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D4 Crypt Random Encounters

D&D 5e · 396 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for crypt scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 396 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

  1. When the party enters a crypt, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Crypt encounter table

d100 = 1

  1. D4=1: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.
  2. D4=2:The players trip a trap that returns them to the crypt’s entrance, but it has now morphed into an ever-changing labyrinth.
  3. D4=3:A series of paw prints lead to a sickly cat curled up on an old pillow. Nursing it back to health reveals it’s the enchanted familiar of a crypt wizard hoping to be reunited.
  4. D4=4: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.

d100 = 2

  1. D4=1: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.
  2. D4=2:The party hears a loud and horrible song coming from down the hall. It is coming from a room. Inside is a mad bard who has been given great power by dark magic.
  3. D4=3:The adventurers enter a room and find a powerful magical artifact. However, a powerful magical force prevents them from taking it.
  4. D4=4:A group of 2d6 ghouls are shuffling along this area, looking for living creatures to attack and eat.

d100 = 3

  1. D4=1:A sudden draft extinguishes your torches, and in the momentary darkness, you hear the bone-chilling skitter of giant centipedes.
  2. D4=2:The crypt's floor mosaics tell tales of foreboding, nearly lost in recent debris. Carefully reassembling them reveals more than history.
  3. D4=3:Low, guttural growls reverberate through the chamber. Following the source reveals an enclave of giant, but surprisingly docile, rats.
  4. D4=4: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.

d100 = 4

  1. D4=1:A trapped spirit reveals to you ancient tales of betrayal and lost love that still echo through the crypt.
  2. D4=2:A suspicious liquid seeps from between the floor tiles, its origin and nature better left unquestioned.
  3. D4=3: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.
  4. D4=4:Loose earth and a foul stench marks a hastily dug tunnel leading to a wide, open burial recess. Inside, players find a mummified royal guard who roars to life upon their approach. The room is guarded by ten skeletal champions who defend their resting place. When the battle dust settles, players may investigate scrolls documenting blackmail and treachery within the upper echelons of an elven kingdom.

d100 = 5

  1. D4=1:The players discover a group of 2d10 gargoyles. If the players get too close, the gargoyles will attack.
  2. D4=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?
  3. D4=3:As you descend the damp, narrow staircase, the stench of decay fills your nostrils. Suddenly, you hear the clattering of chains. A gaunt figure, barely clothed and clearly desperate, begs for help in freeing him from manacles. He warns that the necromancer who imprisoned him will return soon. Freeing him risks alerting an undead guardian that patrols the hallway, but if left chained, he might call out in desperation, leading the players into a trap.
  4. D4=4:The crypt is home to a lich whose phylactery is hidden somewhere within. He challenges the adventurers to a deadly game of riddles, each wrong answer awakening another undead minion.

d100 = 6

  1. D4=1:In a large chamber, the party finds a magical fountain that can restore one character's health and mana.
  2. D4=2:Players encounter a lost and confused wizard who was turned into a frog.
  3. D4=3:The air grows suddenly cold, and ghostly whispers fill the crypt as the players encounter a garrulous ghoul. The ghoul offers a chilling riddle, promising a forgotten treasure hidden within the tomb if they can solve it. Failure to answer correctly may evoke its wrath.
  4. D4=4:Grim relics of long-forgotten faith show evidence of recent use. Investigate for clues to ongoing dark rituals; transgress their sanctity, however, may bring cultists or curses.

d100 = 7

  1. D4=1:Faded symbols decorate an archway. Interpret them for possible guidance or dismiss them for ancient graffiti.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:Shifting shadows create a path leading to a cache of unusual equipment. Using them seems to enhance abilities but with each use drawing more attention from otherworldly entities.

d100 = 8

  1. D4=1:A group of 2d6 ghouls are shuffling along this area, looking for living creatures to attack and eat.
  2. D4=2:A group of 1d4 gnolls are arguing about their lack of food. They will attack the players if they get close.
  3. D4=3:A stone sarcophagus shifts slightly, revealing 3d4 pristine but cursed silver coins.
  4. D4=4:A chilling wind whistles through the narrow corridor, leading you to an ancient crypt of fallen knights. At the far end, 1d8 ghouls are devouring the long-forgotten remains of previous explorers. The floor is slick with ichor and the remnants of battle. One false step could alert the ghouls to your presence. Do you brave the battle or attempt to find a safer path around the occupied tomb? Opportunity lies in claiming the knights' ancient armaments, lost to the ages.

d100 = 9

  1. D4=1:A winding staircase descends into darkness. One of the steps is rigged to crumble underfoot, requiring Dexterity checks to detect and avoid.
  2. D4=2:An unsettling breeze rustles past you, whispering your name, feeding into the haunted atmosphere.
  3. D4=3: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.
  4. D4=4:The air grows colder as you approach an ancient, locked iron door. The lock requires a successful Dexterity (thieves' tools) check to open.

d100 = 10

  1. D4=1:The adventurers find themselves in a room with a powerful magical creature. The creature wants the adventurers to complete a quest for it. If they do so, the creature will reward them with powerful magical artifacts.
  2. D4=2:Carved runes on the floor pulse gently with blue light. Study the pattern for clues or avoid a possibly dangerous trap.
  3. D4=3:While resting, players hear the scratching of claws on stone. The sounds are unnervingly close, but the creatures making them remain unseen.
  4. D4=4:A priest of a god of death is walking around the crypt. He is looking for a place to bury the body of a murder victim. The murder victim was killed by the priest.

d100 = 11

  1. D4=1:The crypt contains a trap-filled hall designed by a paranoid ruler. Navigating this gauntlet without the key to the legend map risks activating deadly defenses.
  2. D4=2:A group of 2d6+2 mercenaries are being led by a charismatic leader. The leader has promised them gold if they complete the mission.
  3. D4=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.
  4. D4=4:You disturb resting ravens, leading to their vengeful return or helpful caws.

d100 = 12

  1. D4=1:Discarded personal effects of long-dead adventurers offer bits of history. Searching them might reveal a hidden path.
  2. D4=2:A skein of spider silk trails from a crypt entrance. Clear it away or leave it, wary of its owner.
  3. D4=3: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.
  4. D4=4:Gnawed bones litter the floor, suggesting the presence of ghouls nearby. Perception checks may give early warning of an ambush.

d100 = 13

  1. D4=1:In the shadows, the party is ambushed by a large group of zombies.
  2. D4=2:The floor is uneven, with buried objects jutting out. Dig them out for potential finds or step around them, avoiding entanglement.
  3. D4=3:You see a pile of treasure in the middle of the room. It is a mirage. If you attack it, it disappears.
  4. D4=4:A hidden vault within the crypt houses enchanted relics guarded by an ancient sphinx who presents moral and philosophical dilemmas. By solving these, the players are rewarded not just with artifacts, but with profound wisdom about bravery, sacrifice, and righteousness, inspiring them to rise above their own doubts.

