A complete D&D 5e random encounter table for crypt scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 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 D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Crypt encounter table
d100 = 1
D8=1: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.
D8=2:A group of cultists are praying to their dark god. If players disturb them, they will fight back.
D8=3:A group of 1d4 men is passed out on the floor near a barrel of wine. They are members of a traveling theater troupe, and they are drunk after having completed a play in this crypt. A nearby sign reads: 'Tonight: Comedy! 'Luck of the Draw' by Gorgar the Great!'
D8=4:You come across a cluster of time-forgotten plants thriving within the crypt. Picking them attracts curious, spectral gardeners.
D8=5: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.
D8=6:As they navigate the labyrinthine passages, the party encounters a wounded unicorn. Its presence brings a surge of hope and purpose. Helping the creature rewards them with its protective aura and an inspiring vision of their triumphant future, strengthening their resolve to face any danger.
D8=7:The players see a group of 3d6 gnolls feasting near a small campfire. They are celebrating their most recent hunting success. If the players approach, the gnolls will attack.
D8=8:The creaking of ancient wooden chests reveals skeletal remains posed as if caught in a last, desperate struggle. Amongst the 3d6 skeletons, a lone survivor's ghost recalls a bitter betrayal by an envious friend. Players face the dilemma of uncovering the truth to free the ghost or leaving the restless spirits to their grim fate, deepening the crypt's tragic legacy.
d100 = 2
D8=1:The ground beneath gives way, and the players tumble into a pit filled with restless, grasping undead hands.
D8=2:The players trip a trap that returns them to the crypt’s entrance, but it has now morphed into an ever-changing labyrinth.
D8=3:Tiny trapped souls swirl in a cracked crystal ball, offering cryptic, unintelligible guidance and warnings.
D8=4:The party hears a voice taunting them from behind a rock. The voice is coming from a dwarf wearing an orange robe. His name is Neil and he is an illusionist. He is trying to convince the party that he is a wizard.
D8=5:An ancient and battered shield leans forlornly, once belonging to a renowned guard. Adopting it strengthens resolve but draws ghosts of vanquished foes seeking rematch.
D8=6:A feeble candlelight illuminates the corridor ahead, revealing an exhausted adventurer who offers a cryptic warning before collapsing.
D8=7: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.
D8=8:You stumble upon a burial vault filled with dusty tomes and a ghastly librarian who offers to share forbidden knowledge. Each page read weakens your lifeforce but promises tactical advantages. Refusing his help might preserve your energy but incurs his wrath, enchanting the tomes to attack under his command.
d100 = 3
D8=1:An invisible presence follows the adventurers, occasionally whispering in their ears. The whispers intensify near hidden traps or secret passages. The twist: The whispers may also lead them into danger, as the spirit revels in chaos.
D8=2:The players find a secret chamber. If they investigate, they will find a powerful magical artifact guarded by a powerful lich.
D8=3:Cryptically marked arrow tips hint at a possible archery contest held long ago. Leveraging interacting arrows with the scarce, relic bows nearby may reveal hidden doors or initiate hostile defensive suits.
D8=4:A spider’s web blocks your path, glistening with morning dew. Clearing it gently reveals a passage; disturbing it summons 2d4 giant spiders.
D8=5:The crypt floor is scattered with ancient, animated playing cards. The cards challenge the party to a game, which determines their rewards or penalties. The twist: Winning does not mean straightforward gains; the rewards come with unintended side effects.
D8=6:A group of drunk dwarves are singing about how they looted a tomb and how delicious the ale was.
D8=7:Amidst decaying coffins and crumbling stone, adventurers find 1d4 noble families engaged in a ghastly dispute over burial rights, with hired mercenaries and guards standing nervously on edge. Weapons drawn, they are moments from igniting a family feud that has roots in long-forgotten cursed marriages and illegitimate heirs. Meddling in this scandal might lead to fatal duels or blackmail opportunities.
D8=8:Inside a crypt meditation chamber, they find an ethereal guide offering the riddle: “What begins with T, ends with T, and has T in it?” Answering "a teapot" gives information about unknown areas of the crypt.
d100 = 4
D8=1:The party hears a loud crash and a scream from a nearby room. When they investigate, they find a group of bandits attacking a young woman. She is a necromancer who was on her way to study in the crypt. If the players help her, she will reward them with a magical item.
D8=2:Deep within the crypt, the adventurers witness scandalous acts involving noble art relics being defaced by a group of 1d6 mischievous imps under orders from a rival noble house. Confronting the imps could trigger a broader political intrigue, revealing the unsavory underbelly of aristocratic squabbles, including bribery and betrayal at the highest levels.
D8=3:You approach an old wooden door bearing deep claw marks. Behind it, a skeletal beast roams, guarding ancient secrets.
D8=4:Inside a hollow statue’s base, lies a scroll detailing failed rituals. Using the scroll results in arcane mishaps.
D8=5: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.
D8=6:The players hear a strange buzzing noise coming from one of the crypts. If they investigate, they will find a group of giant wasps attacking a group of cultists.
D8=7:The players come across a room filled with various magical tomes. If they investigate, they will find a powerful spell book in the center of the room.
D8=8:In an expansive underground hall, an ethereal choir of banshees sings dirges in a haunting yet beautiful melody. Their song has a hypnotic charm that threatens to ensnare the listeners in an eternal sleep.
d100 = 5
D8=1:You enter a room and find a powerful mage sitting on a throne. The mage will not attack the party but will try to bargain with them in exchange for magical items.
D8=2:A group of 2d6 orcs are playing a game of bones. They are drunk and will attack the players.
D8=3:A series of small chimes hang from the ceiling. Moving past them without making a sound can prevent a throng of ghostly children from playing with potentially deadly enthusiasm.
D8=4:The floor's mosaic pattern seems to move; an ancient warning or a trick of the light?
D8=5:The sound of a battle can be heard in this room. Upon further investigation, players will see 2d4 skeletons fighting 2d4 hobgoblins. If the players enter, the fight will stop and the hobgoblins and skeletons will join forces against the players.
D8=6:The sound of a ghostly flute is heard echoing in the crypt. If the players investigate, they will find a ghostly bard playing the flute and singing an eerie song.
D8=7:A distant crash sends a cloud of dust into the air, possibly signaling the presence of other explorers or denizens.
D8=8:A group of 2d6 goblins are digging through the bones and grave goods in this area, looking for anything they can steal. They will attack the party on sight.
d100 = 6
D8=1:Among the crypt’s ancient, labyrinthine passages, an eerie chant resonates. Investigating reveals acolytes of a long-forgotten cult performing a ritual. Interrupting them results in the summoning of their 2d6 skeletal followers; aiding them in their prayer can lead to arcane secrets or potential alliances.
D8=2:A skeleton hanging from the ceiling reveals clues if disturbed. Its sacrosanct position marks it as a guardian to a nearby crypt artifact.
D8=3:In a narrow passageway, you encounter a breach in a wall leading to a hidden alcove. Inside, ancient tomes and scrolls reveal forgotten lore about an ongoing war above ground. But the treasure is not unguarded. A bone naga lies coiled, awakened by your intrusion. Its hypnotic gaze threatens to ensnare you. Are you prepared to combat this guardian for the knowledge it protects or retreat, risking missing vital intelligence on your enemies?
D8=4:Thick, humid air makes breathing difficult. Every Ability check is made at a disadvantage until players rest for 10 minutes.
D8=5:A collapsed section of the wall reveals a hidden storeroom filled with old, dusty books. One book holds a map of the crypt.
D8=6:A mosaic on the floor portrays a great spell, with pieces missing that obscure crucial details.
D8=7:A gruesome altar stands at the back of an otherwise empty chamber. It appears centuries old and is covered in dried blood. The twist: Offer an item or your blood on the altar, and it will grant a vision. However, the altar’s deity takes a keen interest in the offerer and may bring them back to this altar in their dreams.
D8=8: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.
d100 = 7
D8=1:You hear the creak of old wooden beams and the scurrying of rats echoing from the shadows. Investigate or avoid, knowing that something always lurks in crypts.
D8=2: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.
D8=3:An eerie choir echoes through cracked archways. Mournful spirits sing of eternal peace and their need to guard a hidden portal. Dismissing them and seeking passage forces you to combat an onslaught of harmonic wraiths. Listening might offer safe conduct but imparts melancholic madness.
D8=4:A heavy oak door blocks the path, inscribed with celestial designs. A wrong touch could warp space and redirect the party back to the entrance.
D8=5: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.
D8=6:A group of 1d4 gnolls are arguing about their lack of food. They will attack the players if they get close.
D8=7:The air grows thick with sorrow as the adventurers approach a statue crying blood. The twist: Healing the statue’s sorrow causes it to animate and offer aid against unseen crypt dangers, but it will leave if injured.
D8=8:A group of 1d20+10 skeletal warriors attack the players.
d100 = 8
D8=1:The players are attacked by a group of shambling mummies that were once powerful mages.
D8=2:An old, withered tree grows within the crypt, its roots binding forgotten chests. Cutting one provokes the wrath of concealed dryads.
D8=3: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!)
D8=4:A group of 2d6 giant rats are in this room. They are being fed by a group of cultists. The cultists will attack the players if they try to attack the rats.
D8=5:An old lantern flickers on the floor, its glass cracked. Use it for light or be wary of what snuffed out the previous holder’s flame.
D8=6:A room contains an impressive, ancient chess set. The twist: Instead of pieces, animated skeletal constructs take battle positions on the board and defeat means entrapment within the game unless they play to a draw or win.
D8=7: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.
D8=8:A group of 4d4+8 bandits are fighting a group of 2d6 wolves.
d100 = 9
D8=1:A familiar crest on a tombstone suggests lineage. Investigate this possible connection or pass by respectfully, avoiding the politics of the dead.
D8=2:A hall where magic itself seems to twist and distort reality. Footsteps echo in mind-bending patterns, and spells cast result in wild surges. At its core, a chaos orb ensnared in temporal binds holds the power to bend fate. Only the wise can wield it without total catastrophe.
D8=3:The party discovers a hidden chamber where 2d8 skeletons stand guard over what appears to be coffins filled not with corpses but with political prisoners, abducted and stored by a secretive faction of the ruling class. Questioning these prisoners exposes a network of corruption that extends all the way to the king’s advisors. Freeing them may lead to a dangerous hunt and a revolution.
D8=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.
D8=5: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?
D8=6: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.
D8=7:Fallen shields and melted weapons mark where a valiant stand once took place, whispering vindictive challenges for the adventurers.
D8=8:You stumble upon a rusted gate partially submerged in water. Strength checks are required to lift the gate without making too much noise.
D8=2:The distant but unmistakable sound of metal on stone hints at recent activity. Investigating might reveal trapped or lost comrades.
D8=3:Kren, a necromancer in a black robe with red designs, is standing over a body. He is chanting a spell and trying to raise the body.
D8=4:A rusted nail sticks out from a coffin lid. Pry open the lid or leave it undisturbed, wary of resting spirits.
D8=5:A strange, foul-smelling creature is in this room. The creature is about 2' tall, has large yellow eyes, is green and has long tentacles. The creature is a mimic. The mimic will only attack if cornered or if a player attacks it first.
D8=6:Carvings in soft stone detail ill-fated explorers’ plight. Following their etchings reveals hidden traps, but faith might unlock further pathways or cruel fates.
D8=7:Treasured mementos from lost children, a painted rock or a small beloved toy, offer poignant glimpses or minor haunts.
D8=8: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 = 11
D8=1:The party discovers a room filled with strange and exotic plants. If they investigate further, they will find that the plants are actually a form of magical fungus that will put anyone who touches it to sleep.
D8=2:They discover a mysterious, serene room with ancient rulers. The phrase states: “I am taken from a mine, and shut up in a wooden case, from which I am never released, and yet I am used by almost every person. What am I?” Answering "pencil lead" opens a secret door.
D8=3:In an expansive underground hall, an ethereal choir of banshees sings dirges in a haunting yet beautiful melody. Their song has a hypnotic charm that threatens to ensnare the listeners in an eternal sleep.
D8=4:A group of 1d4+2 dwarves are praying to a statue of a dwarf god.
D8=5: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.
D8=6:They discover an ancient, tranquil workshop where tools lay around this riddle: “What has an eye but cannot see?” Answering "a needle" releases an enchantment, causing the tools to repair items.
D8=7:An ornate but cracked urn sits in the middle of the pathway. Restoring it earns the gratitude of the sleeper within, but failing leaves you cursed.
D8=8:A grand crypt chamber reveals a mural depicting the legendary deeds of a long-dead hero whose spirit lingers, desiring to bestow his blessing upon those who are deemed worthy. A puzzle lock requiring cooperation and trust bars the hero’s tomb. Upon success, the spectral hero shares a motivational speech about perseverance, and the players feel a magical, uplifting energy suffuse their spirits, heightening their resolve.
d100 = 12
D8=1:A group of 5d4+10 banshees are attacking a group of tomb robbers (who will be warned by the banshees).
D8=2:The air grows thick with dust, making concentration difficult. Opening a cracked window ventilates the area but risks exposure to outside elements.
D8=3:You find a dropped dagger inscribed with “To My Love,” perhaps an artifact or a hunter’s memento.
D8=4:The air grows damp and heavy, and the smell of mildew is overwhelming. Moisture has made the once safe passageway incredibly slippery and perilous.
D8=5:The unmistakable odor of mold pervades the air. Overturning a loose stone reveals a rotted chest containing two ancient but mildly useful potion bottles.
D8=6:A surprisingly intact chest lies in the corner. Inside are burial goods, but disturbing them risks awakening the guardian wight.
D8=7:Slabs of stone form treacherous pathways, each a test of agility or a tumble into bone-filled pits.
D8=8: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 = 13
D8=1:Dusty cobwebs obscure an old iron chest. Inside, you find mundane clothing and tools, useful but not extraordinary.
D8=2:The walls suddenly shudder, dust falling from the ceiling. A minor earthquake may disrupt plans and slightly injure inattentive players.
D8=3:Wisps of fog amass into vaguely humanoid forms. Ignore them, and they guide you onward; attack them, and they reveal themselves as harmful wraiths.
