A complete D&D 5e random encounter table for graveyard scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a graveyard, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Graveyard encounter table
d100 = 1
D10=1:You accidentally disturb a nest of insects dwelling in a crack in a gravestone.
D10=2:A pair of old, rusted gardening shears is abandoned near a cluster of bushes.
D10=3:The air seems to hum with an unknown energy.
D10=4:Finally, the players come across a large open grave with a group of 2d4 grave robbers trying to pry open a coffin inside. They might be willing to bargain with the players if they are caught in the act.
D10=5:Tomb sentinels, ironclad revenants despise scavengers, offer dubious protection pledges animating tales of ill-advised intrigues during dusk's reign. While betrayal fingerpoints encompass worldly subterfuge, navigating hell-bent promises extracts greater boons against overwhelming revenant hubris.
D10=6:The wind picks up suddenly, blowing the adventurers’ cloaks dramatically.
D10=7:The sound of a violin playing a mournful tune drifts through the air.
D10=8:An old scarf, its fabric frayed, is tied around the base of a gravestone.
D10=9:A tangle of roots rises above the ground near an old headstone, creating a natural obstacle.
D10=10:A pair of pixies are playing in the graveyard. They will offer to sell the players magical items at high prices, but they are actually just trying to scam them into buying cheap junk.
d100 = 2
D10=1:A small bird nests in the hollow of a tree growing through a cracked gravestone.
D10=2:A group of men are digging up a grave. They are trying to find a body to harvest for organs.
D10=3:The moonlight reveals strange glyphs etched into a gravestone.
D10=4:While making their way through a hedge-maze cemetery, the group finds themselves stalked by unseen entities. A frazzled spirit claims to be the former maze-keeper and offers tips if the players retrieve his stolen heart from a dread knight's tomb. The knight, however, holds a different tale and suggests a deceitful plot. The players must determine which soul to trust, with deception lurking at every turn.
D10=5:A ghostly figure appears in front of the players, asking for help in avenging their murder. However, the ghostly figure turns out to be the actual murderer, trying to trick the players into helping them.
D10=6:Grave Robbers: A group of bandits who have been robbing graves late at night to sell the items they find. They are looking for a specific grave.
D10=7:A man is standing in front of a large grave. He is waiting for the funeral to begin. He is worried that the dead man's wife will not show up at all.
D10=8:The smell of smoke, followed by glimpses of torchlight, hint at recent activity.
D10=9:An eerie feeling of being watched washes over you.
D10=10:A gravestone bears an epitaph that seems to move in the moonlight.
d100 = 3
D10=1:A mysterious figure in a cloak watches the players from afar. If approached, they will reveal themselves to be a powerful lich who has been studying the players and their potential. They may offer to aid them in their quest, but at what cost?
D10=2:The players discover an incongruent, beautifully decorated archway that leads to a small, ethereal library attended by a ghostly librarian who insists on maintaining utter silence. The books here contain lost magical knowledge.
D10=3:A group of 2d6 cultists are praying to their god. They are hoping that their god will answer their prayers and bless them with knowledge and information.
D10=4:A thin layer of fog begins to roll in, obscuring the gravestones ahead.
D10=5:Crows sit in a line along a fence, then take flight as the players approach.
D10=6:A single crow calls out three times as it flies overhead.
D10=7:A man dressed in rags sits in front of a grave. If the players approach, he will ask them for some money to buy something to eat. If they give him money, he will say something along the lines of 'Thank you kindly, kind sirs' and then walk away towards the local tavern and get drunk and forget about it entirely, leaving them no closer to their goal than they were before they encountered him.
D10=8:A peaceful encounter unfolds as the soul of a legendary bard manifests to serenade the party, enchanting them with stories of the past. If they impress him with a performance of their own, he offers a magical lute.
D10=9:An old, nearly-forgotten grave marker has toppled over, now lying half-buried in the earth.
D10=10:An eerie silence envelops an area marked by gravestones covered in fresh, wet moss. As you proceed, faces appear in the moss, whispering warnings of betrayal. Stepping on the marked graves awakens 2d4 spectral assassins, underrated servants of a secretive guild. Defeat them and find letters meant for influential figures plotting secretive schemes.
d100 = 4
D10=1:A group of mysterious hooded figures are performing a ritual at a crossroads in the graveyard. They are trying to summon a powerful demon to do their bidding. The party must stop them before the demon is unleashed onto the world.
D10=2:The players see a shadowy figure in the distance that vanishes as they approach.
D10=3:A meteor streaks across the night sky, briefly casting an eerie glow over the graveyard.
D10=4:You find an odd, ancient coin embedded in the trunk of a dead tree.
D10=5:You see a group of 1d4+4 zombies attacking a nearby village, which has hired a group of mercenaries to protect them (the mercenaries have been hired for 1d10 weeks, and they have 11 troops - each troop has 4 Hit Dice and are armed with short swords and shields).
D10=6:A flock of ravens circles above the graveyard, cawing loudly. If the players follow them, they will find a cache of valuable items hidden in an old tree trunk. However, the ravens are actually the cursed souls of thieves who were buried beneath the tree.
D10=7:An old scarf, its fabric frayed, is tied around the base of a gravestone.
D10=8:A group of 1d6+2 zombies are feasting on a pile of gold coins in the graveyard. However, the coins are cursed, and anyone who touches them becomes cursed as well, slowly turning into a zombie themselves.
D10=9:The distant sound of a clock chiming the hour resonates through the night.
D10=10:The sound of distant bells echoes through the graveyard, though no source is seen.
d100 = 5
D10=1:An ancient-looking key dangles from a low branch.
D10=2:Emergence of Great Granny Ghoul babbling about her "legendary infernal recipes". Contesting in her macabre bake-off levies the winner with rare enchanted baked-good artifacts!
D10=3:Two nearby mounds shift, revealing two ghouls. The ghouls attack.
D10=4:You find an old, crumpled letter hidden behind a gravestone.
D10=5:The night air thickens with the chill of the afterlife as your party traverses the moonlit graves. Shadows dance grotesquely across ancient tombstones, whispering their secrets. Suddenly, the ground trembles. Rotting hands burst forth from the earth, grasping for the living. A swarm of 4d6 zombies emerges, their eyes hollow with the hunger for life. As you fend off the horde, a spectral figure in tattered robes watches silently. The ghost of a long-dead king, betrayed and buried without honor, offers a bargain. Restore his name, retrieve the crown stolen by treacherous advisers, or face eternal curses. This graveyard is a tangle of old pacts and broken promises, each tombstone a chapter in a saga of power and betrayal. Decisions made here will echo in the halls of power far beyond this haunted place.
D10=6:A glowing orb briefly illuminates a shadowy corner of the graveyard.
D10=7:A group of druids are performing a ritual to strengthen the energy of the cemetery. The party may have to aid them in fending off any intruders who seek to disrupt the ritual.
D10=8:A band of thieves have set up a base in a crypt. They are dividing their latest loot and discussing their next job. Players can either join forces with them or fight them for their stolen goods.
D10=9:A cold wind seems to pass through you, leaving you momentarily breathless.
