A complete D&D 5e random encounter table for cave scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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 D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Cave encounter table
d100 = 1
D6=1:Players find a group of 1d20+10 orcs who are drinking and celebrating their recent victories in battle against the humans living nearby. If they are disturbed, they will attack the players then continue their celebrations.
D6=2:As you travel the cave, the temperature begins to drop. Soon the players come across a group of blue wights in a large icy chamber. The wights are guarding a magical artifact and will attack anyone who tries to take it.
D6=3:As you approach an open chamber, a sickening stench wafts through the air. In the shadows lurk 1d6 ogres, engaged in a fierce card game for their lives. Players can interfere with their game for gain or distract them to steer their focus away. Whether fortune or dismay will follow relies even more heavily upon succeeding as a team.
D6=4:A group of 3d6 men are out looking for easy targets, they are bandits and will attack the players if they look weak.
D6=5:Players are approached by a group of men who are looking for work. They have been out of work for six months, and they are desperate. If the players can help them, they will do anything. They are willing to work for free for two weeks. If the players will not help them, they will attack. They are five 2nd level fighters with basic equipment.
D6=6:The players discover an area with several dead animals. The players can find 1d4+2 human skeletons wearing leather armor.
d100 = 2
D6=1:The cavern ahead is filled with a magnetic field that disrupts magic, making spellcasting unpredictable. 2d4 iron golems patrol the area, drawn to any metal the players carry. The crystal-clear pool in the center offers choices: imbibe its waters for unpredictable gains or banish their nemesis's phantom for a time but at the cost of a random item.
D6=2:2d4 stone giants have been tricked into guarding a false treasure room. Can you outwit or overpower them to discover the true hidden passage? The chamber is filled with deadly traps and collapsing ceilings, requiring nimble feet and quick wits. The deeper you go, the more distorted your reality becomes, hinting at powerful illusion magic.
D6=3:Subterranean fungi provide dim, eerie light in a mushroom forest where 2d6 myconids dwell. They force intruders to join their fungal network. If the players delicately balance negotiation and combat, they can gain access to potent fungi-based magic.
D6=4:The next chamber is dominated by a chasm crossed by a rickety bridge. Beneath it, the stagnant water conceals 2d4 cave hydras, their multi-headed forms nearly invisible in the murk but deadly relentless. Crossing quietly could be life-saving, but facing them head-on may reveal an obscure, powerful relic they guard.
D6=5: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.
D6=6:The players come across two kobold scouts who are standing watch over this area of the cave. If players get too close, they will sound the alarm and wake up their sleeping comrades.
d100 = 3
D6=1:The players hear a strange sound in the distance. It sounds like a cross between a howl and a scream. It sounds like it's coming from deeper within the caves. If players investigate, they will find nothing.
D6=2:A group of 1d4+2 dwarves and their war dogs are patrolling the area around their tunnel, which is nearby...they will try to force the players to accompany them to their tunnel and stand guard there for one week...if players refuse or try to escape, they will attack!
D6=3:Strange, distant music seems to come from unseen corners.
D6=4:You stumble upon a puddle with small, colorless fish swimming in it.
D6=5:A group of 2d6 goblins are arguing about what to do next. One of them suggests that they should attack the party, but no one else agrees with him.
D6=6:Burrowing through silt and stone, 1 adult bulette threatens to collapse the passageway where a pair of young gnomes is napping. The party's intervention could determine their fate, and the creatures create an exciting yet dangerous challenge for heartfelt aid.
d100 = 4
D6=1:A group of tiny men are fighting a giant rat nearby. They will not talk to the players at first. After some time, they'll start to talk. They are fighting the giant rat because they need its hide to make armor. They are not very good at it. They're hoping the players can help them. They will give the players a suit of armor if they do. It's not very good armor, but it's something.
D6=2: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.
D6=3:Players come to an underground ravine. It is 10 feet wide and 10 feet deep and filled with rushing water that flows down from above.
D6=4:An ogre is sitting on the ground, picking his teeth with a dagger. If the players approach, he will stand up and ask them if they have seen his club. He will then tell them he lost it somewhere around here and wander off looking for it.
D6=5:The party encounters Fungus Fred, a hermit who has lived off mushrooms for too long and now has a slight fungal growth on his skin. He offers valuable herbs and potions made from cave flora but speaks in riddles and puns related to mushrooms.
D6=6: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.
d100 = 5
D6=1: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.
D6=2: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.
D6=3:The walls of the passageway seem to close in, revealing a labyrinth of narrow tunnels. Here, 2d6 Stone Lurkers, blind yet highly sensitive to vibrations, lie in wait. They use their shape-shifting abilities to blend with the rock, attacking any detected movement. Negotiation involves offering calm vibrations or a dance of subtle movements, help from them might reveal hidden alcoves filled with stone relics or maps of lesser-known cave systems.
D6=4:An old minstrel trapped in a bubble of magical water. Freeing him grants one-time use potent songs of power, but his curse transfers partially to you.
D6=5:The party hears the sound of a flute being played. If they investigate, they will find a small cave with a halfling sitting at the mouth of the cave playing his flute. He will ask the party if they want to hear his song. If they say yes, he will play a song.
D6=6:A group of 1d4 goblins emerge from the entrance of the cave, intent on attacking anyone they see! The goblins are looking for food and will attack the players if they look like they have any.
d100 = 6
D6=1:You pass a crumbling alcove where 1d4 trolls are engaged in a peculiar game of dice. You could either join the game, risking your wealth, or look for hidden treasure, knowing that either path may come with grave consequences.
D6=2:A low murmur emanates from a pool containing 1d4 nightmarish fish-men, who seem curious but also hostile. Engaging them can yield essential information about hidden passages.
D6=3:You find a small chamber with a large pool of water. In the center of the pool is a chest with a magical sword. The sword is guarded by a water elemental who will attack anyone who tries to take the sword.
D6=4:A concealed crevasse offers little passage, hiding 3d6 cave spiders. They must stealthily navigate, reflecting on moments of overlooked danger and regret as the webs tug at old wounds.
D6=5:Up ahead, you see a room full of gold coins. However, they are enchanted coins. Any player that touches them will become very greedy. They will not attack their party members, but they will try to steal as much treasure as they can.
D6=6:The cave ceiling drips steadily into what looks like an old basin carved into the floor.
d100 = 7
D6=1:A group of 1d4+2 kobolds are threatening to attack a group of 1d4+2 human nomads. The humans are trying to keep them at bay. If the players help, they can get some information on the local area and other parts of the world.
D6=2:Bats swarm above as a treasure chest clinks quietly nearby, guarded by an ancient 1d4 tomb wraith. Offering respect earns passage; a failed attempt alters your fate here.
D6=3:A group of 3d6 ogres are in the process of making their final preparations for a raid on a nearby dungeon complex. If players interfere, they will be attacked by the ogres and 1d4 giants.
D6=4:The cave system warps in perception, passages intertwining until only a single path seems accessible. In this last den, 3d6 flame-skulls rest, their cackling laughter warping the air into waves of heat. The charred ruins and aged skeletal remains point towards a great mage's demise, buried conspiracies, and the greater battles of history continuing to cast long shadows. Each forayed relic offers both risk and revelation.
D6=5:Footfalls echo as 1d3 treants argue over a fallen tree. Players must carefully navigate or risk being pulled into their debate, aware that raising their ire can bring about unintended, life-threatening consequences.
D6=6:Cross-cut streaming lore twixt the elven delight lightly echoes devoured by stone-tainted primeval wildcats layered collectively bound harmonic foundations into radiant shielding.
d100 = 8
D6=1: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.
D6=2: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.
D6=3:A group of 1d100 kobolds are playing a game of dice. If anyone interrupts them, they will fight to the death.
D6=4:A group of 1d6 hobgoblins are torturing a human peasant. The hobgoblins are trying to force the peasant to reveal information about nearby villages and towns.
D6=5:You discover small, polished stones placed in a circle, possibly an old campfire site.
D6=6:The echoes of fevered chanting and the scent of acrid incense lead the players to a cult of 2d4 warlocks. They're summoning a demon prince. Stopping the rite gains immense favor, but crossing them runs immeasurable risk.
d100 = 9
D6=1:A section of the cave reveals an underground garden, meticulously maintained by a hermit lich. The lich has found peace and seeks not to expand its dark influence. However, the lich's phylactery is essential to save a faraway kingdom from a necromantic plague, forcing the players to choose between two evils.
D6=2:The players come across a strange, magical creature inside the cave. The creature is a powerful wizard, and it will grant the players a powerful magical item if they can answer its riddle.
D6=3:A riddle inscribed on a stone wall catches your eye; a hidden treasure awaits if solved. However, 1d4 ghouls stand nearby, lingering for sustenance. You can attempt to solve the riddle quickly while surviving a potential frenzy from the ghouls.
D6=4:A group of 2d4 dwarves are arguing about what to do next. One of them suggests that they should attack the party, but no one else agrees with him.
D6=5: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.
D6=6: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.
d100 = 10
D6=1:The floor feels uneven underfoot, with jagged rocks jutting out at irregular intervals.
D6=2:Water reflections' affection akin ambient jazz-like harmonies grazing those saddened by entwined submerged fervours observable darkened dimensions garnering empowered embraces.
D6=3:Players are attacked by 2d6 kobolds. They are led by a kobold shaman. The shaman is a level 2 wizard.
D6=4:The cave reverberates as 1d4 bulettes burst through the floor. The scent of freshly revealed minerals is heady. Defeating them uncovers an elemental shrine, a key to controlling subterranean tremors, but awakening fierce spirit guardians in the process.
D6=5:A group of 3d6 men are working on repairing a section of the cave wall. If they are interrupted, they will attack.
D6=6:Descending into a cavern filled with enormous crystals, the players encounter a trapped child who turns out to be a bait illusion created by a mind flayer. If they attempt to rescue the child, it sets off a series of traps, including releasing a band of ghouls within the cavern.
d100 = 11
D6=1:Sprinkled hints of stone dust float as you find a peculiar mine with 2d4 dwarven miners getting ready for a night shift. They invite you to exchange tales as they work, but will your stories offset their labor or get you in serious trouble?
D6=2:Living off cave moss, an emaciated wizard named Marlith has been trying to decode an ancient runic language carved on the walls. He offers his magical expertise and some cryptic clues to the cave’s secrets but is easily distracted by new rune discoveries.
D6=3:A group of 2d6 kobolds are looking for bats to eat. They've trapped a giant bat in their cave. They will be disappointed by the goblins next to the bat. They believe that goblins are bats.
D6=4:A dilapidated cart filled with 1d4 weary travelers sits stuck in a tunnel. Helping them reestablish order rewards you with tribe secrets and passage priorities.
D6=5:Players see a long, flat rock, about 30 feet long and ten feet wide, on the ground. On it is a group of about a dozen small, green lizards. They are all facing the same direction and are still. The players notice that there are no bones or skeletons beneath the rock or near it.
D6=6:The players find a group of 1d6 goblins. The goblins are hunting a deer. If players attack the goblins, the deer will run away. The goblins will attack the players with spears and axes.
d100 = 12
D6=1:A strange, hollow sound issues from a crack in the wall.
D6=2:You find an underground market where 2d4 shady merchants barter for the secrets of the cave. Players can engage in trading or pickpocketing attempts. If they negotiate wisely, they may discover rumors of a coming threat to the surface world that could return to haunt them.
D6=3:As you approach an open chamber, a sickening stench wafts through the air. In the shadows lurk 1d6 ogres, engaged in a fierce card game for their lives. Players can interfere with their game for gain or distract them to steer their focus away. Whether fortune or dismay will follow relies even more heavily upon succeeding as a team.
D6=4:Deep within the cavern, you unearth ancient artifacts, pulsating with power and legend. But they awaken 1d3 guardians formed of rock and magic who view you as thieves. You can either stick to the shadows, seeking to escape unseen while leaving the treasures behind, or trust in your strength and battle the stone giants to claim the treasures, but tread lightly; their affinity for the cave’s magic could summon unforeseen consequences from other awakened guardians of the earth.
D6=5:The echoes of your footsteps sound strangely muffled.
D6=6:A subterranean lizard scurries out of sight when it notices you.
d100 = 13
D6=1: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.
D6=2:In this room, you see a group of 1d4+2 hobgoblins playing cards. They will attack the party if they try to enter the room.
D6=3:On a narrow ledge, you find 1d6 harpies conspiring to raid a mythical Phoenix’s nest deep within the cave. Their shrill voices echo menacingly. Below, a chasm filled with crystalline spikes awaits any misstep. The harpies' hypnotic song tugs at your senses, requiring mental and physical fortitude to choose intervention, deceit, or a hidden path.
D6=4:A sullen myconid named Fungi Steve is organizing a protest against cave mining. He offers healing mushrooms if the party agrees to "leave no stone unturned, unbroken, and uncarved."
D6=5:This maze-like section holds the disheveled remnants of an adorned crypt enchanted by 1d6 lamias. The tombstone details twisted family betrayals within nobility, and revealing or consecrating these stories can unearth profound royal secrets while facing the lamias requires breaking tragic love charms.