d100 = 14

  1. D4=1:A ratty journal found on a decomposed corpse details potentially lucrative crypts but also mentions ever-present dangers.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 15

  1. D4=1:Silent guardians carved from black stone stand imposingly. Moving gracefully past without triggering traps or engaging hem is a delicate challenge.
  2. D4=2:Upon entering the crypt, the adventurers discover an ancient sarcophagus sealed with arcane runes. As they attempt to decipher them, a spectral guardian knight rises, challenging them to prove their worth in a duel.
  3. D4=3:Cobwebs hang from the ceiling, obscuring a small alcove where a hidden iron key lies, half-buried in dust.
  4. D4=4:A skeletal hand protrudes from the ground. It’s harmless but feels eerie to touch. Examination reveals it's only a few months old.

d100 = 16

  1. D4=1:The crypt's air is thick with malevolent whispers. A cult of 2d4 fanatical undead worshippers has taken residence here, performing dark rites that involve animated corpses and ancient blood oaths. The adventurers can interrupt a particularly gruesome ceremony, risking immediate and violent retribution, or they can engage in covert sabotage, discovering secret codes that lead to the cult's benefactors in the royal court.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A group of 2d10 goblins attack!

d100 = 17

  1. D4=1:An ornate clockwork mechanism challenges understanding. Solving its riddles provides valuable knowledge, while a mistaken hand brings its spectral caretaker seeking immediate retribution.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:Decayed tapestries allude to the local nobility's connection.

d100 = 18

  1. D4=1:The party finds a large room with several beds in it. All of the beds have sheets on them. If the party investigates, they find the sheets are made of human skin. A strange man named Erasmus Grout is hiding under one of the beds. He is a necromancer and has been sleeping on the sheets because they are so comfortable. He will ask to join the party if he is discovered.
  2. D4=2: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.
  3. D4=3:The party finds 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.
  4. D4=4:A skull adorned with jewels rests enticingly, potentially aiding or cursing.

d100 = 19

  1. D4=1:The characters find a hall of armored phantasms eternally at war, reenacting an ancient battle. Players can choose sides to end the feud, realigning their honor with either faction.
  2. D4=2:Wisps of smoke reveal a still-burning brazier. An old ritual site could either provide magical insight or attract nearby undead.
  3. D4=3:Down the hall, a group of 1d4 ghouls attack! They are led by a ghast!
  4. D4=4:The party discovers a group of 2d10 ogres. If the players get too close, the ogres will attack.

d100 = 20

  1. D4=1:The players hear a noise. It sounds like something large and heavy, like a boulder rolling. The players see nothing.
  2. D4=2:A group of 1d8 vampires attack the players.
  3. D4=3:A solemn effigy holds a pristine sword in its stone grasp. Freeing the sword might require strengthening the corpse's enchanted sinews through answers to ancient riddles or brave confrontations.
  4. D4=4:You enter a room and find a group of werewolves attempting to summon a powerful vampire. They will attack if disturbed.

d100 = 21

  1. D4=1:Beneath a cracked stone sarcophagus lies a found tablet promising a ritual’s guidance. Misreading incantations risks summoning restless ancient spirits seeking dark completion.
  2. D4=2:The floors of this chamber are a magical, ever-shifting puzzle composed of tiles depicting cryptic symbols. Aligning the tiles correctly reveals ancient spells scripted by a forgotten sorcerer-king. Misalignment opens a portal to a realm of chaos, unleashing otherworldly horrors.
  3. D4=3:Dusty parchment sketches age-old hexes, foretelling attacks.
  4. D4=4:Moisture drips steadily from the ceiling, gathering in small puddles that reflect twisted shadows onto the walls.

d100 = 22

  1. D4=1:A toppled tombstone reveals a concealed passage. Explore it or press on, ignoring what may be an ancient secret.
  2. D4=2:In a small chamber can be found a group of 2d6 orcs preparing to attack the players.
  3. D4=3:Placing an item on a weathered altar causes it to be either enhanced or cursed, depending on the altar's shifting alignment.
  4. D4=4:A suspicious liquid seeps from between the floor tiles, its origin and nature better left unquestioned.

d100 = 23

  1. D4=1:Strange whispers echo through the crypt, causing unease. Wisdom saving throws are needed to resist the growing fear and avoid panic.
  2. D4=2:The party sees a group of three men approaching them. The men are dressed as priests and are carrying a large wooden box. The men approach the party and ask them to help them find the whereabouts of an escaped prisoner who is hiding out in the cemetery. This is a ruse to get the party to follow them to the vampire's tomb, where they will be attacked by the vampire and his minions.
  3. D4=3: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.
  4. D4=4:A stone altar stands defaced with symbols of chaos. Publicly, a hidden group of clerics dedicated to peace conducts hushed rites, seeking favor from forgotten gods to counter the crypt’s innate malevolence.

d100 = 24

  1. D4=1:A cobwebbed corner whispers names long forgotten, of aid or betrayal.
  2. D4=2:A party member is pulled away by an invisible force and dragged down a dark hallway. If they break free, they will see a dark figure dressed in robes with a skull mask standing nearby. If the players talk to him, he will say that he is a thief from another realm and that he was caught trying to steal from a crypt. He will ask for mercy and offer to help the players if they let him go. He is actually playing possum so he can steal from the players. If he succeeds, he will run away with their loot.
  3. D4=3:Worn runes reveal a riddle that, when solved, dispels illusory walls, opening new paths through the crypt.
  4. D4=4:The partially collapsed vault houses the skeletal remains of adventurers past. As you sift through their gear, the earth shifts, revealing a hidden tunnel. As you move forward, 2d4 bloodthirsty crypt spiders descend from the ceiling, their needle-sharp legs tapping against the stone. Confrontation might lead to discovery of a hidden trove, but a misstep could seal your fate in this concealed deathtrap.

d100 = 25

  1. D4=1:Following faint, melodious humming leads to a chamber of singing skulls, harmonious yet inherently malevolent.
  2. D4=2:The crypt floor is littered with enchanted bones, which reform into monstrous creatures when disturbed.
  3. D4=3: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.
  4. D4=4:The party hears a strange buzzing noise in the distance. If done pretending to be busy with other things, they will see several giant flies (each Large) flying around. The giant flies are busy doing nothing. If the parties try to attack the giant flies, they will attack back.

d100 = 26

  1. D4=1:You enter a room and find a group of vampires feasting on the corpses of their victims. The vampires will attack if they sense any sign of resistance.
  2. D4=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.
  3. D4=3:Players hear a sound like someone walking on stone. If they investigate, they will find that no one is there. The sound will continue for about 5 minutes, then stop for about 5 minutes. This continues for about an hour.
  4. D4=4:A corridor lined with cryptic engravings dares to be decoded, singing their song reveals secret passages while a misstep invokes disturbing echoes of past whispers.