D10=10:A gravestone has visibly fresh etchings added to its surface.
d100 = 6
D10=1:The players notice a single, flickering candle placed at the base of a tombstone.
D10=2:An old-fashioned family crest is etched onto a particularly elaborate gravestone.
D10=3:A figure dressed in mourning garb claims to have information about the revival of a local hero but requests assistance in retrieving a sacred item. The figure betrays the party, intending to use the item to perform a dark resurrection.
D10=4:The unmistakable smell of freshly turned soil lingers in the air.
D10=5:The ground in one area feels warmer as if something or someone is resting beneath.
D10=6:A group of 1d6 zombies are walking around, talking about their plans to take over the nearby town after they have gained enough numbers.
D10=7:A sudden, chilling breeze reveals an otherworldly war being reenacted by ghostly soldiers. The battlefield was once the graveyard now stands, and the spirits seek to recruit the players to help them find eternal rest by resolving the ancient conflict.
D10=8:The players stumble upon a group of grave robbers who are being attacked by a group of animated skeletons. The players must choose whether to help the grave robbers and face the wrath of the undead, or let the robbers meet their fate and face the consequences of not intervening.
D10=9:You notice a fresh grave, the dirt recently disturbed.
D10=10:A group of people are singing at the top of their lungs in a graveyard. They are trying to wake up the dead. They are drunk.
d100 = 7
D10=1:The players encounter a group of wandering spirits who are stuck in a never-ending loop of reliving their deaths. The players may be able to help them break the loop and finally move on to the afterlife.
D10=2:A group of people are singing at the top of their lungs in a graveyard. They are trying to wake up the dead. They are drunk.
D10=3:A cold mist clings to the ground, curling around your feet.
D10=4:You find a pair of child's shoes, worn and weathered.
D10=5:A ghostly ferryman appears, offering to take the players to a far-off island where a legendary weapon lies. However, the players must first defeat the ghosts of previous adventurers who tried and failed to retrieve the weapon.
D10=6:You find a worn-out doll propped up against a headstone.
D10=7:A group of 1d10 skeletons are lying in wait in a crypt. They attack anyone that comes near their resting place. If they are forced to flee, they will return to their crypt and continue fighting if possible.
D10=8:A mysterious, unaccounted-for lantern light waves in the distance, luring towards a mystery.
D10=9:A group of 2d6 skeletons are standing in the road, holding hands and singing a song about love and death. They pretend to be surprised when players approach, but then attack when the players get too close.
D10=10:The party sees a group of undead playing a game of cards on a tombstone. They invite the party to join in, but the stakes are high as they are playing for souls instead of coins.
d100 = 8
D10=1:Tarnished statues animate to mock the nobility's preening around gargantuan gravemarkers. Players determine if these spirits manipulated by unseen wizards or merely prophetic reflections ridiculing hoisted vanity. Their actions lead to recompensing forgotten spirits aiding rest or incensing spiritual guardians of inherited monuments.
D10=2:A gentle rain begins to fall, making the ground slick and muddy.
D10=3:The players stumble upon a spectral brooding figure who introduces himself as a ghostly alchemist. He offers potions in exchange for rare ingredients.
D10=4:A string of pearls is found tangled in the roots of a tree.
D10=5:The ground beneath a grave appears freshly disturbed.
D10=6:An owl silently watches you from above, its eyes unnaturally bright.
D10=7:The players find an ancient gravestone completely covered by moss and ivy.
D10=8:You discover a half-buried timepiece stuck at midnight.
D10=9:Crossing through a heavily warded part of the cemetery, the PCs encounter a planar rift revealing a battlefield of traitorous soldiers. One of the dead recruits their help to change their fate, but it's a trap to drag them into the rift.
D10=10:A man dressed in black robes is sitting by one of the graves, reading a book. His name is Vek'lor, and he is a necromancer that is researching ways to increase his power and abilities. He is seeking out powerful magic items and valuables that people have buried with their loved ones, hoping to find some treasure in the graveyard.
d100 = 9
D10=1:The graveyard is eerily silent, the usual sounds of night conspicuously absent.
D10=2:A group of 2d6+2 ghouls attack the party in this area.
D10=3:A thick fog rolls in, obscuring your vision.
D10=4:A single crow calls out three times as it flies overhead.
D10=5:A lich named Lord Xanthar has been raising an army of the undead. He has just raised a group of 3d4+2 zombies and is giving them orders.
D10=6:They see a flicker of movement through the headstones – just a fox swiftly passing through.
D10=7:You accidentally disturb a nest of mice hidden within a gravestone.
D10=8:The gnarly roots of an ancient tree protrude from the ground, creating tripping hazards.
D10=9:Near a grave marked with wizardly symbols, the players find an ethereal observatory hosting a stargazing ghost. The ghost seeks aid to complete their celestial chart, promising astral boons in return.
D10=10:A group of men are digging up a grave. They are trying to find a body to harvest for organs.
d100 = 10
D10=1:The party sees a group of 1d8+8 men digging up a tomb. They are wearing black robes and have red eyes. They attack the party and can cast fireballs from their hands.
D10=2:They discover an emptied bird’s nest nestled in the branches of a graveyard tree.
D10=3:A group of soldiers is standing around a grave, talking about how they were killed by orcs. They do not want to talk about their battle with the orcs, because it was humiliating.
D10=4:The ghost of a former gravedigger haunts the graveyard, trying to scare off anyone who enters. The players must find out why and put the restless spirit to rest.
D10=5:A beautiful woman dressed all in black walks through the graveyard, mournfully singing a haunting melody. She is the ghost of a heartbroken lover who was buried in the cemetery, and her song can seduce anyone who listens, causing them to fall in love with her.
D10=6:The players come across a tomb where a powerful necromancer was buried. His spirit offers to teach them dark magic in exchange for a small favor - retrieving his old spellbook from a rival necromancer's tomb.
D10=7:A party of two vampires are talking about their latest kill. They are talking about how they like to hunt in graveyards because there are fewer people around due to the smell and the fact that people are afraid to come near the place. One of the vampires says, 'I was walking through the graveyard one night when I saw this one guy by a grave. He was crying and mumbling something about how he was supposed to protect her and now she's gone.' The other vampire says, 'That's so sad. I feel bad for him.' The first vampire says, 'I don't feel bad for him at all. He should have been more careful.'
D10=8:A cloudy moon provides faint, eerie illumination, casting long shadows across the graveyard.
D10=9:Players find a handkerchief embroidered with a noble crest lying forgotten.
D10=10:The distant cry of a lone wolf sends shivers down your spine.
d100 = 11
D10=1:The air grows suddenly cold as a group of 3d6 zombies, dressed in the rotting remains of formal attire, claw their way out of their graves and lurch towards the party, moaning hungrily.
D10=2:A sudden, intense wind gust capsizes a nearby pile of fallen leaves.
D10=3:The scent of cinnamon wafts through the air.
D10=4:A pair of lovers is meeting secretly in this graveyard to make love and exchange gifts. If they see players, they will run away really fast!
D10=5:The players see a group of 3d4 ghouls playing poker and smoking cigars. One of them is cheating, and he is about to be caught. The ghouls become angry if players try to stop them from cheating, or they will attack if players try to stop them from fighting amongst themselves.
