A complete D&D 5e random encounter table for dungeon scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a dungeon, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Dungeon encounter table
d100 = 1
D4=1: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.
D4=2:A giant scorpion holds a shiny gem in its pincers, apparently fascinated by the gem's light reflection.
D4=3:A group of 1d8 dwarves are carrying sacks of grain to a nearby village. They will offer the players any food or drink they have if they ask.
D4=4:They find a clockwork golem reciting poetry. It declares, "I'm a real tick-er for rhyme!" It challenges the players to a poem contest, with a clockwork trinket as a reward.
d100 = 2
D4=1: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.
D4=2:A powerful, invisible force repels anyone attempting to enter a specific chamber. Only figuring out the correct magical phrase allows access.
D4=3:A group of 2d6 dwarves are fighting with a group of 2d10 goblins. They are in a room that has a large hole in the floor which goes down several stories and into a large chasm.
D4=4: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.
d100 = 3
D4=1:Players encounter a gallery lined with portraits of infamous historical figures such as Vlad the Impaler. These figures step out of their frames and attempt to recreate their most notorious acts using spectral magic.
D4=2: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.
D4=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.
D4=4:The players stumble upon a room filled with books on various subjects. The books are written in a strange language that no one can read. If they bring the books to a local wizard, he will be able to read them and discover some important information about the world.
d100 = 4
D4=1:A group of 2d6 hobgoblins are sitting around a fire in this room. They are playing cards and are drunk. As you approach, they yell to each other: 'Go ahead! Try it again!'
D4=2: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.
D4=3:A group of 2d6 orcs are arguing over which is the better orc. One of them has a large scar on his face, but he's telling the others he's better because he has the scar.
D4=4:A room where the players’ shadows detach and attempt to mislead their true selves, offering puzzles and eerie riddles on successfully battling them.
d100 = 5
D4=1:A group of 2d4 orcs are recruiting new members. They are offering money and equipment to anyone who promises to join their tribe.
D4=2: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.
D4=3:A hydra's heads are tangled together, each head trying to slither in different directions, resulting in a comical scene.
D4=4:The air grows thin as players venture into a deep cavern. Constitution checks are required to avoid suffocation and maintain consciousness.
d100 = 6
D4=1:Players come across a portal leading to a Realm of Law or Chaos. Crossing the threshold requires a renunciation or acceptance of specific moral and ethical views, forever changing the traveler.
D4=2:Yawning pit in the floor.
D4=3:An underground conservatory where magical plants grow in self-contained terrariums. The air is filled with the gentle hum of magical energies.
D4=4: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.
d100 = 7
D4=1:A faint, ghostly sound of water running is heard. A successful Wisdom (Perception) check leads them to discover a secret well.
D4=2: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.
D4=3:The party encounters an old tree growing in the dungeon, tended by a dryad who speaks of ancient times and shows the adventurers hidden paths and secrets.
D4=4: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.
d100 = 8
D4=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.
D4=2:The adventurers find a group of human mercenaries. They are lost and asking for directions to the human city.
D4=3: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.
D4=4: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.
d100 = 9
D4=1:A large, empty hall is unnaturally dark. At its center, an ancient mirror reflects alternate, eerie versions of the players. The reflections can be questioned to give cryptic hints about forthcoming trials.
D4=2: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.
D4=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.
D4=4:A group of 2d6 orcs are arguing over which is the better orc. One of them has a large scar on his face, but he's telling the others he's better because he has the scar.
d100 = 10
D4=1:The dungeon has several narrow, unstable rope bridges that need to be crossed. Failing Acrobatics checks results in falling into a pit below, taking 3d6 fall damage.
D4=2:A yuan-ti hybrid meditates in front of an altar, swaying hypnotically back and forth.
D4=3:Sections of the dungeon are plagued by tremors, causing rocks to fall from the ceiling. Players must make Dexterity saves to avoid being crushed and taking 3d6 bludgeoning damage.
D4=4:Players come across a room that has been booby-trapped with a magical trap. If they try to open the door, they will be attacked by a group of 1d8+2 fire elementals that will appear out of nowhere and attack them. If they try to attack the elementals, they will disappear and attack them from behind.
d100 = 11
D4=1:Oddly stacked stone debris indicates recent tampering. A successful Intelligence (Investigation) check reveals deliberate placement to conceal something.
D4=2:Duplex sinisters enchanted into perdition where navigation suits their goals.
D4=3: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!'
D4=4:A group of 2d6+2 giant rats are scurrying around in the middle of the room. They attack if players get too close.
d100 = 12
D4=1:An enchanted tree offers a fruit that when consumed provides a protective aura for a limited time.
D4=3:A giant, enchanted chessboard with living chess pieces locked in eternal combat. Players must navigate the board without getting caught in the melee.
D4=4: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.
d100 = 13
D4=1: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.
D4=2:The party sees a group of 2d6+4 lizardfolk dancing around a fire. If the party approaches, they will attack. The lizardfolk wear leather armor and wield wooden spears. They are led by a lizardfolk warrior who wears leather armor and wields a shortsword and a wooden shield. They are looking for food and are willing to fight to get it.
D4=3:In an underground lake the party sees a group of merfolk, they are celebrating and have been drinking mer-wine. The mer-wine makes them friendly and they will offer the party mer-wine and try to get them drunk.
D4=4:Three giant rats attack the party. They are hungry and will eat the party's supplies if no food is available.
d100 = 14
D4=1:An enchanted candelabra begins flickering eerily. They have 6 rounds to align mirrors around the room to concentrate light into a hidden keyhole to get the key.
