A complete D&D 5e random encounter table for crypt scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a crypt, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Crypt encounter table
d100 = 1
D6=1: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.
D6=2:A skeletal hand protrudes from the ground. It’s harmless but feels eerie to touch. Examination reveals it's only a few months old.
D6=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.
D6=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.
D6=5:A small stone statuette sits in a niche, symbolizing an old deity. It carries no power now but might be valuable to collectors.
D6=6: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.
d100 = 2
D6=1:A side-altar, thick with dust, offers forgotten relics temporarily useful. Taking them triggers ancient protectors seeking their return.
D6=2:The echo of metal clanging resonates through the crypt. Investigate the source or proceed in hopes it’s not a blacksmith reanimated.
D6=3:A small, rusted key sits within an alcove. Picking it up activates hidden crossbow traps that shoot from the walls.
D6=4:You find a room filled with 1d6+2 giant rats that have been mutated by strange magic. The rats will attack if provoked.
D6=5:The sensation of eyes watching warns of lurking danger. Behind a tapestry, an orb of scrying is found, linked to an unknown observer with mysterious intentions.
D6=6: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.
d100 = 3
D6=1:The players come across a lich who is trying to use a powerful artifact to create an army of undead minions. If they interfere, they will have to defeat the lich and his minions.
D6=2:In a large chamber can be found a powerful magical staff that grants its wielder great power.
D6=3:In a large chamber can be found a powerful and mysterious creature who will challenge the players to a magical duel.
D6=4:As they traverse a narrow passage, the players encounter a shrine dedicated to a lost deity. Among the offerings is a ring of invisibility, but touching it activates a golem guardian. The players must either make a suitable offering to appease the golem or face it in battle to claim the ring.
D6=5:As the players descend into the crypt's damp, echoing chambers, they come across a group of 3d6 skeletons clattering over ancient bronze coins scattered across the floor. This is the burial hoard of a long-forgotten warlord. If the players take the coins, they will awaken the vengeful spirit of the warlord, who will haunt them until they return the stolen treasure or offer a more valuable gift.
D6=6: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.
d100 = 4
D6=1:A violin's mournful melody drifts from a distant chamber, its player nowhere in sight when you arrive.
D6=2:As you traverse, a stray, skeletal hand grasps your ankle; the remains of an adventurer futilely trying to warn others.
D6=3:Players hear the sound of water dripping. If they follow the sound, they will find a large amount of water dripping from the ceiling of the crypt. The water falling from the ceiling is not natural. The source is within the walls. It is a water elemental.
D6=4:Faint phosphorescence in the air could indicate 2d6 lurking ghouls or guiding will-o-wisps.
D6=5: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.
D6=6:A brittle floorboard snaps, dropping a player into a shallow pit. They land on a bed of bones, disturbing the spirits of 2d8 skeletons.
d100 = 5
D6=1:Scattered, old coins hint at a forgotten treasure, but the main hoard is expertly hidden behind a discolored wall stone.
D6=2:The adventurers find themselves in a room where a powerful wizard is casting a powerful spell. The adventurers must decide if they will intervene or try to sneak past the wizard.
D6=3:Several statues of ancient heroes stand in alcoves. Disturbing any statue causes it to animate and challenge you in combat.
D6=4:A group of cursed ghosts haunt the crypt, preventing anyone from entering. If the players interfere, they will have to fight off the ghosts or risk becoming cursed themselves.
D6=5:A ceiling beam collapses suddenly, narrowly missing your group and signifying the dangers of the unstable crypt.
D6=6:A ravaged altar, defiled with dark runes, stands as testament to a failed rebellion against a tyrant, the rebels interred here as punishment. 2d4 wights attack, while players must piece together an ancient map hinting at the lost heirs of the rebellion. Navigating these tragic histories may build alliances or forge enemies, amplifying the campaign's stakes.
d100 = 6
D6=1:The players hear a low rumbling sound coming from around the next bend in the cavern. The players see three cave bears running down the passageway toward them. They run with all their might, as if they are being chased by something extremely dangerous.
D6=2:A vampire stands on the other side of the room. The vampire will ask the players to answer a riddle. If they answer it correctly, he will give them a magic item. (The riddle will be some form of: What lies on the ocean floor, yet is found on the highest mountain? Answer: The sea. - i.e. the riddle will make no sense and have no answer!)
D6=3:A brittle floorboard snaps, dropping a player into a shallow pit. They land on a bed of bones, disturbing the spirits of 2d8 skeletons.
D6=4: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.
D6=5:The corridor opens into a vaulted chamber of flickering candlelight. A spectral figure implores aid to end his cursed existence, offering crucial information about the necromantic forces at play. Attempting to destroy him entails battling manipulative illusions of loved ones, while rejecting incites his restless wrath.
D6=6:An icy draft from below chills the players. Finding its source reveals a small, enchanted shrine to an air spirit, long abandoned.
d100 = 7
D6=1:The players see a group of 2d20+10 kobolds here celebrating their recent success at raiding a nearby village. They will attack the players if they get too close.
D6=2: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.
D6=3:A skeletal hand protrudes from the ground. It’s harmless but feels eerie to touch. Examination reveals it's only a few months old.
D6=4:The party hears shrieking and wailing from behind a stone slab in the middle of the room. If they investigate, they will find a banshee in hiding. It's been trapped there for years by an evil wizard and needs help getting free.
D6=5:The crypt suddenly opens up into a small subterranean lake. Along the bank, a massive altar is set with offerings to dark gods, and you sense the presence of 2d8 drowned ones rising from the murky depths. Sticky, brackish water coats your legs and the acrid scent of decay fills the air. Will you stand your ground for a chance to disrupt this grotesque altar, or swim through dark waters in desperate escape?
D6=6: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.
d100 = 8
D6=1:The players find themselves ensnared in a hedge maze filled with ghostly creatures influenced by a cursed druid. Freeing the spirits requires neutralizing the corrupted druid.
D6=2:Ornate lamps illuminate an area where a riddle reads: “What has teeth but cannot bite?” Answering "a comb" correctly causes a wall panel to reveal hidden texts.
D6=3:The party finds a room full of strange and exotic plants. If they investigate further, they will find that the plants are actually part of a powerful ritual that will grant its performer great power.
D6=4:The night sky patterns are discernible from cracks, embedding whispered assignments on their placement.
D6=5:In a dusty corner, a rat scurries away from a small pile of bones it was gnawing on, remnants of some unidentifiable creature.
D6=6:Faint murmurs suggest you're not alone; spectres debating the fate of intruders.
d100 = 9
D6=1:A folded piece of parchment spills from a decaying pouch. Read it for potential warnings or let it be, not disrupting the past.
D6=2:A group of 2d6 goblins are hiding in the shadows.
D6=3:The adventurers find a hall filled with enchanted armor sets animated by vengeful spirits. They protect an armory of divine and accursed weapons.
D6=4:The ground is littered with broken, bizarre toys, leading the party to an abandoned crypt nursery populated by the spirits of children. The children's spectral guardian appears hostile but ultimately seeks the pieces of a shattered talisman to calm the restless souls.
D6=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.
D6=6:You enter a room and find a group of ghosts floating around a grave. They will not attack unless provoked.
d100 = 10
D6=1: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.
D6=2:Lightning-shattered earth reveals the crypt of an excommunicated cleric of storm gods. 2d6 storm wraiths arise from electrified pools. Players navigate this elemental conflict, uncovering the cleric’s tragic heresy. Rewards can enhance climate control spells or evoke further divine wrath, intertwining their fate with the storm’s fury.
D6=3:The soft glow of bioluminescent fungi illuminates inscriptions. Gathering the fungi can act as light sources but might also attract nocturnal creatures.
D6=4: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.
D6=5:Drawings scrawled frantically on walls tell a scribe’s tragic tale. The players soon learn the scribe became a tortured banshee, and must leverage his last writings to counteract a deadly scream that echoes through the halls.
D6=6:An inscription on the wall beckons for sacrifice yet also promises hidden rewards if deciphered correctly.
d100 = 11
D6=1: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.
D6=2:A group of cultists attempting to raise a lich, they will not attack the players if they approach, instead they will try to use magic to convince the players to help them raise the lich.
D6=3:They come to a peaceful, fog-filled chamber with a statue holding a tablet: “What is so fragile that saying its name breaks it?” Answering “silence” opens a calming, sacred garden in the crypt.
D6=4:Jaws the skeletal dog is on patrol, looking for intruders. He sees a ghoul and attacks.
D6=5:An indecipherable chant hums from a closed stone sarcophagus, setting an ominous tone.
D6=6:Eating a found packet of preserved rations might heal minor wounds or induce nausea-inducing visions of past feasts and famine disputes.
d100 = 12
D6=1: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.
D6=2: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.
D6=3:A group of 2d6 skeletons are polishing the bones of a giant skeleton. They will attack if the players disturb them.
D6=4:A stone tablet with ancient recipes lays forgotten. Replicating these recipes grants temporary buffs; failing leads to nausea.
D6=5:In a dim corridor, players find a dusty tome that sparks to life with the spirit of a mad necromancer. The tome attempts to coerce the players into dark rituals, promising forbidden knowledge in return.
