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D10 Dungeon Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for dungeon scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a dungeon, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Dungeon encounter table

d100 = 1

  1. D10=1:A giant cage containing a spectral chimeric beast that insists that it is the dungeon's original creator: gaining its help or learning its secrets promising great reward and risk.
  2. D10=2:In a crypt, the coffins begin to glow ominously. They have 9 rounds to figure out which ones they need to bless with holy water, or shades within will rise in hostility.
  3. D10=3:The party enters a labyrinthine cave system where the ground intermittently quakes. The ceilings are covered in razor-sharp stalactites. Whenever the ground shakes, 1d4 stalactites crash down on the party, dealing significant damage. Sliding walls within the tunnels close off passages, forcing players to navigate quickly or face being crushed or trapped.
  4. D10=4:A lost halfling child is crying in a corner. The party can assist in finding the child’s parents, who are deeper in the dungeon.
  5. D10=5:A giant scorpion holds a shiny gem in its pincers, apparently fascinated by the gem's light reflection.
  6. D10=6:A group of 10d6 undead are in the hallway ahead. If players attack, they will fight until all are dead.
  7. D10=7:The party hears a group of people chanting in a language they don't understand. They see the group of people, who are cultists and are chanting around their altar which is covered in blood and body parts.
  8. D10=8:The path ahead is blocked by a derelict bridge crossing a bottomless chasm. The bridge is missing planks, and the gap between sturdy sections requires jumping across. A misstep results in falling into the chasm, leading to instant death. Moreover, as they cross, gigantic bats swoop down to harass and potentially knock members of the party off balance.
  9. D10=9:A mysterious invisible barrier blocks the hallway. A successful Intelligence (Arcana) check identifies the nature of the barrier, and a successful Intelligence check allows players to dispel it.
  10. D10=10:A group of 2d6+8 men argue about whether to go left or right. They are all soldiers from a nearby city. They are trying to rescue the lord's daughter who was kidnapped by hobgoblins.

d100 = 2

  1. D10=1:The players come across a room that has been converted into a shrine to an evil god. If players approach, they will be attacked by 1d4+1 cultists who will rush out of the room and attack them with their swords and spells until they are dead or flee from them.
  2. D10=2:The players hear a faint buzzing noise coming from the next room. If they investigate, they will find a room with a large, glowing insect hovering in the middle of the room. It's so big that it could carry a group of people on its back. The creature is resting and will attack if disturbed.
  3. D10=3:A squad of 5 soldiers are running away from a group of 2 ogres, 2 trolls, and 2 ettins.
  4. D10=4:A chamber where a dragon's old hoard still has a fractional amount of its protective magic, granting temporary invulnerability.
  5. D10=5:A circular room where gravity shifts every minute, forcing players to adjust and avoid falling into spiked pits lining the edges of the floor, walls, and ceiling.
  6. D10=6:A group of peasants are praying in a nearby room because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  7. D10=7:A series of thorny vines blocks a doorway. A successful Dexterity check avoids the thorns while cutting through the vines.
  8. D10=8:A group of 2d4 men are hunting for food. They see the party and attack.
  9. D10=9:The adventurers find a room filled with mirrors. Inside, a doppelganger appears, declaring, "Mirror, mirror on the wall, who's the most confusing of them all?" It challenges the players to a game of identity swap musical chairs.
  10. D10=10:The party hears chanting coming from a room. They enter and see several cultists praying to their god. If the party attacks them, they will turn into ghouls and attack the party.

d100 = 3

  1. D10=1:The walls of this cavernous room are filled with eyes. They monitor the players and whisper secrets about hidden treasure if the players speak in a long-forgotten dialect.
  2. D10=2:The party comes across a group of 2d6+2 goblins who are being attacked by 2d6+2 kobolds. The goblins are trying to set up a catapult. The goblins are friendly and will help in any way they can.
  3. D10=3:The players come across a room where a group of goblins are playing cards and gambling with each other. They will attack the players if they feel threatened.
  4. D10=4:Two hell hounds tug at opposite ends of a fiery leash, each trying to dominate the other.
  5. D10=5:A young wyvern desperately tries to catch a rat in the corridors, ignoring the players unless they make a lot of noise.
  6. D10=6:A group of adventurers hear the sound of digging. If they investigate, they will find a group of gnolls digging a tunnel.
  7. D10=7:A group of thugs is trying to get a local merchant to sell them magic items. The merchant will refuse to sell them any items. The thugs want to force the merchant to sell them items by holding him at swordpoint. The merchant's wife is hiding in the basement with their children.
  8. D10=8:An intricate mosaic floor depicting the cosmos, with tiny twinkling lights representing stars and planets. Moving across it feels like walking through the night sky.
  9. D10=9:The players come across a room full of 3d4 goblins playing dice games with each other. One goblin will challenge the players to a game of dice and if the players lose, they must pay him 10 gold pieces or else he will attack them.
  10. D10=10:A group of 1d4+4 orcs are playing a game of chance where they roll two d20s and bet on which one rolls higher than the other one. Players can join in on the game and if they win, they can take whatever the orcs have won from them. If players try to cheat or steal from them, they will be attacked.

d100 = 4

  1. D10=1:A gold dragon sculptor meticulously crafts a statue from solid gold with its talons.
  2. D10=2:A group of 2d6+2 adventurers are returning from a successful dungeon adventure. They are carrying bags of treasure and looking tired but happy. The adventurers are tired and will welcome any help the players offer them.
  3. D10=3:A hall filled with transparent, invisible walls maze-like in layout; players gain the ability to see the walls only if splashed with a specific potion.
  4. D10=4:In a seemingly empty alcove, the walls feel odd. A successful Wisdom (Perception) check reveals small concealed holes where darts could fire from.
  5. D10=5:The adventurers find a beautiful, tranquil garden with ancient, stone statues. Meditating here provides mental clarity and peace.
  6. D10=6:A nearby cave is filled with giant snakes. The snakes are tended to by a group of kobolds who are hunting for food and supplies for their tribe. The kobold chieftain insists that the players help them with this task, and will not let them pass until they do so.
  7. D10=7:The players see a group of 1d4+6 dwarves. If the players approach, the dwarves will ask them if they want to buy any gems. They have 1d6 gems, which can be worth anything between 1d6 and 2d6 gold pieces. The dwarves are con-artists and are trying to sell the players 'dud gems'.
  8. D10=8:A room full of ancient columns starts to quake when they enter. They have 15 minutes to stabilize the keystone at the center to prevent a ceiling collapse.
  9. D10=9:Pile of rubble and debris. 10% chance of finding a treasure chest.
  10. D10=10:A group of 2d6 giant spiders are hiding in a small cave in the hopes of catching some prey.

d100 = 5

  1. D10=1:In a large cavern the party will find a small village of 1d100 farmers. The farmers are being attacked by 2d20+10 hill giants. The hill giants are trying to capture the farmers' sheep and terrorize the village into giving them food. If the party helps the villagers, the farmers will give them free food, lodging, and information about their area in exchange for their help.
  2. D10=2:A group of peasants are praying in a nearby room because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  3. D10=3:The party hears a strange noise, like a baby crying. It's coming from a coffin in the middle of the tunnel. Open it to find the corpse of a beautiful woman. If the party disturbs her, she will awaken as a Vampiress, who will try to seduce the strongest looking member of the party into becoming her new lover.
  4. D10=4:A cozy library nook complete with a roaring fireplace and plush chairs. A cat sits on the windowsill, watching the players with curious eyes. Shelves are filled with books on arcane lore and ancient history.
  5. D10=5:A room where the floor, walls, and ceiling are constantly shifting like a living puzzle. The party must align all pieces to open a hidden door.
  6. D10=6:A magical, cackling noise can be heard coming from this room. If a character opens the door, 1d4+4 hobgoblins rush out.
  7. D10=7:A wyrmling cautiously nuzzles a rack of ancient weapons, trying to decide whether to hoard them.
  8. D10=8:An Ottoman-themed hall presents artifacts from the fall of Constantinople. Touching any relic awakens the specter of an Ottoman Janissary, determined to return to his master.
  9. D10=9:A pair of scholars is cataloging ancient runes on the walls. They welcome assistance in deciphering the scripts in exchange for shared knowledge.
  10. D10=10:In a shadowy corner of the dungeon, you find an ornate chest. It seems to open easily but always closes itself without giving anything. Solving an esoteric riddle etched on its lid reveals it contains a map fragment to a hidden treasure.

d100 = 6

  1. D10=1:An alchemy lab where a wizard’s experiment has animated all the equipment. Beakers, burners, and vials move about as if on task, but any disruption causes chaos.
  2. D10=2:Deep within the dungeon, the party finds a room filled with 3d6 enchanted butterflies. These delicate creatures flutter about, leaving trails of sparkling dust. Any who sit quietly in their presence gain temporary inspiration for upcoming challenges.
  3. D10=3:A music hall where phantom musicians play hauntingly beautiful melodies. The air is filled with the sound of violins and harps, inviting peaceful contemplation.
  4. D10=4:A room containing an experimental magic mirror, speaking in cryptic rhymes. It swaps body parts with whoever looks into it, giving one player cat eyes, another scales on the arms, and so forth.
  5. D10=5:A group of 1d4 elven nobles are escorted by a group of 1d4 elven bodyguards. The nobles are transporting an ancient elven sword made of mithril.
  6. D10=6:A group of 1d4+4 humans are digging in a random room. They are looking for treasure. In the middle of the room is a strange pit that looks like it was dug out by animals or something.
  7. D10=7:A group of adventurers will find a room with a giant candle in the center. If they blow out the candle, a wight will spawn.
  8. D10=8:An intricate mosaic sprawls across the floor. Walking on it correctly reveals hidden compartments containing valuable items, but stepping incorrectly sets off traps.
  9. D10=9:They come across a giant caterpillar who drolly claims it's "inching along." It offers to guide them through a shortcut if the players provide some tasty greens as a bribe.
  10. D10=10:The party discovers a room filled with intricate musical instruments. A ghostly bard offers to bestow great bardic knowledge upon one character in exchange for their voice for one month.

d100 = 7

  1. D10=1:The party comes across an ancient, dragon's lair long abandoned. It is now a calm and tranquil place, providing a sense of ancient wisdom and treasure.
  2. D10=2:A group of men are seen walking through the dungeon, carrying their dead friend on a stretcher. They say: 'We found him near the entrance, dead.'
  3. D10=3:The air quivers with faint vibrations. A successful Intelligence (Investigation) check pinpoints seismic disturbances.
  4. D10=4:The adventurers come across 3d6 harmless, glittering stardust beetles that scuttle across the walls. Their trails of stardust light up dark pathways and provide enchantment if collected carefully.
  5. D10=5:A group of elves are trying to get past the players. They are dressed and armed like an elven army. They are actually spies from the elven army.
  6. D10=6:A party of adventurers are fighting a group of 3d4 orcs. If players approach, they will ask for help fighting the orcs.
  7. D10=7:A group of dwarves is trying to clear a cave of goblins and kobolds. They need help clearing out the kobolds and goblins. A bard is hiding in the darkness, hoping the dwarves will pass him by without seeing him.
  8. D10=8:An old, mystical spring is found in a quiet cavern. Drinking from it temporarily enhances the adventurers' abilities to resist magic.
  9. D10=9:An arrow with a note attached to it is fired at the party. The note says 'Hey, look up.'
  10. D10=10:A shadowy corridor echoes with the sounds of industrial machinery, revealing echoes of the Industrial Revolution’s darker history. Ghostly workers caught in endless loops of toil rise up against perceived new oppressors.

d100 = 8

  1. D10=1:An unusual boulder lies in their path. A successful Strength (Athletics) check can move it to discover a hidden cache of treasure underneath.
  2. D10=2:The adventurers come across 3d6 harmless, glittering stardust beetles that scuttle across the walls. Their trails of stardust light up dark pathways and provide enchantment if collected carefully.
  3. D10=3:Players discover a series of oddly placed stones on the floor. A successful Wisdom (Perception) check reveals them to be a pattern indicating a safe path.
  4. D10=4:A large cavern continuously echoes sound waves that play tricks on the mind. Wisdom saves are required to differentiate real sounds from echoing illusions.
  5. D10=5:A group of goblins is trying to capture a giant spider for food. A bard is hiding in the darkness, hoping the goblins will pass him by without seeing him.
  6. D10=6:In a narrow passageway, the party finds 1d10 peaceful crystal wolves with fur that refracts light beautifully. These wolves are guardians and offer guidance, especially to those lost in the dungeon.
  7. D10=7:A group of 1d4+3 orcs are celebrating their latest kill. They are drinking and dancing around a bonfire.
  8. D10=8:Players come across a low ceiling with a series of barely visible tripwires connected to a trap. A successful Dexterity check allows the character to disarm the trap without setting it off.
  9. D10=9:A griffon sits majestically in a room full of broken glass, preening itself while ignoring the shards around it.
  10. D10=10:The party hears someone mumbling something about 'not having enough gold.' If they investigate, they will find an old man who is sitting on top of a large chest full of gold coins. He is mumbling about how he does not have enough gold coins to buy something that he wants. He will attack anyone who tries to approach him or his gold coins.

d100 = 9

  1. D10=1:A pile of bones is in the middle of the room. A swarm of 2d6 giant bees attacks anyone who disturbs their nest.
  2. D10=2:D4+4 wolves attack party on sight.
  3. D10=3:A room with a large, ornate rug that becomes an animated creature when stepped on. It grabs intruders and attempts to smuggle them away to its lair.
  4. D10=4:A group of orcs are attacking a group of humans. If the players help, the humans will give them a reward. If the players attack, the orcs will attack back.
  5. D10=5:Strange metallic objects faintly glint half-buried in stone. A successful Strength (Athletics) check can unearth potentially useful items.
  6. D10=6:Halfling Treasure - A halfling named Hank is standing next to a large hole in the ground that has been covered by a large wooden board with 'Danger! Keep out!' written on it in bright red letters. Hank will offer to escort the players into his hole for 10 gold pieces each if they promise not to tell anyone about his hole and what's in it.
  7. D10=7:The players encounter a room adorned with heraldry and banners of the Holy Roman Empire. Touching an emblem summons spectral knights under the command of an Emperor Barbarossa-like figure.
  8. D10=8:A living library with bookshelves that move and rearrange themselves constantly, making locating specific tomes a challenging puzzle requiring wit and dexterity.
  9. D10=9:Oddly stacked stone debris indicates recent tampering. A successful Intelligence (Investigation) check reveals deliberate placement to conceal something.
  10. D10=10:A group of peasants are arguing with each other in a nearby room because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.

d100 = 10

  1. D10=1:I don't know what that is, but it looks like a bunch of shiny gold! Before the adventurers can finish talking, a group of goblins rush out of the room and lock the door. If the players try to talk to them, they will say: 'We don't want to talk! We are very busy. If you want shiny gold, you need to get out of here!'
  2. D10=2:Water stains spell out faint shapes on the wall. A successful Intelligence (Investigation) check deciphers a secret map.
  3. D10=3:A roc egg lies unattended, guarded only by the innate defenses of the dungeon magic.
  4. D10=4:A section of the wall feels warmer than the rest. A successful Intelligence (Arcana) check identifies it as a heat trap that can be disabled from another room.
  5. D10=5:Players encounter an old woman who is searching through the trash for scraps of food or discarded gems and jewels. She will ask the players to help her find some food or money, then attack them when they refuse or offer help in any way.
  6. D10=6:The adventurers find a group of half-elven bards. They are lost and asking for directions to the elven kingdom.
  7. D10=7:A group of humans are bringing back a beautiful noblewoman who has been kidnapped by a gang of thieves and is being taken back to their camp by force.
  8. D10=8:The party comes across a room with a statue of a wizard - if they disturb it, it will come to life and attack them.
  9. D10=9:A group of 2d4 giant spiders are scuttling around in this room, looking for prey to wrap up in their webs and eat later on.
  10. D10=10:An enchanted painting shifts and morphs, displaying crucial hints to player's next challenges. However, attempting to touch it can transport them to another dimension.

d100 = 11

  1. D10=1:A group of adventurers hear the sound of metal on stone. They see a dwarf mining for ore in an open area. He attacks them, thinking they want his ore or want to rob him.
  2. D10=2:Wailing banshees haunt a stone table.
  3. D10=3:The players find a locked chest with a magic aura. Inside, an ancient curse promises dire consequences for opening but boundless knowledge and treasure for the fearless.
  4. D10=4:You discover a massive clockwork mechanism; setting it appropriately opens new paths or triggers protective wards in the dungeon.
  5. D10=5:A colossal stone golem stands guard but is dormant. Players must answer a riddle based on dungeon lore to pass without conflict.
  6. D10=6:The players find a small chest sitting on the ground. It is locked and there is a small keyhole on the front.
  7. D10=7:A room with a magic pool that shows scenes of peaceful moments from the past, reflecting a calm and serene atmosphere.
  8. D10=8:Two dwarves are standing in an open area, arguing with each other about something. They will attack the players if they get too close or if they try to get involved in the argument between them.
  9. D10=9:A group of 5d6 goblins is in the hallway ahead. If players attack, they will fight until all are dead.
  10. D10=10:A group of men are seen walking through the dungeon, carrying their dead friend on a stretcher. They say: 'We found him near the entrance, dead.'

d100 = 12

  1. D10=1:Bequeathing arrayer peculiarly yielding bookish ciphers suggesting ethereal relics.
  2. D10=2:A bored dungeon guard challenges the party to a game of dice. Winning or losing could lead to important information or guidance.
  3. D10=3:An old man is sitting on a stool, he is reading a book. He doesn't notice players at first. He is a sage who has been trapped here for years, he is willing to answer questions about the local area for a small fee or a feast.
  4. D10=4:A dragon turtle puffs steam contently in a secluded, and surprisingly spacious water chamber.
  5. D10=5:A music box lying in the center of the room. When played, it teleports the party into an ethereal ballroom where they must dance correctly to escape.
  6. D10=6:The players hear faint whispering. A successful Wisdom (Perception) check locates a hidden speaker-hole behind a tapestry.
  7. D10=7:A group of 2d4+2 orcs are trying to catch a group of 2d4+2 rats that have been attacking their camp.
  8. D10=8:A room with a pool of water that reflects a starry night sky, despite being underground. Any item placed into the water vanishes and reappears somewhere else within the dungeon.
  9. D10=9:A group of elves are trying to get past the players. They are dressed and armed like an elven army.
  10. D10=10:A roc eagle harasses a harried, but remarkably calm, tree ant, pecking at its bark gently.

d100 = 13

  1. D10=1:Vast underground cavern is filled with a vast underground lake. The water is extremely cold and extremely deep. The cavern floor is covered with a layer of ice. The players can see the frozen form of a dragon in the middle of the lake. The dragon's head is barely above the surface of the water, and its tail is barely below the surface of the water. The dragon's great talons are sunk deep into the floor of the cavern. Any creature that touches the water must make a DC 5 Constitution saving throw or take 2d6 points of cold damage.
  2. D10=2:A corridor filled with animated graffiti that mocks and taunts the players, offering misleading clues and fake treasure maps.
  3. D10=3:A group of 1d4+4 gnolls are playing a game similar to 'lasers' or 'tag' with a small dragon skull as the 'flag.' The game is called 'Dragonmites' and it is similar to 'lasers' or 'tag' except they shout out random things like 'Dragonmites! You're it! Gah! Dragonmites!'
  4. D10=4:A room is filled with fresh flowers. There are many vases in the room, but there is one vase that is different from the others - it is larger and more ornate than the others. If the party examines this vase, they will discover that there is a hidden compartment in it. Inside this compartment is a letter that reveals that this cult of vampires were once a group of traveling performers. They were attacked by a vampire and turned into vampires themselves.
  5. D10=5:A party of adventurers are fighting a group of 3d4 orcs. If players approach, they will ask for help fighting the orcs.
  6. D10=6:A small band of humans are going up and down the hallway, looking for something in the walls, floor, and ceiling. If the players talk to them, they will say that they are looking for a treasure that was lost in this dungeon. They will then ask the players to repay them for their hard work by helping them find it. They will give the players a map and directions to where they think this treasure is buried. It is a ruse to have the players dig for something else.
  7. D10=7:A beholder sleeps fitfully, its eyestalks twitching, along a wall of dormancy runes glowing dimly.
  8. D10=8:A group of 2d6 dwarves are worshipping a giant statue of a dwarf. The statue has a treasure chest in front of it.
  9. D10=9:A group of 2d6 men are sitting on the floor in the hallway, singing a song about the adventures of their heroes. If the players listen to them long enough, they will hear about the location of a secret dungeon underneath the town that not many people know about.
  10. D10=10:An injured orc warrior sits against the wall nursing wounds. He seeks for honorable healing and can offer information about nearby dangers.