D4=2:The players find a genie in a bottle that complains, "I'm feeling a bit 'bottled up' today." It offers three somewhat specific and slightly inconvenient wishes, such as magical lint removers or enchanted frying pans.
D4=3:They find a sphinx who loves riddles in one chamber. The sphinx declares, "I'm feeling a bit cat-ty today. Answer my riddle or feel my furry!" It asks ridiculous, cat-themed riddles and offers a magical collar for the correct answers.
D4=4:A maze run by wererabbit sending detailed maze instructions.
d100 = 15
D4=1:A group of 2d4 giant spiders are in the passageway. They will attack any living thing that passes through their territory.
D4=2:A group of hobgoblins are arguing about whether or not they should save a group of humans from a dragon. One of the hobgoblins named Deldor is attempting to convince the others to save the humans from the dragon in exchange for half of the humans' gold.
D4=3:A group of 2d6 humans are running away from a group of 2d6 orcs.
D4=4:A small camp is set up in the cave. It is occupied by 2d6 mercenaries. They are led by a barbarian named John. He is well known for his hatred of Orcs and will attack them on sight.
d100 = 16
D4=1:A group of sprites are dancing around a magical fountain, seemingly unaware of any intruders.
D4=2: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.
D4=3: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.
D4=4:A group of guards are standing by, they are here to make sure no one tries to escape the city limits. They will stop anyone who tries to leave the city without permission from the city watch.
d100 = 17
D4=1: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.
D4=2:The party encounters a mystical pond where drinking the water enhances their senses and perception.
D4=3:The party finds a large pole carved with runes standing in the snow. If they investigate, they will be instantly teleported to another plane of existence. The party is left to fight 20 orc mages and their war-elephant mounts.
D4=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.
d100 = 18
D4=1:A cryptic message appears on the dungeon walls, only visible through detect magic spells. Deciphering its true meaning requires casting dark or forbidden spells.
D4=2:The walls have irregularities in one section. A successful Intelligence (Investigation) check uncovers a hidden mechanism.
D4=3:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
D4=4: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.
d100 = 19
D4=1:An eccentric alchemist offers grand rewards if the players procure a rare ingredient guarded by an innocent creature, requiring a heart-wrenching decision concerning the balance of nature.
D4=2: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.
D4=3: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.
D4=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.
d100 = 20
D4=1:Dragon's hoard - Players come across an empty room with dragon's blood on the ground.
D4=2:A noisy group of goblins is found drunk and disorderly. Reason over conflict could secure tools or potion recipes.
D4=3: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.
D4=4:A group of 1d4+1 goblins are trying to gain entry by lying about being the kings messengers and demanding entry to see the king.
d100 = 21
D4=1: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.
D4=2:The air grows thick with acrid smoke from enchanted candles depicting the Visigoth sacking of Rome. Spectral barbarian hordes repeatedly rampage, turning their fury on the players.
D4=3:A corridor is filled with cobwebs. A successful Wisdom (Nature) or (Survival) check identifies a safe way through them to avoid disturbing any inhabitants.
D4=4: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.
d100 = 22
D4=1:In a narrow hallway, they find a sign that reads, "Danger: Lair of the Quip Dragon." As they proceed, a tiny dragon appears, breathing puns instead of fire. It demands laughter in exchange for safe passage.
D4=2:A lone lich tends to a garden of poisonous herbs inside a greenhouse-like chamber, ignoring the players unless disturbed.
D4=3:An amulet dangles from a dusty sconce. A successful Intelligence (Arcana) check identifies half-lost enchantments.
D4=4:The party comes across a group of men who are looking for a lost member of their party. They will ask the party to help them find their friend. The men are actually cultists looking to capture and sacrifice a member of the party to their dark god.
d100 = 23
D4=1:The party hears the sound of water rushing ahead. A large river flows through a cavern ahead, and the party must raft across the river. The raft is a magic item. The raft's name is 'Mr. Floaty' and it is yellow.
D4=2:A group of 1d4+1 goblins are trying to gain entry to the room by bribing the guards with a fistful of gold.
D4=3:A party of adventurers are fighting a group of 3d4 orcs. If players approach, they will ask for help fighting the orcs.
D4=4:An enchanted glen within the dungeon where soft, cascading waterfalls create a serene atmosphere. Good for rejuvenation and relaxation.
d100 = 24
D4=1:A large hole in the ground has been filled with an enormous amount of coins by someone rich. The hole is 8-feet deep and 8-feet wide.
D4=2:Within a side passage, the adventurers come across 1d4 crystal tortoises bathing in sunlight streaming from a crack in the ceiling. Their serene demeanor provides the party with a sense of peace and protection.
D4=3:A disused ring reveals an arena styled after ancient Aztec warrior rituals, and the player who steps inside must battle a terrifying undead Jaguar Warrior resurrected by blood magic.
D4=4:The players come across a large room. In the center of the room is a small stone pedestal. On top of the pedestal is a small statue of a dwarf. The statue is magical and will attack the players if they try to take it. It has an annoying laugh.
d100 = 25
D4=1: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.
D4=2: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.
D4=3:A hidden sanctuary where the walls are covered with soft moss and lichen. The gentle dripping of water offers a calming white noise.
D4=4: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.
d100 = 26
D4=1:A large, empty hall is unnaturally dark. At its center, an ancient mirror reflects alternate, eerie versions of the players. The reflections can be questioned to give cryptic hints about forthcoming trials.
D4=2:In a tranquil corridor, the adventurers encounter 1d10 whispering shades that speak of long-forgotten tales. These shades are non-hostile and share knowledge and stories, offering insight into the history of the dungeon and its inhabitants.
D4=3: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.