D6=6:A group of 1d6 uruks is being led by the hobgoblin scouts. They are in disarray. They are looking for goblins to eat them.
d100 = 14
D6=1:You stumble upon a crypt-like chamber where the walls are covered in frescoes of ancient battles. 3d4 spectral soldiers rise from sarcophagi to duel anyone who steps inside. Each defeated soldier reveals fragments of an ancient prophecy concerning a terrible doom approaching from the east.
D6=2:You see a group of adventurers walking in the opposite direction. They are muttering about a powerful dragon they just encountered and advise the players to turn back.
D6=3:Hanging luminous crystals prove a sanctuary for 2d6 empathetic nymphs aiding a young dwarven couple. The nymphs warn of a manticore's impending raid driven by covetous desires, requiring relentless combat or strategic deterrence.
D6=4:You find a giant hourglass, each grain of sand eternally falling. Touching it grants time-altering powers, but also warps your biological clock, aging or de-aging you randomly.
D6=5:The sound of wings flapping echoes hauntingly through the air.
D6=6:A woman is asking people if they have seen her horse.
d100 = 15
D6=1: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!
D6=2:Players find a group of 2d6+4 goblins who are carrying sacks of stolen gold coins from nearby towns and villages back to their cave lair where they plan on using it to build themselves a fortress with better defenses than their current one has.
D6=3:A cavern of eternal echo where voices of lost travelers persistently whisper advice. These uncanny whispers amplify wisdom for the day but sensitize you to petrifying sounds at night.
D6=4: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.
D6=5:The players find an old miner, long since turned into a ghast. His mind still retains some of his old personality, and he begs the players to release him from his suffering. However, doing so would also unleash a curse that has been keeping the cave free of a deadly plague.
D6=6:The river in the cave requires an obstacle course around 1d4 aggressive river trolls. Players can select a strategic route or engage them directly in trade or battle, knowing that failure puts them in the ever-rising waters.
d100 = 16
D6=1:Enchantment illuminating altar entangled by tarnished mosaics guiding empathetic dire wolves through life-bound fables, chained and mold deranged subterranean peril.
D6=2:In a cavern dense with hallucinatory spores, 1d4 deranged druids plot to steal primal essence from the mushroom forests. Your movements stir the choking air, inducing visions and choices that blur reality, furthering the cave’s magical chaos and affecting the region's primal forces.
D6=3:The cave's ceiling is dotted with phosphorescent fungi emitting a ghastly green light, casting grotesque shadows. A cold draft continuously underlines the feeling of impending doom. The party finds themselves besieged by 4d6 kobolds armed with crude, rusted weapons. An ancient wall carving suggests an old, dark alliance between these kobolds and a powerful necromancer. Players must decide whether to fight or parley, the latter option holding veiled dangers and potential alliances.
D6=4:The bleak rear of the cave veils 1d4 wyverns. Their boundless despair is felt in each slash and wound, transforming the clash into a reflection on primal rage against futility.
D6=5:In the midst of a bone-chilling lake, characters discover a glowing orb held tightly by a 4d4 displeased water nymphs. Convincing the nymphs to release their hold reveals the orb's purpose in warding off 2d8 skeletal warriors lurking deeper in the caves.
D6=6:A loud clang signals an unknown force—3d4 pit viper constructs thrash unwillingly awake from eternal slumber. Players can sneak past them or engage bravely, aware that the noise might attract larger beasts lurking nearby.
d100 = 17
D6=1:A mad dwarf is talking to himself and pacing through the cave. He is marked by a "N" on his forehead.
D6=2:Navigating through sloping tunnels, players discover an illuminated skeleton of an eldritch titan, sprawled across multiple chambers. From its hollowed sockets, 1d6 specters of long-dead sorcerers issue cryptic riddles. Solving the riddles might reveal arcane secrets etched in bones but failure curses players to rot at skeleton's touch.
D6=3:A group of 1d4+3 dwarves appears to be mining. They are mining very slowly, as they take breaks to eat and drink and argue with each other.
D6=4:Drums echo through the passages, in an ever-increasing rhythm. The party stumbles upon 1d4 chained prisoners guarded by 4d6 orcs. The resilient darkness weighs on the captives’ spirits, audible in their quiet despair. The choice to intervene could reveal much, including the orcs' allegiance to a necromancer seeking to raise an old army lost in these depths, potentially sparking a new conflict above ground.
D6=5:A party of 2d4 dwarves are exploring the caves. They will defend their territory against interlopers and attack if necessary.
D6=6:Your torchlight reveals an array of colorful mineral veins running through the rock.
d100 = 18
D6=1:A cave kobold and two orcs emerge from the cave to attack the party. They are looking for their leader, who was separated from them in the cave earlier.
D6=2:A coven of 2d6 witches seeks to steal a heartstone, which could bind or liberate powerful cave spirits. The air is thick with the smell of brewing potions and chanting curses. Intervention, alliance, or outmaneuvering requires strategic thinking, with widespread mystical consequences.
D6=3:Traveling deeper, you encounter a liquid floor of quicksilver, difficult to traverse. Floating above it are 1d6 wraiths, guardians of lost knowledge. They offer you a choice: read forbidden texts revealing dark secrets of the outside world or battle them to proceed. Either choice risks the sanity of whoever decides.
D6=4:You stumble upon a wide chasm spanned by an ancient, crumbling bridge. Guardians of the bridge, 1d8 Gargoyle Sentinels, awaken at your approach. These stone creatures demand a vow of stone—to never harm the cave’s integrity—or they launch a merciless attack. Appealing to their sense of ancient duty might earn safe passage across, revealing the bridge to once have been the main entrance to a deep dwarven kingdom now shrouded in mystery.
D6=5:The players enter a hall of sleeping stone giants. The giant chieftain's daughter offers her people’s treasure if the players assist her in using a forbidden spell to awaken her father and lead them once more. However, this spell drives her father mad with power, endangering not just the cave but the surrounding lands.
D6=6:A small, harmless snake slithers away hurriedly as you approach.
d100 = 19
D6=1:A group of goblins are searching the cave. They are looking for loot.
D6=2:Two men dressed in black robes are walking through the cave. They are carrying a box. The box is covered with a black cloth.
D6=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.
D6=4:The passage opens into a vast underground cavern filled with columns of twisted rock formations that seem to writhe in the torchlight. 2d8 rockworms burrow through, leaving sinkholes and unstable floors. The players meet Bronzoc, a grizzled dwarf miner haunted by a curse he contracted within the cave. He seeks the Heart of the Earth, a gem said to lift his curse but guarded by the rockworms. Players can assist Bronzoc in his desperate search, but the burrowed paths often lead back to treacherous grounds.
D6=5:In a cave lit by an unnatural green glow, you meet 2d8 chittering dark elves excavating etched stones that foretell the end times. They challenge you to a game of riddles, where failure means being chained to prophesize their dark fates forever. Success reveals a cryptic map to a treasure hidden in layered realities.
D6=6:A group of 3d6 humans are praying to a statue. They are hoping that the statue will give them guidance in their quest. If players approach, the humans will attack.
d100 = 20
D6=1:Amongst crystal stalactites, the party witnesses a 2d6 duergar kin group preparing for a union. Their celebration faces threats from territorial 3d6 troglodytes, seeking to ambush their gathering. The party has the choice to assist, lying in wait for their foes.
D6=2:An old minstrel trapped in a bubble of magical water. Freeing him grants one-time use potent songs of power, but his curse transfers partially to you.
D6=3:A group of 3d6 humans are praying to a statue. They are hoping that the statue will give them guidance in their quest. If players approach, the humans will attack.
D6=4:A group of 2d4 goblins ambush the players with an onslaught of arrows.
D6=5:Players find a group of 2d6 zombies. The zombies are the remnants of an ancient battle and will attack if disturbed.
D6=6:Within a grand natural chime, the party discovers 2d4 adventurers rekindling an old flame. However, these happy moments collide with nosy cave giants (2d
d100 = 21
D6=1: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.
D6=2:Players find a group of 1d20+10 orcs who are drinking and celebrating their recent victories in battle against the humans living nearby. If they are disturbed, they will attack the players then continue their celebrations.
D6=3:A group of 2d6 men in black robes are standing around a large fire in a cave. They are laughing and drinking. If players get close, they will attack with magic missiles and fireballs.
D6=4:The corridor widens to reveal several glowing pools, each swirling with vibrant colors. An ethereal figure emerges from the depths, daring you to touch the waters. You may gain lucky insights into the cave’s hidden dangers—or fall prey to unexpected curses.
D6=5:The candlelight flickers against the walls revealing clues to 2d4 hidden criminals’ latest plot for schemes underground. Discovering the truth entraps many possible threats or advantages.
D6=6:Deep in an eerie cavern, the party encounters Willa, a minor vampire who prefers the cave’s bats over human blood. Willa is in search of a special nocturnal flower that blooms only in darkness. She promises information about hidden pathways if the party assists her.
d100 = 22
D6=1:A shadowy nook houses a small, timid creature.
D6=2:Players see a mysterious looking creature with orange eyes. If approached, it will turn into a swarm of bats that fly away.
D6=3:The smell of rotting meat fills the air. You see a group of 4 giant rats feeding on a dead human body.
D6=4:A chamber adorned with stalagmites hides 2d4 ghouls feasting. Players can distract them or engage, aware that the smell and noise may attract more undead from the surrounding passages, creating a cascading threat.
D6=5:The players see a group of 5d4 goblins fighting a dire rat. The goblins are using stones, spears and rocks.
D6=6:Deeper within the cave, a low, warbling sound reverberates through the passages. Peering around a corner reveals a nest of 1d8 snakes coiled around a crystal that pulsates with energy. The snakes are unaware of your presence and appeared to be guarding a tunnel leading to a hidden treasure chamber. You may attempt to distract them with a stealthy illusion or balm to pacify them, or you can bravely fight for the crystal and risk awakening their guardian, a massive serpent lurking nearby.
d100 = 23
D6=1:A group of 2d4 trolls are stealing supplies from a nearby crypt. They will attack the players if they get too close.
D6=2:Thick panelling of darkness accompanied by a cold draft brushes against players as they press on, only to be blocked by 3d6 skeletal warriors upholding a punishing gauntlet. As they stand watch, the heroes can either face them in honorable combat or seek to unearth the forgotten memories of the souls within the bones, granting insight into the unspoken debts they owe—a catalyst that may discover a broader conspiracy linking generations past and present.
D6=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.
D6=4:You stumble upon a discarded, rusted helmet, likely from a previous explorer.
D6=5:An ogre is sitting on the ground, picking his teeth with a dagger. If the players approach, he will stand up and ask them if they have seen his club. He will then tell them he lost it somewhere around here and wander off looking for it.
D6=6:Deep within the cave, you find a makeshift camp of 2d6 desperate refugees fleeing their home village, now overrun by a horde of marauding bandits. The refugees tell of a hidden passage to their village that may allow for a surprise counterattack. Players must choose to protect the camp from an impending bandit raid or guide the refugees to safety, raising the stakes with possible repercussions: saving lives versus putting themselves directly in harm’s way.
d100 = 24
D6=1: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.
D6=2:Hovering near still water pools, ghostly fish swim through 1d6 kelpie domains. Entangled solutions reveal the dualities of allure, loss, and mourning submerged terrains.
D6=3:The players find a small, wooden box with a picture of a dragon on the lid. Inside the box is a small statuette of a dragon. This statuette has magical properties which will allow the players to summon an adult dragon to help them in battle.
D6=4:An underground river crashes through the cavern, filling the space with a deafening roar, drowning out all other sounds. Against the far bank, 3d4 kuo-toa priests conduct a dark ritual under the watchful eyes of aboleths buried deep in the water. Religious symbols defaced with dark ichor hint at a perverted cult. Choices are stark – interrupt the powerful ceremony or risk a long-delayed consequence for the world above. Recovered scrolls provide dark omens of malalignment between planes.
D6=6:A group of 3d6 dwarves is walking down the tunnel. They are carrying a chest full of gold. If the players attack, the dwarves will fight back with their axes. The chest will break and scatter the gold if it takes any damage.
d100 = 25
D6=1:A distant rumble foretells a cave-in. The corridor splits, and an unnatural cold seeps through from an offshoot passage where 1d4 vampire spawn lurk. The oppressive silence is broken only by the shallow breaths of the undead. Every battle screams desperation, each hit taken a mark of potential doom. Ancient carvings depict a pact with the vampire lord who still demands tribute from the villagers above—a piece of knowledge that can mend or sever loyalties at court.
D6=2:Players come across a large room. A group of 1d12 elves are lying on the floor. They are covered in blood and they are all dead. There is no sign of a battle, they all appear to have killed each other.
D6=3:You stumble onto a hidden chamber with 3d6 dust-covered skeletons guarding a plundered wagon. Searching around might lead to cursed treasure or a vengeful spirit.
D6=4:An oppressive heat rises as the cave walls begin to shimmer. Veins of rare metals crisscross the rock, releasing toxic fumes. Horrifying insectoid creatures known as 3d4 fire beetles nest here. Grom, a rogue blacksmith, is hunting for the legendary Flameshard to forge a powerful blade. Helping him involves battling through the fire beetles amidst suffocating conditions, promising rewards of rare metal armament if victorious.
D6=5:An eerie howling alerts the players to an ancient burial ground prowled by 2d4 ghost wolves. These spectral guardians demand tributes of personal memories. Providing memories reveals critical historical knowledge, while denying breeds spectral hauntings.
