with sentient golems. The records within contain forbidden knowledge that various factions covet to solidify their power. As the adventurers explore, the struggle between sages, renegade scholars, and cultists over these lost tomes tightens around them, placing them in the heart of an intellectual and arcane war.
D4=4:A thick, musty fog envelops a cavern, and you become disoriented. Out of the mist, you spot 3d4 shadowy figures—specters of lost explorers. They’re trying to guide you and reveal secrets, but their intentions are obscured. If players communicate effectively, they might gain knowledge about treasure nearby and the fate of the specters, or they could become ensnared in their eternal lament.
d100 = 66
D4=1:A small pile of rusted mining tools is discarded in a corner.
D4=2:Off the beaten path lies another realm; the passages adorned with floating wisps lighting eerie pathways. 2d6 phantom guardians patrol this realm. In the dimensional fold, stands Deril, a transdimensional scholar seeking lost runic symbols. Players can choose to assist Deril unravel complex runic combinations, weaving through guarded pathways, or facing phantoms while seeking alt dimensions leading to fortuitous discoveries.
D4=3:A cavern containing a sunken ship reveals treasure below. Recovering items curses you with a weightless feeling, rendering jumping or levitating impossible.
D4=4:Stalactites drip slowly, creating a natural symphony. As players navigate, they find 2d6 bandits, engaged in a round of dice. If players approach, they can gamble for coin or challenge the bandits to a fight, with hidden stakes that could sway the balance of power.
d100 = 67
D4=1:A faint, distant rumble reverberates through the cave.
D4=2:An ancient underground sanctuary lies ahead, accessible only through a mystifying labyrinth. The labyrinth is enchanted, morphing regularly to mislead. The group must mark their way, share insights, pool knowledge of cartography and navigation, and use spells sparingly to unravel the labyrinth's shifting illusions. As the maze changes, individual efforts to keep re-orienting are key.
D4=3:A section of the cave is they encounter is a maze bathed in eerie bioluminescence, patrolled by 3d4 grell. Each twist and turn hides lethal traps, and the walls whisper secrets of a forgotten queen's curse.
D4=4:At a subterranean waterfall, the players encounter 1d4 banshees. The air is cold and filled with the scent of wet stone. A bridge crumbles underfoot, and the spectres' wails reveal the tale of a long-lost lover searching for a missing amulet.
d100 = 68
D4=1:You find faint scratch marks leading to a niche in the wall, where 2d4 troglodytes are organizing a coup. Players may negotiate for information or choose to snuff them out. The direction they take could alter the balance of power in the cave network.
D4=2:The passage ahead narrows as you approach a hideout where 2d4 kobolds have set up traps to snare intruders. Their raucous laughter fills the air as they bicker over who gets to claim the next unsuspecting victim. You must either find a way to sneak through their elaborate network of snares or devise a combat strategy to ambush them first. Each choice has consequences: slipping through earns you valuable intel on their leaders, while combat may summon 1d6 hungry cave bats as reinforcements.
D4=3:A group of 2d6+2 hobgoblins are rushing through the caves in search of intruders. They will not fight the player group unless attacked.
D4=4:You come across a cavern floored with deep, churning sands where 2d6 sand wraiths lie in wait. They pull at your feet, dragging you into spectral quicksand pits. Each pit represents an aspect of your repressed fears and guilt, making escaping an inner journey as much as a physical fight.
d100 = 69
D4=1:An avalanche of rubble shifts as burrowing critters scurry from 3d4 stone-wrapped creatures attempting to defend their domain. Players must choose whether to help the critters escape or fight the creatures—one leads to potential allies, while the other spells certain doom.
D4=2:The party stumbles onto an old expedition travesty: adventurers buried alive during a famine. The 4d6 restless spirits recount grim stories and were forced to cannibalism, promising to hinder the path unless they are laid to rest. Cooperation and moral choices reveal an ancient artifact buried with them.
D4=3:A cavernous room filled with glowing mushrooms emits a sweet scent. Eating one of the mushrooms grants visions of the future, but these visions can be maddening and leave you with a minor insanity until cured.
