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D8 Dungeon Random Encounters

D&D 5e · 800 scenarios · Roll d100 → roll D8

A complete D&D 5e random encounter table for dungeon scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  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 D8 to pick one of 8 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D8 Dungeon encounter table

d100 = 1

  1. D8=1:The entrance to the next room is blocked by a heavy curtain. A successful Wisdom (Perception) check allows a player to notice a hidden dagger within the curtain's folds.
  2. D8=2:A group of 2d6 gnomes are harvesting mushrooms and putting them in a bag.
  3. D8=3:A collection of living paintings. Conversing could yield instructions on lost mechanisms or traps.
  4. D8=4:Crawling hands! A group of adventurers will find themselves face-to-face with a pair of crawling hands. If they don't kill it, it will heal and attack again. If they do kill it, the hands will reattach themselves.
  5. D8=5: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.
  6. D8=6:An owlbear perched atop an old podium, attempts to read from a dusty tome, growling in frustration.
  7. D8=7:A pile of bones is in the middle of the room. A swarm of 2d6 giant bees attacks anyone who disturbs their nest.
  8. D8=8:I don't know what that is, but it looks like a bunch of shiny gold! Before the adventurers can finish talking, a group of goblins rush out of the room and lock the door. If the players try to talk to them, they will say: 'We don't want to talk! We are very busy. If you want shiny gold, you need to get out of here!'

d100 = 2

  1. D8=1:One of the dungeon walls has a section of brickwork that looks different. A successful Intelligence (Investigation) check finds a secret passage hidden behind the bricks.
  2. D8=2:A serene fountain room where water cascades tranquilly down, creating a calm ambiance. The sound of flowing water soothes the mind.
  3. D8=3:An iron golem methodically polishes itself with a magical cloth discarded by a former wizard.
  4. D8=4:They encounter a grand library with a single floating book. Upon touching it, glyphs in the room start glowing. Players have 10 rounds to solve a puzzle based on ancient folios, or the library collapses into an extradimensional void.
  5. D8=5:A room filled with ancient, glowing runes that emit a soft, comforting light. The walls resonate with a gentle hum.
  6. D8=6:The path ahead is blocked by an upright wall of whirling, obsidian blades — an almost mechanical windmill of death. Timing and dexterity are key as players must carefully navigate the precise gaps. The slightest misjudgment means being lacerated by the blades, which might sever equipment or limbs.
  7. D8=7:The adventurers meet an animated statue known as "Rock Solid" who claims, "I'm hard-core about riddles!" It provides a near-impossible riddle, offering a diamond if they solve it.
  8. D8=8:The adventurers find a tapestry depicting a celestial event. Closely studying it reveals patterns that point to rare astrological secrets and hidden celestial sites.

d100 = 3

  1. D8=1:The players find a small wooden box with a note on it. The note reads, 'Please return to the family of the man who died here. He was a good man.' Inside the box is a small bag of gold coins. 1d6 skeletons are waiting in ambush at the top of the stairs.
  2. D8=2:An ancient scribe ghost offers to inscribe temporary enchantments on the adventurers' gear if they listen to his tales of old.
  3. D8=3:A room with a magic pool that shows scenes of peaceful moments from the past, reflecting a calm and serene atmosphere.
  4. D8=4:Enchanted chains rattle against the walls when a door is touched. Players have 7 minutes to analyze and recreate a specific series of movements to unlock the door undetected or suffer entanglement.
  5. D8=5:Sudden cave-in blocks off tunnel.
  6. D8=6:A group of peasants are praying in a nearby room because they are afraid of being killed by kobolds who are hiding in a nearby room. The kobolds will emerge from the room and attack the party after the peasants are killed or driven away by the party.
  7. D8=7:A banquet hall packed with illusionary but dangerously convincing clones of the players, each clone mimicking their combat style and abilities perfectly.
  8. D8=8:The ceiling collapses, and the characters find themselves in an underground cavern with two giant spiders and a giant wasp.

d100 = 4

  1. D8=1:Players encounter a teleportation circle with glowing runes. They have 10 minutes to map the runes on different parts of the circle correctly to teleport out, or the circle disrupts and causes magical backlash.
  2. D8=2:Players find a room with two Goblin zombies in it. The zombies are holding golden swords and shields. The swords and shields are made of gold, but they're cursed.
  3. D8=3:A pack of 1d10 giant wolves attack the party's horses.
  4. D8=4:The players find a cave that has been decorated with primitive paintings on the walls. The paintings show scenes of death and destruction. The paintings on the wall show scenes of death and destruction that were caused by the players' party. A sign has been painted on the wall that says, 'These players are bad men!'
  5. D8=5:A room with a large, open book scripted with an ongoing tale of the players' journey. Changes made to the text manifest in reality within the dungeon.
  6. D8=6: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.
  7. D8=7:An ancient throne room where the high throne itself is sentient, dispensing riddles and short quests in hopes of being occupied by a worthy monarch.
  8. D8=8:A rope bridge across a chasm is frayed. A successful Wisdom (Survival) check reveals a safe way to cross by reinforcing the weak spots.

d100 = 5

  1. D8=1:The entrance to the next room is blocked by a heavy curtain. A successful Wisdom (Perception) check allows a player to notice a hidden dagger within the curtain's folds.
  2. D8=2:A dreamlike space where the boundaries between reality and illusion blur, inviting players to rest and reflect. Wisps of smoke form gentle spirals in the air.
  3. D8=3: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.
  4. D8=4:They come across a vampire practicing his stand-up comedy act. "Why did the vampire get a job? To find a spark!" He offers a potion of laughter and healing if the players can improve his jokes.
  5. D8=5: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.
  6. D8=6:An ancient bronze dragon sits pondering a puzzle box, fuming with frustration each time it fails to solve it.
  7. D8=7:A magnetic shield prevents electronic devices and compasses from working, requiring navigational skills to move through.
  8. D8=8: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.

d100 = 6

  1. D8=1:Mobs of giant rat creatures are swarming in the passageway. Players must kill at least 10 of them before they retreat.
  2. D8=2:A group of 2d6 humans are running away from a group of 2d6 orcs.
  3. D8=3:A corridor filled with ancient, animated paintings that try to warn players of impending danger by playing out past adventurers’ grisly demises in a loop.
  4. D8=4:A group of adventurers are fighting against a group of skeletons in a large room. As the players approach, the skeletons will attack them.
  5. D8=5: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.
  6. D8=6:A group of men are seen walking through the dungeon, carrying their dead friend on a stretcher. They say: 'We found him near the entrance, dead.'
  7. D8=7:A group of 2d4+2 skeletons are attempting to harness an ancient magic. If they are successful, they will be able to permanently animate other skeletons within a 100-mile radius.
  8. D8=8:An elemental of air glides through the dungeon, offering a gentle breeze and advice on the safest paths.

d100 = 7

  1. D8=1: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.
  2. D8=2:Rust monsters have recently passed through, leaving a path of decaying metal. Metal gear left in contact with the ground is corroded and weakened.
  3. D8=3:In a cavern resembling an ancient Roman coliseum, players are forced into a gladiatorial match against enchanted statues of historical gladiators such as Spartacus and Commodus.
  4. D8=4: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.
  5. D8=5:The adventurers find a magical chess set that once belonged to a grandmaster strategist. Winning a game against the set provides strategic insights and reveals hidden lore.
  6. D8=6:The adventurers find a group of human wizards. They are lost and asking for directions to the human kingdom.
  7. D8=7:Wandering further, the party encounters an alcove with 1d8 cooing doves of radiant plumage. These birds are enchanting and their presence brings a sense of tranquility.
  8. D8=8:A magical telescope mounted in a high chamber allows adventurers to peer into the past, showing scenes of ancient importance and hidden treasures.

d100 = 8

  1. D8=1:A small stream of water flows through the dungeon. Players must succeed on a Wisdom (Survival) check to find a shallow part to cross without getting swept away.
  2. D8=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. D8=3: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.
  4. D8=4:Wandering deeper, the party finds a room filled with 1d4 quietly shimmering crystals that emanate a soft, harmonic sound. These crystals seem to be alive and bring peace to any who sit and listen.
  5. D8=5:An old, mystical spring is found in a quiet cavern. Drinking from it temporarily enhances the adventurers' abilities to resist magic.
  6. D8=6:Players find a room with 2d6 goblins playing cards and gambling for money on them playing well... they attack if anyone questions their activities...
  7. D8=7: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.
  8. D8=8:A group of 1d4 ogres are fighting over a stolen sheep. If players get involved, they will attack them.

d100 = 9

  1. D8=1:A lich attempts to conquer a puzzle box, focusing intently on glyphic movements, muttering arcane approximations.
  2. D8=2:An ogre is sitting at a table in the middle of this room. He is eating the remains of a horse. He is not happy about being disturbed.
  3. D8=3:A peaceful crypt where spirits of past heroes rest. They emit a warm glow, watching over those who enter with benevolent interest.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:An Ottoman-themed hall presents artifacts from the fall of Constantinople. Touching any relic awakens the specter of an Ottoman Janissary, determined to return to his master.
  8. D8=8: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 = 10

  1. D8=1:The party finds a door that leads to a room full of gems - one of them is a gem of seeing.
  2. D8=2:Bequeathing arrayer peculiarly yielding bookish ciphers suggesting ethereal relics.
  3. D8=3:The dungeon is riddled with quicksand pits that are deceptively well-hidden. Falling into one requires a Strength check DC 15 to escape, or players will be sucked under taking 2d6 bludgeoning damage from impact.
  4. D8=4:A gallery of enchanted portraits that occasionally move and interact, sharing tales of history and wisdom from times long past.
  5. D8=5:A group of 2d6 dwarves are worshipping a giant statue of a dwarf. The statue has a treasure chest in front of it.
  6. D8=6:A mesmerized cult requires awakening from an enchantments reading before their ritual. Cooperation is essential.
  7. D8=7:A tranquil chapel dedicated to the goddess of peace. The scent of incense fills the air and a feeling of calm reverberates through the room.
  8. D8=8: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.

d100 = 11

  1. D8=1: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.
  2. D8=2:A portal that leads to a mini-dungeon resembling a perfectly preserved magical pop-up book; players have to navigate through paper-thin dangers.
  3. D8=3:A unicorn tries to purify a cursed fountain by interacting with the mystical waters nearby.
  4. D8=4:The players come upon a camp where a band of 2d4+2 dwarf miners are digging for gold and gems. They will attack the players if they try to interfere with their work.
  5. D8=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. D8=6:A group of 5d4 ogres are arguing over what to eat for dinner. One wants to eat a nearby peasant. The others are against it.
  7. D8=7: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.
  8. D8=8: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.

d100 = 12

  1. D8=1:A group of about 20 goblins are hunting for food. If they are surprised, they will fight to the death.
  2. D8=2:A fork in the path is marked by carvings. A successful Intelligence (History) check reveals the significance of the markers.
  3. D8=3: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.
  4. D8=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. D8=5:A peaceful, candle-lit room contains ancient scrolls filled with beautiful poetry, calming the mind and providing inspiration.
  6. D8=6:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.
  7. D8=7:The party sees a group of 2d6+4 lizardfolk dancing around a fire. If the party approaches, they will attack. The lizardfolk wear leather armor and wield wooden spears. They are led by a lizardfolk warrior who wears leather armor and wields a shortsword and a wooden shield. They are looking for food and are willing to fight to get it.
  8. D8=8:The players come across a room where a group of goblins are playing cards and gambling with each other. They will attack the players if they feel threatened.

d100 = 13

  1. D8=1:A group of humans are looking for treasure. If the players approach, they will attack them.
  2. D8=2:A lost caravan of nomads offers trade but may get suspicious unless treated kindly.
  3. D8=3:A magic item is hidden in a nearby room. A nearby room has a magic item in it that is valued at 1,000 gold pieces or more.
  4. D8=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. D8=5:A peaceful summit chamber that offers a panoramic illusion of distant, misty mountains. The sounds of nature create a tranquil soundscape.
  6. D8=6:In a dimly lit chamber, a massive hourglass begins to turn over, slowly pouring sand. If players don't find and solve a hidden pattern on the walls within 10 minutes, a trapdoor releases a swarm of venomous snakes.
  7. D8=7:A group of dwarves are sitting around a fire pit, telling stories about their recent mining expedition.
  8. D8=8:A group of 1d6+2 gnolls are fighting against a group of 1d4 hobgoblins over who gets to eat the body of a dead human that is lying in the middle of the room.

d100 = 14

  1. D8=1:Two male elves are walking through the passage, holding hands and laughing. They will notice the players and attack them if the party includes any humans.
  2. D8=2:The party stumbles upon an ancient scholar’s workshop. Among his ancient scrolls lie diagrams resembling Leonardo da Vinci’s ingenious war machines. As they explore, a reconstructed automaton springs to life and attacks.
  3. D8=3:The walls are covered with graffiti. The graffiti changes every round. The graffiti says, 'Help, please help, save me, save me!'
  4. D8=4:The adventurers find an underground river where 3d4 luminescent salamanders swim gracefully. The salamanders' glowing skin lights the way and imparts a boost to the party’s vitality.
  5. D8=5:A group of 2d6+4 goblins are playing with a ball. They will attack any living thing that gets close to them.
  6. D8=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.
  7. D8=7:A group of 10d6 undead are in the hallway ahead. If players attack, they will fight until all are dead.
  8. D8=8: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 = 15