D6=6:A blind warlock named Seeress Hadria mulls over wide, brooding pools of ink—divining untold truths and tragic prophecies. Gain fascinating (if somewhat gloomy) magical insights from her iconic potions if you heed her counsel.
d100 = 26
D6=1:The players spot a group of robed men carrying lanterns and chanting peacefully. If the players get to close the men will attack and try to bash them over the head with their lanterns as hard as they can. If any of the players are injured badly enough by this the men will run away and raise an alarm trying to warn everyone to stay away from the players.
D6=2:A group of merchants are walking through the cave. They are carrying various goods and want to get to the market. They will pay the players a small amount of money to escort them through the area safely.
D6=3:Sifting through remnants of lost treasure, 2d8 troglodytes attack. The echoed pleas from hidden hoards intensify combat with a backdrop of greed’s reflection.
D6=4:A creeping ooze named Blorp is trying to form shapes resembling cave critters for "charades night." He’ll happily let passersby join to guess, with gooey treasure as a reward.
D6=5: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.
D6=6: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 = 27
D6=1:Under a sleeping bag, the players come across a small baby drow. It is too young to talk, but it can see into the magical spectrum and it can cast very weak spells.
D6=2:The party comes across a group of giant spiders that are attempting to spin a large web. If the players get too close, the spiders will attack with their venomous bites.
D6=3:Soft whispers echo, felt more than heard. The cave's darkness deepens palpably, and the party encounters 1d6 shadows slipping off the walls. These shadowy figures communicate the cave’s darkened history, a necrotic force having swallowed numerous adventurers. Sifting through these stories reveals truths about world events, pointing toward prophetic dreams and inevitable conflict.
D6=4:The cave system warps in perception, passages intertwining until only a single path seems accessible. In this last den, 3d6 flame-skulls rest, their cackling laughter warping the air into waves of heat. The charred ruins and aged skeletal remains point towards a great mage's demise, buried conspiracies, and the greater battles of history continuing to cast long shadows. Each forayed relic offers both risk and revelation.
D6=5:You find a subterranean library enveloped in eerie silence. 3d6 shadows hunt for the forbidden knowledge hidden in cursed books. Delving into the forbidden lore reveals arcane secrets of history but may darken the players' souls irreparably.
D6=6: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.
d100 = 28
D6=1:Players see a group of 1d4 lizardmen fighting over a small treasure.
D6=2:The tunnel ceiling is low, forcing you to stoop as you proceed.
D6=3:A sudden tremor collapses part of the cave, revealing a hidden passage leading to the ancient ruins of a dragon cult. The dragon's hoard, concealed for centuries, is rumored to contain a mystical relic that could tip the balance of power among the cultists. The players must thwart or manipulate power-hungry acolytes vying to control the relic while discovering the dragon’s secret.
D6=4:Delve deeper and find a massive cavern where metallic structures hint at a long-lost dwarven fortress. Metal giants and 3d4 clockwork guardians roam here, remnants of an ancient, self-sustained army. Decoding the dwarven scripts left by artificers reveals secrets about the construction of the legendary city.
D6=5:You enter a cave filled with softly glowing, drifting embers that float like fireflies. Within, 2d4 fire shamans create mesmerizing displays of pyromancy. They challenge you to outwit their flame-formed puzzles or face their fiery wrath. Unraveling their riddles reveals insights into a culture revered for fire magic.
D6=6:At an ethereal underground lake, they encounter 2d6 water elementals. The air is cool and fresh with a magical aura. Fishing out trapped souls in the water could earn the players powerful blessings or awakening old grudges burrying they beneath watery depths.
d100 = 29
D6=1:A group of 1d4+2 thieves are hiding in the shadows, waiting for someone to walk by so they can rob them. If no one passes by for an hour, they will leave and try their luck somewhere else.
D6=2:The sound of footsteps echo eerily, but no source is visible.
D6=3:The endless cavern tunnels whisper endless regrets. 2d4 shadows materialize to feed upon the party's deepest sorrows. Winning requires not just strength but introspection.
D6=4:The party hears the sound of someone singing. If they investigate, they will find a small cave with a dwarf sitting at the mouth of the cave, singing a song about an ancient dwarven city that is nearby.
D6=5:A stilted doppelganger named Mimic seeks someone to talk to who doesn't fall for its trap. If players engage in sincere conversation, it will offer clues about the cave’s other denizens.
D6=6:A strange glow emanates from a small cave in the wall. Inside the cave is a large crystal. If the players approach, they will notice that the crystal has strange markings on it. The markings are not any language they know. If players investigate the markings, they will find that they are in fact an ancient language, but they will not be able to read it. If they offer to buy it, the elves will refuse to sell it, but they will let them examine it if they want to.
d100 = 30
D6=1:You find yourself entering a cavern teeming with unnatural life. Here, under the fungal canopy, a sentient mycelium thrall known as The Sporekeeper has taken root, meddling with the cave’s ecology. If players engage with 2d6 mushroom creatures arising from its influence, they can choose to ally with the Sporekeeper against an encroaching blight or fight to reclaim the cave’s natural balance, uncovering further insights into the importance of harmony in the world above.
D6=2:There is a hole in the top of the cave. If the players decide to climb up, they will see a huge cloud structure in the sky. Among the clouds is a large castle being constructed. (If players are high enough, they can see that it is indeed being constructed.)
D6=3:You see a group of 2d6 giant rats fighting over a dead deer. If any of the adventurers get too close, the rats will attack.
D6=4:A strange, almost imperceptible hum fills the air.
D6=5:The players see an old man sitting on a rock, he looks lost, he tells them that he was exploring an area not far from here and he got lost. He asks them to help him get back to his friends. He is actually a thief who has stolen some treasure from the nearby town, and wants to get away before anyone notices it is missing.
D6=6:Deeper yet, a desiccated well harbors 1d6 water elementals bound in despair. Freeing them or battling reveals insights into forsaken duties of guardianship enhancing the tension between duty and abandonment.
d100 = 31
D6=1:Iridescent butterflies wander filling caverns with soft light. Following their tail-ends sharpens mind and body coordination but tethers perception to their rhythm thereafter.
D6=2:The path ahead is blocked by a corrupted underground parliament of myconids, their spores tainted by dark magic. The myconid leaders are torn between welcoming the strangers as potential saviors or viewing them as harbingers of further doom. The adventurers must act delicately to restore order, perhaps offering themselves as diplomats or even purifiers to cleanse the spreading corruption.
D6=3:Players find a group of 1d20+10 orcs who are drinking and celebrating their recent victories in battle against the humans living nearby. If they are disturbed, they will attack the players then continue their celebrations.
D6=4: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.
D6=5:A faintly glowing patch of fungi lights your way.
D6=6:Tiny insects swarm around a dim shaft of light coming through a crack.
d100 = 32
D6=1:Players find a group of 2d4 kobolds who are looking for a lost idol. The kobolds will not attack the players as long as they don't interfere with their mission.
D6=2:Flickering signals of light play along the cave walls leading to 1d6 will-o'-the-wisps. The guiding lights are alluring but could lead to ruin. Players can choose to follow the lights or rely on their instincts to navigate the twisting passages.
D6=3:A ravaged goblin bazaars lies scattered with wares; 1d6 goblins barter angrily. Engaging in friendly trades may garner unusual provisions or unexpected conflict.
D6=4:An ominous glow leads you to a massive underground chamber dominated by a dormant portal of ancient design. Guarding it are 1d6 Void Sentinels who wield terrible power. They respond only to commands issued in an archaic, nearly forgotten language. Diplomatic success might reveal the portal’s function, potentially leading to a shadow realm linked to the world's deepest, darkest secrets.
D6=5:You sense a sinister presence in the cave. It is a banshee who has been living here for centuries. It will attack any who enter its domain and try to take its treasure.
D6=6: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 = 33
D6=1:You stumble upon an empty, ancient stone pedestal.
D6=2: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.
D6=3:A cavern's glittering mineral deposits house 2d8 xorn foraging for gems, feeling possessive. The grinding rock vibrations intensifying the air. Negotiating fixes a deeper route to mineral veins; failure disrupts their primal peace.
D6=4:A group of 2d6 gnomes are trying to sell the party a map that leads to a treasure chest that contains the bones of a giant.
D6=5:A room with countless candle stubs holds a flame that never seems to die. Lighting it restores health, but the individual begins to fear darkness irrationally.
D6=6:You stumble onto a hidden chamber with 3d6 dust-covered skeletons guarding a plundered wagon. Searching around might lead to cursed treasure or a vengeful spirit.
d100 = 34
D6=1:A spiral staircase carved into a stalactite offers an upward path but is guarded by invisible sigils that flicker with arcane power. Before you can decide, the air shimmers and 2d4 phase dogs materialize, each able to shift between dimensions. Navigating their attacks is daunting; progress may require deciphering sigils laced with void magic, hinting at a broader planar cataclysm.
D6=2:You spot small, colorful salamanders clinging to the damp walls.
D6=3:A group of 3d6 thugs are out looking for easy targets. If players look weak, they will attack. They are actually working for the king and are on patrol.
D6=4:A group of 1d4 frost giants are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the frost giants and 3d6 ogres
D6=5:In a section of the cave lined with luminescent crystals, the players encounter a covert resistance cell planning to overthrow an oppressive surface government. However, internal dissent reveals a mole in their midst. Unraveling the tangled web of alliances, espionage, and treachery might dictate the fate of not just the resistance, but nations above.
D6=6:Weary and wounded, the characters discover a chamber where elemental energies converge, creating a natural healing ground. Guardian wizards, numbering 1d6, protect this sacred spot and offer their aid, divulging ancient spells and assistance if the party helps defend the area from corrupt 2d8 earth cultists.
d100 = 35
D6=1: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.
D6=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.
D6=3:The path ahead is blocked by a corrupted underground parliament of myconids, their spores tainted by dark magic. The myconid leaders are torn between welcoming the strangers as potential saviors or viewing them as harbingers of further doom. The adventurers must act delicately to restore order, perhaps offering themselves as diplomats or even purifiers to cleanse the spreading corruption.
D6=4:An eerie wind rushes through collapsed ruins, revealing an elven archive. Here lie the remnants of ancient, cursed scrolls, preserved from a catastrophic magical mishap that annihilated 1d4 villages. Engaging 3d6 sentient scrolls exposes hidden spells that may alter the course of future wars.
D6=5:The players notice a group of 1d4+4 kobolds digging in the ground. The kobolds are digging for treasure.
D6=6:A group of 2d4 bugbears are attacking a group of 1d10+1 humans who have been wandering through the caves for several weeks and have become lost and tired and hungry and desperate. The bugbears want to eat!
d100 = 36
D6=1:The sound of footsteps echo eerily, but no source is visible.
D6=2:You find a giant hourglass, each grain of sand eternally falling. Touching it grants time-altering powers, but also warps your biological clock, aging or de-aging you randomly.
D6=3:Small pockets of bioluminescent fungi cast a faint, eerie glow.
D6=4:Players find a group of 3d6 lizardfolk who are looking for a fight. The lizardfolk are looking for a distraction from their mundane lives.
D6=5:A group of 3d6 ogres are in the process of making their final preparations for a raid on a nearby dungeon complex. If players interfere, they will be attacked by the ogres and 1d4 giants.
D6=6:The party finds a group of kobolds. They are sitting around a campfire. They are roasting a huge boar over the fire. If the party attacks them, they will summon a group of ogres to help them.
d100 = 37
D6=1:Players see a group of 1d4 humans fighting over a small treasure.
D6=2:The players come across a cache of cursed treasure that could fulfill their every need but at the cost of one volunteer suffering a gradual transformation into a hideous monster. The treasure will only reveal its curse after a portion has been taken, and their fate becomes intertwined with the caverns.
D6=3:As the characters delve deeper, they come across a stone-carved mural depicting an ancient battle where 5d4 goblins valiantly stood against a monstrous dragon. Suddenly, the mural lights up, and 3d6 spectral goblin warriors manifest. Rather than attacking, they bow respectfully and offer guidance through the treacherous tunnels.
D6=4:The stir of acrid air signals downfall as the collapsed remains of a rebel outpost scatter across. Their freedom ambitions crushed, the rebels’ final letters and relics recount tales of martyrdom promising rewards yet unveiling manipulations by higher powerhouses requiring somber decision-making.
D6=5:Passing luminescent bars unveil duergar passion among dwarven legends persisting night prowlers instigating dark brogues shrouded by enraged plumes.
D6=6:A group of 1d3+3 human soldiers have been captured by a group of hobgoblins. They are being held in the cave. The hobgoblins rant and rave at how stupid the humans are. The soldiers are tied up and begging to be freed from the hobgoblins.
d100 = 38
D6=1:If the party checks a specific area they will find a large treasure chest. Inside the chest are 10 spiderlings.
D6=2:The ground vibrates ominously, revealing 2d4 injured cave gnomes piled in a haphazard heap. They need help but seem distrusting. You may opt to heal their wounds or convince them of your good intentions; failure could lead to their cries for farther reinforcements.
D6=3: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.
D6=4:The floor feels uneven underfoot, with jagged rocks jutting out at irregular intervals.
D6=5:You find an old, weathered map carved into a stone.
