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D6 Dungeon Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for dungeon scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  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 D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Dungeon encounter table

d100 = 1

  1. D6=1:A breeze carries an odd, metallic taste. A successful Wisdom (Perception) check reveals scent traps that can be disabled from another room.
  2. D6=2:The party finds a room where a wizard is trying to turn humans into orcs - the room is full of half-orc bodies.
  3. D6=3:A group of 2d4 men are hunting for food. They see the party and attack.
  4. D6=4:Minor electrical tingling felt near specific rocks. A successful Intelligence (Arcana) check identifies latent elemental energy.
  5. D6=5:A group of 2d4+2 humans are hunting for food. They see the party and attack.
  6. D6=6:An altruistic yet completely bonkers oracle offering irrational guidance in exchange for obsidian cherries.

d100 = 2

  1. D6=1:A group of 3d6 men and women are standing in the passageway. They are singing a song about a hero who defeated a dragon. It is a song of great courage and bravery.
  2. D6=2:The party discovers a giant, weathered clock that, when adjusted correctly, shows visions of the past. These visions reveal the pre-dungeon world and its secrets.
  3. D6=3: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.
  4. D6=4:A wall painting starts to show evolving symbols. They have 9 rounds to correctly duplicate and arrange these symbols using ancient tiles scattered around the room, or an elemental trap activates.
  5. D6=5:The adventurers find a group of humans. They are lost and asking for directions to the human city.
  6. D6=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.

d100 = 3

  1. D6=1:A dance hall where spectral figures attempt to drag players into an endless waltz, needing proper dance steps or puzzles solved to release them.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:Players encounter a 1 HD Bugbear named 'Climpson.' He will give them a quest to kill a giant rat that is terrorizing his village of 50 Bugbears. He will give them 2 days to complete the quest before he attacks.
  5. D6=5:A group of 2d6 goblins are searching for food in an underground passage. The goblins are level 1. They attack the players.
  6. D6=6:A mesmerized cult requires awakening from an enchantments reading before their ritual. Cooperation is essential.

d100 = 4

  1. D6=1: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.
  2. D6=2:The group stumbles upon a grove filled with spirit animals. Spending time here grants temporary animal-like reflexes and senses.
  3. D6=3: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.
  4. D6=4:An outrageously well-dressed ogre selling gourmet dungeon food. His truffle-stash contains rare, magically enhanced edibles.
  5. D6=5:The path leads to catacombs resembling French ossuaries, filled with bones meticulously arranged by historical figure Robespierre. Disturbing the arrangement releases a skeletal revolt.
  6. D6=6:A group of 2d6 skeletons attack the party.

d100 = 5

  1. D6=1:The players hear the sound of people singing coming from around the corner. If they investigate, they will find a group of 1d10+2 female gnomes singing and dancing around a campfire while roasting meat on spits over the fire. If any player tries to join in or eat some of their food, they will become upset, beat them with their spoons, and then run off down the passageway, giggling madly.
  2. D6=2:Fire-spewing jets randomly ignite, requiring Dexterity throws to avoid taking 3d6 fire damage on failed saves.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:An empty helmet rests on a plinth. A successful Wisdom (Medicine) check identifies residual blood stains.
  6. D6=6:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.

d100 = 6

  1. D6=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.
  2. D6=2: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.
  3. D6=3:A group of 2d6 goblins are digging in the middle of the room. They will run if players get too close.
  4. D6=4:Excellent performer beseeches role comedy troupe harmonizing dungeon spectrographs.
  5. D6=5:A cavern room where stalactites and stalagmites have formed into natural sculptures of breathtaking beauty, lit by bioluminescent fungi.
  6. D6=6:The players find several empty torch brackets. A successful Intelligence (Investigation) check reveals one to be a hidden lever.

d100 = 7

  1. D6=1:A giant constrictor snake snores quietly, coiled around a large decorative pillar.
  2. D6=2:The adventurers enter a chamber filled with statues of past heroes. Placing a hand on a statue's pedestal grants a brief surge of heroic inspiration.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The players find a chest. It is full of treasure. It will always be full of treasure. The chest is actually a mimic!

d100 = 8

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:Unusual moss grows along one wall. A successful Intelligence (Nature) check identifies it as harmless but possibly useful in alchemy.
  4. D6=4:A thief's guild hideout is revealed. They offer membership or guidance through if the party aid their current heist.
  5. D6=5:A group of male and female hobgoblins are hunting for food. If they are surprised, they will fight to the death.
  6. D6=6: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 = 9

  1. D6=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.
  2. D6=2:The party comes across a horse with saddlebags. If they search the saddlebags, they will find a jar of tingling ointment. If they use the ointment on the horse's saddle, it will be able to fly up to 60 ft in the air for one hour.
  3. D6=3:A seemingly bottomless chasm interrupts the path. The only way across is a series of slippery, narrow beams that require Acrobatics checks to navigate without falling.
  4. D6=4:Rival adventuring party - The players come across a rival adventuring party. The rival party is composed of 1d4+1 adventurers. One of the adventurers is a wizard who is knowledgeable in areas related to the players' adventure. If the players try to talk to the rival party, the wizard will cast a 'Teleport' spell and get them away from him and his party as quickly as possible. The wizard is a wizard of a different realm who has travelled to this realm to do research on an important subject related to the players' adventure.
  5. D6=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. D6=6:A group of 2d8+2 orcs are torturing a group of 2d6 humans. If players intervene, they will attack them and try to capture them and bring them back to their warren as prisoners.

d100 = 10

  1. D6=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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A red dragon lingers in a room lined with gem shards, each fragment reflecting its fiery visage.
  5. D6=5: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.
  6. D6=6:A group of dwarves are sitting around a fire pit, telling stories about their recent mining expedition.

d100 = 11

  1. D6=1:A party of 2d4 orcs and 2d4 goblins are fighting over territory in the dungeon.
  2. D6=2: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.
  3. D6=3:The players find several empty torch brackets. A successful Intelligence (Investigation) check reveals one to be a hidden lever.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:An ancient treant grows within the stone floor, wishing to exchange knowledge for assistance in curing its ailing roots.

d100 = 12

  1. D6=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.
  2. D6=2:In an abandoned dining hall, a group of bugbears sit around a solitary, large meal, arguing about who gets the last slice of meat.
  3. D6=3:A jester performs tricks and tells riddles. Winning his games can yield favors or safe passage.
  4. D6=4:Players come across a room with a stone sarcophagus in it, covered in dust. The room is a tomb.
  5. D6=5: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.
  6. D6=6:A party of 2d4 orcs and 2d4 goblins are fighting over territory in the dungeon.

d100 = 13

  1. D6=1:They stumble upon a peculiar room where a beholder is trying to learn to juggle eyeballs, saying, "I've got my eye on you!" It requests help with juggling tips, offering ocular-themed scrolls as a reward.
  2. D6=2:The players come across a group of 1d4+4 orcs. One of them is riding a giant wolf. The orcs are dressed in leather armor and are carrying spears and shields.
  3. D6=3:The players find a group of humans who are arguing about whether or not they should give food to a half-starved raven.
  4. D6=4:The party stumbles upon an ancient altar with a ghostly priest performing an eternal ritual. Helping the priest move on could offer divine favor.
  5. D6=5:A group of 2d6 men are trading a donkey for a horse. The horse has been magically enhanced to have the abilities of a donkey.
  6. D6=6: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.

d100 = 14

  1. D6=1:A group of about 20 goblins are hunting for food. If they are surprised, they will fight to the death.
  2. D6=2:The players hear a voice in their heads telling them to turn back or die. The voice is from a wizard who is being held in the same dungeon by a group of orcs. He will warn them of a trap ahead but only once.
  3. D6=3:D4+4 wolves attack party on sight.
  4. D6=4:A seemingly innocent wooden chest that follows the players from room to room telepathically promises great reward if players perform a mysterious, unspecified task.
  5. D6=5: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...
  6. D6=6:A group of 1d4 gnolls are walking down the hall. They are talking about how they can't find any more food. They are planning on attacking the players if they see them.