D8=4:An eerie fog cloaks isolated corners. Walking through it distorts reality, fading, and re-emerging within a nuanced realm.
D8=5:You stumble upon a rusted gate partially submerged in water. Strength checks are required to lift the gate without making too much noise.
D8=6:A group of 1d4 half-orcs are sitting around a table, drinking ale and eating meat. They are celebrating the anniversary of their tribe joining forces with the local goblin tribe.
D8=7:You see what appears to be a human male. However, it is actually a doppelganger. If the players approach it, it will attack them.
D8=8: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 = 14
D8=1:A group of men and women are looking at tombstones in the graveyard. They are looking for the tombstones of their ancestors.
D8=2:Within a serene alcove, the riddle-carbonetched reads: “What belongs to you, but others use it more than you do?” Answering "your name" opens a concealed compartment full of legacy documentation.
D8=3:You enter a room and find a group of dragons arguing over a strange item they found in the crypt.
D8=4:A hidden door reveals a secret chamber filled with the scent of incense and rotting flesh. Seven banshees hover over stone altars upon which lie the remains of what appear to be nobles, their faces frozen in expressions of terror. The banshees wail, threatening to summon more undead. Do you confront them to free the souls trapped within, risking their wrath, or seek another way to cleanse this cursed chamber?
D8=5:A group of 2d4 wights are sitting in the hall, waiting for fresh meat to come along. They will attack anyone who approaches them.
D8=6:The air grows colder as you approach an ancient, locked iron door. The lock requires a successful Dexterity (thieves' tools) check to open.
D8=7:Mists part to reveal a spectral market, where ghostly merchants hawk phantasmal wares. Engaging in trade costs the players a fragment of their soul.
D8=1:Faded runes on the floor form a partial summoning circle. Standing within provides a glimpse of the spirit world.
D8=2:There is a small mushroom forest growing in the middle of the room. If any player eats a mushroom, they will become a zombie under the control of the DM for 1d6 hours.
D8=3:The party finds a room filled with strange instruments. If they investigate further, they will find that the instruments are actually magical and will create powerful illusions if played.
D8=4:An Orwellian eye carved into a wall seems to follow your every move as you explore.
D8=5:You find a petrified tree bearing spectral fruits. Eating one fosters translucent enlightenment or binds you to part-time existence.
D8=6:The floor crumbles underfoot, revealing a hidden cavity. Explore the space within or cover it up, intending to avoid a pitfall.
D8=7:A group of 1d4 trolls are arguing over a magical item they found in the crypt. They will become aggressive if they are disturbed.
D8=8:In the next chamber, the adventurers find a powerful wizard who is trying to summon a demon. He asks them to help him and will reward them if they can successfully complete his ritual.
d100 = 16
D8=1:Wherever your sight goes, embossed glyphs follow the shifting glances. One touch imbues short-lived abilities depending on the glyph’s nature.
D8=2:They discover a secret crypt of a dwarven king whose undead legion rises when his tomb is disturbed. The spirit of the king challenges the party’s might in a glorious battle for honor.
D8=3:The players enter a room filled with still-functioning ancient clockwork guardians, tall and bronze. Misunderstood as intruders, the machines will attack unless the players can use long-lost engineering tools found in a chest to reprogram them.
D8=4:Players find themselves on a floating island within a vast void, held by ancient chains of celestial origin. Breaking these celestial chains inadvertently frees or binds an imprisoned deity manifesting as a colossal spectral being. Earn the deity's favor, and they may bestow blessings; anger them, and face their divine wrath.
D8=5:Players notice a statue of a robed man. If they look closely, they will see it is actually a statue of a lich. It is enchanted to come to life if anyone hits it with a weapon. The lich will attack with a fireball if anyone attacks it.
D8=6:An undead warlock and his ghostly apprentices inhabit a study filled with dark arts. Defeating them demands quick reflexes and cunning in magic, revealing a well of arcane knowledge.
D8=7:They come upon a labyrinthine section filled with shifting walls and echoing sounds. The twist: Each wall bears carvings akin to an oracle’s puzzle, and alignment affects the crypt's general layout while incorrectly resided paths lead to time-related traps warping age or youth.
D8=8:A corridor lined with ancient sarcophagi. Disturbing any one of them releases a mummy that seeks to unleash its curse on the tomb violators.
d100 = 17
D8=1:Inside a hidden chamber, the players find a spectral knight locked in ceaseless combat with a dream-eater that feeds on memories. The knight holds a blade capable of killing even the most powerful undead, but he will only be freed by lifting a curse bound by love and treachery, unraveling a tragic love story woven into the walls.
D8=2:Coins rest at statues' feet, tempting plunder from divine offerings; repercussions follow for disturbing age-old gratuity.
D8=3:The players see a group of 4d4 skeleton archers. They are practicing on some dummies.
D8=4:Lit only by the flicker of enchanted candles, the characters discover a peaceful room with an old, dust-covered piano. On the keys, a riddle reads: "Feed me and I live, yet give me a drink and I die. What am I?" Solving "fire" causes the piano to play a haunting tune, unlocking another chamber.
D8=5:A group of 2d10 skeletons is guarding a large chest. If they investigate, they will find a powerful magical artifact inside the chest.
D8=6:Mere bones litter the floor near a sealed door. Attempting to open it awakens a swarm of skeletal hands that latch onto anything they touch.
D8=7:They find a dollhouse replica of the entire crypt. The twist: Moving pieces in the dollhouse reconfigures the actual crypt around them, providing strange advantages or dangerous disadvantages based on their whims.
D8=8:Sounds of a blacksmith's hammering echo through the crypt. The spectral blacksmith can forge spectral weapons with serious drawbacks.
d100 = 18
D8=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.
D8=2:A swarm of spectral moths flutters about a seemingly untouched coffin. They react aggressively to light.
D8=3:The players come across a group of 2d6+2 kobolds who are hunting for food. They will attack if they discover the players.
D8=4: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.
D8=5:A faint hum resonates from a stone altar. This resonance signals a powerful protection ward, which if touched, either aids with temporary shield or erupts in defensive magic.
D8=6:Dust-covered tomes are stacked haphazardly in an alcove. Reading them requires an Intelligence check, revealing hidden lore or summoning phantasmal guardians.
D8=7:An adjacent chamber is filled with rows of eerie, perfectly preserved bodies standing upright in their alcoves. As you investigate, you realize these are ten vampiric warriors, held in stasis by an intricate runic barrier. Clues point to their master, a vampire lord bound within a sarcophagus nearby. Do you wrest control of the runes to prevent their awakening, or challenge the vampire lord directly, knowing his servants will defend him to their final undeath?
D8=8:A group of dwarves are arguing over a map in their hands. They will attack if they think they have a chance of winning.
d100 = 19
D8=1:A small chortling sound comes from a hole in the wall. Investigating closely reveals a harmless, tiny mimic that mimics but does not attack.
D8=2:The ground beneath gives way, and the players tumble into a pit filled with restless, grasping undead hands.
D8=3: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.
D8=4:The players see a group of 3d6 gnolls feasting near a small campfire. They are celebrating their most recent hunting success. If the players approach, the gnolls will attack.
D8=5:A group of d0 kobolds are skulking around the corridor. If the players approach, they will attack them.
D8=6:A seemingly bottomless pit spans a chamber. Creatively solving the crossing rewards ingenuity, while falling into the unknown holds varying fates.
D8=7: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.
D8=8:Silent guardians carved from black stone stand imposingly. Moving gracefully past without triggering traps or engaging hem is a delicate challenge.
d100 = 20
D8=1:A small rat is walking around. When approached, it transforms into a small vampire, which then attacks.
D8=2:A group of 4d4+8 bandits are fighting a group of 2d6 rats.
D8=3:The players come across a room with a large pit in the center. If they approach the pit, they will be attacked by a giant venomous snake.
D8=4:The crypt trembles slightly, causing loose stones to fall. Characters must make Dexterity saves to avoid minor injuries.
D8=5:Distant chanting in a language you don’t understand floats through the air. It's a harmless echo of a long-forgotten ritual, but players might still find it disconcerting.
D8=6:Candlelight flickers from a distant room. Investigating reveals nothing more than melted candles and the remnants of an old ritual. The presence of ghostly figures is merely an illusion.
D8=7: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.
D8=8:The crypt opens into a great hall where a skeletal king sits upon a decaying throne. He commands an army of 3d6 skeletal warriors, watching silently. The king offers a dark pact: loyalty in exchange for safe passage. Accepting binds you to his will but refusing incites immediate skeletal attack and a vengeful curse.
d100 = 21
D8=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.
D8=2:A group of adventurers are sitting around a campfire, telling stories about their adventures
D8=3:Upon entering a sacrificial pit, shadows come to life around them. These shadow fiends must be defeated to reveal the crypt’s hidden treasure vaults.
D8=4:Players find themselves on a floating island within a vast void, held by ancient chains of celestial origin. Breaking these celestial chains inadvertently frees or binds an imprisoned deity manifesting as a colossal spectral being. Earn the deity's favor, and they may bestow blessings; anger them, and face their divine wrath.
D8=5: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.
D8=6:Flickering torchlight reveals a fresco depicting a sacrifice ritual. Touching the fresco opens a gateway that forces the players to relive the event.
D8=7:The floors of this chamber are a magical, ever-shifting puzzle composed of tiles depicting cryptic symbols. Aligning the tiles correctly reveals ancient spells scripted by a forgotten sorcerer-king. Misalignment opens a portal to a realm of chaos, unleashing otherworldly horrors.
D8=8:A set of footprints leading away from an open burial niche hints at a recent disturbance. Following them leads to a restless zombie searching for its lost relic.
d100 = 22
D8=1:Muffled sobs echo from the depths of a tunnel. Find the source to help or continue, suspecting a ghostly lure.
D8=2:Treasured mementos from lost children, a painted rock or a small beloved toy, offer poignant glimpses or minor haunts.
D8=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?
D8=4:A party member will suddenly fail a saving throw. They are being controlled by some sort of external force.
D8=5:The party sees a skeleton wearing an old-style suit of armor lying next to a rotting, wooden box. If the party approaches, the skeleton will get up, dust itself off, and walk away.
D8=6: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.
D8=7:You enter a room and find a group of cultists attempting to open a portal to another plane. They will attack if disturbed.
D8=8:A group of 2d6+2 dwarves are carrying a large bag of gold that they're trying to hide from passersby.
d100 = 23
D8=1:The tomb is noticeably chillier than the rest of the crypt. Icicles dangle from the ceiling, and frost creeps up the walls. A dormant ice elemental slumbers in a crystal coffin. The twist: The elemental offers great power if awakened, but it will slowly drain warmth and life from its surroundings.
D8=2:An old tapestry hides a secret door. Opening it could reveal an escape route, a treasure trove, or hidden assailants.
D8=3:The party encounters a giant spider, which is guarding a mysterious and powerful artifact.
D8=4:Ancient etchings depict battles or attempts to document wider world stakes.
D8=5:Occasional tremors shake loose piles of bones from the ceiling, which can reveal hidden chambers or drop upon the unwary.
D8=6:The rubble of a collapsed column hides a shiny bauble that, while beautiful, serves no real purpose.
D8=7:A group of human cultists are sacrificing a giant rat in hopes of gaining favor with a demon.
D8=8:Silent guardians carved from black stone stand imposingly. Moving gracefully past without triggering traps or engaging hem is a delicate challenge.
d100 = 24
D8=1:The party finds a tomb adorned with celestial markings and guarded by an ethereal angel. The angel tests their virtue before granting access to the divine artifacts within.
D8=2:A group of 1d4 hobgoblins are torturing a captured Halfling. They are trying to get him to confess to being a spy for the humans.
D8=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.
D8=4: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.
D8=5:A rusted lever protrudes from a wall marked with faded runes. It might control a useful mechanism like an ancient lift or a deadly trap that looses spears from hidden recesses.
D8=6:The players hear the sound of 1d4+1 orcs arguing about whether or not they should kill the captured Human.
D8=7:The party finds a room filled with ornate funeral urns. As soon as they touch one, ghostly apparitions materialize and wail mournfully. With a closer look, they discover the spirits are bound by cursed amulets around their necks, which need removing to grant them peace.
D8=8:The players find a large chamber filled with strange alchemical ingredients. If they investigate further, they will find that the ingredients are actually part of a powerful ritual that will grant great power to anyone who completes it.
d100 = 25
D8=1:This room is filled with 2d4+4 soldiers who have been turned into zombies by a powerful necromancer in the area.
D8=2:They find a hallowed crypt full of chanting spirits. The air vibrates with the riddle: “What has to be broken before you can use it?” Answer "an egg" to gain an audience with these wise spirits who offer guidance.
D8=3:Random noises from distant chambers make it difficult to ascertain true threats, challenging Wisdom saving throws to maintain composure and vigilance.
D8=4:An ornately carved panel tells a tale in Draconic. Understanding it gives insight into the crypt's layout, aiding navigation.
D8=5:An unexpected tremor shakes the crypt, dislodging stones from the ceiling. Dexterity saving throws are needed to avoid serious injury.
D8=6:The distant flutter of wings signals more than bats. A small flock of stirred-up stirges may launch an attack if not handled carefully.
D8=7:Inside a once-grand mausoleum, 2d6 vampire spawn lie in wait, their crypt silently lamenting a centuries-long curse that wiped out a royal lineage. Players unearth bitter truths through inscriptions, granting them power to either end the curse by destroying the vampires or seeking a near-impossible ritual to restore their humanity, evoking empathetic conflict.
D8=8:A solemn crypt keeper watches over a mausoleum's entrance. He offers safe passage, but demands a disturbing price—a keepsake from each visitor to ensure they speak no lies. Surviving these terms grants unexpected knowledge about the crypt.
d100 = 26
D8=1:Enigmatic sigils glow faintly across the barrow's passage. Touching these runes can enhance latent powers but misinterpreting their meaning could trap your spirit within.