D6=6:Two enormous spiders are fighting over territory and will attack anyone who comes near them if they notice them.
d100 = 39
D6=1:Near a hissing geothermal vent, characters meet 2d6 mystic salamanders who warn them of the vent's volatile nature. Assisting them in stabilizing the vent grants insight into ancient prophecies and quick escape routes, heightening the sense of unity and foresight.
D6=2:The walls are covered in tiny fossils that tell tales of ancient past.
D6=3:The players come across a cache of cursed treasure that could fulfill their every need but at the cost of one volunteer suffering a gradual transformation into a hideous monster. The treasure will only reveal its curse after a portion has been taken, and their fate becomes intertwined with the caverns.
D6=4:A ceaseless drip disturbs the thick air. The shadows hide 2d4 bandits turned wraiths by a cursed gem. Delivering peace or fighting tormented souls lets the party reflect on past greed and avarice.
D6=5:You discover a patch of enchanted mushrooms. If successfully harvested (with teamwork), they can boost morale, temporarily granting bonuses. However, tasteless choices could leave players seeing double or unable to create a coherent strategy.
D6=6:A sudden shockwave reverberates indicating that 2d4 living rocks are having a stone-throwing contest. You could either encourage the friendly competition or navigate through with caution to avoid injury from unintended projectiles.
d100 = 40
D6=1:A chorus of eerie, dissonant notes resonates through a cavern, where players confront a band of 2d4 deranged bards who survived the recent battle. These bards wield music as madness, using spells that distort senses and reality. An alliance offers musical enchantments and lore, entry into their chaotic symphony of survival; combat, however, turns into a psychic barrage that tests mental and emotional fortitude.
D6=2:An ill-tempered troll lounges in the shadows, guarding a narrow pathway. He looks surprisingly bored. You could try to bribe him with leftover rations or charm him into allowing passage—if you have enough charisma for this daunting beast.
D6=3:Several large, damp stalactites hang precariously from the ceiling.
D6=4:A group of 1d4 goblins are guarding a group of 1d6 uruks. The goblins will fight to defend the uruks.
D6=5:The party finds a chasm spanned by a bridge apparently made of woven shadows. As they cross, 1d4 nightmare creatures, phantoms of past fears, emerge from the darkness to attack. Successfully confronting these fears makes the bridge tangible, teaching profound lessons about courage, but failure might banish players into realms of eternal fear.
D6=6:The players come across a merchant that is selling various items. She will be willing to trade her goods for something that the players have. The merchant will try to swindle the players for more money.
d100 = 41
D6=1:Love scrolls are discovered bringing ancient tales of halfling love within crystalline caves amid rumored 1d4 beholders and fierce artifact night-mares touching on ancient alliances and sinister alliances.
D6=2:As you push onward, clanking sounds lead you to a cavern filled with intricate clockwork traps set by a clan of 1d8 tinkering goblins. They have repurposed the contraptions to guard their stash of stolen treasures from the outside world. Ideally, a clever approach without being noticed might yield information regarding other valuables and rumors of their shady associations with a nefarious underground market influencing the land above, but failure could also lead to an explosive encounter.
D6=3:The sound of drums echo down the hall. A group of 2d4 skeletons are walking down the hall. The players can choose to fight them or let them pass.
D6=4:The sound of dripping water guides you to a leisurely stream inhabited by several 1d6 frogfolk. They greet you with an offer to trade useful items but are highly persuaded by shiny trinkets. Do you bargain with something of value or leave the passing strangers be?
D6=5:Deep in a cavern filled with bioluminescent fungi, the players find a magic sword embedded in the back of a petrified knight. The sword radiates immense power, but removing it might awaken a terrible ancient curse that the knight once sealed away.
D6=6: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.
d100 = 42
D6=1:2d4 goblins are sitting around a fire pit and are telling stories about the "other tribe".
D6=2:A cavern containing a sunken ship reveals treasure below. Recovering items curses you with a weightless feeling, rendering jumping or levitating impossible.
D6=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.
D6=4:A particularly narrow tunnel forces you to squeeze through sideways.
D6=5:Deeper in the cave, a haunting blue glow reveals a pool poisoned by toxic minerals. Floating within are 3d6 bodies of ill-fated spelunkers. The air is thick with despair and their spectral forms rise, begging for their final rites. Performing these rites gives clues about long-dismissed political intrigues.
D6=6:Players find a group of 2d6 bugbears. The bugbears are looking for something valuable and will attack the players if they get too close.
d100 = 43
D6=1:The air pressure changes sharply, making your ears pop.
D6=2:The party comes upon a pile of dead and decaying human bodies. They are wearing armor and have swords and shields. They are all facing away from the party, as if they were running away from something.
D6=3:Phantom howls resound through unsupported cavern arches, defining final confrontation with one saddened cave drake protector. Navigating tears unwound, exposing poignant pasts and prophesied crossroads.
D6=4:You find a strange pool of green liquid. The liquid is actually a magical potion that grants the drinker special abilities.
D6=5:A group of 5d4+2 goblins are training in a large cavern. Their leader is a half-orc ranger. He is practicing with his bow. The players can choose to sneak around and avoid detection, or they can attack the goblins.
D6=6:The twisting passages give way to an enormous cavern filled with bioluminescent fungi. Here, a cluster of 4d8 Lumina Sprites flutter about, their wings casting strange, shifting patterns of light. The sprites are skittish and view adventurers as potential threats. However, they are also known to be deeply in tune with the magical energies flowing through the cave. Diplomacy through the sharing of musical notes and songs may allow the party to gain their favor, leading to revelations about a hidden underground forest where giant glow-worms guard treasures, evolving out of a long-lost clash between ancient druids and starbeasts.
d100 = 44
D6=1:A jumble of rocks precariously hangs above as an echo of distant thunder echoes through the cave. Players face 2d4 cave trolls who are upset about being disturbed. Stealth or diplomacy could lead to an uneasy truce, while combat risks triggering a rockslide.
D6=2:A group of 3d6 men are out looking for easy targets, they are bandits and will attack the players if they look weak.
D6=3:You find a collection of oddly formed rock crystals protruding from the wall.
D6=4:Players come across a group of 3d6 giant spiders. The giant spiders have spun a large web and are trapping their victims.
D6=5:An overworked dwarf ale brewer named Bron is setting up shop in the cool cave entrance. He could trade precious potions of invisibility (brewery experiments gone awry) for help in hauling kegs.
D6=6:A powerful crystal at the core of the cave can rebirth fallen allies, but each use curses the reborn with an insatiable hunger for the very life force of their closest friends.
d100 = 45
D6=1:A dilapidated cart filled with 1d4 weary travelers sits stuck in a tunnel. Helping them reestablish order rewards you with tribe secrets and passage priorities.
D6=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.
D6=4:Deep in the heart of the cave, you stumble upon an underground lake with a mysterious island at its center. The surface of the water is poisoned, and the island holds the antidote. Using intelligence and creativity in building a makeshift raft or crafting protective spells, players must navigate safely together to retrieve the antidote, each person's contribution vital to success.
D6=5:You spot the glint of what seems to be a tiny gemstone embedded in the wall.
D6=6:The rhythmic sounds of axes ringing in the distance signal the presence of 2d8 cave-dwelling miners on strike. Their plea for rescue from a nearby collapsed tunnel creates an opportunity for teamwork. If players help clear the rubble, they will gain favor, but if they dally or distract, the cave's instability could resume, putting everyone at risk.
d100 = 46
D6=1:A shimmering mirage reveals an illusory stream, where 1d4 green hags weave their sinister illusions. Deception and trickery bound, as controlling the hag magic grants grants glimpses into hidden truths of the broader wilderness. Failure to unravel their deceptions results in entrapment in cycles of illusory torment, further darkening the caves.
D6=2:As you enter a bemusingly stagnant cavern, you come across 3d6 resilient frost spirits who honor the cold. They share wisdom if you prove your worth through trials—but should you fail, expect icy retribution instead of camaraderie.
D6=3:You encounter a surging waterfall that emits a soothing melody. The water is enchanted and grants temporary aquatic abilities, but the first step into air becomes unbearably painful afterward.
D6=4:An orc is trying to sell the party a magic ring that doesn't do anything.
D6=5:In a sprawling cavern lit by gently bobbing will-o'-the-wisps, dancing with them offers levitation temporarily but blinds you completely at dawn.
D6=6:The walls glitter with trapped celestial spirits, drawing near 1d6 corrupted aasimar. Freeing these spirits can turn the tide in an ongoing angel-demon war, but each spirit can only be freed by sacrificing a part of the players' longevity.
d100 = 47
D6=1:As you wander deeper, you find a minecart track leading to nowhere. 3d6 mine rats scuttle by, inspecting it for leftover food. Do you attempt to scare them away or try to ride the cart to discover hidden passages?
D6=2:The path ahead is blocked by a corrupted underground parliament of myconids, their spores tainted by dark magic. The myconid leaders are torn between welcoming the strangers as potential saviors or viewing them as harbingers of further doom. The adventurers must act delicately to restore order, perhaps offering themselves as diplomats or even purifiers to cleanse the spreading corruption.
D6=3:An ancient door stands resolute, adorned with tiny carvings of emerging flowers but surrounded by fog. Behind the door, players hear soft voices of distant family and friends. Lured into doubt, they must choose whether to sacrifice something dear to gain entry or weather the growing uncertainty of the smothering mist.
D6=4:A dilapidated alchemist’s station contains recipes for ancient potions. Brewing them grants potent effects but misunderstood ingredients occasionally explode with wild magic.
D6=5:You come across an old abandoned camp of adventurers, who have long lost hope. Amongst the ruins lies 2d4 specters reliving their final moments. Can you help them ease their burdens, or will you become yet another tale of caution echoed in the void?
D6=6:3d6 Grimlocks emerge from crevices, guided by the whispers of a mind flayer hidden in the dark. The air reeking of decay. Surviving the ambush may lead to uncovering the mind flayer's hidden lair and netting potent psionics.
d100 = 48
D6=1:A glimmer of light leads into a chamber adorned with delicate paintings made from glowing fungi. But soon, you realize that colorful spores are scathed by 1d4 animated fungi, each more dangerous than the last. Players need to choose between sneaking through or unleashing their chemistry knowledge to pacify or disarm them.
D6=2:Players find a giant web blocking the way. A giant spider is sitting in the middle of the web, waiting for its next meal.
D6=3:You come across what seems to be an ancient, weathered coin lying on the ground.
D6=4:A chamber adorned with stalagmites hides 2d4 ghouls feasting. Players can distract them or engage, aware that the smell and noise may attract more undead from the surrounding passages, creating a cascading threat.
D6=5:Stalactites and stalagmites form an intricate natural barrier.
D6=6:A low murmur emanates from a pool containing 1d4 nightmarish fish-men, who seem curious but also hostile. Engaging them can yield essential information about hidden passages.
d100 = 49
D6=1:Deep within the echoing tunnels, an oppressive hum vibrates through your bones—an ancient rune engine pulsing with decaying yet potent energy. Surrounding it, 3d6 iron sentinels stand guard, using magnetic pulls to destabilize metal gear. Do you engage them directly, risking weapon and armor loss, or try to deactivate the rune engine, venturing deeper into forgotten technologies?
D6=2:Soft whispers echo, felt more than heard. The cave's darkness deepens palpably, and the party encounters 1d6 shadows slipping off the walls. These shadowy figures communicate the cave’s darkened history, a necrotic force having swallowed numerous adventurers. Sifting through these stories reveals truths about world events, pointing toward prophetic dreams and inevitable conflict.
D6=3:The members come upon an eerily quiet part of the cave, where 2d4 shadowed figures reveal themselves as ghostly lovers from warring tribes. They seek the party's help in reconciling their tribes' feud, but must fend off 3d6 skeletons disturbed by the conversation.
D6=4:A group of 1d4 ogres are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the ogres and 3d6 hobgoblins.
D6=5:A grand subterranean colosseum harbors 1d8 minotaurs. They challenge the party to prove themselves in combat. Victory aligns the players with a hidden faction favoring just rulers; defeat reinforces the power of tyrants underpinning local dominion.
D6=6:The passages narrow farther, snaking into darkness where 2d4 shadow fiends lurk, forming relentless staggering corridors. Before, a light, Hawkfin, an underground smuggler, reveals distress as his hidden routes fall to invaders. He requires retrieval of stolen maps from the fiends. Helping Hawkfin unveils secret, smuggling passage confronting shadow labyrinthine mazelike complexities, permitting sneak interaction or fighting off dark malefactors harmful consequences grasp dangerous cave corridors.
d100 = 50
D6=1: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.
D6=2:As the torchlight flickers, the cave floor beneath you collapses into an ancient oubliette filled with dormant 2d6 Stone Beetle Golems. They awaken to vibrations, seeing intrusions as threats. However, the beetles are programmed with codes of law from an extinct dwarven empire. Reciting these laws or presenting related artifacts could tame them. Mastering this diplomacy might guide you to hidden vaults filled with relics of the empire, perhaps even keys to lost technological wonders.
D6=3:The pungent smell of damp earth surrounds you as you encounter a group of 3d4 dwarves engaging in a spirited argument over mining rights. They invite you to settle their dispute through trial by combat—win, and receive a share of their treasure, or lose your reputation.
D6=4:Passing through crystalline formations, 3d4 ice mephits phase in and out. Ice crystals reflect past asperities, with each combat extravagance blending with reflective thought.