D4=4:A group of 1d4 trolls are dragging a giant bat into their cavern. They are going to use it to sleep on. They will fight to defend their territory.
d100 = 70
D4=1:A group of 1d4 green dragons are waiting in the corner for players to bring them their food. They will not fight the players unless they attack them.
D4=2:The suffocating sense of finality swells upon discovering stone chambers filled with 3d8 statues who appear to be living beings petrified in moments of agony. A medusa lairs within, claiming the inhabitants as trophies of love. Solving her cursed history may reveal petrification remedies.
D4=3:The party enters a large room with an evil dragon tied up in the center. The dragon is actually a powerful dragon mimic spell cast by a powerful evil wizard.
D4=4:Players come across a group of 2d4 giant spiders. The spiders will attack the players if they get too close, but they can be negotiated with if the players are persuasive enough.
d100 = 71
D4=1:The players find a human with a wooden pole trying to fend off a group of 4x giant rats attacking him. He will beg the players to help him kill them.
D4=2:A group of 2d4 kobolds attack the players. They are led by their chieftain, Chief Greenthumb who is a level three kobold cleric that carries a mace and wears scale mail armor.
D4=3:A mesmerizing constellation lights the roof of an enormous cavern. Studying it provides prophetic dreams, but causes temporary aphasia.
D4=4:The sound of distant howling leads you to a darkness deeper than night. Here, 2d6 cursed lycanthropes bound by unnatural chains utter prophecies of doom. These creatures challenge both your physical prowess and your ability to lift their cursed existence, hinting at broader were-creature upheavals in the world.
d100 = 72
D4=1:A group of adventurers come across a group of 1d4 hobgoblins. The hobgoblins are led by a hobgoblin cleric. The hobgoblins are hunting a pack of wolves.
D4=2:Stale air and stagnant water set a suffocating atmosphere. The flickering lights of their limited torches pick out glances of ancient runes. Out of a deeper shadow, 2d4 ghasts lurch forward, their rotten flesh emitting a stench so foul that fighting becomes a challenge against both foe and constitution. In the ensuing chaos, players might stumble across artifacts from a bygone age, hinting at a greater mystery involving forgotten gods and forsaken rites.
D4=3:The cave widens into a large chamber filled with peculiar rock formations.
D4=4:The echoes of your footsteps sound strangely muffled.
d100 = 73
D4=1:A faint buzzing alerts players to the presence of a colony of 1d6 venomous spiders. They can opt to crush the spiders for loot or choose to share space with them peacefully, realizing the venom can bring profitable trade.
D4=2:The players come across a giant spider web. In the center of the web is a giant spider. If disturbed, it will attack.
D4=3:The players see a group of 1d4+4 gnomes arguing about a magic item. The gnomes are the wizards of the local gnome community, and they are arguing about the effectiveness of a certain spell.
D4=4:A creaky sound alert puts you on edge, as 3d2 ancient guardians roll into action. Adroit negotiation could lead to secrets, or they’ll not hesitate to smite you.
d100 = 74
D4=1:In a narrow tunnel, the players find 2d8 kobolds setting deadly traps. The air is smoky and laden with the smell of gunpowder. Outwitting or befriending the cunning kobolds could turn them into allies, aiding the player’s journey.
D4=2:A group of 1d4 goblins are guarding a group of 1d6 uruks. The goblins will fight to defend the uruks.
D4=3:Three goblins are hiding in a large cave, they are trying to hide from a party of adventurers. The goblins are hiding under a large table made of stone, the table top is about 6' across. The goblins are 1 HD creatures.
D4=4:A group of 2d4 goblins are holding up a small group of humans. The humans are trying to get through, but there is only one way through and the goblins are making them pay for it.
d100 = 75
D4=1:In a cold, forgotten cave section, the players find a solitary barred cell with 1d4 prisoners who fell deeply in love. Their joy shadows the pain of their past, but a nearby pack of 2d8 dire bats threatens their safety and the party's attempt to liberate them.
