A complete D&D 5e random encounter table for crypt scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 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 crypt, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Crypt encounter table
d100 = 1
D10=1:They come upon a labyrinthine section filled with shifting walls and echoing sounds. The twist: Each wall bears carvings akin to an oracle’s puzzle, and alignment affects the crypt's general layout while incorrectly resided paths lead to time-related traps warping age or youth.
D10=2:Players find a small underground lake filled with 2d10 kobolds. The kobolds are attacking a group of 2d6 humans who are fighting back.
D10=3:A faint clicking noise echoes from a web-covered tunnel. Perception checks reveal a nest of giant spiders guarding their eggs.
D10=4:Drifting mist obscures the crypt's corridors, hiding a large, primordial carnivorous plant that has taken root here. Navigating this room without disturbing the plant's tendrils is a delicate task, but finding its seed could reveal potent herbal magic long forgotten.
D10=5:As you traverse, a stray, skeletal hand grasps your ankle; the remains of an adventurer futilely trying to warn others.
D10=6:A group of 2d4 cultists are performing a dark ritual. They are attempting to summon a demon lord. Players can interrupt the ritual to prevent the summoning or face the consequences of battling the demon if they fail.
D10=7:Sticky webs cover the entrance to the crypt, forcing the adventurers to clear them or risk being tangled. Inside, tiny spiders crawl over their boots, a warning from their larger cousins lurking deeper within.
D10=8:A group of 1d8 hobgoblins are preparing to attack a nearby village. They are planning their strategy while getting drunk on wine. They are currently celebrating their last battle victory.
D10=9:In the next room, the adventurers come across a mummy in a sarcophagus. The mummy will awaken and attack if it is disturbed.
D10=10:A swarm of rats blocks the passage, feeding on decaying bodies. Handling the swarm without attack requires a successful Animal Handling check.
d100 = 2
D10=1:A group of drunk dwarves are singing about how they looted a tomb and how delicious the ale was.
D10=2:An icy draft from below chills the players. Finding its source reveals a small, enchanted shrine to an air spirit, long abandoned.
D10=3:Passing through a moss-covered archway, the adventurers stumble into a chamber filled with bioluminescent fungi. Amongst the eerie glow, 2d6 flesh-eating scarabs scuttle across the floor. The players can harvest the fungi for their medicinal properties, but doing so may stir a nest of ancient beetles crafted by a long-lost necromancer.
D10=4:Sudden gusts fill a hollow chamber with swirling dead leaves. A path lies hidden beneath; disturbing their blustery dance seethes into a wild druidic spirit retaliation.
D10=5:The players hear the sound of 1d4+1 orcs arguing about whether or not they should kill the captured Human.
D10=6:Near a collapsed wall, players find a nursery where small skeletons remain eternally calm, bound by a sorrowful lullaby. The source of the song, a spectral nanny, will attack before she can be persuaded to recount her charge's tragic fate. Players might uncover dark truths about an ancient plague, enhancing the campaign's grim ambiance.
D10=7:A group of 2d6 skeletons are praying to their god. They will attack players if they disturb them.
D10=8:Halfway through the crypt, players discover a ritual site with a broken altar. Restoring the altar and completing the ritual prevents a malevolent fiend from breaking free, offering the players divine favor in return.
D10=9:A time-worn lectern with unseen, flipping pages. The twist: The words written describe an adventurer's recent deeds and failures, and openly reading it out loud begins to enforce or alter reality based on audiences within the crypt.
D10=10:The players see an old woman slowly walking. If they investigate, they will find that she is actually a hag disguised as an elderly person.
d100 = 3
D10=1:In the depths, the party stumbles upon a makeshift courtroom overseen by 1d6 ghostly judges, presiding over the "trial" of historical figures known for their controversial reigns. This spectral judiciary is punitive and insists on the adventurers as witnesses or even jurors, demanding they pass judgment themselves. Participating might reveal dark truths and ancient injustices but could also corrupt their souls.
D10=2:A bloodstained sword lies next to a skeletal hand. Claim it as a weapon or consider what the skeleton fought against, and if it's still here.
D10=3:As you enter a narrow passage, the walls close in dangerously close. Dexterity checks are needed to avoid scraping against sharp, protruding stones.
D10=4:Glowing fungi light up the walls. They’re harmless but give off just enough light to navigate without torches for 10 minutes.
D10=5:The air grows damp and heavy, and the smell of mildew is overwhelming. Moisture has made the once safe passageway incredibly slippery and perilous.
D10=6:A group of 2d6+2 zombies are shuffling along this area, looking for living creatures to attack and eat.
D10=7:A hidden chamber reveals a mesmerizing mural depicting a heroic battle against a dragon. As players approach, the mural comes to life, and they must fight spectral warriors and the draconic illusion to gain access to a treasure chest hidden beneath the floor.
D10=8:Faded symbols decorate an archway. Interpret them for possible guidance or dismiss them for ancient graffiti.
D10=9:An ornate, locked door barring your passage has faint whispers drifting through it. Trying to listen closer reveals nothing besides unsettling gales.
D10=10:The rustling of old parchment echoes through a quiet alcove, as ghostly hands search for answers among crumbling scrolls.
d100 = 4
D10=1:A group of 2d4 goblins are hiding in a room. If the players enter, they will hide. If the players attack, they will fight to the death.
D10=2:A side-altar, thick with dust, offers forgotten relics temporarily useful. Taking them triggers ancient protectors seeking their return.
D10=3:You encounter a lone figure writing on scrolls amidst broken niches. Engage diplomatically for guidance; forceful interruption brings furious banshee retaliation.
D10=4:A faint scraping sound comes from behind a sealed granite door, which is difficult to open without a combined Strength check of 25.
D10=5:Feral whispers echo with snippets of lore about a once-great sorcerer who commanded these halls.
D10=6:A ghostly figure of a long-lost adventurer offers to lead the players through hidden passages in the crypt. However, his assistance is conditional on avenging his death by defeating the wight who claimed his life.
D10=7:A tomb effigy of a knight stands guard. The twist: If the knight’s name is spoken aloud, it animates to either assist or challenge the party based on the speaker’s past deeds.
D10=8:Inscriptions glow softly, guiding the way or laying a curse if misread.
D10=9:The soft hissing of a tomb snake coils from a corner. Discovering it avoids possible bites and provides useful antidote creatures.
D10=10:In the shadows, the party is ambushed by a large group of zombies.
d100 = 5
D10=1:Within a crypt of eternal twilight, players find a lone guardian spirit illuminating a dilapidated memorial. Attack by 2d4 banshees leads to choices between aiding the spirit in remembering forgotten names or repurposing the crypt for current needs, with reverberating impacts on the surrounding land's balance between past and present.
D10=2:A random encounter with two skeletons locked in an embrace. If they are disturbed, they will attack then run away together into a nearby tomb where they will seal themselves inside of its walls forever more, never to be seen again.
D10=3:A group of 2d4+4 zombies are consuming the remains of a party of 4d4+4 tomb robbers. If the players interfere, the zombies will attack.
D10=4:Players notice a locked door in the far wall of the crypt. If they try to open it, they will discover that it is locked with a very complex lock. It takes an extremely skilled thief to make any progress on this lock.
D10=5:Cryptically marked arrow tips hint at a possible archery contest held long ago. Leveraging interacting arrows with the scarce, relic bows nearby may reveal hidden doors or initiate hostile defensive suits.
D10=6:They discover a mysterious, serene room with ancient rulers. The phrase states: “I am taken from a mine, and shut up in a wooden case, from which I am never released, and yet I am used by almost every person. What am I?” Answering "pencil lead" opens a secret door.
D10=7:Amid skeletal remains in a broken tomb, players find an animated skull poet reciting verses of old. The poet offers cryptic hints towards unraveling the crypt's secrets in exchange for a new story or poem inspired by their adventures.
D10=8:Deep within the crypt, the adventurers witness scandalous acts involving noble art relics being defaced by a group of 1d6 mischievous imps under orders from a rival noble house. Confronting the imps could trigger a broader political intrigue, revealing the unsavory underbelly of aristocratic squabbles, including bribery and betrayal at the highest levels.
D10=9:A faint clicking noise echoes from a web-covered tunnel. Perception checks reveal a nest of giant spiders guarding their eggs.
D10=10:A crypt door is ajar, revealing a chamber filled with mummified bodies. These bodies appear to be Pharaohs from various dynasties, although their spirits inexplicably converse with each other about modern political events.
d100 = 6
D10=1:A chest covered in nauseating mildew emanates an unholy presence. Those brave enough to open it face a minor curse or short-lived boon.
D10=2:Amid skeletal remains in a broken tomb, players find an animated skull poet reciting verses of old. The poet offers cryptic hints towards unraveling the crypt's secrets in exchange for a new story or poem inspired by their adventures.
D10=3:The party finds an old and decrepit statue of a powerful wizard. If they investigate further, they will discover that the statue is actually a golem that is waiting to be awoken. If they do, the golem will attack them.
D10=4:Small piles of bat guano cover the floor, indicating the presence of bats above and providing fertile ground for mundane mushrooms.
D10=5:In a small chamber can be found a powerful magical artifact that grants its wielder great power.
D10=6:You stumble upon a burial vault filled with dusty tomes and a ghastly librarian who offers to share forbidden knowledge. Each page read weakens your lifeforce but promises tactical advantages. Refusing his help might preserve your energy but incurs his wrath, enchanting the tomes to attack under his command.
D10=7:The soft glow of bioluminescent fungi illuminates inscriptions. Gathering the fungi can act as light sources but might also attract nocturnal creatures.
D10=8:A group of 2d6 human soldiers are standing guard in this hallway. They are standing at attention, with their spears held straight up into the air.
D10=9:The soft chime of a silver bell lures players to a room haunted by a benevolent ghost searching for help to find and bury her lost child’s remains. Her gratitude grants the players a protective charm against undead.
D10=10:Several skeletons are playing a game of bones dice. If the players disturb them, they get annoyed and attack.
d100 = 7
D10=1:Cryptic, skeletal ravens perched upon relics. The twist: Speaking forbidden words alerts these ravens, transforming them into clawing bone-beasts bent on silencing those who shock their ancient ears.
D10=2:Overarching roots intrude through the crypt ceiling, entwining into a magical barrier. The roots originate from an ancient tree spirit needing protection against forces converting it into dark corruption.
D10=3:The players see a torch that is being held by a hand that is coming out of the wall. The hand will attack the players if they try to get close to it.
D10=4:A spider’s web blocks your path, glistening with morning dew. Clearing it gently reveals a passage; disturbing it summons 2d4 giant spiders.
D10=5:An inexplicable warmth radiates from a stone altar, as if it harbors an eternal flame.
D10=6:You see a skeleton dressed in a full suit of armor. The skeleton's hand is on his sword, as if he was preparing to draw it at any moment.
D10=7:A tranquil hall filled with stone-carved columns features this riddle: “What begins and has no end, and is the ending of all that begins?” Answering "death" causes one of the columns to shift, revealing a spiral staircase leading downward.
D10=8:Up ahead, you hear footsteps coming towards you. As the footsteps get closer, you can tell there are two sets of footsteps instead of one, but you can't tell what type of creature makes two sets of footsteps...
D10=9:A peaceful, ancient stage whispers: "What has one head, one foot, and four legs?" Answering "a bed" reveals hidden mechanisms activating another chamber.
D10=10:A group of 1d6 liches attack the players.
d100 = 8
D10=1:Gentle sounds of shoes on stone can be heard, disconnected from time, offering reflective moments haunt or inspire based on mood.
D10=2:Strange shadows dance across the floor, seeming to mock every move. Intricate hand motions may reveal safe routes through slight or miraculous routes.
D10=3:The scurrying of small creatures signals a nest of harmless crypt lizards, whose presence might indicate nearby sources of fresh water or hidden exits.
D10=4:Soft, gentle melodies conflict in the gray atmosphere. Finding the source reveals an entrancing siren’s call, demanding resolution to pass safely.
D10=5:The players hear the sound of 1d4+1 orcs arguing about whether or not they should kill the captured Human.
D10=6:A thick, musty smell fills your nostrils as you walk, originating from several moldering coffins lying scattered along the floor, their lids ajar.
D10=7:Players enter a room filled with petrified statues of adventurers past. Among them, an imprisoned medusa pleads for mercy, claiming she was cursed to guard a hidden relic. Releasing her may yield the relic, but betraying her kindness may turn her wrath upon them.
D10=8:A group of 2d4 humans are sitting in front of the entrance of the crypt, drinking and playing dice games.
D10=9:A strange magnetic pull affects your metal equipment around a corner. Investigation reveals an ancient device capable of rendering your weapons useless if not approached carefully.
D10=10:An ancient tome lies open on a pedestal. Reading from the book grants a temporary magical boon but also whispers secrets that lead to insanity.
d100 = 9
D10=1:Deep within the crypt, the adventurers witness scandalous acts involving noble art relics being defaced by a group of 1d6 mischievous imps under orders from a rival noble house. Confronting the imps could trigger a broader political intrigue, revealing the unsavory underbelly of aristocratic squabbles, including bribery and betrayal at the highest levels.
D10=2:An eerie and beautiful mosaic depicts a forgotten hero. Studying the artwork grants a small boon, but speaking the hero’s name aloud awakens a cursed phantom.
D10=3:Dry, rasping coughs lead you to an undead healer, tirelessly preparing potions with mixed outcomes.
D10=4:A group of 1d8 wights attack the players.
D10=5:You enter a room and find a group of cultists attempting to summon an ancient evil. They will attack if disturbed.
D10=6:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
D10=7:A low-hanging root trips you, leading to a narrow crevice barely large enough to wriggle through. Perception checks reveal what lies on the other side.
D10=8:The ground beneath gives way, and the players tumble into a pit filled with restless, grasping undead hands.
D10=9:A ghostly figure of a long-lost adventurer offers to lead the players through hidden passages in the crypt. However, his assistance is conditional on avenging his death by defeating the wight who claimed his life.
D10=10:Several gold and silver coins have fallen out of someone's pocket and are rolling down the hallway towards the players feet.
d100 = 10
D10=1:Jaws the skeletal dog is on patrol, looking for intruders. He sees a ghoul and attacks.
D10=2:A group of 1d4 skeletons is blocking the path ahead. They will attack the adventurers unless they can answer three riddles correctly.
D10=3:You enter a room and find a group of adventurers looting a dead dragon. The adventurers will fight if they are disturbed.
D10=4:In the shadows, the party is ambushed by a large group of zombies.
D10=5:A cold, damp mist clings to the floor, causing minor discomfort. It masks pressure plates that trigger poisonous darts; careful stepping is required.
D10=6:You enter a room and find a group of Kobolds arguing over a magic item they found in the crypt. They will attack if provoked.
D10=7:A crumbling chapel, home to a priestess who forsook her vows for love and died cursed, holds her enchanted tears. 3d4 cursed lovers defend her sorrow. Players disentangle her tragic romance, facing choices that could either purify sacred spaces or deepen the crypt’s sorrow.
D10=8:You hear a faint lullaby coming from an empty chamber, echoing dissonantly and unnerving your group.
D10=9:A fountain of crimson liquid pulses at the crypt's core, seemingly filled with blood. When approached, the fountain reveals it is a portal to a demiplane of eternal twilight. Once inside, players must battle vampiric overlords and retrieve an ancient relic to close the portal and stop the sporadic emergence of bloodthirsty creatures.
D10=10:The players enter a strange room filled with magical writing on the walls. Any player who touches the writing will be cursed and unable to leave the room until the curse is broken.
d100 = 11
D10=1:The walls are covered in ancient graffiti, mostly mundane notes, but a perception check reveals a crucial clue about a trap.
D10=2:Grasping hands emerge from the ground, attempting to restrain you. A Strength check is needed to break free before they drag you underground.
D10=3:You find yourself in a room filled with a thick, yellow fog. Any time a character steps into the fog, they become lost and disoriented, unable to find their way out.
D10=4:You hear a voice that says "I don't like strangers". If attacked, the dwarf named Ayeslie will attack the party. Ayeslie is carrying a shield, a broadsword, and a backpack.
D10=5:Etched markings account for time in ways canopying grander portents.
D10=6:Tattered banners bearing the colors of neighboring duchies imply the crypt once held high status. Formulating respectful gestures towards the banners might appease guardian spirits, but showing disrespect invites their wrath.
D10=7:A group of 1d4 men is passed out on the floor near a barrel of wine. They are members of a traveling theater troupe, and they are drunk after having completed a play in this crypt.
D10=8:Descending deeper, players find a chasm filled with a writhing mass of shadowy tendrils. Amidst the darkness, a trapped lantern archon pleads for rescue. Freeing the archon requires navigating the tendrils, but success grants a boon of radiant light for the duration of the delve.
D10=9:You find a weathered love letter addressed to someone named Aldara, its ink smudged with ancient tears.
D10=10:Cisterns hidden beneath the stone floor contain rare but perilous concoctions. Utilize the correct liquids for healing or sabotage them, causing potentially volatile confrontations with ancient elemental spirits.
d100 = 12
D10=1:The iron smell of blood fills your senses as you traverse a battlefield of bones, relics of past conflicts left undisturbed.
D10=2:In a silent room, they find a finely-carved wooden box. On its lid rests the riddle: “Forward I’m heavy, but backward I’m not. What am I?” The answer, "a ton," dismantles the box’s lock, revealing ritual items useful for spellcasting.
D10=3:A group of 4d6+8 giant rats attack!
D10=4:Shadowy fresco beseeches worship in return for dark boons; holiness or hellfire, you must decide to either revere or defile them.
D10=5:A narrow, winding passage leads to a domed vault filled with mummified corpses. As they search, the mummies awaken, their eyes burning with an unnatural green glow as they seek vengeance.
D10=6:The players come across a chamber filled with evil-looking statues. If they investigate, they will find that the statues are actually animated golems.
D10=7:Adventurers encounter a controversial ritual site where 3d4 necromancers are performing a forbidden rite to bind the spirits of deceased elders. The ritual is based on long-forbidden texts and aims to control the will of living noble descendants. Interfering could provoke a violent backlash that splinters local power structures; joining or deceiving the necromancers could earn powerful necromantic favors.
D10=8:Obsidian statues move when not in direct view. Players must traverse a room full of them, avoiding becoming enchanted themselves.
D10=9:Candles won’t stay lit, defying explanation and suggesting a presence more sinister.
D10=10:Crude etchings in the floor mark where rituals were performed, a standstill for gazing too long might allow echoes’ dreary influence to seep in.
d100 = 13
D10=1:Rats scatter at your approach, disappearing into tiny cracks in the crypt's walls. One larger rat carries a ring in its mouth.
D10=2:The adventurers enter a room and find a powerful wizard who is trying to summon a powerful creature from another plane. The adventurers must decide if they will help the wizard or try to stop him.
D10=3:In a foggy chamber, players encounter a spectral blacksmith who offers to bind their weapons with ghostly flames. To earn this boon, they must provide rare materials found only within the crypt.
D10=4:A group of d0 kobolds are skulking around the corridor. If the players approach, they will attack them.
D10=5:The adventurers come across a room filled with strange and powerful magical artifacts. If the adventurers investigate the artifacts, they will be attacked by strange magical forces.
D10=6:The echoing sound of water leads the party to an underground stream. Drinking it temporarily grants heightened abilities but also causes intense paranoia. The twist: This paranoia allows them to see spirits otherwise invisible, which can be both beneficial and detrimental.
D10=7:As the players venture further, they find the walls etched with encrypted messages. A hidden passageway reveals an ancient library heavily laden with cobwebs and decay. Here, two revenants attack, bound by curse to guard their forbidden knowledge. Defeating them allows the players to access scrolls detailing a rift between powerful crime syndicates and nobles that could topple reigning regimes.
D10=8:Faded runes on the floor form a partial summoning circle. Standing within provides a glimpse of the spirit world.
D10=9:An empty room save for a single, intact wooden chair. Sitting in it does nothing, but flipping it over reveals a hidden compartment with a map fragment.
D10=10:They come across a room with grave markers reading the names of their family members. This illusion is maintained by a disquiet spirit yearning for familial bonds.
d100 = 14
D10=1:You approach an old wooden door bearing deep claw marks. Behind it, a skeletal beast roams, guarding ancient secrets.