D10=6:A shroud of fog rolls in as a group of 3d6 shadows glide silently amongst the gravestones, their incorporeal forms barely visible. They are drawn to the life essence of the intruders and will attempt to drain their strength.
D10=7:A group of people are standing around at a graveyard. They are discussing the recent death of a person who was recently buried.
D10=8:A burnt-out lantern sits atop a grave. Lighting it summons the ghost of a lighthouse keeper who offers his navigational prowess if players help rebuild his lighthouse.
D10=9:A group of 2d4 zombies have been animated incorrectly, and are actually standing quietly under a nearby tree.
D10=10:The rustling of bushes catches your attention, but nothing seems to be there.
d100 = 12
D10=1:A lone grave at the edge of the graveyard bears the inscription "Here lies a forgotten hero". If the players dig it up, they will find powerful magical items and a letter that reveals the hero's tragic past.
D10=2:A phantom merchant offers rare goods in exchange for ‘solving’ his murder. The information provided falsely implicates a local noble, who upon exoneration, seeks revenge on the PCs.
D10=3:You find an old, crumpled letter hidden behind a gravestone.
D10=4:The adventurers discover the spectral light of an old lighthouse keeper near his ruined lighthouse. If they provide him with magical materials, he will offer them navigational guidance and relics from sunken ships.
D10=5:Underneath a weeping willow, a spectral blacksmith is tirelessly forging ghostly weapons. He offers to sell his wares but asks for a memory in return rather than gold.
D10=6:A raven lands on a gravestone and watches you intently.
D10=7:An old mourner weeps softly at a grave, then disappears suddenly.
D10=8:An old, weathered journal is found seemingly untouched by time.
D10=9:Players find the body of a man. He has been dead for several days.
D10=10:The players encounter an old dwarf singing a mournful tune to himself.
d100 = 13
D10=1:A floating lantern guides players to a spectral merchant who offers rare items in exchange for a piece of their own life force.
D10=2:Graves start emitting a strange, bluish light, and the players notice spirits ascending and looking towards a single massive gravestone. This gravestone contains an engraved map, leading to a celestial plane.
D10=3:You discover carvings of runes on the bark of a nearby tree.
D10=4:You feel a sudden, inexplicable shiver up your spine.
D10=5:You find a small pouch filled with colorful marbles.
D10=6:The scent of an unknown spice tickles the adventurers' noses.
D10=7:A rabbit darting between graves reveals a hidden entrance to an underground cavern.
D10=8:A group of 2d4 zombies are digging their way out of their graves. They will attack anyone they see and they are being commanded by a brain-in-a-jar that is held by a living ghoul who is hiding nearby and waiting for an opportunity to strike
D10=9:A group of merchant travelers are camped out in the graveyard. They have set up a small campfire. They are telling stories and laughing.
D10=10:Zombified dogs are seen running around, attacking the players.
d100 = 14
D10=1:Whispering winds unveil the resting place of an arcane librarian holding a vast collection of magical scrolls.
D10=2:The smell of incense hangs in the air, though its source is not immediately apparent.
D10=3:A group of 3d4 bandits are attacking a traveling circus that is set up in the graveyard for the night. They are hoping to get rich by robbing the circus after most of the performers have gone to sleep for the night.
D10=4:A group of 1d4 zombies are carrying a small chest. The chest contains 10 gp worth of coins.
D10=5:You find an old, rusted gate hanging open.
D10=6:The graveyard is blanketed in an unnatural silence, broken only by the adventurers' footsteps.
D10=7:A group of 2d6+4 giant spiders have made their home in the graveyard, using the corpses as their food source. They are venomous and will attack anyone who disturbs their webs.
D10=8:The occasional dropping of acorns echoes loudly in the stillness of the cemetery.
D10=9:A group of people from a nearby village are on their way to the graveyard to put flowers on the grave of a relative. They will ask the players if they can help dig the grave. If they do, they will find a bag of 100 gp buried in the grave.
D10=10:A pair of lovers is meeting secretly in this graveyard to make love and exchange gifts. If they see players, they will run away really fast!
d100 = 15
D10=1:A raven caws loudly from a nearby tree branch, watching the adventurers with beady eyes.
D10=2:The moonlight reveals fleeting, ghostly figures dancing around a cenotaph. Enter their dance and 2d4 phantoms challenge you in waltz or duel. Winning reveals forgotten histories crucial for understanding recent political turmoil, while losing surrenders fragments of your soul to their unending dance.
D10=3:A man is standing in the graveyard, looking at a tombstone in front of him. He is laughing uncontrollably and will not respond to any attempts to speak with him. He is celebrating the death of a relative or friend.
D10=4:A man is sitting on a tombstone, singing a song about a woman named 'Mary'. If the players approach him, he will ask them for some food in return for information about a local dragon that he saw flying overhead last night.
D10=5:The sound of digging can be heard faintly in the distance.
D10=6:A pack of 1d8 skeletons are reenacting a famous battle that took place in the graveyard. If the players can correctly guess the name of the battle, the skeletons will give them a clue that will help them in their quest.
D10=7:A group of children are running through a graveyard, they are playing a game where they are trying to catch each other and tickle them. If players get too close, they will run away then hide in one of the nearby graves then jump out and try to tickle them.
D10=8:A distant lightning storm briefly illuminates the graveyard in a series of flashes.
D10=9:You hear the rustle of leaves, though there's no wind.
D10=10:The PCs stumble upon a recent grave with an enchanted locket said to protect against betrayal. The locket enhances their skills but slowly saps their vitality and attracts spirits of previous owners seeking its recovery.
d100 = 16
D10=1:An empty birdcage hangs from a low-lying tree branch, gently swaying in the breeze.
D10=2:Players hear an old man singing a sad song about death, love and loss. As they approach him, he looks up at them and asks if they have seen his pet dog named Sparky who ran away in the night. He says that Sparky has been with him for many years, but he worries about him being lost because he cannot find him anywhere. If players offer to help him find his dog, he will give each player a golden coin and tell them about a nearby dungeon where there are many monsters and valuable treasure that awaits those who are willing to fight for it.
D10=3:As the party explores the graveyard, they come across a group of playful ghosts who are having a race through the gravestones. They ask the party to join in, promising a reward to the winner. But the ghosts play dirty and use their ghostly abilities to try and win the race.
D10=4:A group of 2d6 men wearing black robes are walking through the graveyard carrying a coffin. If the players approach, the men will ask them to help them carry the coffin to a nearby crypt. The men are actually good NPCs who are transporting a recently deceased person to their final resting place.
D10=5:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to join the party's cause, if the party can rescue one of their teammates from the Old One's tomb, which is deep within the graveyard...
D10=6:A hauntingly joyous necrobiological circus of animated skeleton lushes the dark atmosphere; their ringmaster insists on co-performance. Participation promises rewards - an eerie but compelling act.
D10=7:A swarm of 4d8 bats abruptly fills the air, their chaotic flapping obscuring the vision of anyone nearby. Hidden among them is a vampire spawn, using the bats as a living cloak to mask its approach.
D10=8:The scent of freshly baked pastries fills the air.