D6=6:You enter a room and find a group of goblins squabbling over a strange item they found in the crypt. They will attack if provoked.
d100 = 13
D6=1:The crypt trembles slightly, causing loose stones to fall. Characters must make Dexterity saves to avoid minor injuries.
D6=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).
D6=3:The adventurers come across a room that appears to be a laboratory. Inside the laboratory are a number of strange and powerful magical concoctions.
D6=4:An enchanted harp plays a mournful tune, prompting memories or unsettling spells.
D6=5:A distant scream echoes quietly through the chambers. Seek its source or continue resolutely, wary of the unseen.
D6=6:A small bird is sitting on a headstone. It flies away when approached.
d100 = 14
D6=1:Ancient chain mail, corroded beyond use, litters the floor. Intricately braided, it suggests a distant, forgotten allegiance.
D6=2:You find a rusted sword embedded in the ground; freeing it awakens a slumbering specter.
D6=3:Thin strands of gossamer catch the light ahead. Cutting through them releases insects that harmlessly scatter but distract players.
D6=4:A suspended cage moves eerily as though being watched. Within lies a spectral prisoner, who offers forbidden knowledge tied to dark secrets about the crypt, but only in exchange for exact retribution against his captors.
D6=5: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...
D6=6: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.
d100 = 15
D6=1:An eerie green glow emanates from behind a collapsed wall. Dig through the rubble or bypass it, wary of the unknown.
D6=2:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
D6=3:In the shadows, the party is ambushed by a large group of zombies.
D6=4:The floor gives way, dropping the players into a pit of writhing snakes. They must find a way to climb out while combating the highly venomous reptiles.
D6=5:A group of 1d20+5 mummies attack the players.
D6=6:The haunted remains of a once-grand ballroom, now filled with ghostly figures reliving their final dance. Disturb them, and they attack in frenzy.
d100 = 16
D6=1:The players see a chest sitting in the middle of the floor. If they examine it, they will notice it is slightly cracked and has a few minor dents in it. If they open it, they will find it is full of 1d6+2 angry ghosts.
D6=2: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.
D6=3:A placid tomb houses this riddle: “What comes down but never goes up?” Answering “rain” makes an altar shift, revealing long-forgotten heirlooms.
D6=4:The crypt has been occupied by 1d4+4 bandits. They are playing cards and eating.
D6=5: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.
D6=6:As you venture deeper, the stone walls give way to softer, damp earth, their structural integrity seeming questionable at best.
d100 = 17
D6=1:The adventurers stumble upon a hidden library filled with forbidden tomes and scrolls. As they read, they are transported into a shadowy realm where they must confront shadow fiends to escape.
D6=2:Small beetles scurry across the floor, spellbinding in their choreographed procession. Watching them closely hints at a forgotten incantation; disturbing them invites an unpleasant swarm.
D6=3:You see a pile of treasure in the middle of the room. It is a mirage. If you attack it, it disappears.
D6=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.
D6=5:A strange creature lurks in the shadows of a large chamber. If the players investigate further, they will find it is actually a mimic in disguise.
D6=6:A toppled tombstone reveals a concealed passage. Explore it or press on, ignoring what may be an ancient secret.
d100 = 18
D6=1: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.
D6=2:The corridor ahead is filled with damp and rot, leading to a chamber where five ghouls lie in wait within murky water pools.
D6=3:A group of 3d6 dwarves are searching for the tomb of their king. They tell the players that they are on their way to the tomb of their king. They ask the players to join them. If the players do, the dwarves will give them a magic item.
D6=4:An icy crypt, eternally winter, alludes to a duchess betrayed by her closest advisor, left to die in the cold. Battling 2d6 frost wights, players find her frozen heart still yearning for vengeance. Choosing to avenge or reconcile her spirit affects the region's weather profoundly, tying the crypt's sorrow to the world's broader climatic woes.
D6=5:The walls of this room are covered in moss and fungus. There is a half-eaten corpse in the corner of the room.
D6=6:A cursed relic lies on a pedestal, tempting anyone who enters. However, touching it invokes the wrath of a fallen angel who guards the artifact with divine fury.
d100 = 19
D6=1:Unstable stacks of bones suggest potential cave-ins. Stabilizing them prevents sudden danger but requires patience and dexterity.
D6=2:The party is ambushed by 2d4+2 ghouls as they enter the crypt.
D6=3:Stagnant air chokes the room, making it hard to breathe. Opening a nearby vent alleviates this but draws rodents, which scatter harmlessly.
D6=4:A group of 3d6 dwarves wearing red robes are walking down the hall singing songs about killing goblins and ogres and other monsters that live beneath the earth
D6=5:The adventurers find themselves in a room where a group of bandits have taken refuge. The bandits will not let the adventurers pass unless they pay a large sum of money.
D6=6:The PCs come across a room filled with giant spiders. The spiders will attack if the party gets too close.
d100 = 20
D6=1:Muffled whispers guide them to an ornate chest. In the lid, the riddle reads: “What comes once in a minute, twice in a moment, but never in a thousand years?” Upon solving "the letter M," the chest unlocks and reveals scrolls of forgotten lore.
D6=2:A group of 2d6+2 dwarves are carrying a large bag of copper that they're trying to hide from passersby.
D6=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?
D6=4:You enter a room and find a group of demons attempting to convert the residents of the crypt to their dark religion.
D6=5:Exposed veins of quartz channel magical energy, indicating power or danger.
D6=6:A group of 1d6 goblins are preparing a ritual at a powerful alter in a strange, ancient chamber.
d100 = 21
D6=1: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.
D6=2:A group of 2d6 orcs are playing a game of bones. They are drunk and will attack the players.
D6=3:The distant but unmistakable sound of metal on stone hints at recent activity. Investigating might reveal trapped or lost comrades.
D6=4:Traversing a cavern studded with precious stones, players of pure hearts find themselves meeting a celestial phoenix. The exalted creature rises from the ashes of the past to share its wisdom on renewal and rebirth. Pledging their quest's purpose echoes in the phoenix’s inspiring light, which grants them blessings and a renewed sense that they are the heralds of a new dawn.
D6=5:A cold, damp mist clings to the floor, causing minor discomfort. It masks pressure plates that trigger poisonous darts; careful stepping is required.
D6=6:The players come across a large chamber filled with coffins. If they investigate further, they will find that the coffins are actually filled with zombies that will attack anyone who enters the room.
d100 = 22
D6=1:A tarnished mirror reflects different realities, confronting fears or offering foresight.
D6=2:An old ladder leads up into darkness. Climb for potential treasures or stay grounded, uninterested in more levels.
D6=3:A fissure in the ground emits a persuasive, fragrant furrow of steam. Breathing it may invigorate one's physical strength or cloud the mind with hazardous illusions.
D6=4: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.
D6=5:A section of the floor is slightly uneven. Stepping on it results in a quicksand-like effect, slowly pulling the player downward.
D6=6:Ornate lamps illuminate an area where a riddle reads: “What has teeth but cannot bite?” Answering "a comb" correctly causes a wall panel to reveal hidden texts.
d100 = 23
D6=1:Osseous murals line this unfitting maze recalling cultivation. Disturbing tranquil configurations makes bone constructs rise for defensive rampage.
D6=2:Distorted reflections in an obsidian wall reveal alternate versions of yourself, each clutching a tome of forbidden spells. A choice to step through grants newfound arcane prowess at the cost of a twisted, haunted mind. Resisting the lure incurs direct attacks from reflection-bound horrors seeking to trade places.
D6=3:Fiery pillars light the crypt's paths. The twist: Every pillar extinguished unseals a memory of a former crypt guardian neither living nor dead who vows to reclaim their place through the flames stoking back with their hardships.
D6=4: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.
D6=5:A vigilant spectral hawk patrols the hallways, watching for intruders. Its screeching alerts the chamber’s denizens to your presence, inciting a relentless foray unless befriended.
D6=6:In a dusty corner, a rat scurries away from a small pile of bones it was gnawing on, remnants of some unidentifiable creature.
d100 = 24
D6=1:You enter a room and find a gorgon in the center. The gorgon will not attack unless provoked.
D6=2: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.
D6=3:Faint phosphorescence in the air could indicate 2d6 lurking ghouls or guiding will-o-wisps.
D6=4: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?
D6=5:A group of 2d6 dwarves are arguing with a group of 2d6 elves. The elves and dwarves are both merchants selling goods. They are arguing over right-of-way along the road to the nearest city. The elves want to take control of the road since they have the most goods to sell. The dwarves want to keep the road since they have been using the road for years. The elves have hired 2d6 mercenaries to help them get what they want. If the players interfere, they will be attacked by the elves and their mercenaries.
D6=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!
d100 = 25
D6=1: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.
D6=2:A powerful lich has established a magical barrier around the crypt to keep intruders out. If the players are able to break the barrier, they will have to fight off the lich and his minions.
D6=3:The adventurers stumble upon a weeping willow spirit bound to the crypt. To purify the sanctuary, they must retrieve her heartwood from the corrupted roots deep below.