  1. D8=1: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.
  2. D8=2:A basalt hall where the air is thick with questions. Players hear whispers that quiz them on their knowledge of lore, geography, and magic, offering boons or drawbacks based on scores.
  3. D8=3:A group of 1d4 dwarves are sitting around a campfire. They have been in the tunnels for 3 weeks. They have been searching for a rare type of stone that they need to make a special kind of weapon.
  4. D8=4:A group of 2d4 giant spiders are in the passageway. They will attack any living thing that passes through their territory.
  5. D8=5:Travelers come upon a small group of goblins performing a heart-wrenching play about their tragic lives. Attacking might save the world from potential future villains, but sympathy could prove rewarding.
  6. D8=6:The party comes across an ancient, dragon's lair long abandoned. It is now a calm and tranquil place, providing a sense of ancient wisdom and treasure.
  7. D8=7:The air spells of dizziness and nausea within certain rooms, making Constitution saves necessary to avoid vomiting and disadvantage on attacks.
  8. D8=8:A group of 2d6 orcs attack the party.

d100 = 16

  1. D8=1:A hidden grove, complete with twinkling fairy lights and a small, crystal-clear pond. The sound of gentle rainfall creates a peaceful soundscape.
  2. D8=2:An area of intense magic creates wild magic surges every time a spell is cast. Random magical effects occur, making spell-casting unpredictable.
  3. D8=3:The dungeon is partially flooded, requiring players to swim or wade through waist-deep water. Constitution checks are needed to avoid catching a debilitating cold or other illnesses.
  4. D8=4:A group of adventurers are in the middle of a battle with a group of adventurers. They will attack the party, thinking they are the enemy.
  5. D8=5: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.
  6. D8=6:A group of 1d4+2 goblins are running down the hall. They are being chased by a group of 1d4+2 orcs. If the players get in the way, the orcs and goblins will fight for a few minutes before continuing on their way.
  7. D8=7:A hidden stairway leads to a serene underground library guarded by 3d6 book sprites. These diminutive beings maintain the knowledge stored here and are happy to assist the party in researching anything that might help their quest.
  8. D8=8:The adventurers find an underground river where 3d4 luminescent salamanders swim gracefully. The salamanders' glowing skin lights the way and imparts a boost to the party’s vitality.

d100 = 17

  1. D8=1:Ioun stones float in the air here, they are of different colors and sizes. If a player touches one, it will grant a bonus to a skill check or save.
  2. D8=2: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.
  3. D8=3:A winding path leads the adventurers to a serene grotto where 2d6 moonbeam moths flutter gently around. Their powdery wings release a sweet fragrance that revitalizes the party's energy.
  4. D8=4:A gallery of enchanted portraits that occasionally move and interact, sharing tales of history and wisdom from times long past.
  5. D8=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. D8=6:An altruistic yet completely bonkers oracle offering irrational guidance in exchange for obsidian cherries.
  7. D8=7:A flame nymph is dancing in the middle of the room.
  8. D8=8:Players hear a woman screaming from inside one of the cells. The screaming stops after a while.

d100 = 18

  1. D8=1:A group of 1d4+4 gnolls are hunting in the area. They will attack on sight.
  2. D8=2:A discolored patch of floor signals possible danger. A successful Wisdom (Perception) check reveals it to be weak flooring, easily bypassed if approached carefully.
  3. D8=3:An intricate mosaic has pieces that seem misaligned. A successful Intelligence (Investigation) or Dexterity (Sleight of Hand) check reveals the correct alignment, activating a secret feature.
  4. D8=4:A banquet hall packed with illusionary but dangerously convincing clones of the players, each clone mimicking their combat style and abilities perfectly.
  5. D8=5:An old rope hanging from the ceiling seems out of place. A successful Intelligence (Investigation) check reveals it as a hidden, dwarven elevator.
  6. D8=6:An ancient tomb has been discovered in this room. It contains a large stone sarcophagus with a pit in the middle of it. It is filled with 2d6 skeletons that are trying to climb out of the pit and escape from the tomb.
  7. D8=7:A room filled with deceased adventurers, each clutching different notes or maps. Combining their clues helps form a coherent guide through deadly traps.
  8. D8=8:The final chamber pays dark homage to Arthurian legend, where a spectral King Arthur presides over a hauntingly empty Round Table. He accuses the adventurers of betraying Camelot and unleashes a ghostly knightly assault.

d100 = 19

  1. D8=1:A music hall where phantom musicians play hauntingly beautiful melodies. The air is filled with the sound of violins and harps, inviting peaceful contemplation.
  2. D8=2:The players see a statue of a goblin. If they examine it, they will find that it is actually a mimic named Macenzor.
  3. D8=3:The tunnel opens up into a large cavern that has been converted into a stable. A human named Tolgar runs the stable. He's very kind and is dealing with a group of humans who are not very kind.
  4. D8=4:A tranquil underground garden, tended by friendly sprites. Flowers of all colors blossom here, filling the air with sweet fragrances. A stone bench invites weary adventurers to rest.
  5. D8=5:An invisible force hits players if they get too close to a strange rune drawn on the floor. It does 1d10 damage and can only be seen if players cast a true seeing spell.
  6. D8=6:A party of 2d4+4 hobgoblins are marching through the tunnel. They are led by a hobgoblin sergeant.
  7. D8=7:A group of bugbears rounds a corner, only to realize they've been walking in circles for hours, bickering all the while.
  8. D8=8:The players hear the sound of running feet. They see four goblins running down a hallway. They are carrying sacks of loot. If players attack them, they will yell, 'Argh! Humans!' and run away in fear.

d100 = 20

  1. D8=1:Lost clumsies enthusiastic engineering ventures they commence beyond relief aspirations.
  2. D8=2: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.
  3. D8=3:A library alcove holds detailed accounts of the Wars of the Roses. As players pick up a specific book, spirits of York and Lancaster soldiers battle in a deadly reenactment right before their eyes.
  4. D8=4:A dripping candle on an altar indicates a curse will activate when it burns out. Players have 8 minutes to figure out how to relight it using enchanted lighters hidden in a labyrinth before the curse is unleashed.
  5. D8=5:A comfortable reading room with shelves of ancient, yet perfectly preserved books on peaceful quests and heroic tales. A decanter of fine wine sits on a nearby table.
  6. D8=6:The players find a small wooden box with a note on it. The note reads, 'Please return to the family of the man who died here. He was a good man.' Inside the box is a small bag of gold coins. 1d6 skeletons are waiting in ambush at the top of the stairs.
  7. D8=7: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.
  8. D8=8:The party hears loud screaming coming from a nearby room. When they go to investigate, they see a mad wizard torturing a captive. The captive is a beautiful, young woman. The wizard will ask the party to leave and never tell anyone what they saw here. He'll offer the party a reward if they agree.

d100 = 21

  1. D8=1:An intricate mosaic has pieces that seem misaligned. A successful Intelligence (Investigation) or Dexterity (Sleight of Hand) check reveals the correct alignment, activating a secret feature.
  2. D8=2:Sections of the dungeon are filled with thick, gripping mud. Moving through it requires a Strength check or becomes difficult terrain, reducing movement speed and making it easier for monsters to attack.
  3. D8=3:The party hears the sounds of battle. If they investigate, they will find a group of 1d10 orcs fighting a group of 1d8 ogres.
  4. D8=4:Ominous rumbling can be heard in the distance. A few moments later, a giant snake slithers into the room. It is angry because the players killed its mate. The snake is level 6 and has 20 hp. It attacks the players until they kill it or flee.
  5. D8=5:A group of 2d6 dwarves are running down the hall, chasing after an escaped chicken. If the players help them catch it, they will give them a magic shield made of dragon hide.
  6. D8=6:Cascading echoes reveal unusual acoustics ahead. A successful Intelligence (Investigation) check locates a hidden fluid tank.
  7. D8=7:A peaceful, candle-lit room contains ancient scrolls filled with beautiful poetry, calming the mind and providing inspiration.
  8. D8=8: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.

d100 = 22

  1. D8=1:A tranquil underground forest where ever-present light sources mimic a peaceful day, soothing the adventurers' worries.
  2. D8=2: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.
  3. D8=3:The tunnel opens up into a large cavern that has been converted into a stable. A human named Tolgar runs the stable. He's very kind and is dealing with a group of humans who are not very kind.
  4. D8=4:A group of 1d4 ogres are fighting over a stolen sheep. If players get involved, they will attack them.
  5. D8=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. D8=6:A haunted dollhouse inside a relatively small chamber. The dollhouse mimics the dungeon’s layout and manipulating the tiny furniture and inhabitants causes effects in the real dungeon spaces.
  7. D8=7:The dungeon's passages twist and turn in a labyrinthine fashion, causing disorientation. Intelligence checks are required to navigate without becoming hopelessly lost.
  8. D8=8:Players come across a large chamber. In the center of the room is a large pool of water. The water is clean and clear. If players drink the water, they will suffer 1D10 HP of damage per round of exposure to it.

d100 = 23

  1. D8=1:Kegasus - A Pegasus has been trapped by a group of goblins in a small cage. The goblins are attempting to sell it to a group of humans for a large amount of money. The humans are very rich and hate each other, so they're not likely to pay. The players can either help the humans buy the Pegasus, help the goblins sell the Pegasus, or help the Pegasus escape.
  2. D8=2:A group of guards are standing by, they are here to make sure no one tries to enter the city limits without permission from the city watch.
  3. D8=3:Zorg's Treasure Vault: A large room filled with treasure, including a golden dragon skull with an opal eye worth 10,000 gold pieces.
  4. D8=4:The ceiling drips a highly flammable liquid. Players traveling with open flames must be wary, or risk an explosive ignition causing 3d6 fire damage.
  5. D8=5:A group of 1d4+1 skeletons are fighting over a pile of treasure that has been looted from the room.
  6. D8=6:The player's stumble across a group of elves who are waiting for their injured member to heal. They are discussing their latest quest to reclaim their lost lore.
  7. D8=7:A group of 3d4 orcs are at a campsite. They are celebrating the death of one of their party and are getting drunk. They will attack if they are attacked, otherwise they will try to sneak away.
  8. D8=8:A narrow, twisting corridor is filled with thick, viscous slime that makes movement excruciatingly slow. The slime is mildly acidic, dealing 1d4 damage every minute, and occasionally spawns small, aggressive oozes that will attack the party. The slime can only be neutralized by fire, but setting it ablaze risks igniting pockets of flammable gas.

d100 = 24

  1. D8=1:A group of 2d6 orcs are hunting for food. They see the party and attack.
  2. D8=2:An arcane workshop filled with shelves of peacefully bubbling potions and gently glowing crystals. The scent of freshly ground herbs and incense hangs faintly in the air.
  3. D8=3:A mysterious invisible barrier blocks the hallway. A successful Intelligence (Arcana) check identifies the nature of the barrier, and a successful Intelligence check allows players to dispel it.
  4. D8=4:The ceiling drips a highly flammable liquid. Players traveling with open flames must be wary, or risk an explosive ignition causing 3d6 fire damage.
  5. D8=5:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.
  6. D8=6:A section of the dungeon is noticeably cooler. A successful Wisdom (Survival) check reveals this to be the haunt of cold-blooded creatures.
  7. D8=7:A group of 2d4+3 ogres are hunting in this area. If players come this way, they will attack.
  8. D8=8:Sections of the dungeon have enchanted floors that cause players to float or sink every other round. Players must use constant checks to navigate this dizzying effect.

d100 = 25

  1. D8=1:Two male elves are walking through the passage, holding hands and laughing. They will notice the players and attack them if the party includes any humans.
  2. D8=2:A group of bugbears rounds a corner, only to realize they've been walking in circles for hours, bickering all the while.
  3. D8=3:A chamber where every object, upon inspection, is an intricate puzzle box that contains either a trap or a helpful item.
  4. D8=4:D4+4 wolves attack party on sight.
  5. D8=5:An old, mystical spring is found in a quiet cavern. Drinking from it temporarily enhances the adventurers' abilities to resist magic.
  6. D8=6:The players stumble upon a room filled with sleeping women. If they disturb them, they will wake up in a very bad mood and attack the players. The women are mid-level mages.
  7. D8=7:A group of 2d4 hobgoblins are torturing a kobold. They are trying to get information from him but he is refusing to talk. The hobgoblins aren't enjoying it but they aren't going to stop either.
  8. D8=8:Excellent performer beseeches role comedy troupe harmonizing dungeon spectrographs.

d100 = 26

  1. D8=1:A group of 2d4 gnolls are playing a game of chance. They have a large pile of gold coins in the middle of their table. They are betting on who can get the closest to the middle without touching the gold coins.
  2. D8=2:An ancient, flooded chamber where soft light filters down through cracks in the ceiling, illuminating submerged statues and relics. The water is clear and gently rippling.
  3. D8=3:The tunnel opens into a vast cavern where a Wall of Shadow represents Hadrian's Wall, dividing the chamber. Passing through the shadowy barrier forces players into spectral confrontations with ancient Pictish warriors.
  4. D8=4:A chamber carved entirely from crystal, casting prismatic reflections all around. The shimmering beauty of the room creates a calming and awe-inspiring environment.
  5. D8=5:An area of intense magic creates wild magic surges every time a spell is cast. Random magical effects occur, making spell-casting unpredictable.
  6. D8=6:An opening in the dungeon wall reveals 3d8 small moonstones randomly scattered around. These stones emit a soft glow and imbue the party with a temporary sense of tranquility and clear direction.
  7. D8=7:Players hear the sound of rushing water. If they look in that direction, they will see a waterfall. If they look in the other direction, they will see a cave. The waterfall is actually a one-way portal to another world.
  8. D8=8:The party hears loud screaming coming from a nearby room. When they go to investigate, they see a mad wizard torturing a captive. The captive is a beautiful, young woman. The wizard will ask the party to leave and never tell anyone what they saw here. He'll offer the party a reward if they agree.