d100 = 15

  1. D6=1:The players find a small room with a table in it. A group of 1d6+2 dwarves are playing a game of cards on the table. They will attack the players if they see them.
  2. D6=2:A group of dwarves are celebrating their latest mining expedition. They will invite the players to join them in a drink. The dwarves are drunk and will offer anyone who can beat their best drinking game a free drink.
  3. D6=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. D6=4:The party hears a sound like someone talking quietly to themselves. When they investigate they find a young woman who has been trapped here for years by a wizard who has cast spells on her. She is insane, and she is talking to herself. She is not dangerous, but she can't leave the room without being attacked by the wizard's magic.
  5. D6=5:Amphibious reveler earnestly requesting pristine relic solicitations consequently yielding gestural offerings.
  6. D6=6:A frost giant sleeps by a campfire, muttering in its sleep about past glories.

d100 = 16

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A garden overgrown with enormous sentient plants that try to engage the player characters in philosophical debates.

d100 = 17

  1. D6=1:Trails of caustic slime are left behind by gelatinous cuboids which inflict 1d6 acid damage per round to those who come into contact.
  2. D6=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. D6=3: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.
  4. D6=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.
  5. D6=5:A group of 10 humans are praying at an altar. They are trying to bring their god back to life.
  6. D6=6:The players discover a tome of immense magical knowledge guarded by imps who promise to serve loyally if fed life-force or enchantment magic, raising moral questions on the value of knowledge versus cost.

d100 = 18

  1. D6=1: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.
  2. D6=2:The adventurers come across a small shrine dedicated to a goddess of nature. Praying here provides a temporary bonus to constitution and nature-based skills.
  3. D6=3: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.
  4. D6=4:The players hear a noise coming from a nearby cave entrance. They will see 2d4+2 kobolds throwing rocks at the entrance with hopes of breaking it down and getting inside.
  5. D6=5: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.
  6. D6=6:The adventurers find a hidden grotto where 2d4 wise seers of ancient origin reside. These beings offer visions and knowledge that can aid the party's journey if approached with respect and humility.

d100 = 19

  1. D6=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.
  2. D6=2: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.
  3. D6=3:Unexpectedly, one of the party members is attacked by one of the undead. The other party members are not surprised.
  4. D6=4:An eerie playroom filled with lifelike, animated toys that try to reenact the characters' past battles in miniature form, providing clues in the process.
  5. D6=5:A group of 1d4+2 kobolds are hunting for food. They are carrying the carcass of a deer back to their lair.
  6. D6=6:A group of 6 giant rats are running toward the players with their mouths open and their tails wagging as though they're excited to see them. They'll stop in front of them and try to bite them. They'll run back and forth, trying to scare them off.

d100 = 20

  1. D6=1: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.
  2. D6=2: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.
  3. D6=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.
  4. D6=4: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.
  5. D6=5:A bard's music drifts through the corridor. She is exploring for inspiration and asks the party for tales of their adventures.
  6. D6=6:An imprisoned celestial, battered and chained, pleads for liberation. However, freeing the celestial will unleash a powerful curse upon the liberator due to ancient magical bindings.

d100 = 21

  1. D6=1:In a high-ceilinged cavern, the party discovers 1d4 majestic griffins perched on rocky outcroppings. The griffins watch the adventurers with keen eyes but remain non-aggressive, as long as they feel no threat.
  2. D6=2:The walls here are covered in graffiti and paintings. They depict horrific scenes and images that no one can understand.
  3. D6=3:A gelatinous cube slowly absorbs the remains of a failed adventuring party, reconfiguring itself.
  4. D6=4:A small fairy informs the party she is lost and asks them to help her find her way back home. She has information about the area or a quest they are on. She will reward them with a potion or wand if they help her find her way home. She will turn into a demon if they accept her help and she will try to kill them after she has their trust.
  5. D6=5:A socket in the wall contains traces of old resin. A successful Intelligence (Nature) check knowledge provides understanding of its binding role.
  6. D6=6:Yawning pit in the floor.

d100 = 22

  1. D6=1:A group of 2d6+4 humans wearing strange clothing that looks like it's made of animal hides stitched together are arguing over whether or not to kill a group of 2d6+4 kobolds who are hiding in a large barrel in a random room.
  2. D6=2:The party hears a loud scream coming from a room. They enter and see two cultists fighting with each other. One of them has been cursed by a Magic-User and turned into a were-rat.
  3. D6=3:A bartering skeleton intrigued by jewelry and trinkets trades valuable dungeon lore.
  4. D6=4:The area shifts as if on a movable platform, dramatically affecting footing and movement as players try to maintain balance on slippery surfaces.
  5. D6=5:The Grinning Man - A group of 8-12 human bandits are hiding in a small cave. They are preparing to ambush players. If the players come too close, they will attack.
  6. D6=6: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.

d100 = 23

  1. D6=1: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.
  2. D6=2:A group of 2d4+2 ogres are trying to destroy a temple belonging to a religion that worships humans and elves.
  3. D6=3:Part of the path forward is engulfed in a perpetual inferno, where magical flames resist conventional dousing. Walking through imposes great risks aside from the searing damage of the flames themselves: poisonous smoke disorients and suffocates, while burning debris collapses unpredictably.
  4. D6=4:A simple wooden door that, when opened, reveals a giant enchanted hamster wheel. Stepping inside starts the wheel moving, making it the only way to rotate and realign the surrounding dungeon.
  5. D6=5: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.
  6. D6=6: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.

d100 = 24

  1. D6=1: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.
  2. D6=2:They stumble upon a bubbling cauldron filled with potion-makers arguing if their brew has "froggotten something." Help them finish the potion to receive a vial with unpredictable effects.
  3. D6=3:The party comes across a group of humans who are looking for a lost animal companion. They will ask the party to help them find their companion. If anyone in the party has an animal companion, they will sense that the animal companion is in danger. The humans are actually cultists looking to capture and sacrifice an animal companion to their dark god.
  4. D6=4:A small underground pond has formed in the center of the room. If anyone steps in it, the pond will swallow them. The pond will spit them out in another location in the dungeon.
  5. D6=5:A grand, decaying banquet is laid out before you. Eating the food results in strange hallucinations and transports players to distant parts of the dungeon.
  6. D6=6: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.

d100 = 25

  1. D6=1:The adventurers uncover a forge containing traces of mythic metals. Using the forge correctly reveals ancient smithing techniques and powerful weapon enchantments.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A bored dungeon guard challenges the party to a game of dice. Winning or losing could lead to important information or guidance.

d100 = 26

  1. D6=1: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...
  2. D6=2:The adventurers come across an old mapmaker's room with detailed maps showing secret paths and shortcuts.
  3. D6=3:Skeleton - The players come across a skeletal hand sticking out of a wall. If players investigate, they will find a skeleton sitting against the wall. The skeleton is sitting with its back against the wall with its knees pulled up to its chest. The skeleton is wearing ragged clothing and has a rusted sword in its lap. If players talk to the skeleton, it will ask them to kill it. If they do, they will find a small pouch tied around its ankle with 10 gp inside.
  4. D6=4: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).
  5. D6=5:An injured orc warrior sits against the wall nursing wounds. He seeks for honorable healing and can offer information about nearby dangers.
  6. D6=6:A group of 2d6 humans are running away from a group of 2d6 orcs.