D6=4:Jumbled skeletons suddenly begin organizing themselves back into human forms upon detecting living souls. Assist them to earn grateful spectral allies or thwart them to face wicked ghouls.
D6=5:In this room, there is a shelf filled with books. Any book can be read for 1 hour of entertainment but the book disappears after being read.
D6=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.
d100 = 26
D6=1:The party comes across a locked door. If the players try to pick the lock, a group of 2d10 ghouls will attack.
D6=2: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.
D6=3:You enter a room and find a group of Dwarves arguing over a treasure map that they found. The Dwarves will fight if they are provoked.
D6=4:The ceiling in this chamber has partially collapsed, creating a difficult terrain of rubble that requires Dexterity saving throws to navigate without injury.
D6=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.
D6=6:An ancient book bound in dark leather lies in a corner. The twist: The book is a cursed journal of a long-dead warlock. Reading it aloud causes time in the crypt to distort, causing random time jumps for the party.
d100 = 27
D6=1:The party finds a room with a mysterious stone door. If they investigate further, they will find that the door is actually a portal to the Feywild. If they enter, they will find themselves in a strange and magical realm.
D6=2:A group of 2d4+4 goblins are arguing about whether or not to leave their tribe. If players get too close, they will attack.
D6=3: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?
D6=4: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.
D6=5: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.
D6=6:A cold, unnatural draught extinguishes non-magical flames, plunging you into darkness. Survival checks to quickly relight torches are imperative.
d100 = 28
D6=1:The scent of rotting flesh assaults your nostrils. Ahead lay 2d6 zombies feasting on remains, oblivious to your approach until you get too close.
D6=2: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.
D6=3:An undead bard of great renown haunts a grand ballroom. To pass, the party must rely on charm and music, stepping into a dance with death itself.
D6=4:The atmosphere thickens with spores, causing visions of recent deaths in the crypt, and the players must seek out the source.
D6=5: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.
D6=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.
d100 = 29
D6=1:A group of 2d4+4 hobgoblins are standing guard in this hallway. They are standing at attention, with their spears held straight up into the air.
D6=2:A wizard is in the middle of a ritual. If disturbed, he will attack.
D6=3:Carved initials are etched into a stone. Trace them for stories of the past or leave the marks, considering them mere distractions.
D6=4:A skeletal blacksmith toils endlessly in a ghostly forge. He offers to repair or enhance weapons, but each modification comes with a hidden curse. The twist: The curse can only be broken by fulfilling an unknown condition related to the weapon’s history.
D6=5:A group of 1d4+4 orcs are celebrating their recent victory by getting drunk and telling stories of their glory and past exploits. They will attack if provoked or if they think they can win.
D6=6:The party discovers a mysterious fountain in the center of a room. If they investigate further, they will find that the fountain is actually a magical portal that will transport them to an alternate plane of existence.
d100 = 30
D6=1:A group of 2d6 giant spiders are in this room. If they are attacked, they will call for help, and 2d6 giant spiders will attack the party.
D6=2:A young couple is sharing a romantic moment together. They are sitting on a tombstone, kissing. They will stop if a player approaches.
D6=3:A group of 2d8 goblins is arguing near the hallway, unable to decide whether to attack the players or run away from something else that is coming their way.
D6=4:They find an ancient, rusted key hanging from a skeleton's neck. The key fits a nearby iron door. The twist: Opening the door does not lead to a room, but to a fluctuating, pocket dimension where rules of reality are flexible.
D6=5: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.
D6=6: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.
d100 = 31
D6=1: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.
D6=2:A skein of spider silk trails from a crypt entrance. Clear it away or leave it, wary of its owner.
D6=3:A distant tolling bell resounds faithfully each hour as it did in life, counting down the eerie moments as explorers delve deeper.
D6=4:In a chamber pulsating with dark energy, a necromantic tome seeks to possess the most magically attuned adventurer. With each second, its malevolent will grows stronger.
D6=5:The atmosphere thickens with spores, causing visions of recent deaths in the crypt, and the players must seek out the source.
D6=6:Several skeletons are playing a game of bones dice. If the players disturb them, they get annoyed and attack.
d100 = 32
D6=1:Players find an inscription detailing a riddle. Solving it correctly opens a secret passage; failure triggers a deadly spike trap.
D6=2:A diary left open notes a pact with dark entities, prompting decisions or regrets.
D6=3:The sudden drop in temperature leads you to a frost-covered cave within the crypt, where nine rime-covered wraiths protect an ancient ice-bound portal. This gateway pulses with otherworldly energy, leading to a plane of perpetual night and cold where an ancient frost demon plots to invade the material plane. Do you venture through to confront this demon or seal the portal, risking a direct clash with the vengeful wraiths?
D6=4:Shadowy fresco beseeches worship in return for dark boons; holiness or hellfire, you must decide to either revere or defile them.
D6=5:A low drone fills the air as you enter a room filled with ancient, sealed amphoras. Opening one releases either a harmless cloud of dust or an aggressive swarm of skeletal bats.
D6=6:This room is filled with 2d4+4 soldiers who have been turned into zombies by a powerful necromancer in the area.
d100 = 33
D6=1:A group of 1d8 wights attack the players.
D6=2:Eager eyes beyond the charred frame of a long-rotted door sense your approach. Stepping through causes the door to slamming shut, raising 2d6 flaming skeletal guardians.
D6=3: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.
D6=4: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.
D6=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.
D6=6:A group of 5 ghouls attack from behind.
d100 = 34
D6=1:Along the walls, they discover ancient murals portraying mythical creatures alongside this riddle: "It cannot be seen, it cannot be felt, it cannot be heard, it cannot be smelt. It lies behind stars and under hills, and empty holes it fills. It comes first and follows after, ends life, kills laughter. What is it?" Answering "darkness" makes one of the murals shift, revealing a hidden passageway.
D6=2: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.
D6=3:A violin's mournful melody drifts from a distant chamber, its player nowhere in sight when you arrive.
D6=4: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.
D6=5:The players stumble across a small room with a small statue in it. The statue resembles a dragon with four arms and four legs. The statue is actually an ancient golem designed to guard the tomb. It will awaken and attack if anyone tries to loot the tomb or disturb its rest.
D6=6:A low, rhythmic thrumming sound emerges from a sealed sarcophagus. Disturbing it reveals an angry wight seeking vengeance.
d100 = 35
D6=1: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.
D6=2:An inky black puddle spreads across the floor. Study it for enchantments or avoid contact, wary of its origin.
D6=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.
D6=4:In a sunken crypt garden, characters find a row of tombstones, each inscribed with a single letter. A plaque reads: "What five-letter word becomes shorter when you add two letters to it?" Correctly solving "short" teaches them a valuable spell.
D6=5:In a vast sepulcher filled with marble columns, an undead legion guards their emperor’s tomb. Commanded by an ancient vampire lord, 3d6 vampire thralls attack intruders. Investigate the emperor’s history, and discovering a long-lost talisman may provide leverage for negotiation.
D6=6:The crypt suddenly opens up into a small subterranean lake. Along the bank, a massive altar is set with offerings to dark gods, and you sense the presence of 2d8 drowned ones rising from the murky depths. Sticky, brackish water coats your legs and the acrid scent of decay fills the air. Will you stand your ground for a chance to disrupt this grotesque altar, or swim through dark waters in desperate escape?
d100 = 36
D6=1:A ceiling beam collapses suddenly, narrowly missing your group and signifying the dangers of the unstable crypt.
D6=2:The players hear a low rumbling sound coming from around the next bend in the cavern. The players see three cave bears running down the passageway toward them. They run with all their might, as if they are being chased by something extremely dangerous.
D6=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.
D6=4:Beneath a cracked stone sarcophagus lies a found tablet promising a ritual’s guidance. Misreading incantations risks summoning restless ancient spirits seeking dark completion.
D6=5:The acrid smell of decayed flowers permeates a burial chamber. The cause – a wreath still clutched by a desiccated corpse.
D6=6:A group of 1d8 wights attack the players.
d100 = 37
D6=1:A lone flower grows defiantly in the gloom. Plucking it may yield magical benefits or curse the picker.
D6=2: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.
D6=3:A narrow altar platform precariously placed could restore life’s potential. Walk it carefully or stumble inviting malevolent beings’ gnashing hums.
D6=4: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.
D6=5:Sounds of a blacksmith's hammering echo through the crypt. The spectral blacksmith can forge spectral weapons with serious drawbacks.
D6=6:You enter a musty hallway lined with cobwebs and crumbling stonework. A patchwork of broken weapons and armor lies scattered about, evidence of a recent skirmish. As you proceed, the sound of bones clinking grows louder until 3d6 skeleton warriors emerge from the shadows, clinging to rusted weapons and bits of armor. The dank air is thick with mildew, making each breath a struggle. Do you stand your ground or search for a tactical retreat? Brave adventurers may uncover a hidden cache of supplies, but a poor decision could lead to dire consequences.
d100 = 38
D6=1:Wandering dilation spreads as you pass over a bridge. Each step resonates dirges, partially enhancing, partially burdening the trek.
D6=2:The sound of approaching footsteps, a trick of the acoustics or a pursuit by 1d6 wraiths?