D4=2:Entering a colossal cavern filled with an almost unbearable humming, players find the source to be a titanic tuning fork embedded in stone. Here, 1d6 ether golems sing resonant melodies that distort reality. Players must either harmonize or silence the golems, altering the cave's vibration frequency and associated consequences.
D4=3:A group of 1d6 uruks is being led by the hobgoblin scouts. They are in disarray. They are looking for goblins to eat them.
D4=4:You find an unusually shaped rock that looks almost like a face.
d100 = 76
D4=1:The smell of sweet nectar wafts from 3d4 cave bees buzzing unexpectedly throughout the cavern. Players must negotiate for honey extraction or face the furious insect defenders ready to attach unwanted stings.
D4=2:Midnight beetles, glowing with a surreal light, congregate around a slumbering giant, deep within the cave. If players succeed in befriending the beetles, they may earn access to hidden knowledge. Fail to navigate the area carefully, and they risk waking the giant.
D4=3:Harsh, echoing winds circulate through cavern hollows, hinting at a vast expanse. At a crossroad, the party encounters 1d8 duergar slavemasters marching their prisoners towards deeper darkness. Chains rattle, and the air is thick with despair. Choices range from direct combat to crafting a diversion. Successfully aiding the prisoners could reveal information on an imminent duergar rebellion and hidden paths beyond the ordinary confines of the cave.
D4=4:A deep, dark pit echoes with desperate cries. 2d6 kobolds trap the party with illusions of loved ones. Deception versus compassion drive the resolution of emotional torment.
d100 = 77
D4=1:As the party navigates a narrow passage, echoes of dripping water magnify loneliness. They encounter 4d6 giant bats disturbed by their presence. Amidst battle, reflections on isolation haunt them.
D4=2:A party of 4d4 gnolls are hunting in the cave.
D4=3:A strange fog fills the passageway ahead, blocking players view of what's beyond it. Inside this fog, ghostly figures can be seen fighting each other. The fog is an illusion by a practicing apprentice mage.
D4=4:Leading deeper into the cave, the adventurers come across an enormous subterranean lake where two kuo-toa factions engage in a ritual battle for leadership. Each faction believes the players are divine messengers sent to decide their fate. The adventurers must choose a side, navigate the murky waters of these slimy politics, or find a way to escape unscathed.
d100 = 78
D4=1:An overwhelming sense of loss arises in a desolate chamber filled with shattered statues. 2d8 wraiths drift through the air seeking closure. With careful words, you might calm their unrest or provoke their rage into a frantic encounter.
D4=2:A group of goblins are bragging about their recent kill (a uruk) and they are eating it while they walk through the cave. They are giving the player a taste; which is actually tainted.
D4=3:You uncover an illusion that makes the passage appear as an exit. Shadows of past adventurers wander about—2d8 spellbound souls ensnared by the deception. If players can solve the riddle crafted by a spectral guardian, they will find a genuine route to safety, but failing initiates a frantic chase to escape their spectral pursuers.
D4=4:In a cavern filled with stalagmites, the players encounter 3d6 troglodytes conducting a dark ritual. The air is thick with the scent of blood and decay. Interfering could stop a larger evil but risks gruesome combat. A mysterious figure watches from the shadows, hinting at a deeper conspiracy.
d100 = 79
D4=1:The players encounter a group of dwarves who have lost their way in the cave. They will offer the players directions, but first demand that the players find them some ale, since they're on a break from mining for gold for the king.
D4=2:The players find a wailing woman who appears to be human but reveals herself as a banshee cursed to guard a massive treasure. Helping her pass on requires the players to take on the burden of her curse in perpetuity or find and destroy the source, which could lead to the cave’s collapse.
D4=3:Descending passages lead to sulfur-scented smokescreens. Navigating unseen by two guardian stone golems compels examining commitment's relentless reflection.