D6=5:A group of 3d6 trolls have set up camp in a small cave. They are looking for food, and they are willing to fight anyone who gets in their way.
D6=6:The cave floor is littered with piles of dried guano.
d100 = 51
D6=1:You find a small, crumbling altar where 2d4 murky spirits float aimlessly. They murmur incoherently, searching for something lost. A successful roll can help you find their lost item, leading to either their gratitude or a frosty confrontation if you misinterpret their needs.
D6=2: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.
D6=3:The players come across a small cave that appears to be where an ogre or giant has been living for quite some time. They will find various items including 1d4 pieces of gold, 2d4 pieces of silver, 1 piece of platinum, 2 gems worth 20GP each, 1 gem worth 100GP, 1d4 gems worth 500GP, and 1 gem worth 1500GP.
D6=4:An area of the floor has been torn up by something. A hole leads down into the darkness. If players try to go down, a Giant Spider will attack them.
D6=5: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.
D6=6:The players come across a small group of kobolds. The kobolds are looking for a lost magical artifact, and they will attack the players if they think they have it.
d100 = 52
D6=1: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.
D6=2:Players come to a well-ordered underground farm unique to this subterranean environment. The farm is run by 2d4 mind-control slugs possessing local humanoids, transforming them into docile laborers. Freeing the humanoids from the parasitic influence offers allies or guidance, but risks wrathful retaliation from the intruding creatures.
D6=3:Players hear deep growls coming from a nearby cave. As they investigate further, they discover a pack of 3d6 dire wolves.
D6=4:A murky pit filled with bone fragments lies before players, guarded by 3d6 ravenous zombies caught in a loop of seeking their lost flesh. Players can try to find a safe way to cross over or face the ravenous horde, knowing that the stench could draw even worse out.
D6=5:On a narrow ledge, you find 1d6 harpies conspiring to raid a mythical Phoenix’s nest deep within the cave. Their shrill voices echo menacingly. Below, a chasm filled with crystalline spikes awaits any misstep. The harpies' hypnotic song tugs at your senses, requiring mental and physical fortitude to choose intervention, deceit, or a hidden path.
D6=6:A small, hollow echo from your footsteps hints at a chamber beneath you.
d100 = 53
D6=1:You come across a room where 1d4 gnome tinkers are rapidly constructing something made of gemstones. Their frantic energies could be a boon to you—or a curse if they perceive you as a threat interfering with their craft.
D6=2:A small, harmless snake slithers past you on its way to a hidden lair.
D6=3:A group of 1d4+2 villagers from a nearby town are exploring the cave because they're looking for a way to stop the deadly disease that's been killing villagers lately. They think it's caused by some nearby monsters that live in the cave...
D6=4:You find an underground market where 2d4 shady merchants barter for the secrets of the cave. Players can engage in trading or pickpocketing attempts. If they negotiate wisely, they may discover rumors of a coming threat to the surface world that could return to haunt them.
D6=5:The players find a small chest with a simple lock. The chest contains a small amount of gold and gems.
D6=6:The caverns draw you toward a melancholic melody drifting through rocky passages; an ancient bard entrapped by a crystal's allure entices the unsuspecting. Players can confront 2d4 hypnotized creatures drawn to the bard's call, risking it all to save them or challenge the bard himself, who lavishly spins tales but is secretly a soul-stealer. Breaking the enchantment earns players magical artifacts connected to the bard's lost love—a testament to friendship and sacrifice in an ongoing war.
d100 = 54
D6=1: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.
D6=2:You see the glint of metal, finding a rusted but still sharp dagger.
D6=3:A Thieves' Guild has set up shop in the mountains near the road. The leader will challenge anyone to a game of chance if they want to play for money or prizes like magic items or gems or jewelry or weapons or armor etc etc etc...
D6=4:Within a jagged chamber, a gentle light filters through a series of bioluminescent fungi, revealing a peaceful doe drinking from an underground pool. The doe appears to be a magical creature that offers to guide the characters but warns them of 2d6 lurking trolls further ahead. The encounter emphasizes the balance of nature and trust in guidance.
D6=5:A large snake slithers down the path ahead of the players, followed by a small group of 1d4 goblins that are trying to catch it! The goblins will attack the players if they get in the way.
D6=6:Twisted roots break through the rock, curling around your path. You come across a grove inhabited by 2d8 Fungus Folk and their guardian, an Elder Myconid. The grove is sacred, and the Fungus Folk’s psychedelic spores can reveal or obscure truths, offering visions of the distant past or maddening hallucinations. To win their favor, players might need to agree to protect certain above-ground groves or retrieve long-lost seeds. Trust earned here reveals subterranean gardens filled with rare herbs and possibly the remnants of an alchemical library hidden during the mage wars.
d100 = 55
D6=1:A treasure-laden skeleton rests against the cavern wall, a single book in its hand. Copying texts grants unique spell knowledge, though pages sometimes rewrite themselves with dangerous incantations.
D6=2:A soft, mysterious melody seems to come from somewhere deeper in the cave.
D6=3:The players find a small chest with a simple lock. The chest contains a small amount of gold and gems.
D6=4:The air grows heavy and quiet as you meet a group of 1d3 cave ghosts silently seeking peace. Offering to hear their tale could reveal long-lost pieces of history or lose your own sense of time.
D6=5:In a chamber with glowing hieroglyphics, 2d6 ancient guardians defend a relic capable of summoning elementals. A group of thieves aims to steal it, oblivious to the elemental storm it will unleash. Choices hinge on combat or intellect, with global elemental chaos at stake.
D6=6:Eerie moaning noises echo through the cave. If players investigate, they will find the remnants of a battle between men and goblins.
d100 = 56
D6=1:The echoing sound of dripping water accompanies your discovery of an underground lake, yet 3d6 lizardfolk seem hostile. Your choice: negotiation or hasty retreat before a fight.
D6=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.
D6=3:This chilling chamber unveils an eerie echo where a prophetess’ soul clings to a sacred broken artifact recording the heroism of her tragically decimated clan’s sacrifices. Her apparition calls for artifact restoration, revealing broader societal impacts and rallying moments amongst bitter threats.
D6=4:A crumbling archive of enchanted scrolls beckons with their lost knowledge. However, as players inspect their surroundings, 2d4 wraiths emerge, intent on claiming the knowledge for themselves. Players must work together to reclaim the scrolls or face dire consequences that echo through their memories.
D6=5:In the damp darkness, 1d6 pirates plot to steal a cache of ancient, cursed weapons, unaware of their sinister history. The air smells of old brine and rusted metal. As you approach, the curse begins to shimmer along the walls, leading you to decide whether to let them succeed, take the weapons yourself, or destroy them.
D6=6:As you round a corner, a devastating tremor shakes the cave, causing a sudden collapse. Now sealed from the entrance, the team must tunnel out through the rubble. This requires using a combination of physical strength, distributed dam removal, telekinesis spells, and even forging makeshift tools. Concerted efforts and distributed tasks will pave the way to freedom.
d100 = 57
D6=1:The players see a group of halflings and an ogre capturing a pack of goblins and their pets. The halflings and the ogre will try to make a deal with the players that if they help him capture the goblins that he will share his treasure with them.
D6=2:Players come across a group of 2d4 giant rats. The rats will attack the players if they get too close.
D6=3:The players hear strange noises echoing through the cavern. If they investigate, they will discover a group of 2d4+4 goblins playing a strange game involving throwing rocks at each other. They will attack the players if they get too close.
D6=4:In a cavern strewn with jagged rocks, the players find a smuggler's den guarded by 2d6 bandits. The leader, a sly rogue, offers a deal to the players: assist in a heist, and they will reveal a route to the surface or ambush them in their sleep.
D6=5: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?
D6=6: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.
d100 = 58
D6=1: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.
D6=2:A shimmering wall of minerals hides the entrance to a hidden cache. As players approach, they encounter 1d4 animated armors. They must decipher the challenge placed by an ancient craftsman or fight the armors to unveil the hidden treasures.
D6=3:Players find a group of 2d4 giant lizards. The lizards will attack the players if they get too close.
D6=4:A loud clang signals an unknown force—3d4 pit viper constructs thrash unwillingly awake from eternal slumber. Players can sneak past them or engage bravely, aware that the noise might attract larger beasts lurking nearby.
D6=5:A group of 2d6 ratfolk are fishing with spears in the south-westerly corner of the cave.
D6=6:A subterranean river with a strong current blocks your path. The only way across is via a series of fragile stepping stones. To make matters worse, vicious cave piranhas nip at anything in the water. The group must devise a plan, involving enhancing agility and dexterity checks, providing assistance with ropes, or coming up with creative magical solutions, ensuring everyone gets across safely.
D6=2:As you enter a bemusingly stagnant cavern, you come across 3d6 resilient frost spirits who honor the cold. They share wisdom if you prove your worth through trials—but should you fail, expect icy retribution instead of camaraderie.
D6=3:Players find a group of 2d4 giant spiders. The spiders will attack the players if they get too close.
D6=4:A group of 2d4 men in black robes are walking through the cave. They are talking about their plans to kill people in the village nearby. If players get too close, they will attack with wands of magic missiles and fireballs. Great loot if players kill them quick.
D6=5: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.
D6=6:An area of the floor has been torn up by something. A hole leads down into the darkness. If players try to go down, a Giant Spider will attack them.
d100 = 60
D6=1:A group of 1d4 frost giants are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the frost giants and 3d6 ogres
D6=2:An earth elemental, angered by a theft of precious ores, prowls through the twisting passages. Strange symbols glow faintly along the cave walls, resonating with the creature's movements. Your choice—to calm it with diplomacy or find the stolen ores before it turns violent. The deeper you go, the more the cave seems to shift and change, leading to potential ambushes.
D6=3:Dinnerware and glowing orbs float mysteriously in an abandoned kitchen. Using any kitchen wares bestows culinary blessings, but requires constant meal preparation at inconvenient times.
D6=4:You find an unusually shaped rock that looks almost like a face.
D6=5:The cave opens into a vast subterranean lake, its black waters lapping at the shore with an unnatural rhythm. At its center lies an island guarded by 1d6 Merrowbound, undead guardians bound to the depths’ keeper, The Abyssal Oracle. The Oracle grants visions but demands life essence as payment. Diplomatically, offering water-based relics or secrets of the lunar tide might suffice. The visions provide harrowing truths and locations of sunken relics that touch the surface world’s political intrigue.
D6=6:The players hear noises coming from the main chamber ahead. If they investigate they will find a group of kobolds are playing with a ball. They will run away. If the players follow them, they will end up in a room with a bunch of kobolds, who will attack.
d100 = 61
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:An area of the floor has been torn up by something. A hole leads down into the darkness. If players try to go down, a Giant Spider will attack them.
D6=5:A group of 6d10 orcs are in battle with 6d10 humans. The humans are losing. The humans will beg the players to help them kill the orcs. The orcs will beg the players to help them kill the humans. Both sides will offer the players money and treasure if they help them win the battle.
D6=6:An obsidian altar deep within houses 1d8 cultists performing rites to summon an elder being. The ground is littered with townsfolk sacrifices. Disruption can save lives and the heroic act uncovers evidence tying the cult to royal bloodlines or unraveling the intricate web of palace treacheries.
d100 = 62
D6=1:A group of 3d6 undead are searching for the source of the strange noises coming from the caves.
D6=2:Players come across a group of 2d6 zombies who are stumbling through the dark hallways of the caves.
D6=3:This maze-like section holds the disheveled remnants of an adorned crypt enchanted by 1d6 lamias. The tombstone details twisted family betrayals within nobility, and revealing or consecrating these stories can unearth profound royal secrets while facing the lamias requires breaking tragic love charms.
D6=4:A group of 1d4 goblins are harnessing a giant bat to a cart. The giant bat is hanging upside down. The goblins are keeping it alive. They are the early morning shift of the mine cart. Any creatures that attack the goblins will set off the alarm.
D6=5:In an ethereal chamber illuminated by bioluminescent fungi, the petrified remains of twelve gnomes serve as a cautionary tale against arrogance. These gnomes were petrified by a basilisk, which still lurks. Free one survivor, unfrozen just earlier today, who shares his group's tragic fall from grace.
D6=6:The flicker of candles illuminates 1d6 necromancers huddled in a shadowy corner, reading from an ancient tome. If they see you, will you attempt to communicate with them or use this chance to slip away with knowledge of dark practices?
d100 = 63
D6=1:Two enormous spiders are fighting over territory and will attack anyone who comes near them if they notice them.
D6=2:Sudden panic fills the air as the players hear a loud, rumbling noise from the cave ahead. A cave dragon is attacking the party!
D6=3:A group of 1d4+2 villagers from a nearby town are exploring the cave because they're looking for a way to stop the deadly disease that's been killing villagers lately. They think it's caused by some nearby monsters that live in the cave...
D6=4:Deep within the cave, the party meets Irontail, a giant rat capable of speech. Irontail claims he once was human and needs help finding a magical artifact to break his curse. He offers his knowledge of the cave’s ins and outs as compensation.
D6=5:The players find the remains of an ancient dragon, guarded by 1d4 dracoliches. The cave hums with the dragon's leftover magical energy. Touching the dragon’s bones might offer arcane visions of past glories or trigger a deadly spectral attack.