d100 = 27

  1. D6=1:The top of this room is covered in a layer of giant spider webs. If a character touches one, they will be caught and attacked by giant spiders.
  2. D6=2:Mobs of giant rat creatures are swarming in the passageway. Players must kill at least 10 of them before they retreat.
  3. D6=3:The adventurers find an injured dwarf. He has been attacked by a group of orcs. If the players help him, he will lead them to the orc camp.
  4. D6=4:A massive library where all the books are magical and narrate their contents aloud. There's a talking book that insists it's the "key" to a hidden treasure.
  5. D6=5:A group of 2d4 orcs are celebrating their victory. They are drunk and they are singing at the top of their lungs.
  6. D6=6:The path leads to catacombs resembling French ossuaries, filled with bones meticulously arranged by historical figure Robespierre. Disturbing the arrangement releases a skeletal revolt.

d100 = 28

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A large pile of gold and gems sparkles in the middle of the room.
  4. D6=4:A basilisk is found napping under a pile of rocks. Luckily for the players, its visor-like eyelids are shut.
  5. D6=5: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.
  6. D6=6:Strange cocoons hang from the ceiling, emitting faint whispers of future events. Unwrapping them either helps with foresight or unleashes hostile creatures.

d100 = 29

  1. D6=1: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.
  2. D6=2:A group of 2d6 kobolds are playing cards against each other. They will attack the party if they disturb them.
  3. D6=3:The party finds a room with a stone golem inside - if they kill it, they find a treasure chest with a map inside.
  4. D6=4:A room that, upon entering, rotates on its axis making all doors to the chamber appear on the ceiling, sides, or floor.
  5. D6=5:A group of 2d6 skeletons are trying to get into a locked chest that contains a large amount of gold and valuables.
  6. D6=6:An area of the dungeon is shrouded in magical darkness that dispels any light sources. Players must navigate by touch and sound, making Perception checks to avoid pitfalls and traps.

d100 = 30

  1. D6=1:An androsphinx debates philosophical poetry with an enchanted mirror that can talk back.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A gelatinous cube slowly absorbs the remains of a failed adventuring party, reconfiguring itself.
  5. D6=5:A group of adventurers will find a long hallway with a statue at the end. If they touch the statue, it will come alive and attack them.
  6. D6=6: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 = 31

  1. D6=1:The group enters a pitch-black cavern filled with airless, magical darkness; conventional light does not permeate. Exploring blindly, members may stumble upon pools of adhesive tar that immobilize, or stumble into pits housing lurking aberrations. Sound is muffled, leading to isolation and disorientation.
  2. D6=2:The party comes across a group of humans who are looking for a lost animal companion. They will ask the party to help them find their companion. If anyone in the party has an animal companion, they will sense that the animal companion is in danger. The humans are actually cultists looking to capture and sacrifice an animal companion to their dark god.
  3. D6=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. D6=4:Cruel magic in one room causes time to slow down for those within. Players’ actions take longer, making combat more dangerous due to extended vulnerability. Wisdom checks are needed to resist the effects.
  5. D6=5: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.
  6. D6=6: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.

d100 = 32

  1. D6=1:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.
  2. D6=2:Landshark sales dealer peddling marvel rarity valued troll.
  3. D6=3: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.
  4. D6=4:The players see a group of people playing a dice game. The people are dressed in rags. They are hungry and desperate.
  5. D6=5: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.
  6. D6=6:The adventurers discover a chamber where an oracle offers cryptic yet beneficial advice, aiding them in their future endeavors.

d100 = 33

  1. D6=1: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.
  2. D6=2:The party comes across a small cavern with a small pond in it, filled with golden fish.
  3. D6=3:A group of 2d4+2 skeletons are attempting to harness an ancient magic. They will attack anyone who interferes with their attempt to rise as powerful undead creatures.
  4. D6=4:An arena where ghostly figures are locked in eternal combat. An ancient champion challenges the players to prove their worth as warriors.
  5. D6=5:A series of seemingly tall and short steps are present. A successful Dexterity (Acrobatics) check is needed to navigate them without tripping.
  6. D6=6:Two minotaurs are arm-wrestling in a spacious area, seeming to ignore everything else around them.

d100 = 34

  1. D6=1:In a cobweb-filled chamber, they meet a spider bard playing a lute, spinning a yarn about high "webs and lows." It asks for a duet partner, offering enchanted silk as a reward.
  2. D6=2:A group of 2d6 humans are hunting for food. They see the party and attack.
  3. D6=3:A group of merfolk swim in an enchanted underground lake, singing hauntingly beautiful songs in unison.
  4. D6=4:An area haunted by a laughing jester spirit who offers riddles. Solving his riddles correctly grants access to secret doors and treasure.
  5. D6=5:A shallow basin filled with murky fluid. A successful Intelligence (Arcana) reveals it as an abandoned scrying pool.
  6. D6=6:An alchemists' workshop filled with ingredients and tools to craft one legendary potion, giving players the option to mess up or produce greatness.

d100 = 35

  1. D6=1:A fork in the path is marked by carvings. A successful Intelligence (History) check reveals the significance of the markers.
  2. D6=2:A merchant has set up shop here, he is selling miscellaneous items. He is friendly, but will try to swindle players if he can.
  3. D6=3:A gold dragon sculptor meticulously crafts a statue from solid gold with its talons.
  4. D6=4: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.
  5. D6=5:The adventurers discover a secret room where healers used to practice. It contains old but effective potions and bandages.
  6. D6=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.

d100 = 36

  1. D6=1:A group of 1d12+4 goblins are running away from something, or toward something.
  2. D6=2:A cloud of will-o'-the-wisps dances around an enchanted mobile, amplifying its glittering effects.
  3. D6=3:A group of elves are trying to get past the players. They are dressed and armed like the players.
  4. D6=4:The players come across a large cave filled with 1d20+10 giant bats.
  5. D6=5: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.
  6. D6=6:An elemental of air glides through the dungeon, offering a gentle breeze and advice on the safest paths.

d100 = 37

  1. D6=1:Illithid lair - A group of 2d6 illithids are terrorizing an innocent villager in their lair.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:Vampires are attacking a group of soldiers. If the players help, the soldiers will give them a reward. If the players attack, the soldiers will attack back.
  5. D6=5: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.
  6. D6=6:A group of 2d4+4 goblins are playing a game of dice with a group of 2d4+4 orcs who are sitting around a campfire roasting a dead ogre. The goblins and orcs will attack if the players get too close.

d100 = 38

  1. D6=1:A grand gallery with statues of legendary heroes that animate to challenge the players, each with the perfected fighting style of the hero they replicate.
  2. D6=2:The players come across a large cave filled with 1d20+10 giant bats.
  3. D6=3:A group of 1d4+4 humans are digging in a random room. They are looking for treasure.
  4. D6=4: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.
  5. D6=5:You see a pile of bones in this room. There is a small pile of gold coins on top of that pile of bones. What do you think happened here?
  6. D6=6:A gnome wizard is studying the walls of this dungeon. He's attempting to find hidden passageways and doors. He's working very slowly and carefully, taking care not to make any mistakes. If players ask, he will tell them what he is doing.

d100 = 39

  1. D6=1:A gentle breeze flows through a room decorated with murals of pastoral landscapes. Small birds flit about and perch on the characters' shoulders as if greeting them.
  2. D6=2:A peaceful, candle-lit room contains ancient scrolls filled with beautiful poetry, calming the mind and providing inspiration.
  3. D6=3:A pack of 1d10 dire wolves attack the party's horses.
  4. D6=4:A weeping banshee laments her fate. Sincere listening and aid can break her curse, leaving grateful spirits behind.
  5. D6=5: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.
  6. D6=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.