D6=3:Crumbling frescoes depict scenes from legend; adding to the artwork pleases the local spirits. Disfiguring it invokes the wrath of an ancient wraith artist.
D6=4:A group of 1d8 kobolds are sharpening their swords on the walls and floor of this room.
D6=5:A distant crash sends a cloud of dust into the air, possibly signaling the presence of other explorers or denizens.
D6=6: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.
d100 = 39
D6=1:Through calming music, they are led to an aged instrument’s riddle: “What is so delicate that mere mention can break it?” Answering "silence" reveals compartments with enchanted items.
D6=2:A peaceful, ancient stage whispers: "What has one head, one foot, and four legs?" Answering "a bed" reveals hidden mechanisms activating another chamber.
D6=3:Cooking smoke drifts from an apparent dead-end. Beyond a disguised door, an old, secluded graverobber lives, trading useful information for provisions.
D6=4: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.
D6=5:Players hear a high pitched, haunting noise coming from a nearby room. They see a group of 1d4+2 undead rats. If the players attack, the rats will retreat into their holes. If the players try to get rid of the rats by attacking their holes, the rats will fight back with their claws.
D6=6: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.
D6=2: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.
D6=3:Strange symbols dance on the ceiling. Staring at them too long causes nausea and distorted vision, pulling the party into a fleeting, disorienting hallucination.
D6=4:A distant crash sends a cloud of dust into the air, possibly signaling the presence of other explorers or denizens.
D6=5:A crypt filled with echoes of laughter that turn to heart-wrenching sobs host 3d6 skeletal jesters, trapped in macabre mockery. Learning their tragic tale through enchanted theater masks, players must decide whether to free them or face unsettling comedy that perpetuates their sorrowful legacy in a grim parody of life.
D6=6:A sudden sigh echoes loudly, originating from a sacrosanct burial chamber that seems to defy time itself.
d100 = 41
D6=1:Near the crypt’s entrance, an obelisk marked with ancient glyphs speaks of a dragon still buried within. Following its clues uncovers a secret chamber where a dragon's heart remains encased in a crystalline prison. Tampering with it risks awakening 2d6 dragon spirits, while honoring it might bestow the heart’s strength.
D6=2:The party discovers a large chamber filled with strange artifacts. If they investigate further, they will find that the artifacts are actually guarded by a powerful golem.
D6=3:A vampire spawn, weakened and chained, pleads for release. If freed, it promises aid but has its own dark agenda once its strength returns.
D6=4:Muffled cries of agony echo through the crypt, leading to a cell where a spirit relives its torture. Interacting with it may bring aid or malice.
D6=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.
D6=6: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 = 42
D6=1:A ghostly librarian ceaselessly catalogs decaying tomes. Interrupting her work gains either information or a guard's ire.
D6=2:Crypt walls are lined with rusted cages. Inside one, a desiccated prisoner clutches an aged key. The corpse will animate as a skeleton if disturbed, fiercely protecting the key until defeated.
D6=3:The players come across a group of vampires who are up to their usual tricks. If the players interfere, they will have to fight off the vampires and their minions.
D6=4:On the floor lies a broken mirror, its shards reflecting distorted visions of the crypt.
D6=5:Beneath a cracked stone sarcophagus lies a found tablet promising a ritual’s guidance. Misreading incantations risks summoning restless ancient spirits seeking dark completion.
D6=6:As you traverse an ancient hall lined with decayed banners, the ground shudders. Stone golems, eight in total, emerge from hidden alcoves, each adorned with protective glyphs of ancient design. They seem to be guarding a gateway inscribed with ominous warnings of a long-sealed underworld. Attempting to decipher these glyphs may reveal the hidden path ahead or activate a cataclysmic trap that seals your fate.
d100 = 43
D6=1: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!
D6=2:At a crumbling corner of the crypt, an enchanted sarcophagus hums with energy. When touched, it releases an ancient warrior's spirit, who challenges the players to a duel. Defeating the spirit earns the players a powerful weapon from its interred ashes.
D6=3:As you step forward, your foot hits something hard. Digging reveals ancient coins, but disturbing them releases a mild, disorienting hallucinogenic gas.
D6=4:A small trickle of water runs down the wall. Inspection reveals a hidden valve that opens a secret chamber.
D6=5:You enter a room to find a group of imps arguing over a strange device. They will attack if provoked.
D6=6: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.
d100 = 44
D6=1: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.
D6=2:The elaborately carved wooden doors leading further down collapse under the weight of time, revealing pitch-black darkness beyond.
D6=3:A group of 2d4+2 thieves are here robbing the tomb. They will rush towards the players and attempt to rob them as well.
D6=4:Players encounter a horribly drunk lich lamenting his past conquests, offering clues in exchange for an embibed magical concoction.
D6=5:A crystalized substance coats a portion of the wall. Test it for any arcane properties or proceed without interaction.
D6=6:You encounter a corridor barricaded with ancient shields and armor, suggesting long-forgotten conflicts linger still. Crossing requires Strength checks to clear the path.
d100 = 45
D6=1:A distant, rhythmic tapping seems ominous but leads to an old clock mechanism still somewhat functional, shedding light on crypt engineering.
D6=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.
D6=3:A winding passage winds narrower, tightening suffocatingly. Navigating through requires sheer vulnerability, stripped of possessions softly into a guide storage.
D6=4:The path darkens suddenly, and a thick mist rises, obscuring vision. Dexterity saving throws are needed to avoid falling into deep holes filled with lurking undead.
D6=5:A crypt filled with echoes of laughter that turn to heart-wrenching sobs host 3d6 skeletal jesters, trapped in macabre mockery. Learning their tragic tale through enchanted theater masks, players must decide whether to free them or face unsettling comedy that perpetuates their sorrowful legacy in a grim parody of life.
D6=6: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 = 46
D6=1:The players come across a mysterious old man dressed in robes, sitting in a chair in the center of the room. He has several magical artifacts and will trade them for valuable items.
D6=2:A grand hall decorated with silken tapestries depicting a kingdom's rise and fall ends in a balcony overlooking an abyss. The tapestries hold keys to ancient prophecies and the reason for the crypt's creation. A ghostly king demands retribution for his unfinished business, offering astral weaponry as rewards for restoring his justice—and summoning spectral knights if refused.
D6=3:Your path is laced with coffins oozing sapphire mist. A hidden trap door guarded by revenants leads to ancient treasure. Besting them in combat risks unleashing further curses; stealth or diplomacy might offer safer alternatives but requires delicate, morally grey compromise.
D6=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.
D6=5: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.
D6=6:In a dim corridor, players find a dusty tome that sparks to life with the spirit of a mad necromancer. The tome attempts to coerce the players into dark rituals, promising forbidden knowledge in return.
d100 = 47
D6=1: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!'.
D6=2: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.
D6=3:The party enters a room and finds a giant creature made of stone. It is a golem and is capable of powerful magic attacks.
D6=4:Crypt walls sprout intricate fungal growths emitting phosphorescent light. Within this bio-luminescent maze lurks a colony of myconids cultivating magical mushrooms with bizarre effects. Harvesting these mushrooms incorrectly risks a hallucinogenic nightmare encounter with an illusion-weaving, Netherworld archdruid.
D6=5: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.
D6=6: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.
d100 = 48
D6=1:You enter a room and find a group of giant rats fighting over a magical item they found in the crypt.
D6=2:A group of cultists are praying to their dark god. If players disturb them, they will fight back.
D6=3:In the crypt's depths, they discover a sacrificial chamber guarded by a cursed paladin who fell from grace. He demands to duel the party's strongest warrior, vowing that only in combat can his soul find redemption.
D6=4:Four skeletons are sitting around a campfire, laughing and drinking ale. If the players approach, they will attack. The skeletons are actually bandits wearing costumes who are on the run from the local constabulary. They're hiding out in the crypt until things cool off. They're planning to make their escape through the lower level of the crypt by using the secret passage near the tomb of Baron Bluestone.
D6=5:A stone tablet with ancient recipes lays forgotten. Replicating these recipes grants temporary buffs; failing leads to nausea.
D6=6:Players come across a room that is filled with sleeping figures of men. The men are sleeping around a fire. If players wake up the men, they will question the characters and then ask them 'Have you seen the Vampire Lord? He was supposed to be here by now.' If the players goad them into attacking, the men will attack with their fists, making them easily defeated.
d100 = 49
D6=1:The players are suddenly surrounded by a field of enchanted poppies, and anyone inhaling their scent falls into a sleep filled with nightmares.
D6=2:Moisture from the ceiling drips onto a large stone tablet with inscriptions. Decipher the tablet or wipe it away to progress without clues.
D6=3: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.
D6=4:Players come across a tombstone bearing the names of famous heroes. A spectral knight offers to temporarily lend his legendary sword to the players -- but only if they swear an oath to use it in a righteous battle within the crypt.
D6=5:The odor of freshly turned earth fills the air as players encounter a newly dug grave. In the grave lies a vampire in deep stasis. The vampire awakes pleading for their life, promising secrets about the crypt in exchange for sparing them and helping them defeat their rival.