D10=2:An intricate, ancient lock begs to be picked, with a potential to trigger 3d6 poisoned darts.
D10=3:The air grows frigid as you enter a circular chamber where a restless banshee sits weeping. Her anguish is palpable, and she mutters about a lost child and a stolen locket. Assisting her could soothe her sorrow, potentially preventing her from attacking. However, aiding her reveals the ghastly visage of a wraith that originally took the locket, eager for new victims.
D10=4:The party comes across a large crypt. Inside, they find a large, gold coffin. When they open it, they find a beautiful woman lying on top of a pile of gold. She is cold, but not undead. She is a vampire. She will ask the party to kill her before she becomes a vampire. She will give them a magic sword if they do so.
D10=5:The crypt houses a vampiric conclave meeting. The gathering descends into chaos upon the adventurers’ arrival, leading to a battle with a horde of bloodthirsty undead.
D10=6:If the players find a coffin lying open on the floor, there is no body inside it. The coffin is made of old, rotting wood. Inside the coffin is a small skeleton hand and a velvet-lined box with remnants of jewelry at the bottom. If the players approach the body, it will grab onto them tightly. The party will have to either physically pull the skeleton off, or kill it to get free.
D10=7:Ancient dolls arranged in a circle around an extinguished bonfire appear to be remnants of a grim, playful ritual. Re-lighting the fire might animate them, revealing whether they’re friendly guides or malicious nuisances.
D10=8:Following faint, melodious humming leads to a chamber of singing skulls, harmonious yet inherently malevolent.
D10=9:The crypt floor is scattered with ancient, animated playing cards. The cards challenge the party to a game, which determines their rewards or penalties. The twist: Winning does not mean straightforward gains; the rewards come with unintended side effects.
D10=10:The adventurers witness a savage conclave between a ghoul clan and 3d6 fallen knights, negotiating the ownership of the crypt. Each party holds detailed blackmail material on opposing living officials. Choosing a side or disrupting the meeting defines who gains leverage in the surface world, ensuring the adventurers' actions echo scandalously through history.
d100 = 15
D10=1:In a foggy chamber, players encounter a spectral blacksmith who offers to bind their weapons with ghostly flames. To earn this boon, they must provide rare materials found only within the crypt.
D10=2:An obsidian mirror creates dark reflections of adventurers tracing their every move. These double shadows become more autonomous, seeking to supplant the players unless confronted directly within the mirror by solving erratic labyrinth puzzles.
D10=3:A group of cultists are praying to their dark god. If players disturb them, they will attack.
D10=4:A group of 1d4 half-orcs are sitting around a table, drinking ale and eating meat. They are celebrating the anniversary of their tribe joining forces with the local goblin tribe.
D10=5:A serene crypt chapel discloses: “What invention lets you look right through a wall?” Answering “a window” opens alcoves containing useful relics.
D10=6:The party discovers a group of strange creatures that appear to be worshipping a large glowing crystal. If they investigate further, they will find that the crystal is actually a powerful artifact that can grant wishes if it is touched.
D10=7:A group of 2d4+4 hobgoblins are patrolling the hallways, hoping to catch trespassers and imprison them in their dungeon.
D10=8:A group of d0 kobolds are skulking around the corridor. If the players approach, they will attack them.
D10=9:A perfume-laden wisp guides you into an elaborately adorned dead end, pointing towards a choice: decipher ceremonial vestuary meanings to proceed or face hauntings from irascible ancients jealous over their belongings.
D10=10:As you search a ransacked tomb, a mummified hand animated by weak necromancy crawls toward you. Its intentions are benign, pointing towards a hidden stairway.
d100 = 16
D10=1:In a large chamber, the party finds a magical fountain that can restore one character's health and mana.
D10=2:A shimmering, ghostly figure appears, whispering hints about hidden treasure – but is it a helpful spirit or a malevolent wraith?
D10=3:A flicker of light reflects sharply off a broken mirror. Repairing the mirror can reveal hidden passages using visual tricks.
D10=4:The party comes across a large crypt. Inside, they find a large, gold coffin. When they open it, they find a beautiful woman lying on top of a pile of gold. She is cold, but not undead. She is a vampire. She will ask the party to kill her before she becomes a vampire. She will give them a magic sword if they do so.
D10=5:The crypt's architecture shifts and warps, creating an endless maze guarded by a minotaur spirit who endlessly patrols these catacombs.
D10=6:A feeble candlelight illuminates the corridor ahead, revealing an exhausted adventurer who offers a cryptic warning before collapsing.
D10=7:A disturbing moan resounds through the catacombs. Soon after, three floating specters manifest, eager to quench their eternal thirst for life.
D10=8:A group of 2d4 orcs are playing a game of bones. They are sober and will talk to the players. They are looking for work. They will follow the players for 1d10 days if they are paid 1d10 gold pieces each day.
D10=9:You hear ominous chanting ahead. Peering through a crack in the door reveals cultists performing a dark ritual to summon 2d4 shadows.
D10=10:Among broken headstones, a ghostly figure asks for assistance in finding a missing artifact that will set them free. The twist: The artifact, when found, binds the ghost to the adventurer who retrieved it, resulting in a companionship that could either aid or plague the party.
d100 = 17
D10=1:A chilling wind reveals a pathway lined with ghostly flames that follow the players unless extinguished with a special spell or potion.
D10=2:The players hear a rumbling sound in the distance. A giant boulder is rolling towards them. The players must make a save or be crushed. If they survive, a group of 4 kobolds attack from the other end of the tunnel. They were throwing the boulder at the party.
D10=3:Amidst decaying coffins and crumbling stone, adventurers find 1d4 noble families engaged in a ghastly dispute over burial rights, with hired mercenaries and guards standing nervously on edge. Weapons drawn, they are moments from igniting a family feud that has roots in long-forgotten cursed marriages and illegitimate heirs. Meddling in this scandal might lead to fatal duels or blackmail opportunities.
D10=4:As you step forward, your foot hits something hard. Digging reveals ancient coins, but disturbing them releases a mild, disorienting hallucinogenic gas.
D10=5:You find yourself in a room filled with a thick, yellow fog. Any time a character steps into the fog, they become lost and disoriented, unable to find their way out.
D10=6:The floor is uneven, with buried objects jutting out. Dig them out for potential finds or step around them, avoiding entanglement.
D10=7:The players come across a dead end. If they search, they will find a hidden lever that opens a secret passageway.
D10=8:In a tranquil burial chamber, the walls display a question: “The person who makes it, sells it. The person who buys it never uses it. The person who uses it never knows they’re using it. What is it?” Answering "a coffin" opens a secret cache filled with ancient regalia.
D10=9:The final chamber reveals a grand tomb kept by a wretched, eternally tormented mimic disguised as the crypt’s very architecture. Escorting the mimic to its true tomb uncovers past secrets intertwining their fate with the crypt's profound enigma.
D10=10:The players enter a room and find a strange altar with a glowing gemstone in its center. If they disturb the gemstone, a powerful lich will appear and demand a tribute from them.
d100 = 18
D10=1:The players see an old woman slowly walking. If they investigate, they will find that she is actually a hag disguised as an elderly person.
D10=2:Moonlight from a collapsed ceiling illuminates a trapped chest, arousing your curiosity but also 3d6 ravenous rats.
D10=3:The players come across a room filled with various magical tomes. If they investigate, they will find a powerful spell book in the center of the room.
D10=4:A group of cultists are taking a group of peasants through the crypt to sacrifice them to their dark god. A snake is in the first room, and if players don't kill it, the cultists will.
D10=5:The floor trembles slightly underfoot. Stand and brace or find another path, avoiding further disturbance.
D10=6:The party comes across a room with a foul odor. If they investigate, they'll find a pool of water. If they investigate the water, they'll find a skeleton in it.
D10=7:An ancient door, smeared with warnings written in blood, leads to a crypt's labyrinthine lower levels. Here, the anguished cries of prisoners wrongfully entombed resonate. Contending with 4d4 mummies, players uncover evidence of a long-forgotten conspiracy involving royal betrayal. Choices here may affect loyalties and offer poignant reflections on justice.
D10=8:In a tranquil burial chamber, the walls display a question: “The person who makes it, sells it. The person who buys it never uses it. The person who uses it never knows they’re using it. What is it?” Answering "a coffin" opens a secret cache filled with ancient regalia.
D10=9:Faded symbols decorate an archway. Interpret them for possible guidance or dismiss them for ancient graffiti.
D10=10:An ornate but cracked urn sits in the middle of the pathway. Restoring it earns the gratitude of the sleeper within, but failing leaves you cursed.
d100 = 19
D10=1:The adventurers come across a room filled with strange and powerful magical artifacts. If they investigate the artifacts, they will be attacked by strange magical forces.
D10=2:Motes of dust illuminate a vast array of frescoed constellations. Mapping these celestial designs can forewarn of incoming horrors or distract long enough for ghosts to deliver ambushes.
D10=3:A cold, damp mist clings to the floor, causing minor discomfort. It masks pressure plates that trigger poisonous darts; careful stepping is required.
D10=4:A ghostly librarian ceaselessly catalogs decaying tomes. Interrupting her work gains either information or a guard's ire.
D10=6:A tarnished crown rests on a pedestal; the lure of wealth or a trap set by 2d4 mimics.
D10=7:A diary left open notes a pact with dark entities, prompting decisions or regrets.
D10=8:The floor trembles slightly underfoot. Stand and brace or find another path, avoiding further disturbance.
D10=9:A caged skeleton warrior calls out requesting assistance. The twist: Freeing the skeleton grants them a temporary ally, but it’s bound to betray them unless they find and destroy its phylactery.
D10=10:The players hear grinding and crunching sounds coming from one of the tombs. If they investigate, they will find a vampire gnawing on a corpse.
d100 = 20
D10=1:The adventurers enter a room and find a powerful, ancient dragon slumbering. It is up to the adventurers to decide if they will wake the dragon or try to sneak past it.
D10=2:A hollow, guttural chant echoes through the crypt, rising and falling. Following it to its source reveals a forgotten necromancer summoning a new horde. Ignore it, and you're left with the chilling knowledge of what’s left to come.
D10=3:Overhead, a small bat circles the party. It is watching for a chance to attack.
D10=4:You enter a room and find a group of skeletons chanting a strange language. They will not attack unless provoked.
D10=5:Following an earthquake, a section of the crypt has collapsed, creating an impassible barrier of rubble and broken sarcophagi. As you navigate the debris, poisonous vapors seep from the earth, choking the air. A well-armored specter emerges, the guardian of the crypt, demanding you to turn back. Engaging in battle could wrest useful items from its clutches, but a wrong move risks inhaling the toxic fumes. Clearing the path might reveal an alternate, safer route.
D10=6:At a dead end, a shimmering portal shows distant reaches of the crypt. Players can use it to teleport, but encountering a shadow dragon on the other side presents a significant challenge.
D10=7:Thick roots from the forest above have penetrated the crypt, creating a petrified root maze. Within this maze, a sleeping elder treant lies dormant, guarding the remains of druids who once communed here. Waking the treant can either result in a powerful ally or a fearsome guardian to overcome.
D10=8:A cold draft reveals a hidden passage, a choice of venturing deeper or retracing your steps with unsettling echoes.
D10=9:A group of cultists are sacrificing a group of peasants to their dark gods. If players interfere, they will fight back.
D10=10:An elderly couple is arguing in front of the tomb door of one of their children who died recently. The parents are saying that they do not believe their child is really dead because they have not been able to find their body yet. The parents say they will never believe their child is dead until they find their body and they can give them a proper burial here in this graveyard where they were born and where they lived their entire lives together as a happy couple before their children were born and died before their time like all the other fools here in this graveyard before their time.
d100 = 21
D10=1:A group of 2d2+2 guards are standing around, talking about their wives and children. If players approach, the guards will attack.
D10=2:The players hear the sound of battle coming from a side passage. As they approach, they see a group of 2d4+4 bandits fighting a group of 2d4+4 wolves.
D10=3:They find a long-abandoned temple holding an artifact of immense necromantic power. The guardian spirits compel the adventurers to cleanse or wield its dark magic.
D10=4:The walls are covered in ancient graffiti, mostly mundane notes, but a perception check reveals a crucial clue about a trap.
D10=5:Rats scavenge from a pile of scattered coins. Retrieve the coins or leave them, considering potential traps.
D10=6:In a small chamber, the party finds a strange painting that seems to come alive when they approach it.
D10=7:The chamber is filled with phantasmal flames that singe the air. At its center, a fire giant's spirit guards the way forward, demanding tribute or challenging the party in an inferno duel.
D10=8:You encounter a corridor barricaded with ancient shields and armor, suggesting long-forgotten conflicts linger still. Crossing requires Strength checks to clear the path.
D10=9:You enter a room and find a group of bandits attempting to rob a merchant traveling through the dungeon. The bandits will fight if they are cornered.
D10=10:An inscription in an ancient language glows faintly. Translate it for possible guidance or ignore it as potential trickery.
d100 = 22
D10=1:The party is ambushed by 2d4+2 ghouls as they enter the crypt.
D10=2:As you descend a spiral staircase, the distant echoes of mournful chanting reverberate through the crypt. Reaching the bottom, you find an ancient temple where 1d6 cultists conduct dark rites in homage to their undead master. Each alcove bears offerings of blood and bone. Do you cut through the ritualistic fervor to gather insight or blend with the shadows, observing for a better grasp of the ongoing cult activities threatening the realm?
D10=3:Faded runes on the floor form a partial summoning circle. Standing within provides a glimpse of the spirit world.
D10=4:A large pile of bones with a single eye in the center. If any of the PCs touch the eye, the bones will reassemble into a skeletal creature and attack.
D10=5:A spectral librarian insists the party replace any book they take with one of equal value. Failing to do so results in a ghostly reprimand.
D10=6:A series of eerie murals depict the rise and fall of ancient empires, their lessons still vivid and terrifying. While studying them, the murals twist and blur, heralding the approach of a ghostly apparition seeking vengeance. It is the spirit of the crypt’s creator, anguished over his legacy's ruin. Engaging with it might provide insight into the crypt’s layout or lost treasures, but the spirit's wrath is not easily quelled.
D10=7:Strange glowing fungi illuminate a narrow passage, casting unsettling shadows. Consuming the fungi provides a little nourishment but leaves you with eerie, luminescent veins for a day.
D10=8:A distant scream echoes quietly through the chambers. Seek its source or continue resolutely, wary of the unseen.
D10=9:A gargantuan skeletal hydra roams the crypt’s catacombs, each head capable of independent action. To vanquish it, the party must coordinate their attacks wisely.
D10=10:A low, rhythmic thrumming sound emerges from a sealed sarcophagus. Disturbing it reveals an angry wight seeking vengeance.
d100 = 23
D10=1:Peering into a small crypt chamber reveals a single gold coin gleaming in faint torchlight, lying ominously atop a stone plinth.
D10=2:A locked iron door groans when pushed. Forcing it open not only wakes up 2d4 bats but also sets off a series of haunting melodies.
D10=3:The air grows increasingly stifling, each breath feeling like inhaling decades of trapped dust and memories.
D10=4:A mosaic of brilliant colors contrasts sharply with the grey monotony of the crypt. As you inspect the craftsmanship, a hidden switch reveals a secret alcove filled with enchanted relics. Yet this beauty hides a curse: 1d8 poltergeists, invisibly angry, begin hurling debris. Taking these prized relics is tempting, but enduring their relentless assault without preparation may prove fatal.
D10=5:The players find themselves in a hall with a cursed chessboard wherein the pieces are ancient warriors frozen in time. Defeating the enchanted knights in a strategic game of chess—or combat, should they lose—grants them a piece of an artifact that can control time in small increments.
D10=6:Several cryptic symbols are etched into the floor. Attempting to decipher them could trigger unknown consequences.
D10=7:Eating a found packet of preserved rations might heal minor wounds or induce nausea-inducing visions of past feasts and famine disputes.
D10=8:They come across a mortuary where resting ghostly monks guard the tombs. The monks’ spirits test the party's wisdom, honor, and piety before allowing deeper access into the crypt.
D10=9:Sightings of a floating lantern guide the adventurers through the crypt. The lantern actually belongs to a lost, benevolent spirit wishing to find a way out. Helping the spirit leads to discovering hidden passages and untold secrets about the crypt's origins.
D10=10:Flickering torchlight reveals a fresco depicting a sacrifice ritual. Touching the fresco opens a gateway that forces the players to relive the event.
d100 = 24
D10=1:A secluded alcove contains a fountain of greenish, glowing liquid. Sipping it grants prophetic visions of the crypt's dangers but also brings a curse if not balanced by a ritual involving specific items scattered throughout the crypt.
D10=2:The hallway opens into a large room with three sarcophagi in it. The center sarcophagus is actually an ancient golem that awakens and attacks if players open any of the other two sarcophagi.
D10=3:Dusty cobwebs obscure an old iron chest. Inside, you find mundane clothing and tools, useful but not extraordinary.
D10=4:An eerie fog cloaks isolated corners. Walking through it distorts reality, fading, and re-emerging within a nuanced realm.
D10=5:The crypt houses a vampiric conclave meeting. The gathering descends into chaos upon the adventurers’ arrival, leading to a battle with a horde of bloodthirsty undead.
D10=6:The sounds of fighting can be heard nearby. The players find a group of 1d10+10 men fighting a group of 2d6 orcs, goblins, and kobolds. The men are defending their village from the monsters. The men will give the players all their weapons and armor if they help them fight off the monsters. If the players help them, they will be heroes to the small village and perhaps they will be able to find work there.
D10=7:A faint smell of sulfur hangs in the air. A small cache of ancient but powerful writing materials lies behind a hidden panel.
D10=8:The faint sobbing of a lost spirit drifts through the corridor. Finding and calming the wailing apparition requires empathetic communication or may lead to an agitated ghost attack.
D10=9:A group of 2d6+2 mercenaries are being led by an evil leader. The leader has promised them gold if they complete the mission.
D10=10:A ghostly figure of a long-lost adventurer offers to lead the players through hidden passages in the crypt. However, his assistance is conditional on avenging his death by defeating the wight who claimed his life.
d100 = 25
D10=1:The players see a group of 2d6 humans who are preparing for battle. They are readying weapons and armor. One of the humans looks like a priest and he is chanting prayers to God for victory in battle.
D10=2:The crypt reveals a hidden lair of feral ghouls led by an unsettling jester who implores adventurers to play a deadly game. Winning the game provides cryptic warnings and insight into future, unimaginably dangerous encounters.
D10=3:A group of 4d6+8 giant rats attack!
D10=4:The party needs to answer three riddles to access the tomb of the necromancer.
D10=5:A narrow, winding passage leads to a domed vault filled with mummified corpses. As they search, the mummies awaken, their eyes burning with an unnatural green glow as they seek vengeance.
D10=6:The party encounters a powerful lich, which will bargain with them for its freedom.
D10=7:A group of 6 wild dogs attack the players. They are young and can be tamed. The dogs are owned by the local lord who is good and will not attack the players.
D10=8:As the players explore a crypt, they discover a group of 2d4 wraiths in a chamber. The wraiths are searching for a powerful magical artifact and ask the players to help them find it.
D10=9:A skeletal hand protrudes from the ground. It’s harmless but feels eerie to touch. Examination reveals it's only a few months old.
D10=10:The sound of a ghostly flute is heard echoing in the crypt. If the players investigate, they will find a ghostly bard playing the flute and singing an eerie song.
d100 = 26
D10=1:An odd pattern of inlaid gems adorns the floor, hinting at a puzzle. Solving it may reveal a hidden treasure or trigger a devastating trap.
D10=2:The scent of burning incense fills the air as undead acolytes watch over an eternal flame. Stepping too close can melt flesh or grant a vision.
D10=4:You find a cracked tomb with voices whispering inside, and 2d6 skeletal hands reaching out from the darkness.
D10=5:You stumble upon concentric circles of rusted, ceremonial armor. The heart holds a spectral knight seeking honorable combat.
D10=6:A random number of zombies attacks the players.
D10=7:Dry, rasping coughs lead you to an undead healer, tirelessly preparing potions with mixed outcomes.