D6=6:There is a large 20 ft. deep pit that is located here, there are giant bats living in this pit.
BABA YAGA (the hut) I'm posting Baba Yaga here because it just feels like the right place for her, not that I personally will play her in any campaign, as I find her to be extremely goofy/weird and would like to avoid that stereotype whenever possible. Baba Yaga (the hut) is a female forest spirit that captures anyone who enters her hut, (That she is often pictured as living in) and forces them to do work for her. She is often so hungry that she eats those that don't finish their work. Special Attributes: Baba Yaga can appear in any form that a general humanoid can take. Her most common forms are a very large woman with long, tangled black hair, wearing a ragged dress, or an old man with a long white beard. Have fun, human DM!
d100 = 64
D6=1:Players encounter a group of 2d6 giants. The giants are running away from something. The players can ask them about the dragon. They will say that it flew by and scared them. If the players say that they are going to fight the dragon, the giants will be very happy and start running off south toward the cave that leads out of the dungeon and runs into the forest. The giants will be very happy since they will be able to get away from the dragon and live.
D6=2: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.
D6=3:Traveling deeper, you encounter a liquid floor of quicksilver, difficult to traverse. Floating above it are 1d6 wraiths, guardians of lost knowledge. They offer you a choice: read forbidden texts revealing dark secrets of the outside world or battle them to proceed. Either choice risks the sanity of whoever decides.
D6=4:A hobgoblin comes out of the shadows with a small group of goblins behind him. He is badly wounded and tells the players "Please, I beg of you to kill me." He has a magical sword and a strange gem that glows when you press it.
D6=5:In a small alcove, you find 2d4 brigands hiding out, divided on whether to flee or fight. Players can choose to arbitrate, offering trade or persuasion tools, or engage in conflict.
D6=6: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?
d100 = 65
D6=1:In a delicately balanced passage, players tread upon a floor seemingly made of fragile crystal. They must avoid noise and stealthily outmaneuver 1d4 crystal elementals who patrol the area. Engaging with or defeating the elementals may shatter crystallized time-bound fragments, revealing hidden aspects of their reality.
D6=2:Hidden behind a corner, 2d8 deep gnomes barter shiny stones. Players can eavesdrop for information or join the trade, realizing the gems could lead to uncovering hidden secrets—or an unexpected rivalry.
D6=3:You navigate through an intense maze of stalagmites and shadows, with 1d6 wights haunting the edges, stealing the breath of the living. Will you confront them with valor or attempt cunning distraction to slip away unseen?
D6=4:As you round a corner, a devastating tremor shakes the cave, causing a sudden collapse. Now sealed from the entrance, the team must tunnel out through the rubble. This requires using a combination of physical strength, distributed dam removal, telekinesis spells, and even forging makeshift tools. Concerted efforts and distributed tasks will pave the way to freedom.
D6=5: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.
D6=6:Players come across a group of 2d6 zombies who are stumbling through the dark hallways of the caves.
d100 = 66
D6=1:A cave-in blocks your previous path, forcing you to find another way out.
D6=2: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.
D6=3:You encounter a radiant stag that offers a snippet of celestial language upon graceful touch. Learning this heightens your speech abilities but also plants celestial duties of judgment upon you.
D6=4:An illusionary wall hides an underground grove bathed in luminous light. Picking any fruit from the trees grants unseen magic powers for a day, though the next dawn causes horrid nightmares.
D6=5:Players come across a group of 2d4 giant rats. The rats will attack the players if they get too close.
D6=6:A sudden gust of wind sends the sand swirling underfoot.
d100 = 67
D6=1:Deeper still, the adventurers discover a fortress carved from the cave walls, housing an enclave of duergar engaged in an intense debate over a slave revolt. Relations between factions in the fortress are fragile, and the outcome of the players' interventions could determine the fate of the thousands held in bondage within these dark halls.
D6=2:Players hear deep growls coming from a nearby cave. As they investigate further, they discover a pack of 3d6 dire wolves.
D6=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.
D6=4:Navigating a labyrinthine passage, the players encounter a trio of haggard, half-crazed miners. Starving and paranoid, these NPCs (2d6 in number) beg for food or trade valuable gemstones for supplies. The miners warn of a cave-in conspiracy by a rival mining faction, adding a layer of intrigue. Trusting them could lead to acquiring a treasure map—or a betrayal and ambush from their supposed “rivals.”
D6=5:The hint of smoke wafts through the air; a duo of 1d4 firebugs are arguing over who’s best. A simple fix might defuse their wrath or escalate a chaotic brawl.
D6=6:In a cave lit by an unnatural green glow, you meet 2d8 chittering dark elves excavating etched stones that foretell the end times. They challenge you to a game of riddles, where failure means being chained to prophesize their dark fates forever. Success reveals a cryptic map to a treasure hidden in layered realities.
d100 = 68
D6=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.
D6=2:The echoes of your footsteps sound strangely muffled.
D6=3:An old wooden cart lies abandoned, with 2d6 bandits attempting to repair it while bickering among themselves. If approached carefully, players can sow discord amongst them, leading to a chaotic distraction that might yield usable items—or they can choose to resolve their disputes, securing allies in the process.
D6=4:You hear what sounds like a distant, muffled voice but can't locate its source.
D6=5:A loud roaring sound comes from down one of the tunnels leading off from this cavern. If players investigate, they find that a giant worm is tunneling through the cavern walls and making that sound while doing so.
D6=6:A treasure chest rests under a pile of loot but is protected by 2d4 will-o'-the-wisps guarding the glimmering contents. Players must decide between delving deeper for truth or attempt a risky engagement with the strange lights.
d100 = 69
D6=1:A cavern shows signs of recent disturbance—2d6 curious goblins loudly argue over a broken trap. Players can intervene for a laugh or engage further, realizing this may lead to information about roaming dangers further ahead.
D6=2:The players find a skeleton with a small pouch of coins. The skeleton is holding a sword.
D6=3:The players come to an intersection. On the left is a cracked mirror. The reflection shows an alternate version of the party. They are dressed as bards, and they are arguing over the price of a lute. The image in the mirror moves closer to the players, then it screams in terror and runs down the corridor.
D6=4:Deeper still, the tunnel splits into paths leading to extreme temperature zones. In the freezing cavern, 2d6 ice elementals awaken to challenge your endurance, while in the burning cavern, 1d4 fire spirits attempt to incinerate intruders. Defeating either group provides fragments of a puzzle leading to an ancient relic.
D6=5: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.
D6=6:The passage opens to ancient murals depicting a long-buried civilization. 2d6 spirits guard the artwork and offer knowledge at a price—or attack intruders. Players can negotiate with the spirits wisely or engage in combat, risking valuable knowledge lost forever.
d100 = 70
D6=1:You find a collection of oddly formed rock crystals protruding from the wall.
D6=2:Creeping mist envelops the party as a cave rivulet channels former soldiers rendered inert statues through an ancient miasma. The soldiers’ regrets document a failed defense against 3d6 shadows craving eternal drafts. Dispelling the mist delays broader continental miasma-reaching anomalies' grasp.
D6=3:Flashes of light spark from a cavern up ahead, where 1d4 mischievous elemental sprites play games of hide and seek with glowing orbs. If players can engage and win their game, the sprites will unveil a hidden exit to the surface. Fail, and they risk being drawn into the sprites' chaotic antics as they become part of the game.
D6=4:A chamber ahead is filled with harmless-looking stalagmites and stalactites. However, lurking within the shadows are 3d4 piercers, hanging from the ceiling and mimicking the natural rock formations. If triggered, the piercers fall, creating chaos and potential injury. The path forward appears clear, but appearances can be deceiving.
D6=5: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.
D6=6:You stumble upon a beautifully crafted underground library where 2d6 scribe undead tirelessly transcribe forbidden texts. Although frightened at first, they reveal their cursed fate: bound to their work for an evil sorcerer seeking domination over the realm. Heroes can decide to fight the sorcerer’s minions (2d8 shadowy masks) to liberate them, or engage in an enlightening discussion resulting in newfound arcane knowledge on their adversaries’ plots, key to their eventual battle against darkness.
d100 = 71
D6=1:The party meets Aelita, a scholar researching ancient cave paintings. She’s excited to share her findings and speculate on their meanings, though some symbols foretell eerie warnings. She might provide essential information or even join the party as a historian.
D6=2:The flicker of torches draws your gaze to a group of 1d4 brigands planning their next raid. They're too busy bickering to notice you. Will you eavesdrop for gossip on local happenings or confront them for the treasure they might possess?
D6=3:Players hear whimpering sounds. They see a small goblin tied up in the middle of the room. The goblin is actually a powerful illusion spell cast by a powerful evil wizard.
D6=4:Tiny insects swarm around a dim shaft of light coming through a crack.
D6=5:A small breeze whispers through the cave, carrying with it the scent of flowers.
D6=6:A subterranean river roars and churns, bisecting a vast cavern where 2d4 water elementals guard ancient bridges. At the shore, Darian the Riverblade, an infamous pirate, plans to reclaim his stolen ship-of-the-ages buried within the depths. Players either join Darian in his daring ploy to outmaneuver the elementals and retrieve the ship or work against him, attempting a hazardous navigation to the caverns' submerged treasures, evading both natural and magical perils.
d100 = 72
D6=1:As you push onward, clanking sounds lead you to a cavern filled with intricate clockwork traps set by a clan of 1d8 tinkering goblins. They have repurposed the contraptions to guard their stash of stolen treasures from the outside world. Ideally, a clever approach without being noticed might yield information regarding other valuables and rumors of their shady associations with a nefarious underground market influencing the land above, but failure could also lead to an explosive encounter.
D6=2: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.
D6=3:A party of 4d4+4 goblins are hiding in the cave, waiting for humans to come by so they can ambush them. They will run away if more than three humans approach.
D6=4:The players see a group of 1d20 goblins. The goblins are being led by a goblin witchdoctor. The goblins have been looking for an area that's "close to nature" as they said. The players are welcome to join the goblins, but they must wear the same tribal clothes as the goblins.
D6=5:The air grows chilly and heavy as you approach a vast underground lake, its surface shimmering with eerie bioluminescent algae. Hovering above the water are 3d4 spectral fish that seem to flicker in and out of existence. If you disturb their tranquil dance, they will swarm, taking the form of ghostly water sprites intent on dragging unwary intruders beneath the surface. You can try to communicate with them, using Persuasion to learn of hidden passages offered by an ancient prophecy, or prepare for an aquatic battle where each turn is vital.
D6=6:Drums echo through the passages, in an ever-increasing rhythm. The party stumbles upon 1d4 chained prisoners guarded by 4d6 orcs. The resilient darkness weighs on the captives’ spirits, audible in their quiet despair. The choice to intervene could reveal much, including the orcs' allegiance to a necromancer seeking to raise an old army lost in these depths, potentially sparking a new conflict above ground.
d100 = 73
D6=1:The players encounter a young couple who have been separated from their party in the caves. They will ask the players to help them find their way back to their party and then they can all return to town together and go back to their jobs as bakers and blacksmiths...
D6=2:The players see an illusion of terrain in the distance. The illusion is of a massive army of undead soldiers attacking a city. If they follow the illusion, they will come to a clearing and see 3d6 soldier zombies and a level 3 zombie king. The king is an ancient black dragon skeleton.
D6=3:A group of 10+ bandits are sleeping in this room, they were expecting a much larger group and they were surprised by the PCs. The bandits attack and yell orders to one another in an attempt to kill the PCs.
D6=4:A sweeping shroud of cave dust fills the air, causing players to cough. In its midst lurks a 1d4 swarm of cave insects, eager for flesh. They can choose to shield their faces and press on or confront the swarm, risking fatigue from the poisonous bites.
D6=5:Tiny air bubbles escape from a nearby puddle.
D6=6:Estranged from his clan, a half-orc named Brutus is found making traps. He offers his skills to the party for food and company, explaining that he left his clan after a philosophical disagreement—he believes in creating traps that “surprise but not kill.”
d100 = 74
D6=1:The air becomes thin and hard to breathe as you delve into a cavern lined with phosphorescent once-divine runes. A solitary 1d8 divine guardian from a celestial order appears, torn between duty and despair. Roleplaying with the guardian may reveal crucial lore about divine plans and forgotten myths or lead to a battle that tests your faith and resolve.
D6=2:Haunted crystalline veins reflect images of a famous wizard’s lost apprentice ambushed by 4d6 shades. The forlorn soul beckons for an end to study’s unfinished business, hinting at arcane wonders buried in the cave system if teamwork can fend off the shades’ potent, sorrowful charms.
D6=3:Digging through loose earth, players unveil a cavern with an underground garden of immense bioluminescent flowers. From within, 1d4 giant cave spiders patrol. These creatures are the gardeners, involved in a peculiar cycle of feeding and pollinating. Players can either brave the spider threat to gather rare botanical components with alchemical properties or risk getting trapped in sticky webs.
D6=4:A fissure in the cave wall reveals a party of travelers hiding from the encroaching darkness that engulfs the caves. They are, however, being stalked by 2d4 cave leopards, using stealth to pick them off one by one. You have a choice to join them in defending against the predators or silently sneak past to continue your quest—intervening may earn you new allies in the ongoing threat of cave-dwelling creatures while remaining silent allows dark secrets to be uncovered.