d100 = 40

  1. D6=1: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.
  2. D6=2:A breeze carries an odd, metallic taste. A successful Wisdom (Perception) check reveals scent traps that can be disabled from another room.
  3. D6=3: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.
  4. D6=4:The party hears a loud scream coming from a room. They enter and see two cultists fighting with each other. One of them has been cursed by a Magic-User and turned into a were-rat.
  5. D6=5:A large cavern continuously echoes sound waves that play tricks on the mind. Wisdom saves are required to differentiate real sounds from echoing illusions.
  6. D6=6:The party finds a large cavern with a pool of water in the center. A male and female sea dragon are mating in the pool. The male sea dragon attacks if players get too close to the pool or if they try to interrupt their mating ritual.

d100 = 41

  1. D6=1:The party hears a group of 1d4+1 hobgoblins arguing about who has the best horse. They will attack the party if they get in the way.
  2. D6=2: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.
  3. D6=3:A recently-buried treasure chest with needing a pat on the proverbial shoulder to say "thanks."
  4. D6=4:An altruistic yet completely bonkers oracle offering irrational guidance in exchange for obsidian cherries.
  5. D6=5:In a hidden alcove, the adventurers discover a magical fountain with healing waters. The fountain's inscription tells of ancient healing arts and locations of other similar fountains.
  6. D6=6:A scatter of really funny scarecrows propagandizing the prologue toward traps.

d100 = 42

  1. D6=1: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.
  2. D6=2:The adventurers find a group of elven rangers. They are lost and asking for directions to the elven kingdom.
  3. D6=3:Players see a group of people playing cards. The people are dressed in rags. They are hungry and desperate.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The group enters a pitch-black cavern filled with airless, magical darkness; conventional light does not permeate. Exploring blindly, members may stumble upon pools of adhesive tar that immobilize, or stumble into pits housing lurking aberrations. Sound is muffled, leading to isolation and disorientation.

d100 = 43

  1. D6=1:A noble unicorn has been trapped in a magical cage, weakened and seeking help.
  2. D6=2:An unusual boulder lies in their path. A successful Strength (Athletics) check can move it to discover a hidden cache of treasure underneath.
  3. D6=3: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.
  4. D6=4:A dying guard asks the players to deliver his amulet to his family, but the amulet may be cursed or magically trapped.
  5. D6=5: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.
  6. D6=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.

d100 = 44

  1. D6=1:The air temperature in a tunnel fluctuates wildly between freezing and boiling. Constitution saves are required to avoid taking 1d6 fire or cold damage each minute.
  2. D6=2: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.
  3. D6=3:The ceiling drips a highly flammable liquid. Players traveling with open flames must be wary, or risk an explosive ignition causing 3d6 fire damage.
  4. D6=4:A large stone statue of an orc is standing in the passageway. If players touch it, it will come to life and attack them.
  5. D6=5: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.
  6. D6=6:A suspiciously small dragon hoarding knowledge about the dungeon’s mythic origins. A sacrifice could extract crucial data.

d100 = 45

  1. D6=1:An anti-magic field in a section of the dungeon nullifies all magical effects, including healing, for a time. The players must rely purely on physical abilities.
  2. D6=2:A party of adventurers are fighting a group of 3d4 goblins. If players approach, they will ask for help fighting the goblins.
  3. D6=3:The priest is chanting in a room. He summons a cult of Vampires. They will attack if they notice the party.
  4. D6=4:The adventurers encounter 2d4 giant snails moving slowly and peacefully along the dungeon walls. Their shells are adorned with luminescent moss that can be harvested for its healing properties.
  5. D6=5: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.
  6. D6=6:The players find a cave that has been decorated with primitive paintings on the walls. The paintings show scenes of death and destruction.

d100 = 46

  1. D6=1: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.
  2. D6=2:The tunnel descends 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 several horses that are not very kind.
  3. D6=3: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.
  4. D6=4:A group of yuan-ti performs a ritual dance, illuminating the chamber with rhythmic flames.
  5. D6=5: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.
  6. D6=6:A group of 2d6 gnolls are attacking a group of 2d6 humans. The humans are level 3. They are defending their territory. The gnolls are level 4. They attack the players.

d100 = 47

  1. D6=1: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.
  2. D6=2:An enormous dragon is sleeping on a bed of gold and gems. The dragon's treasure horde is protected by a magic alarm spell.
  3. D6=3:An ogre mage conjures simple illusions for its own amusement, swatting at them delightedly.
  4. D6=4: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.
  5. D6=5:A strange green fog covers the floor. If a player steps into it, he will be transported to another dimension for 1d10 hours.
  6. D6=6:A group of 3d8+3 soldiers are standing around in a circle. They are talking about the war and about the terrible generals they have to follow. If the players join in, they will learn that these soldiers are secretly planning a coup d'etat.

d100 = 48

  1. D6=1:A jester performs tricks and tells riddles. Winning his games can yield favors or safe passage.
  2. D6=2:Deep within, a burial mound and roving pale flames resemble an ancient Anglo-Saxon barrow. Disturbing the mound releases restless wights defending a horde of ancient treasures.
  3. D6=3:The party discovers a giant, weathered clock that, when adjusted correctly, shows visions of the past. These visions reveal the pre-dungeon world and its secrets.
  4. D6=4:A grand, decaying banquet is laid out before you. Eating the food results in strange hallucinations and transports players to distant parts of the dungeon.
  5. D6=5:A group of 1d4+2 kobolds are celebrating their latest kill. They are drinking and dancing around a bonfire.
  6. D6=6:The party hears the sound of someone whistling a cheerful tune. If they investigate, they will find a man sitting in a room with 12 dead bodies sitting in chairs around him. He is sitting in a thirteenth chair, and he is whistling. He will attack anyone who enters his room. If the players kill him, they will find a note on him that says 'I am a Ninja.'

d100 = 49

  1. D6=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.
  2. D6=2: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.
  3. D6=3:The players come across a group of 3d6 dwarves digging in the walls. If players approach, they will attack.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=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.

d100 = 50

  1. D6=1:The walls of this room are covered in giant spiders. 1d6 giant spiders emerge from the walls and attack.
  2. D6=2:A group of 6 giant rats are running toward the players with their mouths open and their tails wagging as though they're excited to see them. They'll stop in front of them and try to bite them. They'll run back and forth, trying to scare them off.
  3. D6=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.
  4. D6=4:A group of 2d6+2 hobgoblins are playing cards against each other. If players get involved, they will attack them.
  5. D6=5:The group encounters a narrow ledge over a chasm. A successful Dexterity (Acrobatics) check is needed to cross it without falling.
  6. D6=6:The party discovers an old game board with magical pieces that play out a historical war. Each move reveals strategic secrets and ancient military knowledge.

d100 = 51

  1. D6=1:An old, mystical spring is found in a quiet cavern. Drinking from it temporarily enhances the adventurers' abilities to resist magic.
  2. D6=2:The players come across a group of 2d4+2 kobolds. One of them is riding a giant lizard. The kobolds are armed with short swords and bows.
  3. D6=3:The players come across a group of 3d6 dwarves digging in the walls. If players approach, they will attack.
  4. D6=4:The floor is studded with small, erupting geysers that spray scalding steam. Dexterity throws are needed to avoid taking 2d6 fire damage.
  5. D6=5:A hydra's heads are tangled together, each head trying to slither in different directions, resulting in a comical scene.
  6. D6=6:A group of 2d4 skeletons are standing in the passage, bowing respectfully to the players as they walk by.

d100 = 52

  1. D6=1:Two minotaurs are arm-wrestling in a spacious area, seeming to ignore everything else around them.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:They stumble upon a peculiar room where a beholder is trying to learn to juggle eyeballs, saying, "I've got my eye on you!" It requests help with juggling tips, offering ocular-themed scrolls as a reward.
  5. D6=5:Intricate patterns decorate an alcove. A successful Intelligence (Investigation) check uncovers spell marks or sequences.
  6. D6=6:The ceiling drips a highly flammable liquid. Players traveling with open flames must be wary, or risk an explosive ignition causing 3d6 fire damage.