D6=6: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.
d100 = 50
D6=1:A small dog runs up to the party, wags its tail and then changes into a large, angry werewolf.
D6=2:Jumbled skeletons suddenly begin organizing themselves back into human forms upon detecting living souls. Assist them to earn grateful spectral allies or thwart them to face wicked ghouls.
D6=3:A group of 5d4+10 banshees are attacking a group of tomb robbers (who will be warned by the banshees).
D6=4:A forlorn chamber houses relics from a bygone war, each item imbued with memories of past struggles. This room, however, is disturbed by the presence of 2d4 will-o’-wisps flitting about, casting eerie green light. As you enter, these life-draining lights hover closer. Defending yourself might uncover ancient weapons and armor, but underestimating the wisps will lead to devastating loss.
D6=5:Glowing fungi light up the walls. They’re harmless but give off just enough light to navigate without torches for 10 minutes.
D6=6:A lich takes off his skull mask and asks for directions to a nearby city. If the players help him, he will reward them with a small treasure. His name is Alaric, and he is a traveling merchant from a nearby city. He was lost on the road. He has a small donkey with him.
d100 = 51
D6=1:Following faint, melodious humming leads to a chamber of singing skulls, harmonious yet inherently malevolent.
D6=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.
D6=3: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.
D6=4:An inexplicable warmth radiates from a stone altar, as if it harbors an eternal flame.
D6=5: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.
D6=6:In a flooded chamber, an undine offers to guide players through submerged passages in exchange for defeating an aquatic abomination terrorizing her domain.
d100 = 52
D6=1:Despite their search for treasure, players uncover an underground marketplace run by mischievous dark faeries. Negotiating with the faeries can secure rare artifacts but at a bizarre and often humorous price.
D6=2:A stained-glass window emits spectral hues guiding you toward a mysterious reliquary. Disturbing this brings forth 1d4 protective spirits, convinced you are unworthy.
D6=3:A towering statue of a forgotten deity watches over the chamber its in. Touching it makes the party see visions of a bygone age of prosperity. The deity offers a dire warning about an impending doom tied to a corrupted artifact still within the crypt.
D6=4:The oppressive gloom of the crypt feels almost palpable. The corridor opens into a vast hall filled with ancient tomes and cursed tablets. Suddenly, three liches arrive, commanding skeletal minions from cracked and dusty altars. The liches demand knowledge from the players, promising death for ignorance. Should the players survive, they find a tome that outlines a buried pact between a long-dead necromancer and a contemporary noble family.
D6=5:Worn-out shoes scattered around indicate restless souls. Donning them helps navigate silently, but step out of line and 2d4 skeletal hands grasp for revenge.
D6=6:An overgrown staircase leads to darker depths or newfound opportunities.
d100 = 53
D6=1: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.
D6=2:The ancient scent of petrified herbs stirs memories of old traditions. A small herb bundle contains crypt dirt that can empower basic spells temporarily.
D6=4:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
D6=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.
D6=6:In a small chamber can be found a powerful magical chess board that challenges the players to a game.
d100 = 54
D6=1:In a vast sepulcher filled with marble columns, an undead legion guards their emperor’s tomb. Commanded by an ancient vampire lord, 3d6 vampire thralls attack intruders. Investigate the emperor’s history, and discovering a long-lost talisman may provide leverage for negotiation.
D6=2:A group of 1d4+4 hobgoblins are praying to a statue of their god.
D6=3:Small piles of bat guano cover the floor, indicating the presence of bats above and providing fertile ground for mundane mushrooms.
D6=4:An enchanted harp plays a mournful tune, prompting memories or unsettling spells.
D6=5:A simple puzzle involving pressure plates must be solved to proceed. Failure leads to the sounding of ancient alarms, summoning skeletal wardens.
D6=6:Piles of old, rusted weapons clutter one corner. They are useless in combat but might be sold to a blacksmith for scrap.
d100 = 55
D6=1:Vines and plant life inexplicably flourish in a section of the crypt. Investigating the source, players find a dryad who has been bound underground by ancient magics. Freeing the dryad reveals a hidden ecosystem and potentially a new ally against the crypt's corrupt denizens.
D6=2:Awkward, uneven flooring hides 2d4 skeletons awaiting their cue.
D6=4: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.
D6=5:An undecayed, elegant mask resting on a plinth in the hall appears to be part of some ancient masquerade. Trying it on might disguise the wearer from undead or curse them to eternal concealment.
D6=6:An inscription on the wall beckons for sacrifice yet also promises hidden rewards if deciphered correctly.
d100 = 56
D6=1:The party hears a noise behind them. When they turn around, they see nothing. When they turn back around, a ghoul is standing there and attacks!
D6=2:A room filled with sepulchers emanates an eerie green light. As the players approach, undead hands emerge, attempting to drag them into the depths of the coffins.
D6=3: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.
D6=4:A passage reveals ancient runic symbols glowing with latent power. Understanding these symbols can provide access to hidden chambers where primordial elemental spirits dwell. Disturbing these spirits causes a fierce elemental storm, but appeasing them allows safe passage and potential ancient elemental magic.
D6=5:Players hear the sound of singing on the other side of a locked door. If they search for a way to open the door, they will find that the lock is complex and very difficult to pick open. By the time they get through, there's nothing to be found on the other side. The sound was a ghost trying to spook the party.
D6=6:The players see a group of 4d4 skeleton archers. They are practicing on some dummies.
d100 = 57
D6=1:Along a shadowy corridor, players encounter a beggar ghoul who offers cryptic advice. Once a noble, now reduced to this state by treachery, its gratitude for respectful treatment spurs a quest to retrieve its family signet. Players navigate familial guilt and 3d6 spectral knights, finding justice in an unjust world if they succeed.
D6=2:Several locks guard an ancient barrow. Each requires a different song to unlock, encouraging the party's musical talent or creativity.
D6=3:A tarnished coin lies on the ground, glinting faintly. Picking it up awakens a long-dead warrior who defends the crypt’s treasure with extreme tenacity.
D6=4:You enter a room and find a group of wights attempting to raise the dead. They will attack if disturbed.
D6=5:A group of 1d4+2 ghouls are feasting on the remains of a horse. They will attack trespassers.
D6=6: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 = 58
D6=1: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.
D6=2:You encounter a lone figure writing on scrolls amidst broken niches. Engage diplomatically for guidance; forceful interruption brings furious banshee retaliation.
D6=3:The party enters a room and finds 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 the undead.
D6=4:Slabs of stone form treacherous pathways, each a test of agility or a tumble into bone-filled pits.
D6=5:A group of adventurers are sitting around a campfire, telling stories about their adventures
D6=6:A rusted nail sticks out from a coffin lid. Pry open the lid or leave it undisturbed, wary of resting spirits.
d100 = 59
D6=1:You enter a room and find a group of dragons arguing over a strange item they found in the crypt.
D6=2:Wandering dilation spreads as you pass over a bridge. Each step resonates dirges, partially enhancing, partially burdening the trek.
D6=3: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.
D6=4:Crude engravings in an ancient language fill a hallway. They detail the life of a forgotten ruler, who met their end under mysterious circumstances.
D6=5:Within the flickering torchlight, the players encounter a decrepit sarcophagus that bursts open, revealing a skeletal knight clad in rusted armor. As they prepare for battle, the knight speaks, declaring he seeks only to be laid to eternal rest and asking for help in returning to his final resting place.
D6=6:Players see a pile of old bones. If they investigate further, they will find that the bones are actually the remains of a long-dead warrior. The warrior was once a powerful knight that was slain by a powerful dragon. His sword is still in its scabbard and is undamaged.
d100 = 60
D6=1:A corridor suddenly tilts, altering gravity for those who attempt to pass. Adapting to the new angle avoids injury.
D6=2:The crypt resounds with eerie silence, broken only by the cries of a banshee lamenting a love affair that defied class boundaries. Investigating, the adventurers find cursed lovers from different castes, doomed to wander eternally. The party must choose whether to reunite their spirits, inciting the wrath of the banshee's vengeful kin (2d4 wraiths), or allow their tragic love to remain bound by social taboos.
D6=3:A group of 3d6 dwarves wearing red robes are walking down the hall singing songs about killing goblins and ogres and other monsters that live beneath the earth
D6=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.
D6=5:Delicate chains stretch inconspicuously across doorways at ankle height, ready to ensnare the unwary in soundless snares.
D6=6:The crypt is dark and quiet. An adventurer can hear the sound of a strange animal in the distance. (Wolves)
d100 = 61
D6=1:A group of 3d4 skeletons are practicing their swordsmanship. They will attack anyone who approaches them.
D6=2:A corridor lined with ancient sarcophagi. Disturbing any one of them releases a mummy that seeks to unleash its curse on the tomb violators.
D6=3:Sketched maps indicate hidden pathways but may be incomplete or intentionally misleading. Decipher its routes, only to sometimes find yourself ambushed by shadowy figures.
D6=4:In a large chamber can be found a powerful magical construct that will attack the players if they come too close.
D6=5:The players find a group of 2d4 kobolds digging in a graveyard. The kobolds are searching for a lost treasure and ask the players to help them.