D4=4:The adventurers find a magical mural that depicts their greatest fears vanishing into nothingness, providing a bonus against fear effects.
d100 = 27
D4=1:Trails of caustic slime are left behind by gelatinous cuboids which inflict 1d6 acid damage per round to those who come into contact.
D4=2:In a dusty corner of the dungeon, the adventurers find an ancient, enchanted mirror that speaks in riddles. Solving its riddles reveals the location of hidden treasure rooms within the dungeon.
D4=3:Unusual moss grows along one wall. A successful Intelligence (Nature) check identifies it as harmless but possibly useful in alchemy.
D4=4:The players come across a large room. In the center of the room is a small stone pedestal. On top of the pedestal is a small statue of a dwarf. The statue is magical and will attack the players if they try to take it. It has an annoying laugh.
d100 = 28
D4=1:In a hidden alcove, the party discovers a mystical harp that plays on its own. The music calms their nerves and provides temporary boosts to wisdom and intelligence.
D4=2:Players find themselves navigating a hall whose walls depict the Punic Wars. A trap releases mechanical lions styled after ancient Carthaginian war machines.
D4=3:The party stumbles upon 3d6 floating wisps of light, known as Luminaires. These peaceful motes illuminate dark corridors and will follow the group, providing gentle illumination and soothing their spirits.
D4=4:In an open chamber, 1d4 bramble treants stand guard, their branches adorned with delicate flowers. They observe the party with interest, willing to offer botanical advice and safe passage if treated with kindness.
d100 = 29
D4=1: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.
D4=2:Players come across a room with a stone sarcophagus in it, covered in dust. The room is a tomb.
D4=3:A quiet, candle-lit shrine dedicated to a long-forgotten deity of wisdom and serenity. The air is filled with an aura of gentle reverence.
D4=4: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 = 30
D4=1:The adventurers find a group of humans. They are lost and asking for directions to the human city.
D4=2:An ancient bronze dragon sits pondering a puzzle box, fuming with frustration each time it fails to solve it.
D4=3:A group of elves are trying to get past the players. They are dressed and armed like the players.
D4=4:D4+4 wolves attack party on sight.
d100 = 31
D4=1:The players see a group of people playing a dice game. The people are dressed in fine clothes. They are well-fed and happy.
D4=2:Players find an elaborate mosaic of Alexander the Great’s campaigns. Magic glyphs come alive, summoning phantasmal Macedonian soldiers to enforce Alexander’s undying rule.
D4=3:The entrance to the cave is blocked by an iron portcullis with bolted hinges. Three giant scorpions are standing in front of it. They will attack the players if they try to cross the portcullis.
D4=4: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.
d100 = 32
D4=1: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.
D4=2:An enchanted map room where cartographic tools move on their own, updating maps in real time. The atmosphere is one of scholarly calm.
D4=3:A group of 2d6 kobolds 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.
D4=4:The first room is a large hall with a large, raised platform in the center. A large crowd of men is gathered around the platform. They are arguing about something. A man in the middle of the platform is holding up a letter and a sack of coins. He is saying that the letter proves that he was not cheated by the man holding the sack of coins. Players can decide to get involved or not. If they get involved, they will find that it is a simple dispute over a bet made in a tavern. The man with the letter is telling the other man that he will give him the letter if he gives him back the sack of coins. The other man says that he will not give him the sacks of coins until he sees the letter. After some time, the players can suggest that they see if they have any extra coins to help settle things.
d100 = 33
D4=1:Icy cavern. A group of 2d6 mercenaries are taking a well-deserved rest after a battle. They are on their way to the surface.
D4=2:A group of 3d6 giant rats are carrying sacks of loot through the dungeon. The rats are not aware of the party at all.
D4=3:A group of 2d4+4 orcs are digging for gold under the orders of their orc chieftain who is hiding in a nearby cave.
D4=4:A discolored patch of floor signals possible danger. A successful Wisdom (Perception) check reveals it to be weak flooring, easily bypassed if approached carefully.
d100 = 34
D4=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.
D4=2: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.
D4=3:A pack of 1d10 giant wolves attack the party's horses.
D4=4:A group of 2d4 orcs are eating the bodies of their fallen comrades. They are not hostile.
d100 = 35
D4=1: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.
D4=2: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.
D4=3:Players hear the faint hum of distant machinery. A successful Intelligence (Investigation) check deciphers its origins and possible exits.
D4=4: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.
d100 = 36
D4=1:The players hear a group of 2d6 men in this room, gambling and drinking wine. They are playing a game where they bet on how many times a man named 'Jack' will get drunk and pass out. Players can learn about 'Jack' by talking to the men gambling. If players talk to 'Jack', he will tell them that he is a dwarf and that he doesn't get drunk - he just has a dwarven constitution! He will then take a swig of ale then burp for 1d4 minutes straight, much to the delight of everyone else around.
D4=2:The party sees an elderly couple arguing about the husband's drinking problem. They hear: 'I can't take this anymore! I'm leaving you!'
D4=3:A rusty, iron-barred door is stuck. A successful Strength (Athletics) check forces it open.
D4=4:The party finds a room where a wizard is trying to turn humans into orcs - the room is full of half-orc bodies.
d100 = 37
D4=1:Minor electrical tingling felt near specific rocks. A successful Intelligence (Arcana) check identifies latent elemental energy.
D4=2:The air quivers with faint vibrations. A successful Intelligence (Investigation) check pinpoints seismic disturbances.
D4=3: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.
D4=4: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 = 38
D4=1: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.