D10=8:A sinister altar lies at the heart of a dark, damp chamber, draped in cursed relics. Resting on it is a helmet that grants the power to see through lies. Touching it triggers visions of betrayal and treachery. Wearing it for too long causes paranoia and trust issues among party members.
D10=9:You stumble upon a burial vault filled with dusty tomes and a ghastly librarian who offers to share forbidden knowledge. Each page read weakens your lifeforce but promises tactical advantages. Refusing his help might preserve your energy but incurs his wrath, enchanting the tomes to attack under his command.
D10=10:The adventurers come across a large statue of a dragon. Its eyes move and follow each adventurer as they move around the room.
d100 = 27
D10=1:Discoloration on walls mark an ancient enchantment’s endpoint. Breaking it avoids a trap but may free lurking dangers.
D10=2:Adventurers uncover the hidden resting place of a disgraced saint known for miracles now deemed heretical. Guarded by 2d4 devout revenants, this crypt includes relics that could restore the saint's forgotten teachings. Utilizing these artifacts might convert followers, causing religious schisms, while choosing to desecrate or neglect them risks malicious hauntings evermore.
D10=3:Forgotten, aged love letters remain sealed within a crumbling coffer, capturing the heartache of a centuries-old romance.
D10=4:A bloodstained ritual circle crackles with dark energy. Touching it attracts a demon familiar, obeying twisted principles of loyalty offering useful warnings but potentially deceiving paths ahead.
D10=5:A group of men and women are standing around talking about dreams they have had lately about a vampire that has been seen in the area recently, but no one has been able to make out what kind of creature the vampire really is because it is always either standing behind a pillar or out of sight behind one of the tombs.
D10=6:A group of 2d6 orcs are playing a game of bones. They are sober and will talk to the players. They are looking for work. They will follow the players for 1d10 days if they are paid 1d10 gold pieces each day.
D10=7:The players find a series of underground tunnels. If they investigate, they will find a group of goblins being led by a minotaur.
D10=8:A ghostly figure of a long-lost adventurer offers to lead the players through hidden passages in the crypt. However, his assistance is conditional on avenging his death by defeating the wight who claimed his life.
D10=9:The floor gives way beneath you, revealing an untouched crypt filled with the faint sound of children laughing. Investigate further to discover their spectral forms playing with ephemeral toys.
D10=10:The adventurers come across a room filled with strange and powerful magical creatures. The creatures are friendly and will help the adventurers in any way they can.
d100 = 28
D10=1:A group of 2d6 cultists approaches. They are armed with swords and shields. They will attack the players. If they are killed, another group of 2d6 cultists will approach. This will continue until the players leave.
D10=2:A crypt door is ajar, revealing a chamber filled with mummified bodies. These bodies appear to be Pharaohs from various dynasties, although their spirits inexplicably converse with each other about modern political events.
D10=3:Dusty tomes in a partially hidden library recount skeletal genealogies. Reading aloud invites the study's spectral owner demanding you cease disturbing their scholarly pursuits.
D10=4:In an echoing chamber, they come across a beautifully aged mirror with a riddle etched into its frame: “The more you take, the more you leave behind. What am I?” Solving "footsteps" causes the mirror to reveal a hidden message suggesting safe paths in the crypt.
D10=5:The party comes across a locked door. If the players try to pick the lock, a group of 2d10 ghouls will attack.
D10=6:The crypt floor is covered in a thick mist flowing from a magical brazier. When players investigate, they're transported to an ethereal plane where they must navigate puzzles and challenges to return it to extinguish the mist and cleanse the area.
D10=7:An underground river flows through one corridor, its water clear yet icy to the touch. Crossing it without proper preparation freezes them solid. The twist: Any frozen character experiences visions of the crypt’s construction and hidden past.
D10=8:Players come across a room that is decorated in a manner that would make a vampire's coffin look like a castle. There are three vampires in the room. If a player opens the coffin, the vampires will attack the players. There is a potion in the coffin that will restore 10 HP to a character if they drink it.
D10=9:The players discover a gigantic sarcophagus bound by dark iron chains. The entity within is a restless iron giant, whose awakening sends shockwaves through the crypt.
D10=10:The crypt is infested with giant, sentient spiders that converse in riddles. The twist: Each correct answer to their riddles weaves a web of protection around the players, but a wrong answer means instant combat in their webbed lair.
d100 = 29
D10=1:Handprints etched in stone guide or mislead within forgotten corridors.
D10=2:The crypt’s corridors open into a sunken temple room filled with fetid water. A brood of 2d6 crypt ghouls lie submerged, waiting to drown unsuspecting travelers. Traversing using the ancient, raised pathways inscribed with prayers can offer a safer route.
D10=3:An old tombstone crumbles to dust as a vampire emerges from it.
D10=4:As you proceed, the air grows colder. This unnatural chill demands an Investigation check to discover the source: a small rift to the Plane of Shadow.
D10=5:A group of 10 halflings can be heard laughing loudly. They are drunk and are having a party. They will offer the players some wine and will be angry if refused. The wine is drugged and will knock out the players for 2d6 hours.
D10=6:In a desolate tomb, 4d4 skeleton soldiers rise from their rest, bound by a cursed pact. Their previous lives recorded in intricate murals tell of promises broken and honor lost. Players unravel these chronicles to break the pact, learning harsh truths about loyalty and resilience, furthering the emotional depth of the campaign.
D10=7:The party hears a loud noise coming from behind a door. If they open the door, they will see a room filled with statues of dwarves. The statues are actually dwarves who have been turned to stone by a basilisk in the room.
D10=8:A perfume-laden wisp guides you into an elaborately adorned dead end, pointing towards a choice: decipher ceremonial vestuary meanings to proceed or face hauntings from irascible ancients jealous over their belongings.
D10=9:Players find an inscription detailing a riddle. Solving it correctly opens a secret passage; failure triggers a deadly spike trap.
D10=10:A foreboding silence presses down as you step into a grand mausoleum, where twelve ghouls stand still like statues. Their eyes follow you silently. The air feels heavy, filled with latent dread. Do you tread carefully, invoking rites of protection, or charge through, weapons drawn? Above, a mural depicts a dark pact with a god of death, hinting at a conspiracy that could shake the realms.
d100 = 30
D10=1:The crypts grow colder, revealing frost zombies and vengeful ice spirits. Deep within, an ice wraith guards a frozen relic of overwhelming power.
D10=2:The ghost of a jester endlessly performs, forever entertaining spirits bound to watch his macabre show.
D10=3:You hear a distant clinking sound. A group of 3d6 skeletons armed with rusty swords is patrolling the nearby corridor. Players must decide whether to avoid them or fight through.
D10=4:Strange symbols dance on the ceiling. Staring at them too long causes nausea and distorted vision, pulling the party into a fleeting, disorienting hallucination.
D10=5:Rats scatter at your approach, disappearing into tiny cracks in the crypt's walls. One larger rat carries a ring in its mouth.
D10=6:The adventurers come across a room filled with strange and powerful magical items. If they try to take any of the items, they will be attacked by strange magical forces.
D10=7:The players come across a large chamber filled with webs. A giant spider lurks in the corner, waiting to ambush any intruders.
D10=8:A group of 4d4+8 bandits are fighting a group of 2d6 rats.
D10=9:They come across a mortuary where resting ghostly monks guard the tombs. The monks’ spirits test the party's wisdom, honor, and piety before allowing deeper access into the crypt.
D10=10:Fallen shields and melted weapons mark where a valiant stand once took place, whispering vindictive challenges for the adventurers.
d100 = 31
D10=1:An intricate, ancient lock begs to be picked, with a potential to trigger 3d6 poisoned darts.
D10=2:As you venture deeper, the stone walls give way to softer, damp earth, their structural integrity seeming questionable at best.
D10=3:If the players enter this room, they will be attacked by a pack of rabid (rabies infected) dire bats.
D10=4:The players come across a powerful creature that looks like a giant dragon. If they investigate further, they will find it is actually a powerful Dragon Turtle.
D10=5:A faint clicking sound signals the winding of a long-forgotten timepiece. Inside an ancient mantle clock, there's a hidden compartment with a small trinket or trap.
D10=6:Candlelight flickers from a distant room. Investigating reveals nothing more than melted candles and the remnants of an old ritual. The presence of ghostly figures is merely an illusion.
D10=7:A spectral scribe who offers to chronicle the adventurers’ deeds. The twist: For every boast or lie added, the scribe’s inkstains corrode the truth within the party's memories, altering their perceptions and abilities until the falsehoods are righted.
D10=8:A lone wizard is wandering through the passage. He is looking for a particular tomb. He is a good wizard, but he has been transported here by mistake due to a mis-cast teleportation spell. He can be persuaded to help the players in exchange for transportation home.
D10=9:An eerie glow illuminates a corner where a phantom jester performs tricks. Any onlookers cannot help but laugh, even to the point of pain. The twist: The longer they watch, the quicker they age, as time is siphoned off by the jester’s spectral comedy.
D10=10:A thick, heavy mist clogs the floor, with visions of past atrocities suffered within the crypt swirling within it. Every step forward causes more distressing scenes to unfold. The source of the mist lies hidden beneath a cracked floor tile which, when lifted, releases the grieving spirits.
d100 = 32
D10=1:Wisps of fog embrace anything cold to the touch, hiding or unveiling nearby passages for perceptive adventurers.
D10=2:The players see a group of 2d6 humans with their hands in the air. They are being held at knifepoint by a group of hobgoblins. If the players make any sudden movements, the hobgoblins will attack them.
D10=3:A tranquil hall filled with stone-carved columns features this riddle: “What begins and has no end, and is the ending of all that begins?” Answering "death" causes one of the columns to shift, revealing a spiral staircase leading downward.
D10=4:Players find a pool of water in the corner of an area of the crypt. The pool is filled with hundreds of dead fish that are rotting away.
D10=5:The sound of clinking chains heralds an approaching chained specter. Freeing it provides momentary allies or unforeseen consequences.
D10=6:Dust-covered tomes are stacked haphazardly in an alcove. Reading them requires an Intelligence check, revealing hidden lore or summoning phantasmal guardians.
D10=7:The players come across a pool of water. If they look closely, they can see two eyes in the water. If they stare too long, a giant frog will leap out of the pool and attack them.
D10=8:A spectral child silently follows, its hollow eyes betraying a tragic tale as it haunts the halls.
D10=9:At the crypt's coldest and darkest depths, you find an enchanted mirror in a grand hall, surrounded by the remains of thirteen former warlocks. Each reflection shows a different nightmare, and touching the mirror transports one into these twisted dimensions. Escaping requires battling through the horrors crafted by ensnared warlocks' minds or unraveling their dark rituals to shatter the mirror's power. The very fabric of reality threads ominously around your actions.
D10=10:In the next chamber, they find a pile of treasure guarded by a giant spider. The spider will not move or attack until the players make a move toward the treasure.
d100 = 33
D10=1:Coins rest at statues' feet, tempting plunder from divine offerings; repercussions follow for disturbing age-old gratuity.
D10=2:A shallow, bone-white pool reflects nothing, absorbing even the light around it, a deep mystery.
D10=3:In a large chamber can be found a powerful magical machine that can be used to create powerful weapons and artifacts.
D10=4:A vague, sour scent implies something spilled here long ago. Digging up the dirt reveals an old vial of still-potent acid.
D10=5:Flickering candlelight shows a masked figure; friend with a secret or foe ready to strike?
D10=6:Infernal murmurs pierce the oppressive silence. The whispers come from a ring of possessed skulls, bound by dark rituals. Destroying the skulls breaks the dark power over the crypt but releases a horde of demonic wraiths.
D10=7:A pile of worn-out shoes lies by an entrance. Examine the shoes for hints of previous visitors or disregard them as refuse.
D10=8:Statues hold ancient weapons, a possible boon or a high-risk trap.
D10=9:Cobblestone paths fork unexpectedly, splitting group allegiances.
D10=10:A group of 2d8 orcs is running down the hallway, away from something the players cannot see. They will not stop to talk to the players.
d100 = 34
D10=1:You find a forgotten journal detailing a past explorer's encounters. Investigation checks might reveal clues for surviving the crypt's dangers.
D10=2:The players come across an ancient tomb with a strange, glowing statue inside it. The statue is alive and will attack the players if they try to take it.
D10=3:Up ahead, the party sees three large tombstones sticking out of the ground at random angles with strange markings on them that no one can read or recognize (they look like gibberish). Suddenly, the tombstones start to move, revealing long tentacle-like appendages beneath them which lash out at nearby characters and deal 2d6 points of damage per tentacle per round until they are destroyed or all three are killed.
D10=4:Oxidized hinges signal betraying miner placements.
D10=5:You enter a room and find a group of demons attempting to convert the residents of the crypt to their dark religion.
D10=6:Broken pottery lies scattered, some contain traps while others have forgotten artifacts.
D10=7:The flutter of bat wings precedes an encounter with 1d4 stirges.
D10=8:The crypt's floor mosaics tell tales of foreboding, nearly lost in recent debris. Carefully reassembling them reveals more than history.
D10=9:You encounter a corridor barricaded with ancient shields and armor, suggesting long-forgotten conflicts linger still. Crossing requires Strength checks to clear the path.
D10=10:The party hears a noise ahead of them. When they get to where they heard the noise, they see nothing. When they get back to where they started, they see a ghoul and a ghast standing there and attacking!
d100 = 35
D10=1:The players enter a grand mausoleum where luminous orbs float above sarcophagi. Each orb contains a fragment of lost souls' memories and knowledge. Collecting these fragments bestows mighty boons but also attracts soul reavers eager to reclaim the fragments for the crypt’s dark overlords.
D10=2:Several skeletons are playing a game of bones dice. If the players disturb them, they get annoyed and attack.
D10=3:A peaceful section of the crypt contains this riddle within a pedestal: “What comes once in a minute, twice in a moment, but never in a thousand years?” Answering "the letter M" unlocks hidden levers for further exploration.
D10=4:The players hear loud singing from the other end of the tunnel. If they investigate, they see a group of 3 kobolds singing around a campfire. They are celebrating their latest heist and will fight to the death.
D10=5:A clash of spectral warriors reliving their last battle. The twist: Should the party intervene, they must choose a side and fight until the battle's conclusion, forever altering the spectral denizens' attitude towards them.
D10=6:A tarnished mirror reflects different realities, confronting fears or offering foresight.
D10=7:There is a group of 2d6+2 gnomes here arguing about whether or not to go on an adventure. They will ask the players for advice.
D10=9:Water drips rhythmically, suggesting a deeper well. Investigate the source or tread warily, fearing what might rise.
D10=10:Halfway through the crypt, players discover a ritual site with a broken altar. Restoring the altar and completing the ritual prevents a malevolent fiend from breaking free, offering the players divine favor in return.
d100 = 36
D10=1:A chill wind whispers through a crack in the wall. Hidden there is a message written in an ancient language. Deciphering it reveals details about another adventuring party long lost.
D10=2:Mere bones litter the floor near a sealed door. Attempting to open it awakens a swarm of skeletal hands that latch onto anything they touch.
D10=3:The players hear a group of people arguing. They are a group of merchants who are trying to agree on a price for some slaves.
D10=4:Players encounter a lost and confused wizard who was turned into a frog.
D10=5:The party hears loud noises coming from an open room nearby. The room appears to be a dining hall or kitchen of some sort. Inside they will see several large pigs chewing on bones and garbage. If they disturb them, the pigs will charge at them and attack them while squealing loudly.
D10=6:An unsettling heat wave emanates from a cracked tombstone, the source of which is undecipherable.
D10=7:The party sees a group of 1d4 dwarves who have been captured by a group of 1d6 ogres and orcs who have been hired by a nearby city to capture slaves to work in the city's mines. The dwarves are being forced to work as slaves in that city's mines, and they're not happy about it.
D10=8:A disturbing moan resounds through the catacombs. Soon after, three floating specters manifest, eager to quench their eternal thirst for life.
D10=9:1d4 wights advance down the hall, carrying a coffin! They are looking for a place to bury their comrade.
D10=10:The walls of the corridor are covered in ancient graffiti. One section of it reads: 'Beware! The green dragon is near!'
d100 = 37
D10=1:A group of 10 skeletons are fighting a group of 3 ghouls. The skeletons are losing.
D10=2:A decrepit wooden door hangs loosely on its hinges. As you push it open, 1d6 dire bats swoop out aggressively, disturbed from their rest.
D10=3:Your path is blocked by an enchanted gate that requires a toll. The goblin guardian offers three choices: a treasure, a memory, or a life. Paying affects your journey—each choice might alter your abilities, insights, or party strength in unforeseen ways.
D10=4:Players come across a room that is filled with silver mirrors. If they look at their reflection, they will see themselves as an elf for 1d4 rounds. The elf will wave at them, but when they look over their shoulder, the elf will not be there.
D10=5:A sudden sigh echoes loudly, originating from a sacrosanct burial chamber that seems to defy time itself.
D10=6:The entrance to the crypt is guarded by a pair of ancient stone golems with a riddle inscribed on their chests. They awaken as the party approaches, seeking an answer to their age-old query before granting passage. The riddle delves into themes of bravery and wisdom, encouraging the players to embody these traits. Solving the riddle inspires the party, filling them with a sense of accomplishment and reinforcing themes of intelligence over force.
D10=7:The party finds a strange and ancient altar. If they investigate further, they will discover that the altar is actually a portal to the Elemental Plane of Fire. If they enter, they will find themselves in a strange and dangerous realm.
D10=8:A group of 2d6 human soldiers are standing guard in this hallway. They are standing at attention, with their swords held straight up into the air.
D10=9:You enter a room and find a group of vampires attempting to turn a group of adventurers into vampires.
D10=10:In a large chamber can be found a powerful and mysterious creature who will challenge the players to a magical duel.
d100 = 38
D10=1:The party comes across a group of goblins and kobolds that are fighting over a halfling who has been dead for days. The halfling has been dead for days and has been mauled by all the creatures fighting over it.
D10=2:The floor is covered in fine, slippery moss. Failure to tread carefully results in falls, but careful examination shows safe footing paths.
D10=3:While rifling through ancient tomes, a cursed scroll activates animating long-dead tomb guards tasked with protecting those secrets.
D10=4:Characters encounter a reflective pool with a riddle inscribed at its edge: “What has one eye but cannot see?” Answering “a needle” causes the water to reveal hidden symbols related to their quest.
D10=5:A vast chamber reveals an eldritch altar surrounded by runic symbols. Touching the symbols activates a portal to the Astral Plane, but not before summoning 1d4 Bearded Devils who vow to stop any interlopers. The altar itself holds the soul of a forgotten deity, desperate to break free and willing to offer forbidden knowledge in exchange.
D10=6:An eerily silent crypt houses the remains of a once-revered healer whose betrayal led to a deadly plague. Players stumble on 2d4 ghoul patients who arise, pleading for rest. Choices involve redressing betrayal or perpetuating the symbol of lost trust, each decision impacting the broader faith of the surrounding region.
D10=7:Amidst decaying coffins and crumbling stone, adventurers find 1d4 noble families engaged in a ghastly dispute over burial rights, with hired mercenaries and guards standing nervously on edge. Weapons drawn, they are moments from igniting a family feud that has roots in long-forgotten cursed marriages and illegitimate heirs. Meddling in this scandal might lead to fatal duels or blackmail opportunities.
D10=8:Near an ancient, weathered fountain flowing with a black ichor, players find inscriptions on how to bind an ancient evil. Pouring the ichor ceases its draining magic but summons 1d6 shadow creatures. Finding and using sacred relics hidden in previous chambers grants a safer method to purify it.
D10=9:The floor is covered in a thick layer of dust. Following the footprints leads to a hidden, undisturbed chamber.
D10=10:Players find a small underground lake filled with 2d10 kobolds. The kobolds are attacking a group of 2d6 humans who are fighting back.
d100 = 39
D10=1:Muffled cries can be heard through a crack in the wall. Tearing open the fissure could free an imprisoned spirit grateful for its release or unearth a banshee keen to share its torment.
D10=2:The crypt’s torch sconces are burning with blue flames. Taking one illuminates your way, but draws the attention of 1 specter per hour until you return it.
D10=3:They encounter a spectral blacksmith bound to his forge. He offers to upgrade their weapons if they bring him the soul shards of undead lurking in the crypt.