d100 = 27

  1. D8=1: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.
  2. D8=2:The adventurers come across a hidden miniature society of mice warriors who declare, "Squeak-and-destroy!" The mice ask for help in their epic battle against a very large, lazy cat.
  3. D8=3:The party hears two people arguing about some stolen items. They hear: 'I swear it's not me! They're just like them!'
  4. D8=4:The party comes across a group of 5 humans and 5 dwarves arguing over whether or not to accept the help of the party in fighting a nearby dragon that has been terrorizing the area, killing their cattle and stealing their gold and jewels.
  5. D8=5:A socket in the wall contains traces of old resin. A successful Intelligence (Nature) check knowledge provides understanding of its binding role.
  6. D8=6:A group of 1d4+1 humans are hunting for food. They see the party and attack.
  7. D8=7:A room filled with musical instruments that play themselves. An enchanted lyre asks players to compose a song that describes their journey thus far; success grants a magical boon.
  8. D8=8:A shadow dragon lounges in ethereal shadows, vaguely transparent and contemplative, speaking to itself in Draconic.

d100 = 28

  1. D8=1:The party finds a gnome tinkerer working on a strange machine. He’s interested in trades or help to test his invention.
  2. D8=2:A labyrinthine passage mirrors the fall of Troy, complete with holographic myrmidons and deceivingly lifelike wooden horse constructs ambushing players around every corner.
  3. D8=3:A group of 2d6 orcs are attacking a group of 2d6 humans. The humans are level 4. They are defending their territory. The orcs are level 5
  4. D8=4: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.
  5. D8=5:A party of 2d4 orcs and 2d4 goblins are fighting over territory in the dungeon.
  6. D8=6:Kegasus - A Pegasus has been trapped by a group of goblins in a small cage. The goblins are attempting to sell it to a group of humans for a large amount of money. The humans are very rich and hate each other, so they're not likely to pay. The players can either help the humans buy the Pegasus, help the goblins sell the Pegasus, or help the Pegasus escape.
  7. D8=7:The party hears loud screaming coming from a nearby room. When they go to investigate, they see a mad wizard torturing a captive. The captive is a beautiful, young woman. The wizard will ask the party to leave and never tell anyone what they saw here. He'll offer the party a reward if they agree.
  8. D8=8:A spacious cavern houses a hot spring with steam rising gently from the water. Bathing in the spring rejuvenates and grants temporary resistance to cold.

d100 = 29

  1. D8=1:An intricately designed clockwork garden, where mechanical birds and animals move with smooth precision, adding a rhythmic and soothing ambiance.
  2. D8=2:Fungal growth - The players come across a room with an unusual fungus on the walls and ceiling of the room.
  3. D8=3:The players find a locked chest with a magic aura. Inside, an ancient curse promises dire consequences for opening but boundless knowledge and treasure for the fearless.
  4. D8=4: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...
  5. D8=5:A narrow passageway is filled with dart traps that fire upon sensing movement. Players must make Dexterity saves or take 2d6 piercing damage.
  6. D8=6:A room filled with enchanted shadow paintings that try to trap the players' shadows, causing ailment and weakness until retrieved.
  7. D8=7:A hall filled with transparent, invisible walls maze-like in layout; players gain the ability to see the walls only if splashed with a specific potion.
  8. D8=8: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.

d100 = 30

  1. D8=1:In a narrow hallway, they find a sign that reads, "Danger: Lair of the Quip Dragon." As they proceed, a tiny dragon appears, breathing puns instead of fire. It demands laughter in exchange for safe passage.
  2. D8=2: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.
  3. D8=3:A peaceful, candle-lit room contains ancient scrolls filled with beautiful poetry, calming the mind and providing inspiration.
  4. D8=4:Lonely drakes petitioning synthesis champion slot to emerge through ancient allies.
  5. D8=5:Three young halflings are arguing with each other about who has the best horse. They will attack the party if they get in their way.
  6. D8=6:Meditating monks representing inter-religious quorum on relic concordance.
  7. D8=7:A group of adventurers hear the sound of metal on stone. They see a dwarf mining for ore in an open area. He attacks them, thinking they want his ore or want to rob him.
  8. D8=8:A group of 2d6 bandits are led by a human with a bow. They are on the lookout for travelers to attack and rob.

d100 = 31

  1. D8=1:In a cavern resembling an ancient Roman coliseum, players are forced into a gladiatorial match against enchanted statues of historical gladiators such as Spartacus and Commodus.
  2. D8=2:A peaceful, candle-lit room contains ancient scrolls filled with beautiful poetry, calming the mind and providing inspiration.
  3. D8=3:The party hears a low, rumbling growl come from the direction of a nearby door. The door opens, and a large, vicious dog charges out. It's a war dog, and it's angry.
  4. D8=4:The players hear a deafening roar. A giant rat is running towards them with its mouth open. It stops in front of them and tries to bite them. It runs back and forth, trying to scare them off.
  5. D8=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. D8=6:The dungeon floor collapses into a pit of water, forcing players to swim to the other side. Athletics checks are required to navigate the murky water, avoiding underwater hazards and drowning risks.
  7. D8=7:An ogre is sitting at a table in the middle of this room. He is eating the remains of a horse. He is not happy about being disturbed.
  8. D8=8: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.

d100 = 32

  1. D8=1:A room where the floor, walls, and ceiling are constantly shifting like a living puzzle. The party must align all pieces to open a hidden door.
  2. D8=2:A young dragon, hideously transformed by a curse, begs for help. Helping it may earn the dragon's allegiance, but risking a local town's wrath for aiding a dreaded beast is a reality.
  3. D8=3:The party encounters 2d4 enormous floating spores that emit a gentle light and soft musical hum. These spores are non-hostile and provide the party with soothing melodies as they progress.
  4. D8=4:The players find what appears to be a small black hole in the ground. It is actually a portal to a place called 'The Void' - a place in outer space that has been corrupted by demons.
  5. D8=5: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.
  6. D8=6:A roc egg lies unattended, guarded only by the innate defenses of the dungeon magic.
  7. D8=7:A drow patrol attacks the party
  8. D8=8: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 = 33

  1. D8=1:Wandering further, the party encounters an alcove with 1d8 cooing doves of radiant plumage. These birds are enchanting and their presence brings a sense of tranquility.
  2. D8=2:A group of guards are standing by, they are here to make sure no one tries to enter the city limits without permission from the city watch.
  3. D8=3:The players stumble upon a room filled with sleeping women. If they disturb them, they will wake up in a very bad mood and attack the players. The women are mid-level mages.
  4. D8=4:A blacksmith's forge manned by an animated suit of armor that requests high-quality materials in exchange for crafting legendary weapons.
  5. D8=5:A crystal-clear pool in an otherwise desolate room offers visions of locations within the dungeon. However, each scrying attempt comes with a small risk of physical or mental backlash.
  6. D8=6:Portcullises suddenly drop down to isolate party members from each other. Each group must solve puzzles or face traps to reunite.
  7. D8=7:There's an animated birthday cake whose candles burn down quickly. Players have 5 minutes to "blow out" the candles by solving a series of speed-based puzzles, or it releases a poison gas.
  8. D8=8:The party is attacked by a pack of 1d10 wargs.

d100 = 34

  1. D8=1:The area shifts as if on a movable platform, dramatically affecting footing and movement as players try to maintain balance on slippery surfaces.
  2. D8=2:An illuminated library filled with star charts and celestial globes. One can almost feel the movements of the stars and planets just by standing here.
  3. D8=3:A group of 1d4+1 goblins are trying to gain entry to the room by bribing the guards with a fistful of gold.
  4. D8=4:Wandering further, the party encounters an alcove with 1d8 cooing doves of radiant plumage. These birds are enchanting and their presence brings a sense of tranquility.
  5. D8=5:Upon touching a jeweled crown, clockwork automata begin a silent countdown sequence. They need 12 rounds to deactivate the sequence by turning statues to face the right directions.
  6. D8=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.
  7. D8=7: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.
  8. D8=8:A giant, enchanted chessboard with living chess pieces locked in eternal combat. Players must navigate the board without getting caught in the melee.

d100 = 35

  1. D8=1:An enchanted spring offers visions of the dungeon's layout, offering strategic advantages.
  2. D8=2:An ettin argues with itself over a riddle written on a scroll, each head claiming to know the answer.
  3. D8=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. D8=4:The players hear a loud rumbling noise coming from a nearby passage. Inside, they will find a group of 3d4+3 gnolls arguing about what to do about the rumbling noise coming from the passage.
  5. D8=5:Deep in the depths, an imprisoned angel begs for release. Its chained magic oppresses the dungeon's evildoers, freeing it may alleviate the adventurers' struggles or bring forth uncontrollable wrath.
  6. D8=6:A serene, mirrored hallway that seems endless, reflecting light and calming energies in a mesmerizing pattern.
  7. D8=7:The tunnel opens into a vast cavern where a Wall of Shadow represents Hadrian's Wall, dividing the chamber. Passing through the shadowy barrier forces players into spectral confrontations with ancient Pictish warriors.
  8. D8=8:A group of 10 humans are praying at an altar. They are trying to bring their god back to life.

d100 = 36

  1. D8=1:The party hears the sound of water rushing ahead. A large river flows through a cavern ahead, and the party must raft across the river. The raft is a magic item. The raft's name is 'Mr. Floaty' and it is yellow.
  2. D8=2:The adventurers come across 2d4 gently pulsing luminescent orbs known as Dream Drifters. These orbs carry a calming presence and can temporarily enhance insightful dreams if kept near during rest.
  3. D8=3:A group of 2d8 tiny, harmless cave bats hang from the ceiling, chirping softly in unison. Their melody echoes throughout the dungeon and can lead the party to unseen passages or treasures if they listen closely.
  4. D8=4: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.
  5. D8=5:An ogre, bored and lonely, is using pieces of broken furniture to construct a rudimentary tower. It ignores the players unless they interfere.
  6. D8=6:A room filled with tapestries that tell of epic and honorable deeds boosts the morale and courage of those who read them.
  7. D8=7:The dungeon opens up to a serene underground garden tended by a reclusive druid. The druid is protective but open to friendly conversation.
  8. D8=8:A room full of ancient columns starts to quake when they enter. They have 15 minutes to stabilize the keystone at the center to prevent a ceiling collapse.

d100 = 37

  1. D8=1:An old rope hanging from the ceiling seems out of place. A successful Intelligence (Investigation) check reveals it as a hidden, dwarven elevator.
  2. D8=2:A small troll tries to find a piece of armor that fits by trying on various helmets stored in chests.
  3. D8=3:The air spells of dizziness and nausea within certain rooms, making Constitution saves necessary to avoid vomiting and disadvantage on attacks.
  4. D8=4:Tripping gnomic conjurer convening toward archaic beacons over inquiries.
  5. D8=5:A group of 2d6 human bandits are planning on attacking a nearby village.
  6. D8=6:A djinni sweeps a dusty corridor with a magical broom, humming blissful tunes from a distant era.
  7. D8=7: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.
  8. D8=8:Two faerie dragons flit about in a room filled with illusory treasures, daring each other to touch the "real" ones.

d100 = 38

  1. D8=1:The players come across a room where a group of goblins are playing cards and gambling with each other. They will attack the players if they feel threatened.
  2. D8=2: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.
  3. D8=3:A group of 3d6 skeletons are worshipping an altar, believing they will be granted great power if they offer the bones of their enemies to the god they worship. The players' characters will be the first 'sacrifices'.
  4. D8=4:The party encounters a trio of goblin merchants arguing over the price of a shiny gemstone. They offer trade but may resort to a fight if offended.
  5. D8=5:Players find themselves navigating a hall whose walls depict the Punic Wars. A trap releases mechanical lions styled after ancient Carthaginian war machines.
  6. D8=6:A room filled with tapestries that illustrate great moments in history. A soft voice narrates tales of heroism and wisdom as the players move from one tapestry to another.
  7. D8=7:A group of 1d4+4 dwarven bandits are trying to rob a group of halfling farmers of their chickens and vegetables.
  8. D8=8:An ancient artifact causes any character attuned to it to become paranoid and question their comrades' loyalty, creating an escalated environment of mistrust.

d100 = 39

  1. D8=1:D12+4 brown bears attack party on sight.
  2. D8=2:A group of 1d20+10 goblins are gathered around a camp fire singing songs about violence and death. If players approach, they will attack!
  3. D8=3:The players come to a room with an open pit in the center of the room. A man is standing on one side of the pit and a woman is standing on the other side of the pit. The woman is holding a baby. The pit is 30 feet deep and it is filled with spikes and sharp rocks at the bottom. A huge, hungry grizzly bear is standing at the edge of the pit, waiting for someone to fall into it so it can get to its meal. The woman is trying to get across to the other side without falling into it. The man is trying to make her fall into it by throwing rocks at her feet.
  4. D8=4:The adventurers find a group of human mercenaries. They are lost and asking for directions to the human city.
  5. D8=5:The party stumbles upon a room where the walls are encrusted with magical gems that inspire creativity and strategic thinking.
  6. D8=6: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.
  7. D8=7:A group of elves are arguing about whether or not they should save a group of humans from a giant. One of the elves named Methius is attempting to convince the others to save the humans from the giant in exchange of giving the humans half of the elves' gold.
  8. D8=8:The party comes across a group of 2d6+2 dwarves who are being attacked by 2d6+2 goblins. The dwarves are trying to set up a defensive position in a small passageway. The dwarves are friendly and will help in any way they can.