D8=2:A section of the crypt is flooded, creating a maze of narrow passageways. A shadowy figure can be seen dragging a sputtering lantern. It's a thief with stolen relics, desperate for an escape. Taking him prisoner attracts the ire of a lurking kraken-like beast guarding the waterways. Letting him flee risks him summoning reinforcements.
D8=3:Cold air from a side tunnel, whispering promises or threats, rests below crushed stone.
D8=4:The floor is paved with ancient, cracked tiles, each step echoing ominously throughout the corridor. A sudden, icy draft extinguishes your torches, leaving you in utter darkness. Without warning, 1d4 wights surge forth, their eyes glowing with an unnatural hunger. The cold seeps into your bones, making every movement slower, every decision more critical. Do you trust in magic to light your way, or battle through the dark, each step a calculated risk?
D8=5:The players enter a strange room filled with magical writing on the walls. Any player who touches the writing will be cursed and unable to leave the room until the curse is broken.
D8=6:The party hears a loud and horrible song coming from down the hall. It is coming from a room. Inside is a mad bard who has been given great power by dark magic.
D8=7:Simple runes glow in the dying light, aiding navigation or erupting into power.
D8=8:An eerie glow illuminates a corner where a phantom jester performs tricks. Any onlookers cannot help but laugh, even to the point of pain. The twist: The longer they watch, the quicker they age, as time is siphoned off by the jester’s spectral comedy.
d100 = 27
D8=1:A group of cultists are discussing the location of the tomb. One of them is a traitor who is trying to find a way out of the tomb and get help.
D8=2:A group of 1d20+10 skeletal warriors attack the players.
D8=3:The crypt is home to a lich whose phylactery is hidden somewhere within. He challenges the adventurers to a deadly game of riddles, each wrong answer awakening another undead minion.
D8=4:A group of cultists are praying to their dark god. If players disturb them, they will fight back.
D8=5: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.
D8=6:In a foggy chamber, players encounter a spectral blacksmith who offers to bind their weapons with ghostly flames. To earn this boon, they must provide rare materials found only within the crypt.
D8=7:Old wooden beams in the ceiling creak ominously. A successful Engineering check could reinforce them; failure results in minor debris falling.
D8=8:An invisible presence follows the adventurers, occasionally whispering in their ears. The whispers intensify near hidden traps or secret passages. The twist: The whispers may also lead them into danger, as the spirit revels in chaos.
d100 = 28
D8=1:Self-omphalous effigies signify a disorderly ungodly chamber, while dancing shadows project horrifying visages. Respectful gestures may garner the watching deities' respect or disturb influences, drawing divine retribution.
D8=2:A warlock’s laboratory, filled with experimental arcana and eldritch devices. The warlock's phylactery lies hidden amongst dozens of false relics, and disturbing any item initiates deadly traps and conjures arcane guardians. Solving the intricate puzzle of the lab’s layout grants mastery over secret, forbidden spells.
D8=3:The players come across a strange set of runes carved into the wall of one of the crypts. If they investigate further, they will find that the runes are actually a trap that will release a powerful golem if activated.
D8=4:You enter a room and find a group of giant rats fighting over a magical item they found in the crypt.
D8=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.
D8=6:The faint skittering of rats in the darkness occasionally breaks the silence. A particularly bold rat king demands tribute in food or shinies.
D8=7: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.
D8=8: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.
d100 = 29
D8=1:Crude engravings in an ancient language fill a hallway. They detail the life of a forgotten ruler, who met their end under mysterious circumstances.
D8=2:The crypt’s corridors open into a sunken temple room filled with fetid water. A brood of 2d6 crypt ghouls lie submerged, waiting to drown unsuspecting travelers. Traversing using the ancient, raised pathways inscribed with prayers can offer a safer route.
D8=3:The walls of the corridor are covered in ancient graffiti. One section of it reads: 'Beware! The red dragon is near!'
D8=4:A pile of disheveled scrolls reveal a conspiracy involving local nobles bustling above ground.
D8=5:Players come across a room that has three coffins. The coffins are made of gold, silver and copper. If a character attempts to open any of the coffins, the other two coffins will open and two undead creatures will emerge.
D8=6:An elderly couple is arguing in front of the tomb door of one of their children who died recently. The parents are saying that they do not believe their child is really dead because they have not been able to find their body yet. The parents say they will never believe their child is dead until they find their body and they can give them a proper burial here in this graveyard where they were born and where they lived their entire lives together as a happy couple before their children were born and died before their time like all the other fools here in this graveyard before their time.
D8=7:The faint skittering of rats in the darkness occasionally breaks the silence. A particularly bold rat king demands tribute in food or shinies.
D8=8:Gardo the ghost bard continues his story as if players have been listening He will not restart and will become annoyed (haunting them) if they complain.
d100 = 30
D8=1:The sound of chittering echoes from the walls. Swarms of 2d4 giant rats are burrowing through a nearby wall. Players can either seal the holes or prepare for an ambush.
D8=2: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.
D8=3:The adventurers come across a strange device that is emitting a powerful magical energy. If activated, the device could cause untold destruction.
D8=4:Overarching roots intrude through the crypt ceiling, entwining into a magical barrier. The roots originate from an ancient tree spirit needing protection against forces converting it into dark corruption.
D8=5:As you descend a flight of narrow stairs, they crumble slightly underfoot. A dexterity check ensures safety; failure results in minor bruises from small falling rocks.
D8=6:Obsidian runes subtly glitter on the floor, inscribed to venerate a god of endings. Offering a modest token of respect clears a safe passage; neglecting them warrants divine ire.
D8=7:A crypt's architect’s notes suggest the hidden room’s existence, but finding it awakens elaborate, trapped defenses, either rewarding ingenuity or punishing greed.
D8=8: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.
d100 = 31
D8=1: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.
D8=2:A series of pictograms on the wall tell a story of an ancient king's curse. Quick understanding of it allows negating the trap ahead.
D8=3:A small, rusted trapdoor in the ceiling creaks open to reveal a narrow crawlspace and a hidden cache of simple provisions.
D8=4:Small piles of bat guano cover the floor, indicating the presence of bats above and providing fertile ground for mundane mushrooms.
D8=5:A secluded alcove contains a fountain of greenish, glowing liquid. Sipping it grants prophetic visions of the crypt's dangers but also brings a curse if not balanced by a ritual involving specific items scattered throughout the crypt.
D8=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.
D8=7:The players are attacked by a group of shambling mummies that were once powerful mages.
D8=8:A placid tomb houses this riddle: “What comes down but never goes up?” Answering “rain” makes an altar shift, revealing long-forgotten heirlooms.
d100 = 32
D8=1:An ancient amulet lies half-buried in dust. Identifying and wearing it might grant crypt-specific protections or activate latent spirits.
D8=2:A small, shivering dog is sitting on the ground. It is a vampire in disguise.
D8=3:A group of 2d6+2 dwarves are carrying a large bag of copper that they're trying to hide from passersby.
D8=4:Within the crypt's deepest recesses lies a room where gravity behaves in strange ways. The walls stretch into the infinite, and the floor is adorned with intricate runes glowing faintly in the dark. Time seems erratic here, as evidenced by flickering shadows and echoes of voices past. An ancient lich bound in spectral chains resides here, offering a riddle that, if solved, may grant a rare, powerful artifact or unleash a horde of untamed wraiths.
D8=5:A cracked mirror reveals a reflection not your own but of someone long dead. Staring too long risks being possessed by their spirit.
D8=6:In a large chamber can be found a powerful magical artifact that grants the wielder great power.
D8=7:An unsettling breeze rustles past you, whispering your name, feeding into the haunted atmosphere.
D8=8:A narrow, winding passage leads to a domed vault filled with mummified corpses. As they search, the mummies awaken, their eyes burning with an unnatural green glow as they seek vengeance.
d100 = 33
D8=1:An enchanted tomb houses a restless mummy prince. To lay him back in eternal sleep, players must retrieve and return his scattered relics scattered throughout the crypt, each guarded by a guardian spirit.
D8=2:Broken pottery lies scattered, some contain traps while others have forgotten artifacts.
D8=3:A silent, eternal resting place echoes: “What falls but never breaks?” Answering “dawn” reveals mysterious inscriptions within the area.
D8=4:A ratty journal found on a decomposed corpse details potentially lucrative crypts but also mentions ever-present dangers.
D8=5:You sense a presence in the room and suddenly an invisible creature appears. It snarls and attacks the party.
D8=6:Strange symbols dance on the ceiling. Staring at them too long causes nausea and distorted vision, pulling the party into a fleeting, disorienting hallucination.
D8=7:Candleholders possessed with other light sources might independently reflect passages of recurring histories.
D8=8:A raven perched atop an ancient throne suddenly speaks an omen of doom that must be unraveled to avoid impending calamity.
d100 = 34
D8=1:In a silent room, they find a finely-carved wooden box. On its lid rests the riddle: “Forward I’m heavy, but backward I’m not. What am I?” The answer, "a ton," dismantles the box’s lock, revealing ritual items useful for spellcasting.
D8=2:A vibrant crimson flower blooms unexpectedly in the gloom, revealing itself to be a magic ward protecting a hidden reliquary. Disabling it requires ancient herbal knowledge and bypasses similarly enchanted, lethal obstacles before reaching a powerful relic.
D8=3:The players see a torch that is being held by a hand that is coming out of the wall. The hand will attack the players if they try to get close to it.
D8=4:Several insidious half-buried traps lie in wait, their rusty, jagged edges ready to impale the careless.
D8=5:The players find a grand hall littered with bones and ancient relics. A necromantic engine deep within—an artifact of incredible age—attracts them. Destroy the engine, and 3d6 reanimated corpses become unleashed; study it, and players unravel eldritch energies they can wield at great peril.
D8=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.
D8=7:They stumble upon a quiet garden courtyard with a fountain. The riddle on a bench states: “What can travel around the world while staying in a corner?” Answering "a stamp" activates a hidden valve in the fountain, leading to a secret area.
D8=8:The players come across a powerful creature that looks like a giant dragon. If they investigate further, they will find it is actually a powerful Dragon Turtle.
d100 = 35
D8=1: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.
D8=2:You enter a room and find a group of skeletons chanting a strange language. They will not attack unless provoked.
D8=3:The party sees a group of 1d4 dwarves who have been captured by a group of 1d6 ogres and orcs who have been hired by a nearby city to capture slaves to work in the city's mines. The dwarves are being forced to work as slaves in that city's mines, and they're not happy about it.
D8=4:A random encounter with two skeletons locked in an embrace. If they are disturbed, they will attack.
D8=5:Moisture from the ceiling drips onto a large stone tablet with inscriptions. Decipher the tablet or wipe it away to progress without clues.
D8=6:Little bone weavers avidly fasten residual fibre evidences along the precinct's passage. Contribute minutely to their task appeases their lot, aloofness untoward gifts proportionate necrotic bursts.
D8=8:A suspicious liquid seeps from between the floor tiles, its origin and nature better left unquestioned.
d100 = 36
D8=1:A group of 1d6 goblins are preparing a ritual at a powerful alter in a strange, ancient chamber.
D8=2:Stagnant air chokes the room, making it hard to breathe. Opening a nearby vent alleviates this but draws rodents, which scatter harmlessly.
D8=3:A group of 4 ghouls attack from behind.
D8=4: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.
D8=5:A creaky wooden door leads to a small armory, full of rusty, unusable weapons. Searching thoroughly, however, reveals one serviceable short sword.
D8=6:A stone altar stands defaced with symbols of chaos. Publicly, a hidden group of clerics dedicated to peace conducts hushed rites, seeking favor from forgotten gods to counter the crypt’s innate malevolence.
D8=7:An old battlefield's ethereal remnants play out their final moments, potentially aiding or misleading the heroes who acknowledge their sorrowful plight.
D8=8:A small rock lands on the ground in front of you. It is a magic missile that was cast at you from a nearby tomb.
d100 = 37
D8=1: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.
D8=2:The players see a large boulder falling towards them. They have 1 round to avoid it by rolling a successful DC 20 Dexterity saving throw or get hit for 8d6 bludgeoning damage.
D8=3:The players see an old woman slowly walking. If they investigate, they will find that she is actually a hag disguised as an elderly person.
D8=4:In a small chamber can be found a powerful magical artifact that grants its wielder great power.
D8=5:A puppet-like automaton lies dormant in a corner, waiting for a command or spark of life.
D8=6:The chilling aura surrounding an ancient altar provokes unease. Here, a fallen angel bound in chains beseeches the players for freedom. Liberating the celestial being fills the area with radiant light, and the angel’s gratitude manifests as divine inspiration, strengthening the players' belief in justice and righteousness.
D8=7:A skein of spider silk trails from a crypt entrance. Clear it away or leave it, wary of its owner.
D8=8:You stumble upon concentric circles of rusted, ceremonial armor. The heart holds a spectral knight seeking honorable combat.
d100 = 38
D8=1:A half-burnt journal hints at treasure but warns of curses.
D8=2:You enter a room and find a group of Kobolds arguing over a magic item they found in the crypt. They will attack if provoked.
D8=3:The crypt narrows into a moss-covered corridor where cursed ivy snakes along the walls. A dying adventurer warns of the ivy’s sentience and the necrotic gas it releases. Navigating it requires burning the ivy, which risks suffocating you in smoke, or carefully stepping through, avoiding the grasping tendrils while facing hallucinatory visions.
D8=4:All around you, wraiths are rising from their graves. They are looking around in confusion. Each wraith has a grave with a headstone. If the party approaches the wraiths, they will start attacking.
D8=5:You approach an altar dripping with dark ichor, surrounded by arcane runes. A booming voice emanates from a lich, offering untold power in exchange for a soul. Rejecting the offer incites a deadly duel, while accepting leads to moral corruption and haunted dreams. The choice will affect the character's soul forever.
D8=6:The party encounters a giant spider, which is guarding a mysterious and powerful artifact.
D8=7:A peaceful section of the crypt contains this riddle within a pedestal: “What comes once in a minute, twice in a moment, but never in a thousand years?” Answering "the letter M" unlocks hidden levers for further exploration.
D8=8:The players find a group of strange creatures that appear to be worshipping a strange creature. If they investigate further, they will find that the creature is actually a powerful vampire that can control the living.
d100 = 39
D8=1:A group of 2d6 human soldiers are standing guard in this hallway. They are standing at attention, with their swords held straight up into the air.