D4=2:A group of 2d6 goblins are hiding from a group of 2d6+2 hobgoblins who are hunting them down and killing them one by one. They will attack any living thing on sight and beg for their lives when they realize they're being rescued from their captors
D4=3:The players hear a group of 2d6 goblins singing a song about how they will attack the players. The goblins are actually singing a love song.
D4=4: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.
d100 = 39
D4=1:In a colder area of the dungeon, arcane symbols create shifting pathways through ice walls that change position every few minutes.
D4=2:A group of halflings are arguing about whether or not they should kill a merchant. A halfling named Raxo is attempting to convince the others to let him kill the merchant in exchange for half of the merchant's gold.
D4=3: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.
D4=4:A group of 3d4 goblins are playing dice games with each other. Players can join in and bet on the roll of the dice.
d100 = 40
D4=1:A group of humans are looking for treasure. If the players approach, they will attack them.
D4=2:A dreamlike space where the boundaries between reality and illusion blur, inviting players to rest and reflect. Wisps of smoke form gentle spirals in the air.
D4=3:A room contains 2d4 sentient swords engaged in a heated argument. One sword declares, "En garde, your point is moot!" They ask the players to mediate and resolve their dispute for a "cutting-edge" reward.
D4=4: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.
d100 = 41
D4=1:A group of 10d6 undead are in the hallway ahead. If players attack, they will fight until all are dead.
D4=2:As you walk through the passageway, you hear the sound of someone sobbing. If players investigate, they will find a young boy with red eyes sitting in a corner, crying. If players try to comfort him, he will stop crying and ask if they will help him escape from the caves and take him home to his mother. He will say his name is Billy and that he was kidnapped by goblins while playing in his front yard after dark several months ago. He has been held prisoner since then. Players should feel free to help him escape or not as they see fit.
D4=3:The dungeon corridor opens up to a serene underground pond where 2d6 elegant swan maidens float peacefully. These maidens are kind, and their songs can heal minor wounds and lift the adventurers' spirits.
D4=4:A roc eagle harasses a harried, but remarkably calm, tree ant, pecking at its bark gently.
d100 = 42
D4=1:Cascading echoes reveal unusual acoustics ahead. A successful Intelligence (Investigation) check locates a hidden fluid tank.
D4=2:An untended brazier in an empty alcove. A successful Intelligence (Arcana) check determines its magical properties could be reactivated.
D4=3:The players see a giant spider. The spider is dead. There is a note pinned to the spider's body. The note says 'I have bigger spiders than this.'
D4=4:The players descend into a narrow corridor where the flickering torchlight reveals murals depicting the construction of the dungeon, led by a demonic overseer who looks alarmingly like the infamous Carthaginian general Hannibal. A section of the mural animates and the ghostly workers march toward the players.
d100 = 43
D4=1:You come across a group of 1d4+4 halflings and 2 humans led by a halfling named Bobblefoot. The halflings and humans are on their way to a nearby village, hoping to make a little money off of the villagers by gambling or selling them goods that they don't need at overinflated prices.
D4=2:A group of 2d6 orcs are arguing over which is the better orc. One of them has a large scar on his face, but he's telling the others he's better because he has the scar.
D4=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
D4=4:A werewolf bound in chains whimpers quietly, seeking assistance against an internal struggle.
d100 = 44
D4=1:The adventurers find themselves in a room decorated with portraits that seem to capture souls. Do the players break the portraits, possibly releasing or condemning these souls?
D4=2:Players will find a group of 2d4 orcs who are praying to a statue of their god. The statue is an uncorrupted version of their god and will help the players if they challenge the orcs' faith in their god.
D4=3:An old nest of tangled roots blocks a side passage. A successful Strength (Athletics) check can clear the path without collapsing the ceiling.
D4=4:A sea hag lounges in a flooded chamber, absentmindedly combing seaweed through her hair.
d100 = 45
D4=1:A cyclops cautiously tries to plant an oversized seed in a tiny pot, struggling with the concept of scale.
D4=2:The players find a cave that has been decorated with primitive paintings on the walls. The paintings show scenes of death and destruction. The paintings on the wall show scenes of death and destruction that were caused by the players' party. A sign has been painted on the wall that says, 'These players are bad men!'
D4=3: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.
D4=4: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.
d100 = 46
D4=1: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.
D4=2:An amulet dangles from a dusty sconce. A successful Intelligence (Arcana) check identifies half-lost enchantments.
D4=3: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.
D4=4: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.
d100 = 47
D4=1:A group of 2d6 humans are transporting barrels of wine through an underground passage. The players stumble upon the group of humans. The humans are level 3. They attack the players.
D4=2: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'.
D4=3:An ancient apothecary’s storage room contains vials of forgotten potions. Each vial's label is written in an archaic script that reveals their effects and ancient alchemical secrets.
D4=4:The party comes across a group of 2d6+2 gnomes who are being attacked by 2d6+2 kobolds. The gnomes are trying to set up a catapult. The gnomes are friendly and will help in any way they can.
d100 = 48
D4=1:An ancient observatory with a magical telescope that reveals hidden paths, truthful prophecies, or incoming dangers when peered through.
D4=2:A group of 2d4+2 dwarves are digging through rock looking for gold. They will offer to sell the players any treasure they find for half price.
D4=3:A skeleton wearing a tattered robe and carrying a staff approaches the PCs and begins to cast a spell. If players don't attack him, he will cast a spell that will cause 1d6+1 skeletons to rise out of the ground around the players.
D4=4:An arena where ghostly figures are locked in eternal combat. An ancient champion challenges the players to prove their worth as warriors.
d100 = 49
D4=1: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.
D4=2:A magical portal allows entering a heavenly sanctuary filled with unparalleled riches. However, the cost is leaving behind a part of one's essence, rendering the soul forever incomplete.
