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D10 Elemental Plane of Fire Random Encounters

D&D 5e · 990 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for elemental plane of fire scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 990 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 elemental plane of fire, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Elemental Plane of Fire encounter table

d100 = 1

  1. D10=1:An ominous rumble emanates from beneath the ground, hinting at subterranean activity.
  2. D10=2:A group of 1d4+4 lizardmen is hunting for game. They are armed with shortswords and shields.
  3. D10=3:The crackle of distant lightning can be heard amid the roar of living flames.
  4. D10=4:A strange humming emanates from a nearby magma well, the sound of pressure seeking release.
  5. D10=5:A fire drake is perched on a cliff, basking in the intense heat of the plane. As the players approach, it lets out a deafening roar and swoops down to attack.
  6. D10=6:Muddy Tundra: A flock of 3d4 dire eagles circle overhead. They spot the characters and swoop down to attack.
  7. D10=7:Spirit of fire: You find a stone that has strange writing on it. The words "F(R)E(E)T" are engraved on it. If the words are said out loud, a fiery spirit will appear and grant the party a single wish. The fire spirit will say that it grants any wish, but the players should know that the spirit is more powerful than its stated strength. If the wish is a large wish, like raising a city from the dead, angels and knights will also appear, as well as other powerful beings. The players must be careful with their wishes. The fire spirit is angered if they wish to harm people or steal one of their possessions. The spirit will curse players who steal items.
  8. D10=8:The group comes across a small village of fire genasi who challenge them to a series of extreme fire-based trials.
  9. D10=9:The players stumble upon a group of brave adventurers who have gotten themselves lost in the Plane of Fire. They have taken refuge in a nearby cave, but are running out of supplies and need the players' help to find a way out.
  10. D10=10:The mountains here are made of glass, and they have a glassy, mirror-like sheen to them. This creates an optical illusion that makes the mountains look like they're moving.

d100 = 2

  1. D10=1:You stumble upon a small pile of slag, still glowing with residual heat.
  2. D10=2:A Phoenix Feather floats gently through the air, guiding the players to a hidden location.
  3. D10=3:A group of 2d10+10 hobgoblins are searching for treasure in a nearby ruin. They are protected by a magical darkness that causes blindness if someone tries to look inside the ruin without permission from the hobgoblins.
  4. D10=4:An Earth Pyroclast lies in a state of dormant eruption, its gout of flame providing momentary illumination.
  5. D10=5:The sky darkens as a Solar Eclipse creates a spectacle of fiery auroras. During this celestial event, a cult of fire worshipers performs a sacrificial ritual to summon a greater Fire Elemental.
  6. D10=6:Jagged cracks run through the ground, occasionally spewing small gouts of flame.
  7. D10=7:1d6 corrupted azers are being punished by an efreeti overlord. Depending on the players' interference, they could gain powerful allies or bitter enemies.
  8. D10=8:Sulfur Elementals guarding a hoard of gold and silver. They will ask for tribute before allowing the party to take the treasure.
  9. D10=9:A campfire suddenly transforms into a Fire Djinn who takes interest in the adventurers' tales.
  10. D10=10:A powerful storm of fire and lightning rages across the plane, causing chaos and destruction. The players must find a way to stop it before it consumes everything.

d100 = 3

  1. D10=1:A natural arch of basalt frames a breathtaking, though infernal, landscape.
  2. D10=2:A group of firenewts are preparing a feast in honor of their fire deity. The players are invited to join in on the celebration, but be warned, the food may be a bit too spicy for some.
  3. D10=3:A firestorm disrupts the area, home to 2d10 fire beetles that scatter in search of safety. Players can capture these beetles, known for their valuable luminous glands.
  4. D10=4:A group of 2d6+3 efreet are walking through the lava fields. They are on their way to the fire giant castle to kill the king.
  5. D10=5:The ground shifts underfoot.
  6. D10=6:You find a strange, obsidian mirror, its surface perfectly smooth and cold.
  7. D10=7:Players find a group of 2d6 humans sitting around a large campfire. They are celebrating their latest victory over their enemies. They are drunk and singing songs about their latest battle and about their enemies' cowardice and weakness.
  8. D10=8:The heat waves make distant objects shimmer and seem to dance in the distance.
  9. D10=9:A man is sitting on the ground. He is sobbing. He says his name is Duke Derek and he has been captured by a dragon.
  10. D10=10:The party stumbles upon a small, glowing pool of liquid fire guarded by a fiercely territorial Magma Roper.

d100 = 4

  1. D10=1:A burst of heated air reveals a hidden Lava Bloom—a rare, magical flower blooming amidst fire and rock. Guarding it are enchanted Fire Bees, swarming at perceived threats.
  2. D10=2:A beautiful oasis surrounded by a wall of fire. The party must find a way through the wall to reach the oasis, where they can rest and replenish their supplies.
  3. D10=3:The air shimmers with waves of heat, causing mirages that dance and flicker.
  4. D10=4:A group of fire elemental monks challenge the players to a series of physical and mental trials to test their strength and wits.
  5. D10=5:A lava-bubble lake occasionally releases jets of fire, creating brief, spectacular fountains of flames.
  6. D10=6:A charred altar stands solemnly amidst the fiery landscape, seemingly untouched by age.
  7. D10=7:An intense heatwave precedes a herd of Lava Beasts stampeding across the land. Surviving the onslaught or pacifying the creatures adds a formidable reputation among inhabitants of this plane.
  8. D10=8:Ashen birds fly overhead.
  9. D10=9:A group of about 10 red dragons are attacking a village which has been built on the side of a mountain face. These red dragons can fly up and around the mountain face to attack from all sides. As the players approach, two guards run out to greet them. They are wet and muddy, and they are thankful for any help the players can provide. The players can help by distracting the red dragons during their fire breath attacks, or they can help by creating fresh water sources to help put out fires when the red dragon attacks are over and done with for that day.
  10. D10=10:A group of salamanders are performing a ritual to summon a powerful fire demon. Will the players interfere or join in on the ritual?

d100 = 5

  1. D10=1:An Inferno Cyclone sweeps across a plain, in its wake revealing a hidden cavern filled with Fire Serpents coiled around priceless flaming treasures.
  2. D10=2:A group of 2d6 fire elementals are traveling down the road. They are stepping on a large number of hot coals that are floating in the air.
  3. D10=3:A group of salamanders are performing a ritual to summon a powerful fire demon. Will the players interfere or join in on the ritual?
  4. D10=4:The glowing pathway beneath the party's feet is suspiciously peaceful until a Fire Serpent erupts, striking hastily.
  5. D10=5:A fire giant is standing guard over a pool of molten lava. They are trying to heat up their hot springs but are unaware of the danger they are causing to nearby settlements. The party must convince them to redirect the lava flow.
  6. D10=6:You come across a group of fire spirits inhabiting a massive volcano. They ask for your help in exterminating the invading ice spirits who are threatening their home. In exchange, they offer you a rare and valuable fiery gem.
  7. D10=7:Ash blankets everything.
  8. D10=8:A giant obsidian crystal juts out of the ground, pulsating with internal flames. Approaching it, you disturb a horde of Fire Newts using the crystal's energy to incubate their young. They defend their territory fiercely.
  9. D10=9:Otyugh burrows its head out of the ground, it can smell rotting flesh in the party.
  10. D10=10:You notice strange, shifting shadows cast by the fiery glow all around you.

d100 = 6

  1. D10=1:Molten magma bubbles rhythmically in a vast open pit, its surface occasionally disrupted by minor explosions of lava.
  2. D10=2:A man is standing in the middle of the path. He has a scroll case in one hand and a walking stick in the other. He says his name is Wallace Wallace and he has been robbed by a group of orcs.
  3. D10=3:A treacherous Hellblade Golem reanimates from the charred wreckage of a battle, searching for any remaining threats.
  4. D10=4:In distant horizons, fire rainbows form arcs across smog-filled skies, caused by varying temperatures and mineral contents.
  5. D10=5:An intense heatwave precedes a herd of Lava Beasts stampeding across the land. Surviving the onslaught or pacifying the creatures adds a formidable reputation among inhabitants of this plane.
  6. D10=6:Players hear a loud noise coming from inside a nearby cave. Inside that cave, they find a group of five fire elementals (fire elemental) and five red dragons (red dragon). The dragons and elementals are fighting each other. The players can either choose to help one side or stay out of it.
  7. D10=7:A group of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite. The claws of each fire elemental are made of flame. Their bite attacks cause an additional 1d10 points of fire damage.
  8. D10=8:You notice strange, shifting shadows cast by the fiery glow all around you.
  9. D10=9:An enormous tower made of living fire, inhabited by a powerful fire mage.
  10. D10=10:A Fire Djinn haphazardly wishes for company while lazily resting on a burning cloud.

d100 = 7

  1. D10=1:The discovery of an ancient battlefield where Flame Giants and Ash Titans clashed still echoes with fiery spirits, drawing those who seek to harness this residual power.
  2. D10=2:A Fire Djinn hovers over charbroiled terrain, contemplating its next mischievous act.
  3. D10=3:A large group of fire elementals are seen marching through the area, their eyes glowing red with fury.
  4. D10=4:Vampires have been sighted in this location.
  5. D10=5:A fire elemental approaches the players, asking for help in finding her lost child. The child has wandered off and gotten lost in the treacherous lava fields. The players must navigate the dangerous terrain and find the child before it's too late.
  6. D10=6:A group of people are sitting around a campfire, talking about how they were captured and brought to this place against their will. They are not sure where they are or how they got there. They are desperate to escape, but they do not know how to get back to their homeland.
  7. D10=7:The shimmering heat creates mirages of oasis-like areas that vanish as you approach.
  8. D10=8:Smoke wafts from an open window. When the players approach, a lizardfolk offers them a 'magic gem' for 20 silver pieces. The gem is worth 10 silver pieces.
  9. D10=9:A large boulder which is covered in fire (colorful flames) is going down a mountain, rolling down toward players.
  10. D10=10:Players find an old campfire that has long since gone out. They can still see the remains of a meal cooked on the fire. There are bones and scraps of meat scattered around the fire.

d100 = 8

  1. D10=1:The players encounter a group of fire giant chefs who are holding a cooking competition and need help finding rare ingredients.
  2. D10=2:A group of fire elementals riding on top of a huge fireball is streaking toward your players. The fireball is 20 ft in diameter and will explode on impact, damaging everything within 100 ft.
  3. D10=3:The players stumble into a massive nest of 2d6 phoenix hatchlings, guarded by an adult phoenix. The protective bird is cautious but may be persuaded to share its wisdom.
  4. D10=4:A scorched forest stands in defiance of its environment.
  5. D10=5:A group of fire giants are causing havoc in the nearby town, demanding payment for protection from the townspeople. The players must either fight or negotiate with the giants to stop their tyranny.
  6. D10=6:A group of fire elementals are trying to get a fire ball to land at the spot they have chosen to center in the middle of their world.
  7. D10=7:A stream of lava flows from the side of a mountain. If a player tries to cross, they take 1d4 damage.
  8. D10=8:A squadron of phoenix-kin offer the players their favor and eternal youth if they terminate a powerful water sorcerer aiming to extinguish the phoenix race forever—potentially preventing unwarranted aggression or earning enmity.
  9. D10=9:Three efreet are having a party. They are celebrating the birthday of one of their friends. One of the efreet is blowing out the candles on a cake. The other two efreet are standing around drinking wine and talking to other party goers.
  10. D10=10:You come across a group of Efreeti trading stories around a campfire.

d100 = 9

  1. D10=1:A patrol of 1d8 salamanders is guarding an ancient, crumbling lava bridge. They demand a toll of gemstones or other precious items to allow safe passage.
  2. D10=2:You come across a circle of smoldering stones, glowing with an internal fire.
  3. D10=3:As you journey through the fiery landscape, you come across a trading caravan of Fire Elementals. They offer rare and valuable items in exchange for a task they need help with - retrieving a powerful tome from a nearby ancient temple.
  4. D10=4:A huge dragon has claimed this mountain as its own territory.
  5. D10=5:A group of 1d4+4 hobgoblins are on their way to the top of the mountain to capture a dragon. They have brought along a cage and a bunch of dogs to help them capture the dragon.
  6. D10=6:The players encounter a red dragon who claims to protect a slumbering volcano. It asks them to eliminate some encroaching miners. The miners are seeking a valuable mineral that could uplift their struggling hometown.
  7. D10=7:A cascading waterfall of molten metal attracts you to a fire-shrouded forge. Dreadful automatons crafted by a mad inventor engage you, defending their volatile creator rigidly.
  8. D10=8:Random spurts of flame lick up from cracks in the crust, hinting at the volatile nature below.
  9. D10=9:As the players are crossing a narrow bridge over a sea of lava, an angry fire elemental attacks them, causing the bridge to collapse and sending them into the lava below.
  10. D10=10:The party meets a cursed swordsman whose blade drinks the lifeforce of fire creatures to maintain its edge. They must decide whether to lift the curse, possibly unleashing the blade’s evil sentience, or to destroy it entirely.

d100 = 10

  1. D10=1:The air is dry and thin, every gulp a stinging desperation.
  2. D10=2:The distant, chilling howl of a Fire Werewolf reverberates from a smoldering forest.
  3. D10=3:The party meets an old priest, who demands to know where the party's elder wand is.
  4. D10=4:An enormous dragonborn riding an enormous war-lizard challenges players to fight him in single combat...
  5. D10=5:A group of Infernal Centaur Knights races through the flaming planes, practicing their combat skills.
  6. D10=6:A miasma of thick smoke obscures your vision, making it difficult to navigate.
  7. D10=7:A group of 1d4 fire elementals playfully dart about, seemingly engaged in a game of tag amidst the molten landscape.
  8. D10=8:A marketplace bustling with fire creatures selling exotic and rare goods, such as lava fruit, fire crystals, and enchanted flame-resistant equipment. The party may find useful items or get caught up in the chaos of the busy market.
  9. D10=9:A distant explosion shakes the ground.
  10. D10=10:The players stumble upon a group of fire elementals who are trying to build a mage tower out of lava rock. They ask for the party's help in locating rare and powerful materials for their construction.

d100 = 11

  1. D10=1:A fire elemental has been seen near this volcano, trapped within the volcano.
  2. D10=2:Golden lava snakes through the landscape, creating hypnotic, flowing patterns that captivate the unwary.
  3. D10=3:The group comes across a village of fire dwarves who are being terrorized by a group of fire drakes. The dwarves offer a reward for anyone who can defeat the drakes.
  4. D10=4:The ground here bears ancient, charred runes, etched by unknown wizards or elementals.
  5. D10=5:The scent of cooking meat can be smelled in the distance.
  6. D10=6:A group of 2d6 fire elementals are traveling down the road. They are stepping on a large number of hot coals that are floating in the air.
  7. D10=7:A man named John is trying to sell a sword that he claims is a +1 longsword with ghost touch and keen. He says that it belonged to a ghost that haunted his house, but he had to kill it when it tried to kill him in his sleep. It's actually a +1 longsword with keen and deals an extra 1d6 fire damage on a hit.
  8. D10=8:A man named Auron is looking for a rare flower that only grows in hot places. If players help, he will give them a rare and valuable magic item. If players don't help, he will try to kill them and steal their money.
  9. D10=9:A fiery vortex swirls around the characters, trapping them in place.
  10. D10=10:A group of over 20 humans are rushing down a slope toward the characters. The humans are fleeing from an intruder, who is trying to kill them all.

d100 = 12

  1. D10=1:A large, powerful fire elemental is sleeping on the side of a volcano. It is impossible to wake the elemental, but if a player casts a spell it will be woken.
  2. D10=2:A powerful Efreeti offers to grant the players a wish, but in return, they must complete a dangerous task for the Efreeti.
  3. D10=3:A group of dwarves is working on a tunnel through the mountains. They've been working for years, and they're close to completing the tunnel.
  4. D10=4:The unrelenting heat of the day shifts to the frigid chill of an oncoming Eruption Night, where temperatures drop and Fire Wights rise from ashen graves seeking vengeance.
  5. D10=5:A large group of efreeti are gathered around a magical flame, bargaining for something.
  6. D10=6:Players come across a group of gnomes, who are arguing about whether or not there is an Elemental Lord of Fire on this level of the Elemental Chaos. One of them will tell the players that he has heard a story about an enormous red dragon with enormous bat-like wings and burning yellow eyes...
  7. D10=7:3d4 robed wizards channel a great flame archway, seeking to open a path to another elemental plane. They might recruit—and exploit—players for their arcane project.
  8. D10=8:An Inferno Cyclone sweeps across a plain, in its wake revealing a hidden cavern filled with Fire Serpents coiled around priceless flaming treasures.
  9. D10=9:You hear the distant roar of a waterfall, but upon investigation, it's a cascade of lava.
  10. D10=10:The group encounters a Fire Slime that was expelled from its home for possessing forbidden knowledge. The slime offers its intellect and power, but harboring it could make them enemies of a powerful fire elemental faction.