D4=4:As players push onward, the cave trembles, a subtle earthquake yielding a fissure that splits the ground. From the darkness, 2d4 magma mephits emerge, trailing ember and ash. The players must choose between confronting these fiery fiends or finding a way to escape through the fissure, which could lead to an undiscovered magma chamber, rich with precious minerals but filled with even greater perils.
d100 = 80
D4=1:The players find a small, circular hole in the cave wall. It leads to a small cave that is inhabited by 1d6+2 giant rats. They will attack when the players are within 20 feet of them.
D4=2:Heartfelt romantic structures etched reverently signed drastically pursued horde, shielding past precariously into darkened crawler patrols reminding immortal embeddings.
D4=3:Trickling water leads to a tragic tableau where 2d6 skeletal figures encircle an ancient clerical artifact. Clasping notes record their peaceful city’s oceanic collapse. Reclaiming or transforming their sacred artifact requires heartfelt negotiation and offers insight into sunken maritime realms.
D4=4:In a claustrophobic tunnel, a mother and three children huddle, surrounded by 2d4 troglodytes. Their village was obliterated by these monsters. The mother offers emotionally excruciating choices: rescue her children, giving clues about nearby treasure, or fall into an ambush of vengeance-fueled troglodytes.
d100 = 81
D4=1:A shimmering crystal bridge stretches across a chasm, supported by 2d4 wisps. Players may choose to engage the wisps in banter or attempt to cross unnoticed, knowing that failure might send them crashing into more menacing depths.
D4=2:In an alcove dimly lit by an unnatural, green radiance, an ancient, foreboding statue dominates the scene. 1d8 gargoyles serve as guardians, poised to strike intruders. Standing before the statue, Miriel, a cursed paladin seeks atonement, believing it to hold her redemption. Players can aid her in deciphering runes to unveil the secrets of the statue, facing the combative gargoyles, or opt to leave her to her fate, displacing a powerful curse within the cave.
D4=3:The players come across a small room filled with bones and rubble. At the center of the room is a large, ancient looking chest. If the players try to open the chest, they will be attacked by two large skeletons that emerge from the shadows.
D4=4:The sounds of a yelling and fighting can be heard from the other end of a hall. If the players check it out they will encounter an old man and his wife fighting each other. The old man will be yelling at his wife telling her to shut up, while the old woman shouts at him that he has never loved her and that he must be cheating on her with other women. If they try to leave they will notice they are trapped by a magical wall that the old woman created to keep her husband from having any affairs. The old man will want the players to leave him alone and won't want any help.
d100 = 82
D4=1:A phantasmal thief and their 1d6 spirit minions are trying to steal a caged phoenix in the caves. The cave is bathed in the eerie, flickering light of the phoenix's containment aura. Each decision—to ally, trick, or outmaneuver—unleashes potential side effects, including wildfires or unforeseen resurrection magic.
D4=2:A glimmer of light beckons through an intricate web of winding tunnels. Following it, you discover a majestic underground lake where a wise kraken is chained by an ancient curse. Surrounding it are 2d6 black-scaled sea serpents, poised to stop anyone from loosening the chains. Players can choose to fight off the serpents and free the kraken, who in turn promises to help turn the tide against the various despairing factions terrorizing nearby villages.
D4=3:A narrow tunnel creaks and cracks under its burden of rocky debris. The path leads to a dwarven treasure room, protected by a golem and 2d6 spectral dwarves. Players must balance taking precious loot without angering the golem or attracting the attention of treasure-hungry wraiths.
D4=4:The cave dips into a dimension where gravity changes unpredictably. Players find themselves floating beside silhouettes frozen in battle. 2d6 floating gauntlet swarms, remnants of eldritch warriors, engage in persistent conflict. Mastery over gravity's whims can yield powerful artifacts or release stasis-bound phantoms on unwary explorers.
d100 = 83
D4=1:The passage widens into a large, echoey chamber.
D4=2:The path ahead opens into a gigantic cavern housing a clandestine market. Here, shadowy figures trade in rare and forbidden goods. Amidst the haggling and whispers, an intense debate erupts over the ownership of a stolen magical artifact. The players have the opportunity to broker peace or may find themselves accused and on trial by an impromptu tribunal of rogue traders.