D4=3:A group of 1d4+4 goblins are digging in a random room. They are looking for treasure.
D4=4:A group of humans are praying to a statue of a god. If the players approach, they will attack.
d100 = 50
D4=1:A group of 2d6 elves are pushing a cart down the hall. The cart is filled with sacks of grain and is being pushed by two more elves. If approached, they will run away and hide in the nearby woods until the players leave.
D4=2:A fire giant forges an incomplete weapon on an ancient anvil embedded in magma.
D4=3:Illithid lair - A group of 2d6 illithids are terrorizing an innocent villager in their lair.
D4=4: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.
d100 = 51
D4=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.
D4=2:The tunnel opens into a vast cavern where a Wall of Shadow represents Hadrian's Wall, dividing the chamber. Passing through the shadowy barrier forces players into spectral confrontations with ancient Pictish warriors.
D4=3:A group of 2d4+2 ogres are trying to destroy a temple belonging to a religion that worships humans and elves.
D4=4:A group of gnomes are arguing with a merchant. The merchant is trying to sell them an item at an extremely high price. The gnomes want to buy it for a low price.
d100 = 52
D4=1:A laboratory of a mad mage where everything – from furniture to tools – is animated. Each items’ personality is more mischievous than malevolent, complicating the search for valuable clues.
D4=2:The party finds themselves in a lush underground garden tended by 3d6 tiny sprites. These sprites are friendly and offer fresh fruits and herbs to the adventurers, replenishing their health and morale.
D4=3:A dreamlike space where the boundaries between reality and illusion blur, inviting players to rest and reflect. Wisps of smoke form gentle spirals in the air.
D4=4:The adventurers find themselves in a chamber filled with 1d6 placidly grazing earth elementals. These creatures are composed of rich soil and glowing minerals, imparting a sense of stability and grounding to those nearby.
d100 = 53
D4=1:The players hear a loud rumbling noise coming from a nearby passage. Inside, they will find a group of 3d4+3 gnolls arguing about what to do about the rumbling noise coming from the passage.
D4=3:A ghostly minstrel plays a mournful song on an ancient harp. The melody seems to have power over the dungeon, and players realize stopping the minstrel or learning the song significantly changes the dungeon's layout.
D4=4:An oni meditates beside a small enchanted pond, seeking clarity between its transformations.
d100 = 54
D4=1:Sixty-five goblins are playing a game of dice, betting their gold on the outcome. A group of adventurers can join in the game and enjoy their hospitality, but they must wager at least 10 gold pieces.
D4=2: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.
D4=3:The players hear a rumbling sound in the distance. The sound gets louder as it approaches. The sounds turns out to be a herd of sheep running down a side tunnel.
D4=4:The party comes across a group of 2d6+2 gnomes who are being attacked by 2d6+2 kobolds. The gnomes are trying to set up a catapult. The gnomes are friendly and will help in any way they can.
d100 = 55
D4=1: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.
D4=2: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.
D4=3: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.
D4=4:Icy cavern. A group of 2d6 mercenaries are taking a well-deserved rest after a battle. They are on their way to the surface.
d100 = 56
D4=1:Water stains spell out faint shapes on the wall. A successful Intelligence (Investigation) check deciphers a secret map.
D4=2:The party hears a group of men arguing. The men are a group of bandits arguing about what they should do. They are debating whether they should continue to attack the party or flee.
D4=3:A room filled with ancient, glowing runes that emit a soft, comforting light. The walls resonate with a gentle hum.
D4=4:An illusory floor covers a lake of fire. Players see a safe path if they interpret an ancient prophecy correctly.
d100 = 57
D4=1:An elemental of air glides through the dungeon, offering a gentle breeze and advice on the safest paths.
D4=2:A luminescent grotto where tiny, glowing creatures dart through the air like fireflies, casting beautiful reflections on the watery walls.
D4=3:An underground herb garden where plants with soothing fragrances like lavender, mint, and chamomile grow. The air is thick with the calming scents.
D4=4:A peaceful crypt where spirits of past heroes rest. They emit a warm glow, watching over those who enter with benevolent interest.
d100 = 58
D4=1:A group of 3d10 orcs are searching for food. If they see the players, they will attack.
D4=2:A cave troll tries to groom a family of giant ants, collecting their shiny carapaces.
D4=3:The adventurers uncover a forge containing traces of mythic metals. Using the forge correctly reveals ancient smithing techniques and powerful weapon enchantments.
D4=4:A group of young kobolds are hiding in a small cave. If they are discovered, they will attack.
d100 = 59
D4=1:A group of 2d6 ogres are attacking a group of 2d6 orcs. The orcs are level 4. They are defending their territory. The ogres are level 5. They attack the players.
D4=2:A room is filled with shimmering motes of light produced by a swarm of pixies writing poems into the air.
D4=3:The players come across a small cave filled with 1d4+4 kobolds who are trying to dig their way out of the cave, but are too weak from hunger to do so.
D4=4:The party encounters ancient murals, which upon closer inspection tell the story of a peaceful kingdom that once ruled the land. The knowledge gained provides valuable context for their current quest.
d100 = 60
D4=1:The adventurers find a beautiful, tranquil garden with ancient, stone statues. Meditating here provides mental clarity and peace.
D4=2:The players stumble upon a room filled with sleeping women. If they disturb them, they will wake up in a very bad mood and attack the players. The women are mid-level mages.
D4=3:An ancient treant grows within the stone floor, wishing to exchange knowledge for assistance in curing its ailing roots.