d100 = 53

  1. D6=1:A group of bandits are camping for the night. One of them is hungover and is constantly being kicked by his companions for being loud and annoying.
  2. D6=2:A group of elves are trying to get past the players. They are dressed and armed like an elven army.
  3. D6=3:Two rival thieves are trapped in a locked room. They are willing to cooperate if the party helps them escape but may double-cross them later.
  4. D6=4:A magical telescope mounted in a high chamber allows adventurers to peer into the past, showing scenes of ancient importance and hidden treasures.
  5. D6=5:Passageways narrow to the point where only crawling is possible, making players vulnerable to ground-based traps. Perception checks are essential to avoid danger.
  6. D6=6:The walls here are covered with glowing runes. A group of adventurers is fighting a wizard. The wizard is trying to cast a spell on the runes. The adventurers will attack anyone in sight.

d100 = 54

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:The players come across a room where a group of kobolds are dancing around a fire while chanting and celebrating their latest kill. They will attack the players if they feel threatened.
  4. D6=4:The players come across an old man who is sitting on the floor playing with some small stones. He will ask them if they want to play a game of stones with him. If players agree, he will say 'Good! Good! Now, I must warn you about three things: One, I'm very good at this game.' He will then proceed to destroy the players in every way possible.
  5. D6=5:A hallway mirrors a Jacobean banquet with piled ghostly food that decays at a touch. The ghost of Lady Macbeth invites the players to partake, compelling them into fatal acts of ambition.
  6. D6=6:A group of humanoids are being attacked by two giant spiders.

d100 = 55

  1. D6=1:A noisy group of goblins is found drunk and disorderly. Reason over conflict could secure tools or potion recipes.
  2. D6=2: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!
  3. D6=3:A group of 2d6 goblins are walking through the tunnel, mumbling to themselves about their plans to raid a nearby village.
  4. D6=4:The Grinning Man - A group of 8-12 human bandits are hiding in a small cave. They are preparing to ambush players. If the players come too close, they will attack.
  5. D6=5:The players find several empty torch brackets. A successful Intelligence (Investigation) check reveals one to be a hidden lever.
  6. D6=6:A dusty old tapestry depicts the rise and fall of an ancient kingdom. Hidden within the weave are threads of a forgotten prophecy detailing future events and ancient secrets.

d100 = 56

  1. D6=1:Serpent charmer refuses battles, seeks disciplined unskilled initiates to develop connections.
  2. D6=2:A group of 2d6 kobolds are wandering 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.
  3. D6=3:5d4 goblins are hiding under a bed in a room in an attempt to ambush anyone who enters the room.
  4. D6=4:The heroes enter a cavern where 1d6 armored knight ants are constructing intricate tunnels. These ants are peaceful and may offer assistance in finding secret passages or alternate routes.
  5. D6=5:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.
  6. D6=6:A group of adventurers will find a room with a cage in it. Inside the cage is a Red Dragon (statue...)!

d100 = 57

  1. D6=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. D6=2: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.
  3. D6=3:They come across a chest that is slowly turning into stone. Players have 15 minutes to find a solution to revert it using clues around the room before it is completely petrified and unopenable.
  4. D6=4:Pile of rubble and debris. 10% chance of finding a treasure chest.
  5. D6=5: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.
  6. D6=6:Landshark sales dealer peddling marvel rarity valued troll.

d100 = 58

  1. D6=1:A room is filled with shimmering motes of light produced by a swarm of pixies writing poems into the air.
  2. D6=2:A room filled with an assortment of mismatched furniture, each piece enchanted to float around aimlessly. Sitting in an armchair is a ghostly butler who offers cryptic advice in exchange for stories of your adventurers' recent exploits.
  3. D6=3:A small band of humans is 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. If the players dig in the correct spot, they will find a treasure that they can keep if they like it. If not, they can still use it as a map to find another treasure even better than the one they were originally looking for.
  4. D6=4:A seemingly innocent wooden chest that follows the players from room to room telepathically promises great reward if players perform a mysterious, unspecified task.
  5. D6=5:A group of 1d4+1 skeletons are fighting over a pile of treasure that has been looted from the room.
  6. D6=6: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.

d100 = 59

  1. D6=1:You encounter an ancient alchemist's lab, where potions must be brewed to solve puzzles or to reveal hidden routes.
  2. D6=2:A group of 3d6 goblins emerge from a room, rush the party, and attack. If they are defeated, 2d6 more will rush out and attack.
  3. D6=3:A giant scorpion holds a shiny gem in its pincers, apparently fascinated by the gem's light reflection.
  4. D6=4:A group of 2d6+2 human mercenaries are in the room. They are guarding the treasure in this room. They will not attack the players unless the players attack them first.
  5. D6=5:You see a room with a broken mirror in it.
  6. D6=6: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 = 60

  1. D6=1:A half-eaten apple lies in the corridor, leading to a hidden satyr’s feast. Friendly interaction can reveal hidden passages.
  2. D6=2:An enchanted fresco depicts a mythological scene that changes every round. Players must correctly interpret and order the scenes within 12 minutes to reveal a hidden vault.
  3. D6=3:A group of kobolds are digging through a pile of rubble. If the players approach, they will attack.
  4. D6=4:In an enchanted garden, they meet talking plants who pun about their chlorophyll day. The plants request help watering and offer seeds that grow into magical, pun-laden flowers.
  5. D6=5:A roc stands awkwardly inside a room too small for its wingspan, trying to preen itself.
  6. D6=6: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 = 61

  1. D6=1:A group of orcs are arguing about whether or not they should save a group of humans from a dragon. A female orc named Shenga is attempting to convince the others to save the humans from the dragon in exchange for half of her gold.
  2. D6=2:Minor electrical tingling felt near specific rocks. A successful Intelligence (Arcana) check identifies latent elemental energy.
  3. D6=3:A group of adventurers are standing near a pool of water. If players approach, they will tell them about how they were exploring a nearby tomb when they discovered the pool of water. They were attacked by a hydra and managed to kill it but one of their party members was killed in the battle. If players fish in the pool of water, they may catch the body of the dead adventurer who was killed by the hydra.
  4. D6=4:A group of 2d6 men are standing around discussing something. If the players approach, the men will attack them on sight without any warning or communication. The men are actually a gang of thieves who are planning on robbing the players when they pass through their territory.
  5. D6=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. D6=6: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.

d100 = 62

  1. D6=1:The party comes across a small cave that has been converted into a small chapel. Inside, they see an old man praying to a statue of a goddess. If the party disturbs him, he will attack them with magic spells until he runs out of magic points or is killed.
  2. D6=2: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.
  3. D6=3:The players come across a room with an iron cage in it. Inside the iron cage is a hobgoblin who has been imprisoned for 5d6 years for treason against his king. If players free him, he will follow them and fight for them.
  4. D6=4:An owlbear perched atop an old podium, attempts to read from a dusty tome, growling in frustration.
  5. D6=5: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.
  6. D6=6:A cavern room where stalactites and stalagmites have formed into natural sculptures of breathtaking beauty, lit by bioluminescent fungi.

d100 = 63

  1. D6=1:A room where all sounds are reversed – speech, spell incantations, even footsteps; it makes verbal skills and communication a challenging puzzle.
  2. D6=2:The players enter a surreal gallery of magical paintings. One painting comes alive and complains, "I've been framed!" It offers to reveal secrets about the dungeon in exchange for help adjusting its frame.
  3. D6=3: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.
  4. D6=4:A powerful, invisible force repels anyone attempting to enter a specific chamber. Only figuring out the correct magical phrase allows access.
  5. D6=5:A minotaur's labyrinth under a charm spell; the minotaur attempts to escape its curse by aiding players in solving complex, magically charged puzzles.
  6. D6=6: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.