D10=9:The players hear a chilling, spectral wail before encountering a wraith accompanied by 2d4 will-o'-wisps. The wraith seems to guard something precious buried within the soil of its grave.
D10=10:A group of vampires have made the graveyard their feeding grounds. They offer the players a deal - their lives in exchange for a rare artifact that is buried in one of the graves.
d100 = 17
D10=1:A group of 2d4 zombies have been animated incorrectly, and are actually standing quietly under a nearby tree.
D10=2:Combining the hues of Halloween and snowfall, friendly ghost children request help in constructing the “ghostly best snowman” using enchanted spectral snow, ensuring a fair trade of puzzles solved and playful competition.
D10=3:A group of 1d4 soldiers are standing guard at the entrance to a tomb. They will ask for identification before letting characters pass.
D10=4:The players stumble upon a group of druids performing a ritual among the graves to preserve the natural balance in the area. They might ask the players to help fend off any intruders.
D10=5:Beneath an elaborate headstone lies a secret passage to a necromancer's lair. The necromancer offers an alliance but will betray the party, using their presence as a distraction to escape pursuit of witch hunters.
D10=6:The ground beneath the players' feet begins to tremble, and 2d4 ghasts emerge, their stench overwhelming and their claws dripping with a paralyzing toxin. They hunt with a voracious hunger.
D10=7:The sound of digging can be heard faintly in the distance.
D10=8:Uneven mists float lazily over the fields of the dead, shrouding mausoleums and crypts in sorrowful silence. Echoes of battles long past seem to rise with every step. Out of this fog, a procession of 3d4 spectral knights on ghostly horses emerges. They bear the sigils of an ancient order, now forgotten, sworn to protect a kingdom that no longer exists. They challenge you for passage, invoking rites of old—a riddle of their lost king's fall, a trap of collapsing graves if answered wrong. The choices given are treacherous: honor the old ways and earn their respect, or vanquish them and bear the wrath of tormented souls. This ethereal encounter offers glimpses into ancient wars, secret histories, and promises of rewards entangled in the cobwebs of destiny.
D10=9:The night fog congeals into sentient mist taunting the players with excerpts from their life's exploits, poking fun at their decisions and laying bare contradictions between their words and actions. To dispel the fog, the players might perform humiliating tasks or face harsh truths about their legacies, suffering psychological strain thoughtlessly shared among the world.
D10=10:A shadowy figure resembling an ancient necromancer watches the party. If approached appropriately, he offers dark rituals and knowledge in exchange for retrieving his lost artifacts.
d100 = 18
D10=1:A group of children are playing with a ball in a corner of the graveyard. The ball rolls into a tombstone, and one of the children goes to retrieve it. A skeleton crawls out of the tombstone and attacks the children.
D10=2:You catch the glimpse of a flickering lantern light, but it quickly vanishes.
D10=3:A cursed crown awaits the adventurers in a buried chest, guarded by the phantom king's elite undead knights.
D10=4:You see a single flower growing on top of a grave. It is a black rose, and it appears to be magically preserved. Plucking the flower might have unexpected consequences.
D10=5:A group of 2d4+2 skeleton warriors are digging up a grave nearby. They are looking for treasure. If the players approach, they will attack. One skeleton is an unusually large and powerful warrior who was buried with his treasure. He will fight until his bones are broken again.
D10=6:The players come across a gravestone that seems to be moving. As they approach, a hand shoots out from the ground and grabs one of them. It turns out to be a playful ghoul who wants to play a game of tag.
D10=7:A faint whisper seems to come from nowhere.
D10=8:You find a pair of old, rusted spectacles resting on a grave.
D10=9:The party comes across a crypt that is covered in strange runes and markings. If they enter, they find themselves trapped in a maze of shifting walls and illusions. They must solve puzzles and overcome challenges to escape.
D10=10:The players find a set of footprints leading away from an open grave.
d100 = 19
D10=1:From beneath a grandiose crypt, a ghostly minstrel appears. If players retrieve his lost instrument from a haunted forest, he will aid them with his enchanting songs.
D10=2:The players notice a grave that seems to glow faintly. Digging it up reveals a ghostly warrior who pledges his service if they will avenge his wrongful death.
D10=3:The flicker of distant lantern light causes shadows to dance across gravestones.
D10=4:Players find a group of people who are celebrating because they have found a casket full of gold coins and jewels and gems and other treasures. They are going to use it to replace all of their ruined possessions and to rebuild their town which was destroyed by a band of orcs led by an orc warlord named Gragnog Bloodfist the Mighty Fist of Blood and Steel, Slayer of Men, Butcher of Women and Children, Defeater of Cities and Castles, Beheader of Kings, Haunter of the Dark, Wielder of the Bloody Axe, Master of Fear, King of the Orc Horde (if you want to use his full name...)
D10=5:A group of kenku are trying to steal precious items from the graves but are constantly foiled by a mysterious protector - a ghost who used to be a gravekeeper in life. The players must choose whether to help the kenku or the ghost.
D10=6:An oddly shaped rock stands out among the gravestones.
D10=7:You find an old, half-burned candle at the base of a gravestone.
D10=8:The hauntingly beautiful sound of a distant flute drifts through the graveyard.
D10=9:The players come across a stone monument dedicated to those lost in an ancient war.
D10=10:A haunted mirror reveals the spirit of a meticulous tailor who offers to craft magical garments if players help him find his missing shears.
d100 = 20
D10=1:A sudden cold breeze heralds the appearance of a ghostly librarian who charges the graveyard. She offers the players access to hidden knowledge if they help find an ancient grimoire.
D10=2:Among moonlit rows of caskets, a cynical ghost reveals a defiled sanctuary enshrining past noble deeds, beckoning players to exploit it for treasures. Teaming truths from fraudulent recounts threaten uncovering societal deceptions as unearthing the hoax leads to dark discoveries uncovering falsifications of celebrated ancestors.
D10=3:A shimmering celestial being offers the players a chance to cleanse the graveyard's corruption. Success will bless the party with radiant powers.
D10=4:A group of bats suddenly swoops by, their wings flapping noisily.
D10=5:A group of 2d4 skeletons are standing in the road, staring at the ground. They don't attack.
D10=6:The players see a group of 3d4 ghouls playing dominos on a tombstone. One of them knocks over all the dominos, and the others become angry. They will attack.
D10=7:A group of humans are trying to dig up an old grave for its treasure. If the players help them, they will give them part of the treasure as a reward.
D10=8:An unsettling silence claims this graveyard. At its epicenter stands a solitary gravestone, home to a spectral child endlessly reciting a dire prophecy. Linger too long, and 3d6 ethereal guardians materialize, demanding you unravel the prophecy—or they will banish you into madness.
D10=9:An area of the graveyard appears frozen in time, with spectral echoes of past events playing on an endless loop. Interaction with these echoes may provide valuable historical information or lead to freeing a trapped spirit.
D10=10:Tonight, the full moon casts eerie shadows that flicker with a life of their own. Dancing shadows lure you to an unmarked mausoleum. Upon entering, you find five necromantic candles arranged in a pentagram, their flames green and cold. Snuff out the flames and awaken 3d6 restless spirits; leave them to burn and doom yourself to a night of restless, haunted sleep.
d100 = 21
D10=1:A spider has spun an intricate web between two tombstones.