D4=4:A music hall where phantom musicians play hauntingly beautiful melodies. The air is filled with the sound of violins and harps, inviting peaceful contemplation.
d100 = 61
D4=1:An ancient tomb has been discovered in this room. It contains a large stone sarcophagus with a pit in the middle of it. It is filled with 2d6 skeletons that are trying to climb out of the pit and escape from the tomb.
D4=2:A wizard’s apprentice tests budding spells on rats. Advising the apprentice reduces risk but might also garner spell scrolls.
D4=3:A nondescript jar contains a foul liquid. A successful Intelligence (Nature) check determines its properties, finding it to be distasteful but harmless.
D4=4:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.
d100 = 62
D4=1:The entrance to the next room is blocked by a heavy curtain. A successful Wisdom (Perception) check allows a player to notice a hidden dagger within the curtain's folds.
D4=2:Before reaching the dungeon’s heart, the party enters a monk's scriptorium echoing the Gothic Revival era. Disturbing a holy book triggers the rise of a biblioclastic undead monk hell-bent on preserving his manuscript.
D4=3:An enchanted glen within the dungeon where soft, cascading waterfalls create a serene atmosphere. Good for rejuvenation and relaxation.
D4=4:The adventurers stumble upon 1d4 slumbering stone giants, who snore softly and create gentle vibrations. The giants are in deep meditation and recognize those who respect nature, offering guidance if awakened without aggression.
d100 = 63
D4=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
D4=2:A mesmerized cult requires awakening from an enchantments reading before their ritual. Cooperation is essential.
D4=3:A wizard named Werner is trapped in the dungeon by a group of thugs who want his spell book and treasure. The thugs captured him, tied him up, and put him in an empty room. He is still alive but will die within 5 minutes if not rescued by the players.
D4=4: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.
d100 = 64
D4=1:Arcane symbols cover the walls, shifting and changing in response to player actions. Solving these riddles provide protective wards against upcoming traps.
D4=2:A group of 1d4+1 dwarves are arguing about whether or not they should attack the party. They're not sure if the party is an enemy or not.
D4=3:Players come across a room with a stone sarcophagus in it, covered in dust. The room is a tomb.
D4=4:A group of 1d4+1 humans are hunting for food. They see the party and attack.
d100 = 65
D4=1:A flock of enchanted bats offers a melodic concert, transmitting messages within their tunes.
D4=2:Martial recollecting near-legendary duel cycles rehearsing a choreography.
D4=3: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.
D4=4:The party finds themselves in a lush underground garden tended by 3d6 tiny sprites. These sprites are friendly and offer fresh fruits and herbs to the adventurers, replenishing their health and morale.
d100 = 66
D4=1:A blacksmith's forge manned by an animated suit of armor that requests high-quality materials in exchange for crafting legendary weapons.
D4=2: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.
D4=3:A hidden chamber reveals an enchanted globe that projects a map of the old world, pinpointing hidden locations and secrets long forgotten by history.
D4=4:A pair of wyverns tend to a shared nest of eggs, displaying surprisingly domestic tranquility and teamwork.
d100 = 67
D4=1: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.
D4=2:The players see a group of 1d10+2 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 1 copper piece.
D4=3: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.
D4=4:Players find a room with treasure chests in it. Each chest is trapped. The chests are filled with scorpions instead of treasure.
d100 = 68
D4=1: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.
D4=2:A meditative zen garden with intricately raked sand and beautifully arranged rocks. A tranquil space for contemplation.
D4=3:A band of kobolds worship a fake dragon idol they built from dungeon debris, bowing and chanting fervently.
D4=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.
d100 = 69
D4=1:Players find a room with two Goblin zombies in it. The zombies are holding golden swords and shields. The swords and shields are made of gold, but they're cursed.
D4=2: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.
D4=3:A group of gnomes are arguing with a merchant. The merchant is trying to sell them an item at an extremely high price. The gnomes want to buy it for a low price.
D4=4:A room with a central pedestal displays an ancient relic under a cold magical light. When disturbed, a spiral staircase starts to slowly descend into the floor. They have 12 rounds to access the relic before it vanishes into a secret chamber.
d100 = 70
D4=1: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.
D4=2:An enchanted corridor mirrors the best qualities of each adventurer, bolstering their confidence and granting temporary buffs.
D4=3: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.
D4=4:A group of 2d6 ogres are attacking a group of 2d6 orcs. The orcs are level 4. They are defending their territory. The ogres are level 5. They attack the players.
D4=2:A group of merfolk swim in an enchanted underground lake, singing hauntingly beautiful songs in unison.
D4=3: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.
D4=4:The players come across a room with an empty cage in it. The cage has sharp wire sticking out on the top of it and there are blood stains on the bottom of it.
d100 = 72
D4=1:A group of 2d6+2 hobgoblins are playing cards against each other. If players get involved, they will attack them.
D4=2: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.
D4=3:The party finds an enchanted mirror that shows them their happiest memories, providing a sense of calm and hope for the future.
D4=4:A group of 2d6 goblins are fighting over a dead horse, which they found floating in a nearby river. The goblins have been fighting over the horse for several days now, and they are getting tired.
d100 = 73
D4=1:A large, abandoned dining hall where the faded portraits of past diners watch the players meticulously. Messing with the decor causes illusory undead to appear.
D4=2: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.
D4=3:The players find a room with a simple wooden door in it. Inside this room, they see a woman sitting in a chair. She is staring at the door. She does not respond to any questions. She does not move at all.
D4=4:The players hear a loud rumbling noise coming from a nearby passage. Inside, they will find a group of 3d4+3 gnolls arguing about what to do about the rumbling noise coming from the passage.
d100 = 74
D4=1:A shrine dedicated to an unknown deity offers a boon to those who perform a ritual. The ritual, however, requires the sacrifice of a personally valuable item, questioning the adventurers' convictions and priorities.