d100 = 40

  1. D8=1:A treant is crammed into a dungeon chamber, unable to find its way out, and protesting to whomever will listen.
  2. D8=2:A group of 5d4 ogres are arguing over what to eat for dinner. One wants to eat a nearby peasant. The others are against it.
  3. D8=3:A gelatinous cube slowly absorbs the remains of a failed adventuring party, reconfiguring itself.
  4. D8=4:Kittens!
  5. D8=5:Two faerie dragons flit about in a room filled with illusory treasures, daring each other to touch the "real" ones.
  6. D8=6:A large hole in the ground has been filled with an enormous amount of coins by someone rich. The hole is 8-feet deep and 8-feet wide.
  7. D8=7:Players see a group of orcs and goblins fighting with each other over something in an open area. Their weapons are broken and they are using their fists to fight each other. Players can choose to get involved in the fight or stand back and let them kill each other (DM's choice).
  8. D8=8:A small cadre of imps plays a high-stakes game of dice, wagering baubles and trinkets.

d100 = 41

  1. D8=1:A group of 2d6 goblins are running away from a giant badger.
  2. D8=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. D8=3: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.
  4. D8=4:A chamber with intricately carved walls depicting the life of a powerful wizard. Hidden among the carvings are puzzle pieces that, when assembled correctly, reveal the location of the wizard's secret lab.
  5. D8=5:A loose flagstone conceals a hidden compartment. A successful Dexterity (Sleight of Hand) check reveals its contents without triggering an alarm.
  6. D8=6:The party stumbles upon an ancient scholar’s workshop. Among his ancient scrolls lie diagrams resembling Leonardo da Vinci’s ingenious war machines. As they explore, a reconstructed automaton springs to life and attacks.
  7. D8=7:The air spells of dizziness and nausea within certain rooms, making Constitution saves necessary to avoid vomiting and disadvantage on attacks.
  8. D8=8:A small, hidden chapel filled with soft, golden light that purifies and grants temporary immunity to dark magic and curses.

d100 = 42

  1. D8=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. D8=2:Wailing banshees haunt a stone table.
  3. D8=3:A group of 1d4+1 dwarves are arguing about whether or not they should attack the party. They're not sure if the party is an enemy or not.
  4. D8=4:A merchant has set up shop here, he is selling miscellaneous items. He is friendly, but will try to swindle players if he can.
  5. D8=5:A bard's music drifts through the corridor. She is exploring for inspiration and asks the party for tales of their adventures.
  6. D8=6:Players come across a room with a stone sarcophagus in it, covered in dust. The room is a tomb.
  7. D8=7:A chamber where a dragon's old hoard still has a fractional amount of its protective magic, granting temporary invulnerability.
  8. D8=8:A miniature hourglass inside a glass dome starts counting down. They need to find the miniature key hidden among a collection of enchanted trinkets within 8 minutes, or an explosive rune activates.

d100 = 43

  1. D8=1: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.
  2. D8=2:A meditative zen garden with intricately raked sand and beautifully arranged rocks. A tranquil space for contemplation.
  3. D8=3:An ethereal, dream-like room where reality is questionable and players navigate through abstract, constantly shifting terrain.
  4. D8=4:When entering a burial chamber, a skeletal hand on the altar begins to slowly close around an artifact. Players have 7 minutes to figure out and perform the correct prayer to retrieve the artifact or risk the skeletal warriors awakening.
  5. D8=5:Infamous duelists zealously mentoring newcomers yearning heroic rivals.
  6. D8=6:The adventurers discover a small tribe that worships an ancient relic. The tribe will self-destruct without it, but the relic holds significant power that could change the adventure's course.
  7. D8=7:A group of about 20 goblins are hunting for food. If they are surprised, they will fight to the death.
  8. D8=8:An oni meditates beside a small enchanted pond, seeking clarity between its transformations.

d100 = 44

  1. D8=1:The party stumbles upon a room where the walls are encrusted with magical gems that inspire creativity and strategic thinking.
  2. D8=2: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.
  3. D8=3:Vast underground cavern is filled with a vast underground lake. The water is extremely cold and extremely deep. The cavern floor is covered with a layer of ice. The players can see the frozen form of a dragon in the middle of the lake. The dragon's head is barely above the surface of the water, and its tail is barely below the surface of the water. The dragon's great talons are sunk deep into the floor of the cavern. Any creature that touches the water must make a DC 5 Constitution saving throw or take 2d6 points of cold damage.
  4. D8=4:The party hears a low, rumbling growl come from the direction of the other side of this room. When they investigate they find a large pit that goes down for about 10 feet before it becomes a bottomless pit. There are bones scattered around the pit, but there is nothing else of interest in this room.
  5. D8=5:Wisps conducing connection toward unknown geometric plates.
  6. D8=6:A noisy group of goblins is found drunk and disorderly. Reason over conflict could secure tools or potion recipes.
  7. D8=7: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.
  8. D8=8: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.

d100 = 45

  1. D8=1:The players come upon a camp where a band of 2d4+2 dwarf miners are digging for gold and gems. They will attack the players if they try to interfere with their work.
  2. D8=2:You come across a group of 1d10+10 orcs and 2 ogres led by an orc named Urk. The orcs and ogres are on their way to a nearby village, hoping to raid it.
  3. D8=3:An intricate mosaic has pieces that seem misaligned. A successful Intelligence (Investigation) or Dexterity (Sleight of Hand) check reveals the correct alignment, activating a secret feature.
  4. D8=4:The floor tiles in this part of the dungeon shift and move like a giant puzzle. Stepping on the wrong tile causes it to slide out from under you, requiring Dexterity saves to avoid falling and taking 2d6 bludgeoning damage.
  5. D8=5:A group of about 10 ogres are hunting for food. If they are surprised, they will fight to the death.
  6. D8=6: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.
  7. D8=7:An enchanted glen within the dungeon where soft, cascading waterfalls create a serene atmosphere. Good for rejuvenation and relaxation.
  8. D8=8:The party hears chanting coming from a large room. If they investigate they will find a large gathering of 1d20+10 cultists in robes, they are holding a ceremony to summon a monster from another dimension. If the party attacks, the cultists will summon the monster to attack them.

d100 = 46

  1. D8=1:A group of 2d4 orcs are eating the bodies of their fallen comrades. They are not hostile.
  2. D8=2:An intricate mosaic sprawls across the floor. Walking on it correctly reveals hidden compartments containing valuable items, but stepping incorrectly sets off traps.
  3. D8=3:A room holds a large hourglass. Players have 5 minutes to solve a memory challenge based on items found in the dungeon to prevent a memory-wiping fog from filling the room.
  4. D8=4:They come across an ancient mural. A successful Intelligence (History) check determines it's a warning about the dangers deeper in the dungeon.
  5. D8=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. D8=6:An ogre is sitting at a table in the middle of this room. He is eating the remains of a horse. He is not happy about being disturbed.
  7. D8=7:A magical, cackling noise can be heard coming from this room. If a character opens the door, 1d4+4 hobgoblins rush out.
  8. D8=8:1d6+2 zombies emerge from a nearby wall, having been awakened by the party. The zombies will attack the party.

d100 = 47

  1. D8=1:A group of 2d4 goblins are playing a game called 'Knockdown'. The objective is to knock down all of the other players.
  2. D8=2:The dungeon corridor starts to narrow until it becomes a tight squeeze. Larger characters must make Contortion checks or take 1d4 bludgeoning damage as they force their way through.
  3. D8=3:The party discovers a room with 2d6 gently swaying bioluminescent plants. The plants react to the presence of the adventurers by glowing warmly and filling the air with a calming fragrance.
  4. D8=4:A group of bandits are trying to rob a wealthy nobleman's carriage. There is a large bone horse statue on top of the carriage. The nobleman is inside the carriage, throwing gold coins at the bandits.
  5. D8=5:The players come across a large pool of green slime. If touched, it sticks to the players. A small tentacle will reach out of the pool and try to drag them underwater.
  6. D8=6:A nearby cave is filled with giant snakes. The snakes are tended to by a group of kobolds who are hunting for food and supplies for their tribe. The kobold chieftain insists that the players help them with this task, and will not let them pass until they do so.
  7. D8=7:The walls here are covered in graffiti and paintings. They depict horrific scenes and images that no one can understand.
  8. D8=8: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.

d100 = 48

  1. D8=1:A bartering skeleton intrigued by jewelry and trinkets trades valuable dungeon lore.
  2. D8=2:Rooms with varying gravitational fields cause players to float or sink. This can make moving through these areas perilously slow or disorienting.
  3. D8=3:An illusory floor covers a lake of fire. Players see a safe path if they interpret an ancient prophecy correctly.
  4. D8=4:The party hears a low, rumbling growl come from the direction of a nearby door. The door opens, and a large, vicious dog charges out. It's a war dog, and it's angry.
  5. D8=5:An underground conservatory where magical plants grow in self-contained terrariums. The air is filled with the gentle hum of magical energies.
  6. D8=6:A group of 2d6 goblins are running away from a group of 2d6 ogres.
  7. D8=7: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.
  8. D8=8: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 = 49

  1. D8=1:Raging Fire! A spiked pit trap with a raging fire beneath it. PCs must make a DEX save or fall into the pit. The pit is filled with thick, bubbling tar.
  2. D8=2:A group of 3d6 giant rats are carrying sacks of loot through the dungeon. The rats are not aware of the party at all.
  3. D8=3:Players come across a room with a stone sarcophagus in it, covered in dust. The room is a tomb.
  4. D8=4:Players see a group of people playing cards. The people are dressed in rags. They are hungry and desperate.
  5. D8=5:A room with a magic pool that shows scenes of peaceful moments from the past, reflecting a calm and serene atmosphere.
  6. D8=6:A group of 2d6 men and women are standing around in the middle of the hallway, laughing and joking. The players will have no idea what they are laughing about - until they hear a knock on the door. The party is being invited to a party - if they want to join in. The party will be able to join in and have a good time - but they will be expected to pay for all the food and drinks they consume - +100 GP per person.
  7. D8=7:A harpy sings a melancholic tune while plucking the feathers from a stuffed pillow, lost in her song.
  8. D8=8:A labyrinthine passage mirrors the fall of Troy, complete with holographic myrmidons and deceivingly lifelike wooden horse constructs ambushing players around every corner.

d100 = 50

  1. D8=1:Players come across a small cave with a small stream flowing out of it. The stream is filled with garbage and waste. If players drink the water, they will suffer 1D10 HP of poison per round of exposure to it.
  2. D8=2:A corridor filled with ancient, animated paintings that try to warn players of impending danger by playing out past adventurers’ grisly demises in a loop.
  3. D8=3:A group of 2d6 dwarves are making preparations to attack a nearby goblin tribe. They need help getting supplies and they need help with their battle plans. If the party helps them, they will be rewarded with one magical item each.
  4. D8=4:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
  5. D8=5:Sudden silence. The party hears a group of 10 orcs arguing quietly. They are deciding whether or not to attack the party.
  6. D8=6:Players discover an old, cobweb-covered mirror. A successful Intelligence (Arcana) check reveals it as a potential communication or observation device.
  7. D8=7:A crevasse filled with vines that grab and pull at the players, requiring Strength checks to break free or risk being consumed by the plant life.
  8. D8=8: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 = 51

  1. D8=1: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.
  2. D8=2:A winding path leads the adventurers to a serene grotto where 2d6 moonbeam moths flutter gently around. Their powdery wings release a sweet fragrance that revitalizes the party's energy.
  3. D8=3:An ancient scribe ghost offers to inscribe temporary enchantments on the adventurers' gear if they listen to his tales of old.
  4. D8=4:A group of 1d4+1 goblins is trying to gain entry by telling the truth and requesting safe passage into the city through the dungeon.
  5. D8=5:Elaborate golem puppet displaying craftsmanship yearning curiosity.
  6. D8=6:The party stumbles upon an ancient altar with a ghostly priest performing an eternal ritual. Helping the priest move on could offer divine favor.
  7. D8=7:The players stumble upon an elven burial ground, in which a group of 2d6 elves have been murdered by either bandits or orcs. They are all wearing fine elven armour and weapons and have a small amount of treasure on them worth about 100 gp each.
  8. D8=8:A group of sprites are dancing around a magical fountain, seemingly unaware of any intruders.

d100 = 52

  1. D8=1:The final chamber pays dark homage to Arthurian legend, where a spectral King Arthur presides over a hauntingly empty Round Table. He accuses the adventurers of betraying Camelot and unleashes a ghostly knightly assault.
  2. D8=2:A tranquil chapel dedicated to the goddess of peace. The scent of incense fills the air and a feeling of calm reverberates through the room.
  3. D8=3:A luminescent grotto where tiny, glowing creatures dart through the air like fireflies, casting beautiful reflections on the watery walls.
  4. D8=4:A group of adventurers hear the sound of metal on stone. They see a dwarf mining for ore in an open area. He attacks them, thinking they want his ore or want to rob him.
  5. D8=5: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.
  6. D8=6:The group hears the sound of splashing water. When they investigate, they find a group of 1d4+2 kobolds throwing axes at a target. They will attack if the players try to interfere with their game.
  7. D8=7:The party encounters a benevolent elemental creature who offers to enhance their resilience with its elemental magic temporarily.
  8. D8=8:A crevasse filled with vines that grab and pull at the players, requiring Strength checks to break free or risk being consumed by the plant life.