D8=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.
D8=3:A group of 4d4 skeletons are dancing around a bonfire. They are celebrating their victory against four mid-level adventurers. They will attack if players get too close.
D8=4:Hidden alcoves may provide refuge or bloody past imprisonments.
D8=5: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.
D8=6:An almost inaudible murmuring can be heard from the walls, suggesting hidden rooms or secret passage lattices.
D8=7:The players find a collection of mirrors. The twist: These mirrors show the reflection of the players as they will look if they fail their quest, and smashing a mirror splits the player’s soul into two fighting for control of the body.
D8=8:Words are faintly etched into a dusty mirror. Clear the mirror to read or move past, suspecting druidic messages.
d100 = 40
D8=1:Upon entering a sacrificial pit, shadows come to life around them. These shadow fiends must be defeated to reveal the crypt’s hidden treasure vaults.
D8=2:At the crypt’s heart lies a bone throne occupied by a lich king. He proposes a game of wits: a deadly chess match where pieces are animated skeletons. Victory offers knowledge of an ancient spell, while defeat might cost their lives or freedom.
D8=3:Little bone weavers avidly fasten residual fibre evidences along the precinct's passage. Contribute minutely to their task appeases their lot, aloofness untoward gifts proportionate necrotic bursts.
D8=4:Unsettling murals depict ancient rites. Decode them for insight into the crypt or shudder and pass them by.
D8=5:Puddles of water reflect distorted images. Study the reflections or step carefully to avoid a trap.
D8=6:From a hidden, cramped crevice, a lone eyeball peers out before vanishing, unsettling all.
D8=7:Sticky webs cover the entrance to the crypt, forcing the adventurers to clear them or risk being tangled. Inside, tiny spiders crawl over their boots, a warning from their larger cousins lurking deeper within.
D8=8:A spectral figure materializes, moaning and pointing towards a sealed sarcophagus. It seems to seek help.
d100 = 41
D8=1:Broken pottery lies scattered, some contain traps while others have forgotten artifacts.
D8=2:A shadow drake slinks through the crypt's darkness, preying on those who stray from the group. Defeating the creature requires navigating a deadly dance of light and dark.
D8=3:A chamber filled with dangling chains and iron hooks shakes as the players enter. In the center lies a magical gauntlet that supposedly grants immense strength. However, it's cursed—equipping it locks the player in an unbreakable contract with an otherworldly entity that demands increasingly dangerous tasks in exchange for power.
D8=4:Scratches along the walls show desperate claw marks. Follow them for a clue or hasten on, fearing their creator.
D8=5: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.
D8=6:A group of 2d6+2 dwarves are carrying a large bag of gold that they're trying to hide from passersby.
D8=7:A ventriloquizing hex doll cursed to speak lost wanderers’ last words sits dusty on a crumbling pedestal. Its utterances may forewarn of incoming traps or deceptive routes.
D8=8:Wandering dilation spreads as you pass over a bridge. Each step resonates dirges, partially enhancing, partially burdening the trek.
d100 = 42
D8=1:The players find a group of 3d6 cultists praying to their dark god. As they pray, they are marking X's in the ground with their blood. The cult leader is about to sacrifice a young woman to their dark god. If the players interfere, they will be attacked by the cultists and their leader who is a paladin from another realm where paladins are evil and serve the dark god who is known as 'the dark lord'.
D8=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.
D8=3:Echoing sobs reverberate through the crypt, leading to a weeping ghost filled with unjust sorrow. Persuading it to leave might lay it to rest and provide a clue.
D8=4:The crypt houses a vampiric conclave meeting. The gathering descends into chaos upon the adventurers’ arrival, leading to a battle with a horde of bloodthirsty undead.
D8=5:As you venture deeper, the stone walls give way to softer, damp earth, their structural integrity seeming questionable at best.
D8=6:Along a narrow ledge, ancient coins glint from the cracks. Collecting them requires careful balance and a Dexterity check to avoid plummeting below.
D8=7:You step into a room where the air feels slightly warmer. Investigating reveals an ancient, magical heat stone, providing warmth if carried.
D8=8:Oxidized hinges signal betraying miner placements.
d100 = 43
D8=1: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.
D8=2:Kren, a necromancer in a black robe with red designs, is standing over a body. He is chanting a spell and trying to raise the body.
D8=3:The party sees a group of 1d4 men who are attempting to rob a nearby treasure chest. The chest contains 10d10 gold pieces and 10 gems worth 100 gp each.
D8=4: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.
D8=5:An eerie statue of a noblewoman clutches a gem that pulses with magical energy. Removing the gem animates the statue and leads to a battle. Once defeated, the players earn a charm that protects against necromantic magic.
D8=6:You enter a room and find a group of cultists attempting to sacrifice a peasant to their dark god. They will fight if they are disturbed.
D8=7:A calming room with stained-glass windows offers this riddle: “What five letter word becomes shorter when you add two letters to it?” Answering “short” correctly releases a ghostly caretaker with important clues.
D8=8: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.
d100 = 44
D8=1:You spot an ornate shield hanging on the wall. Taking it without solving the puzzle embedded in the wall triggers a poison dart trap.
D8=2:In the next chamber, the adventurers come across a minotaur who is hunting them. It will chase them relentlessly until it is defeated or scared away.
D8=3:The players enter a room filled with still-functioning ancient clockwork guardians, tall and bronze. Misunderstood as intruders, the machines will attack unless the players can use long-lost engineering tools found in a chest to reprogram them.
D8=4:The players come across a room with a cage in it. Three giant rats are in the cage. They are being fed by a group of cultists. The cultists will attack the players if they try to attack the rats.
D8=5:Cold drafts from unseen vents carry eerie lullabies sung in long-forgotten tongues. Following the songs leads to either ethereal guidance or into the clutches of undead sirens.
D8=6:The crypts grow colder, revealing frost zombies and vengeful ice spirits. Deep within, an ice wraith guards a frozen relic of overwhelming power.
D8=7:The players enter a grand mausoleum where luminous orbs float above sarcophagi. Each orb contains a fragment of lost souls' memories and knowledge. Collecting these fragments bestows mighty boons but also attracts soul reavers eager to reclaim the fragments for the crypt’s dark overlords.
D8=8: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.
d100 = 45
D8=1:A group of 15 living statues are found in the next room. They will react with hostility if anyone touches them.
D8=2:A group of 2d6 giant rats are in this room. They are being fed by a group of cultists. The cultists will attack the players if they try to attack the rats.
D8=3:Passing through a moss-covered archway, the adventurers stumble into a chamber filled with bioluminescent fungi. Amongst the eerie glow, 2d6 flesh-eating scarabs scuttle across the floor. The players can harvest the fungi for their medicinal properties, but doing so may stir a nest of ancient beetles crafted by a long-lost necromancer.
D8=4:The shadows seem unusually dark in this part of the crypt. An Investigation check reveals illusory walls concealing new paths and hidden dangers.
D8=5:A warlock’s laboratory, filled with experimental arcana and eldritch devices. The warlock's phylactery lies hidden amongst dozens of false relics, and disturbing any item initiates deadly traps and conjures arcane guardians. Solving the intricate puzzle of the lab’s layout grants mastery over secret, forbidden spells.
D8=6:The adventurers stumble into a chamber containing a large, glowing crystal. Touching it shifts them into an alternate, mirror version of the crypt where they must navigate distorted, malevolent versions of themselves to find the way back to their original reality.
D8=7:A mysterious fog fills the room, reducing visibility. It emanates from a broken urn containing enchanted essence, dispersing it reveals a hint at hidden secrets of the crypt.
D8=8:A crypt chamber houses a skeletal dragon's remains, animated by sorcerous runes. The players must decode these runes embedded in the dragon's bones to liberate its soul and gain dragon-forged relics. Misinterpreting these runes risks angering the dragon’s spirit, reanimating it into an even more fearsome undead form.
d100 = 46
D8=1:A spectral choir sings a haunting melody, causing eerie reverberations throughout the crypt. Investigating, the players realize the choir is composed of innocent souls trapped by a malevolent banshee whose power they'll need to break to free the ethereal singers.
D8=2:The echo of ancestral chronicles resonates with meditative rituals or predatory trappings.
D8=3: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.
D8=4:The adventurers encounter strange, glowing mushrooms that grow along the pathway. Eating one grants darkvision temporarily, but another mushroom of a slightly different hue causes hallucinations of past trauma. The twist: The hallucinations can reveal secrets they didn't previously know.
D8=5:The players discover a group of 2d10 gargoyles. If the players get too close, the gargoyles will attack.
D8=6:A luminous mosaic piecing together the history of multiple realms decorates a grand hall. The mosaic demands the correct arrangement of magical icons representing pivotal historical events. Success restores artifacts thought lost to time, while errors summon historical specters seeking to rewrite history anew.
D8=7: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.
D8=8:A whispering draft guides you towards a crumbling wall hiding a small coffer filled with ancient copper coins. If you disturb it, the spectral figure of an old crypt keeper appears, urging you to leave his treasure for the poor.
d100 = 47
D8=1:Echoing sobs reverberate through the crypt, leading to a weeping ghost filled with unjust sorrow. Persuading it to leave might lay it to rest and provide a clue.
D8=2:At the crypt's coldest and darkest depths, you find an enchanted mirror in a grand hall, surrounded by the remains of thirteen former warlocks. Each reflection shows a different nightmare, and touching the mirror transports one into these twisted dimensions. Escaping requires battling through the horrors crafted by ensnared warlocks' minds or unraveling their dark rituals to shatter the mirror's power. The very fabric of reality threads ominously around your actions.
D8=3:An intricate, ancient lock begs to be picked, with a potential to trigger 3d6 poisoned darts.
D8=4:The unmistakable sound of running water gets louder. Finding the source provides a rare break with fresh water and resting opportunity but risks drawing attention.
D8=5:An ornate but cracked urn sits in the middle of the pathway. Restoring it earns the gratitude of the sleeper within, but failing leaves you cursed.
D8=6:Players come across a room that has been covered in webs. In the center of the room there is a Black Widow spider that is as big as a horse. The spider appears to be asleep. If the players try to wake up the spider, it will wake up and attack. The spider can be killed but it requires a strong magic to do so.
D8=7: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.
D8=8:Mousetraps with desiccated rodents scatter the floor. Careful movement avoids them, or they can be disarmed for makeshift tools.
d100 = 48
D8=1:A rotted wooden bridge spans a chasm filled with writhing, shadowy figures. Halfway across, a spectral child offers a cryptic prophecy, foretelling destruction if you proceed. He requests you take a detour to right an ancient wrong on his behalf. Trusting him delays your journey and attracts roaming ghouls, while ignoring him makes the shadows rise to claim you.
D8=2:Small white flowers bloom near an old sarcophagus. Plucking them generates whispers of the buried whose warnings can be grave or mundane riddles.
D8=3:A group of cultists are taking a group of peasants through the crypt to sacrifice them to their dark god. A snake is in the first room, and if players don't kill it, the cultists will.
D8=4: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.
D8=5:You enter a grand hall with high ceilings and faded tapestries. Four spectral knights appear, demanding to know if you are ally or foe. Answer falsely or fail their riddles, and they will attack. However, they also hint at broader schemes at play, referencing a long-lost heir and a kingdom in turmoil. Helping them could gain powerful allies, but failure means certain death.
D8=6:A group of 1d8 vampires attack the players.
D8=7:An underground river flows through one corridor, its water clear yet icy to the touch. Crossing it without proper preparation freezes them solid. The twist: Any frozen character experiences visions of the crypt’s construction and hidden past.
D8=8:You hear ominous chanting ahead. Peering through a crack in the door reveals cultists performing a dark ritual to summon 2d4 shadows.
d100 = 49
D8=1:Dust motes float lazily in a beam of moonlight spilling through a crack in the ceiling, giving an ethereal sheen to the gloom.
D8=2:Hieroglyphics recount broader involvement of crypt-inhabitants in wider interplanar conflicts with plausible immediate threats.
D8=3:A strange voice whispers from the darkness, demanding that the adventurers follow it. If they do, they find a large chamber filled with treasure.
D8=4:A giant, skeletal creature with a scythe looms in the corner of the room. It will only attack if provoked.
D8=5:Two men are walking down an unlit hallway talking about how dangerous it is to be in these tombs at night. They will beg for a torch or lantern from the players if they have one with them.
D8=6:The party comes across a room with a foul odor. If they investigate, they'll find a pool of water. If they investigate the water, they'll find a skeleton in it.
D8=7: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.
D8=8:The air is thick with the stench of decay as you enter a large antechamber. Skeletal remains litter the ground, some armored and others robed. From the darkness, six shadows emerge, coalescing into spectral forms that mutter in long-forgotten tongues. A phantasmal chill seeps into your bones. The decision to engage these tormented spirits in combat or attempt to communicate with them is fraught with peril, for each wrong move could summon more undead from the walls.
d100 = 50
D8=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.
D8=2:Overhead, a small bat circles the party. It is watching for a chance to attack.
D8=3:You find a weathered love letter addressed to someone named Aldara, its ink smudged with ancient tears.
D8=4:A staircase spirals downward, its steps worn and slippery, suggesting constant use eons ago.
D8=5:A childlike laugh occasionally interrupts the silence. It's a trick by a mischief spirit looking to lead the party into traps for amusement.
D8=6:Solidiced remnants of priests etch bout prayer runes congregated towards forwardly vestibules. Reassurance through liturgical gestures facilitate unchallenged departure, otherwise, unprepared adventurers trigger implacable revenant seeksance.
D8=7: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.
D8=8:A troll is walking down the hallway.
d100 = 51
D8=1:Small piles of bat guano cover the floor, indicating the presence of bats above and providing fertile ground for mundane mushrooms.
D8=2:A crypt’s crumbling foundation reveals concentric coffins of those unable to escape a sinking city’s collapse. 2d6 ghost architects challenge players with puzzles reflecting their doomed attempts to repair the city. Solving or destroying the puzzles influences regional architectures, symbolizing struggle against inevitable collapse.