D10=4:Little bone weavers avidly fasten residual fibre evidences along the precinct's passage. Contribute minutely to their task appeases their lot, aloofness untoward gifts proportionate necrotic bursts.
D10=6:Inside this room is a strange glass statue. The statue is made of glass and has a strange blue light coming from it. If the party enters, they will notice the sound of water flowing under them. If they study the statue, they will find that it has a strange symbol on it. If they touch it, they will be teleported to another location in the dungeon.
D10=7:An eerie warmth fills a chamber lined with votive candles. Each candle represents a soul kept in purgatory. Extinguishing or lighting certain candles either releases the souls or calls forth a dangerous divine guardian that tests purity and intent.
D10=8:A group of 3d6 skeletons attack!
D10=9:A narrow altar platform precariously placed could restore life’s potential. Walk it carefully or stumble inviting malevolent beings’ gnashing hums.
D10=10:A faint smell of sulfur hangs in the air. A small cache of ancient but powerful writing materials lies behind a hidden panel.
d100 = 40
D10=1:They discover a mysterious, serene room with ancient rulers. The phrase states: “I am taken from a mine, and shut up in a wooden case, from which I am never released, and yet I am used by almost every person. What am I?” Answering "pencil lead" opens a secret door.
D10=2:A group of 5d4+10 banshees are attacking a group of tomb robbers (who will be warned by the banshees).
D10=3:The adventurers come across a room filled with small, humanoid creatures. They are friendly and want to help them, but they are extremely scared of large creatures.
D10=4:A heavy, iron-bound door bars your way, marked with ancient sigils of warning. Behind it, you can hear hushed, despondent voices. Forcing the door reveals 1d4 duskblades, magical undead knife fighters who serve a long-dead lord. Their fortress of arcane artifacts offers much, yet their skill and cold precision make them daunting adversaries. Capturing their knowledge could aid against greater threats above ground.
D10=5:Following the groans and clinks of ancient machinery, you find a massive mechanism operating beneath a crypt church. The gears and pulleys are powered by 2d4 zombified constructs, tirelessly working under the command of a pale engineer, boasting of grander schemes. Removing the engineer allows for access to the workings below, though the constructs may collapse the passageways in their death throes.
D10=6:While rifling through ancient tomes, a cursed scroll activates animating long-dead tomb guards tasked with protecting those secrets.
D10=7:The air grows increasingly stifling, each breath feeling like inhaling decades of trapped dust and memories.
D10=8:The elaborately carved wooden doors leading further down collapse under the weight of time, revealing pitch-black darkness beyond.
D10=9:The walls of this room are covered in moss and fungus. There is a half-eaten corpse in the corner of the room.
D10=1:Statues of petrified monsters line the corridor, eerily lifelike. Touching one reveals that they are real creatures, temporarily petrified. The twist: They revert to their true form at unpredictable intervals, launching a frantic battle.
D10=2:The air grows suddenly warmer and thick with the scent of incense as you approach an old, desecrated chapel. Dark shadows flit and glow with malevolent intent, casting unearthly light on your every step.
D10=3:The party sees a group of 1d6 dwarves who have been captured by a group of 1d6 ogres and orcs who have been hired by a nearby city to capture slaves to work in the city's mines.
D10=4:Simple runes glow in the dying light, aiding navigation or erupting into power.
D10=5:The scent of blood portends danger. A wounded adventurer lies nearby, sharing vital warnings but needing immediate aid.
D10=6:You enter a room and find a group of Kobolds arguing over a magic item they found in the crypt. They will attack if provoked.
D10=7:A cavern cloaked in eternal night holds ethereal watchtowers and bridges woven from shadows. Guardian wraiths patrol these structures, and solving their ancient riddles could restore light and reveal invaluable treasures. Failing them, however, plunges the crypt into deeper darkness, summoning a shadow elemental greater than any undead army.
D10=8:Blackened vines crawl over reset bricks, securing lost rooms behind them like a jailer protecting its wards. Progress needs careful pruning; blunt force risks retaliation from awakened plant monsters.
D10=9:The flicker of darkly enchanted flames atop sconces emboldens shadows that behave independently, revealing ancient warding spells.
D10=10:Amidst charred skeletons, a fearsome bone dragon slumbers. Disturbances in the crypt might awaken this deadly guardian who protects a hoard of forgotten relics.
d100 = 42
D10=1:Awkward, uneven flooring hides 2d4 skeletons awaiting their cue.
D10=2:All around you, the ground is shaking and a loud rumbling is heard. Suddenly, a giant crypt spider emerges from the ground. It is huge and has eight legs. The spider is hostile and the players must make a saving throw to avoid its poison.
D10=3:The clatter of dice fills a chamber steeped in shadows, as ghostly gamblers bet their ethereal existence on simple rolls.
D10=4:An eerie choir echoes through cracked archways. Mournful spirits sing of eternal peace and their need to guard a hidden portal. Dismissing them and seeking passage forces you to combat an onslaught of harmonic wraiths. Listening might offer safe conduct but imparts melancholic madness.
D10=5:The party discovers a group of strange creatures that appear to be worshipping a strange creature. If they investigate further, they will find that the creature is actually a powerful vampire that will attack any living creature that it finds.
D10=6:You enter a room and find a group of fire elementals attempting to incinerate a group of adventurers in the room.
D10=7:A section of the floor collapses as you step on it. Quick reflexes (Dexterity check) are needed to avoid falling into a pit filled with spikes.
D10=8:The players come across a quiet crypt courtyard where giant candles inscribe: “What gets wetter as it dries?” Answer “a towel” to open subterranean rooms connected to the main crypt.
D10=9:A rumbling underfoot suggests either hidden caverns or an awakening threat.
D10=10:Within a serene alcove, the riddle-carbonetched reads: “What belongs to you, but others use it more than you do?” Answering "your name" opens a concealed compartment full of legacy documentation.
d100 = 43
D10=1:A lone skeleton stands guard at a rusted iron door, its empty eye sockets watching your every move. It doesn’t attack until you get too close.
D10=2:A distant, melancholy tune of a music box can be heard, drawing the characters to a child's tomb. The box continues playing until shut—at which point an ancient voice thanks them.
D10=3:A group of cultists are praying to their dark god. If players disturb them, they will fight back.
D10=4:A group of 4d4+4 ghouls are feasting upon the remains of a group of adventurers, they will attack the players if they get close. The remains of the party are still alive and are being held as prisoners by the ghouls.
D10=5:You enter a room and find a group of wights attempting to raise the dead. They will attack if disturbed.
D10=6:Self-omphalous effigies signify a disorderly ungodly chamber, while dancing shadows project horrifying visages. Respectful gestures may garner the watching deities' respect or disturb influences, drawing divine retribution.
D10=7:The chamber is filled with sealed sarcophagi. A cold draft hints at the presence of a lurking vampire. Opening a tomb might reveal an ally or a curse-marked treasury. Closing each one before it awakens leads to narrow escapes or a powerful vampire’s pursuit.
D10=8:A spider’s web blocks your path, glistening with morning dew. Clearing it gently reveals a passage; disturbing it summons 2d4 giant spiders.
D10=9:The players come across a group of 2d4 skeletal warriors in a crypt. The warriors attack the players if they enter the crypt.
D10=10:The players hear the sound of a woman singing nearby. If the players investigate, they will find a beautiful woman sitting on a tombstone. She will ask one of the players to marry her. If they accept, they will be stuck in this crypt forever.
d100 = 44
D10=1:The players find a grand hall littered with bones and ancient relics. A necromantic engine deep within—an artifact of incredible age—attracts them. Destroy the engine, and 3d6 reanimated corpses become unleashed; study it, and players unravel eldritch energies they can wield at great peril.
D10=2:The party hears a strange humming noise. If the party investigates, they will find several small ladybugs flying around a coffin. The small bugs are large enough to fit in the palm of your hand. They are easy to kill.
D10=3:A group of 1d4 zombies stumble out of the shadows. They are dressed in finery from an ancient civilization.
D10=4:A group of 2d4 ghouls are sitting in the hall, waiting for fresh meat to come along. They will attack anyone who approaches them.
D10=5:The party enters a room and finds a giant creature made of stone. It is a golem and is capable of powerful magic attacks.
D10=6:An elderly couple is arguing in front of the tomb door of one of their children who died recently. The parents are saying that they do not believe their child is really dead because they have not been able to find their body yet. The parents say they will never believe their child is dead until they find their body and they can give them a proper burial here in this graveyard where they were born and where they lived their entire lives together as a happy couple before their children were born and died before their time like all the other fools here in this graveyard before their time.
D10=7:A ghostly figure is walking around a far corner of the room. It appears to be an old man in tattered clothes. He has no weapons in his hands, but he appears to be laughing at something. If the players approach him, he will turn to face them, then disappear.
D10=8:An eerily intact black cloth floats just above the ground, moving as though stirred by an invisible breeze. Touching it could bestow invisibility for a brief time, or it might smother the life force from those it ensnares.
D10=9:A group of 2d6 orcs are playing a game of bones. They are drunk and will attack the players.
D10=10:A solemn crypt keeper watches over a mausoleum's entrance. He offers safe passage, but demands a disturbing price—a keepsake from each visitor to ensure they speak no lies. Surviving these terms grants unexpected knowledge about the crypt.
d100 = 45
D10=1:A group of 2d8 orcs is running down the hallway, away from something the players cannot see. They will not stop to talk to the players.
D10=2:The oppressive gloom parts to reveal a grand mausoleum. A necromancer's undead hounds and two zombies stalk the hallways, eternally vigilant. When overcome, the necromancer appears and parley offers a grim alliance or a bloody demise. A rolodex of black market contacts reveals deep subterfuge within established merchant guilds to control trade through necromantic means.
D10=3:Wherever your sight goes, embossed glyphs follow the shifting glances. One touch imbues short-lived abilities depending on the glyph’s nature.
D10=4:A labyrinthine section reveals a crying spirit child asking for her doll, guarded by 2d4 lifelike gargoyles. Each movement or decision echoes, drawing the gargoyles closer or bringing the child’s ghostly wails. Solving the mystery gains ghostly guidance, while failing sees an attack from now-animated statues.
D10=5:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
D10=6:The unmistakable odor of mold pervades the air. Overturning a loose stone reveals a rotted chest containing two ancient but mildly useful potion bottles.
D10=7:The adventurers enter a room and find a powerful magical artifact. However, a powerful magical force prevents them from taking it.
D10=8:An echoing voice offers players a grizzly choice to sacrifice one of their own or face a relentless onslaught of skeletal warriors.
D10=9:In a dusty corner, a rat scurries away from a small pile of bones it was gnawing on, remnants of some unidentifiable creature.
D10=10:The players hear a strange sound in the distance. It sounds like a hundred voices chanting. If the players investigate, they will find a room with a hundred undead cultists. If the players attack, the cultists will fight to the death. If the players approach, the cultists will bow and chant, 'Hail, Sauron-gong!'.
d100 = 46
D10=1:The party sees several undead rats crawling over a skeleton. If the party approaches, the rats will try to bite them.
D10=2:A damp, musty smell indicates nearby water. Following the scent leads to a small underground stream with clean drinking water.
D10=3:One sarcophagus features a relief of an anguished face. It begins to weep spectral tears upon approach, signaling a nearby trap.
D10=4:At the crypt’s heart lies a bone throne occupied by a lich king. He proposes a game of wits: a deadly chess match where pieces are animated skeletons. Victory offers knowledge of an ancient spell, while defeat might cost their lives or freedom.
D10=5:A well-tended garden of night-blooming flowers thrives inexplicably in a hidden pocket of the crypt. The flowers hold healing properties, but are guarded by a celestial being that tests the players' intentions through dreams and visions. Failure leads to endless dreams where they must confront their fears, while passing gains the celestial’s blessing and rare elixirs.
D10=6:The players see a bunch of 1d20+5 skeletons. They are wearing rusted armor and wielding old swords. If the players approach too closely, the skeletons will attack them.
D10=7:A group of 2d6 wolves are running through the passage.
D10=8:Stacks of disordered scrolls within an underground study offer lore about distant lands and undue discussions of esoteric magic. However, perusing them too keenly attracts the attentions of a jealous ghostly librarian.
D10=9:They come across a mortuary where resting ghostly monks guard the tombs. The monks’ spirits test the party's wisdom, honor, and piety before allowing deeper access into the crypt.
D10=10:A gruesome altar stands at the back of an otherwise empty chamber. It appears centuries old and is covered in dried blood. The twist: Offer an item or your blood on the altar, and it will grant a vision. However, the altar’s deity takes a keen interest in the offerer and may bring them back to this altar in their dreams.
d100 = 47
D10=1:A faint draft comes from the right. Investigating reveals a concealed trap door leading to a hidden chamber. Watch your step, it looks like it hasn't been opened in centuries.
D10=2:The players come across a room where an argument is going on between two groups of kobolds. One group is trying to get the other group to clean up their room...which is full of garbage and smelly socks.
D10=3:At the bottom of a deep pit can be found a powerful magical gem.
D10=4:The clinking of chains echoes from below. Finding the source, you discover a harmless, long-empty jail cell.
D10=5:Uneven stones conceal pressure plates that trigger either harmless puffs of air or an array of sharp darts. Every step is a gamble that could lead to a minor injury or suspenseful safe crossing.
D10=6:Inside this room is a strange glass statue. The statue is made of glass and has a strange blue light coming from it. If the party enters, they will notice the sound of water flowing under them. If they study the statue, they will find that it has a strange symbol on it. If they touch it, they will be teleported to another location in the dungeon.
D10=7:The floor vibrates subtly, signaling an impending cave-in or buried past?
D10=8:The party encounters a sentient pile of bones known as a bonemeld golem. This creature can reform itself from skeletons to track and protect a cursed crown lying in the crypt.
D10=9:The players discover a treasure hoard protected by an opportunistic gelatinous cube that mimics its surroundings.
D10=10:An eerie green light emanates from a dense cluster of crystals. The source is a corrupted earth elemental split by madness, whosoever holds split essence gains insight into the crypt's elemental magic trials but incurs erratic behavior.
d100 = 48
D10=1:A long-abandoned campfire in a small chamber hints that others have been here. Searching the ash reveals a small, charred diary with hints about the trap in the next room.
D10=2:A crumbling chapel, home to a priestess who forsook her vows for love and died cursed, holds her enchanted tears. 3d4 cursed lovers defend her sorrow. Players disentangle her tragic romance, facing choices that could either purify sacred spaces or deepen the crypt’s sorrow.
D10=3:A group of 2d4 wights are sitting in the hall, waiting for fresh meat to come along. They will attack anyone who approaches them.
D10=4:The eerie glow of phosphorescent fungus gently illuminates a dark alcove. Tasting the fungus can heal 1 HP, but too much might cause hallucinations.
D10=5:Soft whispers seem to come from nowhere. They're disconcerting but cause no harm, making concentration checks harder.
D10=6:As you proceed, the air grows colder. This unnatural chill demands an Investigation check to discover the source: a small rift to the Plane of Shadow.
D10=7:Low moans and skull-carved columns lead players to a necromantic transept where eight death knights stand vigil. The knights demand tribute to continue, hinting at curse-bound treasures that could incite rebellion in allied territories. If honored, they share embroiled plans from dark conspirators aiming to usher in a new era by first laying waste to mortal institutions.
D10=8:The floor is covered in fine, slippery moss. Failure to tread carefully results in falls, but careful examination shows safe footing paths.
D10=9:A group of 2d6 mummies is guarding a mysterious chest. If the players try to open the chest, the mummies will attack.
D10=10:You enter a room and find a powerful necromancer attempting to raise an army of undead warriors. The necromancer will not attack the party but will try to bargain with them to get their help.
d100 = 49
D10=1:The players hear a strange buzzing noise coming from one of the crypts. If they investigate, they will find a group of giant wasps attacking a group of cultists.
D10=2:The players come across a powerful creature that looks like a giant wolf. If they investigate further, they will find it is actually a powerful Werewolf.
D10=3:A spectral wedding feast appears before them, with ghostly revelers frozen in time. The twist: Speaking the name of the bride or groom starts an unfinished ritual, requiring the adventurers to either complete it and face the consequences or disrupt it and fight off the spirits.
D10=4:A group of cultists are praying to their dark god. If players disturb them, they will fight back.
D10=5:The players hear strange noises coming from a room. If they investigate, they find a room filled with 2d6 goblins who are studying maps and drawings of the dungeon...clearly planning an attack on the players.
D10=6:A ratty journal found on a decomposed corpse details potentially lucrative crypts but also mentions ever-present dangers.
D10=7:The players come across a powerful golem that is protecting an ancient artifact. The golem will attack if the players attempt to take the artifact.
D10=8:A group of 2d6 giant rats are running away from something, toward the party. It is a group of 2d4 gnolls, who are attacking the rats.
D10=9:Floor tiles intricately set in a beautiful pattern reveal a secret when aligned. Yet, altering them awakens 3 skeletal warriors determined to protect their crypt’s secret.
D10=10:At the crypt’s heart, an arcane crucible holds the soulfire of a primordial phoenix. Guarding the phoenix is an army of reborn celestial spirits awaiting their chance to be resurrected.
D10=2:The party finds a room full of old and dusty books. If the players investigate further, they will discover that the books are full of powerful and ancient spells.
D10=3:A group of 2d8 bandits are hiding in this room. If the players enter, they will attack.
D10=4:The party sees a skeleton wearing an old-style suit of armor lying next to a rotting, wooden box. If the party approaches, the skeleton will get up, dust itself off, and walk away.
D10=5:You enter a room to find a group of skeletons chanting a strange language and creating a powerful magical circle.
D10=6:The party discovers a room filled with strange and exotic plants. If they investigate further, they will find that the plants are actually a form of magical fungus that will put anyone who touches it to sleep.
D10=7:A distant chime rings out every few minutes. Following the sound, you find a simple brass bell, a keepsake from a long-gone guardian.
D10=8:A group of 2d6 goblins are digging through the bones and grave goods in this area, looking for anything they can steal. They will attack the party on sight.
D10=9:Faded murals reveal clues or pending danger to those perceptive enough.
D10=10:Etched markings account for time in ways canopying grander portents.
d100 = 51
D10=1:Blackened vines crawl over reset bricks, securing lost rooms behind them like a jailer protecting its wards. Progress needs careful pruning; blunt force risks retaliation from awakened plant monsters.
D10=2:Sealed urns surrounding the crypt begin to shake violently. Opening one reveals a bound spirit that cryptically speaks of danger but vanishes before explaining. Investigating the other urns reveals tantalizing yet incomplete clues tied to a greater peril.
D10=3:Wisps of fog embrace anything cold to the touch, hiding or unveiling nearby passages for perceptive adventurers.
D10=4:An old ladder leads up into darkness. Climb for potential treasures or stay grounded, uninterested in more levels.
D10=5:An opulent crypt chamber guarded by wraiths houses a dormant, ancient paladin who reminisces about the battles against darkness. The paladin offers a challenge: a dual against his spectral form to prove their mettle. Encouraged by his tales of relentless heroism, players embrace the combat, leaving them with emboldened spirits and ancestral weapons blessed to further their quest against evil.
D10=7:The sound of chittering echoes from the walls. Swarms of 2d4 giant rats are burrowing through a nearby wall. Players can either seal the holes or prepare for an ambush.
D10=8:The party comes to a room with several small statues of a strange god. If the players touch them, they will animate and attack.
D10=9:The ceiling begins to drip, not with water but with greenish slime. It seeps through the cracks, and contact with it causes a mild, itching rash.
D10=10:You see a group of 1d4 dwarves who have been forced to work as slaves by a group of 1d10 orcs and ogres. The orcs and ogres work as guards to protect a treasure that has been stolen from the dwarves' home.
d100 = 52
D10=1:All around you, the ground is shaking and a loud rumbling is heard. Suddenly, a giant crypt spider emerges from the ground. It is huge and has eight legs. The spider is hostile and the players must make a saving throw to avoid its poison.
D10=2:A lone skeleton stands guard at a rusted iron door, its empty eye sockets watching your every move. It doesn’t attack until you get too close.
D10=3:A chilling wind reveals a pathway lined with ghostly flames that follow the players unless extinguished with a special spell or potion.