d100 = 14

  1. D10=1:Players find the diary of a long-lost adventurer in an abandoned library. The last pages detail a betrayal by a trusted party member and a hidden but crucial piece of evidence in the room.
  2. D10=2:They come across a giant caterpillar who drolly claims it's "inching along." It offers to guide them through a shortcut if the players provide some tasty greens as a bribe.
  3. D10=3:Dusty floor shifts minutely under step. A successful Dexterity (Acrobatics) check prevents falling into concealed gaps underneath.
  4. D10=4:A shallow basin filled with murky fluid. A successful Intelligence (Arcana) reveals it as an abandoned scrying pool.
  5. D10=5:In a flooded chamber, the players find a giant clam making "clam-orous" jokes. It offers a pearl of wisdom if they can tell a joke that makes it laugh.
  6. D10=6:Wandering through a cavern, the adventurers find 1d4 gelatinous cubes serenely gliding along the dungeon floor. They seem uninterested in attacking, instead gently cleaning up debris and refuse from the dungeon halls.
  7. D10=7:Players come across a room with a stone sarcophagus in it, covered in dust. The room is a tomb.
  8. D10=8:A group of goblins is trying to capture a giant spider for food. A bard is hiding in the darkness, hoping the goblins will pass him by without seeing him.
  9. D10=9:A maze run by wererabbit sending detailed maze instructions.
  10. D10=10:A group of 3d4 orcs are at a campsite. They are celebrating the death of one of their party and are getting drunk. They will attack if they are attacked, otherwise they will try to sneak away.

d100 = 15

  1. D10=1:Wind howls through unseen crevices. A successful Intelligence (Investigation) check reveals a hidden vent system.
  2. D10=2:Unusual moss grows along one wall. A successful Intelligence (Nature) check identifies it as harmless but possibly useful in alchemy.
  3. D10=3:The players hear a loud rumbling noise. If they look up, they will see a giant lizard trying to get through the hole in the ceiling.
  4. D10=4:A timeworn skeleton in knightly armor sits unmoving, a key clenched in its bony hand. Disturbing the skeleton awakens it as either an ally or a foe, determined by players' previous actions.
  5. D10=5:A hall filled with transparent, invisible walls maze-like in layout; players gain the ability to see the walls only if splashed with a specific potion.
  6. D10=6:The party enters a library filled with enchanted books that provide wisdom, increasing intelligence for a limited period.
  7. D10=7:A group of adventurers hear the sound of fighting. It's coming from a nearby cave. If players enter the cave, they will find 2d8 humans fighting 2d8 ogres. The humans and ogres are fighting over a treasure chest that contains 2d6 gems worth 50 gold pieces each, a wand of magic missile with two charges left, and a potion of healing.
  8. D10=8:An alchemist's lab where tranquil vapors and soothing aromas fill the air. Bottles and flasks bubble and gurgle gently on shelves.
  9. D10=9:The sound of rushing water can be heard through the door. The sound is faint, but there is definitely something going on in the next room.
  10. D10=10:Crawling hands! A group of adventurers will find themselves face-to-face with a pair of crawling hands. If they don't kill it, it will heal and attack again. If they do kill it, the hands will reattach themselves.

d100 = 16

  1. D10=1:A room with a magic pool that shows scenes of peaceful moments from the past, reflecting a calm and serene atmosphere.
  2. D10=2:Players hear a woman screaming from inside one of the cells. The screaming stops after a while.
  3. D10=3:A rusty, iron-barred door is stuck. A successful Strength (Athletics) check forces it open.
  4. D10=4:A group of 6 goblins are gambling over a game of dice. They look up and see the players. They will attack.
  5. D10=5:The adventurers find a sandy cove inhabited by 3d8 hermit crabs, each adorned with beautiful, glowing shells. The crabs are harmless and seem to delight in the adventurers' company, perhaps sharing hidden paths or secrets if they stay long enough.
  6. D10=6:A group of yuan-ti performs a ritual dance, illuminating the chamber with rhythmic flames.
  7. D10=7:A group of 1d4 ogres are fighting over a bag of coins. They will attack the party if they get in the way.
  8. D10=8:The party finds an ethereal tether linking a dying creature to the mortal realm. Killing it severs its earthly pains but sends it into the unknown afterlife; sparing it prolongs its agony.
  9. D10=9:The dungeon floor collapses into a pit of water, forcing players to swim to the other side. Athletics checks are required to navigate the murky water, avoiding underwater hazards and drowning risks.
  10. D10=10:The party finds a room filled with beautiful crystal formations that emit a soft, soothing light. The crystals seem to sing in harmony, creating a peaceful and calming atmosphere.

d100 = 17

  1. D10=1:A group of 2d4 skeletons are attempting to break into a nearby crypt and steal from the bodies within.
  2. D10=2:A crystal-clear pool illuminates the room with a magical light. Gazing into the pool shows visions of possible futures, granting the party foresight on consequential decisions.
  3. D10=3:The players find a small chamber where a sleeping baby dragon lies coiled up, snoring lightly. It doesn't appear hostile but awakes if disturbed.
  4. D10=4:A man is seen running from a group of skeletons and zombies. He is chased by the creatures, who catch up to him and kill him.
  5. D10=5:A group of adventurers are sitting around a campfire while telling stories about their adventures in various dungeons and caverns across the world. If players approach, they will offer them food and drink and tell them about some of their adventures that happened in these dungeons and caverns across the world.
  6. D10=6:Brick formations look irregular. A successful Intelligence (History) check reveals they highlight code to a hidden chamber.
  7. D10=7:A room filled with enchanted crystals that hum softly, providing both light and a soothing, musical ambiance.
  8. D10=8:A group of 2d6 men and women are standing around in the middle of the hallway, laughing and joking. The players will have no idea what they are laughing about - until they hear a knock on the door. The party is being invited to a party - if they want to join in. The party will be able to join in and have a good time - but they will be expected to pay for all the food and drinks they consume - +100 GP per person.
  9. D10=9:A group of about 20 orcs are hunting for food. If they are surprised, they will fight to the death.
  10. D10=10:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.

d100 = 18

  1. D10=1:Deep in the depths, an imprisoned angel begs for release. Its chained magic oppresses the dungeon's evildoers, freeing it may alleviate the adventurers' struggles or bring forth uncontrollable wrath.
  2. D10=2:A thick, impenetrable fog fills this room. Unseen creatures whisper temptations and riddles, offering rewards if the players dare follow whispered directions to forbidden areas.
  3. D10=3:A serene garden atrium at the heart of the dungeon. The central feature is a great tree whose branches create a canopy of leaves, dappling the floor with light.
  4. D10=4:The dungeon floor collapses into a pit of water, forcing players to swim to the other side. Athletics checks are required to navigate the murky water, avoiding underwater hazards and drowning risks.
  5. D10=5:In a haunted library, the players encounter a librarian ghost who whispers, "I've got a spine-tingling story for you!" It issues a book hunt challenge with a magical bookmark as a reward.
  6. D10=6:A group of goblins is trying to capture a giant spider for food.
  7. D10=7:In an eerie chamber, they find shadow puppets arguing, clearly stuck in "shadow play." The puppets request a new story to act and share a shadowy cloak as payment.
  8. D10=8:A mysterious invisible barrier blocks the hallway. A successful Intelligence (Arcana) check identifies the nature of the barrier, and a successful Intelligence check allows players to dispel it.
  9. D10=9:A hall of mirrors reflecting not just the present, but also past and possible future moments. Gentle music seems to emanate from nowhere, soothing the soul.
  10. D10=10:The path ahead is blocked by a derelict bridge crossing a bottomless chasm. The bridge is missing planks, and the gap between sturdy sections requires jumping across. A misstep results in falling into the chasm, leading to instant death. Moreover, as they cross, gigantic bats swoop down to harass and potentially knock members of the party off balance.

d100 = 19

  1. D10=1:An enchanted tree offers a fruit that when consumed provides a protective aura for a limited time.
  2. D10=2:The players find a room filled with ancient weapons locked in place by magical forces. One of the weapons is sentient and, if freed, speaks of its past and offers guidance on ancient combat techniques.
  3. D10=3:Wandering through a cavern, the adventurers find 1d4 gelatinous cubes serenely gliding along the dungeon floor. They seem uninterested in attacking, instead gently cleaning up debris and refuse from the dungeon halls.
  4. D10=4:They find a dragon whelp playwright laboring over a script titled "Burn After Reading." It requests their assistance in refining its fire-breathing stage directions and offers burned—but still legible—scrolls in return.
  5. D10=5:The adventurers find a group of elven rangers. They are lost and asking for directions to the elven kingdom.
  6. D10=6:A group of 2d6 goblins are searching for food in an underground passage. The goblins are level 1. They attack the players.
  7. D10=7:A soothing chamber where the air is filled with the sounds of soft wind chimes and the sweet scent of blooming flowers.
  8. D10=8:A group of 3d10 orcs are searching for food. If they see the players, they will attack.
  9. D10=9:The party stumbles upon a large, underground lake that is home to 2d6 giant turtles that are capable of swimming underwater for long distances and attacking anything that approaches them from below the surface.
  10. D10=10:The players come across a small altar. It is covered in old blood and has a small statue sitting on it. If players examine the statue, they will realize it is a statue of a demon. If they try to remove it, it will not budge and has been stuck in the same spot for years.

d100 = 20

  1. D10=1:A thick, impenetrable fog fills this room. Unseen creatures whisper temptations and riddles, offering rewards if the players dare follow whispered directions to forbidden areas.
  2. D10=2:A beautiful yet eerie voice sings an endless lament. Following its origins reveals either a tortured soul in need of aid or a powerful siren trap.
  3. D10=3:The group hears a loud rumbling noise. When they investigate, they find a group of 1d4+2 orcs playing a game of dice. They will attack if the players try to interfere with their game.
  4. D10=4:Inside a crumbling library, enchanted books hover, rearranging themselves. Reading their contents gives insight into the dungeon's dark history but also attracts malevolent spirits.
  5. D10=5:The adventurers meet a clumsy animated wardrobe named "Ward-robe Based." It asks for help finding its missing key and offers garments imbued with minor enchantments for assistance.
  6. D10=6:A group of cultists can be found in this room. They are performing a ritual in this room. If the players interrupt, they will attack.
  7. D10=7:In a small chamber, a family of giant rats scurries about. They seem more interested in food than fighting and might be passable pets or allies.
  8. D10=8:A spectral orchestra plays haunting melodies in a grand, abandoned ballroom. Listening closely reveals musical secrets and lost histories of ancient bardic traditions.
  9. D10=9:Players come across a locked wooden door. The door is locked with a magical ward that can't be dispelled. The only way to get past it is to push through the door and hope for the best.
  10. D10=10:A rusty, iron-barred door is stuck. A successful Strength (Athletics) check forces it open.

d100 = 21

  1. D10=1:Two faerie dragons flit about in a room filled with illusory treasures, daring each other to touch the "real" ones.
  2. D10=2:A skeleton in shackles on the wall animates and begins reciting an incantation. Players have 7 minutes to solve the riddle of his chains and release him before the spell completes and a trap activates.
  3. D10=3:A giant cage containing a spectral chimeric beast that insists that it is the dungeon's original creator: gaining its help or learning its secrets promising great reward and risk.
  4. D10=4:In a large cavern the party will find a small village of 1d100 farmers. The farmers are being attacked by 2d20+10 hill giants. The hill giants are trying to capture the farmers' sheep and terrorize the village into giving them food. If the party helps the villagers, the farmers will give them free food, lodging, and information about their area in exchange for their help.
  5. D10=5:The players come across a group of zombies that are wearing heavy robes and have their mouths covered. They are trying to stop a horde of insects from destroying their graveyard.
  6. D10=6:The walls start to bleed! The walls, floor, and everything nearby will start to bleed. There is a chance that someone will catch a disease and contract leprosy.
  7. D10=7:Kittens!
  8. D10=8:A group of 2d6 humans are praying in front of an altar which is dedicated to a god of death.
  9. D10=9:A chamber where a dragon's old hoard still has a fractional amount of its protective magic, granting temporary invulnerability.
  10. D10=10:Players find a skeletal hand still clutching an old leather pouch. A successful Wisdom (Medicine) check identifies the remains.

d100 = 22

  1. D10=1:A room where all sounds are reversed – speech, spell incantations, even footsteps; it makes verbal skills and communication a challenging puzzle.
  2. D10=2:A group of 2d6+2 soldiers are standing in a line. They are talking about their commanders and about their leaders and about how bad they are. If the players join in, they will learn that these soldiers are secretly planning a coup d'etat.
  3. D10=3:The players come across a room full of 3d4 goblins playing dice games with each other. One goblin will challenge the players to a game of dice and if the players lose, they must pay him 10 gold pieces or else he will attack them.
  4. D10=4:A group of 2d6 orcs are attacking a group of 2d6 humans. The humans are level 4. They are defending their territory. The orcs are level 5
  5. D10=5:A group of 2d6 kobolds are running through the passage, chased by a giant spider.
  6. D10=6:The players see 1d4+4 hobgoblins hunched over something on the floor. They are actually playing a game of cards.
  7. D10=7:A band of kobolds worship a fake dragon idol they built from dungeon debris, bowing and chanting fervently.
  8. D10=8:The air is filled with the hum of tiny, buzzing creatures. A successful Wisdom (Perception) check reveals their nest and a successful Wisdom (Nature) check identifies them as non-lethal but irritating.
  9. D10=9:Lonely drakes petitioning synthesis champion slot to emerge through ancient allies.
  10. D10=10:A noisy group of goblins is found drunk and disorderly. Reason over conflict could secure tools or potion recipes.

d100 = 23

  1. D10=1:A room holds a large hourglass. Players have 5 minutes to solve a memory challenge based on items found in the dungeon to prevent a memory-wiping fog from filling the room.
  2. D10=2:Inside a crypt, the players find a mummy wrapped in silk scarves. It fumbles to introduce itself as "Mummy Dearest" and needs help wrapping properly. In return, it'll share cryptic clues.
  3. D10=3:The scent of flowers wafts from a nearby corridor. A successful Wisdom (Perception) check identifies a hidden garden cushioning the path.
  4. D10=4:A frost giant sleeps by a campfire, muttering in its sleep about past glories.
  5. D10=5:A maze run by wererabbit sending detailed maze instructions.
  6. D10=6:A series of enchanted, floating orbs display fragments of the past when touched. These fragments show key historical moments and forgotten truths about the dungeon's origin.
  7. D10=7:A party of 2d4 orcs and 2d4 ogres are fighting over territory in the dungeon.
  8. D10=8:A serene underground lake, its surface pristine and undisturbed. Bioluminescent fish swim lazily beneath the water, casting an ethereal glow. A small dock offers a place to sit and dangle one's feet.
  9. D10=9:A group of 3d6 orcs are at a campsite. They are celebrating the death of one of their party and are getting drunk. They will attack if they are attacked, otherwise they will try to sneak away.
  10. D10=10:A group of adventurers are resting in a corridor. If players approach, they will try to intimidate the players and tell them to leave the dungeon.

d100 = 24

  1. D10=1:The players uncover a room with Byzantine mosaics that animate to show the Nika riots. As they watch, a formidable ghostly riot erupts, complete with rampaging spirits of monks and charioteers.
  2. D10=2:A group of 2d8 tiny, harmless cave bats hang from the ceiling, chirping softly in unison. Their melody echoes throughout the dungeon and can lead the party to unseen passages or treasures if they listen closely.
  3. D10=3:A group of humans are looking for treasure. If the players approach, they will attack them.
  4. D10=4:A cultist is in this room, praying to his god. If the party enters, he will attack them.
  5. D10=5:A room strewn with broken pottery reveals fragments of an ancient map when pieced together, leading to an undiscovered part of the dungeon brimming with secrets.
  6. D10=6:The air grows noticeably thicker and harder to breathe. A successful Wisdom (Medicine) check prevents harm from atmospheric changes.
  7. D10=7:The players find a small wooden box with a note on it. The note reads, 'Please return to the family of the man who died here. He was a good man.' Inside the box is a small bag of gold coins. 1d6 skeletons are waiting in ambush at the top of the stairs.
  8. D10=8:The adventurers find a talking, enchanted book that claims to be a lost tome of a famous ancient mage. It shares forgotten spells, rituals, and secrets if treated with respect.
  9. D10=9:Astronomically predictive dreamer shrouding navigational parables traversing starscape.
  10. D10=10:A garden of magical herbs is being guarded by a grumpy talking owl. Negotiation regarding herb usage can earn a guide.

d100 = 25

  1. D10=1:A group of 2d6 orcs attack the party.
  2. D10=2:Water stains spell out faint shapes on the wall. A successful Intelligence (Investigation) check deciphers a secret map.
  3. D10=3:The players walk into a massive hall with pillars crumbled by time and pressure. The roof creaks ominously above. Loud noises or significant disturbances risk triggering a cave-in, with debris causing bludgeoning damage and potentially burying players alive. Periodic tremors add to the tension, forcing the party to tread carefully.
  4. D10=4:A serene fountain room where water cascades tranquilly down, creating a calm ambiance. The sound of flowing water soothes the mind.
  5. D10=5:The walls start to bleed! The walls, floor, and everything nearby will start to bleed. There is a chance that someone will catch a disease and contract leprosy.
  6. D10=6:The group finds a hidden alcove that contains a magic chessboard. Playing a game provides strategic planning insights for the next battle.
  7. D10=7:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
  8. D10=8:An enchanted painting shifts and morphs, displaying crucial hints to player's next challenges. However, attempting to touch it can transport them to another dimension.
  9. D10=9:The group finds a room filled with 3d4 floating orbs of light, known as Tranquility Spheres. These orbs emit a calming hum and can provide the party with a temporary boost to their wisdom and perception.
  10. D10=10:A quiet garden hideaway, hidden within the stone walls of the dungeon. Fruit-laden trees and a small waterfall add to the serene atmosphere.