D8=3:The acrid smell of decayed flowers permeates a burial chamber. The cause – a wreath still clutched by a desiccated corpse.
D8=4: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.
D8=5:A simple puzzle involving pressure plates must be solved to proceed. Failure leads to the sounding of ancient alarms, summoning skeletal wardens.
D8=6:A whispering draft guides you towards a crumbling wall hiding a small coffer filled with ancient copper coins. If you disturb it, the spectral figure of an old crypt keeper appears, urging you to leave his treasure for the poor.
D8=7:The players hear singing. It is coming from a group of men and women who are celebrating the birthday of one of their members.
D8=8:You come across a small alcove where six skeletal warriors lie dormant. If disturbed, they rise and attack.
d100 = 52
D8=1:Discoloration on walls mark an ancient enchantment’s endpoint. Breaking it avoids a trap but may free lurking dangers.
D8=2:An ornate clockwork mechanism challenges understanding. Solving its riddles provides valuable knowledge, while a mistaken hand brings its spectral caretaker seeking immediate retribution.
D8=3:Inside a forgotten alcove, the group discovers a circle of moonlit obelisks guarded by slumbering wyverns. A fading enchantment speaks of solidarity and faith, pushing the group to activate the obelisks by each proclaiming their bond. This renewed sense of camaraderie serves as a bulwark against the oncoming threats, uniting the party against future dangers and reinforcing the concept of strength through unity.
D8=4:Statues hold ancient weapons, a possible boon or a high-risk trap.
D8=5:A lone skeleton stands guard at a rusted iron door, its empty eye sockets watching your every move. It doesn’t attack until you get too close.
D8=6:You enter a grand hall with high ceilings and faded tapestries. Four spectral knights appear, demanding to know if you are ally or foe. Answer falsely or fail their riddles, and they will attack. However, they also hint at broader schemes at play, referencing a long-lost heir and a kingdom in turmoil. Helping them could gain powerful allies, but failure means certain death.
D8=7:The party finds a room filled with mysterious runes carved into the walls. If they investigate further, they will find that the runes are actually a magical trap that will summon a powerful creature if triggered.
D8=8:A group of 1d4 hobgoblins are sitting around a table. They are playing cards and betting on their game. If players approach, they will attack them with their cards as weapons.
d100 = 53
D8=1:The players come across a powerful demon who is intent on destroying anyone who enters.
D8=2:A group of 1d20+5 mummies attack the players.
D8=3:Osseous murals line this unfitting maze recalling cultivation. Disturbing tranquil configurations makes bone constructs rise for defensive rampage.
D8=4:The adventurers enter a room filled with treasure and two powerful magical creatures guarding it. The adventurers must decide if they will fight the creatures or use diplomacy to get the treasure.
D8=5: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.
D8=6:The distant sound of metal clanging alerts you to two warring skeleton factions. Navigating through their skirmish requires stealth or diplomacy.
D8=7:Scattered bones rattle amid the silence. They hold no danger, but carefully examining them reveals a silver ring.
D8=8:A sinister giggle echoes longest walls, unnervingly childish, yet no source is found.
d100 = 54
D8=1:Players come across a room that has three coffins. The coffins are made of gold, silver and copper. If a character attempts to open any of the coffins, the other two coffins will open and two undead creatures will emerge.
D8=2:A thief is looking for a place to hide. He is carrying a box. He says he has a box of treasure, but he does not.
D8=3:A group of 4 ghouls attack from behind.
D8=4:The players enter a room and find a large pile of gold coins. If they investigate further, they will find that the coins are actually guarded by a powerful demon that will attack anyone who takes the coins.
D8=5:The party finds a large stone door. It is magically sealed and requires a key to open it. The only way to find the key is to defeat the powerful golem guarding it.
D8=6:The players find a collection of mirrors. The twist: These mirrors show the reflection of the players as they will look if they fail their quest, and smashing a mirror splits the player’s soul into two fighting for control of the body.
D8=7:The crypt's malevolent fog reveals a forbidden relationship between a warrior and a sorcerer, taken to their graves in a mutual crypt. Their tragic love story is recounted by apparitions, condemned by their realms for breaking social norms. Intervention leads to discovering hidden relics of immense power tied to their strength in unity, disrupting traditional hierarchies if used openly.
D8=8:A group of 1d4 half-orcs are sitting around a table, drinking ale and eating meat. They are celebrating the anniversary of their tribe joining forces with the local goblin tribe.
d100 = 55
D8=1:The players come across an ancient well. Dropping something into it triggers a violent whirlpool, summoning a water elemental.
D8=2:Walking through the crypt, you notice a flickering light inside a distant chamber. Investigation reveals bioluminescent fungi growing on the walls, possibly toxic.
D8=3:A section of the floor collapses as you step on it. Quick reflexes (Dexterity check) are needed to avoid falling into a pit filled with spikes.
D8=4:A group of dwarves are digging in one of the tombs. If players approach, they will demand that they leave. If they do not, they will attack the players with their picks and axes.
D8=5: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.
D8=6:A river of glowing green ectoplasm flowing through the crypt. The twist: It can be safely navigated using spectral boats that form out of whispered incantations; however, the river's spirits try to draw adventurers overboard for companionship.
D8=7:Inside a serene, luminescent grotto, characters find an ancient harp with a riddle: “What can you catch but not throw?” Solving “a cold” makes the harp play an empowering melody.
D8=8:A group of 2d6 skeletons are practicing their fighting skills. They will attack trespassers.
d100 = 56
D8=1:An ancient and battered shield leans forlornly, once belonging to a renowned guard. Adopting it strengthens resolve but draws ghosts of vanquished foes seeking rematch.
D8=2:A group of 2d4 humans are sitting in front of the entrance of the crypt, drinking and playing dice games.
D8=3:The party hears a noise ahead of them. When they get to where they heard the noise, they see nothing. When they get back to where they started, they see a ghoul and a ghast standing there and attacking!
D8=4:A raven perched atop an ancient throne suddenly speaks an omen of doom that must be unraveled to avoid impending calamity.
D8=5:The soft glow of bioluminescent fungi illuminates inscriptions. Gathering the fungi can act as light sources but might also attract nocturnal creatures.
D8=6: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.
D8=7: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.
D8=8:A group of 4d6+8 giant rats attack!
d100 = 57
D8=1:The party discovers a shattered stained glass depicting heroic figures. Reassembling it correctly reveals hidden passages and treasures.
D8=2: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.
D8=3:A group of 2d4+2 mercenaries are searching for the tomb of their former captain. They know that the captain is buried in the tomb, but they do not know where the entrance is located. If players help them, they will reward the players with gold and information.
D8=4:A group of 2d6+8 giant rats attack!
D8=5:A section of the floor collapses as you step on it. Quick reflexes (Dexterity check) are needed to avoid falling into a pit filled with spikes.
D8=6:A group of 1d8 wights attack the players.
D8=7:An elaborate, locked chest sits temptingly in plain sight; it bears no traps but holds only mundane relics.
D8=8: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 = 58
D8=1: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.
D8=2:The narrow passage before you is lined with niches holding decaying skeletons. Any loud noise could awaken 3d6 skeletal sentinels.
D8=3:A group of 2d4 undead (2d4 ghouls, 2d4 wights, or 2d4 zombies) attack the players.
D8=4:Chanting in a hidden language reverberates through the walls. A group of skeletons conduct a ritual that must be disrupted to prevent worse consequences.
D8=5:A small chortling sound comes from a hole in the wall. Investigating closely reveals a harmless, tiny mimic that mimics but does not attack.
D8=6:Cobblestone paths fork unexpectedly, splitting group allegiances.
D8=7:A skeletal warrior lies crumpled on the floor, missing one arm. The hand of that arm is animated and tries to communicate in sign language. The twist: The hand provides invaluable information but can't be completely trusted due to its mischievous nature.
D8=8: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.
d100 = 59
D8=1:Several skeletons are playing a game of bones dice. If the players disturb them, they get annoyed and attack.
D8=2:Ancient chain mail, corroded beyond use, litters the floor. Intricately braided, it suggests a distant, forgotten allegiance.
D8=3:Veiled alcove harbors a crypt-some tryst gone treacherous, choked remains grip a putrid promise. Solve lovers’ turmoil rescuing love, err leading to another untimely demise.
D8=4:An ornate but cracked urn sits in the middle of the pathway. Restoring it earns the gratitude of the sleeper within, but failing leaves you cursed.
D8=5:The crunch of bones hints at a predator’s lair. Tracking its origin protects against random attacks but risks entering more challenging encounters.
D8=6:Players find themselves in an area of the crypt that looks like it was made by an entirely different culture or group.
D8=7:The crypt has been occupied by 1d4+4 bandits. They are playing cards and eating.
D8=8:The crypt's malevolent fog reveals a forbidden relationship between a warrior and a sorcerer, taken to their graves in a mutual crypt. Their tragic love story is recounted by apparitions, condemned by their realms for breaking social norms. Intervention leads to discovering hidden relics of immense power tied to their strength in unity, disrupting traditional hierarchies if used openly.
d100 = 60
D8=1:Players come across a room that is filled with blood. In the blood is a body that seems to have been torn apart by some sort of beast. The body has a sword and a ring on it's body that look valuable. If players try to pick up the sword and the ring, they will feel like they are being electrocuted and they will drop the items. If the players try to retrieve the items, they will have to get them wet before they can pick them up again. The items are cursed with a mutation spell and turning them into a wet item will remove the curse.
D8=2:A group of 2d6+2 zombies burst out of one of the crypts. If the players don't escape quickly, more will follow.
D8=3:A group of 1d4 hobgoblins are torturing a captured Halfling. They are trying to get him to confess to being a spy for the humans.
D8=4:A group of 2d6 goblins are digging through the bones and grave goods in this area, looking for anything they can steal. They will attack the party on sight.
D8=5:A stone altar stands defaced with symbols of chaos. Publicly, a hidden group of clerics dedicated to peace conducts hushed rites, seeking favor from forgotten gods to counter the crypt’s innate malevolence.
D8=6:A faint hum resonates from a stone altar. This resonance signals a powerful protection ward, which if touched, either aids with temporary shield or erupts in defensive magic.
D8=7:At a dead end, a shimmering portal shows distant reaches of the crypt. Players can use it to teleport, but encountering a shadow dragon on the other side presents a significant challenge.
D8=8:Strange whispers echo through the crypt, causing unease. Wisdom saving throws are needed to resist the growing fear and avoid panic.
d100 = 61
D8=1:In a small chamber can be found a magical fountain that never runs dry and has the power to heal.
D8=2:You stumble upon a small, enchanted fountain that offers healing but only under specific celestial alignments discernible through Nature checks.
D8=3:The dim corridors lead to a colossal chamber with an atrophied tree at its center, its roots piercing through the floor. Eight dracoliches, each in various states of decay, rest coiled around this morbid centerpiece. Their slumber is uneasy, disturbed by the ongoing rot of the once-mighty tree. Does your presence further disrupt them, resulting in a fierce confrontation, or do you attempt to heal the tree, solving the riddle of its decay while avoiding becoming dragon prey?
D8=4:The party walks into a room filled with bones. If they investigate, they'll find that the bones are actually statues of a creature called the Bone Horror.
D8=5:A group of 2d4 cultists are performing a dark ritual. They are attempting to summon a demon lord. Players can interrupt the ritual to prevent the summoning or face the consequences of battling the demon if they fail.
D8=6:The party comes across a group of three farmers. They are dressed in filthy rags and have farm implements in their hands. They are digging at a grave. If questioned, they will tell the players that there is treasure buried in the grave. They are digging it up!
D8=7: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.
D8=8:You enter a room and find a group of cultists attempting to open a portal to another plane. They will attack if disturbed.
d100 = 62
D8=1:A spectral wedding feast appears before them, with ghostly revelers frozen in time. The twist: Speaking the name of the bride or groom starts an unfinished ritual, requiring the adventurers to either complete it and face the consequences or disrupt it and fight off the spirits.
D8=2:The sound of a ghostly flute is heard echoing in the crypt. If the players investigate, they will find a ghostly bard playing the flute and singing an eerie song.
D8=3:Along a narrow ledge, ancient coins glint from the cracks. Collecting them requires careful balance and a Dexterity check to avoid plummeting below.
D8=4:A tranquille chamber reflects this thought: “What building has the most stories?” Answer “a library” reveals a sub-chamber filled with ancient volumes and maps.
D8=5:An ornately carved panel tells a tale in Draconic. Understanding it gives insight into the crypt's layout, aiding navigation.
D8=6:A cluster of disused candle stubs provides no light but careful examination shows a clear path through debris.
D8=7:A group of men are playing a game of chance near the entrance to the crypt. They are drunk, and if players interfere, they will attack.
D8=8:In the next chamber, they find a powerful lich trying to use a magical ritual to resurrect an ancient evil. They must decide whether to help or hinder the lich before it is too late.
d100 = 63
D8=1:Distant chanting in a language you don’t understand floats through the air. It's a harmless echo of a long-forgotten ritual, but players might still find it disconcerting.
D8=2:The walls of the crypt begin to pulse with a sickly green light, emanating from runes carved in a primordial language. Activating the runes will summon a cryptic hologram of an ancient sorcerer who speaks of a forgotten apocalypse. He offers secrets in exchange for a sacrifice of blood, but the players may decide the cost is too high.
D8=3:They find a dollhouse replica of the entire crypt. The twist: Moving pieces in the dollhouse reconfigures the actual crypt around them, providing strange advantages or dangerous disadvantages based on their whims.
D8=4:A group of cultists are praying to their dark god. If players disturb them, they will fight back.
D8=5:A group of 10 skeletons are fighting a group of 3 ghouls. The skeletons are losing.
D8=6:Strange shadows dance across the floor, seeming to mock every move. Intricate hand motions may reveal safe routes through slight or miraculous routes.
D8=7:A cavernous vault has been warded with glyphs blazing in a sickly, green light. In the center, bound by chains, a lich intones a curse in a language older than time. 1d8 deathlocks guard the ritual, their gaunt forms ready to defend their master. Breaking these chains holds the promise of formidable arcane knowledge, but interrupting the ritual carries the peril of triggering a catastrophe that could entomb you forever.