d100 = 27

  1. D4=1:In a corner, a decaying journal in Elvish speaks of a lost artifact. A successful Sailor Lore check may reveal clues to its location.
  2. D4=2:Players find an inscription detailing a riddle. Solving it correctly opens a secret passage; failure triggers a deadly spike trap.
  3. D4=3:A long-forgotten alchemist’s laboratory is discovered. Numerous vials and potions are strewn about, but a large cauldron bubbles ominously in the center. The twist: The cauldron is sentient and speaks telepathically, offering to grant a "boon" in exchange for one ingredient— a piece of the adventurer’s soul.
  4. D4=4: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.

d100 = 28

  1. D4=1:In the heart of the crypt, you stumble upon a makeshift shack crafted from shattered wooden coffins. Inside, a once-proud priest, now fallen from grace, weaves depraved incantations while binding 2d6 animated dolls with malicious intent. He mutters about a dark pact tied to vast, hidden conspiracies. Disrupting his work offers the chance to unearth these secrets, but risks incurring his wrath and the deadly dolls’ vengeance.
  2. D4=2: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.
  3. D4=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.
  4. D4=4:A group of cultists are gathered, chanting and praying to their dark god. They will attack anyone who interrupts their ritual.

d100 = 29

  1. D4=1:In a darkened corner of the crypt, the players come across a skeletal figure wearing a crown. If they touch the crown, the skeleton will come to life and attack.
  2. D4=2: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.
  3. D4=3:A flicker of light reflects sharply off a broken mirror. Repairing the mirror can reveal hidden passages using visual tricks.
  4. D4=4:In an eerie but calm corridor, they find a puzzle box with an attached riddle: “What has cities, but no houses; forests, but no trees; and rivers, but no water?” Solving "a map" activates gear mechanisms opening hidden storage compartments.

d100 = 30

  1. D4=1:Faintly glowing moss grows along the walls, illuminating a hidden switch that deactivates a dangerous trap further down the passage.
  2. D4=2:Reports of missing trinkets lead to discovering a mischievous imp hoarding them in a corner. It might strike a bargain for its treasures or choose to flee, leaving you empty-handed but wiser.
  3. D4=3:A tomb of elemental guardians, trapped within crystalline prisons. Releasing them correctly grants elemental control or boosts, while failure causes elemental havoc. Each guardian represents a different element and mythology, rewarding those who understand ancient texts and natural harmony.
  4. D4=4:A group of 2d6+2 dwarves are carrying a large bag of copper that they're trying to hide from passersby.

d100 = 31

  1. D4=1:You enter a room and find a giant gelatinous cube blocking your path. The cube will not move unless provoked.
  2. D4=2:Murmurs from an unseen congregation lead to a ghostly mass, where participation may grant divine insight or damnation.
  3. D4=3:Muffled moans from sealed tombs, remnants of old magics or undisturbed rest?
  4. D4=4:In a small chamber, the party finds a strange painting that seems to come alive when they approach it.

d100 = 32

  1. D4=1:A grotesque mural depicts a dark ritual. The twist: The mural is enchanted to show the future if a drop of blood is offered, but the future it shows is always the darkest one unless the players can find the second mural that reveals the way to alter that future.
  2. D4=2:Ghostly forms of undying priests seem engaged in eternal rites, oblivious to the passage of time.
  3. D4=3: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.
  4. D4=4: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.

d100 = 33

  1. D4=1:The party encounters a room full of floating spectral hands performing a silent opera. The twist: The hands can be commanded to perform tasks, but doing so binds one of the player’s hands with ethereal chains that take an offering of blood to break.
  2. D4=2: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.
  3. D4=3:You enter a room and find a gorgon in the center. The gorgon will not attack unless provoked.
  4. D4=4:The players enter a room and find 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.

d100 = 34

  1. D4=1: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.
  2. D4=2:A crypt within a crypt—players find an intricately constructed miniature version of the entire crypt they are exploring, hinting at hidden danger.
  3. D4=3:The air is thick with the stench of decay as you enter a large antechamber. Skeletal remains litter the ground, some armored and others robed. From the darkness, six shadows emerge, coalescing into spectral forms that mutter in long-forgotten tongues. A phantasmal chill seeps into your bones. The decision to engage these tormented spirits in combat or attempt to communicate with them is fraught with peril, for each wrong move could summon more undead from the walls.
  4. D4=4:An old, yet uncomfortably fresh diary is found in a decrepit tomb. Reading its entries aloud makes the writer's ghostly experiences become real around the reader. The twist: The final entry is a spell that, when read, temporarily makes the reader incorporeal.

d100 = 35

  1. D4=1:The slight hum of arcane forces seeps through the broad oaken door, whispering insight or misconstruing truths; wisdom or madness rest uneasily beside friendship.
  2. D4=2:A group of 5d4+10 banshees are attacking a group of tomb robbers (who will be warned by the banshees).
  3. D4=3:Inherited beatitudes’ amber hue reflect crescents safeguarding immunity. Unwarranted blunders escalate retaliations augmented by host spectres’ venomous entanglements.
  4. D4=4:The party comes across a large room with a pool of water in the center. The pool is full of glowing green liquid. If the players drink it, they will become incredibly strong and fast for a short period of time.

d100 = 36

  1. D4=1:A group of 2d4 ghouls are sitting in the hall, waiting for fresh meat to come along. They will attack anyone who approaches them.
  2. D4=2:An imprint of a small, clawed foot in the dust suggests a recent presence of a minor creature, long gone now, leaving only its tracks.
  3. D4=3:After navigating through a labyrinth of decaying catacombs, you stumble upon a lone, shivering figure chained to the wall, a once-proud warrior turned into a half-mad revenant. He speaks of betrayal and ancient curses, a story woven with lost fortunes and dire consequences. Freeing him might release invaluable information—or an uncontrolled rage. Ignoring his plight guarantees safe passage but at the cost of unanswered mysteries.
  4. D4=4:A cryptic cavern laced with poisonous stalactites and shimmering venom pools. Gargantuan undead serpents, their bones gleaming with unholy light, guard this chamber. The players must extract venomous essences for unparalleled potions while evading or combatting the serpentine guardians.

d100 = 37

  1. D4=1:The faint chime of spectral bells guides you into a solemn, depthless crypt void where time and existence are perplexingly warped.
  2. D4=2:As you advance, the walls seem to close in on you, causing feelings of claustrophobia. The path narrows until it's just wide enough for a person to squeeze through.
  3. D4=3: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.
  4. D4=4:A wizard is in the middle of a ritual. If disturbed, he will attack.