d100 = 64

  1. D6=1:A giant scorpion holds a shiny gem in its pincers, apparently fascinated by the gem's light reflection.
  2. D6=2: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.
  3. D6=3:The party hears singing coming from a room. They enter and see a group of cultists singing songs about their deity and celebrating their deity's greatness.
  4. D6=4:A bard's music drifts through the corridor. She is exploring for inspiration and asks the party for tales of their adventures.
  5. D6=5: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.
  6. D6=6:A group of 6 goblins are playing a game of dice. They look up and see the players. They will attack.

d100 = 65

  1. D6=1: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.
  2. D6=2:A group of orcs are arguing about whether or not they should save a group of humans from a dragon. A female orc named Shenga is attempting to convince the others to save the humans from the dragon in exchange for half of her gold.
  3. D6=3:A room dominated by a giant, enchanted tree emanates an aura of ancient wisdom and peace. Resting under its branches provides magical protection.
  4. D6=4:A group of 2d6 orcs and 2d6 half-orcs are playing a game of bones in the middle of the hallway. They will attack the party if disturbed or threatened.
  5. D6=5:In the next room, players will find a group of 2d4 goblins who are fighting with 2d4 ghouls over territory. The ghouls are trying to kill the goblins and the goblins are trying to kill the ghouls.
  6. D6=6: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 = 66

  1. D6=1:A group of 1d4+3 orcs are celebrating their latest kill. They are drinking and dancing around a bonfire.
  2. D6=2: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.
  3. D6=3:The heroes enter a cavern where 1d6 armored knight ants are constructing intricate tunnels. These ants are peaceful and may offer assistance in finding secret passages or alternate routes.
  4. D6=4: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.
  5. D6=5:The players encounter a group of spectral scholars engaged in an eternal debate. Joining the debate successfully grants ancient knowledge and insights into the dungeon’s history.
  6. D6=6: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 = 67

  1. D6=1:A half-eaten apple lies in the corridor, leading to a hidden satyr’s feast. Friendly interaction can reveal hidden passages.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:An ancient waterway runs through the dungeon, reduced to a stagnant bog. Crossing it requires wading through leech-infested mire or dealing with carnivorous fish. If characters linger, they risk being pulled under by submerged, undead hands that claw at their legs in attempts to drag them into watery graves.
  5. D6=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. D6=6:A bored dungeon guard challenges the party to a game of dice. Winning or losing could lead to important information or guidance.

d100 = 68

  1. D6=1: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.
  2. D6=2:Narrow between two large statues, players feel their presence. A successful Wisdom (Perception) check determines if the statues are enchanted.
  3. D6=3:A seemingly innocent wooden chest that follows the players from room to room telepathically promises great reward if players perform a mysterious, unspecified task.
  4. D6=4:A young wyvern desperately tries to catch a rat in the corridors, ignoring the players unless they make a lot of noise.
  5. D6=5:The party sees a merchant selling rare and valuable goods. He has an assortment of items for sale. The merchant is not interested in selling any of his goods to the players until they have proven themselves worthy of his trust. If the players ask, he will tell them about a nearby dungeon that has recently become infested by goblins. He will offer information about the goblins and the dungeon if the players will clear the dungeon of the goblins and bring a rare item back to him.
  6. D6=6:An ogre is standing in the middle of the hallway, blocking the way forward. The ogre looks hungry and attacks the party on sight.

d100 = 69

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A squad of 5 soldiers are running away from a group of 2 ogres, 2 trolls, and 2 ettins.
  4. D6=4:An untended brazier in an empty alcove. A successful Intelligence (Arcana) check determines its magical properties could be reactivated.
  5. D6=5:In a dusty corner, an ancient, half-buried cloth hides something. A successful Wisdom (Perception) check reveals a hidden stash beneath.
  6. D6=6:A living library with bookshelves that move and rearrange themselves constantly, making locating specific tomes a challenging puzzle requiring wit and dexterity.

d100 = 70

  1. D6=1:Players hear a woman screaming from inside one of the cells. The screaming stops after a while.
  2. D6=2:The adventurers discover a secret room where healers used to practice. It contains old but effective potions and bandages.
  3. D6=3: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.
  4. D6=4:Crystalline dancer’s effervescent vibrations polymorphically cataloging adventurer realms.
  5. D6=5:A group of humans are arguing about which direction to go in. They need directions to a nearby town or dungeon.
  6. D6=6: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.

d100 = 71

  1. D6=1:A cavern room where stalactites and stalagmites have formed into natural sculptures of breathtaking beauty, lit by bioluminescent fungi.
  2. D6=2:An enchanted fireplace roars brightly and displays past adventurers’ victories. It can be questioned to reveal how they succeeded within specific trials inside the dungeon.
  3. D6=3:An altruistic yet completely bonkers oracle offering irrational guidance in exchange for obsidian cherries.
  4. D6=4:A sleeping sphinx guards a small cache of scrolls, snoring riddles that reveal their contents.
  5. D6=5: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.
  6. D6=6:The players hear a voice in their heads telling them to turn back or die.

d100 = 72

  1. D6=1:A secret garden courtyard, with tall hedges and blooming roses. A stone path winds through, inviting a leisurely stroll.
  2. D6=2: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
  3. D6=3:A collection of living paintings. Conversing could yield instructions on lost mechanisms or traps.
  4. D6=4:A cave troll tries to groom a family of giant ants, collecting their shiny carapaces.
  5. D6=5:Wizened herbalist trading rare reagents seeking interesting relics.
  6. D6=6:A frost giant meticulously constructs meticulously detailed ice sculptures à la "Frozen," admiring its creative prowess.

d100 = 73

  1. D6=1:A dusty old tapestry depicts the rise and fall of an ancient kingdom. Hidden within the weave are threads of a forgotten prophecy detailing future events and ancient secrets.
  2. D6=2:A wizard’s apprentice tests budding spells on rats. Advising the apprentice reduces risk but might also garner spell scrolls.
  3. D6=3:A circular platform with carved symbols seems irrelevant until players notice specific items 'crawl' back to it magically, revealing a hidden entrance when all are returned.
  4. D6=4:The adventurers find a group of humans. They are lost and asking for directions to the human city.
  5. D6=5:An unstable set of wooden planks lies ahead. A successful Dexterity (Acrobatics) check is needed to traverse them without falling.
  6. D6=6: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.

d100 = 74

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A room filled with musical instruments, seemingly playing themselves in perfect harmony. The music is calming and fills the players with a deep sense of peace.
  6. D6=6:The players enter a room filled with the petrified remains of long-dead adventurers. Searching the area reveals one adventurer's journal that details their journey through the dungeon, including secret passages and traps.

d100 = 75

  1. D6=1:Two warring tribes of kobolds are fighting over territory.
  2. D6=2:Two dwarves named Olga and Boris are arguing with each other. They are discussing the lack of respect they are getting from the other dwarves in their clan. Olga is the older of the two, and she is tired of Boris acting like he's the boss. She will pick a fight with him, and he will refuse to fight back. If they are befriended, they will offer to sell the players information on a nearby dungeon.
  3. D6=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. D6=4:In a forgotten room, a small garden of strange, luminescent plants thrive. Each plant offers different magical potions but requires the players to solve puzzles unique to their individual properties.
  5. D6=5:A peaceful aquarium room filled with tanks of vibrantly colored fish. The gentle sound of bubbling water adds to the tranquility.
  6. D6=6:Among the winding tunnels, the party encounters 2d6 crystal foxes. These ethereal creatures lead the party to hidden treasures and safe passages with their sparkling trails.