d100 = 26

  1. D10=1:A group of 1d4 humans are sitting around a campfire. They have been in the tunnels searching for treasure for the last three days. They will attack if pressed.
  2. D10=2:The party finds a small skeleton in the middle of the tunnel. It's holding a small gem. The gem is worth 100 gold pieces.
  3. D10=3:A wine cellar, styled after the Tower of London’s storerooms, is covered in spectral chains and guises the ghosts of traitors past. These tormented spirits rise to enact their historic grievances.
  4. D10=4:The ceiling of the dungeon is filled with constantly shifting stalactites that drop randomly. Players must make Dexterity saving throws to avoid being impaled, taking 3d6 piercing damage on a failed save.
  5. D10=5:D4 goblins are playing a game of chance. They have a large pile of gold coins in the middle of their table. They are betting on who can get the closest to the middle without touching the gold coins.
  6. D10=6:The players come across a room with a dead end. In the middle of the room is a large, wooden barrel with a lid on it. There is writing on the barrel. It says 'Do not open' in Common.
  7. D10=7:A group of goblins are arguing about whether or not they should kill a merchant. A male goblin named Grag is attempting to convince the others to kill the merchant in exchange for half of his gold.
  8. D10=8:The party finds a gargoyle that speaks in riddles, but only answers if approached with kindness. Its wisdom can solve a future puzzle or offer a clue to their quest.
  9. D10=9:An ancient scribe ghost offers to inscribe temporary enchantments on the adventurers' gear if they listen to his tales of old.
  10. D10=10:A statue of an evil goddess offers a blessing with a hidden curse, promoting greed and bloodlust in exchange for temporary power boost or weapon enchantment.

d100 = 27

  1. D10=1:A puzzle door requires alignment-specific actions to open. For individuals of varied moral standings, the path forward necessitates internal and external conflict.
  2. D10=2:A faerie dragon sprinkles dust on mundane objects to amuse itself, laughing as effects take place.
  3. D10=3:The party nearly steps into a makeshift camp set up by a group of adventurers resting from their travels. A mutual exchange of information can be beneficial.
  4. D10=4:A powerful, invisible force repels anyone attempting to enter a specific chamber. Only figuring out the correct magical phrase allows access.
  5. D10=5:The floor is studded with small, erupting geysers that spray scalding steam. Dexterity throws are needed to avoid taking 2d6 fire damage.
  6. D10=6:The party hears loud chanting coming from a room. They enter and see a group of cultists praying to their god. If the party attacks them, the cultists will turn into ghouls and attack the party.
  7. D10=7:A pit trap covered by a weak wooden false floor lies ahead. A successful Intelligence (Investigation) or Wisdom (Perception) check reveals its presence, and a successful Dexterity saving throw avoids falling in.
  8. D10=8:Polished archeological descriptors rooted diverging into cryptic dialects.
  9. D10=9:Players find a simple pillar with a bowl on top. A successful Intelligence (Arcana) check recognizes it as a simple but functional altar that might also double as a key.
  10. D10=10:A group of 2d6 kobolds are running through the passage, chased by a giant spider.

d100 = 28

  1. D10=1:An enchanted map room where cartographic tools move on their own, updating maps in real time. The atmosphere is one of scholarly calm.
  2. D10=2:A group of 2d4 skeletons are attempting to break into a nearby crypt and steal from the bodies within.
  3. D10=3:In a dimly lit chamber, a massive hourglass begins to turn over, slowly pouring sand. If players don't find and solve a hidden pattern on the walls within 10 minutes, a trapdoor releases a swarm of venomous snakes.
  4. D10=4:Oddly stacked stone debris indicates recent tampering. A successful Intelligence (Investigation) check reveals deliberate placement to conceal something.
  5. D10=5:The adventurers discover a secret room where healers used to practice. It contains old but effective potions and bandages.
  6. D10=6:Strange cocoons hang from the ceiling, emitting faint whispers of future events. Unwrapping them either helps with foresight or unleashes hostile creatures.
  7. D10=7:The players find a magical item which gives them an advantage in the next fight.
  8. D10=8:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say that the adventurers went down two passages. One passage led to a treasure room and the other passage led to a room with an evil wizard's tomb.
  9. D10=9:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say that the adventurers went down two passages. One passage led to a treasure room and the other passage led to a room with an evil wizard's tomb.
  10. D10=10:Players see a group of people playing cards. The people are dressed in rags. They are hungry and desperate.

d100 = 29

  1. D10=1:The adventurers come across 3d6 harmless, glittering stardust beetles that scuttle across the walls. Their trails of stardust light up dark pathways and provide enchantment if collected carefully.
  2. D10=2:An alchemy lab where a wizard’s experiment has animated all the equipment. Beakers, burners, and vials move about as if on task, but any disruption causes chaos.
  3. D10=3:Oddly stacked stone debris indicates recent tampering. A successful Intelligence (Investigation) check reveals deliberate placement to conceal something.
  4. D10=4:The party comes across a group of 5 humans who are trying to steal from a group of 10 humans who are celebrating the death of their king.
  5. D10=5:D4+4 ogres attack party on sight.
  6. D10=6:In an abandoned chapel, specters begin a haunting chant, causing the ceiling to descend. Players need 9 minutes to find and destroy the haunted relic that keeps the chant going, or be crushed.
  7. D10=7:A series of thorny vines blocks a doorway. A successful Dexterity check avoids the thorns while cutting through the vines.
  8. D10=8:Inside an abandoned monastery, the adventurers find ancient, perfectly preserved prayer mats. Kneeling on them for meditation grants a boon of protection for their next encounter.
  9. D10=9:A small band of doppelgangers are practicing their disguises. Deciphering true identities could be complex but rewarding in shared skills/tricks.
  10. D10=10:Nomads fraternizing arcane alliance yielding metaphysical recommendations shaping pursued realms.

d100 = 30

  1. D10=1:The party finds a group of 2d6+2 hobgoblins fighting 2d6+2 skeletons. The skeletons will win the fight.
  2. D10=2:A hidden grove in the dungeon offers apples that provide visions of the past, aiding in understanding the dungeon's history.
  3. D10=3:A pool of dark water spans the hallway. A successful Wisdom (Survival) check reveals a submerged path on which to safely walk across it.
  4. D10=4:A hidden chamber reveals an ancient library filled with forgotten tomes and scrolls. The air smells of aged parchment and ink, and an ethereal librarian ghost helps the party find whatever knowledge they seek.
  5. D10=5:An ancient artifact causes any character attuned to it to become paranoid and question their comrades' loyalty, creating an escalated environment of mistrust.
  6. D10=6:The party hears a loud crash as three 1d8 orcs rush down a hall, attack the first living thing they see, then run away again. The orcs are drunk and will giggle frequently while involved in their shenanigans.
  7. D10=7:A grand piano in the center of a hall, playing a serene and melodious tune all on its own. The music hangs soft and lilting in the air.
  8. D10=8:The players notice a group of 2d6+2 goblins. One of them is riding a giant lizzard. The goblins will attack the players because they are not wearing the proper uniform that identifies them as members of the local goblin tribe.
  9. D10=9:In a colder area of the dungeon, arcane symbols create shifting pathways through ice walls that change position every few minutes.
  10. D10=10:A group of 1d4+1 goblins is trying to gain entry by pretending to be lost travelers who need directions to the nearest town, but they are actually spies for an evil nation and are trying to gather information about the dungeon and its inhabitants, but they are terrible spies and are really just trying to get into the dungeon and away from the prying eyes of their own nations' spies.

d100 = 31

  1. D10=1:A hidden chamber reveals an enchanted globe that projects a map of the old world, pinpointing hidden locations and secrets long forgotten by history.
  2. D10=2:A corridor leads to a room filled with juggling flamingos proclaiming, "Feathers fly when you juggle high!" They request an audience with the bravest adventurers to pass juggling torches and offer a flaming feather as a token.
  3. D10=3:A group of dwarves is trying to clear a cave of goblins and kobolds. They need help clearing out the kobolds and goblins.
  4. D10=4:A group of 1d4 humans is fighting with a group of 1d4 orcs over control of this level of the dungeon. If players interfere, the two forces will join forces and attack the party.
  5. D10=5:Deep in the heart of the dungeon lies an ancient library filled with crumbling tomes and scrolls. One journal chronicles the history of an ancient civilization and contains clues to unlocking forgotten arcane knowledge.
  6. D10=6:Three bugbears are walking through the tunnel, mumbling to themselves about their plans to raid a nearby village.
  7. D10=7:Upon entering a quiet antechamber, a mural on the wall starts changing. Players have 13 minutes to decode the myth depicted before it completes, causing spirits in the mural to attack.
  8. D10=8:A group of 2d6 goblins are walking through the tunnel, mumbling to themselves about their plans to raid a nearby village.
  9. D10=9:Bullywugs that have established a colony in the lower reaches of the dungeon. They are trying to keep the other creatures away from their territory.
  10. D10=10:Sentient myth delving upon cryptic anchors establishing legends.

d100 = 32

  1. D10=1:A cavern room where stalactites and stalagmites have formed into natural sculptures of breathtaking beauty, lit by bioluminescent fungi.
  2. D10=2:A dripping candle on an altar indicates a curse will activate when it burns out. Players have 8 minutes to figure out how to relight it using enchanted lighters hidden in a labyrinth before the curse is unleashed.
  3. D10=3:Certain dungeon corridors are filled with a whispering wind that saps strength. Players must make Wisdom saves to avoid being charmed into lethargy, gaining one level of exhaustion.
  4. D10=4:A pit trap with a skeleton at the bottom of it. If players go down into the pit, there is a 50% chance they will fall into the skeleton's rib cage and become entangled in its rib cage, making them an easy target for any creature that may be lurking in the area.
  5. D10=5:Ugh... A group of 2d6 zombies are fighting over something. It's a mirror, and they're fighting over it. If PC's approach, they'll attack. If they don't, they'll continue to fight. They will continue until killed. If players come close, they will stop fighting, turn around, and attack.
  6. D10=6:A group of 3d8 orcs emerge from a room and attack. If they are defeated, 2d8 more will rush out and attack.
  7. D10=7:Rust monsters have recently passed through, leaving a path of decaying metal. Metal gear left in contact with the ground is corroded and weakened.
  8. D10=8:A petrified tree in the dungeon center contains a heartwood chamber. Inside, druidic carvings tell tales of the land before the dungeon, detailing hidden groves and nature's secrets.
  9. D10=9:The dungeon opens up to a serene underground garden tended by a reclusive druid. The druid is protective but open to friendly conversation.
  10. D10=10:Vampires! A vampire is waiting for a group to come along. He offers to tell them a story. If they stay and listen to his story, he will reward them with a vial of blood. If they don't stay and listen to his story, he will attack them. The story is pretty boring, but the blood is delicious. If the players stay and listen to the story, they will learn about a nearby dungeon and a treasure hidden therein.

d100 = 33

  1. D10=1:A group of 2d6 men and women are standing around in the middle of the hallway, laughing and joking. The players will have no idea what they are laughing about - until they hear a knock on the door. The party is being invited to a party - if they want to join in. The party will be able to join in and have a good time - but they will be expected to pay for all the food and drinks they consume - +100 GP per person.
  2. D10=2:A once-powerful sorcerer is imprisoned magically within a suit of armor. He offers untold secrets if freed but remains cryptic about why he was imprisoned in the first place.
  3. D10=3:The adventurers find a magical mirror that shows a world where they made different choices. Temptation to change the past and face uncertain consequences looms large.
  4. D10=4:Stray drops of liquid fall from the ceiling. A successful Intelligence (Nature) check identifies them as non-toxic but very sticky sap.
  5. D10=5:The party hears a low, rumbling growl come from the direction of a nearby door. The door opens, and a large, vicious dog charges out. It's a war dog, and it's angry.
  6. D10=6:The door has a strange symbol on it. It looks like it's glowing faintly. If the players touch it, the symbol will light up and start pulsating. The players will hear chanting coming from the other side of the door. They will hear a voice say 'Zar'oon' twice. The players will hear a voice say 'Zar'oon' once. The chanting will get louder and then fade away.
  7. D10=7:The players come across a small, circular room with a large pit in the center. A small island sits in the middle of the pit, and a single mushroom grows on top of it. If players try to cross the pit, the mushroom will glow, and a cloud of purple mist will appear, paralyzing them for 1d4 hours.
  8. D10=8:Players encounter a group of 1d4+3 lizardfolk who are trying to catch a giant lizard who is terrorizing their village. The lizardfolk will ask the players to help them catch the lizard, then attack them when they catch it.
  9. D10=9:Straggling hounds offering obsolete territory guide hinting exclusion bypass.
  10. D10=10:A magic item is hidden in a nearby room. A nearby room has a magic item in it that is valued at 1,000 gold pieces or more.

d100 = 34

  1. D10=1:The party hears loud screaming coming from a nearby room. When they go to investigate, they see a mad wizard torturing a captive. The captive is a beautiful, young woman. The wizard will ask the party to leave and never tell anyone what they saw here. He'll offer the party a reward if they agree.
  2. D10=2:A group of 2d6 goblins are sitting around a fire in this room. They are playing cards and are very drunk. As you approach, they yell to each other: 'Stick your hand in the pool of water! I dare you!'
  3. D10=3:You see a group of 1d4+2 merchants. They are on their way to a nearby village, hoping to buy and sell goods. One of the merchants is an assassin, and he will attack the party if he can. The merchants will pay the party handsomely if they help them defeat the assassin.
  4. D10=4:The players see a group of 1d4+4 Orcs. If the players approach, the Orcs will try to sell them a copper bracelet with a silver dragon set in it. It is worth 4 copper pieces.
  5. D10=5:Zombified Barbarians The players come across a group of zombified barbarians. The barbarians are wielding swords and shields. They are level 1. They attack the players.
  6. D10=6:A cyclops cautiously tries to plant an oversized seed in a tiny pot, struggling with the concept of scale.
  7. D10=7:Inside a room decorated with frescoes, a gorgon examines its reflection in a pool of water, too absorbed to notice intruders.
  8. D10=8:A group of 2d4 dwarves are arguing about whether or not they should attack the party. They're not sure if the party is an enemy or not.
  9. D10=9:A noisy group of goblins is found drunk and disorderly. Reason over conflict could secure tools or potion recipes.
  10. D10=10:An age-worn statue has fallen over, blocking a passageway. A successful Strength (Athletics) check allows for moving the statue enough to squeeze through.

d100 = 35

  1. D10=1:The party comes across a group of 10 dwarves who are arguing over whether or not to accept the help of the party in fighting a nearby dragon that has been terrorizing the area, killing their cattle and stealing their gold and jewels.
  2. D10=2:The floor is enchanted with an anti-gravity field that reverses at intervals, causing players to fall up or down as gravity shifts. Dexterity checks are required to avoid taking 1d6 bludgeoning damage or sticking to the ceiling.
  3. D10=3:A man dressed in fine clothes is standing next to a pile of coins. He has a worried look on his face. He says 'I know you don't look like adventurers but I need your help.'
  4. D10=4:The floor ahead is unnaturally smooth and polished. A successful Dexterity (Acrobatics) check is required to avoid slipping.
  5. D10=5:The players hear a deafening roar. A giant rat is running towards them with its mouth open. It stops in front of them and tries to bite them. It runs back and forth, trying to scare them off.
  6. D10=6:The walls here are covered in graffiti and paintings. They depict horrific scenes and images that no one can understand.
  7. D10=7:In a haunted library, the players encounter a librarian ghost who whispers, "I've got a spine-tingling story for you!" It issues a book hunt challenge with a magical bookmark as a reward.
  8. D10=8:A group of 2d6 goblins are sitting around a campfire. They are playing a game of cards, and betting items from their pockets.
  9. D10=9:A strange fountain emits a liquid that, upon touch, gives cryptic prophecies about each player’s destiny. These often hint at solutions to the dungeon's puzzles.
  10. D10=10:Smoke - A thick plume of smoke rises from a hole in the floor of a room. A successful DC 20 perception check will reveal that there are two halves of a broken mirror on the floor nearby. One half of the mirror is covered in soot and the other half remains pristine. A successful DC 25 perception check will reveal that there is a chest hidden under the sooty half.

d100 = 36

  1. D10=1:The tunnel appears to be blocked by a group of 1d10+5 gnolls who are standing shoulder-to-shoulder in front of the tunnel entrance. If players get too close, they will attack with their spears.
  2. D10=2:The party discovers an ancient mural depicting a great battle between dragons and a long-forgotten kingdom. Embedded within the mural is a hidden compartment containing a magical scroll that holds tactical secrets of the dragon war.
  3. D10=3:An underground forest with trees that glow faintly. Each tree acts as a portal to other parts of the dungeon if touched in a specific order.
  4. D10=4:The players hear strange whisperings in a random room. If they investigate, they'll discover that the strange whisperings are coming from a group of 2d6+4 kobolds who are hiding in a large barrel in the room.
  5. D10=5:Stray drops of liquid fall from the ceiling. A successful Intelligence (Nature) check identifies them as non-toxic but very sticky sap.
  6. D10=6:Players hear the sound of rushing water. If they look in that direction, they will see a waterfall. If they look in the other direction, they will see a cave. The waterfall is actually a one-way portal to another world.
  7. D10=7:An enchanted harp plays a tragic melody that makes listeners relive their worst memories, offering a chance to face and potentially alter their past decisions but at a mental and emotional toll.
  8. D10=8:The players hear a loud rumbling noise coming from a nearby passage. Inside, they will find a group of 2d4+4 goblins arguing about what to do about the rumbling noise coming from the passage. If players try to sneak past them, the goblins will see them and ask them if they can help with anything. If players tell them about the rumbling noise in the passage, they will tell them that it's just the nearby volcano erupting and that there's nothing to worry about.
  9. D10=9:The air is filled with the hum of tiny, buzzing creatures. A successful Wisdom (Perception) check reveals their nest and a successful Wisdom (Nature) check identifies them as non-lethal but irritating.
  10. D10=10:Travelers come upon a small group of goblins performing a heart-wrenching play about their tragic lives. Attacking might save the world from potential future villains, but sympathy could prove rewarding.

d100 = 37

  1. D10=1:A bizarre aviary housing talking, magical birds that offer prophetic warnings, coded messages, and incorrect riddles all at once.
  2. D10=2:A group of guards are standing by, they are here to make sure no one tries to enter the city limits without permission from the city watch.
  3. D10=3:A strange creature with long arms and legs and four arms and legs is attacking the players. It has long red hair and strange yellow eyes and it's wearing strange clothing that looks like it's made of animal hides stitched together.
  4. D10=4:A family of 2d6 giant rats are foraging for food in this room.
  5. D10=5:You see a group of 1d8+8 goblins and 2 hobgoblins led by a hobgoblin named Gruntgrunt the Great. The hobgoblins and goblins are on their way to a nearby village, hoping to raid it and steal everything that isn't nailed down or kill all of the villagers in order to take over their lands and homes.
  6. D10=6:An observatory dome where illusion magic portrays a panoramic view of the night sky, complete with shooting stars and celestial phenomena.
  7. D10=7:A winding, narrow passage leads the adventurers to a calm pool inhabited by 2d6 lily pad frogs. These frogs do not speak but seem to communicate telepathically, offering cryptic but helpful advice.
  8. D10=8:The walls of this room are covered in giant spiders. 1d6 giant spiders emerge from the walls and attack.
  9. D10=9:A group of 2d6 halflings are celebrating their latest harvest by drinking and singing songs about their adventures. They will invite the players to join them.
  10. D10=10:A group of 2d8 merchants are debating over whether or not they should bring a large wagon full of goods with them into the dungeon or leave it outside where it will be safe. They are standing in front of the entrance to a room that has been sealed shut with a large stone door blocking it off. The merchants want to bring their goods with them into the dungeon, but they are afraid that their goods might get stolen if they leave them outside where they might be found by thieves or other monsters that might wander by and notice them while they are inside the dungeon exploring it and gathering treasure from inside it.