D4=2: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.
D4=3: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.
D4=4:A werewolf bound in chains whimpers quietly, seeking assistance against an internal struggle.
d100 = 75
D4=1: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.
D4=2:The party encounters 2d6 mushrooms that glow with a faint bioluminescence. Upon closer inspection, they realize the mushrooms hum a soft tune when touched. These fungi are known as Harmonious Shrooms, and if harvested carefully, can be used to brew a calming tea.
D4=3: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.
D4=4: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.
d100 = 76
D4=1:A wall sconce is actually a cleverly disguised switch. A successful Dexterity (Sleight of Hand) check activates it without triggering any traps.
D4=2:A hidden garden blooms with an array of vibrant and rare flowers. An enchanted gatekeeper offers the party rare herbs with healing properties in exchange for tales of their adventures.
D4=3:A group of 1d4+1 men with swords and shields are sitting around a table in this room, laughing and drinking wine. They are not aware of the party at all.
D4=4:The players hear a clanking noise. They see a man made of bronze, trying to pick up a sword. His name is Avar, and he is trying to get the sword to work. He is an Avar, and is trying to use the sword to free the rest of his people from outside the dungeon.
d100 = 77
D4=1:The adventurers find a hidden chamber where 3d8 tiny leaf sprites are tending to an overgrown garden. The sprites are friendly and offer fresh herbs and flowers that the party can use for various purposes, including healing.
D4=2: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.
D4=3:A corridor is filled with cobwebs. A successful Wisdom (Nature) or (Survival) check identifies a safe way through them to avoid disturbing any inhabitants.
D4=1:The party discovers a room with 2d6 gently swaying bioluminescent plants. The plants react to the presence of the adventurers by glowing warmly and filling the air with a calming fragrance.
D4=2: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.
D4=3:The players come across a group of 3d6 dwarves digging in the walls. If players approach, they will attack.
D4=4: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.
d100 = 79
D4=1:The dungeon corridor opens into a chamber with 2d6 floating lanterns that emit a warm, inviting glow. These magical lanterns seem to respond to the group's movements, guiding them toward a safer path.
D4=2: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.
D4=3: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.
D4=4:Sections of the dungeon have enchanted floors that cause players to float or sink every other round. Players must use constant checks to navigate this dizzying effect.
d100 = 80
D4=1:They come across an ancient mural. A successful Intelligence (History) check determines it's a warning about the dangers deeper in the dungeon.
D4=2:A chamber with intricately carved walls depicting the life of a powerful wizard. Hidden among the carvings are puzzle pieces that, when assembled correctly, reveal the location of the wizard's secret lab.
D4=3:The adventurers meet an animated statue known as "Rock Solid" who claims, "I'm hard-core about riddles!" It provides a near-impossible riddle, offering a diamond if they solve it.
D4=4:A corridor starts to narrow slowly when a gem is removed from a pedestal. Players need 8 minutes to solve a color-coded puzzle to swap the gem with a decoy, or risk being crushed.
d100 = 81
D4=1: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!'
D4=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.
D4=3:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.
D4=4:A tranquil underground forest where ever-present light sources mimic a peaceful day, soothing the adventurers' worries.
d100 = 82
D4=1:A group of 3d6 bandits are trying to get themselves an army. They are trying to recruit the players' party by telling them they will be paid well if they join them and help them capture a nearby city.
D4=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.
D4=3:A mysterious peddler offers seemingly mundane items but at astronomical prices. He may be aware of hidden treasures or traps.
D4=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.
d100 = 83
D4=1:A room where all sounds are reversed – speech, spell incantations, even footsteps; it makes verbal skills and communication a challenging puzzle.
D4=2: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.
D4=3:The path leads to catacombs resembling French ossuaries, filled with bones meticulously arranged by historical figure Robespierre. Disturbing the arrangement releases a skeletal revolt.
D4=4:An ettin reads poetry to itself, using exaggeratedly distinct voices for each head.
d100 = 84
D4=1:Players see a group of people playing cards. The people are dressed in rags. They are hungry and desperate.
D4=2:The players stumble upon a sphinx lazily sunning itself under a fake sun trap, curiously question those who venture close.
D4=3: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.
D4=4:A group of 1d20+10 hobgoblins are patrolling the area on horseback with their war dogs.
d100 = 85
D4=1:The party finds a cult conducting a ritual. They're sacrificing a young woman to their god. They say: 'I'm sorry, I didn't want to die like this.'
D4=2:The players find a locked door with a simple mechanical lock. It requires a successful Dexterity (Thieves' Tools) check to open.
D4=3: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.
D4=4:Contact with an oddly textured stone causes an itchy sensation. A successful Wisdom (Nature) check identifies it as harmless but irritating moss.
d100 = 86
D4=1:An ancient planetarium within the dungeon marks Galileo’s celestial discoveries. Misaligned astrological instruments animate, causing effects related to the stars themselves such as sudden gravity shifts.
D4=2: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.
D4=3:A group of 1d4+4 goblins are hunting in the area. They will attack on sight.
D4=4:A dungeon within a dungeon: miniaturized, wherein players find themselves smaller than the average rat, navigating large traps and tiny treasures.
d100 = 87
D4=1:Strange metallic objects faintly glint half-buried in stone. A successful Strength (Athletics) check can unearth potentially useful items.
D4=2:The players come upon a camp where a band of 2d4+2 dwarf miners are digging for gold and gems. They will attack the players if they try to interfere with their work.