D10=4:The floor trembles slightly underfoot. Stand and brace or find another path, avoiding further disturbance.
D10=5:Gaunt forms in knightly armor dot a fog-strewn glade. They seem frozen in reverent prayer towards a bane insignia. Meditating might reveal deeper cryptic messages, or shoving through may anger armored spectres.
D10=6:You find a room filled with 1d4+4 wraiths. The wraiths will try to drain the life force of the party if they get too close.
D10=7:A silver chalice filled with blood is set on a stone altar covered in strange symbols (Perception DC 10 to notice this). If anyone touches the chalice or blood or altar, they trigger a trap that summons demonic beings from another realm to attack everyone in the crypt (Perception DC 15 to notice this).
D10=8:A faint clicking sound signals the winding of a long-forgotten timepiece. Inside an ancient mantle clock, there's a hidden compartment with a small trinket or trap.
D10=9:You find yourself in a room filled with a strange, green fog. Any time a character steps into the fog, they become sickened and weak, and unable to move.
D10=10:The putrid stench of rotting flesh overpowers your senses, and upon investigation, you find a ghastly pile of bodies.
d100 = 53
D10=1:In a serene hallway, frescoes display this question: “What gets wetter the more it dries?” Answering "a towel" correctly causes the frescoes to animate, revealing a hidden chest.
D10=2:Kren, a necromancer in a black robe with red designs, is standing over a body. He is chanting a spell and trying to raise the body.
D10=3:A group of 2d4 hobgoblins are practicing their archery skills by shooting at random targets that they set up in the area. They will attack if provoked or if they think they can win
D10=4:A group of laughing, dancing skeletons are flailing about, smashing anything they can. If the players approach them, they will attack.
D10=5:Moss-covered statues seem to watch you, instilling paranoia or revealing hidden doors.
D10=6:A disfigured skeleton lies chained to the wall. Touching its remains provokes the skeleton to animate and attack, heeding an ancient curse.
D10=7:Several gold and silver coins have fallen out of someone's pocket and are rolling down the hallway towards the players feet.
D10=8:Their cousins' tendrils loop in fraternal weave, hinting at separate traps or simple illumination struggles.
D10=9:The crypt's malevolent fog reveals a forbidden relationship between a warrior and a sorcerer, taken to their graves in a mutual crypt. Their tragic love story is recounted by apparitions, condemned by their realms for breaking social norms. Intervention leads to discovering hidden relics of immense power tied to their strength in unity, disrupting traditional hierarchies if used openly.
D10=1:A group of 2d4+2 mercenaries are searching for the tomb of their former captain. They know that the captain is buried in the tomb, but they do not know where the entrance is located. If players help them, they will reward the players with gold and information.
D10=2:The players find a secret chamber. If they investigate, they will find a powerful magical artifact guarded by a powerful lich.
D10=3:A peculiar statue of a knight seems oddly out of place. Investigation checks reveal a mechanical trap that springs into action if tampered with.
D10=4:The faint smell of incense lingers oddly in the air. It originates from a small shrine dedicated to a forgotten deity. Paying respects might grant a minor boon or invoke a curse.
D10=5:Tiny trapped souls swirl in a cracked crystal ball, offering cryptic, unintelligible guidance and warnings.
D10=6:The players come across an ancient stone altar, with a large diamond sitting atop it. If they touch the diamond, they will be attacked by a giant zombie that was once a powerful necromancer.
D10=7:An ancient and battered shield leans forlornly, once belonging to a renowned guard. Adopting it strengthens resolve but draws ghosts of vanquished foes seeking rematch.
D10=8:The party walks into a room filled with bones. If they investigate, they'll find that the bones are actually statues of a creature called the Bone Horror.
D10=9:A forgotten chapel within the crypt houses the desiccated remains of a paladin order that failed to protect a sacred artifact. Their decrepit bodies are guarded by 3d4 ghosts, each telling their own tale of failure and guilt. Players can attempt to reclaim the artifact and rectify the dishonor, facing spiritual and moral dilemmas with significant consequences.
D10=10:You see a single goblin standing on a pile of rubble. It is the only creature in this room and it is standing at attention, awaiting orders that never come.
d100 = 55
D10=1:A peaceful tomb-like space reveals an inscription on its lid: “The more you have of it, the less you see. What is it?” Answering "darkness" correctly unlocks a compartment with rare gemstones.
D10=2:A group of 2d6 ghasts are hiding in the shadows, waiting for prey to walk by.
D10=3:The party finds a room full of old and dusty books. If the players investigate further, they will discover that the books are full of powerful and ancient spells.
D10=4:Veiled alcove harbors a crypt-some tryst gone treacherous, choked remains grip a putrid promise. Solve lovers’ turmoil rescuing love, err leading to another untimely demise.
D10=5:Flickering torchlight reveals a fresco depicting a sacrifice ritual. Touching the fresco opens a gateway that forces the players to relive the event.
D10=6:The ancient scent of petrified herbs stirs memories of old traditions. A small herb bundle contains crypt dirt that can empower basic spells temporarily.
D10=7:The echoing sound of water leads the party to an underground stream. Drinking it temporarily grants heightened abilities but also causes intense paranoia. The twist: This paranoia allows them to see spirits otherwise invisible, which can be both beneficial and detrimental.
D10=8:The players find a room filled with mysterious statues. If they investigate further, they will find that the statues are actually animated and will attack anyone who enters the room.
D10=9:They find a sentient, talking skull perched on a shelf. It claims to be the key to the crypt’s treasure. The twist: It’s actually a fragment of a much larger skeleton that, when reassembled, becomes a fearsome adversary.
D10=10:Remnants of a campfire speak of previous visitors. Scavenge for supplies or press on, fearing shared fates.
d100 = 56
D10=1:In a small chamber can be found a powerful magical device that can be used to summon powerful creatures from the lower planes.
D10=2:This room is filled with 2d4+4 soldiers who have been turned into zombies by a powerful necromancer in the area.
D10=3:A slight breeze carries the scent of decay. Investigate the source or cover your nose, bracing for the worst.
D10=4:You enter a room and find a group of vampires attempting to turn a group of adventurers into vampires.
D10=5:A bat colony is disturbed, flying out en masse and causing temporary disorientation. Hasty players may lose small items in the chaos.
D10=6:A group of 2d4 humans are sitting in front of the entrance of the crypt, drinking and playing dice games.
D10=7:The ticking of an old pendulum clock suddenly strums through dead air. Investigating might recalibrate temporal vision for a nearby anachronism; misvaluations unwittingly invite chronal aberrations.
D10=8:Dried rat carcasses are scattered on the floor. If disturbed, 2d4 giant rats emerge from the walls and attack.
D10=9:A group of 2d6 goblins are digging through the bones and grave goods in this area, looking for anything they can steal. They will attack the party on sight.
D10=10:The ceiling in this chamber has partially collapsed, creating a difficult terrain of rubble that requires Dexterity saving throws to navigate without injury.
d100 = 57
D10=1:They find a secluded garden courtyard with this inscribed: “What can travel around the world without leaving its corner?” Answering “a stamp” reveals a hidden store of herbal remedies.
D10=2:The party hears a strange humming noise. If the party investigates, they will find several small ladybugs flying around a coffin. The small bugs are large enough to fit in the palm of your hand. They are easy to kill.
D10=3:Ancient clay tablets lie scattered, each inscribed with foreboding prophecies. Reading too many aloud summons a powerful oracle spirit, providing guidance or enacting severe omens against the readers according to their actions.
D10=4:A group of 2d8 dwarves is sitting around a campfire near the hallway, singing songs and telling stories. They will not be interested in talking to the players unless they have a bottle of dwarven ale to share with the dwarves.
D10=5:Gnawed bones litter the floor, suggesting the presence of ghouls nearby. Perception checks may give early warning of an ambush.
D10=6:A slight breeze carries the scent of decay. Investigate the source or cover your nose, bracing for the worst.
D10=7:The crypt floor is scattered with ancient, animated playing cards. The cards challenge the party to a game, which determines their rewards or penalties. The twist: Winning does not mean straightforward gains; the rewards come with unintended side effects.
D10=8:As players navigate the maze-like passages, they encounter a rotting library guarded by 2d8 bookbats, creatures animated by old, forgotten spells. Collecting and deciphering the texts may reveal knowledge of ancient rituals or provoke the bookbats to destroy their ancient collection.
D10=9:Inside this room is a strange glass statue. The statue is made of glass and has a strange blue light coming from it. If the party enters, they will notice the sound of water flowing under them. If they study the statue, they will find that it has a strange symbol on it. If they touch it, they will be teleported to another location in the dungeon.
D10=10:A spider’s web blocks your path, glistening with morning dew. Clearing it gently reveals a passage; disturbing it summons 2d4 giant spiders.
d100 = 58
D10=1:A minor rune vanished until touched in restlessly random intervals, leading either to detours or shortcuts from errant activation.
D10=2:Stalactites drip water onto a decaying rug, its pattern nearly faded but hinting at opulence from a bygone era.
D10=3:Foul odors and the eerie hum of magical wards pervade the tomb, indicating lost, experimental magics. Three flesh golems lumber through the room, animated by grim rituals. Players can attempt to shut them down through disabling intricate glyphs or destroy them in battle. Upon success, they discover old letters bearing news of a disastrous alliance between realms that was engineered by a coven of necromancers to destabilize world politics.
D10=4:Lastly, in a vast chamber adorned with decrepit tapestries depicting fallen kingdoms, an immense alchemical lab long abandoned by a necromancer lies dormant. Ten flesh golems assemble grotesque constructs under their master's final commands. Discovering the secrets of these constructs could unveil a long-lost vault or bring down a hidden kingdom's curse. Each choice presents risks—facing the mindless guardians or deciphering a dark legacy that may never sleep.
D10=5:In the next chamber, they find a powerful lich trying to use a magical ritual to resurrect an ancient evil. They must decide whether to help or hinder the lich before it is too late.
D10=6:An ancient, rusty lock fastens an iron chest. Attempt to open it for contents or move away, expecting it to be trapped.
D10=7:A rat scurries past carrying a small, glittering object. Track it down or let it go, missing whatever treasure it might lead to.
D10=8:Small, luminescent mushrooms grow in the corners. Harvest them for dubious benefit or avoid their potentially toxic spores.
D10=9:A group of 2d6 giant rats are running away from something, toward the party. It is a group of 2d4 humans, who are attacking the rats.
D10=10:In the following chamber, the adventurers come across a group of gnolls. The gnolls will ignore the adventurers unless provoked.
d100 = 59
D10=1:The players hear the sound of 1d4+1 orcs arguing about whether or not they should kill the captured Human.
D10=2:Stacks of disordered scrolls within an underground study offer lore about distant lands and undue discussions of esoteric magic. However, perusing them too keenly attracts the attentions of a jealous ghostly librarian.
D10=3:An invisible presence follows the adventurers, occasionally whispering in their ears. The whispers intensify near hidden traps or secret passages. The twist: The whispers may also lead them into danger, as the spirit revels in chaos.
D10=4:An eerie breeze carries a mournful melody. Investigation reveals a phantom bard whose music captivates players, causing illusory effects.
D10=5:Amidst charred skeletons, a fearsome bone dragon slumbers. Disturbances in the crypt might awaken this deadly guardian who protects a hoard of forgotten relics.
D10=6:A faint clicking sound signals the winding of a long-forgotten timepiece. Inside an ancient mantle clock, there's a hidden compartment with a small trinket or trap.
D10=7:A necromancer's apprentice, aged and failing, offers help in navigating the crypt if players can bring him a specific component for his salvation.
D10=8:As they descend, the players feel an overwhelming pressure, and they are plagued by realistic hallucinations indicating their impending doom.
D10=9:The crypt’s corridors open into a sunken temple room filled with fetid water. A brood of 2d6 crypt ghouls lie submerged, waiting to drown unsuspecting travelers. Traversing using the ancient, raised pathways inscribed with prayers can offer a safer route.
D10=10:You find a rusted sword embedded in the ground; freeing it awakens a slumbering specter.
d100 = 60
D10=1:Cryptic ledgers found amongst scattered bones record bizarre experiments. Anything deciphered might reveal practical knowledge if the reader dares to risk the books' inherent curses.
D10=2:A candlelit crypt where waxed effigies of children melted aims at protecting them from a mage's curse. 2d6 shade guardians pursue players through waxen labyrinths. Resolving this tragedy could influence local mage politics and offer poignant reflections on the limits of protection and sacrifice.
D10=3:The dim corridors lead to a colossal chamber with an atrophied tree at its center, its roots piercing through the floor. Eight dracoliches, each in various states of decay, rest coiled around this morbid centerpiece. Their slumber is uneasy, disturbed by the ongoing rot of the once-mighty tree. Does your presence further disrupt them, resulting in a fierce confrontation, or do you attempt to heal the tree, solving the riddle of its decay while avoiding becoming dragon prey?
D10=4:The players hear singing. It is coming from a group of men and women who are celebrating the birthday of one of their members.
D10=5:A group of 2d6 orcs are playing a game of bones. They are sober and will talk to the players. They are looking for work. They will follow the players for 1d10 days if they are paid 1d10 gold pieces each day.
D10=6:The air grows noticeably colder near a particular archway. Venture through to discover the reason or avoid it as a warning sign.
D10=7:An ancient fountain of ever-burning flames in the heart of the crypt presents visions to each player. These fiery images reveal personal stories of courage and perseverance. Empowered by these foretellings, the players receive a boon that physically manifests their inner strength in times of dire need.
D10=8:A group of 2d6 ghasts are hiding in the shadows, waiting for prey to walk by.
D10=9:A group of 1d20+5 mummies attack the players.
D10=10:As the party rests, a translucent figure emerges from a nearby tomb, seeking lively company for a game of chess. Winning the game may grant valuable advice; losing could unleash a poltergeist.
d100 = 61
D10=1:Players hear chanting. Upon further investigation, they see a group of cultists sacrificing a young woman. If the players interfere, they will be attacked by the cultists, who are protected by a shield of darkness spell.
D10=2:An iron gate guards a side chamber. Within, a spirit of a jilted bride pines eternally, offering sage advice or a curse based on the party's answers to her queries.
D10=3:Players come across a room that is filled with mirrors and candles. A mirror will reflect the candle's light and cause them to believe there is another candle in the room.
D10=4:You enter a room and find a strange, glowing rune inscribed on the floor. If any of the PCs touches the rune, they will be transported to another plane of existence.
D10=5:An Orwellian eye carved into a wall seems to follow your every move as you explore.
D10=6:You see a group of 1d4 dwarves who have been forced to work as slaves by a group of 1d10 orcs and ogres. The orcs and ogres work as guards to protect a treasure that has been stolen from the dwarves' home.
D10=7:Murmurs from an unseen congregation lead to a ghostly mass, where participation may grant divine insight or damnation.
D10=8:The players come across a strange altar with a strange gemstone in the center. If they investigate further, they will find that the gemstone is actually a powerful artifact that will grant its owner control over time.
D10=9:A corridor's air grows sweet with the scent of honey. The players discover a massive hive of undead bees, aggressive and deadly.
D10=10:Uneven cobblestones and the smell of fresh earth signal a recent burial. An apprentice necromancer has a botched spellbook, seeking assistance to correct his error before death and undeath merge disastrously. Helping completes a risky ritual but reveals your presence to a powerful necromancer. Refusal makes the area erupt with undead wanderers.
d100 = 62
D10=1:The adventurers find a magically bound treasure chest that speaks in riddles. Solving them unveils a cursed artifact, offering substantial power but causing strife within the group regarding its use.
D10=2:A live skeleton is sitting at the table, reading a book. He has been reading for years, and he does not seem to be tired or bored. If the party tries to attack him, he will cry for mercy and ask for forgiveness for his life as a skeleton.
D10=3:The floor trembles slightly underfoot. Stand and brace or find another path, avoiding further disturbance.
D10=4:A group of 2d4 humans are sitting in front of the entrance of the crypt, drinking and playing dice games.
D10=5:A puddle of murky water covers the floor. Navigating around it ensures safety, while stepping in causes a minor infection.
D10=6:Bats flutter from the rafters as the ceiling crumbles slightly. Move carefully or risk unsettling more than just bats.
D10=7:A random encounter with two skeletons locked in an embrace. If they are disturbed, they will attack then run away together into a nearby tomb where they will seal themselves inside of its walls forever more, never to be seen again.
D10=8:The party hears someone singing in the distance. The song is rather pleasant, but the tone is haunting. If the players investigate, they will find an old tomb with a mage singing a happy tune. He does not pay the party any attention.
D10=9:A group of 1d4 goblins are torturing a captured Human. They are trying to get him to confess to being a spy for the orcs.
D10=10:You approach an old wooden door bearing deep claw marks. Behind it, a skeletal beast roams, guarding ancient secrets.
d100 = 63
D10=1:Small piles of bat guano cover the floor, indicating the presence of bats above and providing fertile ground for mundane mushrooms.
D10=2:A faint rattling can be heard from a sealed chamber. Investigate to reveal the origin or block the chamber, fearing what’s inside.
D10=3:Stale air mixed with the scent of decay greets the players as they venture deeper into the crypt. They stumble upon a forsaken altar, surrounded by five cloaked cultists chanting in a forgotten language. The cultists are summoning a dark force, and players must act quickly to prevent the ritual. If they succeed, they uncover an ancient prophecy involving the fall of a once-great empire. If they fail, the summoning brings forth a demon whose rage is unwavering and unending.
D10=4:Shadows seem to pulse and move independently as players navigate a maze of catacombs. Hollowed eyes stare out from the darkness, and the sound of bones grinding echoes in their ears. Unraveling cryptic symbols carved into the walls, they stumble upon a group of tomb guardians: four boneclaws. The guards warn intruders to leave, revealing a long-forgotten alliance between a now-fallen house and a still-powerful wizard, suggesting current noble bloodlines are not as pure as they seem.
D10=5:A group of 2d6+2 gnolls are hunting for food. They will attack if they discover the players.
D10=6:Echoes of whispered curses fill a narrow hallway, and the glint of treasure catches the eye from a pile of bones. Unease grows as you approach, for this treasure is guarded by four mummy lords, each draped in ceremonial wrappings and brandishing ancient relics. Their eyes burn with an unnatural hunger. A dark ritual has tied these mummies to their hoard, and their defeat could reveal old secrets or unleash a necromantic plague upon the living.
D10=7:A cold draft reveals a hidden passage, a choice of venturing deeper or retracing your steps with unsettling echoes.
D10=8:An eerie and beautiful mosaic depicts a forgotten hero. Studying the artwork grants a small boon, but speaking the hero’s name aloud awakens a cursed phantom.
D10=9:A lone wizard is wandering through the passage. He is looking for a particular tomb. He is a good wizard, but he has been transported here by mistake due to a mis-cast teleportation spell. He can be persuaded to help the players in exchange for transportation home.
D10=10:You enter a room and find a giant crystal sphere in the center. If anyone touches the sphere, it will absorb their life force, draining 1d4 hit points from them.
d100 = 64
D10=1:A series of pictograms on the wall tell a story of an ancient king's curse. Quick understanding of it allows negating the trap ahead.
D10=2:The chilling aura surrounding an ancient altar provokes unease. Here, a fallen angel bound in chains beseeches the players for freedom. Liberating the celestial being fills the area with radiant light, and the angel’s gratitude manifests as divine inspiration, strengthening the players' belief in justice and righteousness.
D10=3:A group of orcs is carrying a treasure chest. If the players follow them, they will find a secret entrance. Inside the entrance, they will find a dragon's lair.
D10=4:A group of 10 skeletons are fighting a group of 3 ghouls. The skeletons are losing.
D10=5:A group of 2d6+2 orcs are getting drunk and celebrating a recent victory by telling stories of their glory and past exploits. They will attack if provoked or if they think they can win.
D10=6:The ceiling in this chamber has partially collapsed, creating a difficult terrain of rubble that requires Dexterity saving throws to navigate without injury.
D10=7:Near a collapsed wall, players find a nursery where small skeletons remain eternally calm, bound by a sorrowful lullaby. The source of the song, a spectral nanny, will attack before she can be persuaded to recount her charge's tragic fate. Players might uncover dark truths about an ancient plague, enhancing the campaign's grim ambiance.