D8=8:An unnaturally thick fog pervades a room, creating illusions and visions of monstrous transformations. Spirits reveal the fog’s origin is devotion to an ancient deity, whose power players may harness or counter through symbolic offerings.
d100 = 64
D8=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!'.
D8=2:In a large chamber can be found a powerful magical artifact that grants the wielder great power.
D8=3:A room filled with broken mirrors that show distorted reflections and portals to other rooms within the crypt. Some mirrors lead to treasure troves guarded by mirror mimics, while others trap the players in an endless loop until they solve the intricate mirror puzzle inscribed with forgotten runes of a lost race.
D8=4:Strewn thoraxes etch abjection emblems identifying tortured vestiges of charcoal embers retained past residents. Dissection either enhances material understanding or draws punitive phantasms.
D8=5:In a secluded alcove, an ancient mosaic depicts an epic battle between good and evil. It continually shifts, responding to the players' actions. Interacting with the mosaic prompts it to show visions of their potential futures as legendary heroes, inspiring them to take brave and decisive actions.
D8=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.
D8=7:The walls of the corridor are covered in ancient graffiti. One section of it reads: 'Beware! The green dragon is near!'
D8=8:Broken pottery lies scattered, some contain traps while others have forgotten artifacts.
d100 = 65
D8=1:The party comes across a group of three men wearing crimson robes. They are carrying a coffin filled with treasure. If asked what's in the coffin, one of them will say: 'A king who died too soon.' If asked why he's out here in the middle of nowhere with this coffin instead of back home like he should be, he'll reply: 'An evil king has stolen our kingdom from us. We're going to bury him here...'
D8=2:A group of 2d6 mind flayers are searching for a powerful artifact in the crypt. If the players get too close, the mind flayers will attack.
D8=3:Players arrive at a sealed chamber with an ancient, but still-twitching mummified beast inside. Breaking the seals awakens 2d4 mummy guardians. Alternatively, unsealing the wards with the correct incantations from scrolls hidden nearby can dispatch the guardians without bloodshed.
D8=4:A group of 2d6+2 dwarves are carrying a large bag of copper that they're trying to hide from passersby.
D8=5: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.
D8=6:The players discover a treasure hoard protected by an opportunistic gelatinous cube that mimics its surroundings.
D8=7: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.
D8=8:A stone altar stands defaced with symbols of chaos. Publicly, a hidden group of clerics dedicated to peace conducts hushed rites, seeking favor from forgotten gods to counter the crypt’s innate malevolence.
d100 = 66
D8=1:A group of men are playing a game of chance near the entrance to the crypt. They are drunk, and if players interfere, they will attack.
D8=2:The party finds a room filled with strange and powerful magical creatures. If they investigate further, they will discover that the creatures are actually constructs created by a powerful wizard. If they try to attack the creatures, the wizard will appear and punish them for their actions.
D8=3: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.
D8=4:The PCs come across a room filled with giant spiders. The spiders will attack if the party gets too close.
D8=5:Strange symbols are carved into the walls, marking the territory of a powerful undead creature that watches from the shadows.
D8=6:In the following chamber, the adventurers come across a group of 1d6 vampires who are feasting on the corpses of their victims. The vampires will attack the adventurers if they are noticed.
D8=7:They come across a meticulously maintained garden within the crypt, where time appears frozen. The twist: Picking a flower from the garden traps the picker in their own frozen time loop unless they perform a selfless act of sacrifice within the next hour.
D8=8:A narrow altar platform precariously placed could restore life’s potential. Walk it carefully or stumble inviting malevolent beings’ gnashing hums.
d100 = 67
D8=1:You find yourself in a room filled with a strange, green fog. Any time a character steps into the fog, they become sickened and weak, and unable to move.
D8=2:They discover a mosaic floor with an empty pedestal in the middle. A cryptic inscription reads: “I am always hungry, I must always be fed. The finger I touch will soon turn red. What am I?” Answering "fire" correctly shifts the tiles to reveal an underground trapdoor.
D8=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.
D8=4:The players find a group of 3d6 cultists. As they approach, the cultists chant a prayer to their dark god. They are preparing to sacrifice a young woman. If the players interfere, they will be attacked by the cultists.
D8=5:An ornate door resists opening; a lock to pick or a safety mechanism activating 1d8 animated armors.
D8=6:Three elderly humans are sitting around a campfire near the hallway, singing songs and telling stories. They will not be interested in talking to the players unless they have a bottle of human wine to share with the humans.
D8=7:The cold of the crypt is almost unbearable, heavy with the weight of oppressive sorrow. As they navigate through narrow crevices, a trap springs, sending poisoned darts flying through the air. Two of the players succumb to the toxin's hallucinogenic properties, seeing disturbing visions of a past rebellion within the crypt walls. If they decipher the meaning, they may uncover clues revealing that the rebellion's leader still resides in the realm of the living under an assumed identity.
D8=8:Crude engravings in an ancient language fill a hallway. They detail the life of a forgotten ruler, who met their end under mysterious circumstances.
d100 = 68
D8=1:A serene underground pond reflects their surroundings perfectly. Inscribed in the rocky edge is the riddle: “I am not alive, but I can grow; I cannot see, but I can hear; I can cry, but I have no eyes. What am I?” Answering "a cloud" reveals a submerged treasure chest that floats to the surface.
D8=2:Eating a found packet of preserved rations might heal minor wounds or induce nausea-inducing visions of past feasts and famine disputes.
D8=3:A slight breeze carries the scent of decay. Investigate the source or cover your nose, bracing for the worst.
D8=4:You hear a voice that says "I don't like strangers". If attacked, the dwarf named Ayeslie will attack the party. Ayeslie is carrying a shield, a broadsword, and a backpack.
D8=5:An ancient, sealed wine bottle sits on a dusty shelf. Drinking it grants enhanced bravery but induces somber, melancholic dreams of ancient conquests.
D8=6:Players find a small underground lake filled with 2d10 kobolds. The kobolds are attacking a group of 2d6 humans who are fighting back.
D8=7:The party hears a noise ahead of them. When they get to where they heard the noise, they see nothing. When they get back to where they started, they see a ghoul standing there and attacking!
D8=8:An old lantern flickers on the floor, its glass cracked. Use it for light or be wary of what snuffed out the previous holder’s flame.
d100 = 69
D8=1:The ceiling begins to drip, not with water but with greenish slime. It seeps through the cracks, and contact with it causes a mild, itching rash.
D8=2:The crypt floor collapses underfoot, sending the adventurers into a pit where grotesque, animated gargoyles lie in wait. Upon defeating the guardians, they reveal the entrance to an ancient vault housing forbidden scrolls and encrypted messages detailing a secret cult.
D8=3:Thick dust rises with each step. Slow down to reduce movement or proceed, coughing through the haze.
D8=4:A lone skeleton stands guard at a rusted iron door, its empty eye sockets watching your every move. It doesn’t attack until you get too close.
D8=5:The party hears a loud and horrible song coming from down the hall. It is coming from a room. Inside is a mad bard who has been given great power by dark magic.
D8=6:Faint, ghostly tapping on the crypt's walls signify attempts to communicate. Mistranslating can incite anger or bring wisdom.
D8=7:A cold draft reveals a hidden passage, a choice of venturing deeper or retracing your steps with unsettling echoes.
D8=8:A petrified noblewoman, eternally youthful due to a dark pact, is found entwined with a stone at the crypt’s heart. This pact involved 2d6 earthly bindings to political and demonic realms, where her condition serves as a magical linchpin. Freeing her could unravel several curses affecting powerful families, while maintaining the status quo reinforces the injustices silently.
d100 = 70
D8=1:They come across a mortuary where resting ghostly monks guard the tombs. The monks’ spirits test the party's wisdom, honor, and piety before allowing deeper access into the crypt.
D8=2: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.
D8=3:A rusted iron door groans in protest as it barely stays closed. Open it wider or reinforce it to keep whatever is on the other side contained.
D8=4:Muffled moans from sealed tombs, remnants of old magics or undisturbed rest?
D8=5:In a large chamber can be found a powerful creature of indeterminate origin. It seems to have the powers of both a lich and a vampire.
D8=6: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.
D8=7:The crypt opens into a sunken garden. Unnervingly quiet, the garden is tended by ghostly apparitions who take no notice of the living.
D8=8:An ancient, rusted weapon lies discarded. It's cursed with whispers, beckoning adventurers to wield it in exchange for unending nightmares.
d100 = 71
D8=1:The sensation of falling is averted when you step on a pressure plate. Investigating uncovers various traps which can be repurposed or avoided.
D8=2:The players find a group of 3d6 cultists praying to their dark god. As they pray, they are marking X's in the ground with their blood. The cult leader is about to sacrifice a young woman to their dark god. If the players interfere, they will be attacked by the cultists and their leader who is a paladin from another realm where paladins are evil and serve the dark god who is known as 'the dark lord'.
D8=3:A group of 10 skeletons are fighting a group of 3 ghouls. The skeletons are losing.
D8=4:The unmistakable sound of running water gets louder. Finding the source provides a rare break with fresh water and resting opportunity but risks drawing attention.
D8=5:Players hear a sound like someone walking on stone. If they investigate, they will find that no one is there. The sound will continue for about 5 minutes, then stop for about 5 minutes. This continues for about an hour.
D8=6: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.
D8=7:An ancient amulet lies half-buried in dust. Identifying and wearing it might grant crypt-specific protections or activate latent spirits.
D8=8:The corridor splits into multiple directions, but each path is indistinguishable from the next. Picking one at random, you encounter traps rigged by recent explorers—spiked pits and poisoned darts. Yet something stirs in the inky darkness: 2d6 specters, enraged by their ensnarement, flicker towards you. Can you navigate both these artificial hazards and the ethereal threat to continue your quest?
d100 = 72
D8=1:The players come across a strange set of runes carved into the wall of one of the crypts. If they investigate further, they will find that the runes are actually a trap that will release a powerful golem if activated.
D8=2:The sound of dripping water echoes through the crypt. A nearby fountain still runs, its water crystalline but wholly undrinkable. Following the sound leads to a secret chamber.
D8=3:A sudden sigh echoes loudly, originating from a sacrosanct burial chamber that seems to defy time itself.
D8=4:The players stumble upon a seemingly untouched sarcophagus adorned with intricate carvings of a fierce battle between celestial beings and demonic entities. Upon opening it, they find an ancient warrior clutching a sword of radiant light. The warrior's spirit manifests, pleading for the players to finish the battle they started centuries ago. If they refuse, the spirit may turn hostile, haunting them throughout the crypt.
D8=5:A sinister wraith offers valuable information in exchange for a memory precious to a party member.
D8=6:Ghostly forms of undying priests seem engaged in eternal rites, oblivious to the passage of time.
D8=7:Scattered bones rattle amid the silence. They hold no danger, but carefully examining them reveals a silver ring.
D8=8:Among broken headstones, a ghostly figure asks for assistance in finding a missing artifact that will set them free. The twist: The artifact, when found, binds the ghost to the adventurer who retrieved it, resulting in a companionship that could either aid or plague the party.
d100 = 73
D8=1:The players come across a tomb that has been desecrated. The tomb has been ripped open, and the body of the person who once rested there has been dragged outside and gnawed on by scavengers. However, there is another body in the tomb, which is still intact - a body that has recently been brought here.
D8=2: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.
D8=3:The players enter a hall filled with statues, each representing a different emotion. At the far end is a pedestal with a crown that can amplify emotions and grant the wearer influence over others. To claim it, the players must correctly align the statues in the order dictated by an ancient, half-eroded poem. Failure to do so correctly results in the statues coming to life and attacking.
D8=4:The players come across a group of 2d6+2 kobolds who are hunting for food. They will attack if they discover the players.
D8=5:An ancient, sealed wine bottle sits on a dusty shelf. Drinking it grants enhanced bravery but induces somber, melancholic dreams of ancient conquests.
D8=6:A chill wind blows through an open archway, carrying faint whispers. Check the source or hurry along before the whispers become screams.
D8=7:Faded murals reveal clues or pending danger to those perceptive enough.
D8=8:The players are suddenly enveloped in darkness, and their torches won't light. Phantasmal attackers use the cover of darkness to strike.
d100 = 74
D8=1:You find a cracked tomb with voices whispering inside, and 2d6 skeletal hands reaching out from the darkness.
D8=2:A spider’s web blocks your path, glistening with morning dew. Clearing it gently reveals a passage; disturbing it summons 2d4 giant spiders.
D8=3:An ancient ledger details the workings of an old guild known for shady dealings. Reading it might uncover hidden caches or stir the jealousy of undead traders still bound to their former exploits.
D8=4:A small, locked chest offers a tempting prize. It contains nothing but old, brittle bones and a note that reads, "Too late."
D8=6: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.
D8=7:Rows of moldy bookshelves line one wall. The untouched knowledge within is tempting, but many books are enchanted to form paper golems if disturbed.
D8=8:The players hear a man singing. It is a beautiful song about love and loss. If the players investigate, they will find a group of halflings. They are celebrating a halfling wedding. The party is in honor of two halflings - a man and a woman. They have been together for years and have finally decided to get married. The man is a bard who sings about his love for the woman. The woman is a mage who dreams of one day opening a magic shop together. The man and woman are about to be married.
d100 = 75
D8=1:Stale, musty air rises as you step on ancient cobblestones. One of the stones hides a pit trap, littered with long-extinguished torches.
D8=2: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.
D8=3:The adventurers enter a vast underground garden tended by an undead gardener. This keeper of the crypt uses poison plants and animated flora to repel intruders.
D8=4:An overturned urn spills black sand across the floor. Examine it for magical properties or avoid it, sensing danger.
D8=5:A group of 2d4+4 hobgoblins are patrolling the hallways, hoping to catch trespassers and imprison them in their dungeon.
D8=6:The adventurers step into a tomb where gravity shifts unpredictably. Phantasmal pitfalls open beneath them, testing their agility and wits.