D6=6:You enter a room and find a giant, armored golem in the corner. The golem will not attack unless provoked.
d100 = 62
D6=1:The sound of 1d20+10 skeletons clattering down the stairs. They have swords and shields.
D6=2:A faint sound of water dripping echoes ominously, further investigation leads to a fresh water source vital for survival.
D6=3:A wandering ghoul attacks the players. If the players kill it, another ghoul appears in 1d4 rounds. There is no limit to the number of ghouls that can appear.
D6=4:A sinister giggle echoes longest walls, unnervingly childish, yet no source is found.
D6=5:Peering into a small crypt chamber reveals a single gold coin gleaming in faint torchlight, lying ominously atop a stone plinth.
D6=6:At the bottom of a deep pit can be found a powerful magical gem.
d100 = 63
D6=1:Scarlet-stained tapestries depict great hidden suffering, evocating somber spirits if left unheeded during travels further in.
D6=2:The party comes across a group of 2d10 zombies, led by a ghoul. They are carrying shovels and are digging up graves near the crypt.
D6=3:The players detect a rhythmic tapping at an ancient crypt wall. Breaking through, they discover a tribe of mole folk who have been using the ancient tunnels for safe passage. However, assisting them further reveals the mole folk believe the crypt's foundation is over an even darker, hidden lair.
D6=4:2d6 men are arguing about which tavern is better: .
D6=5: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.
D6=6:Through calming music, they are led to an aged instrument’s riddle: “What is so delicate that mere mention can break it?” Answering "silence" reveals compartments with enchanted items.
d100 = 64
D6=1:Muffled sobs echo from the depths of a tunnel. Find the source to help or continue, suspecting a ghostly lure.
D6=2:A fierce Minotaur is patrolling the crypts, looking for intruders.
D6=3:A suspended cage moves eerily as though being watched. Within lies a spectral prisoner, who offers forbidden knowledge tied to dark secrets about the crypt, but only in exchange for exact retribution against his captors.
D6=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.
D6=5:They come to a peaceful, fog-filled chamber with a statue holding a tablet: “What is so fragile that saying its name breaks it?” Answering “silence” opens a calming, sacred garden in the crypt.
D6=6:The players hear loud moaning from the other end of the tunnel. If they investigate, they see a group of 3 zombies feasting on the corpse of a dead adventurer. They will attack if disturbed or if someone tries to take the body back.
d100 = 65
D6=1:A group of 2d6 humans is walking down the hallway, talking loudly about how they defeated a group of goblins earlier that day. They will challenge the players to a battle if they are not wearing the crest of the King Under The Mountain on their armor or clothing.
D6=2:Upon entering a dimly lit chamber, characters find a stone pedestal with an ancient tome. The tome presents this riddle: "I speak without a mouth and hear without ears. I have no body, but I come alive with wind." Answering "an echo" causes a secret door to open, revealing a stash of ancient coins.
D6=3:Pewter goblets arranged as if still in use suggest either ceremonies of old or 1d4 haunted priests.
D6=4:Dust-streaked murals detail apocalyptic visions. Inscribing tokens of respect wards off undesired curses; defacing them provokes aggressive ghostly caretakers.
D6=5:Dried rat carcasses are scattered on the floor. If disturbed, 2d4 giant rats emerge from the walls and attack.
D6=6:Mold grows unnaturally swiftly on the crypt walls, forming grotesque shapes and creatures. Destroying a particularly large patch reveals a necrotic druid who has been using fungus to augment their powers, now offering a dangerous alliance or seeking a final showdown.
d100 = 66
D6=1:A lich takes off his skull mask and asks for directions to a nearby city. If the players help him, he will reward them with a small treasure. His name is Alaric, and he is a traveling merchant from a nearby city. He was lost on the road. He has a small donkey with him.
D6=2: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.
D6=3:Dank, icy water permeates the crypt floor, leading to a hastily constructed shrine painted with luminescent runes. These are guarded by 1d6 death priests laboring on forbidden rituals, hoping to raise an ancient warlord. Engaging their ritual might uncover ancient, powerful artifacts, but interrupting could summon unearthly horrors that challenge your very sanity.
D6=4:A group of 1d6 liches attack the players.
D6=5: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.
D6=6:In a small chamber can be found a powerful magical chess board that challenges the players to a game.
d100 = 67
D6=1:The party finds a room full of strange and powerful magical artifacts. If they investigate further, they will discover that the artifacts are actually cursed. If they use them, they will be cursed with horrible consequences.
D6=2:Stagnant air chokes the room, making it hard to breathe. Opening a nearby vent alleviates this but draws rodents, which scatter harmlessly.
D6=3:Adventurers discover an old, gigantic bell with a haunting echo. Ringing it awakens an avenging knight who follows whoever hit the bell, seeking to determine if they are friend or foe based on their future deeds.
D6=4: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.
D6=5:The walls of the corridor are covered in ancient graffiti. One section of it reads: 'Beware! The green dragon is near!'
D6=6: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.
d100 = 68
D6=1:Encumbered by a sudden fog curtain creeping through the vault, the surroundings hum surreptitious warnings. Those respecting phased elements receiving glyph guidance, disregard guarantees shadow ambushes.
D6=2:Dust-streaked murals detail apocalyptic visions. Inscribing tokens of respect wards off undesired curses; defacing them provokes aggressive ghostly caretakers.
D6=3:The crypt echoes with the moans of undead laborers tirelessly rebuilding the walls, forced into eternal servitude by an unrepentant necromancer. Players encounter 2d6 zombies and the spectral overseer who might relent if reminded of lost loved ones. Comparisons to current events reveal a sinister necromantic war looming, embedding players in the broader world's sorrow.
D6=4: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.
D6=5:Gentle whispers drift through a passageway. Investigating uncovers imprisoned souls requiring release for safe passage ahead.
D6=6: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.
d100 = 69
D6=1:The echo of your footsteps unexpectedly reverberates, possibly alerting nearby 2d6 zombies.
D6=2:A puppet-like automaton lies dormant in a corner, waiting for a command or spark of life.
D6=3: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.
D6=4: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.
D6=5:While walking, a cold, spectral hand clasps your shoulder and then vanishes, leaving an unsettling chill.
D6=6: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.
d100 = 70
D6=1: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.
D6=2:A faint but distinctly vile odor wafts from ahead. Your path is blocked by a makeshift barricade hiding rotting corpses reanimated as zombies.
D6=4: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.
D6=5:A group of 2d6 tomb robbers are looking for a magical weapon. The players see them trying to pry a coffin lid off with a crowbar.
D6=6:In a small chamber can be found a magical tome that reveals powerful secrets.
d100 = 71
D6=1:The decayed corpse of a grave robber lies face down, clutching an ancient map. The map shows alternate routes through the crypt, but is it reliable or a fool's errand by someone who failed?
D6=2: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.
D6=3: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.
D6=4:A crude carving of a man with his arms up in the air and blood dripping from his hands is on the floor. If the players touch it, they will be attacked by a blood golem.
D6=5: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.
D6=6:A group of 1d8 kobolds are sharpening their swords on the walls and floor of this room.
d100 = 72
D6=1:Several skeletons are playing a game of bones dice. If the players disturb them, they get annoyed and attack.
D6=2:Dust motes fill an ancient mausoleum filled with centuries-old murals depicting celestial battles. Suddenly, the air becomes deathly cold, heralding the approach of an ice wraith queen flanked by 2d8 ice wraiths. The murals hint at a way to appease her, involving an artifact known only in legends.
D6=3:Two skeletons attack from behind. If players survive, they find a sack containing 2d10 silver pieces and a magic wand.
D6=4:Hidden behind a crumbling wall is a chamber where a group of ghostly scholars continuously debate arcane topics. Engaging in conversation might earn knowledge, but they detest interruptions and might curse you with insomnia.
D6=5:Cobweb-filled alcoves make for treacherous footing as you pass through. Failure to proceed carefully could result in damage from hidden traps.
D6=6:In a dim-lit antechamber, an ornate mirror stands against the wall. Gazing into it, each player sees a vision of their greatest fear. To progress, they must confront a manifested form of this fear. Defeating it makes the mirror shatter and reveals hidden clues to a deeper crypt mystery.
d100 = 73
D6=1:A faint glow radiates from a pile of rubble. Digging reveals a simple but sturdy enchanted lantern, working as a light source.
D6=2:A stream of cold water runs along a crack in the wall. Dammed by some debris, clearing it causes a small flood, making the ground slippery and difficult to traverse.
D6=3: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.
D6=4:The adventurers discover a labyrinthine bone structure teeming with animated skeletons. The bone walls move and shift, creating an ever-changing maze.
D6=5:The players come across a large chamber filled with undead. If they investigate, they will find that the undead are actually the remains of a long-forgotten necromancer's minions.
D6=6: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 = 74
D6=1:An arched doorway sparks a cold tingling feeling. Passing through changes the time of day outside but leaves the party unsure of how much time has truly passed.
D6=2:An inexplicable warmth radiates from a stone altar, as if it harbors an eternal flame.
D6=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.