D4=3:In the heart of the cave, an ancient dragon skeleton emits a dim glow. Taking a scale grants elemental resistance but also attracts the ire of live dragons.
D4=4:Bands of goblins are walking through the caves. They are making lots of noise and are carrying on. If the party attacks them, no less than 20 will emerge from their hiding places to attack.
d100 = 84
D4=1:Players find a group of 2d6 ogres. The ogres are looking for something valuable and will attack the players if they get too close.
D4=2:A mad dwarf is talking to himself and pacing through the cave. He is marked by a "N" on his forehead.
D4=3:Amid the dim, echoing chambers of the cave, the group encounters 3d6 restless spirits of fallen warriors. These apparitions drift aimlessly, carrying the agony of their last battle. If the players choose to communicate with them, they might learn valuable information about the cave’s deeper dangers but risk being possessed if they fail a Wisdom saving throw.
D4=4:Plodding beyond a fungal wetland in the caverns, the ground gives way to 2d6 toxic ooze-creatures who seep from the walls. The players must fight off the corrosive beings while keeping their footing on the precarious, slippery ground. Toxicity lingers wherever the creatures touch, requiring careful navigation even after victory.
d100 = 85
D4=1:The party hears giggles and the rustle of wings. They find 2d6 pixies playing pranks on a flustered, yet smitten, young ranger. He looks to the party for help, asking them to convince the pixies to bless a love token he plans to give to his beloved waiting outside the cave.
D4=2:The party stumbles upon a group of bugbears playing a game of dice. If they get too close, the bugbears will attack them with clubs and spears.
D4=3:Brilliant, luminescent moss reveals sunken archeological remains coated in mystical ores. Mining the ores bestows enhanced physical power but weaves endless, existential dread.
D4=4:An immense cave of shifting shadows and light appears, where nothing remains stationary for long. Within this surreal environment, 1d8 shadow assassins try to lure you into traps. The assassins know hidden secrets and can negotiate if you can navigate the ever-changing shadows without losing your way.
d100 = 86
D4=1:A group of 2d10 ogres are feasting on the remains of a Peasant. If the players get too close, they will attack.
D4=2:A man is telling another man that he saw a horse nearby. The other man doesn't believe him, but they both walk over to look at the horse anyway.
D4=3:A frazzled sentient mushroom named Mopsy is lost from her tribe. Leading her back to the mushroom grove earns the party several spores that grant temporary enhanced vision.
D4=4:You stumble upon a group of 3d6 bandits in the cave, orchestrating a heist on a hidden dwarven vault filled with enchanted gemstones. They haven't seen you yet, but their lookout might spot you soon. The cave walls are covered in bioluminescent fungi, casting eerie shadows. As you decide whether to intervene or sneak past, remember that the band's rogue leader can manipulate shadows to attack.
d100 = 87
D4=1:The floor is covered in a thick carpet of mushroom growths.
D4=2:They discover 1d4 stone guardians hiding in plain sight, their carvings depicting a significant forewarning for a coming invasion. The earthy scent tinges with age. Solving their riddle might stop the invasion or be cursed, complicating crises above.
D4=3:A larger chamber opens, dominated by the sad hymn of 1d6 Galeb Duhr mourning their lost roots. Combat or dialogue shapes their perception of loss and rebirth.
D4=4:Accidental vibrations from the players' passage awaken a clutch of 2d4 basilisks. These stone-gazing creatures, angered by the disturbance, seek to petrify any intruders. It becomes a tense combat of avoiding direct eye contact while eradicating the threat before anyone is turned to stone forever.
d100 = 88
D4=1:A group of 2d6 dwarves is walking down the tunnel. They are carrying a statue of a dwarf god. If the players attack, the dwarves will fight back with their axes. The statue will break if it takes any damage.
D4=2:While navigating natural stone steps, the party encounters rusted war armaments interspersed with petrified remains of ancient soldiers. Each step feels heavier, laden with history. Sudden tremors unearth 2d4 spectral footmen who reenact their final battle. Interacting with the ghosts may provide insight into the region's past or trap the players in an unending battle cycle.