D6=5:An invisible force obscures the way ahead, blocking vision and clarity. A sudden encounter with 1d6 pixies catch you unawares, testing your patience or willpower.
D6=6:Glowing veins of mithril weave through the cave walls, guarded by 2d4 magma mephits. These creatures will attack unless a nearby ancient dwarf spirit's demands for reverence are met. Failing the spiritual test may send glowing ore to a nearby greedy king instead.
d100 = 75
D6=1:The players come to a cave that is inhabited by a group of 2d6 trolls. The trolls are looking for a magical artifact, and they will attack the players if they think the players have it.
D6=2:Hidden among stalagmites, characters find a clutch of dragon eggs guarded by 2d4 vigilant kobolds. The kobolds believe the eggs contain the future hope of their tribe. If the characters protect the eggs from 3d8 encroaching giant spiders, the kobolds offer allegiance and vital knowledge about a hidden escape route.
D6=3:An ancient stone door covered in lichen stands blocked by a riddle inscribed in draconic. A 1d3 young drakes guard it, keenly watching for intruders. Players must decide to solve the riddle or fight the drakes, aware that failure could lead to other dangers in the cave.
D6=4:Soft, spell-cast light reveals artisans working on a romantic rock sculpture adored by 2d4 aasimar lovers. Confident until now, they realize a troll war band (2d4 bugbears) threatens to raid their treasure. Assistance brings heartfelt gratitude and dangerous conflicts.
D6=5:You find a giant hourglass, each grain of sand eternally falling. Touching it grants time-altering powers, but also warps your biological clock, aging or de-aging you randomly.
D6=6:As you press forward, an unsettling breeze brushes past, revealing 3d10 sentient shadows playing harmless pranks. They seem harmless in their conjured games but could quickly turn on you if you're caught in their antics.
d100 = 76
D6=1:The party hears lots of laughing. If they investigate, they will find a group of hobgoblins gambling. They are drunk and have been playing a game of dice that they have been betting with. They have been playing all night.
D6=2:The players come across a sentient ooze that was once a wizard. He promises rich rewards for anyone who can help him regain his form, but the process risks spreading his malevolent consciousness into one of the players permanently.
D6=3:A charming gnoll trader named Gruff Scruffles operates a black market from a shadowy alcove, offering scandalous deals for unusual artifacts (or swindles for amusement).
D6=4:You find a strange pool of green liquid. The liquid is actually a magical potion that grants the drinker special abilities.
D6=5:1d4+1 orcs emerge from the cave, expecting to find their leader. They are surprised to see the party and will attack with any opportunity that presents itself.
D6=6:Strange fungal spores permeate a hidden hall, allowing the inhaler to comprehend all languages temporarily but locks them from directly speaking any language.
d100 = 77
D6=1: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.
D6=2:In a low-hanging cave, 3d4 darkmantles drape hiding among bats releasing fear-inducing screeches. The air is damp, thick with guano scent. Removing the threat reveals a journal mapping ancient cave routes, scrawled with mystic prophecies.
D6=3:Players stumble upon a ticking mechanism, likely a trap. Puzzles and riddles guard the gates of a deeper cave, with 2d4 fire beetles swarming around them. They can try to solve or dismantle the traps while avoiding a fiery encounter.
D6=4:A group of 3d6 hobgoblins are in the process of making their final preparations for a raid on a nearby village. If players interfere, they will be attacked by the hobgoblins and 1d4 ogres.
D6=5:In a cavern strewn with jagged rocks, the players find a smuggler's den guarded by 2d6 bandits. The leader, a sly rogue, offers a deal to the players: assist in a heist, and they will reveal a route to the surface or ambush them in their sleep.
D6=6:A cavernous hall reveals an eerie monument—a massive dragon skeleton, with 2d4 giant cave lizards nesting inside the ribcage. The air is thick with the scent of decay and danger. Players might extract valuable lore from the ancient bones, but the lizards don't take kindly to intruders and will attack if provoked.
d100 = 78
D6=1:The cave walls glisten as if coated with dew.
D6=2:An open area influenced by flickering light releases ephemeral shadows. Interacting with these shades unveils forbidden knowledge, eternally binding them to seek your misfortune.
D6=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.
D6=4: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.
D6=5:Exploring another passage, the ground beneath your feet gives way to a slippery slope with luminescent fungi. You must navigate a perilous slide down to an underground river. However, as you alight, you find 3d4 merfolk watching with curiosity, their intentions unclear. You can either engage with them peacefully, discovering knowledge of a hidden underwater city, or prepare for an aquatic ambush as they mistake your presence as hostile, summoning an additional 1d4 water elemental guardians.
D6=6:Players find a group of 2d4 giant lizards. The lizards will attack the players if they get too close.
d100 = 79
D6=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?
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:You encounter a radiant stag that offers a snippet of celestial language upon graceful touch. Learning this heightens your speech abilities but also plants celestial duties of judgment upon you.
D6=6: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.
d100 = 80
D6=1:A group of 5 orcs is marching down the tunnel, following their hobgoblin leader. The orcs are blindfolded to prevent escape. The hobgoblin leader is leading them to the uruk camp.
D6=2:A spiral staircase carved into a stalactite offers an upward path but is guarded by invisible sigils that flicker with arcane power. Before you can decide, the air shimmers and 2d4 phase dogs materialize, each able to shift between dimensions. Navigating their attacks is daunting; progress may require deciphering sigils laced with void magic, hinting at a broader planar cataclysm.
D6=3:While exploring a flooded section of the cave, players come across an underground river. The ancient flow holds a current that drags toward a dangerous whirlpool. Swimming across draws the attention of 2d6 cave-dwelling eels that guard their underwater territory zealously. Can the players cross safely, or will they succumb to the eels' lightning-fast strikes?
D6=4:A loud clang signals an unknown force—3d4 pit viper constructs thrash unwillingly awake from eternal slumber. Players can sneak past them or engage bravely, aware that the noise might attract larger beasts lurking nearby.
D6=5:Sifting through remnants of lost treasure, 2d8 troglodytes attack. The echoed pleas from hidden hoards intensify combat with a backdrop of greed’s reflection.
D6=6:The cave floor is littered with piles of dried guano.
d100 = 81
D6=1:Several small, harmless insects crawl across the cave floor, attracted by your light.
D6=3:Two men dressed in black robes are walking through the cave. They are carrying a box. The box is covered with a black cloth.
D6=4:Amidst a cozy alcove filled with algae, you encounter 2d3 idol worshippers who think you are their ancient gods returned. Players can either play along with this delusion, gaining their favor and safety, or reject it, bringing wrath upon themselves as misguided fanatics lash out.
D6=5:A grim statue holds a psychic bond that allows it to transfer its curse - an unending hunger for flesh - to another. The players manage to break the psychic chains, but whoever takes up the challenge to absorb the curse saves the others while committing themselves to evil acts.
D6=6: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.
d100 = 82
D6=1:A spidery web clogs a whole passageway, and 1d3 giant spiders are diligently spinning more. Players can choose to cut through the web to explore or find an alternative route.
D6=2:Players find a group of 3d6 kobolds who are scavenging for supplies. The kobolds are willing to trade for the players' goods and services.
D6=4:A hidden alcove reveals a tiny underground spring.
D6=5:A group of 2d6 giant ants are attacking some giant lizards. The lizards will attack the players if they get too close.
D6=6:You see two dwarves in front of you. They have come to your aid (you don't need to know why) and they have asked you to follow them. They will lead you to a great treasure. If you follow them and everything is alright, they will eventually leave, if not, they will kill you.
d100 = 83
D6=1:As you wander a labyrinth of crystal formations, a wave of nausea hits you—the work of 2d6 psychic flayers. They assault your mind with memories twisted against you. Each choice to fight or flee carries the risk of mental manipulation. Navigating their domain could unravel personal secrets or expose a vast conspiracy aiming to control surface dwellers.
D6=2: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.
D6=3:A cave-in blocks the way. Players have to dig their way out. It will take them a few days (unless they hire dwarves to do it for them). If players make too much noise, a group of 1d6+2 kobolds will attack them.
D6=4:The players come across a room with bones scattered everywhere. They notice that the bones are not human.
D6=5:The passage opens into a vast underground cavern filled with columns of twisted rock formations that seem to writhe in the torchlight. 2d8 rockworms burrow through, leaving sinkholes and unstable floors. The players meet Bronzoc, a grizzled dwarf miner haunted by a curse he contracted within the cave. He seeks the Heart of the Earth, a gem said to lift his curse but guarded by the rockworms. Players can assist Bronzoc in his desperate search, but the burrowed paths often lead back to treacherous grounds.
D6=6:You find a withered piece of cloth snagged on a sharp rock.
d100 = 84
D6=1:An ancient runic door appears before you, sealed by an ethereal lock operated by a riddle. Nearby, 2d4 ruthless bounty hunters wait to ambush any adventurers attempting to solve it, hunting for a fabled treasure that supposedly lies on the other side. You must decide whether to convince the hunters to join you on your quest, leveraging your wits to keep the peace, or prepare to navigate a treacherous combat scenario, where every team member must blend stealth with combat to secure a path forward.
D6=2:A small breeze whispers through the cave, carrying with it the scent of flowers.
D6=3:Players find a group of 2d4 orcs. The orcs are looking for loot and will attack the players if they get too close.
D6=4:A group of 2d4 men in black robes are walking through the cave. They are talking about their plans to kill people in the village nearby. If players get too close, they will attack with wands of magic missiles and fireballs. Great loot if players kill them quick.
D6=5: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.
D6=6:Encounter the cave's natural crystal formation singing in harmony. Joining the song reveals unknown melodies of the earth, though the singer begins to sporadically transform into stone.
d100 = 85
D6=1:A slow, fetid draft permeates the air, carrying the stench of decay. The party stumbles upon 2d8 zombies feasting. Fighting them off, players ponder the nature of death and survival.
D6=2: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.
D6=3:A group of 2d4 dwarves are working on a nearby project that includes a giant boulder at one end of their work area.
D6=4:Fossilized shells and ancient sea life are embedded in the wall.
D6=5:Under the shadow of stalactites, you find a blood-red pool guarded by 2d4 vampires. The pool has the power to resurrect the dead but at the cost of one year of life from the person making the wish. Playing politics between vampire factions could win the players favor or doom them.
D6=6:The party hears the sound of revelry. If they investigate, they will find a small cave with a group of 4d10 dwarves sitting around a fire, drinking mead and singing songs. If the party joins in, the dwarves will tell them about an ancient dwarven city that is nearby.
d100 = 86
D6=1: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.
D6=2:A group of 4 dwarves are exploring the cave, looking for treasure. They're crazy and will attack anyone they meet.
D6=3: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.
D6=4:A charming gnoll trader named Gruff Scruffles operates a black market from a shadowy alcove, offering scandalous deals for unusual artifacts (or swindles for amusement).
D6=5:Players discover a group of 3d6 dwarves who are mining for precious metals and gems. They are willing to trade for the players' goods and services.
D6=6:You see two ogres arguing over a pile of coins. They look ready to fight, and if the players get too close they will attack.
d100 = 87
D6=1:As you navigate the chilly passages, you hear a faint scuttling sound. You round a corner to find 2d4 giant centipedes munching on old, moldy rations left by previous adventurers. You could either try to sneak past them or risk combat to retrieve the food.
D6=2:Your foot kicks an old, rusted tin can.
D6=3:A group of adventurers come across a group of 1d4 orcs. The orcs are led by a orc warrior. The orcs are hunting a pack of wolves.
D6=4:A stream of water flows down the cave wall, then vanishes.
D6=5:You notice a faint trail of dried blood leading deeper into the cave.
D6=6:The pungent smell of damp earth surrounds you as you encounter a group of 3d4 dwarves engaging in a spirited argument over mining rights. They invite you to settle their dispute through trial by combat—win, and receive a share of their treasure, or lose your reputation.
d100 = 88
D6=1:The players see a large web in the distance. Under the web is a giant spider. If players are in the path of the spider, it will attack them.
D6=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.
D6=3:The cave is filled with 2d6 goblins, who are drinking and smoking the "blue leaf".
D6=4:The ceiling suddenly rises, revealing a large, open cavern.
D6=5:The players find a skeleton with a small pouch of coins. The skeleton is holding a sword.
D6=6:You see a group of men wearing beaten armour and wielding battered swords. They are resting near a small campfire. If the players approach, the men will ask them for food and drink. If the players offer help to repair their armour or their weapons, the men will thank them and say they are doing okay for now but will repay the players if ever they need it. If players try to force the men to accept help, they will fight to the death. The men are honourable warriors who have been cursed to wander in darkness until they are helped by a courageous soul who dares to face their battle scars and their good hearts despite their poor equipment and skills.
d100 = 89
D6=1:The echoing sound of dripping water accompanies your discovery of an underground lake, yet 3d6 lizardfolk seem hostile. Your choice: negotiation or hasty retreat before a fight.
D6=2:Strange, ethereal lights dance briefly on the walls and then vanish.
D6=3:The cavern floor suddenly gives way, revealing a hidden room containing a ghostly librarian named Tenebris. His vast collection of spectral tomes contains knowledge lost to time. He asks the party for help in cataloging his collection, offering valuable information in return.