d100 = 38

  1. D4=1:The players enter a strange chamber filled with magical lights that swirl around in patterns. Anyone who touches the lights will be trapped in an alternate dimension, unable to find their way back to the chamber again.
  2. D4=2:This room is filled with 2d4+4 soldiers who have been turned into zombies by a powerful necromancer in the area.
  3. D4=3:You find an arcane circle, flickering between realms. Entering it shifts you to another plane for a brief moment.
  4. D4=4:The players come across a door with a plaque on it that says 'Do Not Enter'. If they open the door, a horde of 2d4 ghouls will attack them.

d100 = 39

  1. D4=1:An oppressive sense of dread weighs heavily as the adventurers encounter a petrified forest of stone trees within the crypt. At the heart, a medusa guardians her shattered garden of sculptures, offering riddles or combat to those who intrude.
  2. D4=2:A creaky wooden door leads to a small armory, full of rusty, unusable weapons. Searching thoroughly, however, reveals one serviceable short sword.
  3. D4=3:The floor is uneven, with buried objects jutting out. Dig them out for potential finds or step around them, avoiding entanglement.
  4. D4=4:Bats flutter from the rafters as the ceiling crumbles slightly. Move carefully or risk unsettling more than just bats.

d100 = 40

  1. D4=1:Three elderly humans are 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 human wine to share with the humans.
  2. D4=2:A group of laughing, dancing skeletons are flailing about, smashing anything they can. If the players approach them, they will attack.
  3. D4=3:The party discovers a room filled with cages. If they investigate, they will find a group of prisoners being held captive by a group of dark elves.
  4. D4=4:A sudden, chill wind extinguishes flames, bringing a numbing cold. Relighting to dispel visions of past regrets is a delicate matter.

d100 = 41

  1. D4=1:A group of 1d4 skeletons is blocking the path ahead. They will attack the adventurers unless they can answer three riddles correctly.
  2. D4=2:In a dark corner of the crypt, the players come across a group of cultists performing a dark ritual. They will be attacked by the cultists if they interfere.
  3. D4=3:Pillaring stalagmites harboring bloodsheen gemstones radiate steady hues illustrating harmonic interplays governing over predictions. Misplay sheenforces elite voteful spectrums embodying ancient watch rehearsals ringing alarm strics.
  4. D4=4: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 = 42

  1. D4=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.
  2. D4=2: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.
  3. D4=3:You enter a room and find a group of orcs looting a dead adventurer. The orcs will fight if they are disturbed.
  4. D4=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.

d100 = 43

  1. D4=1:The players stumble upon a hidden chapel, complete with frescoes depicting the Byzantine Empire. A ghostly choir sings hymns, and if the players join in, they receive temporary divine protection.
  2. D4=2:A rat scurries past carrying a small, glittering object. Track it down or let it go, missing whatever treasure it might lead to.
  3. D4=3:The party comes across an old graveyard. There are 2d6 zombies in the graveyard and 2d6 skeletons and ghouls in the nearby woods. They are protecting a lost and forgotten tomb covered in vines and overgrown with weeds and bushes and trees!
  4. D4=4:A flicker of light reflects sharply off a broken mirror. Repairing the mirror can reveal hidden passages using visual tricks.

d100 = 44

  1. D4=1:Faintly glowing moss grows along the walls, illuminating a hidden switch that deactivates a dangerous trap further down the passage.
  2. D4=2: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.
  3. D4=3:The party sees a 5-ft wide chasm in the middle of the dungeon hallway. They must jump across in order to continue on. If they fail, they fall into a pit trap. If they succeed, they pass over without incident.
  4. D4=4:A room filled with broken mirrors that show distorted reflections and portals to other rooms within the crypt. Some mirrors lead to treasure troves guarded by mirror mimics, while others trap the players in an endless loop until they solve the intricate mirror puzzle inscribed with forgotten runes of a lost race.

d100 = 45

  1. D4=1:The floor is paved with ancient, cracked tiles, each step echoing ominously throughout the corridor. A sudden, icy draft extinguishes your torches, leaving you in utter darkness. Without warning, 1d4 wights surge forth, their eyes glowing with an unnatural hunger. The cold seeps into your bones, making every movement slower, every decision more critical. Do you trust in magic to light your way, or battle through the dark, each step a calculated risk?
  2. D4=2:In a small chamber can be found a powerful magical device that can be used to summon powerful creatures from the lower planes.
  3. D4=3:In the depths of a crypt, the players find a group of 2d6 mummies. The mummies attack the players if they enter the crypt.
  4. D4=4:The party discovers a large chamber filled with eggs. If they investigate, they will find that the eggs are actually wyvern eggs.

d100 = 46

  1. D4=1:Thick cobwebs cover this chamber. Dexterity saving throws are needed to avoid getting tangled and alerting the giant spiders looming above.
  2. D4=2: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.
  3. D4=3:A group of 1d4 skeletons with bows and arrows attack!
  4. D4=4:The adventurers find a horned helmet that calls out telepathically, amplifying mental powers but causing severe headaches and paranoia. The twist: The helmet can dominate minds if worn for too long, effectively using the wearer as a puppet.

d100 = 47

  1. D4=1:Chanting in a hidden language reverberates through the walls. A group of skeletons conduct a ritual that must be disrupted to prevent worse consequences.
  2. D4=2:An ancient mural depicts a forgotten battle between humans and undead. Studying it reveals clues to an old, forgotten conflict in the broader world.
  3. D4=3:In a corner, a decaying journal in Elvish speaks of a lost artifact. A successful Sailor Lore check may reveal clues to its location.
  4. D4=4:A tomb guardian appears, challenging the parties in single combat as a test of their worthiness to continue deeper.

d100 = 48

  1. D4=1:A hall where magic itself seems to twist and distort reality. Footsteps echo in mind-bending patterns, and spells cast result in wild surges. At its core, a chaos orb ensnared in temporal binds holds the power to bend fate. Only the wise can wield it without total catastrophe.
  2. D4=2:The walls pulse with dark energy, and players find themselves in an alternate reality where they see versions of their own deaths.
  3. D4=3: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.
  4. D4=4:Several skeletons are playing a game of bones. They will attack the party if the players disturb them.

d100 = 49

  1. D4=1:They come across a meticulously maintained garden within the crypt, where time appears frozen. The twist: Picking a flower from the garden traps the picker in their own frozen time loop unless they perform a selfless act of sacrifice within the next hour.
  2. D4=2:A lone flower grows defiantly in the gloom. Plucking it may yield magical benefits or curse the picker.
  3. D4=3:Up ahead, players see a group of 1d20+5 hobgoblins. They are arguing about their next move. They are planning on attacking the players when they pass by.
  4. D4=4:A series of statues line a grand corridor, each one a petrified figure of former adventurers and heroes. At the end stands a medusa, her gaze lethal and unyielding, surrounded by eight skeletal warriors. The air reeks of old blood and betrayal. Confronting her is perilous, but avoiding her lair means bypassing a trove of knowledge and artifacts. Will you risk being turned to stone or find a way to deter her without direct confrontation?