d100 = 76

  1. D6=1:Players find a room with two kobolds in it. The kobolds are arguing about which species is better - kobolds or goblins. They'll attack each other if anyone gets too close.
  2. D6=2: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.
  3. D6=3:Players encounter a particularly dark section of the dungeon. A successful Wisdom (Perception) check allows them to navigate by sound.
  4. D6=4:Bare patches in the dirt floor suggest recent traffic. A successful Wisdom (Survival) check can track movement patterns.
  5. D6=5: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.
  6. D6=6:A group of 2d6 dwarves are worshipping a giant statue of a dwarf. The statue has a treasure chest in front of it.

d100 = 77

  1. D6=1: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.
  2. D6=2:A group of 2d4 goblins are playing a game called 'Knockdown'. The objective is to knock down all of the other players.
  3. D6=3:Players come across a room filled with broken weapons and armor. A group of 1d8+5 ogres are sleeping in the middle of the room. The ogres are drunk and will wake up and attack if they detect any movement within their range of perception (within 20 feet).
  4. D6=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 portal to another dimension.
  5. D6=5:The party finds a door that leads to a room full of gems - one of them is a gem of seeing.
  6. D6=6: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 = 78

  1. D6=1: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'.
  2. D6=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. D6=3:The players hear a loud rumbling noise coming from the next room. A large boulder is rolling down the hallway, trying to crush the players.
  4. D6=4:A lamia plays haunting melodies on a magic harp in an otherwise abandoned chamber, reminiscing about lost times.
  5. D6=5: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.
  6. D6=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.

d100 = 79

  1. D6=1:They stumble upon a peculiar room where a beholder is trying to learn to juggle eyeballs, saying, "I've got my eye on you!" It requests help with juggling tips, offering ocular-themed scrolls as a reward.
  2. D6=2: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.
  3. D6=3:A group of 2d4 goblins are attempting to dig up a tomb in the hopes of finding treasure inside it. The tomb contains a mummy that is not happy about being woken up.
  4. D6=4:The party finds an old, talking skull on a pedestal. The skull, if questioned, offers cryptic advice and secrets about the ancient civilization that built the dungeon.
  5. D6=5:Walls start to ooze a slow, acidic substance. Players who are not careful can come into contact with the corrosive slime, taking 1d6 acid damage per round of exposure.
  6. D6=6:A chamber where the temperature shifts between extremes, from Arctic cold to desert heat, with puzzles relying on finding methods to balance and use temperature skillfully.

d100 = 80

  1. D6=1:An aged cyclops appears lost, reading an ancient map upside down and bumping into walls.
  2. D6=2:A group of yuan-ti performs a ritual dance, illuminating the chamber with rhythmic flames.
  3. D6=3: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.
  4. D6=4:A collection of living paintings. Conversing could yield instructions on lost mechanisms or traps.
  5. D6=5:A random encounter happens: A group of 2d20+10 kobolds rush out of the room and lock the door behind them. They yell: 'It's those damn adventurers again! They always ruin our games!'
  6. D6=6: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.

d100 = 81

  1. D6=1:A group of 6 goblins are gambling over a game of dice. They look up and see the players. They will attack.
  2. D6=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. D6=3:An illusory floor covers a lake of fire. Players see a safe path if they interpret an ancient prophecy correctly.
  4. D6=4:A long tunnel echoes oddly when they step in. A successful Wisdom (Perception) check reveals that they're approaching a drop-off.
  5. D6=5: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.
  6. D6=6: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 = 82

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:Lone custodians rejecting non-luminous intricating dungeon-lore idioms diplomatically.
  4. D6=4: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.
  5. D6=5:The dungeon walls have strange markings that tell a story visible only under a specific light or spell. The story reveals the origins of the dungeon and the fate of its creators.
  6. D6=6:A room dominated by a giant, enchanted tree emanates an aura of ancient wisdom and peace. Resting under its branches provides magical protection.

d100 = 83

  1. D6=1:A secret door behind a false wall opens into a hidden shrine containing relics of a lost religion. The shrine's guardian spirit offers wisdom and secrets to those who prove worthy.
  2. D6=2:A jester performs tricks and tells riddles. Winning his games can yield favors or safe passage.
  3. D6=3:They stumble upon a bubbling cauldron filled with potion-makers arguing if their brew has "froggotten something." Help them finish the potion to receive a vial with unpredictable effects.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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 = 84

  1. D6=1:A sleeping green dragon has a hoard of intricate jewelry scattered around, each piece marked by elaborate runes.
  2. D6=2:A cyclops crochets an oversized sweater using dungeon vines for yarn, frowning in concentration.
  3. D6=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.
  4. D6=4:Dungeon murals depict the conquests of Babur, founder of the Mughal Empire. Activating a centerpiece awakens undead Mughal warriors wielding enchanted scimitars and shields.
  5. D6=5: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.
  6. D6=6:In a high-ceilinged cavern, the party discovers 1d4 majestic griffins perched on rocky outcroppings. The griffins watch the adventurers with keen eyes but remain non-aggressive, as long as they feel no threat.

d100 = 85

  1. D6=1:The party finds a room where a wizard is trying to turn humans into orcs - the room is full of half-orc bodies.
  2. D6=2: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.
  3. D6=3:A group of 2d4 goblins are attempting to dig up a tomb in the hopes of finding treasure inside it. The tomb contains a mummy that is not happy about being woken up.
  4. D6=4: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.
  5. D6=5:The players come across a group of 1d4+4 orcs. One of them is riding a giant wolf. The orcs are dressed in leather armor and are carrying spears and shields.
  6. D6=6: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.

d100 = 86

  1. D6=1: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.
  2. D6=2:A group of 2d4+4 humans are arguing about what to do about the rumbling noise coming from the passage. One of them is a priest of a local god, and he knows that the rumbling noise is caused by a nearby dragon. He will beg the players to help him warn the nearby villages about the dragon. He will tell them that there's a treasure chest at the end of the passage, and he will promise them one gold piece for every ten feet they go into the passage. If they accept his offer, he will follow them into the passage and continue to offer them more money as they go deeper into the passage.
  3. D6=3:The walls are covered with ancient runes that glow with a strange energy. Those who touch the runes must make Wisdom saves or be paralyzed for 1d4 rounds.
  4. D6=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.
  5. D6=5:A group of 1d4+4 gnolls are hunting in the area. They will attack on sight.
  6. D6=6:A group of adventurers are ambushed by a group of goblins.

d100 = 87

  1. D6=1:The players find a group of 1d4+4 dwarves who are on their way to destroy a nearby dragon's lair. They will ask the players to join them in their quest to destroy the dragon's lair and kill the dragon.
  2. D6=2:Continuing their journey, the party finds a chamber filled with 3d6 tiny wind sprites that playfully dance around. These sprites offer a feeling of joy and temporarily boost the adventurers' dexterity and agility.
  3. D6=3:A group of 2d6 dwarves is sitting around a campfire in the middle of the room. They are celebrating the completion of their newest mining operation and they will offer the party free drinks if they want them.
  4. D6=4:Narrow between two large statues, players feel their presence. A successful Wisdom (Perception) check determines if the statues are enchanted.
  5. D6=5: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.
  6. D6=6: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 = 88

  1. D6=1:The players come across a group of 3d6 dwarves digging in the walls. If players approach, they will attack.
  2. D6=2:A sleeping green dragon has a hoard of intricate jewelry scattered around, each piece marked by elaborate runes.
  3. D6=3:Characters find themselves in an enchanted forest glade growing within the dungeon, where the foliage appears overtly hostile. Vines attempt to entangle the party, suffocating targets unless freed. Carnivorous plants spit corrosive acid or emit sleep-inducing pollen, paralyzing their prey for easy consumption.
  4. D6=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. D6=5: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.
  6. D6=6: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 = 89