D4=3:A small stream runs through the north-eastern side of the cave. At the end of stream is a small waterfall. It flows down into a small pond full of koi fish. A koi fish sitting on top of the waterfall will be seen falling into the pond and disappearing... It was just a shape-shifted water genasi scout!
D4=4:A group of kobolds are attacking a group of adventurers who are trying to flee the cave. The players can join the fight to help the adventurers, or they can try and find a way to bargain with the kobolds.
d100 = 89
D4=1:You find an old, rotting rope tied to a large rock.
D4=2:Descending deeper into the cave, players find themselves in a maze-like network of tunnels. Every step echoes ominously, alerting 1d8 cave troll scouts to their presence. These trolls are known to be relentless in their pursuit. If the players choose to flee, they must navigate the labyrinthine passages quickly and accurately, or risk being caught in a dead end.
D4=3:Layers of poisonous fungi carpet the passage, releasing sporadic toxic spores. 2d4 venomous cave dwellers known as spore-lings inhabit this toxic environment. Marika, an herbalist, studies the fungi for their miraculous properties and requires assistance collecting samples. Helping her involves enduring the toxic hazards with potential gains in rare antidotes, while disrupting the spore-lings results in convulsive battles and hazardous expeditions.
D4=4:Encasing the system’s heart, a spectrum glimmer of rubies reflects the fallen history of an underground merchant galore. 3d4 shades of merchant spirits plead for unveiling their extorted riches’ hidden locales while their loss and shame are potent enough to influence the living trade routes.
d100 = 90
D4=1:You come across a cavern floored with deep, churning sands where 2d6 sand wraiths lie in wait. They pull at your feet, dragging you into spectral quicksand pits. Each pit represents an aspect of your repressed fears and guilt, making escaping an inner journey as much as a physical fight.
D4=2:In a seemingly empty corner, 3d4 malicious pixies dwell, creating trouble for travelers nearby. You either bring them sweets in exchange for respite or prepare for a chaotic skirmish filled with biting pestilence.
D4=3:Passing tomb entrances carved into the cave, whispers of an ancient necromancer echo through the air. Abruptly, the mummified servants, numbering 3d6, rise to confront you. Their embalmed limbs work tirelessly to guard the coffin-bound arcanist. Will you banish them, delving into deeper tombs, or seek parley with the spectral necromancer for covert knowledge?
D4=4:The hustling sound of a cart draws you in—1d4 bandits are wheeling contraband through the cave. Players can bribe their way past or confront the thieves for stolen items.
d100 = 91
D4=1:You hear a strange chanting coming from a nearby chamber. Inside is a group of cultists trying to summon an ancient evil. The players can try to stop them or let them continue with their ritual.
D4=2:A group of 1d10 bandits are hiding in the cave, planning to ambush anyone who enters. They're really good at hiding and will be difficult to spot even by those with good perception skills.
D4=3:A luminescent cavern hides 3d4 changelings observing from afar. The air carries faint whispers. Convincing them of unthreatened intent could unlock secretive lore of natural and magical transformations.
D4=4:Ascending through a spiral, the tunnel opens to a crystal-covered cavern where 2d6 crystal golems patrol reflects their environment, blending impeccably. Resting under a gleaming stalactite, Arvina, a crystal sage, seeks to harness the cave's unique properties. Players aiding Arvina into harnessing the place’s properties will benefit rare crafting materials, while disturbing brings forceful encounters with these formidable golems.
d100 = 92
D4=1:A magical barrier pulses in the center of a large chamber, guarded by 3d6 enchanted statues. Players can choose to attempt to dispel the enchantments, or engage the statues in cunning battle, knowing time is of the essence to reach the goal.
D4=2:A group of 1d4+1 goblins are dragging a pack animal with a broken leg. The pack animal is a snow-leopard. The goblins will fight any creature that attacks them. The goblins can be negotiated with.