d100 = 50

  1. D4=1: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.
  2. D4=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.
  3. D4=3:The party encounters a powerful lich, which will bargain with them for its freedom.
  4. D4=4:The party hears a voice taunting them from behind a rock. The voice is coming from a dwarf wearing an orange robe. His name is Neil and he is an illusionist. He is trying to convince the party that he is a wizard.

d100 = 51

  1. D4=1:The air grows colder as you approach an ancient, locked iron door. The lock requires a successful Dexterity (thieves' tools) check to open.
  2. D4=2: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.
  3. D4=3:A small rat is walking around. When approached, it transforms into a small vampire, which then attacks.
  4. D4=4:A narrow altar platform precariously placed could restore life’s potential. Walk it carefully or stumble inviting malevolent beings’ gnashing hums.

d100 = 52

  1. D4=1: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.
  2. D4=2:A small dog runs up to the party, wags its tail and then changes into a large, angry werewolf.
  3. D4=3:The crypt is home to a lich whose phylactery is hidden somewhere within. He challenges the adventurers to a deadly game of riddles, each wrong answer awakening another undead minion.
  4. D4=4:The players come across a strange creature that looks like a giant frog. If they investigate further, they will find it is actually a giant froghemoth.

d100 = 53

  1. D4=1:An ornate door resists opening; a lock to pick or a safety mechanism activating 1d8 animated armors.
  2. D4=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!
  3. D4=3:A group of 4d4 skeletons are dancing around a bonfire. They are celebrating their victory against four mid-level adventurers. They will attack if players get too close.
  4. D4=4: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.

d100 = 54

  1. D4=1:The players find a secret chamber. If they investigate, they will find a powerful magical artifact guarded by a powerful lich.
  2. D4=2:Cryptic tiles spell mission quests when aligned properly. With proper interpretation influences fortune's favor; otherwise, missteps scarcely avoid jeopardizing fate.
  3. D4=3:A random encounter with a group of three men. They are dressed in crimson robes, and they are carrying a coffin. They will demand to know who the players are, where they are going, and what they are doing here.
  4. D4=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.

d100 = 55

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A couple is arguing about whether or not they should have children. The woman wants children, but the man does not.

d100 = 56

  1. D4=1:An old, withered tree grows within the crypt, its roots binding forgotten chests. Cutting one provokes the wrath of concealed dryads.
  2. D4=2:In a large chamber can be found a powerful and mysterious creature who will challenge the players to a magical duel.
  3. D4=3: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.
  4. D4=4:The players find a decrepit, ancient piano that starts playing eerie music on its own. Upon closer inspection, the keys seem to be made of human bone. The twist: If a player tries to stop the music, they will be possessed by a ghost musician who forces them to continue playing eternally.

d100 = 57

  1. D4=1:As you traverse, a stray, skeletal hand grasps your ankle; the remains of an adventurer futilely trying to warn others.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:An ancient crypt harbors a pool filled with what looks like liquid silver. Upon closer inspection, it’s revealed to be a colony of tiny metallic mimic creatures. The twist: The mimics will adopt the shape and properties of any object they touch, causing unforeseen complications if they touch weapons or gear.

d100 = 58

  1. D4=1:Piles of old, rusted weapons clutter one corner. They are useless in combat but might be sold to a blacksmith for scrap.
  2. D4=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.
  3. D4=3:A gilded chamber with an ornate sarcophagus reveals the resting place of a celebrated hero turned villain through manipulation. 4d4 wights, twisted reflections of their former selves, defend against uncovering the truth. Players battle and grapple with notions of heroism and fallibility, their choices shaping tales of redemption or condemnation.
  4. D4=4: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 = 59

  1. D4=1:An eerie glow illuminates a series of cryptic carvings on the walls, which upon closer inspection tell the story of a fallen hero turned lich. The very air vibrates with malevolent energy. A choice presents itself: seek out this lich and destroy it, risking your very soul, or attempt to undo the ancient ritual that sustains this abomination. Either path may awaken the wraiths bound to its service.
  2. D4=2:A necromancer's apprentice, aged and failing, offers help in navigating the crypt if players can bring him a specific component for his salvation.
  3. D4=3:Navigating through twisted tunnels, you stumble upon a massive subterranean crypt occupied by seven revenants seeking vengeance for their tormented souls. Their wails intertwine with the howling winds, echoing tales of betrayal and murder. Do you aid them in finding peace, risking their wrath if you fail, or do you destroy them, knowing their tormenting screams will forever haunt the crypt and all who dare enter?
  4. D4=4:The crypt opens into a vast underground lake, its waters black as night. On the far shore, a solitary island holds a mausoleum ringed by flickering lamps. The crossing is not without peril; the waters are inhabited by six bone nagas, each more cunning than the last. Their coils whisper of an ancient evil. Will you confront these guardians directly, or use guile and magic to evade their watchful eyes?

d100 = 60

  1. D4=1:A group of 3d6 goblins is playing with a ball in the hallway. They will attack the players in an attempt to capture them and sell them into slavery.
  2. D4=2:Ascendant scrolls navigate ethereal emanations, proper recitations secure divine revelation. Falter ignites amassed infernal phonemes conjuring tangible, fiery reprimands.
  3. D4=3:Several statues of ancient heroes stand in alcoves. Disturbing any statue causes it to animate and challenge you in combat.
  4. D4=4:A corridor lined with ancient sarcophagi. Disturbing any one of them releases a mummy that seeks to unleash its curse on the tomb violators.

d100 = 61

  1. D4=1:The party finds a small casket in the hallway. Inside it is a small book. The book is full of strange symbols and words. If a player touches the book, he/she will feel a strange tingling sensation and their hand will start to turn into stone. Their hand will slowly become stone over the course of an hour.
  2. D4=2:A group of human cultists are sacrificing a giant rat in hopes of gaining favor with a demon.
  3. D4=3:The party discovers a room filled with strange and deadly traps. If they investigate further, they will find that the traps are actually set by a powerful wizard who will attack anyone who attempts to pass through them.
  4. D4=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.

d100 = 62

  1. D4=1:A spherical chamber holds a levitating orb shrouded in an impenetrable cloak of darkness. The air is filled with magical energy that distorts reality. To dispel the darkness, players must solve a celestial puzzle involving constellations and celestial bodies, bestowing powerful star-forged armor—or conversely, summoning a marauding star spawn.
  2. D4=2:The party hears chanting coming from a nearby room. If they enter, they will see a group of 3d4 cultists in robes who are performing an undead raising ritual on an altar. If the players disturb them, the cultists will attack them as soon as the undead rises (which is 1d4+1 rounds after they begin chanting).
  3. D4=3:You find a room filled with 1d6+2 wraiths. The wraiths will try to drain the life force of the party if they get too close.
  4. D4=4:A torn piece of cloth clings to a broken door. Check it for clues or move past, dismissing it as incidental.