  1. D6=1: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.
  2. D6=2:A dragon turtle puffs steam contently in a secluded, and surprisingly spacious water chamber.
  3. D6=3:An owlbear perched atop an old podium, attempts to read from a dusty tome, growling in frustration.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A group of humans are bringing a slave back to their camp. They will be happy to sell the slave to the players for a reasonable price if they ask. The slave is actually a magic user who has been cursed with a sleeping spell for some time. He will be grateful for his freedom once the spell is lifted.

d100 = 90

  1. D6=1:The air is filled with a strange, pungent odor. A successful Wisdom (Perception) check detects that the smell is coming from toxic spores. A successful Constitution saving throw halves the effect of the exposure.
  2. D6=2: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.
  3. D6=3:A group of 2d4 skeletons are attempting to break into a nearby crypt and steal from the bodies within.
  4. D6=4:They find a room with an enchanted pool that starts to boil. Within 6 minutes, they must retrieve a submerged scroll from the pool using various mechanisms, or it is destroyed.
  5. D6=5:Wizened herbalist trading rare reagents seeking interesting relics.
  6. D6=6:In a dark, enchanted forest, the path splits. One way leads to a bridge guarded by a wise, riddling troll who demands personal sacrifices; the other path has dire beasts sacred to a local cult.

d100 = 91

  1. D6=1:Stray drops of liquid fall from the ceiling. A successful Intelligence (Nature) check identifies them as non-toxic but very sticky sap.
  2. D6=2:A group of 2d10 ogres are having a feast in a large banquet hall, they have been celebrating their victory in battle against a village of humans that they have enslaved. They are drunk and disorderly and will attack any party members on sight.
  3. D6=3:A gold dragon sculptor meticulously crafts a statue from solid gold with its talons.
  4. D6=4:The quiet hum of energy resonates from an uncharted magical circle. Stepping into it can either empower players or transport them to an unexpected location.
  5. D6=5: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.
  6. D6=6: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 = 92

  1. D6=1:A glowing blue orb floats in the air. If players approach, it will attack with lightning bolts.
  2. D6=2:A group of 1d4 humans are sitting around a campfire. They are a band of thieves who have been in the tunnels for five days looking for treasure. They will attack if pressed.
  3. D6=3:The adventurers come across a magical barrier protecting a grand library. Inside, they find scrolls that chronicle lost spells and ancient histories of powerful sorcerers.
  4. D6=4:They find a dungeon's mess hall where sentient spoons debate, "Stir-is of trouble?" The spoons challenge the party to a stirring contest and offer a magic ladle that never spills as a prize.
  5. D6=5: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.
  6. D6=6: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.

d100 = 93

  1. D6=1:A group of 1d6 giant rats are running down the hall, squealing and looking terrified. If the players investigate, they will find a giant snake in a cage in the center of the hallway.
  2. D6=2:An abandoned armory contains a weapon of legendary status. However, wielding it binds the user to an ancient oath requiring dark deeds of valor.
  3. D6=3:A group of adventurers hear the sound of digging. If they investigate, they will find a group of gnolls digging a tunnel.
  4. D6=4:A djinni sweeps a dusty corridor with a magical broom, humming blissful tunes from a distant era.
  5. D6=5: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.
  6. D6=6: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.

d100 = 94

  1. D6=1:A labyrinthine passage mirrors the fall of Troy, complete with holographic myrmidons and deceivingly lifelike wooden horse constructs ambushing players around every corner.
  2. D6=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.
  3. D6=3: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.
  4. D6=4:The adventurers enter a chamber filled with statues of past heroes. Placing a hand on a statue's pedestal grants a brief surge of heroic inspiration.
  5. D6=5: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.
  6. D6=6: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 = 95

  1. D6=1:A group of 1d6 dwarven merchants are escorted by a group of 1d6 dwarven guards. The merchants are transporting an expensive statue made of gold.
  2. D6=2:Polished archeological descriptors rooted diverging into cryptic dialects.
  3. D6=3: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.
  4. D6=4:A cavern wall opens to reveal 2d6 wise stone owls perched on ledges, watching over the dungeon. The owls offer cryptic advice and can alert the party to looming dangers if asked respectfully.
  5. D6=5:The dungeon is filled with sleeping giant bats that dangle from the ceiling, clouded in complete darkness.
  6. D6=6:A room is filled with shimmering motes of light produced by a swarm of pixies writing poems into the air.

d100 = 96

  1. D6=1:A group of 2d6 orcs are hunting a giant boar.
  2. D6=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.
  3. D6=3: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.
  4. D6=4:Raging storm of fire in a random room. 1d6+4 Fire Elementals are attacking the players. They are protecting a large egg that's in the room. The egg will hatch into a large red dragon if not protected.
  5. D6=5:A group of 2d4 orcs are celebrating their victory. They are drunk and they are singing at the top of their lungs.
  6. D6=6:A dungeon within a dungeon: miniaturized, wherein players find themselves smaller than the average rat, navigating large traps and tiny treasures.

d100 = 97

  1. D6=1:In a serene corner of the dungeon, the party encounters 1d10 small sprites engaging in a peaceful, rhythmic dance. Their dance provides an aura of calm and temporary enhancement to the party's agility.
  2. D6=2:D4 skeletons are hauling a coffin through the corridors. They are being chased by a horde of zombies.
  3. D6=3: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.
  4. D6=4:Ochre jelly attacks the party.
  5. D6=5:They encounter a ghost named "Casper-haps You Know Me?" who's trying to learn to be scarier. It requests help with ghostly pranks and offers spiritual advice in return.
  6. D6=6: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.

d100 = 98

  1. D6=1: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.
  2. D6=2:A stone pedestal exhibiting a rare gem changes color when approached, altering the behavior and strength of creatures within the dungeon according to its current hue.
  3. D6=3:An underground conservatory where magical plants grow in self-contained terrariums. The air is filled with the gentle hum of magical energies.
  4. D6=4:A bored dungeon guard challenges the party to a game of dice. Winning or losing could lead to important information or guidance.
  5. D6=5:In a quiet corner of the dungeon, the party discovers 1d4 ancient willow trees that seem oddly out of place. The trees, however, are treants in deep meditation and welcome respectful conversation about the history of the dungeon.
  6. D6=6:Specters intermingle, playing a silent game of cards in a room lit by ethereal candles.

d100 = 99

  1. D6=1:A group of lizardfolk is holding a religious ceremony and view the party as intruders. Showing respect may earn the party their favor.
  2. D6=2:The adventurers find a group of human wizards. They are lost and asking for directions to the human kingdom.
  3. D6=3:A small, hidden chapel filled with soft, golden light that purifies and grants temporary immunity to dark magic and curses.
  4. D6=4:Lonely drakes petitioning synthesis champion slot to emerge through ancient allies.
  5. D6=5:A music hall where phantom musicians play hauntingly beautiful melodies. The air is filled with the sound of violins and harps, inviting peaceful contemplation.
  6. D6=6:The party hears a loud scream coming from a room. They enter and see two cultists fighting with each other. One of them has been cursed by a Magic-User and turned into a were-rat.

d100 = 100

  1. D6=1:The party hears a loud scream coming from a room. They enter and see two cultists fighting with each other. One of them has been cursed by a Magic-User and turned into a were-rat.
  2. D6=2: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.
  3. D6=3:You discover a massive clockwork mechanism; setting it appropriately opens new paths or triggers protective wards in the dungeon.
  4. D6=4:A grand celestial observatory, with an enchanted ceiling mirroring the constellations above. Telescopes of various sizes point towards the heavens, inviting stargazing.
  5. D6=5: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.
  6. D6=6:A grand dining hall, set for a feast yet undisturbed by any recent guests. The aroma of fresh bread and roasted meats lingers as if it had been prepared just moments ago.

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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, D8, D10.

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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