D8=7:A necromancer's apprentice, aged and failing, offers help in navigating the crypt if players can bring him a specific component for his salvation.
D8=8:An intricately carved staff leans against a sarcophagus, glowing faintly and suggesting untapped power or a curse.
d100 = 76
D8=1: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.
D8=2:Characters enter a crypt courtyard where silvery leaves spell out: “What building has the most stories?” Answering "a library" correctly unseals a nearby library filled with lost knowledge.
D8=3:Dusty cobwebs obscure an old iron chest. Inside, you find mundane clothing and tools, useful but not extraordinary.
D8=4: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!
D8=5:A group of 2d6 goblins are hiding in the shadows.
D8=6:As the players descend a staircase, they hear faint whispers growing louder with each step. At the bottom, they find a chamber filled with enchanted mirrors that reflect not their current selves, but their potential futures—both triumphant and tragic. Within one of the mirrors lies a key that supposedly unlocks a powerful artifact, though retrieving it means facing an apparition of one's worst self.
D8=7:The players enter a chamber and find a large pile of gold coins. If they investigate further, they will find that the coins are actually guarded by a powerful demon that will attack anyone who takes the coins.
D8=8: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.
d100 = 77
D8=1:A group of dwarves are digging in one of the tombs. If players approach, they will demand that they leave. If they do not, they will attack the players with their picks and axes.
D8=2: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.
D8=3:A hidden chamber reveals a mesmerizing mural depicting a heroic battle against a dragon. As players approach, the mural comes to life, and they must fight spectral warriors and the draconic illusion to gain access to a treasure chest hidden beneath the floor.
D8=4:Players hear moaning down a side passage. When players investigate, they find a group of 1d4+1 zombies eating the body of a dead guard. The zombies will attack if they're discovered.
D8=5:Faint, ghostly tapping on the crypt's walls signify attempts to communicate. Mistranslating can incite anger or bring wisdom.
D8=6:You enter a room and find a powerful mage sitting on a throne. The mage will not attack the party but will try to bargain with them in exchange for magical items.
D8=7:Pile of bones on the floor. If players investigate, they will find a small skeleton with a pouch full of coins.
D8=8: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?
d100 = 78
D8=1:The dim glow of phosphorescent fungi casts eerie shadows on the walls. One touch, however, releases hallucinogenic spores.
D8=2:The players find a strange coffin with a strange symbol on it. When they open the coffin, they find a powerful magical artifact inside.
D8=3:You find yourself in a room filled with a thick, yellow fog. Any time a character steps into the fog, they become lost and disoriented, unable to find their way out.
D8=4: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.
D8=5:The players come across a group of imps. The imps will offer the players a magical item in exchange for a magical favor.
D8=6:A group of undead liches are up to no good. If the players investigate, they will be attacked and must defeat the liches or face dire consequences.
D8=7:A shallow, bone-white pool reflects nothing, absorbing even the light around it, a deep mystery.
D8=8:An old gauntlet beckons, seemingly mundane but leading to a deadly duel against its spectral owner.
d100 = 79
D8=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.
D8=2:Footfalls echo from unseen sources, revealing shadowy figures patrolling. These lost souls serve as wardens, directing adventurers towards the crypt's exit but requiring a steep price avoiding the certainty of becoming one among their own ranks.
D8=3:The floor is uneven, with buried objects jutting out. Dig them out for potential finds or step around them, avoiding entanglement.
D8=4:The sound of chittering echoes from the walls. Swarms of 2d4 giant rats are burrowing through a nearby wall. Players can either seal the holes or prepare for an ambush.
D8=5:A secluded alcove contains a fountain of greenish, glowing liquid. Sipping it grants prophetic visions of the crypt's dangers but also brings a curse if not balanced by a ritual involving specific items scattered throughout the crypt.
D8=6:A forest of spectral trees, their leaves whispering secrets of the afterlife. Deep within, a tree of souls holds the answers to many arcane mysteries. Communing with the tree reveals powerful knowledge but attracts soul-hungry banshees who will rip through reality to protect their dark gallery.
D8=7: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.
D8=8:A group of 1d20 rats are scurrying around the floor of this room.
d100 = 80
D8=1:Sketched maps indicate hidden pathways but may be incomplete or intentionally misleading. Decipher its routes, only to sometimes find yourself ambushed by shadowy figures.
D8=2:You find an old, weathered book whose pages disintegrate at your touch. Examining it reveals fragmented recipes and incantations.
D8=3:A group of 2d6 giant rats are in this room. They are being fed by a group of cultists. The cultists will attack the players if they try to attack the rats.
D8=4:A damp, musty smell indicates nearby water. Following the scent leads to a small underground stream with clean drinking water.
D8=5:A group of 3d4 cultists are in this room, worshiping a statue of Vecna. They will attack the players if they try to disturb the ceremony.
D8=6:A flickering will-o'-the-wisp leads you deeper into the crypt. If followed, it vanishes just before a dead end.
D8=7:The crypt's depths reveal a summoning circle protected by impish demons. To proceed, the players must disrupt the summoning or risk facing off against a powerful demonic entity.
D8=8:The walls of the corridor are lined with the skulls of past adventurers and the bones of their mounts.
d100 = 81
D8=1:The floor is paved with ancient, cracked tiles, each step echoing ominously throughout the corridor. A sudden, icy draft extinguishes your torches, leaving you in utter darkness. Without warning, 1d4 wights surge forth, their eyes glowing with an unnatural hunger. The cold seeps into your bones, making every movement slower, every decision more critical. Do you trust in magic to light your way, or battle through the dark, each step a calculated risk?
D8=2:Near an ancient, weathered fountain flowing with a black ichor, players find inscriptions on how to bind an ancient evil. Pouring the ichor ceases its draining magic but summons 1d6 shadow creatures. Finding and using sacred relics hidden in previous chambers grants a safer method to purify it.
D8=3:The party finds a stone circle with a strange creature in the center. If the creature is attacked, it will summon 1d4 spectral warriors to its aid.
D8=4:Within the crypt's deepest recesses lies a room where gravity behaves in strange ways. The walls stretch into the infinite, and the floor is adorned with intricate runes glowing faintly in the dark. Time seems erratic here, as evidenced by flickering shadows and echoes of voices past. An ancient lich bound in spectral chains resides here, offering a riddle that, if solved, may grant a rare, powerful artifact or unleash a horde of untamed wraiths.
D8=5:A group of 2d4+2 mercenaries are searching for the tomb of their former captain. They know that the captain is buried in the tomb, but they do not know where the entrance is located. If players help them, they will reward the players with gold and information.
D8=6:Walking deeper into the depths, the party finds a still, dark pool reflecting the ceiling above. If disturbed, a skeletal hydra will rise from the waters, each of its five heads thirsting for the intruders’ blood. Solving the riddle inscribed on a stone tablet nearby will pacify the beast and grant safe passage.
D8=7:The floor is covered in a thick layer of dust. Following the footprints leads to a hidden, undisturbed chamber.
D8=8:A rat skitters across the floor. Catching it and examining it reveals a small note tied to its leg, a message from someone who was here previously.
d100 = 82
D8=1:In a large chamber can be found a powerful magical construct that will attack the players if they come too close.
D8=2:A small shrine to a dark god is in this room. A cultist is praying to the dark god. He will attack anyone who interrupts him.
D8=3:The players find a strange door with a strange lock. If they investigate further, they will find that the door is actually a portal to another realm and will transport them to anyplace they wish.
D8=4: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.
D8=5:Eating a found packet of preserved rations might heal minor wounds or induce nausea-inducing visions of past feasts and famine disputes.
D8=6:The players come across a room filled with religious symbols. If they investigate further, they will discover that the symbols are actually part of a magical ritual. If the players successfully complete the ritual, they will be rewarded with a magical item.
D8=7: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.
D8=8: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.
d100 = 83
D8=1:A man named William is standing around in the graveyard looking for his brother's tombstone. His brother died recently, but his body has not been found yet. William says he will wait here until his brother's body is found, then he will bring his brother's body here and bury it in this graveyard where his brother was born. If a party member asks about his brother's name, William will greet the party member by name, then he will apologize for greeting him by name because it is likely to remind him of a terrible memory from his own past. William will then say that his brother was a good man, but he was taken from him too soon, and it seems like everyone around here dies before their time.
D8=2:An ancient candle sconce holds a half-melted candle still burning. Use its light or extinguish it, suspecting magical involvement.
D8=3:Self-omphalous effigies signify a disorderly ungodly chamber, while dancing shadows project horrifying visages. Respectful gestures may garner the watching deities' respect or disturb influences, drawing divine retribution.
D8=4:The players come across a group of imps. The imps will offer the players a magical item in exchange for a magical favor.
D8=5:The characters find a hall of armored phantasms eternally at war, reenacting an ancient battle. Players can choose sides to end the feud, realigning their honor with either faction.
D8=6:A stone coffin holds an undead vampire who is draining blood from a living victim while they sleep (Perception DC 15 to notice this).
D8=7:An immense stone door reveals a flooded crypt where 3d6 drowned warriors rise, recalling their betrayed duty. The chamber’s rising waters force swift action while navigating heavy emotional tides of a failed last stand, offering powerful relics or secrets crucial to the campaign, replete with sorrow.
D8=8:Hidden alcoves may provide refuge or bloody past imprisonments.
d100 = 84
D8=1:An enchanted harp plays a mournful tune, prompting memories or unsettling spells.
D8=2:The quiet is pierced by the sudden collapse of a mural. Behind it, a small alcove hides a simple wooden box containing trinkets of nominal value.
D8=3:The sound of clinking chains suggests restraint. Locating the source uncovers a bound captor, offering information or leading to a mindless wraith safeguard.
D8=4:Intricate, age-worn murals bear testament to covens performing dark, magnetic rituals. Follow traces of the convergant luminance to uncover lingering glyph’s powers or get intertwined by remnant magics casting grasping hold over you.
D8=5:A group of 2d8 bandits are hiding in this room. If the players enter, they will attack.
D8=6:An old, withered tree grows within the crypt, its roots binding forgotten chests. Cutting one provokes the wrath of concealed dryads.
D8=7:The elaborately carved wooden doors leading further down collapse under the weight of time, revealing pitch-black darkness beyond.
D8=8:A group of 2d4+2 mercenaries are searching for the tomb of their former captain. They know that the captain is buried in the tomb, but they do not know where the entrance is located. If players help them, they will reward the players with gold and information.
d100 = 85
D8=1:A calming room with stained-glass windows offers this riddle: “What five letter word becomes shorter when you add two letters to it?” Answering “short” correctly releases a ghostly caretaker with important clues.
D8=2:A deep, resonant gong sounds in the distance. Shortly after, restless spirits begin to stir, continuing until you locate and silence the source.
D8=3:Cobweb-filled alcoves make for treacherous footing as you pass through. Failure to proceed carefully could result in damage from hidden traps.
D8=4:An invisible presence follows the adventurers, occasionally whispering in their ears. The whispers intensify near hidden traps or secret passages. The twist: The whispers may also lead them into danger, as the spirit revels in chaos.
D8=5:A small, recently used campsite echoes with ghostly laughter. Examination shows it's well-tended, suggesting recent, but peaceful, occupation.
D8=6: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.
D8=7: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.
D8=8:A group of 1d4 skeletons are sitting in the hall, playing a game of bones. They will not attack until provoked.
d100 = 86
D8=1:One of the players is snatched up by giant talons. They are carried off and dropped into a pit inhabited by 2d6 giant spiders.
D8=2:Foul odors and the eerie hum of magical wards pervade the tomb, indicating lost, experimental magics. Three flesh golems lumber through the room, animated by grim rituals. Players can attempt to shut them down through disabling intricate glyphs or destroy them in battle. Upon success, they discover old letters bearing news of a disastrous alliance between realms that was engineered by a coven of necromancers to destabilize world politics.
D8=3:Halfway through the crypt, players discover a ritual site with a broken altar. Restoring the altar and completing the ritual prevents a malevolent fiend from breaking free, offering the players divine favor in return.
D8=4:A chilling wind reveals a pathway lined with ghostly flames that follow the players unless extinguished with a special spell or potion.
D8=5:The players hear loud singing from the other end of the tunnel. If they investigate, they see a group of 3 kobolds singing around a campfire. They are celebrating their latest heist and will fight to the death.
D8=6: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.
D8=7: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.
D8=8: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 = 87
D8=1:The adventurers discover a labyrinthine bone structure teeming with animated skeletons. The bone walls move and shift, creating an ever-changing maze.
D8=2:You find a room filled with 1d4+4 giant rats. The rats will not attack unless provoked.
D8=3:Lifelike statues of medieval knights guard the entrance to a sarcophagus. These are petrified remains of Teutonic Knights, cursed by a long-forgotten sorcerer for their brutal crusades.
D8=4:A corridor lined with ancient sarcophagi. Disturbing any one of them releases a mummy that seeks to unleash its curse on the tomb violators.
D8=5:The players come across a door with a plaque on it that says 'Do Not Enter'. If they open the door, a horde of 2d4 ghouls will attack them.
D8=6:The ceiling arches ahead show signs of collapsing; navigating swiftly through this section seems prudent.
D8=7:The faint groan of metal opens the way to a bridge. Crossing it without proper checks risks falling into a spiked pit.
D8=8:Players come across a room that is filled with silver mirrors. If they look at their reflection, they will see a different race than what they are. They will see themselves as an elf for 1d4 rounds.
d100 = 88
D8=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.
D8=2:A decrepit wooden door hangs loosely on its hinges. As you push it open, 1d6 dire bats swoop out aggressively, disturbed from their rest.
D8=3:The walls of this room are covered in moss and fungus. There is a half-eaten corpse in the corner of the room.
D8=4:An ooze attacks!
D8=5:The sound of dripping water echoes through the crypt. A nearby fountain still runs, its water crystalline but wholly undrinkable. Following the sound leads to a secret chamber.
D8=6:The players come across a powerful creature that looks like a giant wolf. If they investigate further, they will find it is actually a powerful Werewolf.
D8=7: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.