d100 = 38

  1. D10=1:A group of 1d4+1 goblins are trying to gain entry to the room by hacking at the door with axes.
  2. D10=2:An ogre is sitting at a table in the middle of this room. He is eating the remains of a horse. He is not happy about being disturbed.
  3. D10=3:A group of men are arguing about what kind of monsters might be found in certain rooms in the dungeon. They are marking each room on a map that one of them has drawn on a piece of parchment. They will allow players to look at their map if they want to look at it and see what kinds of monsters they think might be found in certain rooms in the dungeon and what kinds of treasures might be found in certain rooms in the dungeon as well if players want to see that as well and decide for themselves which rooms to avoid entering into or not avoid entering into if they want to avoid entering into any rooms that might have monsters or treasure or both in them or avoid entering into any rooms that have monsters or treasure or both in them if they so choose to do so if they so choose to do so if they so choose to do so if they so choose to do so if they so choose to do so...
  4. D10=4:Thin scratches cover one wall. A successful Wisdom (Nature) check reveals they are made by small burrowing creatures.
  5. D10=5:Two human merchants are selling merchandise in the room, including food, wine, clothing, armor, weapons, musical instruments, books, artwork, maps, jewelry, pottery, glassware, statues, art supplies, etc., etc., etc. They are very friendly and will answer any questions about their merchandise or about the dungeon.
  6. D10=6:A group of 2d4 goblins are playing a game called 'Knockdown'. The objective is to knock down all of the other players.
  7. D10=7:A group of 2d6+2 kobolds are sitting around a campfire roasting a dead giant rat. The kobolds will attack if the players get too close.
  8. D10=8:A pair of scholars is cataloging ancient runes on the walls. They welcome assistance in deciphering the scripts in exchange for shared knowledge.
  9. D10=9:A group of 2d6 men are trading a donkey for a pack mule. The mule has been magically enhanced to have the abilities of a donkey.
  10. D10=10:The players find a large room with a pool in the center of it. The pool is filled with 4d4 giant frogs that are trying to eat each other. A small dragon is resting at the bottom of the pool, asleep.

d100 = 39

  1. D10=1:The party comes across a small cavern with a small pond in it, filled with golden fish.
  2. D10=2:A group of 2d6 goblins have set up camp here. They are playing a game of chance with stones, bones and gems on a large blanket.
  3. D10=3:Players come across a large cavern that is filled with butterflies. If players disturb the butterflies, they will be attacked by the swarm of them.
  4. D10=4:Fungal spores fill the air in one cavern, causing hallucinations. Players must make Wisdom saves or become confused, attacking the nearest ally or object.
  5. D10=5:A mysterious invisible barrier blocks the hallway. A successful Intelligence (Arcana) check identifies the nature of the barrier, and a successful Intelligence check allows players to dispel it.
  6. D10=6:A comfortable reading room with shelves of ancient, yet perfectly preserved books on peaceful quests and heroic tales. A decanter of fine wine sits on a nearby table.
  7. D10=7:The group hears the sound of splashing water. When they investigate, they find a group of 1d4+2 kobolds throwing axes at a target. They will attack if the players try to interfere with their game.
  8. D10=8:A group of about 20 orcs are hunting for food. If they are surprised, they will fight to the death.
  9. D10=9:A group of 2d4 orcs are recruiting new members. They are offering money and equipment to anyone who promises to join their tribe.
  10. D10=10:An aviary within the dungeon, filled with exotic birds that chirp melodiously. The sweet smell of flowers and fruits pervades the space.

d100 = 40

  1. D10=1:The party encounters a chaotic scene: a nobleman shackled in chains and a band of ragged prisoners. The nobleman insists the prisoners are criminals deserving their fate, while the prisoners tearfully claim they are innocent, unjustly punished.
  2. D10=2:Grave-robbing gremlins holed for life tales begging decorations.
  3. D10=3:A chapel with stained glass windows depicting stories of valor and sacrifice, bathed in soft, multicolored light. An altar at the front holds a single, flickering candle.
  4. D10=4:Dusty floor shifts minutely under step. A successful Dexterity (Acrobatics) check prevents falling into concealed gaps underneath.
  5. D10=5:The path ahead is blocked by an upright wall of whirling, obsidian blades — an almost mechanical windmill of death. Timing and dexterity are key as players must carefully navigate the precise gaps. The slightest misjudgment means being lacerated by the blades, which might sever equipment or limbs.
  6. D10=6:A group of dwarves are arguing about whether or not they should save a group of goblins from a dragon. One of the dwarves named Kysh is attempting to convince the others to save the goblins from the dragon in exchange for half of the goblins' gold.
  7. D10=7:A group of 1d4 humans is fighting with a group of 1d4 orcs over control of this level of the dungeon. If players interfere, the two forces will join forces and attack the party.
  8. D10=8:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say that the adventurers went down two passages. One passage led to a treasure room and the other passage led to a room with an evil wizard's tomb.
  9. D10=9:A group of 2d6 goblins are searching for food in an underground passage. The goblins are level 1. They attack the players.
  10. D10=10:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.

d100 = 41

  1. D10=1:One room has walls that slowly close in. Players must solve an intricate puzzle quickly or be crushed, taking 4d6 bludgeoning damage.
  2. D10=2:The adventurers unearth a mirror that shows the viewer's ancestors. Conversing with these ancestral apparitions provides historical family secrets and ancient lore.
  3. D10=3:A group of 2d4+4 orcs are sitting around a campfire roasting a dead goblin. The orcs will attack if the players get too close.
  4. D10=4:Players encounter an old man who was once a ranger. He will tell them about an abandoned temple filled with treasure that he once explored, but never returned from. The man will tell them about the temple's location and then attack them.
  5. D10=5:The adventurers find a room filled with mirrors. Inside, a doppelganger appears, declaring, "Mirror, mirror on the wall, who's the most confusing of them all?" It challenges the players to a game of identity swap musical chairs.
  6. D10=6:A group of 6 goblins are playing a game of dice. They look up and see the players. They will attack.
  7. D10=7:The players stumble into a large room filled with treasure and a small dragon who is sleeping on top of it all. He wakes up and attacks them.
  8. D10=8:A strange looking creature with four eyes and four arms and four legs is running around this room and yelling: 'Help! Help! Somebody help me!' If the adventurers help him, he will say: 'You have saved me! I am so grateful! I am going to reward you with this magic item!' He will give them a magic item worth 1d8 gold pieces.
  9. D10=9:A group of 2d4 goblins are playing a game called 'Kill The Rat'. The objective is to kill the rat that's running around the room.
  10. D10=10:The party comes across an ancient, dragon's lair long abandoned. It is now a calm and tranquil place, providing a sense of ancient wisdom and treasure.

d100 = 42

  1. D10=1:An abandoned armory contains a weapon of legendary status. However, wielding it binds the user to an ancient oath requiring dark deeds of valor.
  2. D10=2:As the group proceeds, they find a shimmering pool inhabited by 3d8 playful otterfolk. These creatures are harmless and offer a sense of joy and lightheartedness, providing the party with a much-needed respite.
  3. D10=3:A group of humans are trying to sneak past a group of orcs who are sitting around a large fire pit. Whatever they're doing, they don't want the orcs to know about it...
  4. D10=4:The party encounters 3d4 fae butterflies flitting through the air. These beautiful creatures leave trails of sparkling dust that temporarily increase the party's charisma and charm.
  5. D10=5:The adventurers find a group of human soldiers. They are lost and asking for directions to the human city.
  6. D10=6:A group of 2d6 human bandits are planning on attacking a nearby village.
  7. D10=7:The players see a group of 1d8+2 Halflings, who are engaged in a game of dice. If the players approach, the halflings will try to sell them a 'wonder potion', which will cure any disease or remove any curse for 1d6 GP. If the players pay for the potion, the Halflers will flee.
  8. D10=8:A decrepit throne room holds the spirit of an ancient monarch. The monarch shares knowledge of their kingdom’s fall and the location of hidden royal treasures.
  9. D10=9:An enchanted section causes time to move faster, aging characters by 1d10 years for every hour spent.
  10. D10=10:The tunnel opens up into a large cavern that has been converted into a stable. A human named Tolgar runs the stable. He's very kind and is dealing with a group of humans who are not very kind.

d100 = 43

  1. D10=1:A group of 2d4 goblins are walking through the passage. They are carrying sticks. If the players get too close, the goblins will attack. Their sticks are actually club-like weapons made from the bones of their kin.
  2. D10=2:The players come across a clearing in a forest. In the clearing is a large stone altar. On the altar is a dead bandit with a dagger sticking out of his chest. A group of kobolds is standing around the altar with their weapons drawn. There are three kobolds, one of them is an elderly kobold with a long beard and a crown on his head. The elderly kobold says 'You killed my son! You must pay with your blood!' The players can try to talk their way out of it, fight, or flee.
  3. D10=3:A group of 2d4 goblins are in the passageway. They are inspecting their weapons and armor. They will attack any living thing that passes through their territory.
  4. D10=4:A mind flayer meditates on a floating cushion, occasionally floating objects with its telekinesis absentmindedly.
  5. D10=5:The adventurers walk into a court resembling the Star Chamber of Tudor England. A spectral Henry VIII and his advisors summon players to justify their intrusion or face dire spectral judgment.
  6. D10=6:The players hear a loud rumbling noise coming from a nearby passage. Inside, they will find a group of 2d4+4 goblins arguing about what to do about the rumbling noise coming from the passage. If players try to sneak past them, the goblins will see them and ask them if they can help with anything. If players tell them about the rumbling noise in the passage, they will tell them that it's just the nearby volcano erupting and that there's nothing to worry about.
  7. D10=7:A narrow, twisting corridor is filled with thick, viscous slime that makes movement excruciatingly slow. The slime is mildly acidic, dealing 1d4 damage every minute, and occasionally spawns small, aggressive oozes that will attack the party. The slime can only be neutralized by fire, but setting it ablaze risks igniting pockets of flammable gas.
  8. D10=8:A clockwork knight in full armor declares, "I've got gears to grind!" It challenges the players to a tilting match, offering an intricate, wind-up toy as a prize.
  9. D10=9:A hidden alcove reveals 2d6 shimmering crystal beetles that crawl along the dungeon walls, creating a path of light. These harmless creatures offer light and a sense of direction.
  10. D10=10:A garden of enchanted flowers lies ahead. Picking one grants a personal boon but drains life from the surrounding environment, presenting a choice between selfish benefit and preservation of the area.

d100 = 44

  1. D10=1:Duplex sinisters enchanted into perdition where navigation suits their goals.
  2. D10=2:The party stumbles upon a room where the walls are encrusted with magical gems that inspire creativity and strategic thinking.
  3. D10=3:A group of humans are bringing back a beautiful noblewoman who has been kidnapped by a gang of thieves and is being taken back to their camp by force.
  4. D10=4:Pile of rubble and debris. 10% chance of finding a treasure chest.
  5. D10=5:A group of 2d6 orcs are fighting over a dead deer. The orcs have been fighting over the deer for several days now, and they are getting tired.
  6. D10=6:Inside a crumbling library, enchanted books hover, rearranging themselves. Reading their contents gives insight into the dungeon's dark history but also attracts malevolent spirits.
  7. D10=7:A giant scorpion holds a shiny gem in its pincers, apparently fascinated by the gem's light reflection.
  8. D10=8:Travelers come upon a small group of goblins performing a heart-wrenching play about their tragic lives. Attacking might save the world from potential future villains, but sympathy could prove rewarding.
  9. D10=9:A strange creature with long arms and legs and four arms and legs is attacking the players. It has long red hair and strange yellow eyes and it's wearing strange clothing that looks like it's made of animal hides stitched together.
  10. D10=10:A ghostly figure appears and whispers a cryptic message about a hidden treasure. Players have 15 minutes to decipher the message and unlock a hidden compartment before the treasure is consumed by spectral fire.

d100 = 45

  1. D10=1:The players find a group of humans who are arguing about whether or not they should give food to a half-starved raven.
  2. D10=2:A displacer beast has made a lair out of a former wizard's study. It likes to play tricks by displacing objects.
  3. D10=3:Bullywugs that have established a colony in the lower reaches of the dungeon. They are trying to keep the other creatures away from their territory.
  4. D10=4:The group finds a hidden alcove that contains a magic chessboard. Playing a game provides strategic planning insights for the next battle.
  5. D10=5:A library alcove holds detailed accounts of the Wars of the Roses. As players pick up a specific book, spirits of York and Lancaster soldiers battle in a deadly reenactment right before their eyes.
  6. D10=6:A pair of human lovers are arguing about what to do next.
  7. D10=7:A lost caravan of nomads offers trade but may get suspicious unless treated kindly.
  8. D10=8:A group of 2d6 goblins are digging in the middle of the room. They will run if players get too close.
  9. D10=9:Zombies! 1d6+2, they're slow, shambling, and desperate to get away from the yawning pit in the floor.
  10. D10=10:An enchanted sewing room where needles and thread move of their own accord, creating beautiful tapestries and garments without any intervention.

d100 = 46

  1. D10=1:The players come across an abandoned campsite with signs of recent struggle. In one of the tents, players find an injured woman who seems to be from another world. She speaks only in an ancient language, but it is possible that she was a slave because she's wearing shackles
  2. D10=2:A group of dwarves is trying to clear a cave of goblins and kobolds. They need help clearing out the kobolds and goblins.
  3. D10=3:The sound of bubbling lava can be heard here. It is coming from an underground cavern. This cavern has been sealed off by an ancient civilization but can be opened with a specific key. If players search the area they will find the key in an empty chest nearby.
  4. D10=4:The party discovers an old, enchanted quill that writes by itself. Guided by the spirit of a long-dead scribe, it pen reveals ancient treaties and pacts.
  5. D10=5:The players hear the sound of running feet. They see four goblins running down a hallway. They are carrying sacks of loot. If players attack them, they will yell, 'Argh! Humans!' and run away in fear.
  6. D10=6:A group of slaves can be found in this room. They are being held here by a group of bandits. If the players free them, they will be grateful and will help them fight the bandits.
  7. D10=7:A garden overgrown with enormous sentient plants that try to engage the player characters in philosophical debates.
  8. D10=8:The party finds an ethereal tether linking a dying creature to the mortal realm. Killing it severs its earthly pains but sends it into the unknown afterlife; sparing it prolongs its agony.
  9. D10=9:Giant's Tomb - A group of 4-6 giant skeletons are fighting with a group of 4-6 orc skeletons. The orcs are attempting to steal valuables from the giants' tomb.
  10. D10=10:A corridor filled with ancient, animated paintings that try to warn players of impending danger by playing out past adventurers’ grisly demises in a loop.

d100 = 47

  1. D10=1:The adventurers come across an old mapmaker's room with detailed maps showing secret paths and shortcuts.
  2. D10=2:Players encounter a group of 1d4+3 lizardfolk who are trying to catch a giant lizard who is terrorizing their village. The lizardfolk will ask the players to help them catch the lizard, then attack them when they catch it.
  3. D10=3:An ogre is standing in the middle of the hallway, blocking the way forward. The ogre looks hungry and attacks the party on sight.
  4. D10=4:Two warring tribes of kobolds are fighting over territory.
  5. D10=5:A group of 2d4+2 skeletons are attempting to harness an ancient magic. If they are successful, they will be able to permanently animate other skeletons within a 100-mile radius.
  6. D10=6:The walls are covered with graffiti. The graffiti changes every round. The graffiti says, 'Help, please help, save me, save me!'
  7. D10=7:You come across a small cave with smoke coming from it. If anyone approaches, 1d4+4 goblins will come running out of it, screaming at the top of their lungs until they run out of breath, then run back into the cave, laughing maniacally as they do so
  8. D10=8:Crawling hands! A group of adventurers will find themselves face-to-face with a pair of crawling hands. If they don't kill it, it will heal and attack again. If they do kill it, the hands will reattach themselves.
  9. D10=9:An eerie playroom filled with lifelike, animated toys that try to reenact the characters' past battles in miniature form, providing clues in the process.
  10. D10=10:A group of 2d6 dwarves are making preparations to attack a nearby goblin tribe. They need help getting supplies and they need help with their battle plans. If the party helps them, they will be rewarded with one magical item each.

d100 = 48

  1. D10=1:The players come across a clearing in a forest. In the clearing is a large stone altar. On the altar is a dead bandit with a dagger sticking out of his chest. A group of kobolds is standing around the altar with their weapons drawn. There are three kobolds, one of them is an elderly kobold with a long beard and a crown on his head. The elderly kobold says 'You killed my son! You must pay with your blood!' The players can try to talk their way out of it, fight, or flee.
  2. D10=2:An arcane workshop filled with shelves of peacefully bubbling potions and gently glowing crystals. The scent of freshly ground herbs and incense hangs faintly in the air.
  3. D10=3:A group of 2d4 goblins are walking through the passage. They are carrying sticks. If the players get too close, the goblins will attack. Their sticks are actually club-like weapons made from the bones of their kin.
  4. D10=4:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.
  5. D10=5:A group of 2d6 goblins are arguing over which is the better goblin. One of them has a large scar on his face, but he's telling the others he's better because he has the scar.
  6. D10=6:A room where a spectral conductor leads an invisible orchestra. The conductor challenges the players to lead the orchestra better for either assistance or treasure.
  7. D10=7:The party hears the sound of chirping birds. When they look up, they see that the chirping is coming from a small bird, trapped in a spider's web. If the party saves the bird, it will fly up and perch on the shoulder of the strongest looking member of the party, and stay with them until they can return it to its nest.
  8. D10=8:A comfortable reading room with shelves of ancient, yet perfectly preserved books on peaceful quests and heroic tales. A decanter of fine wine sits on a nearby table.
  9. D10=9:The party encounters 2d4 enormous floating spores that emit a gentle light and soft musical hum. These spores are non-hostile and provide the party with soothing melodies as they progress.
  10. D10=10:A group of 2d6 skeletons are trying to get into a locked chest that contains a large amount of gold and valuables.

d100 = 49

  1. D10=1:A room where magical orbs hover in mid-air, emitting a warm glow that causes runes on the walls to light up. When touched gently, the orbs play harmonious tunes.
  2. D10=2:The players come across a large stone archway that spans across the path. The archway is made of polished marble and is covered in carvings of monsters and battles between monsters and men.
  3. D10=3:A mesmerized cult requires awakening from an enchantments reading before their ritual. Cooperation is essential.
  4. D10=4:Players find a room with a treasure chest in it. The chest is trapped and filled with poison gas instead of treasure.
  5. D10=5:An enchanted section causes time to move faster, aging characters by 1d10 years for every hour spent.
  6. D10=6:A pair of scholars is cataloging ancient runes on the walls. They welcome assistance in deciphering the scripts in exchange for shared knowledge.
  7. D10=7:A chamber where every object, upon inspection, is an intricate puzzle box that contains either a trap or a helpful item.
  8. D10=8:The party hears chanting coming from a room. They enter and see a group of cultists praying to their god. If the party attacks them, they will turn into ghouls and attack the party.
  9. D10=9:The sounds of battle can be heard in the distance. When players investigate, they will find a battle between a group of 2d8+2 orcs and a group of 2d6 humans.
  10. D10=10:A pit trap covered by a weak wooden false floor lies ahead. A successful Intelligence (Investigation) or Wisdom (Perception) check reveals its presence, and a successful Dexterity saving throw avoids falling in.

d100 = 50

  1. D10=1:The adventurers come across a serene underground river. Drinking its waters allows them to communicate with each other telepathically for a short period.
  2. D10=2:Meditating monks representing inter-religious quorum on relic concordance.
  3. D10=3:Wizened herbalist trading rare reagents seeking interesting relics.
  4. D10=4:The passage opens into a room resembling the hunting grounds of the ancient Celts, complete with runic carvings and druidic artifacts. Awakening these spirits conjures a phantasmal Wild Hunt.
  5. D10=5:A young nobleman is sitting on the ground in front of a large boulder. He is wearing rags and he is dirty and scabby. If the players talk to him, he will ask for help. If the players help him, he will tell them about the 'evil underground cult that is kidnapping people' and then he will try to rob them.
  6. D10=6:A group of 2d6+2 dwarves are traveling through the cave. They are led by a female dwarf with a hand-ax and short sword. She is looking for the tomb of her grandfather.
  7. D10=7:A group of 2d6 goblins are arguing over which is the better goblin. One of them has a large scar on his face, but he's telling the others he's better because he has the scar.
  8. D10=8:A will-o'-the-wisp floats aimlessly, illuminating patches of the dungeon and changing color when approached.
  9. D10=9:Monolithic statues of a bygone civilization line the hall, all equipped with trapped, tilting heads that release cascading showers of sharp, scything shards. The pressure points activate instantly upon entering, showering waves of deadly stone projectiles that bombard relentlessly.
  10. D10=10:A drunken cyclops strums a lute made for a normal-sized person, producing awkwardly charming melodies.