D6=4:A colossal statue of an ancient mage dominates a room, holding a crystal shaft that radiates pure magic. Traps designed to test magical prowess guard it, from simple runes to complex arcanic equations. Gaining control over the crystal grants elemental shaping abilities but risks conjuring the mage's ghostly wrath.
D6=5:An iron-clad door requires a bloody toll to unlock, demanding each player shed blood for passage.
D6=6:An abandoned, rusted goblet holds liquid darkness. Drinking from it stains your soul, providing visions of cryptic symbols and shadows.
d100 = 75
D6=1:The players see a group of 4d4 skeleton archers. They are practicing on some dummies.
D6=2:A simple broom lies against a wall, untouched for decades. Moving it triggers a small landslide that reveals a hidden cache of historical relics.
D6=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.
D6=4:A lone, tarnished coin sits atop a crumbling sarcophagus. Taking it unseals a hidden compartment, releasing 3d6 bats in a chaotic flurry.
D6=5:The players come across a small cave that is actually a lair for 2d4+4 giant lizards. They will attack if the players get too close.
D6=6: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 = 76
D6=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.
D6=2:An ancient tapestry hangs but barely holds together. Inspect it for lore or let it fall, focusing on the path ahead.
D6=3:An abandoned alchemist’s laboratory contains various unusual ingredients. The twist: Using these ingredients to concoct potions yields unexpected results, with each mixture altering an attribute (e.g., turning a character's hair into living tendrils).
D6=4:The players see a group of 2d20+10 kobolds here celebrating their recent success at raiding a nearby village. They will attack the players if they get too close.
D6=5:A raven perched atop an ancient throne suddenly speaks an omen of doom that must be unraveled to avoid impending calamity.
D6=6:Two skeletons attack from behind. If players survive, they find a sack containing 2d10 silver pieces and a magic wand.
d100 = 77
D6=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.
D6=2:You stumble upon concentric circles of rusted, ceremonial armor. The heart holds a spectral knight seeking honorable combat.
D6=3:The party comes across an old graveyard filled with 3d6 zombies and 3d6 ghouls that are protecting the tomb of an evil necromancer named Nestor the Cruel who was buried there after he was killed. He was murdered by the people of the kingdom after he was driven out of town by them when they found out what he was doing to them - i.e. all the experiments on them during his time as an apprentice to a wizard in town named Chyla. She had taught him how to cast spells but then banished him for being too evil for her to teach him anymore. She found out what he was doing to all the people of the village when he was experimenting on them all with vile magic to create powerful undead soldiers for him to use as his army against the kingdom! Players will have to fight on two fronts while fighting off his minions! He's insane and will attack anyone who gets near him! He's extremely powerful and has 2d6 powerful shock guards (powerful, high-level guards who were part of his gang) standing guard around his tomb! He'll also send his shock guards to attack whoever disturbs his tomb!
D6=4:Several gold and silver coins have fallen out of someone's pocket and are rolling down the hallway towards the players feet.
D6=5:Words are faintly etched into a dusty mirror. Clear the mirror to read or move past, suspecting druidic messages.
D6=6: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.
d100 = 78
D6=1: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.
D6=2:A tarnished mirror reflects different realities, confronting fears or offering foresight.
D6=3:The party sees several undead rats crawling over a skeleton. If the party approaches, the rats will try to bite them.
D6=4:Crystal chandeliers hang precariously above, dazzling or threatening a crushing collapse.
D6=5: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.
D6=6:A cursed gold pile draws adventurers toward it. Greed ensnares their minds, and specters of prior thieves attack anyone resisting the lure.
d100 = 79
D6=1:The players come across a large chamber filled with undead. If they investigate, they will find that the undead are actually the remains of a long-forgotten necromancer's minions.
D6=2:A bat colony is disturbed, flying out en masse and causing temporary disorientation. Hasty players may lose small items in the chaos.
D6=3:Torchlight flickers, revealing a fresco portraying a long-forgotten, bloody battle. Touching the artwork could provide insights into ancient combat techniques or summon a spectral warrior seeking an honorable duel.
D6=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.
D6=5: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.
D6=6:Walking through the crypt, you notice a flickering light inside a distant chamber. Investigation reveals bioluminescent fungi growing on the walls, possibly toxic.
d100 = 80
D6=1:Whispers on the wind relay an old betrayal; heed or ignore the cryptic warning.
D6=2: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.
D6=3:Lightning-shattered earth reveals the crypt of an excommunicated cleric of storm gods. 2d6 storm wraiths arise from electrified pools. Players navigate this elemental conflict, uncovering the cleric’s tragic heresy. Rewards can enhance climate control spells or evoke further divine wrath, intertwining their fate with the storm’s fury.
D6=4:A wizard is in the middle of a ritual. If disturbed, he will attack.
D6=5:A seemingly unremarkable stone has imprints of long-forgotten souls, possessing glimpses or past flashes of horror fitted into the crypt’s history.
D6=6:A silent, eternal resting place echoes: “What falls but never breaks?” Answering “dawn” reveals mysterious inscriptions within the area.
d100 = 81
D6=1: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.
D6=2:The players find a series of underground tunnels. If they investigate, they will find a group of goblins being led by a minotaur.
D6=3:The air grows noticeably colder near a particular archway. Venture through to discover the reason or avoid it as a warning sign.
D6=4:A necromancer's apprentice, aged and failing, offers help in navigating the crypt if players can bring him a specific component for his salvation.
D6=5:A group of 2d6 skeletons are practicing their fighting skills. They will attack trespassers.
D6=6:As they traverse a narrow passage, the players encounter a shrine dedicated to a lost deity. Among the offerings is a ring of invisibility, but touching it activates a golem guardian. The players must either make a suitable offering to appease the golem or face it in battle to claim the ring.
d100 = 82
D6=1:A powerful ghost is haunting the crypts, searching for something of great value.
D6=2:A shimmering, ghostly figure appears, whispering hints about hidden treasure – but is it a helpful spirit or a malevolent wraith?
D6=3:The air grows noticeably colder near a particular archway. Venture through to discover the reason or avoid it as a warning sign.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 83
D6=1:The adventurers find a strange portal in the middle of the room. If they pass through the portal, they will find themselves in a strange and mysterious realm.
D6=2: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.
D6=3: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.
D6=4:The floor gives way to a pit, forcing a Dexterity save to avoid tumbling 10 feet down. Minor injuries and a chance to find forgotten bones.
D6=5:Crude etchings in the floor mark where rituals were performed, a standstill for gazing too long might allow echoes’ dreary influence to seep in.
D6=6:A group of 2d6+2 giant rats are running through the passage.
d100 = 84
D6=1:If the players enter this room, they will be attacked by a pack of rabid (rabies infected) dire bats.
D6=2: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.
D6=3:A withered bouquet of flowers lies on an empty grave. Look for clues about the visitor or move along, respecting the resting dead.
D6=4:The scent of rotting flesh leads to a room with a flesh golem stitching itself together from parts of once-brave heroes.
D6=5:A group of 1d20+5 mummies attack the players.
D6=6: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.
d100 = 85
D6=1:Hidden pressure plates line the corridor ahead, activating arrow traps. Only keen Perception checks can detect and avoid triggering these brutal defenses.
D6=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.
D6=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.
D6=4:The crypt's architecture shifts and warps, creating an endless maze guarded by a minotaur spirit who endlessly patrols these catacombs.
D6=5: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.
D6=6:You enter a room and find a group of goblins squabbling over a strange item they found in the crypt. They will attack if provoked.
d100 = 86
D6=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.
D6=2:An awakened mummy attacks the players.
D6=3:Players encounter a horribly drunk lich lamenting his past conquests, offering clues in exchange for an embibed magical concoction.
D6=4:A group of 2d6 skeletons are practicing their fighting skills. They will attack trespassers.
D6=5:In the center of a crypt, the players find a strange altar with a strange symbol on it. If they touch the altar, they will be transported to another plane of existence.
D6=6: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 = 87
D6=1:You see a pile of treasure in the middle of the room. It is a mirage. If you attack it, it disappears.
D6=2:The players' reflections animate within an ancient mirror. These reflections soon step out and begin attacking with all the parties' abilities.
D6=3: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.
D6=4:The players hear a man singing about his lost love. He is sitting on the ground with a bottle of wine in his hand.
D6=5:Moisture beads on a strangely gnarled root. Examine it for druidic signs or ignore it, seeing it as merely plant life.
D6=6: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 = 88
D6=1:An unlit candle stub sits quietly on a ledge. Lighting it might illuminate hidden writings or activate a dormant trap.
D6=2:A ratty journal found on a decomposed corpse details potentially lucrative crypts but also mentions ever-present dangers.
D6=3:In a large crypt, the players find a group of 2d6 vampires. The vampires are hostile and attack the players.
D6=4:You hear ominous chanting ahead. Peering through a crack in the door reveals cultists performing a dark ritual to summon 2d4 shadows.
D6=5:The faint scent of incense lingers in the air. Examine where it’s coming from or recognize it as a sign of dark rituals still practiced.