d100 = 13

  1. D10=1:1d8 salamander scouts are plotting an insurrection against their cruel overlord. They might recruit the players into their conspiracy.
  2. D10=2:A group of fire sprites play pranks on the players, causing their weapons to heat up, their hair to catch on fire, and their water to turn to steam.
  3. D10=3:The ground beneath your feet heats up suddenly, forcing you to move quickly to cooler ground.
  4. D10=4:The erratic ground tremors force you to constantly adjust your balance.
  5. D10=5:Superheated air currents swirl around you, lifting small embers into the sky.
  6. D10=6:A group of human merchants approach the party with a cart full of expensive goods they've been selling to local townsfolk while they travel from village to village, making a profit along the way.
  7. D10=7:Four giant fire golems are marching in a square shaped pattern. They are moving at a steady pace, and they are looking straight ahead.
  8. D10=8:A group of 1d4+4 goblins are hunting for game. They are armed with short swords and shields.
  9. D10=9:Players spot a small air elemental sitting in a tree. It's mouth is pointed in their direction.
  10. D10=10:You find a strange, obsidian mirror, its surface perfectly smooth and cold.

d100 = 14

  1. D10=1:You discover a lava-fall where liquid fire cascades into a bottomless pit. Within its searing depths, a Fire Djinn offers a bargain but demands an artifact of significant power.
  2. D10=2:An Inferno Cyclone sweeps across a plain, in its wake revealing a hidden cavern filled with Fire Serpents coiled around priceless flaming treasures.
  3. D10=3:A massive, dormant volcano looms in the distance, its side scarred by centuries of eruptions.
  4. D10=4:Wyvern : A huge dragon is flying overhead. It is being pursued by a group of 3d4 wyverns.
  5. D10=5:The players see a giant red dragon flying overhead, with a seemingly endless trail of fire and smoke in its wake.
  6. D10=6:An efreeti prince offers the players a significant reward for rescuing his betrothed from a band of marauding ash drakes. However, the ash drakes claim the betrothed has willingly joined them to escape an arranged marriage.
  7. D10=7:A massive firestorm disrupts the landscape, amidst which 2d6 mephits are caught in a chaotic whorl. The players can assist them or avoid the tempest.
  8. D10=8:Stray lightning occasionally arcs through the thick ash clouds above.
  9. D10=9:A group of 1d4+4 goblins are hunting for game. They are armed with short swords and shields.
  10. D10=10:Tons of boring humanoids walking about a human city.

d100 = 15

  1. D10=1:A band of fire genasi are searching for a legendary fire gem that is said to grant unlimited power to whoever possesses it. Will the players help or hinder their search?
  2. D10=2:A group of 1d4+2 halflings are protesting loudly about how they were cheated out of their wages by their employer. If the players help them, they will be rewarded with 2d6 silver pieces each.
  3. D10=3:A fire elemental approaches the party, asking for their help in finding its lost siblings who were scattered across the plane due to a powerful storm. The party must brave through the storm and locate the missing elementals.
  4. D10=4:The players encounter a group of fire sprites, who have been terrorizing the nearby town. But upon closer inspection, the sprites are being controlled by an evil sorcerer and the players must stop his plans before it's too late.
  5. D10=5:The players are approached by a ragtag group of rebels plotting against an abusive flame lord. Helping them risks complete lawlessness and chaos in the region if the rebels fail.
  6. D10=6:A fire elemental with a love of pranks and mischief challenges the party to a series of challenges, promising a valuable reward to the winners.
  7. D10=7:An enormous salamander prowling the area, looking for unsuspecting prey.
  8. D10=8:A small fire elemental is running through the street, setting things on fire. A wizard is trying to put it out with a water spell.
  9. D10=9:A fluttering and half-burnt banner stands defiantly amidst the ashen ground.
  10. D10=10:The ruins of an ancient, charred structure loom out of the haze.

d100 = 16

  1. D10=1:Cracks in the scorched ground occasionally spit out little bursts of flame and ash as subterranean thermal pressure builds.
  2. D10=2:A trail of blood leads to a small cave. Inside the cave there is a gnome fighter surrounded by 8 kobolds. The kobolds attempt to attack the party in stealth. If they are seen, they will attack as a group.
  3. D10=3:Players come across a group of humans, who are arguing about whether or not there is an Elemental Lord of Fire on this level of the Elemental Chaos. One of them will tell the players that he has seen it and that it looks like a huge red dragon with enormous bat-like wings and burning yellow eyes. If players investigate, they will find an enormous red dragon that has been twisted by the chaotic magical energies of the Elemental Chaos into something that is more than dragon, less than elemental.
  4. D10=4:The ground seems to shift slightly, as if something large was moving just beneath the surface.
  5. D10=5:The party sees a wizard walking through the area. He is not affected by the heat. He is looking for an ancient wizard's tower.
  6. D10=6:A group of 6 giant purple worms are feasting on a dead tiger.
  7. D10=7:The players stumble upon an alchemical lab that is conducting cruel experiments on fire creatures. Destroying it would save many lives, but releases a cloud of toxic fumes threatening an entire region.
  8. D10=8:A group of fire elementals challenge the players to a dance-off. The party must prove their fiery moves and win the competition to be deemed the best dancers on the Elemental Plane of Fire.
  9. D10=9:The party sees a group of elves attacking a group of men.
  10. D10=10:A group of half-elves are arguing with each other over whether they should help the nearby town or not.

d100 = 17

  1. D10=1:As the players journey through the Plane of Fire, they come across a mysterious oasis with a beautiful fire genie living within it. The genie offers to grant the players a wish, but warns them that wishes always come with a price.
  2. D10=2:A group of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite.
  3. D10=3:A group of elves with their elemental servants pass by on the road. They are on their way to the elven city on a mission to seek an alliance with another elven kingdom.
  4. D10=4:If players enter the volcano, they're going to die. Instead, they watch as two fire giants fight it out.
  5. D10=5:Flickering shadows of fire bats swoop overhead, casting fleeting glowing patterns on the sky above.
  6. D10=6:The players come upon a village guarded by a town watch that has been formed by the villagers after their town was ransacked by a fire giant. The players can help the guards patrol the area that they are guarding and can help them hook up a "sun shield" that will protect them from the fire elementals.
  7. D10=7:Players meet a displaced fire djinni who wants to return to the Plane of Air. To do so, they must destroy a magical barrier atop a volcano, but doing so will release fumes that could spread a deadly disease.
  8. D10=8:Wyvern : A huge dragon is flying overhead. It is being pursued by a group of 3d4 wyverns.
  9. D10=9:A sect of 2d6 fire warlocks are drawing power from a portal to the Plane of Ash. They seek help to stabilize or shut down this dangerous conduit.
  10. D10=10:The party stumbles upon a city made entirely of fire, inhabited by fire elementals of all shapes and sizes. The city is heavily guarded, but the party may be able to talk their way through if they can convince the elementals that they are friends, not foes.

d100 = 18

  1. D10=1:The volcano erupts!
  2. D10=2:The Phoenix King is visiting the fire pit and will speak with you. He will also alert his guards if you show any hostility.
  3. D10=3:A group of fire drakes are guarding a sacred flame that is said to grant eternal life. The party must navigate a maze of fire traps to reach the flame without getting burned.
  4. D10=4:You traverse a sweltering desert where sudden geysers of flame erupt sporadically. Within this perilous environment, a hidden temple dedicated to an ancient fire deity holds untold secrets and trials.
  5. D10=5:The players must navigate through a maze of deadly lava pits while being chased by a pack of fire elementals.
  6. D10=6:As you travel through the Elemental Plane of Fire, you come across a large, luxurious oasis in the middle of the fiery desert. A group of fire nymphs invites you to join them for a feast, but they seem to have a mischievous agenda in mind.
  7. D10=7:A group of 2d4+4 fire elementals attack the players. They are led by a fire giant.
  8. D10=8:You hear the distant sound of something large moving through the fire-scorched landscape.
  9. D10=9:You find a curious stone statue that appears to be melting from the intense heat.
  10. D10=10:A circle of large rocks, 10 ft in diameter, is in the ground. If a fire elemental is within this circle of large rocks and concentrates on his surrounding area he can summon a storm. This storm lasts for 1d4 rounds and all creatures within 10 ft of the fire elemental takes 2d6 points of damage per round.

d100 = 19

  1. D10=1:A cluster of Lava Bats hangs from a burning tree, their wings dimly glowing.
  2. D10=2:An Earth Pyroclast lies in a state of dormant eruption, its gout of flame providing momentary illumination.
  3. D10=3:A magical garden dedicated to the element of fire can be seen in the distance, its plants and flowers burning brightly.
  4. D10=4:Pools of liquid fire bubble menacingly, sizzling on contact with any solid surface.
  5. D10=5:A group of fire elementals are attacking a meteor.
  6. D10=6:A trio of Smolder Sprites build a house from the embers of fallen trees, chattering excitedly amongst themselves.
  7. D10=7:A cascade of ignited rain falls, making the environment perilously slick and sparking. Amidst this hazard, you see a host of Ember Wisps floating and guiding you to a hidden fire shrine.
  8. D10=8:You notice peculiar rock formations that appear to have been sculpted by intense flames.
  9. D10=9:A group of 2d6 giant worms are burrowing through the earth. They are leaving deep tracks in the dirt and the ground is giving way. The track is about 30 ft wide and the players will have to find a way to stop them or else risk losing the game to this new threat.
  10. D10=10:A heated updraft propels you into a floating island of obsidian and flame. Here resides a legendary Pyroclastic Dragon that hoards fiery artifacts and ancient, volatile magic.

d100 = 20

  1. D10=1:A fiery portal guarded by 2d10 fire myrmidons stands in the players' path. They are under orders to permit passage only to those who succeed in a brutal trial by fire.
  2. D10=2:The rocks are warm to the touch, heated from within by unseen forces.
  3. D10=3:Gwynne is a friendly and attractive NPC who is stuck in the Elemental Plane of Fire. She has been here lost for three days now. She was lost, but now she has turned towards the light and is trying to help the party find its way out of the plane.
  4. D10=4:A group of humans are holding a festival in honor of their god, Set, the Egyptian god of death and chaos. They will ask for tribute if the party does not bring any offerings.
  5. D10=5:A fire-breathing Hellhound Alpha watches its pack with wary eyes, growling at any perceived threat.
  6. D10=6:A group of 2d6 fire elementals are traveling down the road. They are stepping on a large number of hot coals that are floating in the air.
  7. D10=7:You feel a tremor underfoot, a reminder of the ever-present seismic activity.
  8. D10=8:Magma Swarms hover in the air, creating bizarre, mesmerizing patterns.
  9. D10=9:A group of goblins are carrying a huge boulder to its position.
  10. D10=10:Some sections of rock are so hot they glow a dull red.

d100 = 21

  1. D10=1:A man is sitting on the ground. He is sobbing. He says his name is Duke Derek and he has been captured by a dragon.
  2. D10=2:Sulfur vents hiss nearby.
  3. D10=3:A Fire Djinn haphazardly wishes for company while lazily resting on a burning cloud.
  4. D10=4:Strange metallic objects litter the ground, partially melted and unrecognizable.
  5. D10=5:The erratic ground tremors force you to constantly adjust your balance.
  6. D10=6:A fire elemental with a love of pranks and mischief challenges the party to a series of challenges, promising a valuable reward to the winners.
  7. D10=7:The players come across a magical fountain that has the power to grant wishes. However, anyone who makes a wish must pay a price.
  8. D10=8:A column of cindered soldiers march, led by an Ice-hearted Fire Warden with melancholy resonance.
  9. D10=9:The players come across a powerful red dragon who is ruthlessly protecting its hoard of treasure.
  10. D10=10:A group of fire elementals riding on top of a huge fireball is streaking toward your players. The fireball is 20 ft in diameter and will explode on impact, damaging everything within 100 ft.

d100 = 22

  1. D10=1:A small rock formation on the ground nearby is revealed to be a small earth elemental with 2 HD that attacks the players.
  2. D10=2:A broken, molten sword lies abandoned, its hilt still too hot to touch.
  3. D10=3:A group of fire nymphs are using their powers to create beautiful and intricate fire sculptures. They offer to teach the players how to make their own.
  4. D10=4:A rusted, partially melted signpost points in several indecipherable directions.
  5. D10=5:You find a patch of ground covered in tiny, crystalline proxies of flames.
  6. D10=6:3d4 fire archons patrol a devastated battlefield, collecting the souls of fallen warriors. Players might barter or fight for these souls—or prevent their collection.
  7. D10=7:Small, insidious geysers emit bursts of sulphurous steam, creating a toxic haze that stings the eyes.
  8. D10=8:Seemingly random spots on the ground burst into flames before extinguishing again.
  9. D10=9:Players spot a trail of dust in the distance. It leads to a small village made of wooden shacks and tents.
  10. D10=10:A group of fire elementals is holding a talent show, and the players are invited to participate. The catch? All talents must involve fire in some way.

d100 = 23

  1. D10=1:A demon is selling magical items to humans and orcs. He will give the party a discount if they tell him their race. He will also offer to sell them an item for 10% below market value if they beat him in a game of chance.
  2. D10=2:The air tastes subtly of sulfur, a constant reminder of the planar environment’s hazardous nature.
  3. D10=3:A group of halflings are cooking and eating a giant lizard. The halflings will offer food and shelter to the players if they offer to help with their task of hunting lizards.
  4. D10=4:An intense heatwave precedes a herd of Lava Beasts stampeding across the land. Surviving the onslaught or pacifying the creatures adds a formidable reputation among inhabitants of this plane.
  5. D10=5:Geysers of steam and magma intermittently punctuate the landscape, erupting without warning.
  6. D10=6:You find a patch of scorched earth.
  7. D10=7:A party of 3d6 fire elementals is engaged in a furious sparring match, tossing flames and smoke. They spot the players and challenge them to a friendly duel to test their mettle.
  8. D10=8:A pyroclastic tide sweeps through foothills, its aftermath revealing an ancient sanctuary guarded by Molten Guardians and housing lore of primordial flames.
  9. D10=9:A powerful magma dragon sleeping in the depths of a volcano.
  10. D10=10:The players discover a hidden temple where fire genasi are conducting a ritual to summon a powerful being from another plane.

d100 = 24

  1. D10=1:2d4 hellfire warriors lie in ambush, using molten surroundings for cover. They test the players’ resolve with cunning tactics and severe combat prowess.
  2. D10=2:You come across a series of intricate, fire-scorched carvings on a rock face.
  3. D10=3:Smoke rises from a lava patch.
  4. D10=4:A dingo is running around, chasing a large purple worm. A dingo is a dog-like creature of the elemental plane of fire.
  5. D10=5:A group of efreet are arguing about whether or not to help a group of humans who are being attacked by fire elementals.
  6. D10=6:The ground here is covered in a thin sheet of crystalline fire, surprisingly unscathed by the heat.
  7. D10=7:The players come across a group of fire genasi, who are performing a ritual to summon a powerful fire elemental. The genasi are unknowingly using a cursed artifact, and the players must stop the ritual before the elemental is fully summoned and destroys everything in its path.
  8. D10=8:A group of fire resistant creatures, such as fire elementals, fire lizards, and fire giants, team up to create a maze of fire that the party must navigate to reach a hidden treasure.
  9. D10=9:You stumble upon a resistive rock outcropping.
  10. D10=10:A nest of geckos have stolen a ruby from a hill giant. He is tracking them down to retrieve his ruby.

d100 = 25

  1. D10=1:Piles of ash form hills.
  2. D10=2:You find a shattered, half-melted sword buried in the ash.
  3. D10=3:You find an old, charred cloak, surprisingly intact despite the surrounding heat.
  4. D10=4:A large, powerful fire elemental is sleeping on the side of a volcano. It is impossible to wake the elemental, but if a player casts a spell it will be woken.
  5. D10=5:1d8 salamander scouts are plotting an insurrection against their cruel overlord. They might recruit the players into their conspiracy.
  6. D10=6:Immense pyroclastic clouds loom overhead, their dark, thunderous presence omnipresent and unyielding.
  7. D10=7:A group of one hundred dwarves who are riding on top of mastodons are running away from a group of forty efreeti on horseback. The efreeti are riding after the dwarves and have requested that the party help them catch them by following them to their lair, where they will be held as slaves
  8. D10=8:Small, erratic fires dot the ground, seemingly igniting without any cause.
  9. D10=9:Two men are fighting in the street. One of them is drunk and the other is sober. The sober man is trying to get his friend home safely before he gets into any more trouble.
  10. D10=10:A group of nomads are sitting by a campfire. They are hungry and they want the players to share with them. If the players do something that angers them, they will raise their spears and yell at the players. If they manage to get them to leave, they will leave with much food and equipment.