d100 = 63

  1. D4=1:A group of 2d8 orcs is arguing near the hallway, unable to decide whether to attack the players or run away from something else that is coming their way.
  2. D4=2:A trapped spirit reveals to you ancient tales of betrayal and lost love that still echo through the crypt.
  3. D4=3:A swarm of spectral moths flutters about a seemingly untouched coffin. They react aggressively to light.
  4. D4=4:You come across a small alcove where six skeletal warriors lie dormant. If disturbed, they rise and attack.

d100 = 64

  1. D4=1:A feeble candlelight illuminates the corridor ahead, revealing an exhausted adventurer who offers a cryptic warning before collapsing.
  2. D4=2:A withered bouquet of flowers lies on an empty grave. Look for clues about the visitor or move along, respecting the resting dead.
  3. D4=3:An ancient candle sconce holds a half-melted candle still burning. Use its light or extinguish it, suspecting magical involvement.
  4. D4=4:A group of 1d20+5 goblins are hiding in a room. If the players enter, they will hide. If the players attack, they will fight to the death.

d100 = 65

  1. D4=1:The sound of clinking chains heralds an approaching chained specter. Freeing it provides momentary allies or unforeseen consequences.
  2. D4=2:A swarm of spectral moths flutters about a seemingly untouched coffin. They react aggressively to light.
  3. D4=3:A simple, wooden door, easily mistaken for inconsequential, holds back a torrent of haunting screams when unbarred.
  4. D4=4:The party hears a loud and horrible song coming from down the hall. It is coming from a room. Inside is a mad bard who has been given great power by dark magic.

d100 = 66

  1. D4=1:A group of 1d4 trolls are arguing over a magical item they found in the crypt. They will become aggressive if they are disturbed.
  2. D4=2:A group of 4d6+8 giant rats attack!
  3. D4=3:The unmistakable sound of running water gets louder. Finding the source provides a rare break with fresh water and resting opportunity but risks drawing attention.
  4. D4=4:Small bones form a pattern on a slab. Reconstruct it for hidden messages or ignore it, sensing foul play.

d100 = 67

  1. D4=1: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.
  2. D4=2:The players enter a room filled with still-functioning ancient clockwork guardians, tall and bronze. Misunderstood as intruders, the machines will attack unless the players can use long-lost engineering tools found in a chest to reprogram them.
  3. D4=3: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.
  4. D4=4:The stone floor in this room has been worn away by the passage of time and rain water. If any player steps on it, they will fall through into a pit trap 20 feet below with no chance to save.

d100 = 68

  1. D4=1:The party discovers a secret room filled with magical artifacts. If they investigate further, they will find that the artifacts are actually guarded by a powerful golem.
  2. D4=2: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.
  3. D4=3:The flickering torchlight casts long shadows. One shadow occasionally moves on its own, a restless spirit providing silent company.
  4. D4=4: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.

d100 = 69

  1. D4=1:The party come across a room filled with strange plants. If they investigate, they will find that the plants are actually magical shrubs that have the power to grant wishes.
  2. D4=2:Unreadable runes cover the walls of this chamber. An Intelligence check might decipher their meaning, revealing either wisdom or danger.
  3. D4=3:Faded inscriptions on the walls detail the history of the crypt, revealing weaknesses of resident undead if deciphered.
  4. D4=4:You find a rusted sword embedded in the ground; freeing it awakens a slumbering specter.

d100 = 70

  1. D4=1: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.
  2. D4=2:An echoing voice offers players a grizzly choice to sacrifice one of their own or face a relentless onslaught of skeletal warriors.
  3. D4=3:A group of 2d10+2 orcs are playing a game of dice. If the players disturb them, they will attack.
  4. D4=4:Words are faintly etched into a dusty mirror. Clear the mirror to read or move past, suspecting druidic messages.

d100 = 71

  1. D4=1:In a small chamber can be found a magical fountain that never runs dry and has the power to heal.
  2. D4=2:Murmurs from an unseen congregation lead to a ghostly mass, where participation may grant divine insight or damnation.
  3. D4=3:A plethora of hand-sized holes lines the walls at waist height. Placing hands within might unlock traps or unveil secret caches, yet the risk of venomous bites is equally high.
  4. D4=4:The rustling of old parchment echoes through a quiet alcove, as ghostly hands search for answers among crumbling scrolls.

d100 = 72

  1. D4=1:The party discovers a hidden door in the wall, leading to a secret chamber. Inside, they find a strange device with a switch. When they turn it on, they are teleported to another room.
  2. D4=2:Small bones form a pattern on a slab. Reconstruct it for hidden messages or ignore it, sensing foul play.
  3. D4=3:You hear ominous chanting ahead. Peering through a crack in the door reveals cultists performing a dark ritual to summon 2d4 shadows.
  4. D4=4:In an expansive underground hall, an ethereal choir of banshees sings dirges in a haunting yet beautiful melody. Their song has a hypnotic charm that threatens to ensnare the listeners in an eternal sleep.

d100 = 73

  1. D4=1:In a side chamber, an old diary recounts the life of a crypt builder. Reading it reveals hidden structural weaknesses, but each page you read attracts a lurking apparition.
  2. D4=2:Rats scatter at your approach, disappearing into tiny cracks in the crypt's walls. One larger rat carries a ring in its mouth.
  3. D4=3:One of the players is snatched up by giant talons. They are carried off and dropped into a pit inhabited by 2d6 giant spiders.
  4. D4=4: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 = 74

  1. D4=1: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.
  2. D4=2:The party hears a voice taunting them from behind a rock. The voice is coming from a dwarf wearing an orange robe. His name is Neil and he is an illusionist. He is trying to convince the party that he is a wizard.
  3. D4=3:Your ears catch faint, reluctant breathing even before you see the lone survivor barricaded in an ante-chamber, a wounded thief. He offers tales of betrayal and loss within these crypt walls, along with maps to the hidden tombs. Yet his story reveals involvement in greater schemes above ground. Do you aid him for his information, knowing his wounds might claim his life, or allow him to perish, safeguarding your own survival?
  4. D4=4:The faint groan of metal opens the way to a bridge. Crossing it without proper checks risks falling into a spiked pit.