D10=2:Beneath an elaborate headstone lies a secret passage to a necromancer's lair. The necromancer offers an alliance but will betray the party, using their presence as a distraction to escape pursuit of witch hunters.
D10=3:A gravestone seems to emit a faint humming vibration.
D10=4:The temple near the graveyard has ghostly figures lingering at its entrance.
D10=5:The players hear a voice in their heads, saying 'I am trapped in this tomb. Please free me.' The voice belongs to a banshee who is trapped in a tomb. She will follow the players, hoping to one day get revenge against the people who trapped her in the tomb in the first place.
D10=6:The ground suddenly feels colder, as if a chill runs beneath it.
D10=7:An owl’s cry signals eerie omens as you approach a crypt with its door ajar. Inside, draped in shadows, a once-chivalrous knight lays bent over a rusty cauldron, brewing dire potions. Disturbing him brings the wrath of 2d4 ghostly minions. Aid his efforts or end the curse binding him to discover he was once a key player in the machinations of a powerful, now scandalized, court.
D10=8:The ground beneath a particular headstone feels strangely warm.
D10=9:You find an old, tattered book of prayers lying among the tombstones.
D10=10:The ground feels as though it shifts slightly beneath your feet.
d100 = 22
D10=1:A statue of a angel comes to life and offers to give the players a blessing if they answer a riddle. If they fail, the statue will attack them.
D10=2:The party sees a figure cloaked in shadows, moving stealthily between the gravestones. When approached, they reveal to be a rogue on a mission to steal a valuable item from one of the graves. They might be willing to let the party help in exchange for a share of the loot.
D10=3:The distant murmur of a river can be heard, though no water is visible.
D10=4:A soft, glowing light emanates from within an old crypt.
D10=5:Black candles form a pentagram within an overgrown crypt, their flames casting long shadows. Cross the candle line, and sacrifice-bound spirits emerge, pleading for salvation. Assisting or condemning these 3d6 spirits shapes your path within broader necromantic conspiracies, guiding you towards unimaginable power or abysmal ruin.
D10=6:Zombie bards clad in seasonal meadow gear play with great vigor and hilarity encouraging adventurers joining their musical trials for revelry; their contagious delight offers temporary bravery and bardic inspiration.
D10=7:Upon shattered gravestone shards, a twisted bard plays grim songs that paradoxically draw laughter and unease, his verses holding scathing critiques of adventurers who mindlessly seek glory and wealth. Players can challenge his wordplay, beat him in twisted musical duels, or steal his ruthful repertoire, but each route reveals unsettling truths about the venture's true costs.
D10=8:A small, intricate carving of a face is hidden among the roots of a tree.
D10=9:A gravestone has moss growing in the exact shape of a handprint.
D10=10:A group of people are sitting around drinking and talking about all of the strange things that have happened in this graveyard. They are looking for someone who can tell them what happened to one of their friends who disappeared without a trace. They will offer a reward if the players find out what happened to their friend.
d100 = 23
D10=1:A group of bandits have set up a temporary camp in a mausoleum. They are planning to ambush caravans that pass through the graveyard on their way to the nearby village.
D10=2:An empty birdcage hangs from a low-lying tree branch, gently swaying in the breeze.
D10=3:A lone skeleton is sitting on a tombstone, playing a lute. If players approach, it will challenge them to a music competition. If they win, it will give them a magical lute. If they lose, it will attack them with its lute as a weapon.
D10=4:The players hear the faint sound of a hymn being sung on the wind.
D10=5:A tall, shadowy figure wielding a scythe appears among the tombstones. The Grim Reaper himself offers the chance to duel for an enchanted weapon, warning that losing such a duel has dire consequences.
D10=6:A small, empty chest, its lid ajar, lies abandoned on the ground.
D10=7:A ghostly farmer requests players find his family’s ancestral seeds. If they succeed, he offers the blessings of bountiful harvests.
D10=8:A group of 3d4+3 zombies are staggering towards the party.
D10=9:A gravestone bears marks as if something had clawed at it.
D10=10:Out of nowhere, an eerie carnival materializes, filled with ghostly jesters and performers. Engaging with the carnival may grant the players cryptic hints or rare magical items, but also risks the wrath of the organiser, a vengeful performer.
d100 = 24
D10=1:A swarm of angry bees emerges from a nearby beekeeper's grave and attacks the players. It turns out the beekeeper was buried alive and his restless spirit seeks revenge on the living.
D10=2:A distant bell tolls from a chapel.
D10=3:A family of 2d4 ghouls is hunting in the graveyard at night. They will attack anyone who disturbs them!
D10=4:Two men are arguing about whether or not a man was murdered. They are waiting for the man's body to be returned to them so they can have him exhumed so they can find out what happened to him.
D10=5:A haunted mausoleum promises safe passage through the graveyard if the PCs make a small offering. Once inside, they find themselves locked in a chamber with a vengeful mummy waiting to spring the trap.
D10=6:The players come across a tomb where a powerful necromancer was buried. His spirit offers to teach them dark magic in exchange for a small favor - retrieving his old spellbook from a rival necromancer's tomb.
D10=7:Hollow eyes stare from the gargoyles perched atop a decrepit chapel. At your arrival, the gargoyles animate, 2d4 stone-enforcers charging at your intrusion. Besting them may unveil carvings hinting at future political strife, though failing leaves you chiseled into the chapel’s walls as a dire warning to others.
D10=8:The distant sound of a horse trotting echoes faintly, accompanied by a sense of urgency.
D10=9:A grave bears a fresh gift of flowers and an unlit candle.
D10=10:Mysterious footprints lead to a crypt where the ghost of an assassin offers his expertise in exchange for solving the mystery of his death.
d100 = 25
D10=1:A clover with four leaves grows on an otherwise barren grave.
D10=2:The players hear the sound of digging, but upon investigation, find only an old badger burrow.
D10=3:A gravestone bears an inscription that seems to tell a story of tragedy.
D10=4:An old mourner weeps softly at a grave, then disappears suddenly.
D10=5:In an overgrown cemetery, the players encounter a band of undead jesters performing a ghastly pantomime. The jesters tell grotesque, satirical stories of heroism and futility, reflecting the players' own adventures. At first, it’s merely macabre entertainment, but the leading jester holds a grudge against adventurers and attempts to poison their minds with haunting visions. Will the players face the phantasmal threats or exorcise the spirits for peace?
D10=6:A cool breeze sends chills down your spine as the gate creaks open and shut.
D10=7:An unnervingly whimsical ghostly ringleader invites players into an ethereal circus hidden within the graveyard. The spectral performers offer unique challenges and conjured rewards, but failing may bind the players to the circus eternally.
D10=8:The words on a gravestone seem to have changed since you last looked.
D10=9:An owl silently watches you from above, its eyes unnaturally bright.
D10=10:The ground around one of the gravestones seems unnaturally warm, despite the chill.
d100 = 26
D10=1:An old gravedigger offers to show the party to a hidden stash of magical items but lures them into a crypt crawling with undead, intent on trapping them for a powerful necromancer.
D10=2:A weathered sign post points the way to a nearby village, though the directions are faded.