d100 = 26

  1. D10=1:Encounter an ancient group of Aasimar hunters who use all of their surroundings to hunt their prey.
  2. D10=2:Drow are hanging out in a nearby cave.
  3. D10=3:A huge lava geyser erupts violently, warning the party of unstable ground.
  4. D10=4:Jagged cracks run through the ground, occasionally spewing small gouts of flame.
  5. D10=5:A group of humans are holding a festival in honor of their god, Set, the Egyptian god of death and chaos. They will ask for tribute if the party doesn't bring any offerings. They will then attack the party if they don't get their way.
  6. D10=6:A heat haze distorts your vision.
  7. D10=7:A group of humans are holding a festival in honor of their god, Set, the Egyptian god of death and chaos. They will ask for tribute if the party does not bring any offerings.
  8. D10=8:A group of Earth Elementals chasing a group of Water Elementals.
  9. D10=9:A group of fire sprites are causing mischief and playing pranks on travelers passing by. They challenge the players to a game of tag.
  10. D10=10:Traveling through an ash-filled canyon, the players encounter a lone Azer blacksmith forging a mysterious weapon. The Azer offers to trade or repair the players' equipment in exchange for rare materials.

d100 = 27

  1. D10=1:The fiery refuge of an Ember Assassin is barely seen adjacent to a smoking lava fall.
  2. D10=2:The players are hired by a group of fire-loving dwarves to retrieve a rare and precious gem from deep within a fiery volcano. But the gem is guarded by a terrifying fire dragon, and the players must use all of their skills and smarts to outwit the beast and claim the gem.
  3. D10=3:Smoldering remnants of a tree remain.
  4. D10=4:A gust of hot wind carries with it the scent of sulfur.
  5. D10=5:Zombo, a demon, is trying to summon his boss, who is a demon prince. To summon him, he needs a "fuel" of some sort. He decides to sacrifice a group of 6d10 humanoids, including children and babies.
  6. D10=6:Fiery insects dart and alight on moving figures, attracted by even the faintest of smells or motions.
  7. D10=7:A powerful artifact known as the Ember Crown lies hidden in a magma chamber, guarded by a group of corrupted elementals. Restoring the artifact could bring peace to the plane, but disturbing it might release the corrupting force upon the Material Plane, wreaking havoc there.
  8. D10=8:Deep within a volcanic cave, the players discover a pair of fire giants arguing over the division of newly acquired treasure. They might be willing to hire adventurers to settle their dispute through a competitive test of strength or wit.
  9. D10=9:Ash clouds darken the sky.
  10. D10=10:You find a half-melted compass, its needle rapidly spinning.

d100 = 28

  1. D10=1:Granite ridges are scorched, twisted, and cracked from the pervading heat, forming natural barriers.
  2. D10=2:A powerful sorcerer has claimed a section of the plane for their own and has set up numerous traps and illusions to protect their territory. The party must navigate through the traps to reach the sorcerer's tower.
  3. D10=3:A group of 6 giant purple worms are feasting on a dead tiger.
  4. D10=4:A lone figure stands in the distance, shifting and flickering like a mirage before vanishing.
  5. D10=5:As you travel through the Elemental Plane of Fire, you come across a large, luxurious oasis in the middle of the fiery desert. A group of fire nymphs invites you to join them for a feast, but they seem to have a mischievous agenda in mind.
  6. D10=6:You come upon a lava stream.
  7. D10=7:The air vibrates with a low, deep hum, setting your teeth on edge.
  8. D10=8:A magical garden dedicated to the element of fire can be seen in the distance, its plants and flowers burning brightly.
  9. D10=9:A fire-breathing Hellhound Alpha watches its pack with wary eyes, growling at any perceived threat.
  10. D10=10:A group of Fire Giants are building a massive statue out of molten lava. They claim it is a tribute to their fire god, but as you get closer, you realize it is actually a powerful golem that they plan to unleash upon the plane.

d100 = 29

  1. D10=1:You find a fire-resistant flower.
  2. D10=2:A flaming phoenix, injured and in need of help. If the party can heal the majestic creature, it will grant them a powerful boon.
  3. D10=3:A giant fire elemental is blocking the path ahead. It will only allow the party to pass if they can answer three riddles it poses.
  4. D10=4:A gnome alchemist is trying to use magic to cure a group of dwarves, who were poisoned by elementals. The alchemist is about to give up and try another formula when the group of dwarves wake up, claws extended.
  5. D10=5:An area of the ground is dotted with fiery ant hills, each glowing from within.
  6. D10=6:The players come across a group of salamander merchants selling exotic and rare items from the Plane of Fire. However, one of their most prized possessions has been stolen by a treacherous rival, and they need the players' help in getting it back.
  7. D10=7:An ice elemental and a fire elemental are fighting. The ice elemental's ice breath is melting the fire elementals. The fire elementals' fire breath is melting the ice elemental. They are fighting about territory, who belongs in what area.
  8. D10=8:A column of flame walks towards you, revealing itself to be an elder Fire Elemental. It shares ancient knowledge but demands a tribute of enchanted water or precious gems in return.
  9. D10=9:Strange messages are scrawled in ash across a nearby rock face, their meaning unclear.
  10. D10=10:A column of cindered soldiers march, led by an Ice-hearted Fire Warden with melancholy resonance.

d100 = 30

  1. D10=1:Players come across a group of humans, who are arguing about whether or not there is an Elemental Lord of Fire on this level of the Elemental Chaos. One of them will tell the players that he has heard a story about an enormous efreet with two heads and burning red eyes...
  2. D10=2:A glowing magma spire towers above, serving as the roost for a Fire Griffon. It defends its territory fiercely, but the spire contains rare minerals and ancient inscriptions.
  3. D10=3:An artist has set up his easel to paint his latest and greatest work ever - an Elephant.
  4. D10=4:The air is filled with tiny, glowing particles that sting slightly on contact.
  5. D10=5:A group of Fire Elementals and Air Elementals fighting over territory.
  6. D10=6:The air is hot and dry. Any player who breathes it must make a CON check every round or take 1d4 points of damage.
  7. D10=7:The players come across a group of fire genasi, who are performing a ritual to summon a powerful fire elemental. The genasi are unknowingly using a cursed artifact, and the players must stop the ritual before the elemental is fully summoned and destroys everything in its path.
  8. D10=8:You find a ring of giant, glowing crystals, each superheated to the touch. At the circle's center, an Efreeti Oracle offers prophetic visions but only for those who can withstand its heat.
  9. D10=9:A man is trying to sell a wounded fire elemental that he captured and is holding prisoner in his cellar. The man will sell it to players for 50 gold pieces.
  10. D10=10:The players stumble upon a group of fire elementals playing a game similar to tag, but with bolts of fire instead of physical touch.

d100 = 31

  1. D10=1:The players stumble upon an alchemical lab that is conducting cruel experiments on fire creatures. Destroying it would save many lives, but releases a cloud of toxic fumes threatening an entire region.
  2. D10=2:A massive, ancient red dragon perches on a fiery crag, watching the surroundings with a bored expression.
  3. D10=3:The sound of drums and chanting leads the party to a ritual being performed by a cult of fire worshippers. The cult's leader is trying to summon a fire elemental for their nefarious purposes.
  4. D10=4:The ground beneath your feet heats up suddenly, forcing you to move quickly to cooler ground.
  5. D10=5:The players stumble upon a small village inhabited by fire mephits. The mephits are harmless and just trying to live their lives, but the villagers are terrified of them and constantly try to drive them away. The players must navigate the tension and find a peaceful resolution.
  6. D10=6:A troll made of living lava, hunting for victims to drag down into the depths of its lair.
  7. D10=7:Obsidian shards litter the ground.
  8. D10=8:Entrenched, fiery fissures intermittently erupt in gouts of flame, forcing swift navigation or quick retreats.
  9. D10=9:A giant Fire Elemental is humping a tree.
  10. D10=10:Ember mice scurry past.

d100 = 32

  1. D10=1:A powerful efreeti appears before the players, demanding that they retrieve a powerful artifact for him from a rival efreeti's fortress. The players must sneak into the fortress and steal the artifact without getting caught.
  2. D10=2:Obsidian statues catch your eye.
  3. D10=3:One of the Ember geysers periodically spews magical lava that crystallizes into precious gems. However, Dreadfire Kobolds claim ownership of the geyser and defend it with traps and ambushes.
  4. D10=4:A party of 2d6 goblins are trying to steal treasure from a tomb located in this area. They are protected by a fire elemental sentry.
  5. D10=5:A winding trail of cooled lava weaves through the ever perpetual fiery landscape like a dark, snake-like path.
  6. D10=6:The ground shifts underfoot.
  7. D10=7:A group of salamanders are performing a ritual to summon a powerful fire demon. Will the players interfere or join in on the ritual?
  8. D10=8:Sulfurous hot springs bubble distinctly, their noxious scent betraying their presence even before becoming visible.
  9. D10=9:A solitary Flame Harpy sings a hauntingly beautiful song while perched on a burning tree.
  10. D10=10:The sky occasionally spits out flaming meteors, burning up before they hit the ground.

d100 = 33

  1. D10=1:You discover a lava tube, a natural tunnel formed by molten rock.
  2. D10=2:A group of genies are playing a game of chance. One is cheating.
  3. D10=3:As you navigate the volcanic wastelands, a sudden eruption sends molten rocks hurtling down around you. Among the shower of fiery debris, a Fire Elemental Myrmidon emerges, ready for combat. A thick cloud of ash makes it difficult to see, imposing disadvantage on Wisdom (Perception) checks.
  4. D10=4:Sporadic bursts of flame from mineral deposits suggest the hidden presence of valuable resources like brimstone or magma crystals.
  5. D10=5:As the players approach, they see a group of about 20 red dragons flying overhead. They are flying over a small town and setting fire to everything in sight. As the players approach, one of the red dragons swoops down, picks up one of the villagers and flies off with him. The villagers beg the players to rescue their friend and bring him back safely. The friend has been taken to one of the red dragon's lairs somewhere nearby where he will be eaten later that night by all 20 red dragons. If the players rescue him, he will be grateful and reward them well.
  6. D10=6:When the players approach, a man runs out of a cave. He says, "Thank the gods! Please help me. I'm being attacked by a fire elemental." He runs back into the cave. Players discover that it is a mimic.
  7. D10=7:The party is attacked by a group of fire elementals disguised as manticores. The fire elementals will ask the party if they want to ride on top of a ball of fire. If they accept, they will be attacked and thrown off the ball into a fire elemental inferno.
  8. D10=8:You hear the crackling of distant flames.
  9. D10=9:The scent of cooking meat can be smelled in the distance.
  10. D10=10:A clutch of 1d6 hell hound pups is being trained by their infernal handlers. Their training could be disrupted, leading to chaos and potential rescue by the players.

d100 = 34

  1. D10=1:The players come across a group of fire elementals who are in a heated debate on which side of the plane has the best temperature. The party must explore both sides and prove which is truly the hottest.
  2. D10=2:A band of rogue wizards is trying to summon a Fire Elder Elemental for untold power. They promise to split the power if the players help them, but the ritual might irreparably damage the planar fabric.
  3. D10=3:1d6 firestorm spirits encircle a flame-born tree, speaking in tongues. This tree is said to be a portal to the Elemental Plane of Earth, causing the spirits’ ire.
  4. D10=4:Cracks in the scorched ground occasionally spit out little bursts of flame and ash as subterranean thermal pressure builds.
  5. D10=5:A powerful fire elemental rises from a volcano, demanding tribute from nearby villages or it will cause massive destruction.
  6. D10=6:A dense cloud of ash and cinders restricts breathing and vision, harboring within it a group of hostile Fire Sprites who attack with burning arrows.
  7. D10=7:The ground splits open seismically, revealing a magma-filled crevasse teeming with Fire Aberrations led by a Mage of the Flame conducting profane rites.
  8. D10=8:Golden lava snakes through the landscape, creating hypnotic, flowing patterns that captivate the unwary.
  9. D10=9:The perpetual twilight casts strange colors on the rocky landscape.
  10. D10=10:The party witnesses a fierce Pyroclastic Minotaur charging through a field of smoldering rocks, apparently practicing its goring technique.

d100 = 35

  1. D10=1:You discover a melted ring embedded in the ground, its gemstones still intact.
  2. D10=2:Ground occasionally gives way to pits of boiling mud and sulfur.
  3. D10=3:In the center of a clearing, the characters find a fire elemental standing guard over a pile of treasure.
  4. D10=4:A powerful fire elemental sorcerer challenges the players to a spellcasting competition. The winner will gain the sorcerer's respect and valuable knowledge of fire magic.
  5. D10=5:Amid smoldering ruins, you encounter a tribe of Flaming Barbarians, their weapons and armor eternally heated, attacking all who enter their claimed territory.
  6. D10=6:An area contains petrified trees, standing still as silent sentinels amidst the flames.
  7. D10=7:A fire archon is challenging the party to a battle of wits and riddles. If the party can solve all of the archon's puzzles, they may be rewarded with a powerful fire-based magic item.
  8. D10=8:The players come across a group of fire genasi, who are performing a ritual to summon a powerful fire elemental. The genasi are unknowingly using a cursed artifact, and the players must stop the ritual before the elemental is fully summoned and destroys everything in its path.
  9. D10=9:In the heart of the Elemental Plane of Fire lies a massive fortress, guarded by a powerful dragon made of molten lava. Inside the fortress, an ancient artifact said to hold the power to control the elements. The party must face the dragon and navigate the treacherous fortress to obtain the artifact and use it for their own purposes.
  10. D10=10:Tetsuo the Samurai is meditating with his friends in a small grove of trees when the party stumbles upon his camp. If the players approach, he asks them to remove some nearby fire beetles from his camp. If the players leave, he will immediately rush over to them and ask them to protect his friends for him.

d100 = 36

  1. D10=1:An evil wizard who commands an army of fire monsters to do his bidding.
  2. D10=2:A troll made of living lava, hunting for victims to drag down into the depths of its lair.
  3. D10=3:Strange, flickering markings can be seen on nearby surfaces, glowing with a strange inner light.
  4. D10=4:Small volcano-like mounds emit puffs of sulfur.
  5. D10=5:You find an abandoned village made of ashes. There are no living beings here, only a few charred remains.
  6. D10=6:Lava rivers split and merge.
  7. D10=7:A group of Air Elementals battling a group of Water Elementals.
  8. D10=8:The ground here is glass-like, formed by the sudden cooling of molten rock.
  9. D10=9:A group of fire drakes are feasting on a herd of fire-resistant cattle. The party must find a way to scare off the drakes without harming the cattle.
  10. D10=10:The party sees a wizard walking through the area. He is not affected by the heat. He is looking for an ancient wizard's tower.

d100 = 37

  1. D10=1:A wizard is running around in circles, hiding from a group of 2d4 orcs. If the orcs attack him, he will be injured by their weapons but will continue to run (he is invisible). If a PC tries to attack him, he will promptly run away as fast as possible from that PC.
  2. D10=2:A cascade of molten lava pours down a cliffside, with a Lava Hydra slowly drinking from its flow.
  3. D10=3:1d6 corrupted azers are being punished by an efreeti overlord. Depending on the players' interference, they could gain powerful allies or bitter enemies.
  4. D10=4:You come across a series of intricate, fire-scorched carvings on a rock face.
  5. D10=5:A lava floe cools rapidly.
  6. D10=6:A group of azers are constructing a giant iron golem using lava as fuel. The party can either help them finish it or try to stop them, depending on their intentions.
  7. D10=7:Magmafalls thunder majestically off the sides of cliffs, their incandescent beauty mesmerizing despite the danger.
  8. D10=8:A group of about 10 red dragons are attacking a village which has been built on the side of a mountain face. These red dragons can fly up and around the mountain face to attack from all sides. As the players approach, two guards run out to greet them. They are wet and muddy, and they are thankful for any help the players can provide. The players can help by distracting the red dragons during their fire breath attacks, or they can help by creating fresh water sources to help put out fires when the red dragon attacks are over and done with for that day.
  9. D10=9:Plumes of heated ash rise in spirals, dotting the sky with their ephemeral presence.
  10. D10=10:A fierce fire storm rages through the area, destroying everything in its path. The players must find a way to survive the storm and its intense heat, while also navigating through the wreckage to find important items or NPCs.

d100 = 38

  1. D10=1:The players hear the sounds of revelry. They find a group of 1d4+2 dwarves feasting and celebrating their latest dig. If the players join in, they will be paid 1d20 gold pieces each.
  2. D10=2:A single, glowing ember tree stands alone amidst a field of ash.
  3. D10=3:You stumble upon a group of fire archons fiercely protecting a powerful artifact. They ask for your help in retrieving it from a nearby enemy stronghold, which is heavily guarded by powerful fire demons.
  4. D10=4:The players come across a strange creature made entirely out of flame. It speaks a language that no one understands and it is looking for something.
  5. D10=5:A group of fire sprites playing a game of hide and seek among the blazing hot rocks and lava pools. The party may be asked to join in the game or be mistaken for the fire sprites' sworn enemies and attacked.
  6. D10=6:The sturdy skeleton of an ancient, colossal beast lies half-buried in molten rock, creating natural shelter from the heat.
  7. D10=7:A pool of lava coils gently, its surface shifting with subtle movements that paint an illusion of fiery life.
  8. D10=8:The scent of cooking meat can be smelled in the distance.
  9. D10=9:Your party is attacked by a group of red-skinned fire giants.
  10. D10=10:The party is approached by a group of salamanders who are being oppressed by a tyrannical fire elemental. They ask for the party's help in overthrowing their oppressor.