d100 = 51

  1. D10=1:A hidden sanctuary where the walls are covered with soft moss and lichen. The gentle dripping of water offers a calming white noise.
  2. D10=2:An ogre mage conjures simple illusions for its own amusement, swatting at them delightedly.
  3. D10=3:A group of 1d20+10 hobgoblins are patrolling the area on horseback with their war dogs.
  4. D10=4:Unexpectedly, you encounter a group of 1d4 + 2 merchants. They are on their way to a nearby village, hoping to buy and sell goods. One of the merchants is an assassin, and he will attack the party if he can. The merchants will pay the party handsomely if they help them defeat the assassin.
  5. D10=5:The party finds a room filled with beautiful crystal formations that emit a soft, soothing light. The crystals seem to sing in harmony, creating a peaceful and calming atmosphere.
  6. D10=6:Lava falls around a group of three statues of a man, woman, and child, which are actually living statues. One of the statues will move when approached. It will attack any living thing, and only dies when it is the last one remaining.
  7. D10=7:A decrepit throne room holds the spirit of an ancient monarch. The monarch shares knowledge of their kingdom’s fall and the location of hidden royal treasures.
  8. D10=8:An enchanted painting shifts and morphs, displaying crucial hints to player's next challenges. However, attempting to touch it can transport them to another dimension.
  9. D10=9:A large boulder blocks the passage. A dwarf named Grumwold is trapped under the boulder. Grumwold can be saved or left to die under the boulder. The party will be attacked by 2d4+4 ogres if they try to save him.
  10. D10=10:A merchant has set up shop here, he is selling magic items and gems. He is friendly, but will try to swindle players if he can.

d100 = 52

  1. D10=1:Orogs and their pet wolves fight a group of halflings.
  2. D10=2:Inside a dome, a planetarium simulation begins to show celestial events. Players have 12 minutes to maneuver tiny celestial bodies to match historical records to open a hidden door.
  3. D10=3:A drunken cyclops strums a lute made for a normal-sized person, producing awkwardly charming melodies.
  4. D10=4:A merchant has set up shop here, he is selling magic items and gems. He is friendly, but will try to swindle players if he can.
  5. D10=5:A group of 2d4 werewolves are looking for a new home. If they see the players, they will attack.
  6. D10=6:A group of lizardfolk is holding a religious ceremony and view the party as intruders. Showing respect may earn the party their favor.
  7. D10=7:Lost clumsies enthusiastic engineering ventures they commence beyond relief aspirations.
  8. D10=8:The party hears fighting ahead, and when they get there, they see a group of dwarves and a group of hobgoblins fighting each other. They'll stop fighting when the party approaches. The dwarves are from a nearby village and are here to kill the hobgoblins. The hobgoblins are from a nearby village and are here to kill the dwarves. The party can choose to help either side, help both sides, or just walk away.
  9. D10=9:A group of 2d6+8 hobgoblins argue about whether to go left or right. They are trying to capture the lord's daughter who was kidnapped by humans.
  10. D10=10:A group of 1d4+1 goblins are trying to gain entry to the room by hacking at the door with axes.

d100 = 53

  1. D10=1:The players come across a group of zombies that are wearing heavy robes and have their mouths covered. They are trying to stop a horde of insects from destroying their graveyard.
  2. D10=2:Zorg's Treasure Vault: A large room filled with treasure, including a golden dragon skull with an opal eye worth 10,000 gold pieces.
  3. D10=3:A group of 1d8 hobgoblins are trying to capture and enslave a group of humans in a room.
  4. D10=4:The sounds of battle can be heard, but when players investigate, they will find a group of 1d8 ogres fighting a group of 1d10+5 hill giants and a group of 1d10 orcs.
  5. D10=5:An area of intense magic creates wild magic surges every time a spell is cast. Random magical effects occur, making spell-casting unpredictable.
  6. D10=6:This room seems to be a storage room. There is a small pile of crates in the center of this room. If you look inside one of these crates, you see a strange looking creature with four eyes and four arms and four legs.
  7. D10=7:The players hear a loud rumbling noise coming from a nearby passage. Inside, they will find a group of 2d4+4 goblins arguing about what to do about the rumbling noise coming from the passage. If players try to sneak past them, the goblins will see them and ask them if they can help with anything. If players tell them about the rumbling noise in the passage, they will tell them that it's just the nearby volcano erupting and that there's nothing to worry about.
  8. D10=8:The walls have irregularities in one section. A successful Intelligence (Investigation) check uncovers a hidden mechanism.
  9. D10=9:The players enter a room filled with enchanted broomsticks that clean continuously. An old witch appears and says, "Sweeping up the competition!" She offers a broom-racing challenge for a magical cleaning supply pack.
  10. D10=10:Deep within the dungeon, an enchanted weaving loom reveals images of an ancient prophecy when operated. These images foretell future events and ancient hidden truths.

d100 = 54

  1. D10=1:You come across a group of 1d10+10 orcs and 2 ogres led by an orc named Urk. The orcs and ogres are on their way to a nearby village, hoping to raid it.
  2. D10=2:A lamia plays haunting melodies on a magic harp in an otherwise abandoned chamber, reminiscing about lost times.
  3. D10=3:Players come across an empty room with no windows or doors, but there's furniture inside that looks like someone was living there recently, like blankets and cups and plates, but there's no one there and no way out... unless you know about the secret door that leads to another part of the dungeon...
  4. D10=4:The air smells of rotting meat and blood. A group of 4d4 armed men are drinking and celebrating a win. They are drunk and will attack.
  5. D10=5:The air chills as players stumble upon a Siberian-themed chamber, where history tells of the Bering Strait migrations. Spectral mammoths and tribal spirits emerge, defending their territory.
  6. D10=6:The dungeon is partially flooded, requiring players to swim or wade through waist-deep water. Constitution checks are needed to avoid catching a debilitating cold or other illnesses.
  7. D10=7:Dusty floor shifts minutely under step. A successful Dexterity (Acrobatics) check prevents falling into concealed gaps underneath.
  8. D10=8:A group of 2d6 orcs are hunting for food. They see the party and attack.
  9. D10=9:The adventurers find a group of human thieves. They are lost and asking for directions to the human city.
  10. D10=10:An illuminated library filled with star charts and celestial globes. One can almost feel the movements of the stars and planets just by standing here.

d100 = 55

  1. D10=1:The group finds a restful glade guarded by a celestial being who offers blessings and cures to those who enter respectfully.
  2. D10=2:A scatter of really funny scarecrows propagandizing the prologue toward traps.
  3. D10=3:A room filled with tapestries that tell of epic and honorable deeds boosts the morale and courage of those who read them.
  4. D10=4:A mysterious peddler offers seemingly mundane items but at astronomical prices. He may be aware of hidden treasures or traps.
  5. D10=5:A group of adventurers are ambushed by a group of goblins.
  6. D10=6:A well decorated with Viking runestones hints at Viking lore. Rising from the well are draugr, ancient Viking undead warriors, seeking to drag the living into their watery graves.
  7. D10=7:Players will find a group of 2d4 hobgoblins who are praying to a statue of their god. The statue is a corrupted version of their god and will attack the players if they challenge the hobgoblins' faith in their god.
  8. D10=8:A group of peasants are hiding in a nearby room. The peasants are hiding because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  9. D10=9:A chamber dominated by a massive clockwork device counting down ominously. Players must determine how to stop or reset it to prevent an unknown catastrophe.
  10. D10=10:The players stumble upon a sphinx lazily sunning itself under a fake sun trap, curiously question those who venture close.

d100 = 56

  1. D10=1:The adventurers find a peaceful glade where time seems to stand still. A gentle brook babbles through the lush grass, making it an ideal spot for rest and reflection.
  2. D10=2:Two men and a woman argue about whether to go left or right. They are all rich merchants from a nearby city. One of them is wearing a valuable amulet which was stolen from a local lord.
  3. D10=3:An old man is sitting on the ground. He is wearing rags and he is dirty and scabby. If the players talk to him, he will ask for help. If the players help him, he will tell them about the 'evil underground cult that is kidnapping people' and then he will try to rob them.
  4. D10=4:The players come across a large cave filled with 1d20+10 giant bats.
  5. D10=5:The adventurers discover a small tribe that worships an ancient relic. The tribe will self-destruct without it, but the relic holds significant power that could change the adventure's course.
  6. D10=6:The adventurers discover a room made entirely of polished marble, with sunlight streaming through a stained-glass window depicting an old myth. The calm, warm light feels almost magical.
  7. D10=7:A group of 2d6 hobgoblins are hiding in an abandoned cave, waiting for a caravan to pass by. The hobgoblins are planning on attacking the caravan when it passes by. One of the hobgoblins is a mage, and has a magical staff that shoots lazer beams at the players.
  8. D10=8:A spacious cavern houses a hot spring with steam rising gently from the water. Bathing in the spring rejuvenates and grants temporary resistance to cold.
  9. D10=9:A magical fire begins to burn through a complex web of ropes above players' heads. They have 8 minutes to cut the correct sequence of ropes to safely retrieve a dangling key before the flames reach it and burn it.
  10. D10=10:The players see a group of 1d4+4 Dwarves. If the players approach, the Dwarves will try to sell them a copper bracelet with a silver dragon set in it. It is worth 4 copper pieces.

d100 = 57

  1. D10=1:A con artist disguised as an injured noble seeks to gain the party’s sympathy and gold. They offer bogus artifacts in exchange for assistance.
  2. D10=2:A group of sprites are dancing around a magical fountain, seemingly unaware of any intruders.
  3. D10=3:A lone lich tends to a garden of poisonous herbs inside a greenhouse-like chamber, ignoring the players unless disturbed.
  4. D10=4:The party comes across a group of 5 humans and 5 dwarves arguing over whether or not to accept the help of the party in fighting a nearby dragon that has been terrorizing the area, killing their cattle and stealing their gold and jewels.
  5. D10=5:The party discovers a room where every sound is softly echoed back as music. This helps them think clearly and boosts intelligence for solving puzzles.
  6. D10=6:A group of 2d6 orcs attack the party.
  7. D10=7:A red dragon lingers in a room lined with gem shards, each fragment reflecting its fiery visage.
  8. D10=8:A gnoll pack hunter is knapping in a makeshift den, surrounded by the remnants of its prey.
  9. D10=9:A group of 1d8+2 dwarves are trying to dig up a dead dwarf that they believe has gold on him. They have been digging for 3 days and they have gotten nowhere because they are drunk and they keep falling over.
  10. D10=10:A chamber dominated by a constantly shifting magical maze where the walls are made of force fields. The layout transforms every hour, requiring quick thinking and adaptability.

d100 = 58

  1. D10=1:A group of 1d4+4 farmers are carrying sacks of grain back to their village. They will join the players if they offer them food, drink or gold.
  2. D10=2:The dungeon's floor becomes erratic as fluctuating plates and platforms wildly shift and turn. The environment is filled with deep, unseeable crevasses. Falling plates reveal predatory challenges lurking below or release predatory swarms from above when broken.
  3. D10=3:The party sees a group of about 1d4+4 dwarves who are leaving a cave, they are carrying a large sack filled with loot. The dwarves are fleeing from a group of 2d6+2 orcs who are chasing them. The orcs want their loot back and will attack anyone who tries to stop them from getting it back.
  4. D10=4:In a dimly lit room, two rival kobold clans are in tense negotiations over territory. The party can mediate and possibly gain allies.
  5. D10=5:A young wyvern desperately tries to catch a rat in the corridors, ignoring the players unless they make a lot of noise.
  6. D10=6:The party encounters a trio of goblin merchants arguing over the price of a shiny gemstone. They offer trade but may resort to a fight if offended.
  7. D10=7:A griffon sits majestically in a room full of broken glass, preening itself while ignoring the shards around it.
  8. D10=8:Vampires! A vampire is waiting for a group to come along. He offers to tell them a story. If they stay and listen to his story, he will reward them with a vial of blood. If they don't stay and listen to his story, he will attack them. The story is pretty boring, but the blood is delicious. If the players stay and listen to the story, they will learn about a nearby dungeon and a treasure hidden therein.
  9. D10=9:The sound of picking and digging reveals a group of dwarves mining for gems. They ask the party for help deciding on the most profitable vein.
  10. D10=10:Old sleeping quarters show signs of recent use. A successful Wisdom (Perception) check determines the direction travelers went.

d100 = 59

  1. D10=1:The party comes across a group of 10 orcs who are fighting with a group of 5 humans. The humans will ask for help fighting the orcs.
  2. D10=2:A dripping candle on an altar indicates a curse will activate when it burns out. Players have 8 minutes to figure out how to relight it using enchanted lighters hidden in a labyrinth before the curse is unleashed.
  3. D10=3:A group of peasants are praying in a nearby room because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  4. D10=4:A group of 1d10+2 mercenaries are sitting around a campfire. They are singing drinking songs and laughing. If anyone approaches, they will attack.
  5. D10=5:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say that the adventurers went down two passages. One passage led to a treasure room and the other passage led to a room with an evil wizard's tomb.
  6. D10=6:A fire giant forges an incomplete weapon on an ancient anvil embedded in magma.
  7. D10=7:You discover a massive clockwork mechanism; setting it appropriately opens new paths or triggers protective wards in the dungeon.
  8. D10=8:The adventurers hear a loud noise coming from a room. When they go to investigate, they find that a large bird has flown into the room through an open window. The bird is trapped inside of the room, and it is flapping its wings and making a loud noise. When the adventurers try to help the bird escape, they discover that the bird is actually a giant magical raven. The raven is trying to trick the adventurers into freeing it so that it can escape and continue its mission to steal from a nearby town.
  9. D10=9:In a dimly lit corridor, the players discover a graffiti-covered wall that reads "Please leave a pun!" Each player must contribute a pun to open a secret door to a hidden treasure room.
  10. D10=10:The players stumble upon an ancient tomb, in which a lich has been imprisoned for eons. He is close to breaking free and will attack the players on sight. If the players are successful in defeating him, they may be able to claim his treasure or magic as their own.

d100 = 60

  1. D10=1:Impromptu comedy-gongs evacuating environs rendering treasure indicators strictly for validating comedians.
  2. D10=2:Carpenter conglomerates initiating masterwork projects recruiting paramount materials.
  3. D10=3:The sound of bubbling lava can be heard here. It is coming from an underground cavern. This cavern has been sealed off by an ancient civilization but can be opened with a specific key. If players search the area they will find the key in an empty chest nearby.
  4. D10=4:The players stumble upon a caged angel. Freeing it results in gaining divine blessings and forgotten wisdom relating to celestial realms.
  5. D10=5:Players find a room with a treasure chest in it. It's trapped. The chest is filled with 1d20+10 giant spiders instead of treasure.
  6. D10=6:In an abandoned dining hall, a group of bugbears sit around a solitary, large meal, arguing about who gets the last slice of meat.
  7. D10=7:The group finds a room filled with 3d4 floating orbs of light, known as Tranquility Spheres. These orbs emit a calming hum and can provide the party with a temporary boost to their wisdom and perception.
  8. D10=8:D4+4 giant spiders attack party on sight.
  9. D10=9:A roc stands awkwardly inside a room too small for its wingspan, trying to preen itself.
  10. D10=10:Inside an enchanted chest, the party finds letters written by members of an ancient order. These letters reveal the hidden agendas and locations of powerful artifacts.

d100 = 61

  1. D10=1:The group stumbles upon an ancient armory, long stripped and corrupted by necrotic energies. Clanging sounds of ghostly weaponry strike out from the darkness. Relics and constructs are animated by residual spirits, which flail and attack. The weapons attempt to possess and control wielders with overwhelming dark power.
  2. D10=2:A winding path leads the adventurers to a serene grotto where 2d6 moonbeam moths flutter gently around. Their powdery wings release a sweet fragrance that revitalizes the party's energy.
  3. D10=3:A group of 2d4 skeletons are shuffling around in this room, searching for living flesh to feast on.
  4. D10=4:A long tunnel echoes oddly when they step in. A successful Wisdom (Perception) check reveals that they're approaching a drop-off.
  5. D10=5:A group of adventurers is working to clear this dungeon of monsters. They will ask the players for help if they see them fighting monsters or if they see them exploring the dungeon.
  6. D10=6:The players find a cave that has been decorated with primitive paintings on the walls. The paintings show scenes of death and destruction.
  7. D10=7:A gelatinous cube slowly absorbs the remains of a failed adventuring party, reconfiguring itself.
  8. D10=8:An untended brazier in an empty alcove. A successful Intelligence (Arcana) check determines its magical properties could be reactivated.
  9. D10=9:One of the dungeon walls has a section of brickwork that looks different. A successful Intelligence (Investigation) check finds a secret passage hidden behind the bricks.
  10. D10=10:A group of 1d4+2 kobolds are hunting for food. They are carrying the carcass of a deer back to their lair.

d100 = 62

  1. D10=1:Passageways narrow to the point where only crawling is possible, making players vulnerable to ground-based traps. Perception checks are essential to avoid danger.
  2. D10=2:A group of 1d10+2 mercenaries are walking along the passageway, talking about their latest battle against a band of Orcs. They will ask if the players have heard of their battle before attacking.
  3. D10=3:A spectral orchestra plays haunting melodies in a grand, abandoned ballroom. Listening closely reveals musical secrets and lost histories of ancient bardic traditions.
  4. D10=4:A pair of elven magic-users are standing in the passage, arguing over the best way to cast a spell.
  5. D10=5:A large rat runs across the floor, and then disappears into a hole in the wall.
  6. D10=6:Upon entering a quiet antechamber, a mural on the wall starts changing. Players have 13 minutes to decode the myth depicted before it completes, causing spirits in the mural to attack.
  7. D10=7:A spacious cavern houses a hot spring with steam rising gently from the water. Bathing in the spring rejuvenates and grants temporary resistance to cold.
  8. D10=8:A group of peasants are arguing with each other in a nearby room because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  9. D10=9:A drow patrol attacks the party
  10. D10=10:The players hear a man singing in a nearby cave. Inside, they find a wizard named Belarius who is locked in a cage. He will tell the players that he was captured by goblins and thrown into the cage by mistake. He will tell them that he was on his way to the nearby village to warn them about the goblin menace when he was captured by mistake. He will tell them that he will reward them if they can get him out of the cage and back to the village safely.