D10=3:A mysterious figure appears behind a gravestone, offering a game of chance to the players. If they agree, they must wager a valuable possession and roll a d20. On a roll of 1-10, they lose their possession, but on a roll of 11-20, they win a powerful magic item.
D10=4:A flock of vultures circle above the graveyard, their eyes fixed on the party. As the party moves closer, they see that the vultures are actually animated skeletons with wings. They attack the party, hoping to add them to their collection of bones.
D10=5:The party comes across a group of travelers who have set up camp in the graveyard. They are all ghost hunters, hoping to capture evidence of the supernatural. They offer to let the party join in on their next investigation.
D10=6:As the party passes by a mausoleum, they hear the sound of someone crying inside. Upon entering, they find a ghostly figure mourning over a coffin. When asked, the ghost reveals that they were betrayed and murdered by their lover.
D10=7:A group of adventurers, who appear to be from another time and place, suddenly appear in the graveyard. They are searching for a powerful artifact that was buried with a famous hero. The party can either help them or compete against them for the artifact.
D10=8:A spectral horse gallops through the graveyard, knocking over tombstones and howling mournfully. It seems to be searching for something or someone, and the players may be able to help it find peace.
D10=9:A group of people are gathered around a grave in the graveyard. They are mourning the death of a man named John. John was a nobleman who helped everyone in the village whenever they had problems, no matter how severe or trivial. He was loved by everyone in the village.
D10=10:An enchanted mist hangs over the graveyard, making it hard for the players to see and move around. They must navigate through the mist and avoid any potential dangers.
d100 = 27
D10=1:A group of revelers are celebrating the holiday by playing games and gambling. They have set up a small campfire.
D10=2:The players come across a preacher's ghost delivering a fervent sermon to the long-dead. His message seems to contain hidden clues that could lead to treasure or reveal a forbidden secret.
D10=3:The soft sound of a harp can be heard somewhere nearby, though its source is unseen.
D10=4:An owl hoots from a nearby tree.
D10=5:A group of people are standing around at a graveyard. They are discussing the recent death of a person who was recently buried.
D10=6:A distant bell tolls from a chapel.
D10=7:An old man sits on a bench, lost in thought, staring at a particular gravestone.
D10=8:The distant sound of flowing water can be heard, though its source remains hidden.
D10=9:Players find a handkerchief embroidered with a noble crest lying forgotten.
D10=10:The party hears a loud crash. If they investigate, they will find that a statue has fallen over. One of its arms has broken off. The arm is made of gold and is worth 100 gold pieces.
d100 = 28
D10=1:An old, weathered saddle rests against a tree trunk.
D10=2:Near a twisted tree of both natural and mechanical roots, a half-cyber necromancer offers ancient technology enabling resurrection harnessed through holy rites but demands punishing twenty spectral tax collectors who siphon soul taxes owed to technology-abiding deities. The resulting backlash tests the ethical tether to divine pacts.
D10=3:The faint aroma of pipe tobacco lingers near an ancient gravestone.
D10=4:At the graveyard's center lies a massive, ancient tree whose roots strangle several tombstones. One tombstone depicts animated branches that gesture towards a buried vault containing ancient relics.
D10=5:You come across what appears to be an ancient relic, lightly glowing.
D10=6:An old, rusted lantern hangs from a nearby tree.
D10=7:Mysterious footprints lead to a crypt where the ghost of an assassin offers his expertise in exchange for solving the mystery of his death.
D10=8:A group of men are talking about how one of them saw a lich roaming around in the graveyard recently. One man doesn't believe him, but the others do. They will try to convince the players to go and look for themselves.
D10=9:A group of 2d6+2 ghouls attack.
D10=10:A pack of living scarecrows wanders through the graveyard, seeking out any creatures they deem to be "invaders" and attacking them. The players must either fight off the scarecrows or find a peaceful way to leave the area.
d100 = 29
D10=1:Pressed flowers between an ancient book's pages are found abandoned atop a gravestone.
D10=2:The players find a crypt with an unlocked door that creaks eerily when opened.
D10=3:An old lantern swings gently from a tree branch, its light long extinguished.
D10=4:A man with a sword in one hand and a torch in the other is standing over a grave. He looks up and asks the party to help him bury his wife's killer. If the party agrees, he will tell them that the killer is a zombie and is in a nearby crypt.
D10=5:You hear the rustle of leaves, though there's no wind.
D10=6:The ground of the graveyard quivers, and animated skeletal hands begin emerging, but instead of attacking, they offer gestures requesting help to find their lost bodies scattered across different parts of the graveyard.
D10=7:The faint sound of a child’s laughter rings out before returning to silence.
D10=8:A group of 2d6 bandits are hiding out in the graveyard, trying to lay low and wait for an opportunity to strike against local merchants and caravans.
D10=9:A lone gravestone has become the home of a melancholic banshee who sings haunting lullabies. If approached, she asks for help in convincing a nearby poltergeist (residing in an adjacent crypt) to stop disrupting her peace.
D10=10:A small, intricate carving of a face is hidden among the roots of a tree.
d100 = 30
D10=1:A group of 2d4 skeletons are digging in the graveyard, looking for something. They are the remains of a group of grave robbers who were killed in an ancient tomb under the graveyard. The skeletons were revived when a thief entered the tomb and disturbed a powerful lich. The skeletons will attack if anyone tries to disturb their digging.
D10=2:The moon casts eerie shadows between the gravestones.
D10=3:An ethereal glow seems to surround a particular headstone.
D10=4:The rustling of bushes catches your attention, but nothing seems to be there.
D10=5:A flock of vultures circle above the graveyard, their eyes fixed on the party. As the party moves closer, they see that the vultures are actually animated skeletons with wings. They attack the party, hoping to add them to their collection of bones.
D10=6:A mysterious, unaccounted-for lantern light waves in the distance, luring towards a mystery.
D10=7:A group of 2d4 vampires have taken over a section of the graveyard, using the corpses as their personal food source. They will not hesitate to attack the players if they get in their way.
D10=8:Twisted trees, skeletal branches reaching towards the sky as if pleading for respite, encircle a grand sarcophagus made of obsidian. The air thrums with malevolent energy. As you draw closer, the stone lid slides open with an eerie whisper. A lich lord stirs, awakening from centuries of death-sleep. He gazes upon you with cold, calculating eyes. Surrounding him are 1d8 animated objects, ancient weapons wielded by invisible hands. The lich offers a twisted game: solve his labyrinthine puzzle of shifting gravestones and enchanted crypts, or face annihilation. Each decision here is fraught with peril; boons and curses lie in wait behind every choice. Success means gaining dark wisdom and forbidden artifacts, while failure guarantees a fate worse than death, eternally wandering this graveyard of sorrow.
D10=9:Rustling sounds arise from the bushes, revealed to be a family of hedgehogs passing through.
D10=10:A pair of silent ravens watch the players from a crumbling mausoleum's roof.
d100 = 31
D10=1:The ground around one of the gravestones seems unnaturally warm, despite the chill.
D10=2:The party hears a lot of loud noises coming from a nearby mausoleum. Then, they hear voices. If players investigate, they find a group of seven dwarves in a drunken stupor. They are celebrating their return from the Underdark. They are the ones making all the noise. They will attack if provoked.