d100 = 39

  1. D10=1:A cloud of smoke surrounds the party, concealing all sight. After 1d6 rounds, they hear the sound of a raging fire. A red dragon is smothering the area in smoke (which will be removed after the dragon attacks).
  2. D10=2:Players find a large campfire that is surrounded by a circle of bones.
  3. D10=3:Two red dragons are fighting over a pile of treasure. They attack any living thing that enters their territory, preferring to fight each other before they will fight other creatures.
  4. D10=4:A man is selling books that contain information on how to control fire elementals and how to create fire elementals.
  5. D10=5:The players hear the sound of horses' hooves approaching from the other side of the border of the Elemental Plane of Fire. A group of horse nomads appear. They are wearing metal armor and are armed with maces and spears. They demand that players hand over their horses, money, and weapons. If players refuse to do so, the horse nomads attack.
  6. D10=6:Ember-imbued rocks sporadically tumble down a nearby slope, causing bursts of fiery sparks to shoot into the air.
  7. D10=7:A young efreet is throwing a tantrum, causing chaos and destruction wherever it goes. The players must find a way to calm it down.
  8. D10=8:The party stumbles into a burrow of Molten Mice, all aflame yet surprisingly docile.
  9. D10=9:The air tastes subtly of sulfur, a constant reminder of the planar environment’s hazardous nature.
  10. D10=10:Geysers of fire erupt around you.

d100 = 40

  1. D10=1:A party of 2d4 efreet are near the area. Each efreet is armed with a scimitar and a falchion. The weapons of each efreet are magical and cause an additional 1d8 points of fire damage
  2. D10=2:A group of 18 humans is trying to kill a group of 9 fire giants for food. They are currently trapped in a corner of a large room.
  3. D10=3:Two gem golems attack! These creatures have glowing gems for eyes and have been programmed to attack anything that approaches. They each have a stone sword that does 2d8 damage and has a +3 bonus to hit and damage everything made of stone - including other golems!
  4. D10=4:A group of water elementals round a corner and see the party.
  5. D10=5:A scorched forest stands in defiance of its environment.
  6. D10=6:A group of humans are holding a festival in honor of their god, Set, the Egyptian god of death and chaos. They will ask for tribute if the party doesn't bring any offerings. They will then attack the party if they don't get their way.
  7. D10=7:You see a fire snake tail disappear.
  8. D10=8:A city populated by creatures made of living flames, where the currency is gems made of magma.
  9. D10=9:The party spots an elderly Magma Druid communing with a living flame. The druid might offer wisdom or simply ignore the intruders.
  10. D10=10:The air is heavy with the scent of brimstone as you approach a sulfurous lake. Rising from its bubbling surface, an Infernal Serpent offers guidance in exchange for a soulbound pact.

d100 = 41

  1. D10=1:The party stumbles upon a group of genies arguing about who is the strongest. They challenge the party to a series of physical feats to prove their strength.
  2. D10=2:A group of 1d4+4 kobolds are on their way to the top of the mountain to sacrifice a prisoner to their god. They have tied the prisoner to a rope and are using him as an unwilling rope-a-dope to help them climb the mountain. The kobolds are in a hurry because they're afraid that their god will get angry if they don't get to the top of the mountain soon enough.
  3. D10=3:Occasionally, the sound of distant thunder rumbles through the air, though no storm can be seen.
  4. D10=4:A giant wolf blocks the road. It's not a wolf at all, but a transformed wizard with a fetish for wolves.
  5. D10=5:The ground trembles as a massive Balor marches through the fiery plains, seemingly on a mission, paying no heed to the party.
  6. D10=6:Unexpectedly, a fire elemental has appeared from the ground!
  7. D10=7:The party finds a group of 2d4 goblins playing with fire. They are throwing fireballs at each other and having fun. One of them is wearing an old suit of armor that looks like it has been looted from a nearby village or town that has been attacked by orcs or something similar in the past few weeks or months or years or something like that.
  8. D10=8:While exploring an ashen desert, players find a young azer who has run away from his duties of maintaining the Eternal Forge. He asks for protection from his master, a tyrannical fire elemental lord. If returned, the azer will face horrible punishment, yet without his work, the Eternal Forge’s protective magic might fade, leaving many vulnerable to attacks.
  9. D10=9:Ents: Ents are walking across the plain but are very slow. They are being harassed by fire elementals.
  10. D10=10:A solitary Magma Elf stands vigil atop a magma cliff, gazing solemnly over the burning horizon.

d100 = 42

  1. D10=1:Above the campsite, a small fortress hangs in the air. Inside the fortress is a large tower with a gargoyle on top. Half of the tower is a 40 foot deep hole.
  2. D10=2:A hidden oasis of cool lava stones is protected by 1d4 efreeti. They welcome weary travelers, but their hospitality comes with an expectation of future favors.
  3. D10=3:An archmage is meditating for a week and has sent guards out to find food for him. He has asked the players to find him some food. If they bring the food he will reward them with some potions.
  4. D10=4:A group of dwarves is working on a tunnel through the mountains. They've been working for years, and they're close to completing the tunnel.
  5. D10=5:In a central caldera, a fire elemental dragon is teaching its brood of 1d4 younglings to control their flames. The players may approach the dragon for guidance, but risks abound.
  6. D10=6:You discover a lava tube, a natural tunnel formed by molten rock.
  7. D10=7:A tribe of fire giants are constructing a massive furnace to melt down a mountain of gold. They are looking for workers to help them with the task.
  8. D10=8:A meteor strikes nearby, revealing a highly combustible mineral. The explosion attracts Hell Hounds who are drawn to the chaos and destruction.
  9. D10=9:The party sees a group of 2d4 orcs playing a game of chance with a group of 2d4 goblins. One of the orcs' limbs is on the line. If they lose, a fire elemental will attack them all.
  10. D10=10:You hear the sound of drums and chanting in the distance. As you get closer, you see a group of fire elementals performing a ritual to summon a powerful demon. The players must disrupt the ritual and defeat the demon before it can wreak havoc on the Elemental Plane of Fire.

d100 = 43

  1. D10=1:A minor fire quake shakes the ground.
  2. D10=2:Encounter an ancient group of Aasimar hunters who use all of their surroundings to hunt their prey.
  3. D10=3:A group of men are working on a giant statue. The statue is made of brass and it is over 100 feet tall. The statue is of a powerful fire elemental.
  4. D10=4:Amid a field of geothermal vents, the ground cracks and shifts. From below emerges a Magma Kraken, its tentacles wreathed in superheated stones. The creature guards a hidden treasure trove within the earth.
  5. D10=5:A group of 2d6 kobolds are praying to their god for the ability to summon a fire elemental. They have just summoned one and are trying to control it.
  6. D10=6:A fire sorcerer offers to teach the players powerful fire spells in exchange for their help in retrieving a lost grimoire from a dangerous area of the Elemental Plane of Fire.
  7. D10=7:A group of mephits are having a dance party in a pool of lava. They invite the party to join in, but the party must make a Dexterity check to see if they can keep up with the fast-paced dancing.
  8. D10=8:A group of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite. The claws of each fire elemental are made of flame. Their bite attacks cause an additional 1d8 points of fire damage.
  9. D10=9:Torrential rain of burning coals falls from the sky, limiting visibility and setting the ground aflame. In this chaos, a Phoenix egg hatches, and the newborn flamestrike bird imprints on the nearest PC, considering them its protector.
  10. D10=10:A group of fire elementals are playing a game of hide and seek in a densely populated city. The party must find and negotiate with the elementals before they cause too much chaos.

d100 = 44

  1. D10=1:A group of one hundred humans carrying torches and pitchforks are chasing a group of red dragons. The red dragons are carrying their dragonfire torches and are chasing after the humans in an effort to scare them back to their homes.
  2. D10=2:An Illusionary Fire Wall flickers in the distance, perpetually on the brink of solidifying into a threat.
  3. D10=3:A group of Fire Elementals and Water Elementals fighting over territory.
  4. D10=4:The group stumbles upon a dragon egg made of pure magma. The egg is guarded by a protector spirit who will only allow the dragon to hatch if certain conditions are met—a venture that might unleash the dragon's destructive wrath upon nearby civilizations.
  5. D10=5:The sky is filled with streaks of molten meteors, occasionally impacting the landscape.
  6. D10=6:A group of Air Elementals kidnapping a group of Light Elementals.
  7. D10=7:The party stumbles upon an ogre who is trying to clear out an infestation of rats from his lair by flooding it with a nearby river.
  8. D10=8:You encounter a group of fire mephits playing a game of "hot potato" with a fiery orb. They invite you to join in, but the orb is actually cursed and can ignite anything it touches.
  9. D10=9:The party sees an area where a group of men are attacking a group of elves.
  10. D10=10:Overall, the ambient heat creates an oppressive, almost living entity, whose presence is felt as much as seen, heard, and tasted.

d100 = 45

  1. D10=1:A fire giant is running a betting ring, where players can bet on different fire elemental creatures fighting in an arena. The giant is also willing to bet against the players and their own abilities.
  2. D10=2:Players find a large campfire that is surrounded by a circle of bones.
  3. D10=3:A powerful fire elemental rises from a volcano, demanding tribute from nearby villages or it will cause massive destruction.
  4. D10=4:A bubble of lava pops nearby.
  5. D10=5:The sky is filled with streaks of molten meteors, occasionally impacting the landscape.
  6. D10=6:An outpost of 1d8 elemental air beings is on the brink of falling into a fiery abyss. To stabilize it, they seek the players’ help, promising ethereal and fiery rewards.
  7. D10=7:Heat distortions dance along the horizon, abstractly twisting perceptions and making reliable navigation an arduous task.
  8. D10=8:A massive volcano about to erupt, threatening to destroy a nearby village of fire creatures. The party must find a way to stop the eruption or evacuate the villagers to safety.
  9. D10=9:Superheated air currents swirl around you, lifting small embers into the sky.
  10. D10=10:A horde of 2d20 Ash Zombies wander aimlessly, their flesh eternally burning.

d100 = 46

  1. D10=1:A group of 4 fire giants are attacking a castle. They have set fire to some near by trees and made their way up to the top of the castle and have started to burn a hole in the roof.
  2. D10=2:You stumble upon a battlefield where long-forgotten Fire Titans lie dormant. However, any disturbance might reignite these colossal warriors to continue their age-old conflict.
  3. D10=3:A group of fiery bugs (fire elemental larvae) cause everything to catch on fire that they touch.
  4. D10=4:Players come across a group of kobolds, who are worshiping a small flame elemental. The kobolds will challenge the players to prove themselves worthy of being worshiped, and if they lose, the kobolds will kill them and use their bodies as offerings to their god.
  5. D10=5:The party finds a seemingly normal farmer who says something like, "Oh, this is my farm. I was on my way to the city to sell my wares. But I saw some strange creatures in the woods, so I decided to come back and defend my place."
  6. D10=6:A heat distortion reveals an Imperious Fire Basilisk lurking in ambush amongst jagged molten rocks.
  7. D10=7:Upon climbing a mountain of ashes, a Fire Titan Challenges you to a battle of strength and wit; besting him grants powerful fire-resisting artifacts.
  8. D10=8:You come across a group of fire spirits inhabiting a massive volcano. They ask for your help in exterminating the invading ice spirits who are threatening their home. In exchange, they offer you a rare and valuable fiery gem.
  9. D10=9:You come across a boiling hot spring.
  10. D10=10:A group of fire elementals are carrying treasure in a large bunch on the back of a Rhino. Fire elementals are playing tug-a-war with a group of adventurers from the other side of the plane.

d100 = 47

  1. D10=1:Lava sloshes nearby.
  2. D10=2:Hordes of dragons are flying in the air, getting ready to set the area on fire.
  3. D10=3:A pack of blink dogs are fleeing from a group of fire-breathing blink sneaks. The players must navigate through the chaos and save the innocent dogs.
  4. D10=4:A powerful red dragon is holding court in the center of the Elemental Plane of Fire. It is offering rewards to those who can bring it powerful artifacts.
  5. D10=5:An efreet is near the area. It is angry because it has been tricked by a wizard into being stuck in this location. The efreet attacks any creature that is near it.
  6. D10=6:The players encounter a fire elemental who speaks common and is looking for someone to help it find a permanent form instead of constantly burning and dissipating. Will the players assist or ignore its plea?
  7. D10=7:A lava stream splits into smaller channels.
  8. D10=8:A group of 2d8 dwarves are traveling along a road. The group does not look like a group of dwarves.
  9. D10=9:An Ogre Mage sorcerer who is much smarter than the average Ogre mage is casting magic missile at a group of unsuspecting gnolls. The gnolls are on the other side of the river, and they don't realize that they're in danger. The Ogre Mage is slowly walking around the gnolls, trying to get a better aim at all of them. He is also making sure that he
  10. D10=10:An old man is seen walking through the area, muttering about the search for a powerful artifact.

d100 = 48

  1. D10=1:A conclave of 1d6 phoenixes is convening to discuss a dire threat to the Plane of Fire. They may recruit the players for a crucial mission requiring delicate diplomacy and sheer might.
  2. D10=2:A group of adventurers have been cursed by a powerful witch. They wander the Elemental Plane of Fire aimlessly, unable to find their way home.
  3. D10=3:As the players are camping for the night, a group of fire elementals play a prank and steal their water supply, leaving them with nothing to drink in the sweltering heat.
  4. D10=4:A mystical forge operated by 2d6 fire giants is producing weapons of exceptional quality. They seek rare ores and are willing to trade extraordinary items for them.
  5. D10=5:A party of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite. The claws of each fire elemental are made of flame. Their bite attacks cause an additional 1d12 points of fire damage.
  6. D10=6:A group of fire-enchanted weapons and armor are lying on the ground, seemingly abandoned. When the party approaches, they rise up and attack. It's up to the party to figure out the weakness of these fiery foes.
  7. D10=7:In a central caldera, a fire elemental dragon is teaching its brood of 1d4 younglings to control their flames. The players may approach the dragon for guidance, but risks abound.
  8. D10=8:The players stumble upon a group of fire elementals who are trying to build a mage tower out of lava rock. They ask for the party's help in locating rare and powerful materials for their construction.
  9. D10=9:A merchant (name: Hadar) is selling a variety of items. He has 6 pairs of boot of speed, 40 scrolls, 50 potions of cure light wounds, 10 potions of cure critical wounds, and 10 potions of cure serious wounds.
  10. D10=10:Bubbles of lava pop around you.

d100 = 49

  1. D10=1:The air vibrates with the heat, distorting your vision of distant objects.
  2. D10=2:A rain of lava bombs from an active volcano forces you into an underground refuge, where Fire Goblins lay traps and ambushes, defending their subterranean lair.
  3. D10=3:A dense cloud of sulfur and brimstone suffocates, forcing you into a secluded cavern where a Latent Volcano Spirit offers counsel in return for retrieval of lost fiery relics.
  4. D10=4:Hardened hills of brimstone hide a band of 2d6 wild salamanders resisting an efreeti warlord. Balancing delicate diplomacy or brutal force, players may tip the scales.
  5. D10=5:A dense cloud of smoke rolls in, obscuring your vision. Within the smoke, Ash Mephits cackle and screech, launching ambush attacks as they flit in and out of the haze.
  6. D10=6:Shimmering pools of igneous rock grant momentary glimpses of hidden underworld realms through their reflective surfaces.
  7. D10=7:As the players rest for the night, they are visited by a wise fire phoenix. The phoenix offers knowledge and advice to the players, but at a price – they must complete a task for her before she will share her wisdom.
  8. D10=8:Fiery insects dart and alight on moving figures, attracted by even the faintest of smells or motions.
  9. D10=9:The occasional plume of black smoke indicates pockets of highly flammable gas igniting.
  10. D10=10:A rusted, partially melted signpost points in several indecipherable directions.

d100 = 50

  1. D10=1:Nymphs bathe in a pool of lava.
  2. D10=2:2d4 hellfire warriors lie in ambush, using molten surroundings for cover. They test the players’ resolve with cunning tactics and severe combat prowess.
  3. D10=3:A patrol of 1d8 salamanders is guarding an ancient, crumbling lava bridge. They demand a toll of gemstones or other precious items to allow safe passage.
  4. D10=4:A group of fire elementals are watching a giant make a rack of fire elementals to cook.
  5. D10=5:A group of 1d8 magmins scavenge for shiny objects among the molten pools, chattering excitedly with one another.
  6. D10=6:The party hears a rumbling noise nearby. They search and find a group of 3d4 dwarves fighting with a group of 2d4 orcs.
  7. D10=7:The distant horizon glows red with the embers of a never-ending wildfire.
  8. D10=8:A man named Auron is looking for a rare flower that only grows in hot places. If players help, he will give them a rare and valuable magic item. If players don't help, he will try to kill them and steal their money.
  9. D10=9:A horde of 2d20 Ash Zombies wander aimlessly, their flesh eternally burning.
  10. D10=10:You come across a patch of obsidian rocks that sparkle with faint, ethereal flames.