d100 = 53

  1. D8=1:A chamber with an enchanted ceiling that shows a calming, starry night sky regardless of the time of day, ideal for rest and recovery.
  2. D8=2:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.
  3. D8=3:A group of 5d4 ogres are arguing over what to eat for dinner. One wants to eat a nearby peasant. The others are against it.
  4. D8=4:A group of 1d4+4 farmers are carrying sacks of grain back to their village. They will join the players if they offer them food, drink or gold.
  5. D8=5:A sealed door has ten rotating discs covered in runes. Players need to align the correct symbols within 12 minutes to unlock the door; failure causes the room to flood with a toxic gas.
  6. D8=6:The party stumbles upon a large, underground lake that is home to 2d6 giant turtles that are capable of swimming underwater for long distances and attacking anything that approaches them from below the surface.
  7. D8=7: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.
  8. D8=8:A group of 3d6 skeletons are worshipping an altar, believing they will be granted great power if they offer the bones of their enemies to the god they worship. The players' characters will be the first 'sacrifices'.

d100 = 54

  1. D8=1:A group of 1d4+1 goblins is trying to gain entry by telling the truth and requesting safe passage into the city through the dungeon.
  2. D8=2: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.
  3. D8=3:Three bugbears are walking through the tunnel, mumbling to themselves about their plans to raid a nearby village.
  4. D8=4:A group of 2d6 men are in this room, gambling and drinking wine. They are playing a game where they bet on how many times an elf named 'Bob' will get drunk and pass out. Players can learn about 'Bob' by talking to the men gambling. If players talk to 'Bob', he will tell them that he is an elf and that he isn't drunk - he just has an Elven blood disease and his blood is green!
  5. D8=5:D10+2 skeletons attack party wearing nothing but loincloths. They wield swords and shields. They are angry because a wizard cast a spell on them that turned them into living dead. They can be persuaded to fight for the players if the players can remove the curse on them.
  6. D8=6:The party hears chanting coming from a room. They enter and see a group of cultists praying to their god. If the party attacks them, they will turn into ghouls and attack the party.
  7. D8=7:A group of 1d4 ogres are fighting over a bag of coins. They will attack the party if they get in the way.
  8. D8=8:A room with an enchanted loom that weaves the fates of those who touch it. Characters interacting with the loom find their deeds foretold in its threads.

d100 = 55

  1. D8=1:An opening in the dungeon wall reveals 3d8 small moonstones randomly scattered around. These stones emit a soft glow and imbue the party with a temporary sense of tranquility and clear direction.
  2. D8=2:A gallery of enchanted portraits that occasionally move and interact, sharing tales of history and wisdom from times long past.
  3. D8=3:The adventurers walk into a court resembling the Star Chamber of Tudor England. A spectral Henry VIII and his advisors summon players to justify their intrusion or face dire spectral judgment.
  4. D8=4:A small band of doppelgangers are practicing their disguises. Deciphering true identities could be complex but rewarding in shared skills/tricks.
  5. D8=5:The party hears a loud crash as three 1d8 orcs rush down a hall, attack the first living thing they see, then run away again. The orcs are drunk and will giggle frequently while involved in their shenanigans.
  6. D8=6:A chamber carved entirely from crystal, casting prismatic reflections all around. The shimmering beauty of the room creates a calming and awe-inspiring environment.
  7. D8=7:In this room, there is a small pool of water with a few fish swimming in it. If you touch the water, it will attack! If you stick your hand in the pool of water, it will try to pull your hand in!
  8. D8=8:A series of pressure plates in the floor trigger dart traps. A poem hints at the safe path. They have 10 rounds to solve it, or the entire floor becomes lethal.

d100 = 56

  1. D8=1:Players see a group of orcs and goblins fighting with each other over something in an open area. Their weapons are broken and they are using their fists to fight each other. Players can choose to get involved in the fight or stand back and let them kill each other (DM's choice).
  2. D8=2:The dungeon is filled with sleeping giant bats that dangle from the ceiling, clouded in complete darkness.
  3. D8=3:A group of 3d6 bandits are trying to get themselves an army. They are trying to recruit the players' party by telling them they will be paid well if they join them and help them capture a nearby city.
  4. D8=4:A group of 1d6+2 gnolls are fighting against a group of 1d4 hobgoblins over who gets to eat the body of a dead human that is lying in the middle of the room.
  5. D8=5:Sections of the dungeon are filled with thick, gripping mud. Moving through it requires a Strength check or becomes difficult terrain, reducing movement speed and making it easier for monsters to attack.
  6. D8=6:The players find a room with a long table in it that has been set for dinner. On one end of the table is a skeleton, sitting in a chair and holding a fork in his hand and a knife in his other hand as if he was eating his last meal and was interrupted before he could finish his meal. The players will notice he has no head on his shoulders and no legs under his chair. A small fairy is sitting on top of his headless shoulder, polishing his teeth with his toothbrush and singing a song about how he was eaten by goblins while he was eating dinner at this very table and was interrupted before he could finish his meal and had no time to put his head back on his shoulders or his legs under his chair before he was eaten by goblins and now he's sitting here with no head on his shoulders or legs under his chair and singing about how he was eaten by goblins while he was eating dinner at this very table and was interrupted before he could finish his meal and had no time to put his head back on his shoulders or his legs under his chair before he was eaten by goblins and now he's sitting here with no head on his shoulders or legs under his chair... The fairy will attack the players if they come too close to him or try to attack him. He has been sitting here for years and has gone crazy from
  7. D8=7:A group of adventurers are standing over the body of a dead troll. If players approach, they will attack them.
  8. D8=8:Impromptu comedy-gongs evacuating environs rendering treasure indicators strictly for validating comedians.

d100 = 57

  1. D8=1:The players come across a clearing in a forest. In the clearing is a large stone altar. On the altar is a dead bandit with a dagger sticking out of his chest. A group of kobolds is standing around the altar with their weapons drawn. There are three kobolds, one of them is an elderly kobold with a long beard and a crown on his head. The elderly kobold says 'You killed my son! You must pay with your blood!' The players can try to talk their way out of it, fight, or flee.
  2. D8=2:A group of male and female hobgoblins are hunting for food. If they are surprised, they will fight to the death.
  3. D8=3:Icy cavern. A group of 2d6 mercenaries are taking a well-deserved rest after a battle. They are on their way to the surface.
  4. D8=4:The players come to a room with an open pit in the center of the room. A man is standing on one side of the pit and a woman is standing on the other side of the pit. The woman is holding a baby. The pit is 30 feet deep and it is filled with spikes and sharp rocks at the bottom. A huge, hungry grizzly bear is standing at the edge of the pit, waiting for someone to fall into it so it can get to its meal. The woman is trying to get across to the other side without falling into it. The man is trying to make her fall into it by throwing rocks at her feet.
  5. D8=5:The room is filled with cots and blankets. Players find a group of 3d4+3 humans who are resting. They are drunk and will attack the players.
  6. D8=6:The walls have irregularities in one section. A successful Intelligence (Investigation) check uncovers a hidden mechanism.
  7. D8=7: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.
  8. D8=8:The players come across a room full of 3d4 goblins playing dice games with each other. One goblin will challenge the players to a game of dice and if the players lose, they must pay him 10 gold pieces or else he will attack them.

d100 = 58

  1. D8=1:D4 skeletons are hauling a coffin through the corridors. They are being chased by a horde of zombies.
  2. D8=2:A con artist disguised as an injured noble seeks to gain the party’s sympathy and gold. They offer bogus artifacts in exchange for assistance.
  3. D8=3:An amulet dangles from a dusty sconce. A successful Intelligence (Arcana) check identifies half-lost enchantments.
  4. D8=4:Bequeathing arrayer peculiarly yielding bookish ciphers suggesting ethereal relics.
  5. D8=5:A cyclops crochets an oversized sweater using dungeon vines for yarn, frowning in concentration.
  6. D8=6:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say
  7. D8=7:You see a room with a broken mirror in it.
  8. D8=8: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.

d100 = 59

  1. D8=1:An old man is sitting on the ground. He is wearing rags and he is dirty and scabby. If the players talk to him, he will ask for help. If the players help him, he will tell them about the 'evil underground cult that is kidnapping people' and then he will try to rob them.
  2. D8=2:An ancient treant grows within the stone floor, wishing to exchange knowledge for assistance in curing its ailing roots.
  3. D8=3:The party discovers a room filled with intricate musical instruments. A ghostly bard offers to bestow great bardic knowledge upon one character in exchange for their voice for one month.
  4. D8=4:Wailing banshees haunt a stone table.
  5. D8=5: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.
  6. D8=6:A bard's music drifts through the corridor. She is exploring for inspiration and asks the party for tales of their adventures.
  7. D8=7:The party comes across a room with a statue of a wizard - if they disturb it, it will come to life and attack them.
  8. D8=8:The players come to a room with an open pit in the center of the room. A man is standing on one side of the pit and a woman is standing on the other side of the pit. The woman is holding a baby. The pit is 30 feet deep and it is filled with spikes and sharp rocks at the bottom. A huge, hungry grizzly bear is standing at the edge of the pit, waiting for someone to fall into it so it can get to its meal. The woman is trying to get across to the other side without falling into it. The man is trying to make her fall into it by throwing rocks at her feet.

d100 = 60

  1. D8=1:A cryptic message appears on the dungeon walls, only visible through detect magic spells. Deciphering its true meaning requires casting dark or forbidden spells.
  2. D8=2:Trails of caustic slime are left behind by gelatinous cuboids which inflict 1d6 acid damage per round to those who come into contact.
  3. D8=3:A blizzard of bone-chilling cold permeates a vast chamber turned into a frozen tundra. Frost encrusts surfaces, making them slick and hazardous to traverse without falling. Glacial winds assail the party and reduce visibility, while patches of thin ice break underfoot to submerge characters in frigid water, threatening hypothermia.
  4. D8=4:A group of 1d4+1 goblins is trying to gain entry by pretending to be lost travelers who need directions to the nearest town, but they are actually spies for an evil nation and are trying to gather information about the dungeon and its inhabitants, but they are terrible spies and are really just trying to get into the dungeon and away from the prying eyes of their own nations' spies.
  5. D8=5:The walls have irregularities in one section. A successful Intelligence (Investigation) check uncovers a hidden mechanism.
  6. D8=6: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.
  7. D8=7:A group of 2d6 goblins are walking through the tunnel, mumbling to themselves about their plans to raid a nearby village.
  8. D8=8:A peaceful cavern home to kind-hearted fae who offer potions of healing and wisdom.

d100 = 61

  1. D8=1:The dungeon opens up to a serene underground garden tended by a reclusive druid. The druid is protective but open to friendly conversation.
  2. D8=2:A group of adventurers are in the middle of a battle with a group of goblins. If the party tries to help, they find that a magical barrier prevents them from entering. The shield will go down after the battle is over.
  3. D8=3:A group of 2d6 goblins are arguing over which is the better goblin. One of them has a large scar on his face, but he's telling the others he's better because he has the scar.
  4. D8=4:They encounter a well at the dungeon's center, with an animated bucket complaining about "water under the bridge." The bucket gives out wishes, but they're all aquatic-themed.
  5. D8=5:The dungeon floor is cracked and worn, disclosing boiling pools of molten rock. Intense heat radiates from the floor, dealing 1d6 heat damage each minute. Random fissures emit jets of steam capable of inflicting burns and disorienting characters, pushing them closer to the deadly magma.
  6. D8=6:The players come across a small cave filled with 1d4+4 kobolds who are trying to dig their way out of the cave, but are too weak from hunger to do so.
  7. D8=7:The group finds a room filled with 3d4 floating orbs of light, known as Tranquility Spheres. These orbs emit a calming hum and can provide the party with a temporary boost to their wisdom and perception.
  8. D8=8:A group of 2d6 kobolds are playing a game of chance. They have a large pile of gold coins in the middle of their table. They are betting on who can get the closest to the middle without touching the gold coins.

d100 = 62

  1. D8=1:The party comes across a room with a riddle on the wall - if they solve it, they get a magic sword.
  2. D8=2:A socket in the wall contains traces of old resin. A successful Intelligence (Nature) check knowledge provides understanding of its binding role.
  3. D8=3:A seemingly endless corridor leads to a room with three talking doors. Each door professes to lead to safety, treasure, or doom, but only one speaks the truth.
  4. D8=4:A scatter of really funny scarecrows propagandizing the prologue toward traps.
  5. D8=5:The air chills as players stumble upon a Siberian-themed chamber, where history tells of the Bering Strait migrations. Spectral mammoths and tribal spirits emerge, defending their territory.
  6. D8=6:A floating crystal in the center of the room emits a slow pulsating glow. Players have 15 minutes to match the correct rhythm and resonate with it using ethereal tuning forks found in the dungeon, or a barrier traps them.
  7. D8=7: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!'
  8. D8=8:Players hear an argument. Two men are arguing. They are arguing over the color of their hair. One man has brown hair, and the other has black hair. They are yelling at each other, and none of them will notice the players approaching. They will continue arguing unless PCs do something. If players do anything to stop them, the brown haired man will say 'Thank you!' and run away. The black haired man will say 'Thank you!' and also run away.