D6=6:A beautiful mural depicts the crypt's history but changes whenever looked at closely. The mural is the prison of a dreamweaver trapped by their own creation, begging for a solution to their undoing.
d100 = 89
D6=1:A childlike laugh occasionally interrupts the silence. It's a trick by a mischief spirit looking to lead the party into traps for amusement.
D6=2:There is a tombstone inside here with a name that no one has heard of before. It is the tombstone of a nameless hero from long ago.
D6=3:A small, recently used campsite echoes with ghostly laughter. Examination shows it's well-tended, suggesting recent, but peaceful, occupation.
D6=4: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.
D6=5: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.
D6=6:A passage reveals ancient runic symbols glowing with latent power. Understanding these symbols can provide access to hidden chambers where primordial elemental spirits dwell. Disturbing these spirits causes a fierce elemental storm, but appeasing them allows safe passage and potential ancient elemental magic.
d100 = 90
D6=1: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.
D6=2:The players are attacked by a group of shambling mummies that were once powerful mages.
D6=3:A distant echo hints at hidden passages. Investigation checks reveal a secret door, but forcing it requires a Strength check to avoid making noise.
D6=4:In a small chamber can be found a powerful magical artifact that grants its wielder great power.
D6=5:Players feel a sudden drop in temperature as they enter a grand hall. Flickering blue flames light the path, casting eerie shadows. In the center stands a sarcophagus with arcane symbols glowing faintly. When approached, a banshee materializes, her screams reverberating through the halls. Players must either calm her restless spirit through a poignant conversation about her untimely death or engage in a deadly combat. Success reveals her connection to an ancient dynasty thought lost to time.
D6=6: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.
d100 = 91
D6=1:An array of spectral dancers performing a ghostly ballet. The twist: Joining the dance for a full cycle grants the dancer a boon of grace and dexterity, but missing a step traps them in a twilight realm until a partner completes the ballet.
D6=2: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.
D6=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.
D6=4:In the following chamber, the adventurers come across a group of gnolls. The gnolls will ignore the adventurers unless provoked.
D6=5:You see a pile of treasure in the middle of the room. It is a mirage. If you attack it, it disappears.
D6=6: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.
d100 = 92
D6=1:A chilling wind reveals a pathway lined with ghostly flames that follow the players unless extinguished with a special spell or potion.
D6=3:An ancient, rusty lock fastens an iron chest. Attempt to open it for contents or move away, expecting it to be trapped.
D6=4:An old, marginally open book of poetry lies near a noble’s tomb. Reading aloud raises spirits who recount their tales, poignantly melancholy.
D6=5: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.
D6=6:A massive, ancient chapel within the crypt holds a dark, pulsating artifact on the altar, guarded by five nightwalkers. The spectral guardians' presence fills the room with despair and cold malevolence. Getting near the artifact could grant powerful boons or unleash a corrupting influence that warps even the strongest minds. Careful choices and swift action are key to either claiming this dark power or ensuring it remains forever bound.
d100 = 93
D6=1:In this room, a group of 1d4+2 skeletons are sitting at a table, playing cards and drinking wine. If the players attack, the skeletons will stand and fight. If the players ask nicely, the skeletons will give them a bottle of wine as a gift.
D6=2:Piles of gold coins lie scattered in the center of a room. The twist: Anyone who takes a gold coin contracts a curse making their skin gradually turn to gold, becoming completely immobile unless they find the curse's counter-scroll hidden in the crypt.
D6=3:The players come across a mysterious chest filled with strange items. If they investigate further, they will find that the chest is actually a mimic and will attack anyone who attempts to take the items.
D6=4: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.
D6=5: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.
D6=6:A group of human cultists are sacrificing a giant rat in hopes of gaining favor with a demon.
d100 = 94
D6=1:The air grows colder as you enter a tomb adorned with symbols of a long-dead necromantic cult. Eight ghostly figures, robed and chanting, encircle a central altar. Arcane energy crackles in the air. The ritual they perform can either be disrupted by force or countered with forgotten prayers hidden among the crypt's inscriptions. Both approaches carry severe risks, for failure might release a greater evil bound within the very stones.
D6=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!
D6=3:The scent of rotting flesh leads to a room with a flesh golem stitching itself together from parts of once-brave heroes.
D6=4:Whispers in an unknown language emanate from a dark corner. Mimicking them carefully dispels the shadows, revealing a locked treasure chest.
D6=5:A priestess of Nerull is holding a ceremony to summon her god. If interrupted, she will attack.
D6=6:Broken pottery lies scattered, some contain traps while others have forgotten artifacts.
d100 = 95
D6=1:You enter a room and find a strange, tentacled creature in the corner. The creature will not attack unless provoked.
D6=2:In a vast sepulcher filled with marble columns, an undead legion guards their emperor’s tomb. Commanded by an ancient vampire lord, 3d6 vampire thralls attack intruders. Investigate the emperor’s history, and discovering a long-lost talisman may provide leverage for negotiation.
D6=3:At the crypt’s deepest point, a massive iron door sealed by seven keys stands before the players. Gathering and using the keys gained from various challenges throughout the crypt opens the door to an ancient dragon's hoard, guarded fiercely by an undead dragon.
D6=4:A cold, damp mist clings to the floor, causing minor discomfort. It masks pressure plates that trigger poisonous darts; careful stepping is required.
D6=5: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.
D6=6:Two ogres are gambling on how many people they can kill in a night. They are extremely confident in their abilities and will attack when provoked.
d100 = 96
D6=1:A library of forbidden tomes stands here, guarded by magical wards and a sphinx that enjoys debating philosophy. Correct answers to the sphinx's riddles grant access to spells lost to time. Wrong answers, however, spring deadly traps and release shadow demons imprisoned within the tomes.
D6=2:A group of 2d6+2 gnolls are hunting for food. They will attack if they discover the players.
D6=3:A corridor suddenly tilts, altering gravity for those who attempt to pass. Adapting to the new angle avoids injury.
D6=4:A man is frantically running. If the players stop him, he will tell them his story. He was a royal courier and was sent to the crypt to find something. He was attacked and mauled by a werewolf before he could retrieve what he was looking for.
D6=5: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.
D6=6:The adventurers enter a room and find a powerful magical device with a number of strange symbols inscribed on it. When activated, the device will transport the adventurers to a random location.
d100 = 97
D6=1: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.
D6=2:An old gauntlet beckons, seemingly mundane but leading to a deadly duel against its spectral owner.
D6=3: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.
D6=4: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.
D6=5:At the heart of the crypt lies a sarcophagus surrounded by idols of multiple deities. Each idol's eyes light up when the correct prayer or offering is given. Solving this divine puzzle opens the sarcophagus, revealing either divine blessings or unleashing an ancient curse that reanimates once-holy guardians.
D6=6:The party comes across a room that's filled with rotten food. If they investigate, they'll find the remains of a giant spider.
d100 = 98
D6=1:A group of 1d6 dwarves are gambling. They will attack if they think they have a chance of winning.
D6=2:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
D6=3:Mantle-bound shades attend stoically beside well-arranged sentinels concealing another layer of mysteries. Patiently appealing the shades reveals underlying concepts, while rabid actions mobilize them protectively.
D6=4:The flutter of bat wings precedes an encounter with 1d4 stirges.
D6=5:Sounds of a blacksmith's hammering echo through the crypt. The spectral blacksmith can forge spectral weapons with serious drawbacks.
D6=6:In a peaceful corridor, they discover ancient family portraits and the inscription: “What starts with an E, ends with an E, and contains one letter?” Answer "an envelope" reveals a hidden safe with valuables.
d100 = 99
D6=1:A group of human cultists are sacrificing a giant rat in hopes of gaining favor with a demon.
D6=2:At the crypt’s deepest point, a massive iron door sealed by seven keys stands before the players. Gathering and using the keys gained from various challenges throughout the crypt opens the door to an ancient dragon's hoard, guarded fiercely by an undead dragon.
D6=3:A solemn corridor displays an exquisite array of unopened sarcophagi from different eras. Peer inside to find noble relics or awaken disgruntled rulers defending their eternal rest.
D6=4:The players hear a noise. It sounds like something large and heavy, like a boulder rolling. The players see nothing.
D6=5:You enter a room and find a giant, armored golem in the corner. The golem will not attack unless provoked.
D6=6:They find a room adorned with intricate tapestries. A plaque near a brazier states: “Turn us on our backs and open up our stomachs. You will be the wisest of men though at start a lummox. What are we?” Answering "books" causes the brazier to flare, revealing a lever.
d100 = 100
D6=1:An enchanted harp plays a mournful tune, prompting memories or unsettling spells.
D6=2:The party hears a moaning coming from a nearby room. They will find a small group of zombies in the room. There are 8 zombies in total. They are wearing robes and are in the middle of a ritual. If the players disturb them, the zombies will attack them before continuing with their ritual.
D6=3:There is a tombstone inside here with a name that no one has heard of before. It is the tombstone of a nameless hero from long ago.
D6=4:Players hear the sound of singing on the other side of a locked door. If they search for a way to open the door, they will find that the lock is complex and very difficult to pick open. By the time they get through, there's nothing to be found on the other side. The sound was a ghost trying to spook the party.
D6=5: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.
D6=6: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.
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