d100 = 51

  1. D10=1:A group of fire elementals are fighting amongst themselves, causing widespread destruction. The players must find a way to stop the fighting and restore peace to the area, but the elementals are too hot-headed to listen to reason.
  2. D10=2:Lava globules sizzle in your path.
  3. D10=3:Players stumble upon a temple dedicated to the fire goddess, who offers them a challenge to prove their worthiness. If they pass the trial, they will be granted a powerful blessing.
  4. D10=4:In the sweltering heat of a flame-scorched wadi, a group of Fire Cultists performs a summoning ritual to bring forth a Fire Archon who answers only to you.
  5. D10=5:A group of 1d8 magmins scavenge for shiny objects among the molten pools, chattering excitedly with one another.
  6. D10=6:A group of Light Elementals kidnapping a group of Air Elementals.
  7. D10=7:You come across a group of fire sprites who are cursed to constantly leave burning footsteps behind them. They beg for your help in breaking the curse and offer a reward if you can find the source of the curse.
  8. D10=8:Heat distortions dance along the horizon, abstractly twisting perceptions and making reliable navigation an arduous task.
  9. D10=9:A group of fire elementals riding on top of a huge fireball is streaking toward your players. The fireball is 20 ft in diameter and will explode on impact, damaging everything within 100 ft.
  10. D10=10:The players meet a blacksmith who has bound fire elementals into his forge. While it grants him unparalleled power, the elementals beg to be freed, risking the blacksmith's ire and his potential vendetta against them.

d100 = 52

  1. D10=1:The discovery of a Fire Fountain—a geyser shooting a continuous jet of flame—reveals an entrance to an underground lair of hellish creatures plotting an invasion.
  2. D10=2:An ancient ruined cathedral houses a powerful fire artifact that attracts souls to enhance its power. Destroying it would free trapped souls but risk its volatile energy devastating the area.
  3. D10=3:One of the Ember geysers periodically spews magical lava that crystallizes into precious gems. However, Dreadfire Kobolds claim ownership of the geyser and defend it with traps and ambushes.
  4. D10=4:A group of parched travellers are stranded on the Plateau of Lava. They are on their way to the great city of Heart's Desire to see the sights, but their caravan master told them that they had to stop here to water their camels. If players help them out, the merchants will be happy to reward the players when they get to Heart's Desire.
  5. D10=5:A group of 2d6 kobolds are praying to their god for the ability to summon a fire elemental. They have just summoned one and are trying to control it.
  6. D10=6:A party of elves is going through a river of lava. The elves are fishing and have set up a smudge pot to cook their fish. If the players help them, they will share dinner with them and offer them their spare fishing gear if they need it.
  7. D10=7:The players witness a battle between two rival fire elemental factions, each vying for control over a valuable resource.
  8. D10=8:You stumble upon a half-buried chest, its contents long since melted or burned.
  9. D10=9:You find a half-melted compass, its needle rapidly spinning.
  10. D10=10:Small cinders drift down from the sky like fiery snowflakes, slowly blanketing the ground in a shimmering layer.

d100 = 53

  1. D10=1:A deadly Searing Sirocco sweeps through a canyon, bringing with it a predatory Roc. Its feathers can ignite on contact, and it uses this ability to engage in devastating dive attacks.
  2. D10=2:Fiery salamanders dart between cracks in the rocks, eyes glowing like embers.
  3. D10=3:The players come across a group of efreeti who are searching for a new ruler for their kingdom. If the players can convince them of their leadership skills, they will be offered the throne and all the riches that come with it.
  4. D10=4:A pair of fire-molded cacti stand resilient amidst the sweltering heat, their spikes glowing with latent energy.
  5. D10=5:A fire nymph appears to the players, begging for their help. She has been captured by a group of salamanders and is being forced to dance for them. If the players are able to defeat the salamanders and free the nymph, she rewards them with a powerful fire-based weapon.
  6. D10=6:Your party is attacked by a group of red-skinned fire giants.
  7. D10=7:A group of Water Elementals battling a group of Fire Elementals.
  8. D10=8:A firebird flies in the distance.
  9. D10=9:The players find an abandoned campfire. There is a note attached to it. It reads: 'Help! We were captured by a giant! We are in a cage in his lair. His name is The Bearded One. He is a giant of fire. He is cruel and has stolen our treasure. We will die if you don't rescue us!'
  10. D10=10:Scalding steam vents hiss ominously, marking natural boundaries between life and oblivion.

d100 = 54

  1. D10=1:A group of 1d4 fire elementals playfully dart about, seemingly engaged in a game of tag amidst the molten landscape.
  2. D10=2:A fire elemental with a love of pranks and mischief challenges the party to a series of challenges, promising a valuable reward to the winners.
  3. D10=3:Slight indentation in the ground. A small pile of bones sit nearby. When disturbed, the pile of bones erupts into a renegade gnome mage and a small band of gnomes. The gnomes attack the party on sight. They will return to their homes once the party leaves.
  4. D10=4:A group of humans are holding a festival in honor of their god, Set, the Egyptian god of death and chaos. They will ask for tribute if the party doesn't bring any offerings. They will then attack the party if they don't get their way.
  5. D10=5:A stream of molten lava flows across your path, forcing you to find a way around it.
  6. D10=6:A cluster of 2d6 fire lizards bask lazily on a sun-scorched rock outcrop, soaking up the ambient thermal energy.
  7. D10=7:A group of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite. The claws of each fire elemental are made of flame. Their bite attacks cause an additional 1d8 points of fire damage.
  8. D10=8:Large, solidified magma platforms act as stepping stones across vast, flowing rivers of fire.
  9. D10=9:Treacherous Flamequakes cause the ground to split and shift. From one of these fissures, a great Fire Wyrm emerges, its scales glowing like molten iron.
  10. D10=10:A glowing magma spire towers above, serving as the roost for a Fire Griffon. It defends its territory fiercely, but the spire contains rare minerals and ancient inscriptions.

d100 = 55

  1. D10=1:The smoke is coming from an underground pit. There is an entrance, but it is blocked by boulders and stones. A giant, red dragon is sleeping in the pit. The dragon has been terrorizing the area.
  2. D10=2:2d4 fire mephits are playing pranks on each other, blowing smoke rings and sparks. They notice the players and try to trick them with petty illusions and offers of misleading information.
  3. D10=3:The players discover a hidden temple where fire genasi are conducting a ritual to summon a powerful being from another plane.
  4. D10=4:You spot a herd of magma-covered cattle crossing a molten river.
  5. D10=5:A wizard is standing on a hill near the forest and is talking to one of his friends. He is asking him to come with him into the forest so that they can clear out the orcs and dwarves who were camping out in the forest and terrorizing the area. If the wizard is asked why he doesn't simply kill them, he will explain how difficult fighting in an area filled with life magic is. If he is not convinced, he will attack the party.
  6. D10=6:As the players journey through the Plane of Fire, they come across a mysterious oasis with a beautiful fire genie living within it. The genie offers to grant the players a wish, but warns them that wishes always come with a price.
  7. D10=7:A group of azers are constructing a giant iron golem using lava as fuel. The party can either help them finish it or try to stop them, depending on their intentions.
  8. D10=8:The players come across a group of salamander merchants selling exotic and rare items from the Plane of Fire. However, one of their most prized possessions has been stolen by a treacherous rival, and they need the players' help in getting it back.
  9. D10=9:An ancient runic stone promises to reveal untold fortunes but demands a tithe of living flames, risking the lives of nearby elementals and their ecosystem.
  10. D10=10:The players encounter a group of fire monks who are mastering the art of controlling their inner fire. They offer to teach the party their techniques.

d100 = 56

  1. D10=1:A group of Earth Elementals chasing a group of Water Elementals.
  2. D10=2:A scorched forest stands in defiance of its environment.
  3. D10=3:Fireflies made of embers light the dark.
  4. D10=4:The players discover a hidden temple where fire genasi are conducting a ritual to summon a powerful being from another plane.
  5. D10=5:Pools of molten iron shimmer.
  6. D10=6:A group of Fire Elementals and Air Elementals fighting over territory.
  7. D10=7:An obsidian shard gouges your boot.
  8. D10=8:A group of fire beetles scurries past, their bodies emitting a low, pulsating light.
  9. D10=9:The party stumbles upon a group of imps who are burying a grave.
  10. D10=10:A group of fire mephits create a magical illusion of a cool oasis in the middle of the blazing hot desert. The players will have to make a Wisdom saving throw to see through the illusion, or they will be lured into the oasis and ambushed by the mephits.

d100 = 57

  1. D10=1:A dragon made entirely of living flame, guarding an ancient treasure hoard. The party must find a way to outsmart or defeat the fiery beast.
  2. D10=2:A power-hungry sorcerer has created a massive tower made of lava and is using captured fire elementals as fuel for his dark experiments. The party must stop him before he unleashes untold destruction upon the Elemental Plane.
  3. D10=3:The party encounters a small group of elves who are having a picnic. The party can either join the elves or let them be in their own world.
  4. D10=4:You come across an oasis made of boiling hot water. If the characters are brave enough, they can take a dip and heal 1d6 hit points.
  5. D10=5:A group of Fire Genasi are engaged in a fierce political battle for the throne of their kingdom. They ask you to choose a side and help them claim victory. But be warned, not all is as it seems in this fiery kingdom.
  6. D10=6:The players stumble upon a powerful phoenix who has lost its feathers and needs help finding them in order to regain its power.
  7. D10=7:The players come across a portal that leads to the Elemental Plane of Water. They must find a way to cool down the portal before it melts and closes forever.
  8. D10=8:As the players walk through a field of ash, they come across a strange creature made entirely of fire. It seems friendly and offers to guide them through the dangerous terrain in exchange for a favor.
  9. D10=9:An ancient runic stone promises to reveal untold fortunes but demands a tithe of living flames, risking the lives of nearby elementals and their ecosystem.
  10. D10=10:The players come across a magical fountain that has the power to grant wishes. However, anyone who makes a wish must pay a price.

d100 = 58

  1. D10=1:A group of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite. The claws of each fire elemental are made of flame. Their bite attacks cause an additional 1d8 points of fire damage.
  2. D10=2:A group of goblins approaches the party.
  3. D10=3:Smoldering remnants of a tree remain.
  4. D10=4:A group of salamanders, cold drakes, and fire elementals battling in a massive arena.
  5. D10=5:The ruins of an ancient, fire-destroyed citadel, now home to an angry Sunfire Elemental, presents a cautionary scene.
  6. D10=6:A group of gnomes are worshiping an elemental of fire. They worship the elemental because they believe it to be a god.
  7. D10=7:A beautiful woman is sitting on the ground. She looks sad. She says her name is Princess Helen and she has been captured by a giant. She asks the party to save her.
  8. D10=8:A meteor strikes nearby, revealing a highly combustible mineral. The explosion attracts Hell Hounds who are drawn to the chaos and destruction.
  9. D10=9:Bathing in a pool of molten metal, a Flame Hydra lunges at those who disturb its rest. Its multiple heads spout streams of lava, and its treasure hoard lies submerged beneath the liquid metal.
  10. D10=10:A lava floe shifts suddenly.

d100 = 59

  1. D10=1:Fire-rimmed chasms jag across the landscape, their depths glowing angrily from inner reservoirs of molten rock.
  2. D10=2:A large, powerful fire elemental is sleeping on the side of a volcano. It is impossible to wake the elemental, but if a player casts a spell it will be woken.
  3. D10=3:Two giants from different tribes are fighting over territory. Many huge footprints cover the dusty ground, but there is one set of footprints that stand out; they appear to be human sized and belong to a woman wearing high heels that are still shiny even though she has been walking back and forth between the two giant camps for days now...
  4. D10=4:The distant, chilling howl of a Fire Werewolf reverberates from a smoldering forest.
  5. D10=5:You see a single Fire Elemental standing on top of a hill. It looks like it's guarding something. As you approach, it tells you it's the guardian of a powerful artifact hidden in the mountain. It challenges you to an honorable duel for the right to possess it.
  6. D10=6:A group of 2d6 dwarves are taking water from a stream, the party will ask for their help.
  7. D10=7:Rambles in the abyss: You come across a small, one room hut. Inside is a small bed with a very old man lying on it. If disturbed, the old man will tell you that he had been cursed by a greater fiend and that it will take a great magic to break the curse. If the curse is broken, however, the old man will turn into a red dragon and no longer be under the curse's effects. If the players leave the hut and return a day later, the old man will be gone, and a young red dragon will be in his place.
  8. D10=8:A Phoenix Feather floats gently through the air, guiding the players to a hidden location.
  9. D10=9:The players come across a group of salamanders who have enslaved a group of humans. If they can free the humans, they may gain some powerful allies.
  10. D10=10:A blazing comet streaks across the sky and crashes nearby, from its crater emerges an Infernal Phoenix seeking to create an empire of flames and ashes.

d100 = 60

  1. D10=1:A giant catapult is being used to launch boulders into a nearby mountain.
  2. D10=2:Amidst a dense coal forest, Pyrokinetic Bandits launch an ambush, using the combustive nature of the environment to create explosive traps and fiery projectiles.
  3. D10=3:A group of 2d4 fire elementals are near the area. They are hostile to all creatures. Each fire elemental attacks with its claw and its bite.
  4. D10=4:The wind carries faint, ghostly whispers that fade as quickly as they come.
  5. D10=5:An ancient temple, dedicated to the worship of fire and guarded by powerful fire elementals. The party may have to solve puzzles or prove themselves worthy of entering in order to access the temple's treasures.
  6. D10=6:A group of fire giants are having a competition to see who can withstand the highest temperatures. The players are invited to join in on the challenge.
  7. D10=7:An army of thousands of fire elementals is training and preparing to attack.
  8. D10=8:You stumble across a pile of charred bones, worn down by years of exposure to fire.
  9. D10=9:Jagged cracks run through the ground, occasionally spewing small gouts of flame.
  10. D10=10:You see a distant volcanic eruption.

d100 = 61

  1. D10=1:A subtle glow illuminates a pathway through the plane, leading to an unknown, distant destination amid the flames.
  2. D10=2:Small fires blaze in patches.
  3. D10=3:The party encounters a Firestorm Elemental raging in the middle of a lava field, causing a localized inferno.
  4. D10=4:The party encounters a massive Hellfire Apparition, resembling a distorted colossus of flame and shadow.
  5. D10=5:A city populated by creatures made of living flames, where the currency is gems made of magma.
  6. D10=6:Fire beetles burrow through the ground.
  7. D10=7:You come across a boiling hot spring.
  8. D10=8:Sulfur crystals line a cave.
  9. D10=9:The air is filled with the hum of distant, echoing chants that seem to come from nowhere.
  10. D10=10:2d6 Fire elementals : A group of fire elementals are huddled around a fire.

d100 = 62

  1. D10=1:Immense pyroclastic clouds loom overhead, their dark, thunderous presence omnipresent and unyielding.
  2. D10=2:You come across a group of fire spirits inhabiting a massive volcano. They ask for your help in exterminating the invading ice spirits who are threatening their home. In exchange, they offer you a rare and valuable fiery gem.
  3. D10=3:As the players rest for the night, they are visited by a wise fire phoenix. The phoenix offers knowledge and advice to the players, but at a price – they must complete a task for her before she will share her wisdom.
  4. D10=4:A massive fire-breathing worm, writhing and twisting its way through the landscape.
  5. D10=5:Hot springs bubble with molten sulfur.
  6. D10=6:You come across an oasis made of boiling hot water. If the characters are brave enough, they can take a dip and heal 1d6 hit points.
  7. D10=7:The players find a group of fire elementals trying to put out a massive wildfire that is threatening to consume the entire Elemental Plane of Fire. The party must help them before it's too late.
  8. D10=8:A Phoenix Feather floats gently through the air, guiding the players to a hidden location.
  9. D10=9:A group of water elementals round a corner and see the party.
  10. D10=10:A group of 1d4+4 kobolds are on their way to the top of the mountain to sacrifice a prisoner to their god. They have tied the prisoner to a rope and are using him as an unwilling rope-a-dope to help them climb the mountain. The kobolds are in a hurry because they're afraid that their god will get angry if they don't get to the top of the mountain soon enough.

d100 = 63

  1. D10=1:Bands of small fire sprites flit about, leaving trails of incandescent particles in their wake.
  2. D10=2:A sect of 2d6 fire warlocks are drawing power from a portal to the Plane of Ash. They seek help to stabilize or shut down this dangerous conduit.
  3. D10=3:A geyser of magma suddenly erupts, and from it emerges a trio of 1d4 fire giants preparing for an adventurous journey. They might enlist the players for their expedition.
  4. D10=4:Three efreet are having a party. They are celebrating the birthday of one of their friends. One of the efreet is blowing out the candles on a cake. The other two efreet are standing around drinking wine and talking to other party goers.
  5. D10=5:A Phoenix chick attempts to take its first fiery flight from a nest perched precariously on the edge of a lava waterfall.
  6. D10=6:A group of dragons are watching a group of dinosaurs fight each other.
  7. D10=7:The players come across a volcanic spring sanctified by an efreeti. The efreeti offers to grant a wish if they sacrifice a single drop of celestial blood. The local fire sprites warn that such an act would attract celestial retribution, potentially sparking a greater conflict in the elemental planes.
  8. D10=8:A group of 1d4+4 lizardmen is hunting for game. They are armed with shortswords and shields.
  9. D10=9:Bubbling pools of lava pepper the ground, radiating intense, palpable heat.
  10. D10=10:Crackling sounds can be heard from underground, like a fire spreading beneath the surface.