d100 = 63

  1. D8=1: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).
  2. D8=2:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
  3. D8=3: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.
  4. D8=4:The spirits of past adventurers haunt this section, giving cryptic advice. Using the information correctly can help avoid fatal traps ahead.
  5. D8=5:An ancient throne room echoes with Gregorian chants, and the spectral form of Charlemagne demands fealty or death, only allowing passage if players answer questions about his reign correctly.
  6. D8=6:A chamber carved entirely from crystal, casting prismatic reflections all around. The shimmering beauty of the room creates a calming and awe-inspiring environment.
  7. D8=7:The air grows cold, and your breath condenses as you enter a room where time stands still. Objects here float motionlessly and can be manipulated to solve time-based puzzles.
  8. D8=8:T ouching the cave wall, you find a hidden door. It is marked with an old symbol of a skull. If anyone touches the skull, the entrance will open and out will come 2d6 ghouls.

d100 = 64

  1. D8=1:A lone lich tends to a garden of poisonous herbs inside a greenhouse-like chamber, ignoring the players unless disturbed.
  2. D8=2:A sleeping sphinx guards a small cache of scrolls, snoring riddles that reveal their contents.
  3. D8=3:A group of adventurers are standing over the body of a dead troll. If players approach, they will attack them.
  4. D8=4:A room strewn with broken pottery reveals fragments of an ancient map when pieced together, leading to an undiscovered part of the dungeon brimming with secrets.
  5. D8=5:A thief's guild hideout is revealed. They offer membership or guidance through if the party aid their current heist.
  6. D8=6: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.
  7. D8=7:A group of orcs are celebrating the coming of a new baby orc. The orcs are sitting around a large fire. The orcs are drunk.
  8. D8=8:The party sees a group of 1d4+2 kobolds arguing with each other about who has the best sword. They will attack the party if they get in their way.

d100 = 65

  1. D8=1:The players come across a group of cultists. They are dressed in black robes and are carrying torches. The cultists are led by a necromancer who is riding a giant spider. The cultists are searching for the tomb of their god.
  2. D8=2:Within the dungeon lies a chamber housing a small warren of kobolds protecting their young. They appear scared but won’t allow the players to pass without bloodshed, yet the kobolds' tactics hold a hint of sentience and desperate resolve.
  3. D8=3:A group of 2d4+2 ogres are trying to destroy a temple belonging to a religion that worships humans and elves.
  4. D8=4:A group of humans are arguing with a merchant. The merchant is trying to sell them an item at an extremely high price. The humans want to buy it for a low price.
  5. D8=5:A group of 2d6 humans are trying to sell a group of 2d6 half-orcs a suit of armor. The humans are actually bandits and the half-orcs are their prisoners.
  6. D8=6:Lava falls around a group of three statues of a man, woman, and child, which are actually living statues. One of the statues will move when approached. It will attack any living thing, and only dies when it is the last one remaining.
  7. D8=7: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.
  8. D8=8: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.

d100 = 66

  1. D8=1:Three young halflings are arguing with each other about who has the best horse. They will attack the party if they get in their way.
  2. D8=2:Strange indentations in door frames. A successful Wisdom (Perception) recognizes worn away hidden mechanisms for a retracted portcullis.
  3. D8=3:An ogre is trying to sleep, but a nearby kobold is stealing his food whenever he closes his eyes. The kobold is hiding in a nearby tree and has a bow and arrow aimed at the ogre's head in case he wakes up.
  4. D8=4:A room filled with enchanted shadow paintings that try to trap the players' shadows, causing ailment and weakness until retrieved.
  5. D8=5:In a dimly lit room, two rival kobold clans are in tense negotiations over territory. The party can mediate and possibly gain allies.
  6. D8=6: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.
  7. D8=7:The party comes across a group of 10 dwarves who are arguing over whether or not to accept the help of the party in fighting a nearby dragon that has been terrorizing the area, killing their cattle and stealing their gold and jewels.
  8. D8=8:A large room where gravity shifts toward the nearest point that a specific player stands upon, constantly changing the need for stability and movement.

d100 = 67

  1. D8=1:In an eerie chamber, they find shadow puppets arguing, clearly stuck in "shadow play." The puppets request a new story to act and share a shadowy cloak as payment.
  2. D8=2:A group of 1d6 elven rangers are waiting for the party to pass through their territory. They ask for aid in a border dispute with the elves of the elven wood.
  3. D8=3:The party encounters a benevolent elemental creature who offers to enhance their resilience with its elemental magic temporarily.
  4. D8=4: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.
  5. D8=5:The party hears chanting coming from a large room. If they investigate they will find a large gathering of 1d20+10 cultists in robes, they are holding a ceremony to summon a monster from another dimension. If the party attacks, the cultists will summon the monster to attack them.
  6. D8=6:The adventurers encounter a group of 2d6 goblins playing charades. One goblin says, "Try to guess what I 'sword-and-board'!" They invite the players to join in, offering goblin-made trinkets as prizes.
  7. D8=7:A room designed as a courtroom where a talking gargoyle is holding a mock trial. The players are the defendants, charged with "trespassing." They must persuade the gargoyle of their innocence to proceed.
  8. D8=8: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 = 68

  1. D8=1:The players find a small chamber where a sleeping baby dragon lies coiled up, snoring lightly. It doesn't appear hostile but awakes if disturbed.
  2. D8=2:Ghost scientist dispatching eldritch experiments yielding curious fandom when cracked amusingly.
  3. D8=3:A disused ring reveals an arena styled after ancient Aztec warrior rituals, and the player who steps inside must battle a terrifying undead Jaguar Warrior resurrected by blood magic.
  4. D8=4:Intricate patterns decorate an alcove. A successful Intelligence (Investigation) check uncovers spell marks or sequences.
  5. D8=5:The party finds an ethereal tether linking a dying creature to the mortal realm. Killing it severs its earthly pains but sends it into the unknown afterlife; sparing it prolongs its agony.
  6. D8=6:Players encounter a gallery lined with portraits of infamous historical figures such as Vlad the Impaler. These figures step out of their frames and attempt to recreate their most notorious acts using spectral magic.
  7. D8=7:A high-pitched, ear-splitting sound issues from the walls, causing disorientation. Players must make Constitution saves or suffer from deafness and disorientation for 1d6 hours.
  8. D8=8: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.

d100 = 69

  1. D8=1:A dungeon artist seeks inspiration to complete a masterpiece. Helping locate rare pigments or supplies is mutually beneficial.
  2. D8=2:Players hear a woman screaming from inside one of the cells. The screaming stops after a while.
  3. D8=3:A peaceful cavern home to kind-hearted fae who offer potions of healing and wisdom.
  4. D8=4:Passageways narrow to the point where only crawling is possible, making players vulnerable to ground-based traps. Perception checks are essential to avoid danger.
  5. D8=5:A group of 2d4 kobolds are cowering in the corner. They are hiding from something.
  6. D8=6:An ancient observatory with a magical telescope that reveals hidden paths, truthful prophecies, or incoming dangers when peered through.
  7. D8=7:A section of the dungeon is noticeably cooler. A successful Wisdom (Survival) check reveals this to be the haunt of cold-blooded creatures.
  8. D8=8:A group of 2d6 men are sitting on the floor in the hallway, singing a song about the adventures of their heroes. If the players listen to them long enough, they will hear about the location of a secret dungeon underneath the town that not many people know about.

d100 = 70

  1. D8=1:Impromptu comedy-gongs evacuating environs rendering treasure indicators strictly for validating comedians.
  2. D8=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. D8=3:The air spells of dizziness and nausea within certain rooms, making Constitution saves necessary to avoid vomiting and disadvantage on attacks.
  4. D8=4:You see a group of 1d4+4 thieves and 2 assassins led by a thief named Johny Blackhand. The thieves and assassins are on their way to a nearby city, hoping to rob it blind. They will attack the party if they get in their way.
  5. D8=5:A group of 2d6 kobolds are hunting in the caverns, looking for food and treasure. One of the kobolds is a shaman, and has a magical staff that shoots lazer beams at the players.
  6. D8=6:Fire-spewing jets randomly ignite, requiring Dexterity throws to avoid taking 3d6 fire damage on failed saves.
  7. D8=7:A loose flagstone conceals a hidden compartment. A successful Dexterity (Sleight of Hand) check reveals its contents without triggering an alarm.
  8. D8=8:A group of 2d4+4 ogres are hunting in this area. If players come this way, they will attack.

d100 = 71

  1. D8=1:Random animal droppings litter the floor. A successful Wisdom (Nature) check identifies the creature that left them as a non-threatening herbivore.
  2. D8=2: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.
  3. D8=3:A spectral orchestra plays haunting melodies in a grand, abandoned ballroom. Listening closely reveals musical secrets and lost histories of ancient bardic traditions.
  4. D8=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. D8=5:Crawling hands! A group of adventurers will find themselves face-to-face with a pair of crawling hands. If they don't kill it, it will heal and attack again. If they do kill it, the hands will reattach themselves.
  6. D8=6: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.
  7. D8=7:A wall sconce is actually a cleverly disguised switch. A successful Dexterity (Sleight of Hand) check activates it without triggering any traps.
  8. D8=8:A group of halflings are traveling through the dungeon. They are looking for a dwarven village. If the players help, the dwarves will give them a reward. If the players attack, the dwarves will attack back.

d100 = 72

  1. D8=1:The party hears a strange noise, like a person singing off key. If players investigate, they will find a group of 2d6+3 kobolds singing and dancing around a campfire.
  2. D8=2:A lost caravan of nomads offers trade but may get suspicious unless treated kindly.
  3. D8=3:The adventurers discover an underground meadow filled with 3d4 grazing spectral deer. These ethereal beings are peaceful and offer an aura of calm that soothes the group's spirits.
  4. D8=4:A corridor leads to a room filled with juggling flamingos proclaiming, "Feathers fly when you juggle high!" They request an audience with the bravest adventurers to pass juggling torches and offer a flaming feather as a token.
  5. D8=5:A merchant has set up shop here, he is selling miscellaneous items. He is friendly, but will try to swindle players if he can.
  6. D8=6:A group of 1d4 elven nobles are escorted by a group of 1d4 elven bodyguards. The nobles are transporting an ancient elven sword made of mithril.
  7. D8=7:An eerie playroom filled with lifelike, animated toys that try to reenact the characters' past battles in miniature form, providing clues in the process.
  8. D8=8:A group of adventurers will find a room with bones in it. If they don't clear the bones out, an ooze will spawn!

d100 = 73

  1. D8=1:An injured orc warrior sits against the wall nursing wounds. He seeks for honorable healing and can offer information about nearby dangers.
  2. D8=2:The adventurers come across a hidden miniature society of mice warriors who declare, "Squeak-and-destroy!" The mice ask for help in their epic battle against a very large, lazy cat.
  3. D8=3:A pile of bones is in the middle of the room. A swarm of 2d6 giant bees attacks anyone who disturbs their nest.
  4. D8=4:An intricately designed clockwork garden, where mechanical birds and animals move with smooth precision, adding a rhythmic and soothing ambiance.
  5. D8=5:The walls start to scream! The walls start screaming, and if the players don't cover their ears, they will become deafened!
  6. D8=6: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.
  7. D8=7:A room detailed with scrolls and charts invokes a scene from a Mongol war council. The conjured specter of Genghis Khan gives the players a choice: swear fealty or face his ethereal wrath.
  8. D8=8: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.

d100 = 74

  1. D8=1:A group of 2d6 humans are trying to sell a group of 2d6 half-orcs a suit of armor. The humans are actually bandits and the half-orcs are their prisoners.
  2. D8=2:A group of 1d8+4 hobgoblins are sitting around a campfire, talking about their plans to raid nearby villages for more food and supplies.
  3. D8=3:A giant spider attacks the party - if they kill it, they find a treasure chest with a map inside.
  4. D8=4:The walls of this room are covered with chalk.
  5. D8=5:A section of wall is decorated with intricate carvings. A successful Intelligence (History) or (Investigation) check reveals their meaning and hidden lever.
  6. D8=6:A mated pair of basilisks gaze lovingly at one another, their reflections causing small parts of their surroundings to petrify.
  7. D8=7:Kittens!
  8. D8=8: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 = 75

  1. D8=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. D8=2:Renowned quenched holist aiding in divine rituals cultivating broader reach among leylines.
  3. D8=3: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.
  4. D8=4:A group of 3d10 orcs are searching for food. If they see the players, they will attack.
  5. D8=5:A group of 1d4+1 goblins is trying to gain entry by telling the truth and requesting safe passage into the city through the dungeon.
  6. D8=6:The players come to a large, open room. In the center of the floor is a large, circular pit with spikes sticking up out of it. There are several bodies lying on the spikes. If players search them, they will find several small sacks filled with silver and gold pieces.
  7. D8=7:A cavern room where stalactites and stalagmites have formed into natural sculptures of breathtaking beauty, lit by bioluminescent fungi.
  8. D8=8:The corridor opens into a vast underground lake. Here, 1d10 graceful water elementals dance across the surface, their movements creating mesmerizing patterns of light and water. They may offer to share information about the dungeon's layout if treated with respect.