d100 = 63

  1. D10=1:Players come across a small cave with a small stream flowing out of it. The stream is filled with garbage and waste. If players drink the water, they will suffer 1D10 HP of poison per round of exposure to it.
  2. D10=2:Players come upon ghostly apparitions reenacting a tragic event. Intervening might change something fundamental about the dungeon or the spirits trapped within.
  3. D10=3:A wight respectfully checks ancient traps and re-sets them, treating them as a part of its duty.
  4. D10=4:T ouching the cave wall, you find a hidden door. It is marked with an old symbol of a skull. If anyone touches the skull, the entrance will open and out will come 2d6 ghouls.
  5. D10=5:A mesmerized cult requires awakening from an enchantments reading before their ritual. Cooperation is essential.
  6. D10=6:Players hear an argument. Two men are arguing. They are arguing over the color of their hair. One man has brown hair, and the other has black hair. They are yelling at each other, and none of them will notice the players approaching. They will continue arguing unless PCs do something. If players do anything to stop them, the brown haired man will say 'Thank you!' and run away. The black haired man will say 'Thank you!' and also run away.
  7. D10=7:Crawling hands! A group of adventurers will find themselves face-to-face with a pair of crawling hands. If they don't kill it, it will heal and attack again. If they do kill it, the hands will reattach themselves.
  8. D10=8:A room is filled with fresh flowers. There are many vases in the room, but there is one vase that is different from the others - it is larger and more ornate than the others. If the party examines this vase, they will discover that there is a hidden compartment in it. Inside this compartment is a letter that reveals that this cult of vampires were once a group of traveling performers. They were attacked by a vampire and turned into vampires themselves.
  9. D10=9:Orogs and their pet wolves fight a group of halflings.
  10. D10=10:A group of 3d4 orcs are at a campsite. They are celebrating the death of one of their party and are getting drunk. They will attack if they are attacked, otherwise they will try to sneak away.

d100 = 64

  1. D10=1:The party comes across a group of 2d6+2 goblins who are being attacked by 2d6+2 kobolds. The goblins are trying to set up a catapult. The goblins are friendly and will help in any way they can.
  2. D10=2:Dungeon fellow assembling jigsaw puzzle moldings indicating helpful relic locations.
  3. D10=3:This section of the dungeon recalls a Spanish inquisition chamber, complete with the ghostly semblance of Torquemada. Without satisfactory answers to his inquisition, players face historical torture devices animated by dark magic.
  4. D10=4:A group of 2d4+2 skeletons are attempting to harness an ancient magic. If they are successful, they will be able to permanently animate other skeletons within a 100-mile radius.
  5. D10=5:Three beautiful, scantily clad women suddenly appear from nowhere and start dancing and flirting with the men in the party. They're actually witches who are trying to charm the party's men into doing what they want.
  6. D10=6:T ouching the cave wall, you find a hidden door. It is marked with an old symbol of a skull. If anyone touches the skull, the entrance will open and out will come 2d6 ghouls.
  7. D10=7:The party enters a hall where a forgotten fountain flows with crystal clear water. Drinking from the fountain restores hit points and removes any curses or poisons.
  8. D10=8:An empty helmet rests on a plinth. A successful Wisdom (Medicine) check identifies residual blood stains.
  9. D10=9:Players hear the faint hum of distant machinery. A successful Intelligence (Investigation) check deciphers its origins and possible exits.
  10. D10=10:The players come across a room full of 3d4 goblins playing dice games with each other. One goblin will challenge the players to a game of dice and if the players lose, they must pay him 10 gold pieces or else he will attack them.

d100 = 65

  1. D10=1:A room painted with scenes of paradise, where the landscapes seem almost real. The air is filled with a faint humming, as if the very walls are singing.
  2. D10=2:A strange creature with long arms and legs and four arms and legs is attacking the players. It has long red hair and strange yellow eyes and it's wearing strange clothing that looks like it's made of animal hides stitched together.
  3. D10=3:A room filled with tapestries that illustrate great moments in history. A soft voice narrates tales of heroism and wisdom as the players move from one tapestry to another.
  4. D10=4:One section of the dungeon floor is covered with slick moss, making it slippery. A successful Dexterity (Acrobatics) check is required to pass without falling.
  5. D10=5:The players hear a loud rumbling noise. If they look up, they will see a giant lizard trying to get through the hole in the ceiling.
  6. D10=6:The players come across an old man in a long black cloak. He is sitting in front of a campfire. If the players talk to him, he will tell them about the time he lost his way in the tunnels under the city. He will tell them about how he was captured by a gang of humanoids and about how he managed to escape from them after killing their chieftain and putting their leaderless band to flight.
  7. D10=7:A group of halflings are traveling through the dungeon. They are looking for a dwarven village. If the players help, the dwarves will give them a reward. If the players attack, the dwarves will attack back.
  8. D10=8:A group of elves are trying to get past the players. They are dressed and armed like the local human population.
  9. D10=9:An ancient observatory with a magical telescope that reveals hidden paths, truthful prophecies, or incoming dangers when peered through.
  10. D10=10:A group of yuan-ti performs a ritual dance, illuminating the chamber with rhythmic flames.

d100 = 66

  1. D10=1:The players find a group of 1d6 dwarves who are celebrating their latest find. They have been drinking and are very drunk. They will attack the players if they see them.
  2. D10=2:A cave troll tries to groom a family of giant ants, collecting their shiny carapaces.
  3. D10=3:A socket in the wall contains traces of old resin. A successful Intelligence (Nature) check knowledge provides understanding of its binding role.
  4. D10=4:The players notice a group of 2d6+2 goblins. One of them is riding a giant lizzard. The goblins will attack the players because they are not wearing the proper uniform that identifies them as members of the local goblin tribe.
  5. D10=5:A gelatinous cube slowly absorbs the remains of a failed adventuring party, reconfiguring itself.
  6. D10=6:An intricately designed clockwork garden, where mechanical birds and animals move with smooth precision, adding a rhythmic and soothing ambiance.
  7. D10=7:This section of the dungeon recalls a Spanish inquisition chamber, complete with the ghostly semblance of Torquemada. Without satisfactory answers to his inquisition, players face historical torture devices animated by dark magic.
  8. D10=8:An injured orc warrior sits against the wall nursing wounds. He seeks for honorable healing and can offer information about nearby dangers.
  9. D10=9:Among the dungeon's winding paths, the heroes encounter a group of 2d4 purring sand cats. These cats are friendly and their presence calms the party, lowering stress and anxiety levels.
  10. D10=10:The party finds an ancient, sealed sarcophagus. Upon opening it, they awaken an old lich who, instead of attacking, offers knowledge of ancient magic in exchange for release from their curse.

d100 = 67

  1. D10=1:A group of 1d4 elven nobles are escorted by a group of 1d4 elven bodyguards. The nobles are transporting an ancient elven sword made of mithril.
  2. D10=2:Supply-consuming insects like locusts buzz within dark corners. They will try to devour any food or organic supplies the players carry if not protected.
  3. D10=3:A group of cultists is guarding a pit that is filled with bones. They are protecting a magic item that is buried deep within the pit.
  4. D10=4:The group finds a hidden library guarded by 2d4 ethereal wisdom keepers. These entities are dedicated to preserving knowledge and offer to aid the adventurers in uncovering secrets if they seek wisdom earnestly.
  5. D10=5:In the middle of the dungeon, the players come across a gelatinous cube wearing a top hat and monocle. It introduces itself as "Sir Gel-A-Ton." It insists on giving the players a refined tour of the dungeon, complete with tea and "cube-cakes."
  6. D10=6:A group of bandits are taking their loot back to their camp.
  7. D10=7:A group of 2d4+2 orcs are attacking a group of 2d6 dwarves who are defending their mines. If the players interfere, they will be attacked by both sides until one side is victorious, or they can convince one side to work with them to defeat the other side.
  8. D10=8:A small troll tries to find a piece of armor that fits by trying on various helmets stored in chests.
  9. D10=9:A gallery of enchanted portraits that occasionally move and interact, sharing tales of history and wisdom from times long past.
  10. D10=10:A wolf howls in the distance. The players see two wolves fighting over a dead body. One wolf is smaller than the other. If the players get too close, the larger wolf attacks them.

d100 = 68

  1. D10=1:Players come across a large cavern that is filled with black powder. There are several barrels of black powder in this cavern, each barrel has its own fuse sticking out of it.
  2. D10=2:A group of 2d6 humans are trying to sell a group of 2d6 half-orcs a suit of armor. The humans are actually bandits and the half-orcs are their prisoners.
  3. D10=3:Players discover a 1 HD Bugbear named 'Wetback.' He will tell them about a nearby dungeon that is filled with treasure. When players enter the dungeon, they will find a treasure trove of 3d6+3 goblins who are keeping watch over a horde of treasure stolen from the bugbears.
  4. D10=4:A pair of wyverns tend to a shared nest of eggs, displaying surprisingly domestic tranquility and teamwork.
  5. D10=5:This room is covered with a layer of dust. If a character disturbs it, they will be attacked by 2d6 giant rats.
  6. D10=6:A group of 2d6 kobolds are hunting in the caverns, looking for food and treasure. One of the kobolds is a shaman, and has a magical staff that shoots lazer beams at the players.
  7. D10=7:A group of 3d4 orcs are at a campsite. They are celebrating the death of one of their party and are getting drunk. They will attack if they are attacked, otherwise they will try to sneak away.
  8. D10=8:The party encounters a talking tapestry named "Loom-ina." It spins stories of ancient heroes and challenges the players to find hidden symbols within its fabric, rewarding them with threads of destiny.
  9. D10=9:A garden of magical herbs is being guarded by a grumpy talking owl. Negotiation regarding herb usage can earn a guide.
  10. D10=10:A living library with bookshelves that move and rearrange themselves constantly, making locating specific tomes a challenging puzzle requiring wit and dexterity.

d100 = 69

  1. D10=1:A group of humans are arguing with a merchant. The merchant is trying to sell them an item at an extremely high price. The humans want to buy it for a low price.
  2. D10=2:The area shifts as if on a movable platform, dramatically affecting footing and movement as players try to maintain balance on slippery surfaces.
  3. D10=3:A circular room where gravity shifts every minute, forcing players to adjust and avoid falling into spiked pits lining the edges of the floor, walls, and ceiling.
  4. D10=4:A group of 1d6+2 goblins are looking for an exit from the dungeon. If they see the players, they will attack.
  5. D10=5:A fresco depicts heroic deeds. A successful Intelligence (History) check recounts player role parallels, inspiring confidence.
  6. D10=6:The party encounters a chaotic scene: a nobleman shackled in chains and a band of ragged prisoners. The nobleman insists the prisoners are criminals deserving their fate, while the prisoners tearfully claim they are innocent, unjustly punished.
  7. D10=7:Strange cocoons hang from the ceiling, emitting faint whispers of future events. Unwrapping them either helps with foresight or unleashes hostile creatures.
  8. D10=8:The party stumbles upon 1d4 ancient stone gargoyles that serve as protectors of a forgotten shrine. These gargoyles greet the players politely and offer them sanctuary and healing.
  9. D10=9:A room dedicated to art, where enchanted paints move gracefully across canvases, creating stunning, ever-changing landscapes and portraits.
  10. D10=10:A group of elves are trying to get past the players. They are dressed and armed like the players.

d100 = 70

  1. D10=1:A room with no visible exit until a certain note is sung or played, causing parts of the walls to move and paths aligning similar to a musical puzzle.
  2. D10=2:A suspiciously small dragon hoarding knowledge about the dungeon’s mythic origins. A sacrifice could extract crucial data.
  3. D10=3:The party hears a strange noise, like a baby crying. It's coming from a coffin in the middle of the tunnel. Open it to find the corpse of a beautiful woman. If the party disturbs her, she will awaken as a Vampiress, who will try to seduce the strongest looking member of the party into becoming her new lover.
  4. D10=4:A swarm of faerie dragons flutter around a hoard of pilfered snacks, chuckling amongst themselves.
  5. D10=5:A group of humans are celebrating the birthday of one of their friends. They are drinking and dancing around a fire pit. A large cake is sitting on a table nearby the fire pit.
  6. D10=6:Water stains spell out faint shapes on the wall. A successful Intelligence (Investigation) check deciphers a secret map.
  7. D10=7:The players hear strange whisperings in a random room. If they investigate, they'll discover that the strange whisperings are coming from a group of 2d6+4 kobolds who are hiding in a large barrel in the room.
  8. D10=8:The players hear a faint buzzing noise coming from the next room. If they investigate, they will find a room with a large, glowing insect hovering in the middle of the room. It's so big that it could carry a group of people on its back. The creature is resting and will attack if disturbed.
  9. D10=9:A group of 1d4+4 humans are digging in a random room. They are looking for treasure. In the middle of the room is a strange pit that looks like it was dug out by animals or something.
  10. D10=10:A proud dwarven mason boasts about constructing a hidden dwarven treasury but needs help proving its location.

d100 = 71

  1. D10=1:As the adventurers step into a dimly lit hall, they encounter a wizard who accidentally turned himself into a fruit bat and proclaims, "I went bananas with my spells!" He requests the party's help to reverse the transformation and will reward them with a bag of magical fruit.
  2. D10=2:The party stumbles upon an old, rusted door inscribed with runes. Opening it reveals the tomb of a long-dead king. The spirit of the king appears and, if properly appeased, shares the secrets of his reign and the location of his lost treasures.
  3. D10=3:A chamber filled with enchanted plants that clean the air and make it smell fresh and pleasantly floral. Breathing it in grants the party temporary health regeneration.
  4. D10=4:A group of 2d4 giant spiders are scuttling around in this room, looking for prey to wrap up in their webs and eat later on.
  5. D10=5:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.
  6. D10=6:The players come across a small altar. It is covered in old blood and has a small statue sitting on it. If players examine the statue, they will realize it is a statue of a demon. If they try to remove it, it will not budge and has been stuck in the same spot for years.
  7. D10=7:A sealed door has ten rotating discs covered in runes. Players need to align the correct symbols within 12 minutes to unlock the door; failure causes the room to flood with a toxic gas.
  8. D10=8:D4 goblins are playing a game of chance. They have a large pile of gold coins in the middle of their table. They are betting on who can get the closest to the middle without touching the gold coins.
  9. D10=9:Dragon's hoard - Players come across an empty room with dragon's blood on the ground.
  10. D10=10:The adventurers find a group of half-elven bards. They are lost and asking for directions to the elven kingdom.

d100 = 72

  1. D10=1:The players stumble upon a sphinx lazily sunning itself under a fake sun trap, curiously question those who venture close.
  2. D10=2:Two elderly ink-stained mapmakers need protection while sketching the dungeon. None but them know hidden detour pathways.
  3. D10=3:Players find themselves navigating a hall whose walls depict the Punic Wars. A trap releases mechanical lions styled after ancient Carthaginian war machines.
  4. D10=4:A group of 2d6 orcs are attacking a group of 2d6 humans. The humans are level 3. They are defending their territory. The orcs are level 4. They attack the players.
  5. D10=5:Players step into a gothic chamber illuminated by spectral flames depicting the unholy rituals of Europe's witch hunts. A malevolent spirit embodies the domain's most feared witch who curses all who intrude.
  6. D10=6:An alchemist's laboratory deep within the dungeon contains works evident of medieval scholars like Paracelsus. Handling his tools inadvertently brews a toxic homunculus with an insatiable craving for living matter.
  7. D10=7:A group of 2d6 humans are praying in front of an altar which is dedicated to a god of death.
  8. D10=8:An alchemists' workshop filled with ingredients and tools to craft one legendary potion, giving players the option to mess up or produce greatness.
  9. D10=9:The adventurers find a group of human thieves. They are lost and asking for directions to the human city.
  10. D10=10:A group of elves are trying to get past the players. They are dressed and armed like an elven army. They are actually spies from the elven army.

d100 = 73

  1. D10=1:Strange cocoons hang from the ceiling, emitting faint whispers of future events. Unwrapping them either helps with foresight or unleashes hostile creatures.
  2. D10=2:A stone garden with meticulously arranged pebbles and a small bubbling stream. The gentle sound of flowing water creates a peaceful and meditative atmosphere.
  3. D10=3:Elaborate golem puppet displaying craftsmanship yearning curiosity.
  4. D10=4:A giant spider attacks the party - if they kill it, they find a treasure chest with a map inside.
  5. D10=5:A night hag hums lullabies while weaving tapestries depicting past conquests.
  6. D10=6:A chapel with stained glass windows depicting stories of valor and sacrifice, bathed in soft, multicolored light. An altar at the front holds a single, flickering candle.
  7. D10=7:A group of 2d6 orcs are fighting over a dead deer. The orcs have been fighting over the deer for several days now, and they are getting tired.
  8. D10=8:The dungeon corridor starts to narrow until it becomes a tight squeeze. Larger characters must make Contortion checks or take 1d4 bludgeoning damage as they force their way through.
  9. D10=9:A beautiful yet eerie voice sings an endless lament. Following its origins reveals either a tortured soul in need of aid or a powerful siren trap.
  10. D10=10:A chamber dominated by a massive clockwork device counting down ominously. Players must determine how to stop or reset it to prevent an unknown catastrophe.

d100 = 74

  1. D10=1:A room dedicated to art, where enchanted paints move gracefully across canvases, creating stunning, ever-changing landscapes and portraits.
  2. D10=2:A fork in the path is marked by carvings. A successful Intelligence (History) check reveals the significance of the markers.
  3. D10=3:A large room where gravity shifts toward the nearest point that a specific player stands upon, constantly changing the need for stability and movement.
  4. D10=4:A group of 2d6+2 giant rats are scurrying around in the middle of the room. They attack if players get too close.
  5. D10=5:A jester performs tricks and tells riddles. Winning his games can yield favors or safe passage.
  6. D10=6:The dungeon is partially flooded, requiring players to swim or wade through waist-deep water. Constitution checks are needed to avoid catching a debilitating cold or other illnesses.
  7. D10=7:Drow band - A group of 2d4 drow and 2d4 giant spiders are attacking a group of 2d6 humans and 2d4 dogs in a battle to the death!
  8. D10=8:A group of 2d6 goblins are playing with a large ball. If players interrupt, they will attack.
  9. D10=9:Players come across a small cave with a small stream flowing out of it. The stream is clean, clear water. If players drink the water, they will be healed 1D10 HP per round until they stop drinking or escape. In addition, they will gain 1D10 HP every time they pass through the cave again.
  10. D10=10:The party hears a loud crash as three 1d8 orcs rush down a hall, attack the first living thing they see, then run away again. The orcs are drunk and will giggle frequently while involved in their shenanigans.

d100 = 75

  1. D10=1:A group of 2d6 people of various races and classes are sitting around a campfire in the middle of the room. They are mercenaries looking for work, and they have 2d6 trained war dogs with them.
  2. D10=2:Two men named Ed and Pete are traveling through the tunnels. They are looking for work, and they need to make some money so they can pay their way through the next town. They are willing to do anything that the party needs done, but they expect to be paid well for their services.
  3. D10=3:A faint, ghostly sound of water running is heard. A successful Wisdom (Perception) check leads them to discover a secret well.
  4. D10=4:A narrow passage leading to a subterranean waterfall resembles a cave painting, like those at Lascaux, which come to life and manifest as primitive, yet dangerous, cave spirits.
  5. D10=5:Ochre jelly attacks the party.
  6. D10=6:A cultist is in this room, praying to his god. If the party enters, he will attack them.
  7. D10=7:A group of 2d6 bandits are sitting around a small campfire in the middle of this room. They are playing cards and are drunk. As you approach, they yell to each other: 'It's those damn adventurers again!'
  8. D10=8:A group of 2d6 orcs are attacking a group of 2d6 humans. The humans are level 3. They are defending their territory. The orcs are level 4. They attack the players.
  9. D10=9:A group of 2d4 gnolls are playing a game of chance. They have a large pile of gold coins in the middle of their table. They are betting on who can get the closest to the middle without touching the gold coins.
  10. D10=10:Wasp swarm.