D10=8:A ghostly figure of a long-lost adventurer offers to lead the players through hidden passages in the crypt. However, his assistance is conditional on avenging his death by defeating the wight who claimed his life.
D10=9:The musty chamber houses a long-forgotten organ where ghostly melodies ensnare the mind. An undead maestro promises power and dark serenades in return for eternal servitude. Playing the tune offers immense immediate strength, but failure to resist its pull during combat or other critical moments weakens resolve.
D10=10:An elaborate, locked chest sits temptingly in plain sight; it bears no traps but holds only mundane relics.
d100 = 65
D10=1:A group of 2d6+2 giant rats are running through the passage.
D10=2:The party hears muffled noises coming from behind a door... If they go to investigate they will find a group of 4d6 zombies held in cages... They will try to break out if they hear sounds coming from outside their cage... These zombies were being held as prisoners by a mad wizard and were turned into zombies after being experimented upon by the wizard... Two human illusionists and their pet owlbear are keeping watch over the zombies in case any of them escape...
D10=3:Following the groans and clinks of ancient machinery, you find a massive mechanism operating beneath a crypt church. The gears and pulleys are powered by 2d4 zombified constructs, tirelessly working under the command of a pale engineer, boasting of grander schemes. Removing the engineer allows for access to the workings below, though the constructs may collapse the passageways in their death throes.
D10=4:The chamber is filled with phantasmal flames that singe the air. At its center, a fire giant's spirit guards the way forward, demanding tribute or challenging the party in an inferno duel.
D10=5:Several statues of ancient heroes stand in alcoves. Disturbing any statue causes it to animate and challenge you in combat.
D10=6:A group of undead liches are up to no good. If the players investigate, they will be attacked and must defeat the liches or face dire consequences.
D10=7:A cockatrice is being chased by a herd of angry sheep. It cannot attack the players because it's being chased. The sheep are NOT what they seem, which is why the cockatrice is fleeing.
D10=8:You enter a room and find a powerful mage sitting on a throne. The mage will not attack the party but will try to bargain with them in exchange for magical items.
D10=9:Jaws the skeletal dog is on patrol, looking for intruders. He sees a ghoul and attacks.
D10=10:The party finds a room filled with mysterious runes carved into the walls. If they investigate further, they will find that the runes are actually a magical trap that will summon a powerful creature if triggered.
d100 = 66
D10=1:The narrow passage before you is lined with niches holding decaying skeletons. Any loud noise could awaken 3d6 skeletal sentinels.
D10=2:In the calm reflections chamber, this thought is found: “What two things can you never eat for breakfast?” Answering “lunch and dinner” opens a concealed compartment containing a rare artifact.
D10=3:A wall crumbles to reveal an ancient burial chamber filled with shadowy phantoms. A disembodied voice offers a powerful relic in exchange for a living servant. Accepting plunges you into darkness, aligning with a nether-realm warband, while refusing ensures a relentless phantom attack.
D10=4:Up ahead, you hear footsteps coming towards you. As the footsteps get closer, you can tell there are two sets of footsteps instead of one, but you can't tell what type of creature makes two sets of footsteps...
D10=5:X-ray vision reveals three magic items hidden in the walls: two were placed there by priests, and one was placed there by a magic thief who was stealing from the priests but was caught and trapped in the crypt forever (roll 1d6: 1 = magic shield, 2 = magic sword, 3 = magic robe, 4 = magic staff, 5 = magic ring, 6 = magic necklace).
D10=6:A group of men are playing a game of chance near the entrance to the crypt. If players interfere, they will attack.
D10=7:Glowing runes light up the walls, showing scenes of ancient rituals. Touching the runes summons a ghostly scribe who mistakes the players for his long-dead students and insists on imparting forbidden knowledge—offering benefits but also severe curses if misused.
D10=8:The players come across a group of 2d6+2 kobolds who are hunting for food. They will attack if they discover the players.
D10=9:A group of 2d6 skeletons are practicing their fighting skills. They will attack trespassers.
D10=10:The crypt opens into a great hall where a skeletal king sits upon a decaying throne. He commands an army of 3d6 skeletal warriors, watching silently. The king offers a dark pact: loyalty in exchange for safe passage. Accepting binds you to his will but refusing incites immediate skeletal attack and a vengeful curse.
d100 = 67
D10=1:The players enter a room and find a strange altar with a strange gemstone in the center. If they investigate further, they will find that the gemstone is actually a powerful artifact that will grant its owner control over all undead creatures.
D10=2:The adventurers come across a large statue of a dragon. Its eyes move and follow each adventurer as they move around the room.
D10=3:A pale, translucent figure re-enacts its last moments in an endless loop, oblivious to your presence.
D10=4:Cold air from a side tunnel, whispering promises or threats, rests below crushed stone.
D10=5:A faint hum resonates from a stone altar. This resonance signals a powerful protection ward, which if touched, either aids with temporary shield or erupts in defensive magic.
D10=6:The party comes to a room with several small statues of a strange god. If the players touch them, they will animate and attack.
D10=7:A group of 2d6 drow are hiding in this room. If the players enter, the drow will attack.
D10=8:A grand piano sits eerily in a corner, playing itself. The song is a coded message revealing an elaborate trap, only discernible by playing the correct counter-melody alongside it, leading to a hidden treasure room.
D10=9:A group of dwarves is attempting to dig through a wall in the hopes of finding treasure on the other side.
D10=10:A swarm of rats blocks the passage, feeding on decaying bodies. Handling the swarm without attack requires a successful Animal Handling check.
d100 = 68
D10=1:A group of 2d6 drow are hiding in this room. If the players enter, the drow will attack.
D10=2:A rat swarm attacks!
D10=3:The smell of old parchment and aged wood fills the air. A trapped sarcophagus emits a gas if opened, causing temporary blindness for 2d4 rounds.
D10=4:A candlelit crypt where waxed effigies of children melted aims at protecting them from a mage's curse. 2d6 shade guardians pursue players through waxen labyrinths. Resolving this tragedy could influence local mage politics and offer poignant reflections on the limits of protection and sacrifice.
D10=5:A group of 1d4 cultists chant as they walk down the hall. They are led by a vampire, who is looking for new recruits.
D10=6:The distant sound of dripping water creates a mesmerizing rhythm. Following the sound leads to an underground stream populated by harmless but unnerving blind fish.
D10=7:In the next chamber, they find a pile of treasure guarded by a giant spider. The spider will not move or attack until the players make a move toward the treasure.
D10=8:The players hear a man talking about how he killed a troll and engaged in carnal acts with its mate. He is actually a necromancer looking for a test subject.
D10=9:The scent of old, dried spearmint still lingers in one chamber, which if followed, leads to a dried herb garden.
D10=10:The quiet bubbling noise draws attention to an old alchemical setup. A usable flask remains, offering either a potion or a combustible mixture.
d100 = 69
D10=1:Players find a derelict, magical contraption constructed by an ancient artificer. Repairing it reveals a hidden section of the crypt, guarded by a mechanical construct powered by necromantic energy.
D10=2:You come across a room where an argument is going on between two groups of humans who are arguing over the color of their armor - whether it is blue or gold!
D10=3:Inscriptions on the wall tell the tale of a powerful warlord. Reading them aloud brings forth his restless spirit, seeking warriors for his next conquest.
D10=4:A swarm of rats blocks the passage, feeding on decaying bodies. Handling the swarm without attack requires a successful Animal Handling check.
D10=5:A group of dwarves are digging in one of the tombs. If players approach, they will demand that they leave. If they do not, they will attack the players with their picks and axes.
D10=6:A crypt guardian lich sits atop a throne made of bones. The twist: The lich doesn’t attack but offers cryptic wisdom to any player who offers a memory from their past, which they forget in exchange.
D10=7:Inside a once-grand mausoleum, 2d6 vampire spawn lie in wait, their crypt silently lamenting a centuries-long curse that wiped out a royal lineage. Players unearth bitter truths through inscriptions, granting them power to either end the curse by destroying the vampires or seeking a near-impossible ritual to restore their humanity, evoking empathetic conflict.
D10=8:They come across a room with grave markers reading the names of their family members. This illusion is maintained by a disquiet spirit yearning for familial bonds.
D10=9:You enter a room and find a group of giant rats fighting over a magical item they found in the crypt.
D10=10:The crypt walls are covered in ethereal moss that emits a low, haunting melody. In this atmosphere, a spectral choir of banshees appears, singing songs of sorrow that induce hallucinations. These banshees guard a celestial harp that, when played correctly, can summon an angelic being for aid—or awaken a sleeping dragon beneath the crypt.
d100 = 70
D10=1:The party hears someone screaming in the distance. As they get closer to the sound, they find a group of undead humans beating up on a living human under some sort of magical effect. If the party helps the human, he will thank them and disappear from sight.
D10=2:The players enter a room and find a strange altar with a strange gemstone in the center. If they investigate further, they will find that the gemstone is actually a powerful artifact that will grant its owner control over all undead creatures.
D10=3:The party sees a door on one side of the hallway. The door has a sign on it that says 'Danger: Keep Out!'
D10=4:An eerie warmth fills a chamber lined with votive candles. Each candle represents a soul kept in purgatory. Extinguishing or lighting certain candles either releases the souls or calls forth a dangerous divine guardian that tests purity and intent.
D10=5:A forgotten chapel within the crypt houses the desiccated remains of a paladin order that failed to protect a sacred artifact. Their decrepit bodies are guarded by 3d4 ghosts, each telling their own tale of failure and guilt. Players can attempt to reclaim the artifact and rectify the dishonor, facing spiritual and moral dilemmas with significant consequences.
D10=6:A group of 1d4 gnolls are arguing about their lack of food. They will attack the players if they get close.
D10=7:A strange noise can be heard coming from a nearby room. If they investigate, they find a small room with several books in it. The books are filled with strange and unusual spells and magic. A strange man named Erasmus Grout is hiding in the room. He is a necromancer who is studying the spells and magic in the room's books. If he is discovered, he will attack the party with spells and summon undead minions to fight for him.
D10=8:A strange voice whispers from the darkness, demanding that the adventurers follow it. If they do, they find a large chamber filled with treasure.
D10=9:Following an earthquake, a section of the crypt has collapsed, creating an impassible barrier of rubble and broken sarcophagi. As you navigate the debris, poisonous vapors seep from the earth, choking the air. A well-armored specter emerges, the guardian of the crypt, demanding you to turn back. Engaging in battle could wrest useful items from its clutches, but a wrong move risks inhaling the toxic fumes. Clearing the path might reveal an alternate, safer route.
D10=10:The players find a book about the crypts below, detailing information about the tomb's previous inhabitants. The book is old and crumbling, and when the players touch it, it turns to dust.
d100 = 71
D10=1:The PCs come across a room filled with giant spiders. The spiders will attack if the party gets too close.
D10=2:The party discovers a strange book filled with strange symbols and writings. If they investigate further, they will find that the book is actually a magical tome that will grant powerful spells if read.
D10=3:The party finds a room with wisps of energy showing vague visions of the past. The twist: Observing too intently pulls a player into a temporal loop, reliving critical moments until they realize their true purpose and escape alone or bring insightful wisdom to free another.
D10=4:The walls of the corridor are covered in ancient graffiti. One section of it reads: 'Beware! The red dragon is near!'
D10=5:Cold mists form before the players, materializing into the dread knight and his ghostly retinue. Five ghostly paladins demand the players commit to a pact or suffer torment. If the players feign loyalty, they gain knowledge of a conspiracy to replace a beloved leader with an undead puppet.
D10=6:As they descend, the players feel an overwhelming pressure, and they are plagued by realistic hallucinations indicating their impending doom.
D10=7:A group of 2d4 hobgoblins are practicing their archery skills by shooting at random targets that they set up in the area. They will attack if provoked or if they think they can win
D10=8:A centuries-old broom appears to sweep on its own. Talking with it in jest or earnest reveals fragments of crypt lore or a small helpful charm.
D10=9:The players find a shimmering portal that shows glimpses of a peaceful and verdant world. Stepping through leads to a hellish alternate dimension.
D10=10:A winding passage winds narrower, tightening suffocatingly. Navigating through requires sheer vulnerability, stripped of possessions softly into a guide storage.
d100 = 72
D10=1:The stones underfoot are worn smooth by countless feet. Pause to consider the history trodden here or keep moving, feeling uneasy.
D10=2:Unsettling murals depict ancient rites. Decode them for insight into the crypt or shudder and pass them by.
D10=3:Hidden pressure plates line the corridor ahead, activating arrow traps. Only keen Perception checks can detect and avoid triggering these brutal defenses.
D10=4:As you approach a sealed sarcophagus, it begins to rattle ominously. A wight is attempting to escape. Players can choose to let it out and fight or reinforce the seal temporarily.
D10=5:Down the hall, a group of 1d4 ghouls attack! They are led by a ghast!
D10=6:The atmosphere thickens with spores, causing visions of recent deaths in the crypt, and the players must seek out the source.
D10=7:A group of 2d6 giant rats are running away from something, toward the party. It is a group of 2d4 gnolls, who are attacking the rats.
D10=8:A group of undead liches are up to no good. If the players investigate, they will be attacked and must defeat the liches or face dire consequences.
D10=9:The party comes across a group of three men wearing crimson robes. They are carrying a coffin filled with treasure. If asked what's in the coffin, one of them will say: 'A king who died too soon.' If asked why he's out here in the middle of nowhere with this coffin instead of back home like he should be, he'll reply: 'An evil king has stolen our kingdom from us. We're going to bury him here...'
D10=10:An ethereal mist fills a hall lined with frescoes of an ancient realm. Within, a ghostly court echoes with laughter and arguments. Interacting can either incite the ghosts into a frenzy, attacking with 2d4 ghostly knights, or players might earn their secrets of antiquated sorceries.
d100 = 73
D10=1:The walls of the corridor are lined with the skulls of past adventurers and the bones of their mounts.
D10=2:An ancient tapestry hangs but barely holds together. Inspect it for lore or let it fall, focusing on the path ahead.
D10=3:Wandering dilation spreads as you pass over a bridge. Each step resonates dirges, partially enhancing, partially burdening the trek.
D10=4:The final chamber reveals a grand tomb kept by a wretched, eternally tormented mimic disguised as the crypt’s very architecture. Escorting the mimic to its true tomb uncovers past secrets intertwining their fate with the crypt's profound enigma.
D10=5:A group of 2d4 cultists are in this room, worshiping a statue of Vecna. They will attack the players if they try to disturb the ceremony.
D10=6:In a secluded alcove, an ancient mosaic depicts an epic battle between good and evil. It continually shifts, responding to the players' actions. Interacting with the mosaic prompts it to show visions of their potential futures as legendary heroes, inspiring them to take brave and decisive actions.
D10=7:The party sees three skeletons playing checkers with one another.
D10=8:The party sees a door on one side of the hallway. The door has a sign on it that says 'Danger: Keep Out!'
D10=9:A thick, cold mist seeps from cracks in the flagstones, chilling the heroes to the bone. It collects in the corners, hiding the occasional skeletal footstep.
D10=10:The elaborately carved wooden doors leading further down collapse under the weight of time, revealing pitch-black darkness beyond.
d100 = 74
D10=1:You step on a loose tile, triggering a hidden mechanism that releases a swarm of bats from the ceiling. They are harmless but startling.
D10=2:The players come across a group of 2d6 harpies in a graveyard. The harpies are searching for a lost gem. The party can convince the harpies to give them the gem in exchange for a favor.
D10=3:Handprints etched in stone guide or mislead within forgotten corridors.
D10=4:Whispers of an old spell haunt a broken lectern, guiding you to revive a spectral sage ingrained in the crypt's walls.
D10=5:The scent of blood portends danger. A wounded adventurer lies nearby, sharing vital warnings but needing immediate aid.
D10=6:Players notice a pile of bones. If they look closely, they will find a golden necklace around the neck of the skeleton.
D10=7:You enter a room and find a group of demons attempting to convert the residents of the crypt to their dark religion.
D10=8:The party finds a necromancer's lair, dark rituals still resonating in the air. The necromancer's experiments left behind twisted, animated corpse golems that now roam the area.
D10=9:A sudden sigh echoes loudly, originating from a sacrosanct burial chamber that seems to defy time itself.
D10=10:The chamber is filled with sealed sarcophagi. A cold draft hints at the presence of a lurking vampire. Opening a tomb might reveal an ally or a curse-marked treasury. Closing each one before it awakens leads to narrow escapes or a powerful vampire’s pursuit.
d100 = 75
D10=1:You enter a room and find a group of Kobolds arguing over a magic item they found in the crypt. They will attack if provoked.
D10=2:Whiplashian supplicants eternally constrain diaphanous curtains yielding perplexed shards. Encouraging aid to them provides visionary tips; contrarily risking entangled reflexes from their entoggled strands.
D10=3:A white dragon is sleeping atop a pile of gold.
D10=4:An old tapestry hides a secret door. Opening it could reveal an escape route, a treasure trove, or hidden assailants.
D10=5:Down the hall, a group of 1d4 ghouls attack! They are led by a ghast!
D10=6:A maze of mirrors. The twist: Some mirrors show the future, some show the past, and some show the present but from another perspective in the crypt. One mirror, however, holds a malevolent spirit that may try to switch places with its reflection.
D10=7:While rifling through ancient tomes, a cursed scroll activates animating long-dead tomb guards tasked with protecting those secrets.
D10=8:In a crypt atrium filled with incenses, a riddle wafts through the air: "What has a heart that doesn’t beat?" The answer, "an artichoke," opens a nearby chest filled with rare herbs and alchemical ingredients.
D10=9:The party enters a room and finds a strange door with a strange lock. If they investigate further, they will find that the door is actually a portal to another realm and will transport them to anyplace they wish.
D10=10:The party stumbles upon a sarcophagus. As they open it, they find an elaborately dressed corpse clutching an ancient book. When they take the book, the corpse's eyes open and it emits a chilling scream, summoning 1d4 undead guardians. The twist: The book is actually an enchanted diary of a long-dead bard, and reading from it can summon ghostly performances with unpredictable effects.
d100 = 76
D10=1:A rumbling underfoot suggests either hidden caverns or an awakening threat.
D10=2:A ghastly wail echoes through the corridors, causing the players to split up involuntarily and face personal trials based on their deepest fears.
D10=3:In a large chamber can be found a powerful magical golem. If the players can defeat it, they will be rewarded with a powerful magical item.
D10=4:Skeletal infants occupying decrepit cradles keep the quietude. Attentively elicit snivels of residual respect over their evernsleeper rests; failing provokes kidnaps towards eternal unrest harbouring foul spectre dolls.
D10=5:A hidden chamber reveals a mesmerizing mural depicting a heroic battle against a dragon. As players approach, the mural comes to life, and they must fight spectral warriors and the draconic illusion to gain access to a treasure chest hidden beneath the floor.
D10=6:You see a skeleton dressed in a full suit of armor. The skeleton's hand is on his sword, as if he was preparing to draw it at any moment.
D10=7:The musty chamber houses a long-forgotten organ where ghostly melodies ensnare the mind. An undead maestro promises power and dark serenades in return for eternal servitude. Playing the tune offers immense immediate strength, but failure to resist its pull during combat or other critical moments weakens resolve.
D10=8:A spectral scribe who offers to chronicle the adventurers’ deeds. The twist: For every boast or lie added, the scribe’s inkstains corrode the truth within the party's memories, altering their perceptions and abilities until the falsehoods are righted.
D10=9:As you descend a flight of narrow stairs, they crumble slightly underfoot. A dexterity check ensures safety; failure results in minor bruises from small falling rocks.
D10=10:The players see a bridge spanning a gorge. The bridge is broken in the middle. There is a sign next to the bridge that reads, "Bridge Out."
d100 = 77
D10=1:The walls pulse with dark energy, and players find themselves in an alternate reality where they see versions of their own deaths.
D10=2:An ancient and battered shield leans forlornly, once belonging to a renowned guard. Adopting it strengthens resolve but draws ghosts of vanquished foes seeking rematch.
D10=3:The players come across a group of 2d4 skeletal warriors in a crypt. The warriors attack the players if they enter the crypt.
D10=4:Amidst the tombs, you find a small garden where luminescent mushrooms grow. Consuming them can have either beneficial healing properties or strange hallucinations that last a few hours.