d100 = 76

  1. D8=1:Players find a room with 2d6 goblins playing cards and gambling for money on them playing well... they attack if anyone questions their activities...
  2. D8=2:The adventurers find a beautiful, tranquil garden with ancient, stone statues. Meditating here provides mental clarity and peace.
  3. D8=3:Lonely drakes petitioning synthesis champion slot to emerge through ancient allies.
  4. D8=4:The floor ahead is unnaturally smooth and polished. A successful Dexterity (Acrobatics) check is required to avoid slipping.
  5. D8=5:A corridor is filled with cobwebs. A successful Wisdom (Nature) or (Survival) check identifies a safe way through them to avoid disturbing any inhabitants.
  6. D8=6:A group of 2d8 merchants are debating over whether or not they should bring a large wagon full of goods with them into the dungeon or leave it outside where it will be safe. They are standing in front of the entrance to a room that has been sealed shut with a large stone door blocking it off. The merchants want to bring their goods with them into the dungeon, but they are afraid that their goods might get stolen if they leave them outside where they might be found by thieves or other monsters that might wander by and notice them while they are inside the dungeon exploring it and gathering treasure from inside it.
  7. D8=7:The party hears the sound of chirping birds. When they look up, they see that the chirping is coming from a small bird, trapped in a spider's web. If the party saves the bird, it will fly up and perch on the shoulder of the strongest looking member of the party, and stay with them until they can return it to its nest.
  8. D8=8:The adventurers find a group of humans. They are lost and asking for directions to the human city.

d100 = 77

  1. D8=1:A group of 2d6 giant spiders are hiding in a small cave in the hopes of catching some prey.
  2. D8=2:A sleeping green dragon has a hoard of intricate jewelry scattered around, each piece marked by elaborate runes.
  3. D8=3:A group of 4d4 goblins are standing in the passage, watching curiously as the players walk by. They are not hostile, but they are holding a stolen treasure that they will not give back unless they are threatened.
  4. D8=4:The dungeon floor is covered with an intricate mosaic pattern that radiates intense heat. Stepping on the wrong tile will burn your feet, dealing 1d4 fire damage per step. Players need to solve a cryptic riddle to identify the safe tiles.
  5. D8=5:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
  6. D8=6:Pile of rubble and debris. 10% chance of finding a treasure chest.
  7. D8=7:Eerie music can be heard from a nearby cavern. It sounds like a dirge.
  8. D8=8:The adventurers find a tapestry depicting a celestial event. Closely studying it reveals patterns that point to rare astrological secrets and hidden celestial sites.

d100 = 78

  1. D8=1: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.
  2. D8=2:A group of 1d4 dwarves are sitting around a campfire. They have been in the tunnels for 3 weeks. They have been searching for a rare type of stone that they need to make a special kind of weapon.
  3. D8=3:Rooms with varying gravitational fields cause players to float or sink. This can make moving through these areas perilously slow or disorienting.
  4. D8=4:The players hear a voice in their heads telling them to turn back or die.
  5. D8=5:The party stumbles upon a hidden temple dedicated to a forgotten god of peace. An old caretaker offers wisdom and blessings to those who meditate here.
  6. D8=6:A group of 2d6+2 half-orcs are sitting around a campfire playing cards and gambling with each other. If players interact with them, they'll invite them to play cards and gamble with them. The half-orcs are named Stan and Sam, and they're cousins. They're on their way to join an orc tribe that's been attacking caravans on the trade route.
  7. D8=7:A merchant has set up shop here, he is selling magic items and gems. He is friendly, but will try to swindle players if he can.
  8. D8=8:A group of dwarves are digging a new tunnel. The tunnel goes deep into the cliffside. The dwarves have been digging for months. They are extremely tired and are looking for a place to rest.

d100 = 79

  1. D8=1: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.
  2. D8=2:The players hear a group of 2d6 humans talking about killing a man named 'Jack'. They are discussing disposing of his body in a nearby river. Players will discover the body of 'Jack' nearby, hanging from a hook on the wall. He was killed by the humans. Players can learn the names of the killers by talking to the guards at the door to the sewers - they are the ones who did it.
  3. D8=3:A half-eaten apple lies in the corridor, leading to a hidden satyr’s feast. Friendly interaction can reveal hidden passages.
  4. D8=4:The party hears a group of people chanting in a language they don't understand. They see the group of people, who are cultists and are chanting around their altar which is covered in blood and body parts.
  5. D8=5:The players find an underground cave that has been decorated with primitive paintings on the walls. The paintings show scenes of death and destruction. The paintings on the wall show scenes of death and destruction that were caused by a group of kobolds from another nearby dungeon complex from another continent who had been hired by a rival dungeon party from another continent to wipe out a dungeon complex that had been built by a rival party from another continent which had been built on top of an ancient ruin that has been rumored to contain great treasure which has been rumored to contain great treasure which has been rumored to contain great treasure which has been rumored to actually
  6. D8=6:A group of 1d4+2 people are standing around in a large room. They are talking about a group of adventurers that were in here earlier. They are not sure what happened to them. If the players say anything about the adventurers, they will tell the players what they know. If the players ask, they will say that the adventurers went down two passages. One passage led to a treasure room and the other passage led to a room with an evil wizard's tomb.
  7. D8=7: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.
  8. D8=8:They find a sphinx who loves riddles in one chamber. The sphinx declares, "I'm feeling a bit cat-ty today. Answer my riddle or feel my furry!" It asks ridiculous, cat-themed riddles and offers a magical collar for the correct answers.

d100 = 80

  1. D8=1:A vine-covered archway leads to an enchanted orchard where the fruits grant temporary enhancements to physical abilities.
  2. D8=2:A crystal-clear pool illuminates the room with a magical light. Gazing into the pool shows visions of possible futures, granting the party foresight on consequential decisions.
  3. D8=3:Players find themselves navigating a hall whose walls depict the Punic Wars. A trap releases mechanical lions styled after ancient Carthaginian war machines.
  4. D8=4:A treant is crammed into a dungeon chamber, unable to find its way out, and protesting to whomever will listen.
  5. D8=5:The players stumble upon a magic mirror. If they look at themselves in the mirror, they will see their reflections transformed into the most hideous thing they can imagine, but only for a moment.
  6. D8=6:Raging Fire! A spiked pit trap with a raging fire beneath it. PCs must make a DEX save or fall into the pit. The pit is filled with thick, bubbling tar.
  7. D8=7:A dragon turtle puffs steam contently in a secluded, and surprisingly spacious water chamber.
  8. D8=8:A room with a large mosaic floor starts to illuminate symbols. They need to step on them in a specific order within 12 minutes to unlock a door, or lose access to the room forever.

d100 = 81

  1. D8=1:The players stumble upon an ancient tomb, in which a lich has been imprisoned for eons. He is close to breaking free and will attack the players on sight. If the players are successful in defeating him, they may be able to claim his treasure or magic as their own.
  2. D8=2:The players find an underground cave that has been decorated with primitive paintings on the walls. The paintings show scenes of death and destruction. The paintings on the wall show scenes of death and destruction that were caused by a group of kobolds from another nearby dungeon complex from another continent who had been hired by a rival dungeon party from another continent to wipe out a dungeon complex that had been built by a rival party from another continent which had been built on top of an ancient ruin that has been rumored to contain great treasure which has been rumored to contain great treasure which has been rumored to contain great treasure which has been rumored to actually
  3. D8=3:A rushing underground river must be crossed without a bridge. Players need to make Athletics checks or use magic to get across without being swept away.
  4. D8=4:A group of about 20 orcs are hunting for food. If they are surprised, they will fight to the death.
  5. D8=5:A group of 2d6 humans are running away from a group of 2d6 orcs.
  6. D8=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.
  7. D8=7: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.
  8. D8=8: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 = 82

  1. D8=1:Abstractly entrenched familiar scavenging remedies transmogrifying errant elements.
  2. D8=2: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.
  3. D8=3:A weak section of ceiling is prone to collapsing. A successful Wisdom (Perception) check reveals the danger, and a successful Dexterity saving throw avoids falling debris.
  4. D8=4:Grieved cultists hyper-sympathetically hiring adventurers restoring lost momenta.
  5. D8=5:One room has walls that slowly close in. Players must solve an intricate puzzle quickly or be crushed, taking 4d6 bludgeoning damage.
  6. D8=6:A group of 2d6 mercenaries are taking a well-deserved rest after a battle. They are on their way to the underground lair of a dragon.
  7. D8=7:The adventurers discover an underground meadow filled with 3d4 grazing spectral deer. These ethereal beings are peaceful and offer an aura of calm that soothes the group's spirits.
  8. D8=8:An ancient, flooded chamber where soft light filters down through cracks in the ceiling, illuminating submerged statues and relics. The water is clear and gently rippling.

d100 = 83

  1. D8=1:In a colder area of the dungeon, arcane symbols create shifting pathways through ice walls that change position every few minutes.
  2. D8=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. D8=3:The party enters a labyrinthine cave system where the ground intermittently quakes. The ceilings are covered in razor-sharp stalactites. Whenever the ground shakes, 1d4 stalactites crash down on the party, dealing significant damage. Sliding walls within the tunnels close off passages, forcing players to navigate quickly or face being crushed or trapped.
  4. D8=4:Bequeathing arrayer peculiarly yielding bookish ciphers suggesting ethereal relics.
  5. D8=5:A displacer beast has made a lair out of a former wizard's study. It likes to play tricks by displacing objects.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A ghostly figure appears and whispers a cryptic message about a hidden treasure. Players have 15 minutes to decipher the message and unlock a hidden compartment before the treasure is consumed by spectral fire.

d100 = 84

  1. D8=1:Water stains spell out faint shapes on the wall. A successful Intelligence (Investigation) check deciphers a secret map.
  2. D8=2:A young wyvern desperately tries to catch a rat in the corridors, ignoring the players unless they make a lot of noise.
  3. D8=3:A group of 1d4+1 dwarves are arguing about whether or not they should attack the party. They're not sure if the party is an enemy or not.
  4. D8=4: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.
  5. D8=5:A man named Edrick is standing in the center of the tunnel with his arms outstretched as if he's blocking the way. If players try to move him, he will say, 'I'm not moving.'
  6. D8=6: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.
  7. D8=7:Elusively fashioned spell metes altering artifacts delighting diplomats.
  8. D8=8:A seemingly innocent wooden chest that follows the players from room to room telepathically promises great reward if players perform a mysterious, unspecified task.

d100 = 85

  1. D8=1:The players find a locked chest with a magic aura. Inside, an ancient curse promises dire consequences for opening but boundless knowledge and treasure for the fearless.
  2. D8=2:A small band of doppelgangers are practicing their disguises. Deciphering true identities could be complex but rewarding in shared skills/tricks.
  3. D8=3:A group of humans are celebrating the birthday of one of their friends. They are drinking and dancing around a fire pit. A large cake is sitting on a table nearby the fire pit.
  4. D8=4: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.
  5. D8=5:Vampires! A vampire is waiting for a group to come along. He offers to tell them a story. If they stay and listen to his story, he will reward them with a vial of blood. If they don't stay and listen to his story, he will attack them. The story is pretty boring, but the blood is delicious. If the players stay and listen to the story, they will learn about a nearby dungeon and a treasure hidden therein.
  6. D8=6:Bequeathing arrayer peculiarly yielding bookish ciphers suggesting ethereal relics.
  7. D8=7: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.
  8. D8=8:A fire giant forges an incomplete weapon on an ancient anvil embedded in magma.

d100 = 86

  1. D8=1: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.
  2. D8=2:An old, but well-maintained armory where weapons and armor seem to exist more for display than use. Soft, ambient light makes the polished metal gleam softly.
  3. D8=3:A group of six giant rats are resting. If attacked, they will attack the players.
  4. D8=4:You come across a small, wooden box lying on the ground. It is marked with the symbol of a dragon.
  5. D8=5:A wall sconce is actually a cleverly disguised switch. A successful Dexterity (Sleight of Hand) check activates it without triggering any traps.
  6. D8=6:A chamber with an enchanted ceiling that shows a calming, starry night sky regardless of the time of day, ideal for rest and recovery.
  7. D8=7:A group of 2d4 goblins are in the passageway. They are running from an approaching troll. The troll is following them and will attack any living thing that blocks its path to food after it catches up to the goblins.
  8. D8=8:The party hears the sound of running water. If they investigate, they will find a waterfall that leads to an underground river. The river leads to a small underground lake. If the party tries to cross the river, they will be attacked by three giant crocodiles that live in the lake.

d100 = 87

  1. D8=1:A scatter of really funny scarecrows propagandizing the prologue toward traps.
  2. D8=2:A blacksmith's forge manned by an animated suit of armor that requests high-quality materials in exchange for crafting legendary weapons.
  3. D8=3: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.
  4. D8=4:A cultist is in this room, praying to his god. If the party enters, he will attack them.
  5. D8=5:A winding path leads the adventurers to a serene grotto where 2d6 moonbeam moths flutter gently around. Their powdery wings release a sweet fragrance that revitalizes the party's energy.
  6. D8=6:A chamber filled with floating, glowing lanterns. The soft light they cast creates a serene and magical atmosphere.
  7. D8=7:In a dimly lit corridor, the players discover a graffiti-covered wall that reads "Please leave a pun!" Each player must contribute a pun to open a secret door to a hidden treasure room.
  8. D8=8:The party comes across a group of 2d6+2 goblins who are being attacked by 2d6+2 kobolds. The goblins are trying to set up a catapult. The goblins are friendly and will help in any way they can.