D6=4:A group of 3d6 dwarves is walking down the tunnel. They are carrying a chest full of gold. If the players attack, the dwarves will fight back with their axes. The chest will break and scatter the gold if it takes any damage.
D6=5:In an eerie, silent cave, the party finds a silvered mirror with 1d4 wraiths nearby. The mirror can transport players to another realm, ripe with treasures and dangers. The wraiths are the ghosts of those who failed. Using the mirror incurs the fatal risk of joining their fate.
D6=6:The ground trembles beneath you as you navigate through a cavern with unstable rock formations. 2d6 earth elementals emerge, their forms shifting with the quake. Defeating them requires quick reactions, while conversing with them reveals seismic conspiracies threatening surface civilizations.
d100 = 90
D6=1:You almost trip over some loose rocks and gravel on the floor.
D6=2: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.
D6=3: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.
D6=4:Descending deeper, you find a series of pools filled with viscous, dark water. As you try picking your path, 3d6 cave leeches drop from the ceiling, each capable of draining life force rapidly. Choices come swiftly: dismantle them before they overrun you or use alchemical concoctions to deter them, possibly learning more about the local ecosystem!
D6=5:The party sees a large hairless rat sitting next to a smaller rat. It is holding a scroll and is practicing his reading. If they get too close, the smaller rat will wake up and attack the party as well.
D6=6:An ancient stone door covered in lichen stands blocked by a riddle inscribed in draconic. A 1d3 young drakes guard it, keenly watching for intruders. Players must decide to solve the riddle or fight the drakes, aware that failure could lead to other dangers in the cave.
d100 = 91
D6=1:The claustrophobic passage broadens into a cavern lit by bioluminescent fungi. However, each gentle glow conceals danger: 2d4 myconid predators, their spores inducing vivid hallucinations and erratic behavior. The blurred lines between reality and illusion create a treacherous maze. Do you negotiate their territory or attempt to resist the mind-altering effects to push through, risking permanent mental scars?
D6=2:In one cavern, the party encounters a peculiar hermit crab named Shelldon who resides within a massive geode. Shelldon can communicate through a series of taps and scratches on his shell, offering insight into geological phenomena and hidden treasures within the cave.
D6=3:Strange fungal spores permeate a hidden hall, allowing the inhaler to comprehend all languages temporarily but locks them from directly speaking any language.
D6=4:A group of 1d4 hobgoblins are marching down the tunnel. They are stopping and searching every cave along the way. They are looking for uruks.
D6=5:A group of 3d6 trolls have set up camp in a small cave. They are looking for food, and they are willing to fight anyone who gets in their way.
D6=6:Within a crystal-laden cavern, the shimmering light conceals the movements of 2d6 kobolds equipped with makeshift, camouflaged armor. The kobolds have created ingenious traps around their territory. Will the party detect the hidden snares in time to adapt their path and avoid a maiming encounter?
d100 = 92
D6=1:A group of 2d6+4 hobgoblins are patrolling through these caves looking for intruders or outsiders like players who might try to sneak past them into their hobgoblin village which is nearby...
D6=2:1d8 drow spies are attempting to hijack an ancient teleportation circle within the cave system. The marks on the walls tell tales of lost cities and forgotten realms. Your choice to either sabotage their efforts or negotiate affects the balance of power between surface and underdark civilizations.
D6=3: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.
D6=4:A boulder with ancient carvings and a small altar in front reveals hidden paths when activated with blood. However, these paths are riddled with ancient traps of races long forgotten.
D6=5: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 dire wolves.
D6=6:The air feels oddly thick, and breathing becomes slightly laborious.
d100 = 93
D6=1:Living off cave moss, an emaciated wizard named Marlith has been trying to decode an ancient runic language carved on the walls. He offers his magical expertise and some cryptic clues to the cave’s secrets but is easily distracted by new rune discoveries.
D6=2:A group of 2d6 goblins has made a camp near a small underground stream, arguing over a stolen piece of cheese. Approaching may lead to insights about goblin politics or an ambush.
D6=3:The players hear a loud rumbling noise. A giant badger appears from a cave. The badger attacks the players with its claws and teeth.
D6=4:Up ahead, you see a room full of gold coins. However, they are enchanted coins. Any player that touches them will become very greedy. They will not attack their party members, but they will try to steal as much treasure as they can.
D6=5:A strange glow emanates from a small cave in the wall. Inside the cave is a large crystal. If the players approach, they will notice that the crystal has strange markings on it. The markings are not any language they know. If players investigate the markings, they will find that they are in fact an ancient language, but they will not be able to read it. If they offer to buy it, the elves will refuse to sell it, but they will let them examine it if they want to.
D6=6:The air pressure changes sharply, making your ears pop.
d100 = 94
D6=1:An old pickaxe protrudes from a pile of rubble.
D6=2:The walls glitter with trapped celestial spirits, drawing near 1d6 corrupted aasimar. Freeing these spirits can turn the tide in an ongoing angel-demon war, but each spirit can only be freed by sacrificing a part of the players' longevity.
D6=3:The heroes discover a massive cavern where an ancient gold dragon slumbers amid a treasure pile. 3d6 kobolds worship the dragon and seek to awaken it. Disturbing the dragon might result in a deadly encounter or gaining an immensely powerful, but unpredictable, ally.
D6=4:In a cavern where time itself seems fluid, 1d4 time wraiths lurk amongst swirling sands. Interaction with the wraiths can reveal past mistakes or future consequences tied to world events, but heedless tampering might trap players in a temporal loop, forever rewriting their fate.
D6=5:In the heart of the cave system, the characters stumble upon a massive ancient tree whose roots extend throughout the caverns. The tree spirit appears and offers valuable information about the tunnels' layout and hidden dangers, provided the characters agree to help protect the tree from 4d6 rampant kobolds intent on its destruction.
D6=6: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.
d100 = 95
D6=1:As you venture, a minuscule fairy offers a magical mushroom. Eating it provides quicker reflexes but makes your voice only understandable to nature creatures.
D6=2:The cave walls pulse with organic, vein-like patterns that occasionally emit a low hum. A being known as the Heart of Stone, an ancient earth elemental, lies connected to the cave’s very soul, guarded by 3d6 Earthbound Sentinels. The Heart desires stories of changing landscapes and evolution above ground. By sharing these tales or promising to bring fragments of such change back, the party might convince the Heart to divert natural cave hazards like rockslides and lend its power for a time. However, displeasing it could rouse dormant fire spirits known to be chained deep within the earth veins.
D6=3:A subterranean river with a strong current blocks your path. The only way across is via a series of fragile stepping stones. To make matters worse, vicious cave piranhas nip at anything in the water. The group must devise a plan, involving enhancing agility and dexterity checks, providing assistance with ropes, or coming up with creative magical solutions, ensuring everyone gets across safely.
D6=4:Players stumble upon a ticking mechanism, likely a trap. Puzzles and riddles guard the gates of a deeper cave, with 2d4 fire beetles swarming around them. They can try to solve or dismantle the traps while avoiding a fiery encounter.
D6=5:Exploring a labyrinthine cave system, players find a cathedral-sized cavern where an enormous, ancient dragon skull rests. Here, 3d6 ghostly draconic apprentices swirl, seeking solace or vengeance. Their spectral lessons can offer dragon lore and ancient incantations, but moving them without resolving their unrest may lead to violent conflict.
D6=6: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 = 96
D6=1:Players enter a stark, geometric cavern where gravity seems inverted. Stalactites act as bridges and floors curve into ceilings. Here, the players must navigate this topsy-turvy environment while evading attacks from 3d6 giant bats with luminescent wings that distort visibility, and an eerie echo of their nemesis’s laughter reverberates.
D6=2:A terrifying roar awakens the chamber as a tattered knight recounts their doomed assault on 2d4 manticores. Amongst their fallen comrades lie hints of betrayals and arcane documents. Negotiating a parley with the manticores or battling to reclaim lost honor creates somber, world-changing ripples.
D6=3:Stepping through a set of gnarled ruins, you discover a dimly lit pagan shrine devoted to an ancient deity of bravery. Here, 4d6 corrupted worshippers beseech dark virtues. Players must invoke the spirit and confront their twisted faith at the risk of losing themselves—or restore the shrine, earning the deity’s favor for blessings in their ongoing fight against the darkness that looms within the caves.
D6=4:A group of 2d10 ogres are feasting on the remains of a Peasant. If the players get too close, they will attack.
D6=5:A cave where time itself seems cyclical lies before you. 3d6 spectral clockmasters chant incantations to keep time bound to their will. Engaging in battle makes each second count twice, challenging your endurance. Roleplaying reveals truths about temporal anomalies affecting broader realms.
D6=6:A glimmer of light leads into a chamber adorned with delicate paintings made from glowing fungi. But soon, you realize that colorful spores are scathed by 1d4 animated fungi, each more dangerous than the last. Players need to choose between sneaking through or unleashing their chemistry knowledge to pacify or disarm them.
d100 = 97
D6=1:Players find a group of 1d20+10 orcs who are drinking and celebrating their recent victories in battle against the humans living nearby. If they are disturbed, they will attack the players then continue their celebrations.
D6=2:2d4 stone giants have been tricked into guarding a false treasure room. Can you outwit or overpower them to discover the true hidden passage? The chamber is filled with deadly traps and collapsing ceilings, requiring nimble feet and quick wits. The deeper you go, the more distorted your reality becomes, hinting at powerful illusion magic.
D6=3:In a wide chamber, players find what seems to be an ancient throne room, now home to a spectral king and his court of 2d4 phantom knights. The spectral souverain is restless and demands an audience, offering cryptic clues about a legendary underground realm. Offending the spirits triggers a vicious combat scenario, while appeasing them may grant passage to a deeper, darker layer of the cave.
D6=4:The tunnel forks into two separate paths, both equally dark and foreboding.
D6=5:A low ceiling passage forces you to crouch as you proceed.
D6=6:A terrifying roar awakens the chamber as a tattered knight recounts their doomed assault on 2d4 manticores. Amongst their fallen comrades lie hints of betrayals and arcane documents. Negotiating a parley with the manticores or battling to reclaim lost honor creates somber, world-changing ripples.
d100 = 98
D6=1:A narrow tunnel prompts caution; echoes warn of 2d3 lurking harpies, waiting to ensnare travelers in song. Players can choose to tiptoe past or attempt to combat the harpies, bearing in mind their enchanting voice can produce dire consequences.
D6=2:The air here is filled with a pungent odor of something foul. The smell is so bad that it makes PCs nauseous and causes them to lose 2 points of strength. A group of 10+ bats fly out of a nearby crack in the wall and attack the PCs.
D6=3:A group of 2d4+2 gnomes are here, trying to build a machine that will destroy this entire mountain range and clear out all the obstacles in front of their mining operations so they can start mining again without any more disruptions from orcs and other monsters that live in this mountain range.
D6=4:A group of goblins are running through the cave with a torch trying to catch something. They will attack the players if they get too close. They are chasing a small mouse.
D6=5:While exploring, the players find a dying dragon that offers a portion of its hoard to the players in exchange for mercy killing it. The dragon also offers to share secrets about a nearby kingdom. Killing the dragon deprives the ecosystem of its guardian, but sparing it could let it rampage in its dying throes.
D6=6:A hobgoblin comes out of the shadows with a small group of goblins behind him. He is badly wounded and tells the players "Please, I beg of you to kill me." He has a magical sword and a strange gem that glows when you press it.
d100 = 99
D6=1:A jumble of rocks precariously hangs above as an echo of distant thunder echoes through the cave. Players face 2d4 cave trolls who are upset about being disturbed. Stealth or diplomacy could lead to an uneasy truce, while combat risks triggering a rockslide.
D6=2: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.
D6=4:Players come across a group of 3d6 manticores. The manticores are on the hunt for food and will attack anyone who gets in their way.
D6=5:A cavern's glittering mineral deposits house 2d8 xorn foraging for gems, feeling possessive. The grinding rock vibrations intensifying the air. Negotiating fixes a deeper route to mineral veins; failure disrupts their primal peace.
D6=6:You encounter a series of natural rock steps leading downward.
d100 = 100
D6=1:You come across a small stash of rotten, long-forgotten provisions.
D6=2:The cave walls suddenly shimmer with reflections, and the party realizes they’ve entered the domain of 1d12 Mirror Phantasms. These spectral entities can duplicate the physical appearance and abilities of those they encounter. Combat with the Phantasms is like battling one’s own mirror image. Alternatively, engaging in a deep philosophical discussion could convince the Phantasms to share secrets about the mirrored realms, revealing access points to alternate realities where the consequences of actions differ dramatically.
D6=3:A group of 1d10 bandits are hiding in the cave, planning to ambush anyone who enters.
D6=4:The characters find a cavern with a natural skylight, illuminating a mystical garden tended by an ancient druid. The druid warns of 2d4 dire wolves approaching and offers sanctuary in exchange for the characters helping to strengthen an enchantment that protects the garden, highlighting the theme of mutual aid and respect.
D6=5: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.
D6=6:Stepping into a chamber, you find 2d6 goblins busily constructing a bizarre contraption—a catapult aimed at controlling the cave's stony inhabitants. You may choose to disrupt their plans through stealth or friendly negotiation, gaining valuable information about the goblin war faction’s broader schemes and possible alliances. However, if you choose combat, the fight could attract other nearby wandering goblins, calling for reinforcements.
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