d100 = 75

  1. D4=1:The air grows suddenly cold, and ghostly whispers fill the crypt as the players encounter a garrulous ghoul. The ghoul offers a chilling riddle, promising a forgotten treasure hidden within the tomb if they can solve it. Failure to answer correctly may evoke its wrath.
  2. D4=2:A wizard has come to this place to experiment with strange magic that he has developed. He will challenge the players to a contest if they meet him... His name is Harsk-Barelsun, he is a level 6 wizard with a sorcerer background. The wizard is actually a changeling wizard named Ilvana Nestor Castanar, and she is trying to lure the players into a trap by pretending to be a famous human wizard known as Harsk Barelsun. She plans on killing the players once they arrive in her tomb... She is a level 10 lich who was once Ilvana Nestor Castanar, an official for the King of Castanar before she was turned into a lich by Ilvana Osminar, who is an arch bishop of Vecna. NOTE: Players who attack her will be attacked back... Players who run away will still be attacked with magical attacks... Players who submit to her will be rewarded with riches, spells, and maybe even items such as magic swords and armor...
  3. D4=3:As you traverse, a stray, skeletal hand grasps your ankle; the remains of an adventurer futilely trying to warn others.
  4. D4=4:A series of ancient murals depict an apocalyptic prophecy. For some, it hints at current world events, sparking discussion among the party about the larger impact.

d100 = 76

  1. D4=1:The adventurers enter a room and find a powerful magical artifact. However, a powerful magical force prevents them from taking it.
  2. D4=2:The crypt's floor mosaics tell tales of foreboding, nearly lost in recent debris. Carefully reassembling them reveals more than history.
  3. D4=3:A cryptic poem engraved into the wall provides clues but also leads to dangerous traps if interpreted wrongly.
  4. D4=4:A chest covered in nauseating mildew emanates an unholy presence. Those brave enough to open it face a minor curse or short-lived boon.

d100 = 77

  1. D4=1:The players find 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 can control the living.
  2. D4=2:At the crypt’s deepest end, an ultimate convergence of arcane ley lines forms a nexus of pure magical energy. Here, the players meet an ancient arcane warden who challenges them with riddles embodying the essence of magic itself. Passing this test grants attunement to ley-line magic, while failing disrupts the balance expelling uncontrollable arcane anomalies.
  3. D4=3:Flickering torchlight shows a lichen-covered wall; every step could break through to unknown caverns.
  4. D4=4:A rusted iron door groans in protest as it barely stays closed. Open it wider or reinforce it to keep whatever is on the other side contained.

d100 = 78

  1. D4=1: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.
  2. D4=2:A group of 2d4+2 ogres are arguing about what kind of food they want tonight. They will attack if provoked or if they think they can win.
  3. D4=3:Players find a small room with a pool of water in the center. A giant eel is swimming around in the pool, waiting to attack anyone who enters the room.
  4. D4=4:Players come across an old chamber that is filled with rats and mice. The players can hear the sound of teeth gnawing on bones. If the players look in the room, they will see that there is a creature with an enormous mouth that has half digested bones in it's mouth. If the players try to fight it, the creature will flee and then attack from a distance by summoning more rats and mice to attack. The creature is a rare breed of rat that was mutated by radiation to have super sized teeth and sharp claws.

d100 = 79

  1. D4=1:The players see a large boulder falling towards them. They have 1 round to avoid it by rolling a successful DC 20 Dexterity saving throw or get hit for 8d6 bludgeoning damage.
  2. D4=2:Crude etchings in the floor mark where rituals were performed, a standstill for gazing too long might allow echoes’ dreary influence to seep in.
  3. D4=3: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.
  4. D4=4:The crypt is home to a lich whose phylactery is hidden somewhere within. He challenges the adventurers to a deadly game of riddles, each wrong answer awakening another undead minion.

d100 = 80

  1. D4=1:The adventurers encounter an ancient shrine to an old god, desecrated and forgotten. A whispering voice offers them power if they agree to restore the shrine, but at what cost?
  2. D4=2:An iron grate reveals subterranean tunnels, an entry point or a deadly maze.
  3. D4=3:The air grows thick and damp; a room filled with laying corpses begins to animate into a grotesque flesh amalgam.
  4. D4=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.

d100 = 81

  1. D4=1:A group of 5 ghouls attack from behind.
  2. D4=2:Carved runes on the floor pulse gently with blue light. Study the pattern for clues or avoid a possibly dangerous trap.
  3. D4=3:A man named Garreth is wandering up and down the road, looking for work. He is looking for work as a guide for adventurers who are looking for adventure. He has been a guide for adventurers for years and knows the area well. He will work for 10 copper pieces a day. He will also tell them about a nearby dungeon that has recently been discovered. He doesn't know what's inside, but he knows that it's bad news because monsters have been roaming around outside of it. He also knows that it's not too far from here.
  4. D4=4:Candles in wall niches suddenly burst into flame as the party approaches, revealing ancient graffiti warning of "The Sleeper."

d100 = 82

  1. D4=1:Faint whispers lead you to a decrepit altar. A spectral figure, lost in prayer, asks for guidance to find its final rest.
  2. D4=2:A disfigured skeleton lies chained to the wall. Touching its remains provokes the skeleton to animate and attack, heeding an ancient curse.
  3. D4=3:A rat skitters across the floor. Catching it and examining it reveals a small note tied to its leg, a message from someone who was here previously.
  4. D4=4:A group of 1d8 orcs and ogres are arguing over who should be in charge while they are guarding the treasure that they have stolen from the dwarves' home.

d100 = 83

  1. D4=1:The sound of clinking chains heralds an approaching chained specter. Freeing it provides momentary allies or unforeseen consequences.
  2. D4=2:A decayed banner hints at forgotten allegiance, stressing the burden of history.
  3. D4=3: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.
  4. D4=4: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.

d100 = 84

  1. D4=1:The aroma of incense fills a small chamber, where a priest's ghost continually offers prayers. Disturbing his ritual invokes his wrath.
  2. D4=2:Eerie, hung mirrors reflect a stranger's visage, causing short-lived paranoia or sudden self-doubt.
  3. D4=3:In a secluded tomb chamber, the adventurers find texts that describe the shocking existence of a hidden royal lineage with illegitimate claims to the throne. These texts are guarded by 1d4 spectral knights who serve the true bloodline. Delving into this data could destabilize the current rule, providing leverage or igniting a civil war if such sensitive information reaches the wrong ears.
  4. D4=4:Fresh air is but a distant memory in the depths of this crypt. The oppressive atmosphere presses upon you as strange whispers float through the stale air. In a recessed corner, 1d4 mummies rise, their eyes glowing with an ancient malice. The scent of rotten linens and dried spices is overwhelming. Combat offers the chance to delve deeper, perhaps to find an ancient artifact, yet their curses could blight you for an eternity.

d100 = 85

  1. D4=1:A group of 3 giant beetles attack from behind.
  2. D4=2:A spectral child silently follows, its hollow eyes betraying a tragic tale as it haunts the halls.
  3. D4=3:A warlock’s laboratory, filled with experimental arcana and eldritch devices. The warlock's phylactery lies hidden amongst dozens of false relics, and disturbing any item initiates deadly traps and conjures arcane guardians. Solving the intricate puzzle of the lab’s layout grants mastery over secret, forbidden spells.
  4. D4=4:A young child's toy lies abandoned. Picking it up evokes a sense of nostalgia, but nearby, a ghostly child starts hysterically crying for their lost possession.