D10=3:You spot a phantom figure in the distance, watching silently.
D10=4:The graveyard seems unnaturally pristine, with flowers blooming around every gravestone. However, these flowers emit a hypnotic scent that causes those who inhale deeply to lose track of time and wander for hours.
D10=5:An unsettling silence claims this graveyard. At its epicenter stands a solitary gravestone, home to a spectral child endlessly reciting a dire prophecy. Linger too long, and 3d6 ethereal guardians materialize, demanding you unravel the prophecy—or they will banish you into madness.
D10=6:A portal to the Shadowfell has opened in the graveyard, causing strange and disturbing creatures to cross over. The players must close the portal before the creatures become a threat to the nearby town.
D10=7:A group of 1d4+2 goblins run past the players, carrying a large amount of stolen loot. They might drop some of the treasure if confronted by the players.
D10=8:The sound of distant drums can be heard, signaling a nearby orc tribe preparing for battle.
D10=9:A distant howl can be heard, but its source remains unseen.
D10=10:In an overgrown cemetery, the players encounter a band of undead jesters performing a ghastly pantomime. The jesters tell grotesque, satirical stories of heroism and futility, reflecting the players' own adventures. At first, it’s merely macabre entertainment, but the leading jester holds a grudge against adventurers and attempts to poison their minds with haunting visions. Will the players face the phantasmal threats or exorcise the spirits for peace?
d100 = 32
D10=1:The players find a crypt with an unlocked door that creaks eerily when opened.
D10=2:A collection of smooth, polished stones encircles a lonely grave.
D10=3:A powerful lich named Lord Drakkenstern is trying to raise an army of undead to destroy the nearby city of Brackenwall, which is in league with rival kingdom nearby. He is using a powerful magic item called 'The Horn of Darkness' to control undead within his vicinity.
D10=4:The haunting sound of a wind chime is carried on the breeze.
D10=5:The moon casts eerie shadows between the gravestones.
D10=6:The adventurers find a haunted doll that communicates through writing. The doll provides clues to a buried treasure if they overcome the malevolent force controlling it.
D10=7:You notice a gravestone with a small, recent carving of a heart.
D10=8:You notice a patch of unusually vibrant flowers growing near a headstone.
D10=9:Heavy rain mingles with the blood seeping from freshly upturned graves. Emerging from the graves, 2d4 zombified knights drag themselves towards you. Each wears fragments of an ancient, arcane tapestry—rumored to name a betrayer within a nearby kingdom. Reassembling these fragments could unveil critical truths, but you must first overcome their grim guardians.
D10=10:An old scarf, its fabric frayed, is tied around the base of a gravestone.
d100 = 33
D10=1:A group of 1d4 ghouls are hiding in some tombstones. They will ambush anyone who comes close to their hiding place.
D10=2:A cracked and broken tombstone reveals ancient, unreadable inscriptions.
D10=3:A sinister wind howls through the broken trees, carrying the scent of decay and rot. You find yourself at a crossroads guarded by two spectral knights eternally bound to duel. In the center of the crossroads, a disheveled woman whispers cryptic warnings, hinting at a recent betrayal in a nearby kingdom. Aid her in setting the knights to rest or risk taking their place in the endless battle.
D10=4:A pack of wild ghosts will appear, each carrying a banner with the name of a deceased person. One of the ghosts will ask the players to choose a name, and when they do, that person's ghost will appear and cast a powerful curse on the players.
D10=5:The distant cry of a lone wolf sends shivers down your spine.
D10=6:A group of men are gambling on who can walk through the graveyard without getting scared and turning back.
D10=7:The players stumble upon a group of grave robbers who are being attacked by a group of animated skeletons. The players must choose whether to help the grave robbers and face the wrath of the undead, or let the robbers meet their fate and face the consequences of not intervening.
D10=8:The party comes across a group of undead musicians playing melancholic, haunting music. If the party listens long enough, they might receive a cryptic message from the music.
D10=9:In the center of the graveyard, a portal appears and a horde of undead creatures begin to pour out. The players must quickly close the portal before the creatures overrun the town.
D10=10:A large group of crows are gathered around a grave, cawing loudly. If the party investigates, they will find that the grave belongs to a powerful sorcerer who was buried with his staff. If they take the staff, they may face the wrath of the sorcerer's spirit.
d100 = 34
D10=1:The ground before you emits a low, mournful moan.
D10=2:The party hears a loud noise coming from behind a mausoleum. They find a family (4 adults, 3 children) of ghouls who have been locked out of their crypt by grave robbers. They will attack if provoked.
D10=3:The ground beneath a grave appears freshly disturbed.
D10=4:The players come to a fork in the road. One road leads to a nearby village, the other leads to a small graveyard with a stone crypt in the center of it. As they walk towards it, they see a lantern hanging above a giant stone door that says 'Beware, Death Lurks Within'.
D10=5:A group of werewolves have claimed a section of the graveyard as their territory. They will attack anyone who trespasses, but if the party can find a way to help them find a cure for their lycanthropy, the werewolves might become allies.
D10=6:A group of zombies are congregating around a recently dug grave. As the players approach, the zombies turn and start to attack. It turns out the grave was dug for a powerful necromancer who was buried with his staff, which the zombies now protect.
D10=7:A group of 2d6 skeletons are having a tea party with a skeleton dressed as a butler serving them. If players join the tea party, they will be given a vial of healing potion by the skeleton butler.
D10=8:A cold, clammy hand seems to brush against your arm, but when you turn, no one is there.
D10=9:The party is approached by a beautiful woman. She is holding a small baby. She asks the party for help. Her husband was recently killed by a group of evil necromancers. They are holding her husband's body hostage. She will give the players information if they help her. She wants to know what happened to her husband. If the party investigates the necromancers, they will find out the following: The necromancers are using a nearby graveyard to raise the dead as zombies. They are led by an evil sorceress.
D10=10:A grave robber has set up camp in the graveyard, surrounded by stolen treasures. The players must defeat him and return the stolen items to their rightful owners, who will reward them with gold and rare items.
d100 = 35
D10=1:A pack of living scarecrows wanders through the graveyard, seeking out any creatures they deem to be "invaders" and attacking them. The players must either fight off the scarecrows or find a peaceful way to leave the area.
D10=2:Players find a tech-infused statue of a revered priest, earlier thought destroyed in holy wars. It bears the consciousness of the oracle, seeking retrieval of ten fragmented memory shards guarded by bio-enhanced specters. Fulfilling it grants prophetic glimpses into technological ascensions displacing traditional divinity.
D10=3:Two women are walking through the graveyard, looking for their lost dog. They will ask the players to help them look for their dog. If the players agree, they will be led into an ambush by half a dozen bandits.
D10=4:The players come across a tombstone with a poem inscribed on it. If they read the poem out loud, a ghostly figure will appear and offer to tell them their future, but the predictions are never good and may even come true.
D10=5:Shadows seem to move in the corner of your eye.
D10=6:A small, handwritten note tucked into one of the gravestones asks for forgiveness.