d100 = 88

  1. D8=1:A group of 2d8+2 orcs are torturing a group of 2d6 humans. If the players intervene, the orcs will attack. The humans will thank the players for saving them and offer them a reward. The reward is a magical sword that transforms into a +1 sword for 1d4+1 days if the wielder is in danger.
  2. D8=2:A tranquil meadow with magical butterflies that heal wounds and grant temporary flight.
  3. D8=3:A group of 1d4+1 goblins is trying to gain entry by telling the truth and requesting safe passage into the city through the dungeon.
  4. D8=4:A group of 10 humans are praying at an altar. They are trying to bring their god back to life.
  5. D8=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. D8=6:A strange green fog covers the floor. If a player steps into it, he will be paralyzed for 1d10 hours.
  7. D8=7:A group of adventurers will find a room full of mirrors. If they are not careful, they might walk into a mirror and be transported to another dimension!
  8. D8=8:A colossal slime engulfs portions of the dungeon wall, seemingly unaware of its engulfment.

d100 = 89

  1. D8=1:The priest is chanting in a room. He summons a cult of Vampires. They will attack if they notice the party.
  2. D8=2:The entrance to the cave is blocked by an iron portcullis with bolted hinges. Three giant scorpions are standing in front of it. They will attack the players if they try to cross the portcullis.
  3. D8=3:A group of 2d6 kobolds are running through the passage, chased by a giant spider.
  4. D8=4:Inside a dome, a planetarium simulation begins to show celestial events. Players have 12 minutes to maneuver tiny celestial bodies to match historical records to open a hidden door.
  5. D8=5:A group of merfolk swim in an enchanted underground lake, singing hauntingly beautiful songs in unison.
  6. D8=6:Wind howls through unseen crevices. A successful Intelligence (Investigation) check reveals a hidden vent system.
  7. D8=7: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.
  8. D8=8:A pile of bones is in the middle of the room. A swarm of 2d6 giant bees attacks anyone who disturbs their nest.

d100 = 90

  1. D8=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. D8=2:A group of adventurers will find a room with a giant candle in the center. If they blow out the candle, a wight will spawn.
  3. D8=3: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.
  4. D8=4:The sounds of battle can be heard, but when players investigate, they will find a group of 1d8 ogres fighting a group of 1d10+5 hill giants and a group of 1d10 orcs.
  5. D8=5:A floating crystal in the center of the room emits a slow pulsating glow. Players have 15 minutes to match the correct rhythm and resonate with it using ethereal tuning forks found in the dungeon, or a barrier traps them.
  6. D8=6:A group of 2d6 people of various races and classes are sitting around a campfire in the middle of the room. They are mercenaries looking for work, and they have 2d6 trained war dogs with them.
  7. D8=7: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.
  8. D8=8:A magical portal allows entering a heavenly sanctuary filled with unparalleled riches. However, the cost is leaving behind a part of one's essence, rendering the soul forever incomplete.

d100 = 91

  1. D8=1:A warm and cozy kitchen where the smell of freshly baked bread and herbs wafts through the air. A table set for tea seems to invite players to sit and relax.
  2. D8=2:Zombies! 1d6+2, they're slow, shambling, and desperate to get away from the yawning pit in the floor.
  3. D8=3:A room filled with deceased adventurers, each clutching different notes or maps. Combining their clues helps form a coherent guide through deadly traps.
  4. D8=4:Ominous rumbling can be heard in the distance. A few moments later, a giant snake slithers into the room. It is angry because the players killed its mate. The snake is level 6 and has 20 hp. It attacks the players until they kill it or flee.
  5. D8=5:A half-eaten apple lies in the corridor, leading to a hidden satyr’s feast. Friendly interaction can reveal hidden passages.
  6. D8=6:The party comes across a group of men who are looking for a lost member of their party. They will ask the party to help them find their friend. The men are actually cultists looking to capture and sacrifice a member of the party to their dark god.
  7. D8=7:In a haunted library, the players encounter a librarian ghost who whispers, "I've got a spine-tingling story for you!" It issues a book hunt challenge with a magical bookmark as a reward.
  8. D8=8:A party of 2d6 orcs and a human priest are performing a ritual to summon a demon that will devour the world. Players can decide to interrupt the ritual, or let the orcs and the priest finish their ritual and see what happens.

d100 = 92

  1. D8=1:Vampires! A vampire is waiting for a group to come along. He offers to tell them a story. If they stay and listen to his story, he will reward them with a vial of blood. If they don't stay and listen to his story, he will attack them. The story is pretty boring, but the blood is delicious. If the players stay and listen to the story, they will learn about a nearby dungeon and a treasure hidden therein.
  2. D8=2:A tranquil glade inhabited by gentle, sentient plants offers to heal the party's wounds in return for small tokens of their adventures.
  3. D8=3:A group of 2d6 orcs are hunting for food. They see the party and attack.
  4. D8=4:A group of 1d8 dwarves are carrying sacks of grain to a nearby village. They will offer the players any food or drink they have if they ask.
  5. D8=5:The walls start to scream! The walls start screaming, and if the players don't cover their ears, they will become deafened!
  6. D8=6:A section of wall is decorated with intricate carvings. A successful Intelligence (History) or (Investigation) check reveals their meaning and hidden lever.
  7. D8=7:An ancient library, filled with dusty tomes and scrolls. The scent of old parchment fills the air and the silence is only broken by the occasional flutter of pages from an unseen draft.
  8. D8=8:The party sees a group of 1d4+2 kobolds arguing with each other about who has the best sword. They will attack the party if they get in their way.

d100 = 93

  1. D8=1:A group of 2d6+2 giant rats are scurrying around in the middle of the room. They attack if players get too close.
  2. D8=2:A cyclops crochets an oversized sweater using dungeon vines for yarn, frowning in concentration.
  3. D8=3:A doppelganger tries (and fails) to mimic one of the players, comically exaggerating their features.
  4. D8=4:Unexpectedly, one of the party members is attacked by one of the undead. The other party members are not surprised.
  5. D8=5:The dungeon's entire floor is a giant pressure plate connected to various traps. Only moving lightly and slowly avoids triggering them, requiring Dexterity checks for every movement.
  6. D8=6:The players find several empty torch brackets. A successful Intelligence (Investigation) check reveals one to be a hidden lever.
  7. D8=7:An old rope hanging from the ceiling seems out of place. A successful Intelligence (Investigation) check reveals it as a hidden, dwarven elevator.
  8. D8=8:A group of humans are huddled around a campfire in one of the cells. One of them is complaining about the cold.

d100 = 94

  1. D8=1:A strange, lifelike statue holds an hourglass. Time operates differently here, aging or youthfully rejuvenating players as they linger.
  2. D8=2:Passageways narrow to the point where only crawling is possible, making players vulnerable to ground-based traps. Perception checks are essential to avoid danger.
  3. D8=3:An ancient apothecary’s storage room contains vials of forgotten potions. Each vial's label is written in an archaic script that reveals their effects and ancient alchemical secrets.
  4. D8=4:Zorg's Treasure Vault: A large room filled with treasure, including a golden dragon skull with an opal eye worth 10,000 gold pieces.
  5. D8=5:The party finds a room filled with beautiful crystal formations that emit a soft, soothing light. The crystals seem to sing in harmony, creating a peaceful and calming atmosphere.
  6. D8=6:A dying guard asks the players to deliver his amulet to his family, but the amulet may be cursed or magically trapped.
  7. D8=7:A seemingly ordinary corridor gradually morphs into an Escher-like maze where gravity constantly changes direction. Characters must navigate walls, ceiling, and floor as their feet are pulled toward unexpected surfaces. Misjudged leaps lead to painful crashes or thrusting into spiked pits among labyrinth walls.
  8. D8=8: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.

d100 = 95

  1. D8=1: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.
  2. D8=2:An old rope hanging from the ceiling seems out of place. A successful Intelligence (Investigation) check reveals it as a hidden, dwarven elevator.
  3. D8=3:A wyvern lounges atop an elevated platform, lazily swishing its tail and eyeing potential snacks suspiciously.
  4. D8=4:Nasty pools of acid. If they see you or if they hear you, they will attack.
  5. D8=5:A high-pitched, ear-splitting sound issues from the walls, causing disorientation. Players must make Constitution saves or suffer from deafness and disorientation for 1d6 hours.
  6. D8=6:Inside a quiet, dimly lit cave, the party finds a circle of mushrooms that emanate a soothing, bioluminescent glow. Resting here accelerates natural healing.
  7. D8=7:Three young halflings are arguing with each other about who has the best horse. They will attack the party if they get in their way.
  8. D8=8:As the group proceeds, they find a shimmering pool inhabited by 3d8 playful otterfolk. These creatures are harmless and offer a sense of joy and lightheartedness, providing the party with a much-needed respite.

d100 = 96

  1. D8=1:Inside a quiet, dimly lit cave, the party finds a circle of mushrooms that emanate a soothing, bioluminescent glow. Resting here accelerates natural healing.
  2. D8=2:They find a clockwork golem reciting poetry. It declares, "I'm a real tick-er for rhyme!" It challenges the players to a poem contest, with a clockwork trinket as a reward.
  3. D8=3:A great sealed door can be unlocked only by weighing specific treasures or magical items correctly on an ancient scale found elsewhere.
  4. D8=4:The players find a small chamber where a sleeping baby dragon lies coiled up, snoring lightly. It doesn't appear hostile but awakes if disturbed.
  5. D8=5:Ochre jelly attacks the party.
  6. D8=6:A group of 3d4 goblins are playing dice games with each other. Players can join in and bet on the roll of the dice.
  7. D8=7: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.
  8. D8=8: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.

d100 = 97

  1. D8=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. D8=2: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.
  3. D8=3:A chamber where every object, upon inspection, is an intricate puzzle box that contains either a trap or a helpful item.
  4. D8=4:A group of 2d6 orcs are hunting a giant boar.
  5. D8=5:Feather remnants scattered in a pattern. A successful Wisdom (Nature) check identifies origin from non-hostile creatures.
  6. D8=6:A group of 3d6 dwarves are celebrating their recent victory against a nearby kobold tribe. The dwarves are drunk and disorderly. If players approach, they will be greeted with open arms and invited to join in the festivities. The dwarves will insist on buying the players as much ale as they can afford. The dwarves are looking for a new place to live and are considering moving into the dungeon.
  7. D8=7:A well decorated with Viking runestones hints at Viking lore. Rising from the well are draugr, ancient Viking undead warriors, seeking to drag the living into their watery graves.
  8. D8=8: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.

d100 = 98

  1. D8=1:A nearby cave is filled with giant snakes. The snakes are tended to by a group of kobolds who are hunting for food and supplies for their tribe. The kobold chieftain insists that the players help them with this task, and will not let them pass until they do so.
  2. D8=2:Inside a quiet, dimly lit cave, the party finds a circle of mushrooms that emanate a soothing, bioluminescent glow. Resting here accelerates natural healing.
  3. D8=3:A group of 2d6 kobolds are playing cards against each other. They will attack the party if they disturb them.
  4. D8=4:The party hears the sound of running water. If they investigate, they will find a waterfall that leads to an underground river. The river leads to a small underground lake. If the party tries to cross the river, they will be attacked by three giant crocodiles that live in the lake.
  5. D8=5:One of the dungeon walls has a section of brickwork that looks different. A successful Intelligence (Investigation) check finds a secret passage hidden behind the bricks.
  6. D8=6:The party sees an elderly couple arguing about the husband's drinking problem. They hear: 'I can't take this anymore! I'm leaving you!'
  7. D8=7:In a hidden corner of the dungeon, the party discovers the half-buried remains of an ancient mechanical construct. Repairing it provides insights into long-lost technology.
  8. D8=8:The adventurers come across an old mapmaker's room with detailed maps showing secret paths and shortcuts.

d100 = 99

  1. D8=1:In a crypt, the coffins begin to glow ominously. They have 9 rounds to figure out which ones they need to bless with holy water, or shades within will rise in hostility.
  2. D8=2: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.
  3. D8=3:Polished archeological descriptors rooted diverging into cryptic dialects.
  4. D8=4:A room where the players’ shadows detach and attempt to mislead their true selves, offering puzzles and eerie riddles on successfully battling them.
  5. D8=5:A group of adventurers are in the middle of a battle with a group of adventurers. They will attack the party, thinking they are the enemy.
  6. D8=6:Looming shadowed guardians issuing teleporting interruptions until boredom persists.
  7. D8=7: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.
  8. D8=8: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.

d100 = 100

  1. D8=1:A group of 2d4+4 orcs are digging for gold under the orders of their orc chieftain who is hiding in a nearby cave.
  2. D8=2:A room filled with enchanted shadow paintings that try to trap the players' shadows, causing ailment and weakness until retrieved.
  3. D8=3:A dragon turtle puffs steam contently in a secluded, and surprisingly spacious water chamber.
  4. D8=4:Players discover an old, cobweb-covered mirror. A successful Intelligence (Arcana) check reveals it as a potential communication or observation device.
  5. D8=5:Grave-robbing gremlins holed for life tales begging decorations.
  6. D8=6:Random animal droppings litter the floor. A successful Wisdom (Nature) check identifies the creature that left them as a non-threatening herbivore.
  7. D8=7: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.
  8. D8=8:In a quiet section of the dungeon, the party comes across 3d6 luminescent fish swimming lazily in an underground stream. The fish are harmless, and their light provides a natural guide through dark waters.

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Other dice tiers for the dungeon: D1, D4, D6, D10.

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