d100 = 64

  1. D10=1:A group of azer are building and repairing structures made of obsidian, using their fire magic to shape and mold the material.
  2. D10=2:The players must navigate through a maze of erupting volcanoes while being pursued by fire elementals.
  3. D10=3:Entrenched, fiery fissures intermittently erupt in gouts of flame, forcing swift navigation or quick retreats.
  4. D10=4:An old man is meditating in a cave located in the midst of a lava flow. He is trying to summon a great elemental, but will probably die if he fails. The party can save him if they want, but there is the chance that he will try to do something else to them, like give them a cursed magical item or kill them (accidentally or on purpose).
  5. D10=5:A Lava Leviathan emerges briefly from a molten lake, making enormous waves of liquid fire.
  6. D10=6:In the distance, a group of living flames is chasing a group of living cinders.
  7. D10=7:3 groups of fire people are trying to kill a group of wood people. The wood people have killed some fire people and looted some fire people's treasure. The fire people are none too pleased.
  8. D10=8:A group of human bandits attack the party, then they run away when they see the Fire Giant standing behind them with an angry look on his face.
  9. D10=9:A Hell Hound pack is seen lounging around a molten rock formation, growling at each other over scraps.
  10. D10=10:The heat becomes oppressive in a field of constantly redistributing lava where Ember Panthers hunt. Their ghosts live in the heat shimmer, striking when least expected.

d100 = 65

  1. D10=1:A group of fire elementals are fighting amongst themselves, causing widespread destruction. The players must find a way to stop the fighting and restore peace to the area, but the elementals are too hot-headed to listen to reason.
  2. D10=2:A fire-breathing Hellhound Alpha watches its pack with wary eyes, growling at any perceived threat.
  3. D10=3:Spirit of fire: You find a stone that has strange writing on it. The words "F(R)E(E)T" are engraved on it. If the words are said out loud, a fiery spirit will appear and grant the party a single wish. The fire spirit will say that it grants any wish, but the players should know that the spirit is more powerful than its stated strength. If the wish is a large wish, like raising a city from the dead, angels and knights will also appear, as well as other powerful beings. The players must be careful with their wishes. The fire spirit is angered if they wish to harm people or steal one of their possessions. The spirit will curse players who steal items.
  4. D10=4:As the players are exploring a lava cave, a group of fire snakes slither out and start causing chaos. If the players can defeat the snakes, they will be rewarded with precious jewels hidden in the cave.
  5. D10=5:As characters are walking along, a woman runs up to them, breathless and in a state of near panic. Her husband has been scrying and something is trying to get in.
  6. D10=6:A fire elemental has taken the form of a beautiful woman and is trying to seduce one of the party members. If they give in, the elemental will try to consume them in flames.
  7. D10=7:An ice elemental and a fire elemental are fighting. The ice elemental's ice breath is melting the fire elementals. The fire elementals' fire breath is melting the ice elemental. They are fighting about territory, who belongs in what area.
  8. D10=8:A strange humming emanates from a nearby magma well, the sound of pressure seeking release.
  9. D10=9:The ground occasionally resonates with a low thrum, the heartbeat of the plane itself.
  10. D10=10:Heat mirages create illusory images of water that vanish as you approach them.

d100 = 66

  1. D10=1:The players come across a group of fire genasi, who are performing a ritual to summon a powerful fire elemental. The genasi are unknowingly using a cursed artifact, and the players must stop the ritual before the elemental is fully summoned and destroys everything in its path.
  2. D10=2:A Fire Djinn haphazardly wishes for company while lazily resting on a burning cloud.
  3. D10=3:The party encounters a massive Hellfire Apparition, resembling a distorted colossus of flame and shadow.
  4. D10=4:Passing a series of magma pools, you meet a wandering Fire Genie who offers to enchant your weapon with fiery properties in return for a dangerous task.
  5. D10=5:You hear the sound of drums and chanting in the distance. As you get closer, you see a group of fire elementals performing a ritual to summon a powerful demon. The players must disrupt the ritual and defeat the demon before it can wreak havoc on the Elemental Plane of Fire.
  6. D10=6:The players stumble upon a caravan of fire genasi, who are trading rare gems and spices from the Elemental Plane of Fire.
  7. D10=7:3 groups of fire people are trying to kill a group of wood people. The wood people have killed some fire people and looted some fire people's treasure. The fire people are none too pleased.
  8. D10=8:Embers from a distant volcanic eruption rain down around you, sizzling as they hit the ground.
  9. D10=9:Shades of what look like dancing flames captivate the eye, revealing phantom images and giving rise to further caution.
  10. D10=10:The players stumble upon a fire elemental circus where acrobats and performers are using fire in their acts.

d100 = 67

  1. D10=1:A group of 2d10+10 orcs are searching for treasure in a nearby ruin. They are protected by a magical darkness that causes blindness if someone tries to look inside the ruin without permission from the orcs.
  2. D10=2:A large group of efreeti are gathered around a magical flame, bargaining for something.
  3. D10=3:A group of fire-aligned creatures, such as salamanders, fire giants, and hell hounds, are having a tournament to determine the strongest fighter. The party can join in or place bets on the winner.
  4. D10=4:The players encounter a group of fire monks who are mastering the art of controlling their inner fire. They offer to teach the party their techniques.
  5. D10=5:A distant plume of fire shoots up from the ground, lighting the landscape like a torch.
  6. D10=6:A group of one hundred kobolds are having a party. The kobolds are celebrating the birthday of one of their chieftains. The party is being held in a cave that has been decorated with old rags and straw. The kobolds are drinking wine and singing songs about the bravery of their chieftain.
  7. D10=7:A ghostly apparition of a deceased fire mage warns the players of a pending cataclysm but will only reveal more details if they lay waste to his former apprentice's stronghold, filled with innocent trainees.
  8. D10=8:You can hear the sound of chanting coming from far away. If the characters investigate, they will find a group of fire cultists performing a ritual.
  9. D10=9:The players come across a volcanic spring sanctified by an efreeti. The efreeti offers to grant a wish if they sacrifice a single drop of celestial blood. The local fire sprites warn that such an act would attract celestial retribution, potentially sparking a greater conflict in the elemental planes.
  10. D10=10:A strange, sentient fire tornado appears before you, demanding a sacrifice to be calmed. If you offer a magical item as a sacrifice, the tornado will show you a hidden path to a powerful fire elemental who can grant you a wish.

d100 = 68

  1. D10=1:A group of Infernal Centaur Knights races through the flaming planes, practicing their combat skills.
  2. D10=2:A powerful efreeti is searching for a new bride, and the players are potential candidates. They must either convince the efreeti that they are not interested or find a way to defeat it.
  3. D10=3:The sound of screaming can be heard from a nearby house. If the players investigate, they will find that a family of fire genies is threatening a family of humans with death if they don't give them all their valuables. The genies want to start a war between fire elementals and humans because they're sick of being treated like second class citizens by everyone else and think they can gain more power if humans start fighting amongst themselves again.
  4. D10=4:A wizard is running from a group of angry people. The people are angry because he failed to save their loved one from a fire, and he is running from the angry mob.
  5. D10=5:In the middle of the forest, a group of 6 redcaps are dancing around a campfire. If the party tries to cross their circle, the redcaps will attack them.
  6. D10=6:A geyser of lava shoots into the air.
  7. D10=7:A group of 1d10 Cinder Golems patrols the perimeter of their lava-foundry, guarding against unwelcome intruders.
  8. D10=8:Faint trails of steam rise from the ground where droplets of magma fall.
  9. D10=9:The party finds a rift in the plane that leads to a frozen tundra. A group of frost elementals are trying to invade the fire plane and the players must defend it.
  10. D10=10:In the distance, an enclave of fire beetles swarm on a carcass, their bioluminescent underbellies glowing iridescently.

d100 = 69

  1. D10=1:The players come across a group of salamanders who have enslaved a group of humans. If they can free the humans, they may gain some powerful allies.
  2. D10=2:The landscape is dotted with basalt monoliths inscribed with arcane runes. As you investigate, the runes ignite, summoning fire-wreathed guardians that challenge your intrusion.
  3. D10=3:A group of 2d4+4 goblinoids are riding on giant lizards. They are carrying chests filled with loot.
  4. D10=4:A group of gnomes with their elemental servants passes by on the road. They are on their way home from a quest to find a rare herb that grows in a cave on the other side of the mountains.
  5. D10=5:Gigantic Lava Ants march in eerie precision, building their nest from cooled magma clusters.
  6. D10=6:An impressive Magmic Colossus stands immobile, a blackened statue amongst rivers of liquid flame.
  7. D10=7:Ash cakes your clothing.
  8. D10=8:You spot a herd of magma-covered cattle crossing a molten river.
  9. D10=9:In the heart of the Elemental Plane of Fire lies a massive fortress, guarded by a powerful dragon made of molten lava. Inside the fortress, an ancient artifact said to hold the power to control the elements. The party must face the dragon and navigate the treacherous fortress to obtain the artifact and use it for their own purposes.
  10. D10=10:Players hear the sound of chanting. If they investigate, they find a group of kobolds, who are making offerings to a small fire elemental.

d100 = 70

  1. D10=1:A giant Fire Elemental is fighting a giant Ice Elemental.
  2. D10=2:The party comes across a fire elemental marketplace where merchants are selling rare and exotic items from other planes.
  3. D10=3:Two men are sitting on the ground. They are talking about an orc camp nearby. They say that there is a dragon nearby, but they don't know where it is hiding.
  4. D10=4:The group discovers a cursed artifact that brings good fortune but requires regular sacrifices of elemental spirits. Keeping it would indeed be useful, but the moral cost could be immense.
  5. D10=5:A group of mischievous fire imps are riding their tiny plesiosaurs. The fire imps are riding their plesiosaurs with saddles made from yellow rubber. The ties that are holding the plesiosaurs to the saddles are made from rope that was soaked in oil. The fire imps are laughing and making fun of the plesiosaur riders. The plesiosaurs are uncomfortable and unhappy.
  6. D10=6:The air grows suddenly still, heavy with an impending sense of danger.
  7. D10=7:The sound of embers crackling is omnipresent, providing a constant background symphony of soft, intermittent pops.
  8. D10=8:Players hear muffled screams coming from inside a nearby cave. There is one dragon inside the cave, along with several elementals (Fire elemental). Two dwarves are being held captive by the dragon and elementals. The dwarves are mercenaries. They were hired by a dwarf King to find his son, who was captured by an evil wizard. The dwarves found the son in the cave, but they were captured by the dragon and elementals.
  9. D10=9:The ruins of an ancient civilization, populated by undead fire elementals and powerful magical artifacts.
  10. D10=10:A street performer, trying to earn a living, will juggle fireballs.

d100 = 71

  1. D10=1:Fire drakes laze about on rocks, their scales shimmering with heat.
  2. D10=2:Glowing coals light a cavern.
  3. D10=3:A group of men are talking about how best to get rid of a nuisance in the city - a Beholder that's been terrorizing them for years. They say it's too dangerous to kill it because it has an eye ray that can kill anyone who looks at it directly, but they're sick of it destroying their homes and eating their children so they want someone else to do it for them.
  4. D10=4:A meteor strikes nearby, revealing a highly combustible mineral. The explosion attracts Hell Hounds who are drawn to the chaos and destruction.
  5. D10=5:Traversing an obsidian tunnel leads to an enormous cavern filled with inactive volcanic chimneys, where Ash Golems lie dormant, awaiting an accidental ember to activate them.
  6. D10=6:A fire elemental approaches the party, asking for their help in finding its lost siblings who were scattered across the plane due to a powerful storm. The party must brave through the storm and locate the missing elementals.
  7. D10=7:Lava tubes form a network of tunnels.
  8. D10=8:A group of 2d6+3 fire snakes are attacking a party of 2d4+4 dwarves and 2d4+4 humans.
  9. D10=9:A tribe of salamanders are having a bonfire celebration and invite the party to join in on the festivities.
  10. D10=10:An Ogre Mage sorcerer who is much smarter than the average Ogre mage is casting magic missile at a group of unsuspecting gnolls. The gnolls are on the other side of the river, and they don't realize that they're in danger. The Ogre Mage is slowly walking around the gnolls, trying to get a better aim at all of them. He is also making sure that he

d100 = 72

  1. D10=1:Geysers of steam and magma intermittently punctuate the landscape, erupting without warning.
  2. D10=2:Magma crabs scuttle across the ground.
  3. D10=3:An occasional, faint whispering sound is heard amid the crackling flames, suggesting the brief presence of unseen spirits.
  4. D10=4:The players encounter a group of fire mephits who are trying to harvest the hottest and spiciest peppers from a field of fire vines. They offer to share their bounty with the party.
  5. D10=5:The players come across a group of fire genasi who are being held captive by a powerful efreeti. The players must defeat the efreeti and free the genasi, who offer their allegiance and knowledge of fire magic in return.
  6. D10=6:Unseen creatures burrow below the surface, occasionally disturbing the ground and causing minor eruptions of ash and flames.
  7. D10=7:Scorched feathers lie at your feet, hinting at a bird that met an unfortunate end.
  8. D10=8:Lava globules sizzle in your path.
  9. D10=9:The party is approached by a group of fire druids who are fighting against the destruction of the natural landscape by reckless fire elementals. They ask for the party's help in preserving the balance of the plane.
  10. D10=10:A wizard is running around in circles, hiding from a group of 2d4 orcs. If the orcs attack him, he will be injured by their weapons but will continue to run (he is invisible). If a PC tries to attack him, he will promptly run away as fast as possible from that PC.

d100 = 73

  1. D10=1:A group of 1d4+4 hobgoblins are on their way to the top of the mountain to capture a dragon. They have brought along a cage and a bunch of dogs to help them capture the dragon.
  2. D10=2:A group of 2d6+3 efreet are walking through the lava fields. They are on their way to the fire giant castle to kill the king.
  3. D10=3:The party encounters a massive Hellfire Apparition, resembling a distorted colossus of flame and shadow.
  4. D10=4:A huge lava geyser erupts violently, warning the party of unstable ground.
  5. D10=5:Heat mirages create illusory images of water that vanish as you approach them.
  6. D10=6:A mysterious figure offers the party a map that leads to a powerful artifact hidden deep within the plane of fire. However, the map is cursed and leads the party into dangerous encounters.
  7. D10=7:The party stumbles upon a group of fire genasi having a heated debate about their purpose in life. They recruit the party to help them find the answers they are seeking.
  8. D10=8:A giant Fire Elemental is fighting a giant Ice Elemental.
  9. D10=9:A group of men are sitting on the ground. They are talking about an orc camp nearby. They say that there is a dragon nearby, but they don't know where it is hiding.
  10. D10=10:The landscape ahead becomes distorted by heatwaves. Upon closer inspection, the party sees a massive lava worm burrowing and churning the scorched earth.

d100 = 74

  1. D10=1:A group of 1d4+4 lizardmen are hunting for game. They are armed with short swords and shields.
  2. D10=2:A clutch of 1d6 hell hound pups is being trained by their infernal handlers. Their training could be disrupted, leading to chaos and potential rescue by the players.
  3. D10=3:A group of three red dragons are trying to get into their cave, but they can't because a group of efreeti are blocking their entrance. The efreeti will not let them in until the red dragons give them one of their fire dragonfire torches.
  4. D10=4:You find a fire-resistant flower.
  5. D10=5:A lost tribe of humans who have been living in a nearby cave for the past several years have been emerging from the cave, stumbling around, then falling over dead. A group of 1d4+4 humans emerge from the cave. The humans are dazed and confused for 1d4 hours. They are actually a group of cultists who have been granted great power by a fire elemental. They are searching the area for a new home. They will not be hostile, but they will try to convert the players to their religion.
  6. D10=6:A Flame Centipede scurries past the party quickly, each of its legs leaving a molten trail.
  7. D10=7:Within a burning forest of petrified trees, 2d4 red dragons are hunting for sport, darting through flames and ambushing prey. They might be interested in a conversation, or perhaps a challenge.
  8. D10=8:Heat waves shimmer on the horizon, creating illusory landscapes that vanish upon approach.
  9. D10=9:The players stumble upon a group of fire-breathing dragons who are engaged in a heated argument. It turns out they are trying to decide who is the best dragon in the Elemental Plane of Fire. The party must settle the dispute by competing in a series of challenges.
  10. D10=10:A dazzling array of 3d6 fire sprites flit about, spreading embers and sparks as they dance. Their joyful presence is tempered by their inherent mischief and curiosity.