D10=5:Crossing a narrow bridge over an abyss, the adventurers face an air elemental who claims dominion of the crypt's high vaults. Only those proven in airborne combat or cunning diplomacy can pass.
D10=6:The party encounters a giant spider, which is guarding a mysterious and powerful artifact.
D10=7:A sinister giggle echoes longest walls, unnervingly childish, yet no source is found.
D10=8:The crypt ceiling collapses to reveal a chained demi-god, furious yet weak. The god offers great power or knowledge in exchange for freedom, but players must navigate ancient rivalries and dangerous consequences should they accept the offer.
D10=9:Placing an item on a weathered altar causes it to be either enhanced or cursed, depending on the altar's shifting alignment.
D10=10:A young couple is making plans for their wedding. They are arguing about who should be invited to their wedding. They will stop arguing if a player approaches. If a player approaches, they will tell the player their story and ask the player to help them make a decision. If the players help them, they will be invited to the wedding and given a gift.
d100 = 78
D10=1:The clinking of metal on stone reveals a forgotten treasure chest. Yet opening it without care might activate a spinning blade trap.
D10=2:At the crypt’s heart lies a bone throne occupied by a lich king. He proposes a game of wits: a deadly chess match where pieces are animated skeletons. Victory offers knowledge of an ancient spell, while defeat might cost their lives or freedom.
D10=3:The party hears a loud crash. If they investigate, they will find that a large box fell from a shelf. The box is completely unmarked and empty.
D10=4:A tomb guardian appears, challenging the parties in single combat as a test of their worthiness to continue deeper.
D10=5:In a crypt-shrouded alcove, the adventurers find an otherworldly portal guarded by 3d6 infernal beings collecting souls under binding contracts from unsuspecting mortals. These mortals include prominent bishops and high priests. Exposing this dark pact could topple the religious institution, while making pacts with the demons could grant unimaginable power but at an unspeakable moral cost.
D10=6:A fountain of crimson liquid pulses at the crypt's core, seemingly filled with blood. When approached, the fountain reveals it is a portal to a demiplane of eternal twilight. Once inside, players must battle vampiric overlords and retrieve an ancient relic to close the portal and stop the sporadic emergence of bloodthirsty creatures.
D10=7:A group of cultists are gathered, chanting and praying to their dark god. They will attack anyone who interrupts their ritual.
D10=8:In a large chamber can be found a powerful creature of indeterminate origin. It seems to have the powers of both a lich and a vampire.
D10=9:A group of 1d4+2 dwarves are praying to a statue of a dwarf god.
D10=10:Whiplashian supplicants eternally constrain diaphanous curtains yielding perplexed shards. Encouraging aid to them provides visionary tips; contrarily risking entangled reflexes from their entoggled strands.
d100 = 79
D10=1:The party discovers a group of strange creatures that appear to be worshipping a strange creature. If they investigate further, they will find that the creature is actually a powerful vampire that will attack any living creature that it finds.
D10=2:A group of three women are standing around singing songs about death and decay. If questioned, they will say that they are preparing for an upcoming battle against an undead army.
D10=3:The adventurers come across a room filled with strange and powerful magical items. If they try to take any of the items, they will be attacked by strange magical forces.
D10=4:A group of 2d4 cultists are performing a dark ritual. They are attempting to summon a demon lord. Players can interrupt the ritual to prevent the summoning or face the consequences of battling the demon if they fail.
D10=5:You encounter a spectral figure holding a crystal ball, murmuring about the fate sewn into the threads of time. She offers a glimpse into future choices, but the vision is often misleading or the cost is great, extracting a painful memory or vital piece of equipment in return.
D10=6:The floor becomes slippery with a mysterious, green slime that oozes from the walls, making every step treacherous.
D10=7:The party enters a room and finds a large stone statue. If they investigate further, they will find that the statue is actually an ancient golem that will attack them if they do not answer three riddles correctly.
D10=8:As you search a ransacked tomb, a mummified hand animated by weak necromancy crawls toward you. Its intentions are benign, pointing towards a hidden stairway.
D10=9:Several cryptic symbols are etched into the floor. Attempting to decipher them could trigger unknown consequences.
D10=10:Soft whispers seem to come from nowhere. They're disconcerting but cause no harm, making concentration checks harder.
d100 = 80
D10=1:They find a ghostly bard strumming a spectral lute, cursed to play forever. He knows the crypt's secrets and can guide the adventurers if they lift his curse by retrieving his enchanted lute strings.
D10=2:They encounter a spectral blacksmith bound to his forge. He offers to upgrade their weapons if they bring him the soul shards of undead lurking in the crypt.
D10=3:A sudden tremor reveals an ancient stone tablet inscribed with runes predicting the players’ arrival. Solving this ancient prophecy unlocks hidden chambers containing both dangers and rewards.
D10=4:Faint strains of music drift up from a hidden, underground river where an ethereal boatman waits. He offers passage for a small favor.
D10=5:You find a discarded weapons rack filled with rusting armaments, some still serviceable despite their age.
D10=6:A group of men are playing a game of chance near the entrance to the crypt. If players interfere, they will attack.
D10=7:A group of 2d4+4 goblins are arguing about whether or not to leave their tribe. If players get too close, they will attack.
D10=8:A small trickle of water runs down the wall. Inspection reveals a hidden valve that opens a secret chamber.
D10=9:The sound of dripping water echoes through the crypt. A nearby fountain still runs, its water crystalline but wholly undrinkable. Following the sound leads to a secret chamber.
D10=10:The players stumble upon a desecrated altar. Upon investigating, they are cursed with visions of their darkest fears until they cleanse the altar with holy water.
d100 = 81
D10=1:A stagnant pool traverses the path, potentially hiding 2d4 necromantic slimes.
D10=2:A deep, resonant gong sounds in the distance. Shortly after, restless spirits begin to stir, continuing until you locate and silence the source.
D10=3:You enter a room and find a group of wights attempting to raise the dead. They will attack if disturbed.
D10=4:The players hear a low, throaty growl coming from one of the tombs. They see a dim light coming from the tomb. If they investigate, they will find a werewolf, who has recently transformed and is still weak. He will beg the players to kill him.
D10=5:The sound of whispers and frantic scribblings draw you deeper into a chamber filled with tomes and scrolls. A necromancer scrawls feverishly, guarded by 2d6 ghasts. His drawn and haggard appearance betrays his obsession with unlocking undead secrets. Engaging may yield valuable texts and artifacts, but his ghasts are ferocious foes fierce in defense, and the necromancer's demise could turn the undead upon you.
D10=7:An enchanted library contains tomes that animate guardians of spectral knowledge. Passing their tests of intellect and wit grants access to powerful spell scrolls and hidden pathways.
D10=8:An alcove holds statues depicting various stances of contemplation, with the riddle: “You see a boat filled with people. It has not sunk, but when you look again you don’t see a single person. Why?” Answer "they were all married" and receive a key that fits the lock on an adjacent door.
D10=9:Floor tiles intricately set in a beautiful pattern reveal a secret when aligned. Yet, altering them awakens 3 skeletal warriors determined to protect their crypt’s secret.
D10=10:The entrance to the crypt is guarded by a pair of ancient stone golems with a riddle inscribed on their chests. They awaken as the party approaches, seeking an answer to their age-old query before granting passage. The riddle delves into themes of bravery and wisdom, encouraging the players to embody these traits. Solving the riddle inspires the party, filling them with a sense of accomplishment and reinforcing themes of intelligence over force.
d100 = 82
D10=1:A stone tablet with ancient recipes lays forgotten. Replicating these recipes grants temporary buffs; failing leads to nausea.
D10=2:You hear a distant clinking sound. A group of 3d6 skeletons armed with rusty swords is patrolling the nearby corridor. Players must decide whether to avoid them or fight through.
D10=3:Strange symbols decorate the floor in one chamber, glowing faintly. Stepping on the glowing symbols creates illusions of long-gone battles being re-enacted. The twist: The illusions can temporarily possess those who engage, forcing them to fight as the phantoms did.
D10=4:A purple slime oozes through a crack in the wall. If it touches anyone it will cause them to become paralyzed for 1d4 turns.
D10=5:Thick, humid air makes breathing difficult. Every Ability check is made at a disadvantage until players rest for 10 minutes.
D10=6:The sound of flowing water leads you to a sunken crypt, now a nest for 2d6 aquatic ghouls. Amongst the bones, a treasure chest glows. Removing it awakens the ghouls, causing a deadly battle. Leaving it behind sustains the ghouls' power but lets you escape without harm—for now.
D10=7:1d4 wights advance down the hall, carrying a coffin! They are looking for a place to bury their comrade.
D10=8:A half-burnt journal hints at treasure but warns of curses.
D10=9:The adventurers enter a room and find a powerful, ancient dragon slumbering. It is up to the adventurers to decide if they will wake the dragon or try to sneak past it.
D10=10:The players find a strange altar with a strange symbol carved on it. If they investigate further, they will find that the altar is actually a portal to another plane of existence and will transport them to another realm if they touch it.
d100 = 83
D10=1:A powerful necromancer has set up a laboratory in the crypt. If the players investigate, they will have to fight off a group of skeletal guardians that have been set to guard the laboratory.
D10=2:Little bone weavers avidly fasten residual fibre evidences along the precinct's passage. Contribute minutely to their task appeases their lot, aloofness untoward gifts proportionate necrotic bursts.
D10=3:A distant chime rings out every few minutes. Following the sound, you find a simple brass bell, a keepsake from a long-gone guardian.
D10=4:A group of 2d6 goblins are digging through the bones and grave goods in this area, looking for anything they can steal. They will attack the party on sight.
D10=5:Carved runes on the floor pulse gently with blue light. Study the pattern for clues or avoid a possibly dangerous trap.
D10=6:Thick moss covers a grand stone staircase leading into the bowels of the earth. Along the walls are murals depicting primeval battles against dragons. A large draconic skeleton lays at the bottom. Disturbing it awakens the bone dragon, which will defend its resting place fiercely.
D10=7:The quiet rustle of pages is heard. A dusty tome lies on a pedestal, giving ancient incantations at a cost—reading too long drains the reader’s vitality.
D10=8:A river of glowing green ectoplasm flowing through the crypt. The twist: It can be safely navigated using spectral boats that form out of whispered incantations; however, the river's spirits try to draw adventurers overboard for companionship.
D10=9:Self-omphalous effigies signify a disorderly ungodly chamber, while dancing shadows project horrifying visages. Respectful gestures may garner the watching deities' respect or disturb influences, drawing divine retribution.
D10=10:In a room filled with shelves of rotting tomes, the players find a book bound in crimson leather. It reacts to their presence by flipping open to a random page, revealing a summoning spell for a demon bound to protect a hidden treasure. Activating the spell unleashes the demon, who will only surrender the treasure if the players answer its riddle—or defeat it in combat.
d100 = 84
D10=1:You enter a room and find a group of giant spiders attempting to spin a giant web. They will attack if disturbed.
D10=2:Lying on the ground charred, dried remains of an adventurer emit faint greenish smoke. Touching personal effects brings their spirit who reveals a crypt's hidden traps.
D10=3:The smell of old parchment and aged wood fills the air. A trapped sarcophagus emits a gas if opened, causing temporary blindness for 2d4 rounds.
D10=4:In a dark corner of the crypt, the players find a trapped room full of undead creatures.
D10=5:An eerie warmth fills a chamber lined with votive candles. Each candle represents a soul kept in purgatory. Extinguishing or lighting certain candles either releases the souls or calls forth a dangerous divine guardian that tests purity and intent.
D10=6:The party finds a shrine deep in the crypt dedicated to a forgotten god. If they enter the shrine, a group of ghosts will attack them.
D10=7:A crypt’s crumbling foundation reveals concentric coffins of those unable to escape a sinking city’s collapse. 2d6 ghost architects challenge players with puzzles reflecting their doomed attempts to repair the city. Solving or destroying the puzzles influences regional architectures, symbolizing struggle against inevitable collapse.
D10=8:A small, recently used campsite echoes with ghostly laughter. Examination shows it's well-tended, suggesting recent, but peaceful, occupation.
D10=9:The players see a giant, metal door. The door is inscribed with runes and ancient symbols. If the players read the runes, they will discover that the door leads to a secret chamber filled with an ancient artifact.
D10=10:A group of 2d6 mummies is guarding a mysterious chest. If the players try to open the chest, the mummies will attack.
d100 = 85
D10=1:Players find a derelict, magical contraption constructed by an ancient artificer. Repairing it reveals a hidden section of the crypt, guarded by a mechanical construct powered by necromantic energy.
D10=2:The party stumbles upon a sarcophagus. As they open it, they find an elaborately dressed corpse clutching an ancient book. When they take the book, the corpse's eyes open and it emits a chilling scream, summoning 1d4 undead guardians. The twist: The book is actually an enchanted diary of a long-dead bard, and reading from it can summon ghostly performances with unpredictable effects.
D10=3:A group of 2d8 bandits are hiding in this room. If the players enter, they will attack.
D10=4:Stagnant air chokes the room, making it hard to breathe. Opening a nearby vent alleviates this but draws rodents, which scatter harmlessly.
D10=5:The players find a group of 2d10 bugbears searching for something in the crypt. If the players get too close, the bugbears will attack.
D10=6:The faint smell of incense lingers oddly in the air. It originates from a small shrine dedicated to a forgotten deity. Paying respects might grant a minor boon or invoke a curse.
D10=7:A powerful ghost is haunting the crypts, searching for something of great value.
D10=8:A group of 2d6+2 giants are setting up camp for the night. They are tired from a long day of walking and fighting. If the players attack them, the giants will fight back with all their might and try to kill as many as possible before dying themselves.
D10=9:A thief is looking for a place to hide. He is carrying a box. He says he has a box of treasure, but he does not.
D10=10:A fallen chandelier crashes at the players' feet, seemingly dislodged by nothing. Inspecting the area, they find a hidden passage leading to what appears to be an armory, where the ghost of a long-dead blacksmith offers to forge ethereal weapons if they deliver a lost ring to his family.
d100 = 86
D10=1:A lone skeleton stands guard at a rusted iron door, its empty eye sockets watching your every move. It doesn’t attack until you get too close.
D10=2:The players find a group of 2d10 bugbears searching for something in the crypt. If the players get too close, the bugbears will attack.
D10=3:The entrance to the crypt is guarded by a pair of ancient stone golems with a riddle inscribed on their chests. They awaken as the party approaches, seeking an answer to their age-old query before granting passage. The riddle delves into themes of bravery and wisdom, encouraging the players to embody these traits. Solving the riddle inspires the party, filling them with a sense of accomplishment and reinforcing themes of intelligence over force.
D10=4:An old man is sitting on a tombstone, crying. He is lost and doesn't know where he is. He will not recognize or respond to the party. He will ask for help finding his way back home. If he is helped, he will reward the party with a small gift.
D10=5:An ornate clockwork mechanism challenges understanding. Solving its riddles provides valuable knowledge, while a mistaken hand brings its spectral caretaker seeking immediate retribution.
D10=6:Damp air and a constant echo signal the labyrinthine crypt's deep recesses. The players reach an underground aqueduct, bogged by rank waters. Amid the muck lurk six spectral knights who have sworn to guard their barrow from thieves. If the players deselect an honorable approach, the knights offer guidance and reveal an ongoing scheme to overthrow a neighboring kingdom through necromantic means.
D10=7:The adventurers hear a loud voice emanating from an unseen source. It says that it will bring them great wealth if they solve its riddle.
D10=8:Walking deeper into the depths, the party finds a still, dark pool reflecting the ceiling above. If disturbed, a skeletal hydra will rise from the waters, each of its five heads thirsting for the intruders’ blood. Solving the riddle inscribed on a stone tablet nearby will pacify the beast and grant safe passage.
D10=9:Soft whispers seem to come from nowhere. They're disconcerting but cause no harm, making concentration checks harder.
D10=10:The echoing sound of water leads the party to an underground stream. Drinking it temporarily grants heightened abilities but also causes intense paranoia. The twist: This paranoia allows them to see spirits otherwise invisible, which can be both beneficial and detrimental.
d100 = 87
D10=1:The party discovers an ornate mirror. Looking into it shows not their own reflection but visions of alternate realities where they made different life choices. The twist: The mirror will occasionally and unexpectedly pull the adventurers into these alternate realities, forcing them to find a way back.
D10=2:An old man is sitting on a tombstone, crying. He is lost and doesn't know where he is. He will not recognize or respond to the party. He will ask for help finding his way back home. If he is helped, he will reward the party with a small gift.
D10=3:An ornately carved panel tells a tale in Draconic. Understanding it gives insight into the crypt's layout, aiding navigation.
D10=4:Cool breezes ferry scents of indignity or an expected release from a decayed curse.
D10=5:A cold wind blows through a hallway layered with frost. Within, an icy throne holds a frozen knight clutching a flaming sword. Warming the knight requires overcoming an ice elemental. If freed, the knight will either assist the party briefly or become a new foe if they are disrespectful.
D10=6:Obsidian runes subtly glitter on the floor, inscribed to venerate a god of endings. Offering a modest token of respect clears a safe passage; neglecting them warrants divine ire.
D10=7:The players enter a room and find a large pile of gold coins. If they investigate further, they will find that the coins are actually guarded by a powerful demon that will attack anyone who takes the coins.
D10=8:The players see a torch that is being held by a hand that is coming out of the wall. The hand will attack the players if they try to get close to it.
D10=9:A large jar holds bones stacked neatly. Examine for arcane spells or leave it intact, fearing dust and curses.
D10=10:The ticking of an old pendulum clock suddenly strums through dead air. Investigating might recalibrate temporal vision for a nearby anachronism; misvaluations unwittingly invite chronal aberrations.
d100 = 88
D10=1:The players find a group of 3d6 cultists praying to their dark god. As they pray, they are marking X's in the ground with their blood. The cult leader is about to sacrifice a young woman to their dark god. If the players interfere, they will be attacked by the cultists and their leader who is a paladin from another realm where paladins are evil and serve the dark god who is known as 'the dark lord'.
D10=2:In a chamber where mirrors line every wall, the adventurers are confronted by their own reflections come to life. These twisted doppelgangers seek to replace them in the real world.
D10=3:A group of 1d6+3 soldiers are walking down a hall. They are on patrol and looking for any intruders in this area or any nearby areas. If the players approach them, they will question them and then let them continue on their way if they have permission to be in this tomb or not.
D10=4:An opulent crypt chamber guarded by wraiths houses a dormant, ancient paladin who reminisces about the battles against darkness. The paladin offers a challenge: a dual against his spectral form to prove their mettle. Encouraged by his tales of relentless heroism, players embrace the combat, leaving them with emboldened spirits and ancestral weapons blessed to further their quest against evil.
D10=5:The party comes across a room with a foul odor. If they investigate, they'll find a pool of water. If they investigate the water, they'll find a skeleton in it.
D10=6:An eerie green light emanates from a dense cluster of crystals. The source is a corrupted earth elemental split by madness, whosoever holds split essence gains insight into the crypt's elemental magic trials but incurs erratic behavior.
D10=7:A corridor suddenly tilts, altering gravity for those who attempt to pass. Adapting to the new angle avoids injury.
D10=8:An unnatural warmth radiates from a chamber. Entering it reveals a magical brazier capable of healing minor injuries or invoking conditions for another guardian warden.
D10=9:An ancient, rusty lock fastens an iron chest. Attempt to open it for contents or move away, expecting it to be trapped.
D10=10:In the depths of a crypt, the players find a group of 2d6 mummies. The mummies attack the players if they enter the crypt.
d100 = 89
D10=1:A group of 2d6+2 orcs are getting drunk and celebrating a recent victory by telling stories of their glory and past exploits. They will attack if provoked or if they think they can win.
D10=2:Amidst grand ruins, players find the bones of a renowned traitor, venerated and reviled in equal measure. 2d4 revenant knights arise, pulling players into a web of legacy and reputation. Decisions here affect regional perceptions of justice and betrayal, echoing in tales of honor tempered by historical tragedy.