d100 = 86

  1. D4=1:They find a seemingly innocuous broom which, when used, summons a spectral servant that will clean tirelessly. The twist: Cleaning certain areas reveals or covers up important symbols or messages.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 87

  1. D4=1:You enter a room and find a group of skeletons chanting a strange language. They will not attack unless provoked.
  2. D4=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.
  3. D4=3:Mousetraps with desiccated rodents scatter the floor. Careful movement avoids them, or they can be disarmed for makeshift tools.
  4. D4=4: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.

d100 = 88

  1. D4=1:The crypt floor is littered with enchanted bones, which reform into monstrous creatures when disturbed.
  2. D4=2:The rustling of old parchment echoes through a quiet alcove, as ghostly hands search for answers among crumbling scrolls.
  3. D4=3:The players find a room full of coffins with skeletons in them. The skeletons are armed with short swords and shields.
  4. D4=4: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.

d100 = 89

  1. D4=1:Faded inscriptions on the walls detail the history of the crypt, revealing weaknesses of resident undead if deciphered.
  2. D4=2:While walking, a cold, spectral hand clasps your shoulder and then vanishes, leaving an unsettling chill.
  3. D4=3:The adventurers find a room filled with strange, alien plants. The plants are sentient and will attack anyone who enters the room.
  4. D4=4:A haunting chapel filled with blood-stained altars where rituals of ancient maleficence were performed. Here rests a tome of dark magic, each page providing powerful, forbidden spells at the cost of a piece of the user's soul. Linger too long, and the chapel's spectral priests seek to add you to their eternal congregation.

d100 = 90

  1. D4=1: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.
  2. D4=2:The players hear the sound of someone digging nearby. If they investigate, they will find a man digging a grave nearby. He will attack if he is attacked or surprised.
  3. D4=3:A ragged diary lies on a sarcophagus, detailing the final days of a doomed cleric who tried to seal an ancient evil. As players read, shadows darken and 2d4 wraiths materialize, attacking relentlessly. Within the text, hints lead to a revered relic, promising protection but requiring completion of the cleric’s tragic mission, bringing emotional weight to the choices.
  4. D4=4:You enter a room and find a group of cultists attempting to summon an ancient evil. They will attack if disturbed.

d100 = 91

  1. D4=1:Players discover an enchanted mirror reflecting the crypt's true essence—a labyrinth filled with traps and illusions. Crossing the mirror's threshold plunges them into an alternate reality where nothing is as it seems.
  2. D4=2:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
  3. D4=3: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.
  4. D4=4:Within a misty grotto, a siren's spectral song beckons the adventurers. They must resist her lullaby or they will become one of her many drowned thralls.

d100 = 92

  1. D4=1:The players find a group of 3d6 cultists. As they approach, the cultists chant a prayer to their dark god. They are preparing to sacrifice a young woman. If the players interfere, they will be attacked by the cultists.
  2. D4=2:In a small chamber can be found a powerful magical sword that glows with an eerie light.
  3. D4=3:Several insidious half-buried traps lie in wait, their rusty, jagged edges ready to impale the careless.
  4. D4=4:A group of cultists are discussing the location of the tomb. One of them is a traitor who is trying to find a way out of the tomb and get help.

d100 = 93

  1. D4=1:The players come across a room filled with strange statues. If they investigate further, they will find that the statues are actually animated and will attack anyone who enters the room.
  2. D4=2:Stumbling over a cracked stone, you find a hidden stash of alchemical reagents. Using them has powerful effects, but there's no telling how many spirits you might anger for each dose.
  3. D4=3:A skeleton hanging from a wall appears to be pointing. Follow its gesture or dismiss it as random positioning.
  4. D4=4:Drafted blueprints predict unusual architecture, reversing crypt’s gatekeeping schemes. Ensuring their accuracy prompts viable ventures, lingering summons skeletal throngs.

d100 = 94

  1. D4=1: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.
  2. D4=2:The faint groan of metal opens the way to a bridge. Crossing it without proper checks risks falling into a spiked pit.
  3. D4=3:The narrow corridors give way to a cistern echoing with whispers. The water is black and tar-like, and a glimmering object rests at its center. Reaching it will require wading through the treacherous liquid, risking being pulled under by unseen hands. The prize is a rare artifact, but disturbing the cistern's contents awakens an ancient curse, summoning root-like tentacles.
  4. D4=4:The floor is paved with ancient, cracked tiles, each step echoing ominously throughout the corridor. A sudden, icy draft extinguishes your torches, leaving you in utter darkness. Without warning, 1d4 wights surge forth, their eyes glowing with an unnatural hunger. The cold seeps into your bones, making every movement slower, every decision more critical. Do you trust in magic to light your way, or battle through the dark, each step a calculated risk?

d100 = 95

  1. D4=1:The players hear a man singing about his lost love. He is sitting on the ground with a bottle of wine in his hand.
  2. D4=2:All of the skeletons in this area rise and attack the players.
  3. D4=3:The party discovers a mysterious rune inscribed on the wall, which will open a hidden door when read aloud.
  4. D4=4:A simple puzzle involving pressure plates must be solved to proceed. Failure leads to the sounding of ancient alarms, summoning skeletal wardens.

d100 = 96

  1. D4=1:The crypts grow colder, revealing frost zombies and vengeful ice spirits. Deep within, an ice wraith guards a frozen relic of overwhelming power.
  2. D4=2:A withered bouquet of flowers lies on an empty grave. Look for clues about the visitor or move along, respecting the resting dead.
  3. D4=3:A black cat follows the players through the crypt, meowing incessantly. The twist: The cat is the spirit of a cursed thief who will reveal a hidden treasure if a player promises to take it out of the crypt—but the treasure is guarded by a powerful undead entity.
  4. D4=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.

d100 = 97

  1. D4=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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:An eerie song draws players to a crypt within a graveyard ruins, where shattered instruments rest among 2d6 banshee musicians, forever playing a mournful symphony. Players reassemble the magical orchestra or break its spell, each choice echoing through their journey’s emotional harmonies.

d100 = 98

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The players come across a group of vampires who are up to their usual tricks. If the players investigate, they will have to fight off the vampires and their minions, as well as their vampire lord.

d100 = 99

  1. D4=1:The crypt is revealed to be a vast underground city long abandoned. In its central plaza, a giant tombstone golem rises to challenge any who disrespect the city's ancient laws.
  2. D4=2:A brittle flagstone triggers endemic menaces by undead's prior footsteps.
  3. D4=3:Below an altar lies an imprisoned demon sealed by ancient wards. Unsealing it could either grant immense power or release an uncontrollable fiend.
  4. D4=4:A group of 15 living statues are found in the next room. They will react with hostility if anyone touches them.

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Other dice tiers for the crypt: D1, D6, D8, D10.

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