d100 = 75

  1. D10=1:The ever-pervasive heat distorts your vision, creating strange visual effects.
  2. D10=2:You spot occasional pools of liquid metal, shimmering and dangerously hot.
  3. D10=3:An ominous rumble emanates from beneath the ground, hinting at subterranean activity.
  4. D10=4:Some sections of rock are so hot they glow a dull red.
  5. D10=5:As you travel through the Elemental Plane of Fire, you come across a large, luxurious oasis in the middle of the fiery desert. A group of fire nymphs invites you to join them for a feast, but they seem to have a mischievous agenda in mind.
  6. D10=6:The distant horizon glows red with the embers of a never-ending wildfire.
  7. D10=7:A phoenix lands on the ground, its feathers burning. It croaks and then dissolves into ash.
  8. D10=8:The players hear the sounds of revelry. They find a group of 1d4+2 dwarves feasting and celebrating their latest dig. If the players join in, they will be paid 1d20 gold pieces each.
  9. D10=9:The players come across a crystal clear lake of lava, surrounded by beautiful fire nymphs. But something is not right – the nymphs are being controlled by a powerful and evil fire elemental, and the players must find a way to break the control and stop the elemental's plans.
  10. D10=10:Large, solidified magma platforms act as stepping stones across vast, flowing rivers of fire.

d100 = 76

  1. D10=1:In the distance, you can see a large glowing fireball. It is a balor who is casting a spell on the area.
  2. D10=2:A group of fire sprites play pranks on the players, causing their weapons to heat up, their hair to catch on fire, and their water to turn to steam.
  3. D10=3:A gnome alchemist is trying to use magic to cure a group of dwarves, who were poisoned by elementals. The alchemist is about to give up and try another formula when the group of dwarves wake up, claws extended.
  4. D10=4:An imp stands atop a fiery hoop, spinning it around and laughing as it does so.
  5. D10=5:A group of 2d6+3 fire elementals are walking through the lava fields. They are on their way to the fire giant castle to kill the king.
  6. D10=6:A fire elemental with a love of pranks and mischief challenges the party to a series of challenges, promising a valuable reward to the winners.
  7. D10=7:Smoke wafts from an open window. When the players approach, a lizardfolk offers them a 'magic gem' for 20 silver pieces. The gem is worth 10 silver pieces.
  8. D10=8:A Lava Prowler emerges from an underground tunnel, curious but cautious of the party.
  9. D10=9:The party is approached by a group of salamanders who are being oppressed by a tyrannical fire elemental. They ask for the party's help in overthrowing their oppressor.
  10. D10=10:There is a natural cave system in the rock, glowing with an internal, hot light.

d100 = 77

  1. D10=1:A group of fire elementals are causing a heat wave in a nearby town, making citizens sick and crops wither. The players must find a way to stop the elementals before it's too late.
  2. D10=2:A group of 4 fire giants are attacking a castle. They have set fire to some near by trees and made their way up to the top of the castle and have started to burn a hole in the roof.
  3. D10=3:The Queen of Elemental Fire is visiting the fire pit and will speak with you. She will also alert her guards if you show any hostility.
  4. D10=4:A band of fire genasi are searching for a legendary fire gem that is said to grant unlimited power to whoever possesses it. Will the players help or hinder their search?
  5. D10=5:Fireflies made of embers light the dark.
  6. D10=6:A group of bugbears is attacking a group of human farmers in their fields.
  7. D10=7:The players come upon a village guarded by a town watch that has been formed by the villagers after their town was ransacked by a fire giant. The players can help the guards patrol the area that they are guarding and can help them hook up a "sun shield" that will protect them from the fire elementals.
  8. D10=8:The players come across a crystal clear lake of lava, surrounded by beautiful fire nymphs. But something is not right – the nymphs are being controlled by a powerful and evil fire elemental, and the players must find a way to break the control and stop the elemental's plans.
  9. D10=9:The party sees a group of human adventurers fighting a fire elemental. A human wizard is using his powers to make sure the party is not hurt by the flames.
  10. D10=10:You find a shattered, half-melted sword buried in the ash.

d100 = 78

  1. D10=1:You come across a group of Fire Mages conducting a ritual to summon a powerful Fire Elemental. They need someone to help them gather all the necessary components, but be careful not to anger the Elemental or it may turn on you.
  2. D10=2:A group of men are sitting on the ground. They are talking about an orc camp nearby. They say that there is a dragon nearby, but they don't know where it is hiding.
  3. D10=3:A group of soldiers are lying on the ground near a fire. They are all dizzy and confused.
  4. D10=4:The players are hired by a fire mage to retrieve a powerful artifact from an ancient temple hidden deep within the Plane of Fire. But the temple is guarded by an ancient and powerful fire djinn, who will not let anyone enter without completing a series of challenging trials.
  5. D10=5:The players come across a group of fire mephits who are looking for a lost treasure. If the players can help them, they may be rewarded with some of the treasure.
  6. D10=6:A Lava Serpent escapes the party’s notice until it suddenly darts from molten rock to molten rock.
  7. D10=7:The crackle and pop of burning sulfur fills the air with a sharp, acrid scent.
  8. D10=8:An ancient runic stone promises to reveal untold fortunes but demands a tithe of living flames, risking the lives of nearby elementals and their ecosystem.
  9. D10=9:A group of 2d4+4 fire elementals attack the players. They are led by a fire giant.
  10. D10=10:A minor geyser of lava erupts nearby, sending up a brief but intense spout of molten rock.

d100 = 79

  1. D10=1:A group of mercenaries approach the party and offer to join them on their adventure for a price of 10 gold pieces per day per mercenary plus provisions.
  2. D10=2:A small army of about 100 fire elementals appears. They are being led by a powerful fire elemental cleric.
  3. D10=3:A man and a woman are arguing in the street. The woman says that she wants to get married with the man, but the man is refusing to do so because he says she has too many relatives and he doesn't want that many people at his wedding.
  4. D10=4:Amid a sulfurous landscape, a Fire Oracle offers prophecy and guidance in exchange for completing a set of fiery trials, each progressively more challenging and set within this volatile realm.
  5. D10=5:Zulkirai the Black is walking through the area. She is accompanied by an air elemental. She is interested in the group's mission. If the group has an air elemental, she will ask for a favor. If the group does not, she will teleport away.
  6. D10=6:The player party is attacked by a Fire Elemental that is seeking to avenge the loss of its friend (the lava elemental). The party can buy the elementals friendship if they promise to never attack it.
  7. D10=7:Blisters of sulfurous gas hiss and pop as they break the surface.
  8. D10=8:Haphazardly strewn pieces of blackened shale create pathways, like stepping stones through the fiery landscape.
  9. D10=9:The party sees a dwarf wandering through the area. He is not affected by the heat. He is looking for an ancient dwarven treasure.
  10. D10=10:Players find a small campfire. They can see the remains of a meal cooked on the fire. There are bones and scraps of meat scattered around the fire.

d100 = 80

  1. D10=1:An efreet is near the area. It is angry because it has been tricked by a wizard into being stuck in this location. The efreet attacks any creature that is near it.
  2. D10=2:A fire giant is running a betting ring, where players can bet on different fire elemental creatures fighting in an arena. The giant is also willing to bet against the players and their own abilities.
  3. D10=3:The party finds a group of 2d4 goblins playing with fire. They are throwing fireballs at each other and having fun. One of them is wearing an old suit of armor that looks like it has been looted from a nearby village or town that has been attacked by orcs or something similar in the past few weeks or months or years or something like that.
  4. D10=4:The glowing pathway beneath the party's feet is suspiciously peaceful until a Fire Serpent erupts, striking hastily.
  5. D10=5:A powerful Efreeti offers to grant the players a wish, but in return, they must complete a dangerous task for the Efreeti.
  6. D10=6:A group of 2d4+4 fire elementals attack the players. They are led by a fire giant.
  7. D10=7:Strange, shadowy figures seem to be moving at the edge of your vision.
  8. D10=8:A group of fire newts emerge from a nearby pond, their bright orange skin contrasting against the dark pools of water.
  9. D10=9:A group of knights are trying to kill a group of elementals in order to bring their leader to justice, who is holed up in their camp.
  10. D10=10:An impressive Magmic Colossus stands immobile, a blackened statue amongst rivers of liquid flame.

d100 = 81

  1. D10=1:A miasma of thick smoke obscures your vision, making it difficult to navigate.
  2. D10=2:The unrelenting heat of the day shifts to the frigid chill of an oncoming Eruption Night, where temperatures drop and Fire Wights rise from ashen graves seeking vengeance.
  3. D10=3:A bubbling Lava River intersects the path, and a Rockfire Hound guards the only viable crossing.
  4. D10=4:A magical forge has gained sentience and seeks to craft the ultimate elemental weapon, but requires rare ores found in the last protective sanctuary of a reclusive fire-spirit monastery.
  5. D10=5:The players come across a crystal clear lake of lava, surrounded by beautiful fire nymphs. But something is not right – the nymphs are being controlled by a powerful and evil fire elemental, and the players must find a way to break the control and stop the elemental's plans.
  6. D10=6:Zulkirai the Black is walking through the area. She is accompanied by an air elemental. She is interested in the group's mission. If the group has an air elemental, she will ask for a favor. If the group does not, she will teleport away.
  7. D10=7:A war between Fire Elementals and Wood Elementals.
  8. D10=8:A fire-breathing Hellhound Alpha watches its pack with wary eyes, growling at any perceived threat.
  9. D10=9:A fiery storm of embers swirls around a large crater in the ground.
  10. D10=10:A pool of lava coils gently, its surface shifting with subtle movements that paint an illusion of fiery life.

d100 = 82

  1. D10=1:An old man is seen walking through the area, muttering about the search for a powerful artifact.
  2. D10=2:A group of dwarves is trying to kill a fire elemental. The dwarves are trying to protect a room full of treasure. The dwarves are not friendly.
  3. D10=3:Two men are fighting in the street. One of them is drunk and the other is sober. The sober man is trying to get his friend home safely before he gets into any more trouble.
  4. D10=4:A man is selling books that contain information on how to control fire elementals and how to create fire elementals.
  5. D10=5:A group of men with swords and shields attack the party. They say they are guards of the nearby castle.
  6. D10=6:The ground quivers occasionally, hinting at a possible underground lava flow.
  7. D10=7:A group of elves with their elemental servants pass by on the road. They are on their way to the elven city on a mission to seek an alliance with another elven kingdom.
  8. D10=8:The sky is filled with ash.
  9. D10=9:An area contains petrified trees, standing still as silent sentinels amidst the flames.
  10. D10=10:The sky glows eerily, reflecting the hellish landscape below.

d100 = 83

  1. D10=1:The players spot a group of 2d6 ogres walking toward them. They are armed with clubs and axes.
  2. D10=2:As the players are exploring a lava cave, a group of fire snakes slither out and start causing chaos. If the players can defeat the snakes, they will be rewarded with precious jewels hidden in the cave.
  3. D10=3:The ground is covered in glass-like shards from cooled magma.
  4. D10=4:A group of people are trying to attack a party of dwarves that are taking water from a nearby stream. The group of people will not listen to reason and they want the water for themselves. The group of people consists of 2d12 human warriors, 2d12 human wizards, 2d12 human clerics, and 2d12 human thieves.
  5. D10=5:Charred remains of a wooden cart sit abandoned.
  6. D10=6:You spot a fire-resistant rat scurrying by.
  7. D10=7:A fluttering and half-burnt banner stands defiantly amidst the ashen ground.
  8. D10=8:Ash clouds darken the sky.
  9. D10=9:An air elemental attacks! It is made of fire! This can be a dangerous encounter if the players are not prepared for it.
  10. D10=10:A group of Light Elementals chasing a group of Earth Elementals.

d100 = 84

  1. D10=1:A group of Ember Sprites is seen dancing and performing a ritual around a geyser of flame that erupts rhythmically.
  2. D10=2:A group of fire dragons are in the middle of a heated debate over who is the most powerful dragon. They may ask the party to help them prove their point by retrieving a powerful magical item.
  3. D10=3:A red dragon is hoarding a large treasure in the middle of a lava lake. The party can try to negotiate with the dragon or attempt to steal the treasure while avoiding the scorching hot lava.
  4. D10=4:A lava floe cools rapidly.
  5. D10=5:A Wheel of Fire—an ancient, sentient construct—rolls endlessly around a magma pit, its purpose long lost to time.
  6. D10=6:A group of 1d6 Azer blacksmiths is diligently forging and crafting weapons within the burning forge of their volcanic workshop.
  7. D10=7:The sound of battle can be heard in the distance. A group of 1d4+2 fire elementals are battling a group of 1d4+2 air elementals.
  8. D10=8:A group of fire mephits playing a game of tag, using fireballs as their way of tagging each other. The party may get caught up in their game or have to dodge the flying fireballs.
  9. D10=9:A solitary Flame Harpy sings a hauntingly beautiful song while perched on a burning tree.
  10. D10=10:A large, glowing rock structure can be seen in the distance, surrounded by smaller rocks and flames.

d100 = 85

  1. D10=1:A stranded Ember Kin attempts to communicate distress, looking for help to reunite with its fiery family.
  2. D10=2:Trails of smoke rise from the cracks in the ground, turning the air hazy.
  3. D10=3:A trail of blood leads to the edge of a cliff. The trail continues downward, leading to a cave below.
  4. D10=4:A party of 3d6 fire elementals is engaged in a furious sparring match, tossing flames and smoke. They spot the players and challenge them to a friendly duel to test their mettle.
  5. D10=5:An imp offers to guide the party through the elemental plane of fire, but only if they can beat it in a game of "hot potato" with a ball of magma. The party must pass a series of Dexterity checks to win.
  6. D10=6:A massive, swirling vortex of fire in the sky. It is so large that the characters can see it from miles away.
  7. D10=7:A dense cloud of smoke rolls in, obscuring your vision. Within the smoke, Ash Mephits cackle and screech, launching ambush attacks as they flit in and out of the haze.
  8. D10=8:A group of fire elementals are fighting against 8d6+8 ogres and 3d6 ogre mages. The ogres want to claim the area as their own and push the elementals out. The fire elementals want to keep the ogres out because they're worried about their territory being encroached upon by the ogres.
  9. D10=9:A man is selling books that contain information on how to control fire elementals and how to create fire elementals.
  10. D10=10:The players stumble upon a small village inhabited by fire mephits. The mephits are harmless and just trying to live their lives, but the villagers are terrified of them and constantly try to drive them away. The players must navigate the tension and find a peaceful resolution.

d100 = 86

  1. D10=1:The air crackles with heat as a Fiery Mirage tantalizingly shows an oasis. Moving closer, you see it is a trap laid by Fire Fey, seeking amusement by luring travelers to their doom.
  2. D10=2:Sounds of cracking and popping come from all directions as the landscape shifts and cools.
  3. D10=3:A geyser of magma suddenly erupts, and from it emerges a trio of 1d4 fire giants preparing for an adventurous journey. They might enlist the players for their expedition.
  4. D10=4:A sentient fireball, cursed to wander the plane for eternity, begs the players for release. Freeing it requires a powerful dispel magic spell cast at an ancient obelisk, but doing so may release other long-imprisoned, dangerous entities.
  5. D10=5:The party comes across a fire elemental who is crying. It turns out they have been banished from their home on the elemental plane of fire and are now stranded on the material plane. The party must find a way to help them return home.
  6. D10=6:Xom is on the pillar of fire. He wants you to catch him if you can! He will then dive into the lava. If you save Xom, he will give you a +2 flaming sword that cannot be destroyed by the pits of fire.
  7. D10=7:The players come across a group of efreeti who are searching for a new ruler for their kingdom. If the players can convince them of their leadership skills, they will be offered the throne and all the riches that come with it.
  8. D10=8:You encounter a patch of fire flowers, their petals alight with flames yet unburning.
  9. D10=9:A group of 1d10 Cinder Golems patrols the perimeter of their lava-foundry, guarding against unwelcome intruders.
  10. D10=10:Entering an obsidian maze, the players encounter 1d10 patrol fire elementals, setting trials and obstacles in their path to hone their skills.

d100 = 87

  1. D10=1:An archmage is meditating for a week and has sent guards out to find food for him. He has asked the players to find him some food. If they bring the food he will reward them with some potions.
  2. D10=2:An old man is meditating in a cave located in the midst of a lava flow. He is trying to summon a great elemental, but will probably die if he fails. The party can save him if they want, but there is the chance that he will try to do something else to them, like give them a cursed magical item or kill them (accidentally or on purpose).
  3. D10=3:The party hears singing in the distance. When they investigate, they find a group of 3d6 soldiers who have been patrolling the area recently. They are singing a song about their exploits during the war against the orcs.
  4. D10=4:A group of 2d4+4 fire elementals attack the players. They are led by a red dragon.
  5. D10=5:A group of fire giants battling it out with a group of red dragons over territory. The party must choose sides or try to broker peace between the warring factions.
  6. D10=6:A giant, four-headed dragon sleeping in the middle of a lake of fire.
  7. D10=7:A group of fire mephits challenge the players to a dance-off competition.
  8. D10=8:A house is on fire.
  9. D10=9:A group of Air Elementals battling a group of Water Elementals.
  10. D10=10:Granite ridges are scorched, twisted, and cracked from the pervading heat, forming natural barriers.