D8=8:The players find a strange statue that appears to be alive. If they investigate further, they will find that the statue is actually a golem that will attack anyone who approaches it.
d100 = 89
D8=1:The narrow, labyrinthine corridors twist and branch in confusing ways, and navigating it, you find an underground spring. Nearby, 2d3 trolls argue over territory rights, their fight pausing as they sense newcomers. The air here is thick with the rancid stench of troll flesh and damp earth. Engaging provides access to the spring, often revered for its healing powers, but the trolls' regenerative abilities make them formidable opponents.
D8=2:The crypt's tunnels wind into an underground river where a ferryman made of bones rows his ghostly boat. He offers to ferry the adventurers across if they can pay the fare with a unique story or item.
D8=3:Players come across a room that has two coffins in the center of the room. Inside of the coffins are two creatures that appear to be vampires. The creatures are asleep and they are wearing robes similar to the robes worn by the red wizard. If players try to wake up the creatures, they will awake and attack. The creatures are actually ghouls wearing robes similar to the robe worn by the red wizard.
D8=4:The players find a group of 2d10 bugbears searching for something in the crypt. If the players get too close, the bugbears will attack.
D8=5:In an eerie but calm corridor, they find a puzzle box with an attached riddle: “What has cities, but no houses; forests, but no trees; and rivers, but no water?” Solving "a map" activates gear mechanisms opening hidden storage compartments.
D8=6:As they descend, the players feel an overwhelming pressure, and they are plagued by realistic hallucinations indicating their impending doom.
D8=7:As they traverse deeper, the party encounters a pitiable ghost child who pleads with them to find its lost toy. The child reveals secrets of the crypt, whispering knowledge that could save them from hidden traps.
D8=8: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 = 90
D8=1:A group of 4d4+8 bandits are fighting a group of 2d6 rats.
D8=2:A distant tolling bell resounds faithfully each hour as it did in life, counting down the eerie moments as explorers delve deeper.
D8=3:The musty chamber houses a long-forgotten organ where ghostly melodies ensnare the mind. An undead maestro promises power and dark serenades in return for eternal servitude. Playing the tune offers immense immediate strength, but failure to resist its pull during combat or other critical moments weakens resolve.
D8=4:As you traverse a dark, musty corridor, a spectral knight appears, recounting tales of his valor in protecting the realm. The knight challenges the players to prove their worth by vanquishing a trio of banshees who haunt the next chamber. His stories of unwavering duty and honor serve as a reminder of the higher purpose of their quest, motivating the group to fight with renewed vigor and dedication.
D8=5:The floors of this chamber are a magical, ever-shifting puzzle composed of tiles depicting cryptic symbols. Aligning the tiles correctly reveals ancient spells scripted by a forgotten sorcerer-king. Misalignment opens a portal to a realm of chaos, unleashing otherworldly horrors.
D8=6: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.
D8=7: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.
D8=8:The party finds a strange book filled with strange symbols and writings. If they investigate further, they will find that the book is actually a magical tome that will grant powerful spells if read.
d100 = 91
D8=1:The players see a bridge spanning a gorge. The bridge is broken in the middle. There is a sign next to the bridge that reads, "Bridge Out."
D8=2:The players come across a powerful creature that looks like a giant dragon. If they investigate further, they will find it is actually a powerful Dragon Turtle.
D8=3:An ornate but cracked urn sits in the middle of the pathway. Restoring it earns the gratitude of the sleeper within, but failing leaves you cursed.
D8=4:Strange glowing fungi illuminate a narrow passage, casting unsettling shadows. Consuming the fungi provides a little nourishment but leaves you with eerie, luminescent veins for a day.
D8=6:The flicker of darkly enchanted flames atop sconces emboldens shadows that behave independently, revealing ancient warding spells.
D8=7:Carved initials are etched into a stone. Trace them for stories of the past or leave the marks, considering them mere distractions.
D8=8:An underground waterfall cascades into a cavern filled with echoing whispers. The waters hide a sleeping water elemental who guards the crypt's seaward exit.
d100 = 92
D8=1:The walls of the corridor are covered in ancient graffiti. One section of it reads: 'Beware! The red dragon is near!'
D8=2:Mousetraps with desiccated rodents scatter the floor. Careful movement avoids them, or they can be disarmed for makeshift tools.
D8=3:Pile of bones on the floor. If players investigate, they will find a small skeleton with a pouch full of coins.
D8=4:An unnaturally thick fog pervades a room, creating illusions and visions of monstrous transformations. Spirits reveal the fog’s origin is devotion to an ancient deity, whose power players may harness or counter through symbolic offerings.
D8=5:The players encounter a sarcophagus glowing with an unearthly light and guarded by four spectral monks. These monks can be appeased with religious rites or fought. If appeased, the monks share prophecies that hint at war sparked by false accusations and deep-seated vendettas between powerful houses.
D8=6: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.
D8=7:The crypt’s air, thick with an unnatural chill, leads the players to a grand burial chamber where spirits whisper in an ancient tongue. Three shadowy figures emerge from the darkness, each casting long, flickering shadows across the crypt walls. These wraiths demand the players bow to the ancient king they serve or face their wrath. If the players choose to fight, they must contend with not only the wraiths but also the king's specter, a powerful undead with knowledge of dark magic. The specter offers a deal: retrieve an artifact stolen by a rival necromancer, and he will allow them to leave unscathed.
D8=8:In the depths of a crypt, the players find a group of 2d6 mummies. The mummies attack the players if they enter the crypt.
d100 = 93
D8=1:Statues hold ancient weapons, a possible boon or a high-risk trap.
D8=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.
D8=3:The floors of this chamber are a magical, ever-shifting puzzle composed of tiles depicting cryptic symbols. Aligning the tiles correctly reveals ancient spells scripted by a forgotten sorcerer-king. Misalignment opens a portal to a realm of chaos, unleashing otherworldly horrors.
D8=4:Amid skeletal remains in a broken tomb, players find an animated skull poet reciting verses of old. The poet offers cryptic hints towards unraveling the crypt's secrets in exchange for a new story or poem inspired by their adventures.
D8=5:The crypt opens into a sunken garden. Unnervingly quiet, the garden is tended by ghostly apparitions who take no notice of the living.
D8=6:A shadow drake slinks through the crypt's darkness, preying on those who stray from the group. Defeating the creature requires navigating a deadly dance of light and dark.
D8=7:You come across an ornately framed mirror that shows flickering images of distant cities and their ongoing political intrigues. Staring too long may reveal secrets but also risks drawing your reflection into the glass.
D8=8:The players are attacked by a group of shambling mummies that were once powerful mages.
d100 = 94
D8=1:A group of 1d4+2 ghouls are feasting on the remains of a horse. They will attack trespassers.
D8=2: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.
D8=3: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.
D8=4:A troll is walking down the hallway.
D8=5:Near a crypt entrance, an elderly, blind beggar tells of a tragedy that befell his village’s children, who haunt the crypts as shadows. Soon after, players are assaulted by 3d6 shadow children. They can liberate the spirits by locating and reuniting lost heirlooms, their success or failure reverberating through regional legends and stirring deep empathy.
D8=6:In the middle of a burial chamber, a sarcophagus lid creaks open. Inside rests a mummified cleric holding a scroll written in a forgotten language.
D8=7:A group of 1d4 orcs are torturing a captured Human. They are trying to get him to confess to being a spy for the kobolds.
D8=8: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.
d100 = 95
D8=1:A section of the floor collapses as you step on it. Quick reflexes (Dexterity check) are needed to avoid falling into a pit filled with spikes.
D8=2:A group of 1d6 liches attack the players.
D8=3:The echo of ancestral chronicles resonates with meditative rituals or predatory trappings.
D8=4:Ancient sarcophagi line the walls of a musty catacomb, each with a seal depicting a primordial beast. Breaking any seal releases 2d4 spectral beasts with the keen sense to track down whoever disturbed their rest. Properly resealing them with the right ritual will subdue the beasts.
D8=5: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.
D8=6:A group of 2d6 goblins are digging through the bones and grave goods in this area, looking for anything they can steal. They will attack the party on sight.
D8=7: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.
D8=8: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 = 96
D8=1:A group of 5d4+10 banshees are attacking a group of tomb robbers (who will be warned by the banshees).
D8=2: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.
D8=3:In a chamber where mirrors line every wall, the adventurers are confronted by their own reflections come to life. These twisted doppelgangers seek to replace them in the real world.
D8=4:A chilling draught sweeps through the corridor, extinguishing all flames. The twist: If any player tries to relight a torch or lantern, they invoke the ire of an invisible wraith that steals their breath and causes suffocation.
D8=5: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.
D8=6:An ooze attacks!
D8=7:A spider’s web blocks your path, glistening with morning dew. Clearing it gently reveals a passage; disturbing it summons 2d4 giant spiders.
D8=8:The sound of whispers and frantic scribblings draw you deeper into a chamber filled with tomes and scrolls. A necromancer scrawls feverishly, guarded by 2d6 ghasts. His drawn and haggard appearance betrays his obsession with unlocking undead secrets. Engaging may yield valuable texts and artifacts, but his ghasts are ferocious foes fierce in defense, and the necromancer's demise could turn the undead upon you.
d100 = 97
D8=1:N.A.C.H.L.E.S (Necromancer's Anti-Chrono-Living Energy Shields) - A 20' radius of field of bright blue force encircles the room, blocking all other magic. Anyone inside the field of force who casts a spell or uses a magical ability of any kind must make a saving throw vs. spell or be teleported to the other end of the room, stunned for 1D4 rounds.
D8=2:A group of 1d4+2 dwarves are praying to a statue of a dwarf god.
D8=3:The players' reflections animate within an ancient mirror. These reflections soon step out and begin attacking with all the parties' abilities.
D8=4:Vestibules clumping old gemwood stumps display obscure carvatures hinting at historical alliances. Decipher alliances to safely proceed, however any missteps disorient servitors beholded under such forgotten oaths.
D8=5:Stumbling over a cracked stone, you find a hidden stash of alchemical reagents. Using them has powerful effects, but there's no telling how many spirits you might anger for each dose.
D8=6: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.
D8=7:A group of 2d6 goblins are hiding in the shadows.
D8=8:A stone sarcophagus shifts slightly, revealing 3d4 pristine but cursed silver coins.
d100 = 98
D8=1:Shadows dance unnaturally on the walls. A successful Arcana check reveals harmless illusion magic meant to scare intruders.
D8=2:The players come across a room filled with religious symbols. If they investigate further, they will discover that the symbols are actually part of a magical ritual. If the players successfully complete the ritual, they will be rewarded with a magical item.
D8=3:A long-abandoned campfire in a small chamber hints that others have been here. Searching the ash reveals a small, charred diary with hints about the trap in the next room.
D8=4:The players hear the sound of someone digging nearby. If they investigate, they will find a man digging a grave nearby. He will attack if he is attacked or surprised.
D8=5:A room filled with broken mirrors that show distorted reflections and portals to other rooms within the crypt. Some mirrors lead to treasure troves guarded by mirror mimics, while others trap the players in an endless loop until they solve the intricate mirror puzzle inscribed with forgotten runes of a lost race.
D8=6:In an eerie but calm corridor, they find a puzzle box with an attached riddle: “What has cities, but no houses; forests, but no trees; and rivers, but no water?” Solving "a map" activates gear mechanisms opening hidden storage compartments.
D8=7:A frigid breeze heralds the arrival of a minor cold spirit. Negotiating with or banishing the spirit can provide brief respite or provoke attacks.
D8=8:Deep within the crypt, a tunnel leads to a dark, haunted forest where undead treants patrol. Amongst them, a lone druid spirit mourns. By assisting the druid in a cleansing ritual, the players feel a profound connection to nature, and the druid reaffirms their roles as guardians, filling them with a protective, motivational spirit.
d100 = 99
D8=1:Before you lies a vast ossuary, bones neatly arranged in macabre patterns that tell an ongoing story. Underneath the surface, 2d4 corpse worms writhe in sentient masses, aware of your presence. The surroundings buzz with a disconcerting hum, an insectile drone that unsettles the mind. Battling them could unveil hidden passageways and secret chambers, but the risk of contagion and parasitic infestation is high.
D8=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.
D8=3:A group of 2d6 skeletons are practicing their fighting skills. They will attack trespassers.
D8=4: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.
D8=5:A foreboding silence presses down as you step into a grand mausoleum, where twelve ghouls stand still like statues. Their eyes follow you silently. The air feels heavy, filled with latent dread. Do you tread carefully, invoking rites of protection, or charge through, weapons drawn? Above, a mural depicts a dark pact with a god of death, hinting at a conspiracy that could shake the realms.
D8=6:The night sky patterns are discernible from cracks, embedding whispered assignments on their placement.
D8=7:In a large chamber, the party finds a magical fountain that can restore one character's health and mana.
D8=8:An ancient clerical robe floats eerily, its presence offering guidance or wrath, based on your morality.
d100 = 100
D8=1:An old dagger embedded in the wall glows faintly. Touching it evokes memories from a previous adventurer’s tragic end, giving clues about crypt inhabitants.
D8=2:Rows of perishable vestiges hint at an ancient kitchen once fulfilling appetites in the prime of a crypt. Inspecting specific items could lead to clues about past alchemic culinary endeavors or provoke leftover ghouls to hunt you down.
D8=3:A group of men are playing a game of chance near the entrance to the crypt. If players interfere, they will attack.
D8=4:The players come across a group of 2d4 ghosts that are searching for an ancient book of knowledge. The players can help the ghosts find the book and in return, the ghosts will give them a magical item.
D8=6:The cold of the crypt is almost unbearable, heavy with the weight of oppressive sorrow. As they navigate through narrow crevices, a trap springs, sending poisoned darts flying through the air. Two of the players succumb to the toxin's hallucinogenic properties, seeing disturbing visions of a past rebellion within the crypt walls. If they decipher the meaning, they may uncover clues revealing that the rebellion's leader still resides in the realm of the living under an assumed identity.
D8=7:Stale, musty air rises as you step on ancient cobblestones. One of the stones hides a pit trap, littered with long-extinguished torches.
D8=8:A purple slime oozes through a crack in the wall. If it touches anyone it will cause them to become paralyzed for 1d4 turns.
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