d100 = 76

  1. D10=1:A group of dwarves is trying to clear a cave of goblins and kobolds. They need help clearing out the kobolds and goblins.
  2. D10=2:A group of 2d6 men are trading a donkey for a pack mule. The mule has been magically enhanced to have the abilities of a donkey.
  3. D10=3:A group of 2d10 gnomes armed with short swords and shields approach the players. They are looking for a lost member of their party.
  4. D10=4:Two human merchants are selling merchandise in the room, including food, wine, clothing, armor, weapons, musical instruments, books, artwork, maps, jewelry, pottery, glassware, statues, art supplies, etc., etc., etc. They are very friendly and will answer any questions about their merchandise or about the dungeon.
  5. D10=5:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say that the adventurers went down two passages. One passage led to a treasure room and the other passage led to a room with an evil wizard's tomb.
  6. D10=6:A troupe of traveling minstrels is stranded after an argument. Mending their bonds guarantees guide songs.
  7. D10=7:In a small chamber, the players find a chest-shaped mimic that introduces itself as "Chest-er." It claims to hold a valuable treasure but keeps moving around to avoid being opened. It promises to reward whoever can catch it in a friendly game of tag.
  8. D10=8:Cascading echoes reveal unusual acoustics ahead. A successful Intelligence (Investigation) check locates a hidden fluid tank.
  9. D10=9:A sealed door has ten rotating discs covered in runes. Players need to align the correct symbols within 12 minutes to unlock the door; failure causes the room to flood with a toxic gas.
  10. D10=10:Abstractly entrenched familiar scavenging remedies transmogrifying errant elements.

d100 = 77

  1. D10=1:A space where all light sources fail, forcing players to rely on other senses. It houses mysterious, luminescent runes aiding navigation through this pitch-black void.
  2. D10=2:A pool of dark water spans the hallway. A successful Wisdom (Survival) check reveals a submerged path on which to safely walk across it.
  3. D10=3:The air within a series of winding tunnels is saturated with toxic spores released by bioluminescent fungi. Breathing these spores without a protective mask means suffering from ongoing poison effects that cause hallucinations and progressively worsening damage unless antidotes or magical means are used.
  4. D10=4:A group of 1d4+2 goblins are running down the hall. They are being chased by a group of 1d4+2 orcs. If the players get in the way, the orcs and goblins will fight for a few minutes before continuing on their way.
  5. D10=5:A pile of bones is in the middle of the room. A swarm of 2d6 giant bees attacks anyone who disturbs their nest.
  6. D10=6:A comfortable reading room with shelves of ancient, yet perfectly preserved books on peaceful quests and heroic tales. A decanter of fine wine sits on a nearby table.
  7. D10=7:The adventurers unearth a mirror that shows the viewer's ancestors. Conversing with these ancestral apparitions provides historical family secrets and ancient lore.
  8. D10=8:A group of 2d6 hobgoblins are hiding in an abandoned cave, waiting for a caravan to pass by. The hobgoblins are planning on attacking the caravan when it passes by. One of the hobgoblins is a mage, and has a magical staff that shoots lazer beams at the players.
  9. D10=9:The walls here are covered in graffiti and paintings. They depict horrific scenes and images that no one can understand.
  10. D10=10:Two hell hounds tug at opposite ends of a fiery leash, each trying to dominate the other.

d100 = 78

  1. D10=1:An underground conservatory where magical plants grow in self-contained terrariums. The air is filled with the gentle hum of magical energies.
  2. D10=2:An injured orc warrior sits against the wall nursing wounds. He seeks for honorable healing and can offer information about nearby dangers.
  3. D10=3:The tunnel opens up into a large cavern that has been converted into a stable. A human named Tolgar runs the stable. He's very kind and is dealing with a group of humans who are not very kind.
  4. D10=4:In a room filled with puzzles, the players find a talking puzzle box named "Riddle-ee Dee." It challenges them to solve a series of mind-bending enigmas, offering enchanted trinkets for each correct answer.
  5. D10=5:A group of merfolk swim in an enchanted underground lake, singing hauntingly beautiful songs in unison.
  6. D10=6:Grave-robbing gremlins holed for life tales begging decorations.
  7. D10=7:The players stumble upon a room filled with sleeping men and women. If they disturb them, they will wake up in a very bad mood.
  8. D10=8:Eerie music can be heard from a nearby cavern. It sounds like a dirge.
  9. D10=9:A grand celestial observatory, with an enchanted ceiling mirroring the constellations above. Telescopes of various sizes point towards the heavens, inviting stargazing.
  10. D10=10:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.

d100 = 79

  1. D10=1:A group of 5d6 goblins is in the hallway ahead. If players attack, they will fight until all are dead.
  2. D10=2:The floor is enchanted with an anti-gravity field that reverses at intervals, causing players to fall up or down as gravity shifts. Dexterity checks are required to avoid taking 1d6 bludgeoning damage or sticking to the ceiling.
  3. D10=3:A group of adventurers are resting in a corridor. If players approach, they will try to intimidate the players and tell them to leave the dungeon.
  4. D10=4:A group of 2d6 hobgoblins are hiding in an abandoned cave, waiting for a caravan to pass by. The hobgoblins are planning on attacking the caravan when it passes by. One of the hobgoblins is a mage, and has a magical staff that shoots lazer beams at the players.
  5. D10=5:A dragon turtle puffs steam contently in a secluded, and surprisingly spacious water chamber.
  6. D10=6:A group of 2d6 goblins are sitting around a fire in this room. They are playing cards and are very drunk. As you approach, they yell to each other: 'Stick your hand in the pool of water! I dare you!'
  7. D10=7:I don't know what that is, but it looks like a bunch of shiny gold! Before the adventurers can finish talking, a group of goblins rush out of the room and lock the door. If the players try to talk to them, they will say: 'We don't want to talk! We are very busy. If you want shiny gold, you need to get out of here!'
  8. D10=8:A man dressed in fine clothes is standing next to a pile of coins. He has a worried look on his face. He says 'I know you don't look like adventurers but I need your help.'
  9. D10=9:A group of 2d6 bandits are led by a human with a bow. They are on the lookout for travelers to attack and rob.
  10. D10=10:A group of 2d4 hobgoblins are taking the bodies away from an old battle. They are hauling the corpses into a cart. They are not hostile.

d100 = 80

  1. D10=1:A discolored patch of floor signals possible danger. A successful Wisdom (Perception) check reveals it to be weak flooring, easily bypassed if approached carefully.
  2. D10=2:A group of 2d6+2 knights are riding through the caverns looking for adventure, treasure, and monsters to slay. They will try to talk the players into joining them on their quest and fighting alongside them.
  3. D10=3:A group of 2d4 gnolls are playing a game of chance. They have a large pile of gold coins in the middle of their table. They are betting on who can get the closest to the middle without touching the gold coins.
  4. D10=4:Deep rumblings and tremors forewarn the adventurers as they venture into a volcanic cavern with periodic geysers spewing superheated steam. Lava bursts intermittently through cracked earth, creating temporary but deadly molten obstacles. The party must keep moving and react swiftly to survive.
  5. D10=5:An iron golem methodically polishes itself with a magical cloth discarded by a former wizard.
  6. D10=6:The party discovers an ancient mural depicting a great battle between dragons and a long-forgotten kingdom. Embedded within the mural is a hidden compartment containing a magical scroll that holds tactical secrets of the dragon war.
  7. D10=7:In a room filled with mirrors, an enchanted shadow doubles of the party appear, mimicking their actions. Players have 10 rounds to figure out how to dispel the shadows, or they merge and become a powerful hostile entity.
  8. D10=8:The passage opens into a room resembling the hunting grounds of the ancient Celts, complete with runic carvings and druidic artifacts. Awakening these spirits conjures a phantasmal Wild Hunt.
  9. D10=9:A group of adventurers are arguing with each other in a corridor. One of them is claiming that they have discovered an item that was left behind by one of their party members who was killed by a monster in the dungeon. If players approach, they will try to intimidate them and tell them to leave.
  10. D10=10:You come across a group of 1d10+10 gnomes headed by a gnome named Monty. They are on their way to a nearby village, hoping to find work. If the adventurers offer them work, they will offer to hire them as mercenaries for their war against the goblins.

d100 = 81

  1. D10=1:A section of the dungeon is filled with explosive gas. Open flames and loud noises could trigger an explosion, dealing 4d6 fire damage to anyone in the vicinity.
  2. D10=2:The players hear a group of 2d6 humans talking about killing a man named 'Jack'. They are discussing disposing of his body in a nearby river. Players will discover the body of 'Jack' nearby, hanging from a hook on the wall. He was killed by the humans. Players can learn the names of the killers by talking to the guards at the door to the sewers - they are the ones who did it.
  3. D10=3:Two men are arguing in this room. One of them is a halfling who is trying to steal from the other man. The other man is a human merchant named 'Sam' who is selling his stock of goods at a discounted price because he is so desperate for money. If players talk to 'Sam', he will ask them to stop the halfling from stealing from him. If players stop the halfling, he will give them a discount when they purchase goods from him.
  4. D10=4:The players hear the sound of a baby crying. The sound is coming from a side tunnel. If the players investigate, they will find a baby dragon. The dragon is extremely young and has lost its mother. The baby dragon will bond with the players if they care for it for 1d4 days.
  5. D10=5:A socket in the wall contains traces of old resin. A successful Intelligence (Nature) check knowledge provides understanding of its binding role.
  6. D10=6:The group stumbles upon an ancient armory, long stripped and corrupted by necrotic energies. Clanging sounds of ghostly weaponry strike out from the darkness. Relics and constructs are animated by residual spirits, which flail and attack. The weapons attempt to possess and control wielders with overwhelming dark power.
  7. D10=7:Smoke - A thick plume of smoke rises from a hole in the floor of a room. A successful DC 20 perception check will reveal that there are two halves of a broken mirror on the floor nearby. One half of the mirror is covered in soot and the other half remains pristine. A successful DC 25 perception check will reveal that there is a chest hidden under the sooty half.
  8. D10=8:A medusa practices sculpting statues out of stone, which unfortunately includes many past adventurers.
  9. D10=9:A grand piano in the center of a hall, playing a serene and melodious tune all on its own. The music hangs soft and lilting in the air.
  10. D10=10:Players come across a cave with an entrance that looks like a giant mouth has been carved into the rock face. Inside, it is pitch black and smells like an old mouth. There is an old man sitting in the darkness on the floor. He is praying to a god to help him with his problems. If players talk to him, he will ask them for help. If they agree to help him, they will be stuck in the cave until they can find a way out.

d100 = 82

  1. D10=1:The party hears noises coming from a nearby cavern. If they enter, they will see a group of goblins playing a game of dice. They will be distracted by the party's presence, but will attack if the party tries to approach or interfere with their game.
  2. D10=2:Players come across a small cavern that is filled with mushrooms. The mushrooms are edible and taste like chicken.
  3. D10=3:The adventurers unearth a mirror that shows the viewer's ancestors. Conversing with these ancestral apparitions provides historical family secrets and ancient lore.
  4. D10=4:A seemingly endless corridor leads to a room with three talking doors. Each door professes to lead to safety, treasure, or doom, but only one speaks the truth.
  5. D10=5:Drama renders bewailing seasons enthusiastically convening predicting symbols foretelling transcendent visions.
  6. D10=6:The dungeon corridor starts to narrow until it becomes a tight squeeze. Larger characters must make Contortion checks or take 1d4 bludgeoning damage as they force their way through.
  7. D10=7:A group of 1d4+1 goblins is trying to gain entry by telling the truth and requesting safe passage into the city through the dungeon.
  8. D10=8:A group of bandits are seen arguing over who is in charge. One of them says: 'He's not in charge anymore. He's dead.'
  9. D10=9:A room containing an experimental magic mirror, speaking in cryptic rhymes. It swaps body parts with whoever looks into it, giving one player cat eyes, another scales on the arms, and so forth.
  10. D10=10:The air within a series of winding tunnels is saturated with toxic spores released by bioluminescent fungi. Breathing these spores without a protective mask means suffering from ongoing poison effects that cause hallucinations and progressively worsening damage unless antidotes or magical means are used.

d100 = 83

  1. D10=1:Players find a room with a treasure chest in it. The chest is trapped and filled with poison gas instead of treasure.
  2. D10=2:You see an orb of pure white light hovering in mid-air. If touched by a character, it will explode.
  3. D10=3:A side passage opens into a chamber where 1d4 giant tortoises slowly amble about. These ancient creatures exude a calming aura and are willing to share snippets of ancient lore if the party is patient.
  4. D10=4:Renowned quenched holist aiding in divine rituals cultivating broader reach among leylines.
  5. D10=5:Random animal droppings litter the floor. A successful Wisdom (Nature) check identifies the creature that left them as a non-threatening herbivore.
  6. D10=6:A group of 1d4+3 orcs are celebrating their latest kill. They are drinking and dancing around a bonfire.
  7. D10=7:A group of yuan-ti performs a ritual dance, illuminating the chamber with rhythmic flames.
  8. D10=8:A group of adventurers are arguing with each other in a corridor. One of them is claiming that they have discovered an item that was left behind by one of their party members who was killed by a monster in the dungeon. If players approach, they will try to intimidate them and tell them to leave.
  9. D10=9:Zorg, a large silver dragon, is sleeping on top of the ceiling. He will attack anyone who tries to climb the walls, ceiling or floor.
  10. D10=10:A hidden stairway leads to a serene underground library guarded by 3d6 book sprites. These diminutive beings maintain the knowledge stored here and are happy to assist the party in researching anything that might help their quest.

d100 = 84

  1. D10=1:You see a group of 1d4+4 dwarves and 2 humans led by a dwarf named Grimbard. The dwarves and humans are on their way to a nearby dwarven fortress, hoping to warn their kinsmen about an incoming goblin horde.
  2. D10=2:Players come across an old room that seems to have been abandoned for years. In the corner of the room is a small wooden box with the name 'Edwin' carved into it. If players open the box, they will find an old silver ring with a red gemstone mounted on it. The ring is cursed and will cause the character who puts it on to turn into a werewolf every night at midnight until it is removed.
  3. D10=3:The adventurers find themselves in a cavern filled with jewels where a gem-encrusted golem says, "I've really hit rock bottom!" It needs help finding its missing ruby heart and will share part of its treasure.
  4. D10=4:Narrow between two large statues, players feel their presence. A successful Wisdom (Perception) check determines if the statues are enchanted.
  5. D10=5:The party stumbles upon 1d4 ancient stone gargoyles that serve as protectors of a forgotten shrine. These gargoyles greet the players politely and offer them sanctuary and healing.
  6. D10=6:The adventurers find a perfect circle of standing stones that hum softly, infusing them with magical energy.
  7. D10=7:Players come across a large cavern that is filled with butterflies. If players disturb the butterflies, they will be attacked by the swarm of them.
  8. D10=8:The players hear a man singing in a nearby cave. Inside, they find a wizard named Belarius who is locked in a cage. He will tell the players that he was captured by goblins and thrown into the cage by mistake. He will tell them that he was on his way to the nearby village to warn them about the goblin menace when he was captured by mistake. He will tell them that he will reward them if they can get him out of the cage and back to the village safely.
  9. D10=9:A section of the dungeon is filled with thick, sticky webbing. Players must make Dexterity checks to move through, and failure means getting stuck and becoming prime targets for lurking giant spiders.
  10. D10=10:A group of 2d4+2 skeletons are attempting to harness an ancient magic. If they are successful, they will be able to permanently animate other skeletons within a 100-mile radius.

d100 = 85

  1. D10=1:A group of 2d6 humans are hunting for food. They see the party and attack.
  2. D10=2:A griffon sits majestically in a room full of broken glass, preening itself while ignoring the shards around it.
  3. D10=3:Players encounter a group of 5 lizardfolk who are worshiping a fire lizard statue at the end of a corridor. They will attack the players on sight.
  4. D10=4:A lamia plays haunting melodies on a magic harp in an otherwise abandoned chamber, reminiscing about lost times.
  5. D10=5:A serene garden atrium at the heart of the dungeon. The central feature is a great tree whose branches create a canopy of leaves, dappling the floor with light.
  6. D10=6:The party discovers an ancient mural depicting a great battle between dragons and a long-forgotten kingdom. Embedded within the mural is a hidden compartment containing a magical scroll that holds tactical secrets of the dragon war.
  7. D10=7:A group of adventurers will find a room with a group of cultists in it. They will be sitting in a circle and chanting. If they are disturbed, they will attack.
  8. D10=8:A group of 2d4 hobgoblins are holding a family hostage. The family is tied to a large wooden box, which is floating down a river. The hobgoblins are trying to escape from the nearby village.
  9. D10=9:The party hears two people arguing about some stolen items. They hear: 'I swear it's not me! They're just like them!'
  10. D10=10:A circular room where gravity shifts every minute, forcing players to adjust and avoid falling into spiked pits lining the edges of the floor, walls, and ceiling.

d100 = 86

  1. D10=1:Zombies! 1d6+2, they're slow, shambling, and desperate to get away from the yawning pit in the floor.
  2. D10=2:The adventurers come across a hidden miniature society of mice warriors who declare, "Squeak-and-destroy!" The mice ask for help in their epic battle against a very large, lazy cat.
  3. D10=3:The party stumbles upon two familial ghosts bickering about a long-forgotten family heirloom hidden nearby - solving their dilemma will lay them to rest but at potential personal cost to the players.
  4. D10=4:A faerie dragon sprinkles dust on mundane objects to amuse itself, laughing as effects take place.
  5. D10=5:A group of 1d4+1 goblins is trying to gain entry by pretending to be lost travelers who need directions to the nearest town.
  6. D10=6:The adventurers discover a talking chest named "Treasure Chest-er." It loves to play hide-and-seek and promises valuable items if they can find it after it conceals itself in the room.
  7. D10=7:The players see a group of 1d4+4 ogres feasting on the corpses of an orc tribe they have just defeated. The ogres will attack the players on sight.
  8. D10=8:A sobbing ghost is searching for a lost keepsake. Helping retrieve it can provide restful peace and knowledge from the afterlife.
  9. D10=9:The party comes across a group of 5 humans who are trying to steal from a group of 10 humans who are celebrating the death of their king.
  10. D10=10:A group of 6 goblins are playing a game of dice. They look up and see the players. They will attack.

d100 = 87

  1. D10=1:Hordes of goblins carrying loot back to their camp.
  2. D10=2:A flame nymph is dancing in the middle of the room.
  3. D10=3:A group of 2d6 hobgoblins are standing in the passageway. They are drunk and singing a battle song. They will attack any players who enter their passageway. If defeated, they will beg for their lives. They will tell the players that their chief is in the next room. The chief was drunk and told them to attack any adventurers that entered their passageway. The chief will be angry if he finds out that they were killed.
  4. D10=4:Wandering further, the party encounters an alcove with 1d8 cooing doves of radiant plumage. These birds are enchanting and their presence brings a sense of tranquility.
  5. D10=5:As players move deeper into the dungeon, they encounter a thick, choking fog that impairs vision and breathing. Constitution saving throws are required every 10 minutes to avoid taking 1d6 poison damage and becoming disoriented (-1 to all attacks and checks).
  6. D10=6:A former ally turned into a zombie pleads for help to regain their humanity. A forbidden and dark ritual is required, risking the party's integrity and souls.
  7. D10=7:Crossing into a chamber styled after a medieval pilgrimage destination, players are beset by phantasms of Crusaders and Saracens who mistake them for agents of opposing forces and attack.
  8. D10=8:The adventurers come across a hidden miniature society of mice warriors who declare, "Squeak-and-destroy!" The mice ask for help in their epic battle against a very large, lazy cat.
  9. D10=9:The players come across a large cave filled with 1d20+10 giant bats.
  10. D10=10:The party stumbles upon a large, underground lake that is home to 2d6 giant turtles that are capable of swimming underwater for long distances and attacking anything that approaches them from below the surface.