D4=3:Players enter a large chamber and discover a group of 3d6 harpies. The harpies are singing a haunting song and demanding tribute from the players.
D4=4:A bone-chilling wind howls through the cave, whistling through the narrow passages. The party stumbles upon a den of 3d6 giant rats and their grotesquely enlarged alpha. A thick fog rolls in, reducing visibility to mere feet. The creatures are unnaturally aggressive, driven by hunger and the eerie, blood-red glow of the fungus lighting the chamber. Choices include battling the rats or attempting to sneak past, with the latter risking the party getting lost in the fog.
d100 = 93
D4=1:The players find a few orcs eating a meal. If the players approach, the orcs will try to ambush them.
D4=2:The players come across a giant spider web. In the center of the web is a giant spider. If disturbed, it will attack.
D4=3:Amid the drip and echo of a vaulted grotto, players find an artifact of forgotten lore embedded in stone--a magic-infused stalactite. Before they can retrieve it, they must face 2d4 rock trolls who claim ownership. Negotiating with these stubborn and hungry creatures hints at ancient accords between clans and the earth. A brutal melee, however, risks triggering tremors that reinforce the chaos belowground.
D4=4:In an eerily silent tunnel, ancient murals tell the story of a sunken kingdom. Adjacent chambers contain 2d8 sea wraiths, watery apparitions of once-proud citizens. They drift aimlessly unless disturbed. Engaging with these restless spirits could unveil knowledge about maritime politics, but ignoring them transforms the tunnel into a vortex of drowning magic.
d100 = 94
D4=1:Players are walking down a corridor when they hear the sound of something moving in the shadows. If they investigate, they find a giant spider slowly crawling across the ceiling.
D4=2:A small breeze whispers through the cave, carrying with it the scent of flowers.
D4=3:A haunting melody echoes through the cave, coming from, oddly enough, a stone statue playing a flute. As the curve of the tunnel draws closer, 1d6 enchanted skeletons begin to orbit it, mesmerized. Players can attempt to destroy the statue or engage its power for themselves, but the choices may summon wrath from the cave's ancient guardian.
D4=4:You hear what sounds like a distant, muffled voice but can't locate its source.
d100 = 95
D4=1:Upon crossing an underground river, the players find an ancient stone bridge with intricately carved runes depicting a distant war. Midway across, 2d4 shadowy phantoms rise from the water, whispering secrets of the legendary Battle of Black Oak. Players must decide whether to listen to their haunting tales or fend them off—listening brings wisdom but risks possession, while fighting may bring harm to the bridge itself.
D4=2:The passage ahead narrows as you approach a hideout where 2d4 kobolds have set up traps to snare intruders. Their raucous laughter fills the air as they bicker over who gets to claim the next unsuspecting victim. You must either find a way to sneak through their elaborate network of snares or devise a combat strategy to ambush them first. Each choice has consequences: slipping through earns you valuable intel on their leaders, while combat may summon 1d6 hungry cave bats as reinforcements.
D4=3:Two gnomes are walking along, talking to each other about how great their new invention is and how it will blow everyone's mind when they show it off to people later on tonight at their secret clubhouse that is hidden somewhere in this area of the cave complex.
D4=4:A strange, hollow sound issues from a crack in the wall.
d100 = 96
D4=1:Amidst dripping stalactites and fetid air, the players stumble upon a rotting ecosphere harboring 3d6 twig blights. Intervening in this plagued woodland negotiates an anti-corruption boon, though failure might perpetuate the spread into the player’s homelands.
D4=2:Inside a murky pond, 1d6 crocodiles feast on unwary creatures. The reflection reveals unusual objects floating—lost treasures or primal dangers. Will you dare to fish them out or stay clear and let the pond be?
D4=3:The air grows thick and warm as the players enter a lava-filled cavern. Across the molten river lies their destination, but 2d4 magma mephits rise from the bubbling pools to oppose them. The mephits are immune to the lava, and their fiery breath scorches any who come too close. How will the players cross this deadly terrain?