d100 = 88

  1. D10=1:A group of men are talking about how best to get rid of a nuisance in the city - a Beholder that's been terrorizing them for years. They say it's too dangerous to kill it because it has an eye ray that can kill anyone who looks at it directly, but they're sick of it destroying their homes and eating their children so they want someone else to do it for them.
  2. D10=2:A group of fire wraiths haunt an ancient castle, trapping and tormenting anyone who dares enter. The players will have to navigate through the maze-like castle and defeat the wraiths to claim a powerful magical artifact hidden within.
  3. D10=3:An enormous, dormant Fire Scorpion is half-buried in a sand dune made of hot ash.
  4. D10=4:A molten river meanders through the landscape, leading to a distant, unseen destination.
  5. D10=5:A group of 1d4+4 orcs are hunting for game. They are armed with short swords and shields.
  6. D10=6:The players hear the sounds of revelry. They find a group of 1d4+2 dwarves feasting and celebrating their latest dig. If the players join in, they will be paid 1d20 gold pieces each.
  7. D10=7:The players come across a school for young fire elementals where they are being taught how to control and harness their powers.
  8. D10=8:A group of fire elementals are attacking a meteor.
  9. D10=9:Molten rock cools into strange shapes.
  10. D10=10:As the players are crossing a narrow bridge over a sea of lava, an angry fire elemental attacks them, causing the bridge to collapse and sending them into the lava below.

d100 = 89

  1. D10=1:Ash dunes stretch for miles.
  2. D10=2:A group of 2d4+4 efreeti are hunting in the desert. They are looking for humans to capture and bring back to their city as slaves. They will attack the players if they see them or if they attack first.
  3. D10=3:An old couple approaches the party and asks if they have seen their son who went out looking for work as a warrior but never returned home again. The old couple is actually two old human bandits in disguise looking for an easy score against unsuspecting travelers.
  4. D10=4:A powerful fire elemental is holding court in the center of a volcano. It is offering rewards to those who can bring it the most powerful artifact they can find.
  5. D10=5:You find a group of fire trolls that are looking for adventurers to join them on an expedition to find an ancient artifact.
  6. D10=6:Columns of flame dance on the horizon, burning without a visible source.
  7. D10=7:A group of azer are building and repairing structures made of obsidian, using their fire magic to shape and mold the material.
  8. D10=8:A burning tempest scatters ember shards, and within this storm lurks an Archon of Flame, ready to test adventurers with its searing might.
  9. D10=9:A column of cindered soldiers march, led by an Ice-hearted Fire Warden with melancholy resonance.
  10. D10=10:A magical construct made of living flames, patrolling an ancient ruin in search of intruders.

d100 = 90

  1. D10=1:A group of dwarves are building a wall to keep the dragons out of their new city They are building a wall that stretches for miles.
  2. D10=2:1d6 corrupted azers are being punished by an efreeti overlord. Depending on the players' interference, they could gain powerful allies or bitter enemies.
  3. D10=3:The air becomes filled with tiny, sparkling particles that glow and then fade.
  4. D10=4:A group of 5d4 fire mephits have taken up residence in an abandoned lava cave. The creatures are hostile and will attack anyone they deem to be an intruder.
  5. D10=5:Strange, flickering markings can be seen on nearby surfaces, glowing with a strange inner light.
  6. D10=6:As the players journey through the Plane of Fire, they come across a group of creatures called Flame Elementals. These creatures are peaceful and just want to play with the players, but their fiery nature makes it difficult for the players to interact with them without getting burned.
  7. D10=7:A group of humans are holding a festival in honor of their god, Set, the Egyptian god of death and chaos. They will ask for tribute if the party does not bring any offerings.
  8. D10=8:A group of fire elementals playing a prank on the party by making it seem like there is a fire spreading through the area. The party must use their wits to figure out the ruse and put out the fake fire.
  9. D10=9:The ground occasionally resonates with a low thrum, the heartbeat of the plane itself.
  10. D10=10:Ember-winds occasionally whip through the plane, carrying with them dangerous, yet mesmerizing, fiery whirlwinds.

d100 = 91

  1. D10=1:A tribal leader is giving a gift to characters or another tribe of creatures. The gift is actually a bomb.
  2. D10=2:You feel a tremor underfoot, a reminder of the ever-present seismic activity.
  3. D10=3:A powerful fire elemental is holding court in the center of a volcano. It is offering rewards to those who can bring it the most powerful artifact they can find.
  4. D10=4:The ground shudders slightly underfoot, a precursor to the powerful forces at play beneath the surface.
  5. D10=5:The sound of boiling rock echoes around you.
  6. D10=6:As characters walk down the street, a beggar with his hands clasped together approaches, asking for money. Angry at the player's lack of compassion, the beggar begins to throw a tantrum in the middle of the street.
  7. D10=7:Streams of lava snake through the landscape.
  8. D10=8:Small fires blaze in patches.
  9. D10=9:A large dragon made of lava can be seen rising into the air.
  10. D10=10:A party of 2d4 efreet are near the area. Each efreet is armed with a scimitar and a falchion. The weapons of each efreet are magical and cause an additional 1d8 points of fire damage

d100 = 92

  1. D10=1:A group of fire sprites playing a game of hide and seek among the blazing hot rocks and lava pools. The party may be asked to join in the game or be mistaken for the fire sprites' sworn enemies and attacked.
  2. D10=2:The party stumbles upon an ogre who is trying to clear out an infestation of rats from his lair by flooding it with a nearby river.
  3. D10=3:The ground beneath your feet heats up suddenly, forcing you to move quickly to cooler ground.
  4. D10=4:A lone river of lava cuts through the landscape, sluggish but fiercely hot.
  5. D10=5:You hear distant rumblings of the ground.
  6. D10=6:A river of molten lava snakes through the landscape, reflecting the orange glow of the everburning horizon.
  7. D10=7:As the players rest for the night, they are suddenly attacked by a tribe of fire goblins. But these goblins are unique – they have learned how to control and manipulate fire, making them much more dangerous than regular goblins.
  8. D10=8:You find a group of fire trolls that are looking for adventurers to join them on an expedition to find an ancient artifact.
  9. D10=9:A group of fire newts emerge from a nearby pond, their bright orange skin contrasting against the dark pools of water.
  10. D10=10:Glowing tendrils of heat wrap around rocks and structures, creating an eerie ambience.

d100 = 93

  1. D10=1:3d6 fire serpents glide through the air, weaving intricate patterns of flame. Their airborne dance is said to contain secrets of elemental flight.
  2. D10=2:You find a shattered, half-melted sword buried in the ash.
  3. D10=3:Columns of flame dance on the horizon, burning without a visible source.
  4. D10=4:A Smoke Djinn playfully whirls around the party, often obscuring their vision with plumes of dense smoke.
  5. D10=5:You find a book, its cover singed but its pages miraculously untouched.
  6. D10=6:The air becomes filled with tiny, sparkling particles that glow and then fade.
  7. D10=7:An ancient and powerful red dragon is perched atop a tall peak, surveying the area.
  8. D10=8:The players stumble upon a massive forge, where a group of fire elementals are crafting powerful weapons for their fire giant masters. Will the players try to steal some of these weapons for themselves?
  9. D10=9:A solitary salamander lounges near a lava stream, its scales shimmering with an iridescent glow.
  10. D10=10:A group of 1d4+4 goblins are on their way to the top of the mountain to steal a dragon's egg. They have brought along a cage and a bunch of birds to help them steal the egg.

d100 = 94

  1. D10=1:The air is filled with the hum of distant, echoing chants that seem to come from nowhere.
  2. D10=2:A group of fire elementals are attacking a group of lava dragons that have risen from the ground.
  3. D10=3:Lava tubes sporadically wind through the surface, creating natural conduits of heat and magma.
  4. D10=4:A flicker of light from within the depths of a fissure hints at the molten river far below.
  5. D10=5:The party sees a dwarf wandering through the area. He is not affected by the heat. He is looking for an ancient dwarven treasure.
  6. D10=6:Players come across a field of cooling lava boulders, where 2d6 magmin are playing a heated game, something between dodgeball and a magic duel. Inviting the players to join could prove fun—or perilous.
  7. D10=7:A giant (18+, no matter if it's a 10' giant or an 18' giant) lava monster goes around in a clockwise path and every minute or so breathes a big steamy cloud of VERY LITTLE lava balls and fireballs.
  8. D10=8:You come across a series of intricate, fire-scorched carvings on a rock face.
  9. D10=9:The players come across a group of fire monks who are on a pilgrimage to a sacred temple. They offer to teach the party their ancient fire-based martial arts if they accompany them on their journey.
  10. D10=10:The party stumbles upon a camp of a traveling bard. The bard is encouraging a group of people to leave to their doom. The leader of this group of people is a fire giant. The people are leaving their villages, knowing that the fire giants have taken over the villages and that it is not safe for them to live around the fire giants anymore. The humanoids are traveling to a new village in an attempt to start a new life, one without fire giants. But all along, the bard is secretly a servant of the fire giant king. The bard has been giving these people false information and misleading them. The leader is the fire giant king in disguise. He has large muscles, long black hair, and a big beard. He has a chainmail shirt with greatsword.

d100 = 95

  1. D10=1:Sporadic bursts of flame from mineral deposits suggest the hidden presence of valuable resources like brimstone or magma crystals.
  2. D10=2:A group of fire elementals are fighting against 8d6+8 ogres and 3d6 ogre mages. The ogres want to claim the area as their own and push the elementals out. The fire elementals want to keep the ogres out because they're worried about their territory being encroached upon by the ogres.
  3. D10=3:The party finds themselves in the middle of a war between two powerful fire giants vying for control over the plane of fire. The party must choose a side or find a way to end the conflict peacefully.
  4. D10=4:Amidst a cloud of steam and flames, a Magma Sentinel—a massive magma creature—poses a deadly challenge, guarding a portal to a pocket of the Elemental Plane of Earth.
  5. D10=5:A tunnel collapses behind you.
  6. D10=6:The players stumble upon a group of fire-breathing dragons who are engaged in a heated argument. It turns out they are trying to decide who is the best dragon in the Elemental Plane of Fire. The party must settle the dispute by competing in a series of challenges.
  7. D10=7:Murmurs of ancient battles echo through the air, barely audible amidst the fiery roar of the elemental plane.
  8. D10=8:The players encounter a fire cultist who seeks an artifact that grants control over pure flames. Helping him could prevent an imminent disaster on the Plane of Fire, but might also give him the power to wreak havoc on the Material Plane.
  9. D10=9:A group of 1d4+2 ogres are picking on a group of 1d4+2 goblins. If players get involved, they will discover that the ogres are on trial and the goblins are their lawyers. If the players decide to get involved, they will discover the ogres are on trial for murdering an efreet official.
  10. D10=10:The players come across a group of fire mephits trying to set up camp in a lava lake. If they can stop the mephits, they may be rewarded with magical items.

d100 = 96

  1. D10=1:Sulfur vents hiss nearby.
  2. D10=2:A fiery vortex swirls around the characters, trapping them in place.
  3. D10=3:Sulfur crystals grow nearby.
  4. D10=4:A giant fire elemental has taken to kidnapping travelers and forcing them to participate in extreme fire-based challenges for his entertainment. The players must participate in the challenges in order to escape.
  5. D10=5:A group of one hundred humans carrying torches and pitchforks are chasing a group of red dragons. The red dragons are carrying their dragonfire torches and are chasing after the humans in an effort to scare them back to their homes.
  6. D10=6:A group of 2d6 fire elementals is playing with a wizard. The wizard has been pinned to the ground by one of the fire elementals for 2d4 hours. The fire elementals are enjoying the game. When the game is finished, they will let the wizard "win." The fire elementals will then tear the wizard apart.
  7. D10=7:A group of hill giants is marching across a lava flow, straight into a group of 2d6 efreet. The efreet want the hill giants to help them destroy a nearby fire elemental that is attacking the red dragon. The hill giants are not interested in helping the efreet.
  8. D10=8:The party encounters a Red Dragon Wyrmling attempting to catch fireflies made of pure flame.
  9. D10=9:The players come across a group of fire-breathing salamanders who are on a quest to find the legendary Golden Egg, which they believe will bring them eternal life.
  10. D10=10:A man is selling books that contain information on how to control fire elementals and how to create fire elementals.

d100 = 97

  1. D10=1:The players come across an ancient temple filled with lava. Inside they find a group of fire mephits who are performing a ritual to summon a powerful fire elemental.
  2. D10=2:The players are hired by a group of fire-loving dwarves to retrieve a rare and precious gem from deep within a fiery volcano. But the gem is guarded by a terrifying fire dragon, and the players must use all of their skills and smarts to outwit the beast and claim the gem.
  3. D10=3:Fissures in the ground reveal faint, flickering lights within the depths.
  4. D10=4:The sky is filled with a furious Ember Storm, hail made of burning shards forces players to seek cover.
  5. D10=5:A merchant (name: Hadar) is selling a variety of items. He has 6 pairs of boot of speed, 40 scrolls, 50 potions of cure light wounds, 10 potions of cure critical wounds, and 10 potions of cure serious wounds.
  6. D10=6:Obsidian statues catch your eye.
  7. D10=7:A glowing magma spire towers above, serving as the roost for a Fire Griffon. It defends its territory fiercely, but the spire contains rare minerals and ancient inscriptions.
  8. D10=8:A blazing phoenix offers to guide the players to a hidden treasure if they perform a ritual to melt a glacier on the Material Plane. However, melting the glacier will result in a great flood that could destroy a human settlement downstream.
  9. D10=9:A party of 2d4 efreet are near the area. Each efreet is armed with a scimitar and a falchion. The weapons of each efreet are magical and cause an additional 1d8 points of fire damage
  10. D10=10:You come across a group of fire sprites who are cursed to constantly leave burning footsteps behind them. They beg for your help in breaking the curse and offer a reward if you can find the source of the curse.

d100 = 98

  1. D10=1:Cinders pop and crack in scattered, dying embers of ancient fires.
  2. D10=2:The air crackles with heat as a Fiery Mirage tantalizingly shows an oasis. Moving closer, you see it is a trap laid by Fire Fey, seeking amusement by luring travelers to their doom.
  3. D10=3:A group of men are talking about how best to get rid of a nuisance in the city - a Beholder that's been terrorizing them for years. They say it's too dangerous to kill it because it has an eye ray that can kill anyone who looks at it directly, but they're sick of it destroying their homes and eating their children so they want someone else to do it for them.
  4. D10=4:Red crystals line the walls of a cave.
  5. D10=5:A group of efreeti are playing a game of chance with a group of marids. If the players join in, they might be able to win a fortune.
  6. D10=6:Periodic tremors cause molten cracks in the earth's surface to widen, revealing hidden veins of bright, molten rock.
  7. D10=7:A party of 3d6 fire elementals is engaged in a furious sparring match, tossing flames and smoke. They spot the players and challenge them to a friendly duel to test their mettle.
  8. D10=8:A Flame Oracle convenes a silent meditation circle composed of glowing embers, lost in prophetic visions.
  9. D10=9:A burst of heated air reveals a hidden Lava Bloom—a rare, magical flower blooming amidst fire and rock. Guarding it are enchanted Fire Bees, swarming at perceived threats.
  10. D10=10:The ground here is glass-like, formed by the sudden cooling of molten rock.

d100 = 99

  1. D10=1:The players come across a group of fire giants holding a competition to see who can create the hottest and most destructive explosion. The winner will not only be declared the greatest fire giant, but also gain a powerful magical amulet.
  2. D10=2:Players hear the sound of chanting. If they investigate, they find a group of kobolds, who are making offerings to a small fire elemental.
  3. D10=3:A huge dragon has claimed this mountain as its own territory.
  4. D10=4:A magical forge has gained sentience and seeks to craft the ultimate elemental weapon, but requires rare ores found in the last protective sanctuary of a reclusive fire-spirit monastery.
  5. D10=5:In the distance, an enclave of fire beetles swarm on a carcass, their bioluminescent underbellies glowing iridescently.
  6. D10=6:As the players are exploring a lava cave, a group of fire snakes slither out and start causing chaos. If the players can defeat the snakes, they will be rewarded with precious jewels hidden in the cave.
  7. D10=7:A group of men are talking about how best to get rid of a nuisance in the city - a Beholder that's been terrorizing them for years. They say it's too dangerous to kill it because it has an eye ray that can kill anyone who looks at it directly, but they're sick of it destroying their homes and eating their children so they want someone else to do it for them.
  8. D10=8:You stumble upon a resistive rock outcropping.
  9. D10=9:The ground occasionally resonates with a low thrum, the heartbeat of the plane itself.
  10. D10=10:Players meet a displaced fire djinni who wants to return to the Plane of Air. To do so, they must destroy a magical barrier atop a volcano, but doing so will release fumes that could spread a deadly disease.

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

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

Other dice tiers for the elemental plane of fire: D1, D4, D6, D8.

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

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