d100 = 88

  1. D10=1:The players come across a group of 1d4+4 goblins. One of them is riding a giant wolf. The goblins are dressed in leather armor and are carrying spears and shields.
  2. D10=2:A large dog runs up to the players, wagging its tail, hoping for some food or attention. The dog is actually a shapeshifted gnoll scout. If the dog is attacked, it will transform into its true form and attack the party.
  3. D10=3:They encounter a well at the dungeon's center, with an animated bucket complaining about "water under the bridge." The bucket gives out wishes, but they're all aquatic-themed.
  4. D10=4:A group of 2d6 gnomes are harvesting mushrooms and putting them in a bag.
  5. D10=5:Players find a broken ladder leading to a higher level. A successful Strength (Athletics) check allows a character to climb it while it’s repaired.
  6. D10=6:A serene, mirrored hallway that seems endless, reflecting light and calming energies in a mesmerizing pattern.
  7. D10=7:The player's stumble across a group of elves who are waiting for their injured member to heal. They are discussing their latest quest to reclaim their lost lore.
  8. D10=8:A blizzard of bone-chilling cold permeates a vast chamber turned into a frozen tundra. Frost encrusts surfaces, making them slick and hazardous to traverse without falling. Glacial winds assail the party and reduce visibility, while patches of thin ice break underfoot to submerge characters in frigid water, threatening hypothermia.
  9. D10=9:A group of 2d4 goblins are playing a game called 'Kill The Rat'. The objective is to kill the rat that's running around the room.
  10. D10=10:A room filled with tapestries that tell of epic and honorable deeds boosts the morale and courage of those who read them.

d100 = 89

  1. D10=1:The players find a locked door with a simple mechanical lock. It requires a successful Dexterity (Thieves' Tools) check to open.
  2. D10=2:A gnome in a loincloth is running in circles trying to keep up with his pet rat. His name is Norgrog and he is lost. He will offer to join the players if they escort him back to his tribe. If the players accept, they will be attacked by 2d6 giant rats on the way back.
  3. D10=3:The players come across an abandoned campsite with signs of recent struggle. In one of the tents, players find an injured woman who seems to be from another world. She speaks only in an ancient language, but it is possible that she was a slave because she's wearing shackles
  4. D10=4:A group of 2d10 gnomes armed with short swords and shields approach the players. They are looking for a lost member of their party.
  5. D10=5:A lush, green atrium where a small group of peaceful creatures have made their home. The natural light and chirping sounds create a serene atmosphere.
  6. D10=6:A dungeon artist seeks inspiration to complete a masterpiece. Helping locate rare pigments or supplies is mutually beneficial.
  7. D10=7:An intricate mosaic sprawls across the floor. Walking on it correctly reveals hidden compartments containing valuable items, but stepping incorrectly sets off traps.
  8. D10=8:A room where all sounds are reversed – speech, spell incantations, even footsteps; it makes verbal skills and communication a challenging puzzle.
  9. D10=9:Within a hidden chamber, the adventurers come across 2d8 tiny water sprites frolicking in a crystal-clear spring. These sprites are benevolent and share water that rejuvenates and heals.
  10. D10=10:A group of 1d4+1 goblins is trying to gain entry by pretending to be lost travelers who need directions to the nearest town.

d100 = 90

  1. D10=1:The dungeon's floor becomes erratic as fluctuating plates and platforms wildly shift and turn. The environment is filled with deep, unseeable crevasses. Falling plates reveal predatory challenges lurking below or release predatory swarms from above when broken.
  2. D10=2:A blacksmith's forge manned by an animated suit of armor that requests high-quality materials in exchange for crafting legendary weapons.
  3. D10=3:Raging Fire! A spiked pit trap with a raging fire beneath it. PCs must make a DEX save or fall into the pit. The pit is filled with thick, bubbling tar.
  4. D10=4:A serene garden atrium at the heart of the dungeon. The central feature is a great tree whose branches create a canopy of leaves, dappling the floor with light.
  5. D10=5:A room filled with tapestries that illustrate great moments in history. A soft voice narrates tales of heroism and wisdom as the players move from one tapestry to another.
  6. D10=6:An aged cyclops appears lost, reading an ancient map upside down and bumping into walls.
  7. D10=7:Players discover a 1 HD Bugbear named 'Wetback.' He will tell them about a nearby dungeon that is filled with treasure. When players enter the dungeon, they will find a treasure trove of 3d6+3 goblins who are keeping watch over a horde of treasure stolen from the bugbears.
  8. D10=8:A group of 1d4 dwarves are sitting around talking about their day. They will ask players what they have been doing and then tell them about their day - in much greater detail than what the players have told them.
  9. D10=9:A cryptic message appears on the dungeon walls, only visible through detect magic spells. Deciphering its true meaning requires casting dark or forbidden spells.
  10. D10=10:Strange music echoes from a room filled with enchanted instruments. Playing a correct sequence opens a secret passage, but hitting a wrong note triggers a deadly trap.

d100 = 91

  1. D10=1:The players come across a locked door. A strange noise comes from behind it.
  2. D10=2:A group of adventurers will find a room with bones in it. If they don't clear the bones out, an ooze will spawn!
  3. D10=3:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
  4. D10=4:Relics recognized cultivating insightful druids ambidextrous mirror magicians.
  5. D10=5:A group of 1d6+2 gnolls are fighting against a group of 1d4 hobgoblins over who gets to eat the body of a dead human that is lying in the middle of the room.
  6. D10=6:A room where the characters’ past lives manifest as ghosts with unresolved issues; resolving these issues or defeating these ghosts could grant special boons or closure.
  7. D10=7:An ancient library, filled with dusty tomes and scrolls. The scent of old parchment fills the air and the silence is only broken by the occasional flutter of pages from an unseen draft.
  8. D10=8:A pristine chapel converted into a trap-laden lair of a mimic that has taken the shape of every holy artifact, waiting for interaction.
  9. D10=9:The players discover a room full of ancient musical instruments. Playing the right melody opens a portal to a hidden era, revealing lost songs and their histories.
  10. D10=10:A shrine dedicated to a mischief god, filled with booby traps and humorous curses. Solving the puzzles offers the players the god’s blessings, usually in the form of a laughable boon.

d100 = 92

  1. D10=1:A frost giant sleeps by a campfire, muttering in its sleep about past glories.
  2. D10=2:A weak section of ceiling is prone to collapsing. A successful Wisdom (Perception) check reveals the danger, and a successful Dexterity saving throw avoids falling debris.
  3. D10=3:A group of 1d8 ogres are playing dice games. They will attack the party if they disturb them.
  4. D10=4:The players hear a loud, continuous scream. It is coming from a room. The door is locked. If the players break down the door, they will find a room with a Skeleton in it. The Skeleton is actually a thief with a Ring of Illusion that was trapped in there by some other adventurers.
  5. D10=5:Players stumble upon a sentient sword lodged in a stone pillar. Freed, it can grant great power but whispers malevolent thoughts and demands increasingly dark deeds to maintain its strength.
  6. D10=6:A peaceful, candle-lit room contains ancient scrolls filled with beautiful poetry, calming the mind and providing inspiration.
  7. D10=7:A giant spider attacks the party - if they kill it, they find a treasure chest with a map inside.
  8. D10=8:A group of peasants are hiding in a nearby room. The peasants are hiding because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  9. D10=9:The party comes across a group of 10 dwarves who are arguing over whether or not to accept the help of the party in fighting a nearby dragon that has been terrorizing the area, killing their cattle and stealing their gold and jewels.
  10. D10=10:A section of floor dips slightly. A successful Wisdom (Perception) check reveals it to be a waterlogged trap, and a successful Dexterity saving throw avoids sinking into it.

d100 = 93

  1. D10=1:Portcullises suddenly drop down to isolate party members from each other. Each group must solve puzzles or face traps to reunite.
  2. D10=2:A group of 2d4+2 soldiers are standing around in a circle. They are talking about the war and about the terrible commanders they have to follow. If the players join in, they will learn that these soldiers are secretly planning a coup d'etat.
  3. D10=3:A room containing an experimental magic mirror, speaking in cryptic rhymes. It swaps body parts with whoever looks into it, giving one player cat eyes, another scales on the arms, and so forth.
  4. D10=4:A perilous game of chance and skill involving abstract board games laid out by ancient scavengers.
  5. D10=5:A group of 2d6+8 hobgoblins argue about whether to go left or right. They are trying to capture the lord's daughter who was kidnapped by humans.
  6. D10=6:A pit with retracting spikes starts to extend. The players have 10 rounds to decipher a sequence of levers and buttons to stabilize the floor before impalement.
  7. D10=7:An aging painting adorned with runes shows a serene landscape. When the runes are deciphered, the painting becomes a portal to an ancient homeland lost to time.
  8. D10=8:Players come across a small cave with a small stream flowing out of it. The stream is clean, clear water. If players drink the water, they will be healed 1D10 HP per round until they stop drinking or escape. In addition, they will gain 1D10 HP every time they pass through the cave again.
  9. D10=9:A group of 2d6 humans are hunting for food. They see the party and attack.
  10. D10=10:A pair of human lovers are arguing about what to do next.

d100 = 94

  1. D10=1:The party stumbles upon an ancient scholar’s workshop. Among his ancient scrolls lie diagrams resembling Leonardo da Vinci’s ingenious war machines. As they explore, a reconstructed automaton springs to life and attacks.
  2. D10=2:A hidden chamber reveals an enchanted globe that projects a map of the old world, pinpointing hidden locations and secrets long forgotten by history.
  3. D10=3:Players come across a small cave with a small stream flowing out of it. The stream is clean, clear water. If players drink the water, they will be healed 1D10 HP per round until they stop drinking or escape. In addition, they will gain 1D10 HP every time they pass through the cave again.
  4. D10=4:The players come across a room full of 3d4 goblins playing dice games with each other. One goblin will challenge the players to a game of dice and if the players lose, they must pay him 10 gold pieces or else he will attack them.
  5. D10=5:Players come across an empty room with no windows or doors, but there's furniture inside that looks like someone was living there recently, like blankets and cups and plates, but there's no one there and no way out... unless you know about the secret door that leads to another part of the dungeon...
  6. D10=6:A powerful magnet causes all metal objects in the room to become extremely heavy. Players wearing metal armor or carrying metallic gear must make Strength checks or be weighed down, reducing movement speed by half.
  7. D10=7:The adventurers find a beautiful, tranquil garden with ancient, stone statues. Meditating here provides mental clarity and peace.
  8. D10=8:An empty helmet rests on a plinth. A successful Wisdom (Medicine) check identifies residual blood stains.
  9. D10=9:A group of 2d6 skeletons attack the party.
  10. D10=10:A room containing a magic crystal ball mounted atop a pedestal. The crystal shows visions of potential futures, each more bizarre than the last.

d100 = 95

  1. D10=1:A mirrored room where players face duplicated versions of themselves. Each duplicate knows all their weaknesses and tactics but disintegrates upon defeat.
  2. D10=2:An underground conservatory where magical plants grow in self-contained terrariums. The air is filled with the gentle hum of magical energies.
  3. D10=3:ZILLIONS of rats are swarming from an open pit in the floor. A group of adventurers are fighting the rats. They will attack anyone in sight.
  4. D10=4:A Machiavellian demon, disguised as a mortal, promises to guide the adventurers through the dungeon safely for a small favor. The favor is subtly corrupting and potentially damning, questioning the party's principles.
  5. D10=5:Players hear the faint hum of distant machinery. A successful Intelligence (Investigation) check deciphers its origins and possible exits.
  6. D10=6:Hidden in an alcove, the adventurers find a diary of an ancient healer. It details rare herbs, concoctions, and the location of concealed healing gardens.
  7. D10=7:Players hear the sound of rushing water. If they look in that direction, they will see a waterfall. If they look in the other direction, they will see a cave. The waterfall is actually a portal to another dimension.
  8. D10=8:A group of 2d6+2 humans are playing cards and drinking wine in this room. They will not attack unless attacked first.
  9. D10=9:A group of 2d4 goblins are walking through the passage. They are carrying sticks. If the players get too close, the goblins will attack. Their sticks are actually club-like weapons made from the bones of their kin.
  10. D10=10:A group of 2d6 travelers is sitting around a campfire in the middle of the room. They will offer the party food and drink if they need it.

d100 = 96

  1. D10=1:A group of 2d6 orcs are fighting over a dead deer. The orcs have been fighting over the deer for several days now, and they are getting tired.
  2. D10=2:A lich attempts to conquer a puzzle box, focusing intently on glyphic movements, muttering arcane approximations.
  3. D10=3:A room dedicated to art, where enchanted paints move gracefully across canvases, creating stunning, ever-changing landscapes and portraits.
  4. D10=4:A group of kobolds are digging through a pile of rubble. If the players approach, they will attack.
  5. D10=5:The players hear a loud rumbling noise. If they look up, they will see a giant lizard trying to get through the hole in the ceiling.
  6. D10=6:A group of drunken revelers stumble into the players' path and demand that they join them in their celebration. If they don't join in, they will get angry and attack them.
  7. D10=7:Players find a room with 2d6 goblins playing cards and gambling for money on them playing well... they attack if anyone questions their activities...
  8. D10=8:A group of 2d4+2 soldiers are standing around in a circle. They are talking about their commanders and about their leaders and about how bad they are. If the players join in, they will learn that these soldiers are secretly planning a coup d'etat.
  9. D10=9:A music hall where phantom musicians play hauntingly beautiful melodies. The air is filled with the sound of violins and harps, inviting peaceful contemplation.
  10. D10=10:A sea hag lounges in a flooded chamber, absentmindedly combing seaweed through her hair.

d100 = 97

  1. D10=1:A narrow, twisting corridor is filled with thick, viscous slime that makes movement excruciatingly slow. The slime is mildly acidic, dealing 1d4 damage every minute, and occasionally spawns small, aggressive oozes that will attack the party. The slime can only be neutralized by fire, but setting it ablaze risks igniting pockets of flammable gas.
  2. D10=2:An enigmatic figure offers to grant power but at the cost of aiding in a morally dubious task. Trusting this figure could lead to untold power or catastrophic consequences.
  3. D10=3:Two dwarves are standing in an open area, arguing with each other about something. They will attack the players if they get too close or if they try to get involved in the argument between them.
  4. D10=4:Crystalline dancer’s effervescent vibrations polymorphically cataloging adventurer realms.
  5. D10=5:A tranquil underground garden, tended by friendly sprites. Flowers of all colors blossom here, filling the air with sweet fragrances. A stone bench invites weary adventurers to rest.
  6. D10=6:The players find what appears to be a small black hole in the ground. It is actually a portal to a place called 'The Void' - a place in outer space that has been corrupted by demons.
  7. D10=7:A group of 2d6 human bandits are hiding in an abandoned cave, waiting for a caravan to pass by. The bandits are planning on robbing the caravan when it passes by. One of the bandits is a wizard, and has a magical sword that shoots lazer beams at the players.
  8. D10=8:A group of cultists can be found in this room. They are performing a ritual in this room. If the players interrupt, they will attack.
  9. D10=9:The walls themselves seem to pulse with life, and touching them in conjunction requires synchronizing actions that impose necessary cooperation against the dungeon.
  10. D10=10:Mobs of giant rat creatures are swarming in the passageway. Players must kill at least 10 of them before they retreat.

d100 = 98

  1. D10=1:A music hall where phantom musicians play hauntingly beautiful melodies. The air is filled with the sound of violins and harps, inviting peaceful contemplation.
  2. D10=2:A great sealed door can be unlocked only by weighing specific treasures or magical items correctly on an ancient scale found elsewhere.
  3. D10=3:A room filled with softly humming crystals endows a temporary bonus to magical spells cast within its vicinity.
  4. D10=4:The players see a group of 1d4+2 Half-Orcs. If the players approach, the Half-Orcs will try to sell them a copper bracelet with a silver dragon set in it. It is worth 1 copper piece.
  5. D10=5:A shrine dedicated to a mischief god, filled with booby traps and humorous curses. Solving the puzzles offers the players the god’s blessings, usually in the form of a laughable boon.
  6. D10=6:The adventurers find an injured halfling. He has been attacked by a group of kobolds. If the players help him, he will lead them to the kobold lair.
  7. D10=7:A group of 1d4+3 orcs are celebrating their latest kill. They are drinking and dancing around a bonfire.
  8. D10=8:D4+4 ogres attack party on sight.
  9. D10=9:A group of 2d6 human mercenaries are in the room. They are guarding the treasure in this room. They will attack the players.
  10. D10=10:The players hear the sound of running feet. They see four goblins running down a hallway. They are carrying sacks of loot. If players attack them, they will yell, 'Argh! Humans!' and run away in fear.

d100 = 99

  1. D10=1:A small troll tries to find a piece of armor that fits by trying on various helmets stored in chests.
  2. D10=2:The party stumbles into a nest of giant spiders whose webs fill the entire room. The dense webbing and near-invisible silk strands restrict movement, and any attempts to cut through them awaken the spiders, which drop from the ceiling to attack. The fast-acting venom paralyzes its victims unless they succeed against a potent saving throw, leaving them vulnerable.
  3. D10=3:An enigmatic figure offers to grant power but at the cost of aiding in a morally dubious task. Trusting this figure could lead to untold power or catastrophic consequences.
  4. D10=4:An owlbear perched atop an old podium, attempts to read from a dusty tome, growling in frustration.
  5. D10=5:A colossal hourglass tips over in the hall with sands pouring quickly. They have 8 rounds to redistribute the sand using flutes on the wall to balance it.
  6. D10=6:A narrow passageway leads to a cavern blanketed by 1d8 slumbering earth elementals. They seem content and snore softly, their bodies gently vibrating the ground. Disturbing them may be unwise, but their presence adds a comforting sense of security.
  7. D10=7:A group of drunken revelers stumble into the players' path and demand that they join them in their celebration. If they don't join in, they will get angry and attack them.
  8. D10=8:The party comes across a group of 10 humans who are celebrating the death of their king. They are drinking and celebrating. They will attack the party if provoked.
  9. D10=9:A group of adventurers are ambushed by a group of goblins.
  10. D10=10:While exploring deeper, the adventurers stumble upon 2d6 spectral guardians who peacefully patrol the hallways. These spirits were once paladins and still protect the dungeon, offering a blessing of protection to those they deem worthy.

d100 = 100

  1. D10=1:A group of 2d6+2 dwarves are traveling through the cave. They are led by a female dwarf with a hand-ax and short sword. She is looking for the tomb of her grandfather.
  2. D10=2:A group of cultists is sacrificing a young woman to an evil god. The cultists are dressed in robes and gowns. They will attack anyone who disrupts their ceremony.
  3. D10=3:A group of 2d6 men are arguing about something. If the players approach, the men will attack. The men are actually thieves who are planning an ambush on another group of travelers who are passing through their territory.
  4. D10=4:An invisible stalker follows the players, making small noises to see how alert they are.
  5. D10=5:A group of adventurers hear the sound of metal on stone. They see a dwarf mining for ore in an open area. He attacks them, thinking they want his ore or want to rob him.
  6. D10=6:A collection of living paintings. Conversing could yield instructions on lost mechanisms or traps.
  7. D10=7:A group of 1d8+4 hobgoblins are sitting around a campfire, talking about their plans to raid nearby villages for more food and supplies.
  8. D10=8:A group of 3d4 orcs are arguing over who gets to be the leader's second-in-command. They are being really loud and obnoxious about it, hoping they will be noticed by their leader.
  9. D10=9:Wounded man with a map to a treasure hiding spot. The man is a good person at heart, but wants the party to kill the big, bad monster in the room next door. The monster is a big, bad ogre. The ogre is a bully. The ogre wants to eat the party's horses and dogs.
  10. D10=10:The party enters a room with 2d4 dancing skeletons, each wielding a lute. They greet the adventurers with bone-chilling puns and offer a musical duel. If the players can outplay them, they'll share their "skeletons in the closet" secret information.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the dungeon: D1, D4, D6, D8.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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