D10=3:Hidden within a chamber are 2d8 zombified former scholars, forced to scribe forbidden histories that unveil scandalous truths about the reigning dynasty's origins. Reading these texts could provide unprecedented knowledge and power, but if brought to the surface, it would lead to instant accusations of high treason. The scholars can spit out cryptic phrases, giving subtle hints of the broader conspiracy.
D10=4:The floor is covered in a thick layer of dust. Following the footprints leads to a hidden, undisturbed chamber.
D10=5:The crypt's walls here are engraved with ominous, shifting runes. As the players pass by, they begin to feel increasingly paranoid and aggressive. Within moments, a group of spectres emerege: six ghasts with decayed flesh hanging from their bones. A spectral mage directs them, warning the players to turn back. If players defeat them, the mage’s skeletal remains reveal a long-buried secret—a plot from centuries past to overthrow a ruling council that still echoes in current politics.
D10=6:In a corner, a decaying journal in Elvish speaks of a lost artifact. A successful Sailor Lore check may reveal clues to its location.
D10=7:The party discovers a room filled with magical weapons. If they try to take any of the weapons, a group of animated armor will attack.
D10=8:The crypt opens into a great hall where a skeletal king sits upon a decaying throne. He commands an army of 3d6 skeletal warriors, watching silently. The king offers a dark pact: loyalty in exchange for safe passage. Accepting binds you to his will but refusing incites immediate skeletal attack and a vengeful curse.
D10=9:The crypt's depths reveal a summoning circle protected by impish demons. To proceed, the players must disrupt the summoning or risk facing off against a powerful demonic entity.
D10=10:Hidden pressure plates line the corridor ahead, activating arrow traps. Only keen Perception checks can detect and avoid triggering these brutal defenses.
d100 = 90
D10=1:A heavy, iron-bound door bars your way, marked with ancient sigils of warning. Behind it, you can hear hushed, despondent voices. Forcing the door reveals 1d4 duskblades, magical undead knife fighters who serve a long-dead lord. Their fortress of arcane artifacts offers much, yet their skill and cold precision make them daunting adversaries. Capturing their knowledge could aid against greater threats above ground.
D10=2:Thick cobwebs drape the crumbling stone walls, and the air is heavy with an ancient curse. Within a dust-choked alcove, the party discovers an ancient sarcophagus. Disturbing it will unleash 2d4 wraiths that will attempt to drain their life essence. Alternatively, leave it be and the wraiths will remain dormant, though the treasure inside remains untaken.
D10=3:A lopsided table holds scattered parchments detailing known weaknesses of the undead, an invaluable resource.
D10=4:Strange, rhythmic footfalls echo behind concealed doors. Revealing them might lead to discovering an animated suit of armor bound by its code to challenge any who approach.
D10=5:Players notice a pile of bones. If they look closely, they will find a golden necklace around the neck of the skeleton.
D10=6:A group of 1d4 giant spiders are scurrying around this room.
D10=7:The floor crumbles underfoot, revealing a hidden cavity. Explore the space within or cover it up, intending to avoid a pitfall.
D10=8:The creaking of ancient wooden chests reveals skeletal remains posed as if caught in a last, desperate struggle. Amongst the 3d6 skeletons, a lone survivor's ghost recalls a bitter betrayal by an envious friend. Players face the dilemma of uncovering the truth to free the ghost or leaving the restless spirits to their grim fate, deepening the crypt's tragic legacy.
D10=9:Veiled alcove harbors a crypt-some tryst gone treacherous, choked remains grip a putrid promise. Solve lovers’ turmoil rescuing love, err leading to another untimely demise.
D10=10:A ghostly librarian ceaselessly catalogs decaying tomes. Interrupting her work gains either information or a guard's ire.
d100 = 91
D10=1:A sinuous whisper weaves through the shadows, hinting at a nearby secret door. Following the whisper might lead to hidden treasures or into a predator’s lair positioned to ensnare curious souls.
D10=2:In the depths, the party stumbles upon a makeshift courtroom overseen by 1d6 ghostly judges, presiding over the "trial" of historical figures known for their controversial reigns. This spectral judiciary is punitive and insists on the adventurers as witnesses or even jurors, demanding they pass judgment themselves. Participating might reveal dark truths and ancient injustices but could also corrupt their souls.
D10=3:Amongst the crumbling pillars, the adventurers find a chillingly preserved mural depicting an apocalyptic event. Touching the mural catapults them into a shadowy realm where the depicted event seems to be unfolding. The twist: This realm is a mental construct; they are actually in a trance and must solve a riddle to wake up.
D10=4:Rats scavenge from a pile of scattered coins. Retrieve the coins or leave them, considering potential traps.
D10=5:Their cousins' tendrils loop in fraternal weave, hinting at separate traps or simple illumination struggles.
D10=6:In the calm reflections chamber, this thought is found: “What two things can you never eat for breakfast?” Answering “lunch and dinner” opens a concealed compartment containing a rare artifact.
D10=7:A distant tolling bell resounds faithfully each hour as it did in life, counting down the eerie moments as explorers delve deeper.
D10=8:A crypt door is ajar, revealing a chamber filled with mummified bodies. These bodies appear to be Pharaohs from various dynasties, although their spirits inexplicably converse with each other about modern political events.
D10=9:Amidst the tombs, you find a small garden where luminescent mushrooms grow. Consuming them can have either beneficial healing properties or strange hallucinations that last a few hours.
D10=10:A lone flower grows defiantly in the gloom. Plucking it may yield magical benefits or curse the picker.
d100 = 92
D10=1:Players discover a shrine dedicated to a long-forgotten primordial deity. Kneeling before the shrine summons an ancient, otherworldly guardian who demands proof of faith. Pass the deity’s cruel trials to gain boons or face retribution for their insolence.
D10=2:A clattering noise leads the party to a room filled with animated skeletal rodents. Destroying the rodents reveals a hidden trapdoor underneath a pile of bones—leading to a secret chamber where the remains of forgotten heroes still bear unclaimed, magical relics.
D10=3:In a chamber where time seems to stand still, the players find an eternally burning brazier. Touching the flames triggers an encounter with 1d6 fiery specters bound to the brazier's magic. Players can extinguish the flame to free the spirits or use the brazier's ancient heat to forge lost relics.
D10=4:The players hear a low, throaty growl coming from one of the tombs. They see a dim light coming from the tomb. If they investigate, they will find a werewolf, who has recently transformed and is still weak. He will beg the players to kill him.
D10=5:Inside a once-grand mausoleum, 2d6 vampire spawn lie in wait, their crypt silently lamenting a centuries-long curse that wiped out a royal lineage. Players unearth bitter truths through inscriptions, granting them power to either end the curse by destroying the vampires or seeking a near-impossible ritual to restore their humanity, evoking empathetic conflict.
D10=6:A series of pictograms on the wall tell a story of an ancient king's curse. Quick understanding of it allows negating the trap ahead.
D10=7:A strange noise can be heard coming from a nearby room. If they investigate, they find a small room with several books in it. The books are filled with strange and unusual spells and magic. A strange man named Erasmus Grout is hiding in the room. He is a necromancer who is studying the spells and magic in the room's books. If he is discovered, he will attack the party with spells and summon undead minions to fight for him.
D10=8:The players come across a room with a large pool of water in the center. If they investigate further, they will discover that the pool is actually a portal to an underwater realm. If they enter, they will find themselves in an underwater city.
D10=9:The distant but unmistakable sound of metal on stone hints at recent activity. Investigating might reveal trapped or lost comrades.
D10=10:Strange, ancient wooden wheels, long forgotten by time, squeak as they roll, leading the party toward storerooms filled with spoiled or fortuitous supplies.
d100 = 93
D10=1:A vague, sour scent implies something spilled here long ago. Digging up the dirt reveals an old vial of still-potent acid.
D10=2:A faint scraping sound comes from behind a sealed granite door, which is difficult to open without a combined Strength check of 25.
D10=3:Echoes of whispered curses fill a narrow hallway, and the glint of treasure catches the eye from a pile of bones. Unease grows as you approach, for this treasure is guarded by four mummy lords, each draped in ceremonial wrappings and brandishing ancient relics. Their eyes burn with an unnatural hunger. A dark ritual has tied these mummies to their hoard, and their defeat could reveal old secrets or unleash a necromantic plague upon the living.
D10=4:Dusty cobwebs obscure an old iron chest. Inside, you find mundane clothing and tools, useful but not extraordinary.
D10=5:The faint smell of incense lingers oddly in the air. It originates from a small shrine dedicated to a forgotten deity. Paying respects might grant a minor boon or invoke a curse.
D10=6:The party encounters a serene fountain in the crypt with clear, enchanted water. Inscribed on the fountain's edge is the riddle: "What has keys but can't open locks?" Answering "a piano" makes the water glow, granting temporary enhancements to their abilities.
D10=7:The party sees three skeletons playing checkers with one another.
D10=8:An old lantern flickers on the floor, its glass cracked. Use it for light or be wary of what snuffed out the previous holder’s flame.
D10=9:You enter a room and find a group of skeletons chanting a strange language. They will not attack unless provoked.
D10=10:Overarching roots intrude through the crypt ceiling, entwining into a magical barrier. The roots originate from an ancient tree spirit needing protection against forces converting it into dark corruption.
d100 = 94
D10=1:The players encounter the ghost of a knight, clad in spectral armor. He asks for help recovering his lost sword, which was stolen by a band of ghouls. If they assist him, he will offer his protection and wisdom.
D10=2:Sinister laughter echoes as the party finds a room filled with broken mirrors. Touching one mirror transports a player into a dark reflection of the crypt where they need to face a malevolent doppelganger to return.
D10=3:You enter a room and find a group of cultists attempting to open a portal to another plane. They will attack if disturbed.
D10=4:Flickering torchlight reveals ancient murals depicting a forgotten war. Any prolonged examination instantly causes a group of three wights to materialize.
D10=5:Rusted chains dangle from the ceiling, occasionally clinking as if moved by an unseen force, hinting at old prison cells or torture chambers.
D10=6:A thief is looking for a place to hide. He is carrying a box. He says he has a box of treasure, but he does not.
D10=7:The players come across a room where an argument is going on between two groups of kobolds. One group is trying to get the other group to clean up their room...which is full of garbage and smelly socks.
D10=8:A loose stone in the wall, if removed, reveals a small stash of dried herbs useful for minor healing salves.
D10=9:Treasured mementos from lost children, a painted rock or a small beloved toy, offer poignant glimpses or minor haunts.
D10=10:A group of 1d6+3 soldiers are walking down a hall. They are on patrol and looking for any intruders in this area or any nearby areas. If the players approach them, they will question them and then let them continue on their way if they have permission to be in this tomb or not.
d100 = 95
D10=1:Grasping hands emerge from the ground, attempting to restrain you. A Strength check is needed to break free before they drag you underground.
D10=2:Cryptic ledgers found amongst scattered bones record bizarre experiments. Anything deciphered might reveal practical knowledge if the reader dares to risk the books' inherent curses.
D10=3:The distant flutter of wings signals more than bats. A small flock of stirred-up stirges may launch an attack if not handled carefully.
D10=4:An old dagger embedded in the wall glows faintly. Touching it evokes memories from a previous adventurer’s tragic end, giving clues about crypt inhabitants.
D10=5:Simple runes glow in the dying light, aiding navigation or erupting into power.
D10=6:A folded piece of parchment spills from a decaying pouch. Read it for potential warnings or let it be, not disrupting the past.
D10=7:A white dragon is sleeping atop a pile of gold.
D10=8:A group of 2d10 goblins attack!
D10=9:They discover a mysterious, serene room with ancient rulers. The phrase states: “I am taken from a mine, and shut up in a wooden case, from which I am never released, and yet I am used by almost every person. What am I?” Answering "pencil lead" opens a secret door.
D10=10:A group of 2d6 orcs are playing a game of bones. They are drunk and will attack the players.
d100 = 96
D10=1:Dried rat carcasses are scattered on the floor. If disturbed, 2d4 giant rats emerge from the walls and attack.
D10=2:Delicate chains stretch inconspicuously across doorways at ankle height, ready to ensnare the unwary in soundless snares.
D10=3:Chains rattle ominously in the dark as players venture forward. They find an ancient paladin, bound and corrupted beyond recognition. Freeing and cleansing the knight can offer a powerful ally, but woe to those who fail.
D10=4:As the party navigates a perilous catacomb, they discover a group of imprisoned spirits who speak of a hidden prophecy centered on the players. Through choices made in freeing the spirits, they uncover cryptic guidance that bolsters their courage, underpinning their motivations with a sense of epic responsibility and destiny.
D10=5:As you descend deeper into the crypt, the walls narrow, forcing you into single file. Every step seems to echo endlessly, a reminder of the oppressive darkness around you. You suddenly find yourself in a chamber with four death knights clad in tattered armor, wielding glowing swords. Their leader speaks of a prophecy involving your bloodline, offering a dark bargain. Do you seek the power they offer, knowing the price, or defy them, risking an eternity of their wrath?
D10=6:The party comes across a large tower with five levels of dungeons beneath it that were created by an evil necromancer named Xaelon Xallisar, who was later killed in an uprising of the people of the kingdom against him by his own people for creating and unleashing an evil taint upon them all. As you delve deep into the dungeons, you will find some terrible monsters that were once human that were turned into monsters by him and his experiments upon them from experimenting upon them with vile magic to create powerful undead soldiers for him to use as his army against the kingdom!
D10=7:Oxidized hinges signal betraying miner placements.
D10=8:A rat scurries past carrying a small, glittering object. Track it down or let it go, missing whatever treasure it might lead to.
D10=9:As you round a corner, you come face to face with a ghoul dining on the remains of a previous explorer.
D10=10:An underground hall of mirrors reveals specters of current political figures in compromising or heretical acts. These images are visions conjured by 2d4 malevolent wraiths who feed on the turmoil such revelations create. Destroying the wraiths may purify the crypt, while preserving the reflections could weaponize the visions for blackmail or influence at the cost of personal integrity.
d100 = 97
D10=1:A group of 2d6 human soldiers are standing guard in this hallway. They are standing at attention, with their swords held straight up into the air.
D10=2:The adventurers step into a tomb where gravity shifts unpredictably. Phantasmal pitfalls open beneath them, testing their agility and wits.
D10=3:The players hear a man and a woman arguing about their relationship. They are standing close to the players, but they will not notice them if they hide behind a corner.
D10=4:Deep within the crypt, a tunnel leads to a dark, haunted forest where undead treants patrol. Amongst them, a lone druid spirit mourns. By assisting the druid in a cleansing ritual, the players feel a profound connection to nature, and the druid reaffirms their roles as guardians, filling them with a protective, motivational spirit.
D10=5:You hear the creak of old wooden beams and the scurrying of rats echoing from the shadows. Investigate or avoid, knowing that something always lurks in crypts.
D10=6:A group of 2d6 human soldiers are standing guard in this hallway. They are standing at attention, with their spears held straight up into the air.
D10=7:They come across a mortuary where resting ghostly monks guard the tombs. The monks’ spirits test the party's wisdom, honor, and piety before allowing deeper access into the crypt.
D10=8:Discarded rags suggest prior dungeon explorer activity. Inspecting them provides useful old maps or confirms pending traps ahead.
D10=9:The party finds a large stone door. It is magically sealed and requires a key to open it. The only way to find the key is to defeat the powerful golem guarding it.
D10=10:Faded murals reveal clues or pending danger to those perceptive enough.
d100 = 98
D10=1:A thick, cold mist seeps from cracks in the flagstones, chilling the heroes to the bone. It collects in the corners, hiding the occasional skeletal footstep.
D10=2:The party sees a skeleton wearing an old-style suit of armor lying next to a rotting, wooden box. If the party approaches, the skeleton will get up, dust itself off, and walk away.
D10=3:Overarching roots intrude through the crypt ceiling, entwining into a magical barrier. The roots originate from an ancient tree spirit needing protection against forces converting it into dark corruption.
D10=4:Sticky webs cover the entrance to the crypt, forcing the adventurers to clear them or risk being tangled. Inside, tiny spiders crawl over their boots, a warning from their larger cousins lurking deeper within.
D10=5:The players hear a noise. It sounds like something large and heavy, like a boulder rolling. The players see nothing. If they investigate, they find a pit in the center of the room. A giant spider is hiding in the pit. It will attack anyone who gets too close.
D10=6:A low moaning echoes from deeper within the crypt. It's just the wind, but the sound unsettles anyone who hears it, causing disadvantage on the next Wisdom check.
D10=7:The players find a secret door. If they investigate, they will find a group of 2d10 orcs plotting to ambush them.
D10=8:You encounter a corridor barricaded with ancient shields and armor, suggesting long-forgotten conflicts linger still. Crossing requires Strength checks to clear the path.
D10=9:Flickering torchlight reveals a hidden doorway. An aged necromancer appears, offering power in exchange for subservience or a special task. Acceptance imbues dark powers and moral conflict, while refusal garners his endless pursuit, laying curses and traps in your path.
D10=10:A skeletal ferryman demands a toll to cross an underground river. He only accepts currency that players must discern.
d100 = 99
D10=1:In a narrow passageway, you encounter a breach in a wall leading to a hidden alcove. Inside, ancient tomes and scrolls reveal forgotten lore about an ongoing war above ground. But the treasure is not unguarded. A bone naga lies coiled, awakened by your intrusion. Its hypnotic gaze threatens to ensnare you. Are you prepared to combat this guardian for the knowledge it protects or retreat, risking missing vital intelligence on your enemies?
D10=2:The players come across a pile of gold coins. The pile is actually a trap, however, and if players pick them up, they will be stuck to the floor. A giant spider then attacks!
D10=3:The players see a group of 4d4 goblins drinking and celebrating. They are celebrating their recent success at kidnapping a local noble.
D10=4:Moss muffles your footsteps but also conceals perilous traps.
D10=5:You enter a room and find an orc warlord sitting on a throne. The warlord will not attack the party but will try to bargain with them for items or services.
D10=6:A thick, cold mist seeps from cracks in the flagstones, chilling the heroes to the bone. It collects in the corners, hiding the occasional skeletal footstep.
D10=7:An awakened mummy attacks the players.
D10=8:An army of spectral soldiers marches through the crypt as they replay their final, fatal battle. Introducing themselves to the ghostly general, players learn they need to retrieve a fabled weapon lost within the crypt to finally allow the souls to move on.
D10=9:Blackened vines crawl over reset bricks, securing lost rooms behind them like a jailer protecting its wards. Progress needs careful pruning; blunt force risks retaliation from awakened plant monsters.
D10=10:A tranquille chamber reflects this thought: “What building has the most stories?” Answer “a library” reveals a sub-chamber filled with ancient volumes and maps.
d100 = 100
D10=1:A petrified noblewoman, eternally youthful due to a dark pact, is found entwined with a stone at the crypt’s heart. This pact involved 2d6 earthly bindings to political and demonic realms, where her condition serves as a magical linchpin. Freeing her could unravel several curses affecting powerful families, while maintaining the status quo reinforces the injustices silently.
D10=2:Unstable stacks of bones suggest potential cave-ins. Stabilizing them prevents sudden danger but requires patience and dexterity.
D10=3:Faded inscriptions on the walls detail the history of the crypt, revealing weaknesses of resident undead if deciphered.
D10=4:Cobwebs hang from the ceiling, obscuring a small alcove where a hidden iron key lies, half-buried in dust.
D10=5:The tunnel ends in a dead end. If the party tries to go through the wall, they will find that it is a magical wall. If they attack the wall, they will find that it's an illusion. It's actually an empty room.
D10=6:Pieces of chained glass float torpidly, swarming towards light or dark energies alike.
D10=7:A group of 1d4+2 dwarves are praying to a statue of a dwarf god.
D10=8:Distant, uneven footsteps sound through the hallways. Stay hidden or prepare to face whatever might be wandering.
D10=9:Near an ancient, weathered fountain flowing with a black ichor, players find inscriptions on how to bind an ancient evil. Pouring the ichor ceases its draining magic but summons 1d6 shadow creatures. Finding and using sacred relics hidden in previous chambers grants a safer method to purify it.
D10=10:Players arrive at a sealed chamber with an ancient, but still-twitching mummified beast inside. Breaking the seals awakens 2d4 mummy guardians. Alternatively, unsealing the wards with the correct incantations from scrolls hidden nearby can dispatch the guardians without bloodshed.
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