D4=3: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.
D4=4:A group of adventurers will find a room with a pool of water in the center. In the pool is an ooze that will attack them if they try to cross it.
d100 = 88
D4=1:A group of 2d6+2 hobgoblins are playing cards against each other. If players get involved, they will attack them.
D4=2:Sudden cave-in blocks off tunnel.
D4=3:A group of 2d4 orcs are eating the bodies of their fallen comrades. They are not hostile.
D4=4: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 = 89
D4=1:A corridor lined with bioluminescent fungi leads to a small, serene grotto. The air is filled with the scent of fresh earth and blooming flowers.
D4=2: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.'
D4=3:An old nest of tangled roots blocks a side passage. A successful Strength (Athletics) check can clear the path without collapsing the ceiling.
D4=4:An ogre is hunting in this area. If players come this way, it will attack.
d100 = 90
D4=1:The walls are made of human bones. A human Mage is trapped in a cage. He will ask for help and offer magic items to the players if they will free him.
D4=2:Polished archeological descriptors rooted diverging into cryptic dialects.
D4=3: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.
D4=4: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.
d100 = 91
D4=1:The adventurers find themselves in a room decorated with portraits that seem to capture souls. Do the players break the portraits, possibly releasing or condemning these souls?
D4=2: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.
D4=3:Two minotaurs are arm-wrestling in a spacious area, seeming to ignore everything else around them.
D4=4: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.
d100 = 92
D4=1:A group of 3d6 giant rats are carrying sacks of loot through the dungeon. The rats are not aware of the party at all.
D4=2:Players come upon ghostly apparitions reenacting a tragic event. Intervening might change something fundamental about the dungeon or the spirits trapped within.
D4=3:A group of 1d4 humans are sitting around a campfire. They have been in the tunnels hunting for food for the last three days. They are close to starving and will attack if pressed.
D4=4:A group of humanoids is arguing over the value of a gem. One of the humanoids will try to sell it to the players.
d100 = 93
D4=1:The path leads to catacombs resembling French ossuaries, filled with bones meticulously arranged by historical figure Robespierre. Disturbing the arrangement releases a skeletal revolt.
D4=2:A group of halflings are arguing about whether or not they should kill a merchant. A halfling named Raxo is attempting to convince the others to let him kill the merchant in exchange for half of the merchant's gold.
D4=3:The players find a group of gnomes who are arguing about whether to bury or burn the body of their dead companion.
D4=4: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.
d100 = 94
D4=1: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.
D4=2: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.
D4=3: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.
D4=4:A group of 2d4 kobolds are praying to their god for help. Their god has not answered their prayers so far but they keep praying every day.
d100 = 95
D4=1:A group of 3d6 hobgoblins are marching through the dungeon. They are on their way to destroy a nearby village.
D4=2:A corridor starts to narrow slowly when a gem is removed from a pedestal. Players need 8 minutes to solve a color-coded puzzle to swap the gem with a decoy, or risk being crushed.
D4=3:Random animal droppings litter the floor. A successful Wisdom (Nature) check identifies the creature that left them as a non-threatening herbivore.
D4=4:An old sconce isn’t holding a torch but a loose brick. A successful Intelligence (Investigation) check unlocks a hidden door when the brick is manipulated.
d100 = 96
D4=1: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.
D4=2: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.
D4=3: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!'
D4=4:An old sconce isn’t holding a torch but a loose brick. A successful Intelligence (Investigation) check unlocks a hidden door when the brick is manipulated.
d100 = 97
D4=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.
D4=2:Illithid lair - A group of 2d6 illithids are terrorizing an innocent villager in their lair.
D4=3: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.
D4=4:A group of 1d6+2 goblins are looking for an exit from the dungeon. If they see the players, they will attack.
d100 = 98
D4=1:Hungry Hollows - A group of 10-14 human bandits are hiding in a small cave. They are preparing to ambush the players. A small stream of water runs through the cave. A large black wolf named Shadow is chained to a post near the entrance. Shadow will attack if players try to free him.
D4=2:The PCs hear a group of elves laughing. When they look, they see a group of elves playing a game of dice. The elves are excited to see the players and invite them to play with them. The elves' names are Ron and Sam, and they're brothers.
D4=3: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.
D4=4:Fire-spewing jets randomly ignite, requiring Dexterity throws to avoid taking 3d6 fire damage on failed saves.
d100 = 99
D4=1:Strange cocoons hang from the ceiling, emitting faint whispers of future events. Unwrapping them either helps with foresight or unleashes hostile creatures.
D4=2: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.
D4=3:The players see a giant spider. The spider is dead. There is a note pinned to the spider's body. The note says 'I have bigger spiders than this.'
D4=4:A group of sprites are dancing around a magical fountain, seemingly unaware of any intruders.
d100 = 100
D4=1:The party comes across an abandoned campsite which contains a treasure chest and a dead orc warrior who has been savagely mutilated and left to rot on the ground. The chest contains 5d6 gp and 1d4 pieces of jewelry (worth up to 1d6 gp each).
D4=2:The dungeon opens up to a serene underground garden tended by a reclusive druid. The druid is protective but open to friendly conversation.
D4=3:As you walk through the passageway, you hear the sound of someone sobbing. If players investigate, they will find a young boy with red eyes sitting in a corner, crying. If players try to comfort him, he will stop crying and ask if they will help him escape from the caves and take him home to his mother. He will say his name is Billy and that he was kidnapped by goblins while playing in his front yard after dark several months ago. He has been held prisoner since then. Players should feel free to help him escape or not as they see fit.
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Other dice tiers for the dungeon: D1, D6, D8, D10.
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