D4=4:As you traverse the twisting caverns, the echo of desperate cries reaches your ears. Rushing toward the sound, you stumble upon 4d6 dwarven miners trapped in a collapsing passage. As they plead for help, the cave begins to rumble ominously, shifting the rock above. Players can choose to use their strength and skills to rescue them, facing possible cave-ins if they fail. In the aftermath, the dwarves vow to spread tales of your bravery, likely influencing future mining endeavors against an encroaching goblin threat.
d100 = 97
D4=1:Your party finds itself in a twisted labyrinth of twisting passages, where it's rumored a sentient magical maze keeps its own counsel. As you wade through the unending corridors, you encounter 3d4 will-o’-wisps, flickering with delight. They offer guidance only if you can win a contest of wits against them, where each incorrect answer morphs the maze into deadlier paths filled with lurking 1d6 tunneling moles. Success could grant you safe passage and hidden treasures from their domain, while failure leads to disorientation.
D4=2:You find the skeletal remains of a long-dead adventurer.
D4=3:The players come across a group of 2d6 goblins arguing over whether or not a nearby cave entrance is haunted. They will attack the players if they get too close.
D4=4:Up ahead, the players see a group of people around a campfire, who look like they are having a party. When the players approach, they will see that it is a group of 2d6 goblins singing and dancing around their campfire, which is made out of bones that they have stolen from nearby graveyards and animal bones that they have collected from nearby caves and forests during their travels throughout this region of the world.
d100 = 98
D4=1:Players come across a group of 2d6 hobgoblins who are hunting for their dinner in the caves.
D4=2:A crack in the wall reveals a sliver of daylight.
D4=3:A group of 2d4+2 kobolds are arguing about what to do with the players. They will come to a decision and attack, or not. The decision will be made by the highest ranking kobold, who is a mage. He will cast sleep on the players if they don't attack first.
D4=4:This cavernous void unveils primeval hunger birthed through hydras’ (2d6 offspring) triumphant history where paralled heroism and defeat unfold. The cavern's deconstructive resonance forewarns eternal fables—reflecting broader draconic omens as opposed to simplified local symbolisms' realization.
d100 = 99
D4=1:A party of 2d4 dwarves are exploring the caves. They will offer to lead the players to a nearby dwarf settlement if they can eliminate the orcs and kobolds that have been attacking their village.
D4=2:Layers of poisonous fungi carpet the passage, releasing sporadic toxic spores. 2d4 venomous cave dwellers known as spore-lings inhabit this toxic environment. Marika, an herbalist, studies the fungi for their miraculous properties and requires assistance collecting samples. Helping her involves enduring the toxic hazards with potential gains in rare antidotes, while disrupting the spore-lings results in convulsive battles and hazardous expeditions.
D4=3:A chamber filled with petrified adventurers is dominated by a medusa and her 2d4 basilisk pets. The medusa offers to share her stone-turning gaze to aid the players, but only if they agree to smuggle her gem-encrusted eyes past an ancient enchanter's warding spells.
D4=4:A chamber filled with hypnotic crystal formations grants temporary clairvoyant powers if meditated upon. However, past memories become fuzzy and incomplete afterward.
d100 = 100
D4=1:A sudden whiff of sulfur fills your nostrils, leading you to a small pool of bubbling mud. A lovely trio of 2d4 fire elementals emerges, causing the air to shimmer with heat. You can either disturb the pool for potential rare ingredients or leave well enough alone and explore further.
D4=2:A group of 1d4 goblins are guarding a group of 1d6 uruks. The goblins will fight to defend the uruks.
D4=3:Darkness engulfs players as 1d6 ghostly figures approach, beckoning them to follow into the depths. Players must decide to heed their call for knowledge or push through to face unforeseen dangers lingering behind the shadows.
D4=4:Illuminated by phosphorescent rock formations, singers and dancers (2d6 moon elves) serenade with a heartwarming ballad. Yet, these beautiful moments halt as dangerously aggressive 1d4 hook horrors threaten the performance, inciting immediate defense.
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