D10=7:Stumbling upon a funerary forge, the adventurers find a dwarf-turned-technomancer forging blessed yet cursed weaponry. He offers players customized pieces at a cost - binding them to assist in retrieving stolen divine schematics guarded by invisible spirit guardians hardened with augmented reality tech.
D10=8:An old, faithful dog lies atop a grave, seemingly guarding it.
D10=9:A small, silver bell rings softly in the wind.
D10=10:A group of 1d4+1 halflings are trying to steal a valuable artifact from a gravestone. Players can help them and share in the loot or stop them and keep the artifact for themselves.
d100 = 36
D10=1:A strange, almost musical tinkling sound is heard, but the source is elusive.
D10=2:The players come across a group of rival adventurers who are also exploring the graveyard. They may choose to team up or compete with them for any treasures they find.
D10=3:You stumble across a transparent, spectral garden where an undead noblewoman tends to ghostly flowers. She, and her 2d4 zombified servants, mourn a lost love. Provide her with closure by uncovering her treacherous lover’s fate or face her undying wrath. Hints in the garden suggest connections to current political machinations within the court.
D10=4:A distant lightning storm briefly illuminates the graveyard in a series of flashes.
D10=5:The rustle of a nearby bush suggests a creature moving within.
D10=6:A group of people are arguing about whether or not a man was murdered. They are waiting for the man's body to be returned to them so they can bury him.
D10=7:Two elderly women are arguing over who owns a plot of land. They are so caught up in their argument that they don't notice the party until they are almost on top of them. The women will then tell them to get off their land and report them to the city guard because they are trespassing.
D10=8:A group of people are standing around at a graveyard. They are discussing the recent death of a person who was recently buried.
D10=9:A group of 1d4+2 zombies attack the party. They are being controlled by a necromancer hidden nearby.
D10=10:An old woman is sitting on a tombstone. She is holding a box full of kittens. The woman is looking for a home for the kittens.
d100 = 37
D10=1:A group of 1d6+1 vampire spawn are having a tea party on a gravestone. They invite the players to join them, but they must first answer a series of riddles about death and the afterlife. If they answer correctly, the vampires will give them a useful item to help with their quest.
D10=2:A group of 2d6 cultists are praying to their god. They are hoping that their god will answer their prayers and bless them with magical power.
D10=3:The party will see a group of 3 skeletons playing cards. They will stop and challenge the party to a game of cards. If the party wins, the skeletons will attack. If the party loses, they will have to fight the skeletons anyway because they cheated.
D10=4:A group of 1d4+1 orcs are standing around a campfire, laughing and celebrating their victory over a nearby village.
D10=5:A group of 2d4 bards have come to the graveyard to pay tribute to a famous musician who was buried there. They will perform a hauntingly beautiful song that may offer clues to a nearby treasure.
D10=6:The poignant scent of lavender briefly overwhelms the senses.
D10=7:The distant sound of a horse trotting echoes faintly, accompanied by a sense of urgency.
D10=8:The players find a crypt that is sealed with powerful magic. Inside, they discover a powerful artifact that could aid them on their journey, but they must first solve a riddle to gain access to it.
D10=9:Suddenly, players hear a haunting melody played on an old lute. Following the sound, they find a ghostly minstrel who offers to use his music to charm their enemies.
D10=10:Grave Robbers: A group of bandits who have been robbing graves late at night to sell the items they find. They are looking for a specific grave.
d100 = 38
D10=1:A group of druids are performing a ritual to purify the graveyard and put restless spirits to rest. However, an evil entity is disrupting their ritual and the players must help the druids defeat it before it unleashes its wrath on the living.
D10=2:The flicker of distant lantern light causes shadows to dance across gravestones.
D10=3:A swarm of angry ghosts haunts the graveyard, seeking revenge on the living for disturbing their rest. The players must appease the ghosts by finding presents to offer them, or else face their wrath.
D10=4:The flap of unseen wings disturbs the stillness momentarily.
D10=5:A flock of ravens are pecking at a freshly dug grave. If players investigate, they will find a cursed amulet buried with the grave's inhabitant.
D10=6:You find an old, cracked mirror leaning against a tree.
D10=7:A ghostly figure appears in front of you and asks for your help. It seems that their body was stolen from their grave, and they cannot move on until it is found and returned.
D10=8:A burial mound adorned with cursed flowers lies before you. Disturbing the flowers awakens 3d6 haunted florists, grotesque in form yet holding whispers of treacherous plots. Defeating or aiding them can reveal connections within a rival house, triumphing over them or succumbing to their floral wrath.
D10=9:A thin layer of fog begins to roll in, obscuring the gravestones ahead.
D10=10:You discover carvings of runes on the bark of a nearby tree.
d100 = 39
D10=1:A group of people are gathered around a grave in the graveyard. They are mourning the death of a woman named Sarah. Sarah was a kind woman who helped everyone in the village whenever they had problems, no matter how severe or trivial. She was loved by everyone in the village.
D10=2:The moon casts eerie shadows between the gravestones.
D10=3:They find a grieving widow in the graveyard who asks the PCs to deliver a letter. The letter contains cursed ink that betrays the one who reads it to a sinister fate, marking them for dead.
D10=4:The players come across a preacher's ghost delivering a fervent sermon to the long-dead. His message seems to contain hidden clues that could lead to treasure or reveal a forbidden secret.
D10=5:The ground feels unusually soft and spongy underfoot.
D10=6:A group of 1d6+2 ghosts are trapped in the graveyard, reliving the same event over and over again. Players must help them resolve their unfinished business to allow them to move on.
D10=7:A ghostly duo of minstrels offers to perform a song of resurrection if the players can reassemble their long-lost instruments.
D10=8:You feel a cold draft, as if someone just walked past you.
D10=9:A cursed amulet has turned a group of gravediggers into zombies, and they continue to dig up graves and hide their loot in a nearby crypt. The players must put the zombies to rest and return the stolen items to their rightful owners.
D10=10:The restless ghost of a master thief offers the adventurers their techniques and secrets for freeing his spirit from the grave robbery trap that binds him.
d100 = 40
D10=1:The players find a decrepit grave with a sword embedded in it. Removing the sword unleashes a specter who promises great rewards if the sword is used to kill a certain NPC. In truth, the NPC is a former ally of the specter who betrayed it, and the sword binds the wielder's soul to the specter.
D10=2:A group of 1d20+10 ghouls and wights attack the party.
D10=3:The sudden appearance of a spectral mist surprises you.
D10=4:A headstone is covered in strange, luminescent fungi.
D10=5:An old, frayed ribbon tied around a tree branch flutters gently.
D10=6:An old, tarnished coin is found embedded in the bark of an ancient tree.
D10=7:As mist creeps over the gravestones, a group of 1d6 skeletons rise, dressed in tattered, festival attire from a long-forgotten celebration. They offer to dance with the players in exchange for one small trinket each.
D10=8:The players notice a series of unusual scorch marks on the ground. Following them leads to a ghostly blacksmith haunted by the fire that claimed his life, pleading for aid to extinguish the eternal flames of his forge.
D10=9:A wandering bard appears in the graveyard, playing a lively tune on his lute. If the players listen closely, they may find clues hidden in the lyrics about a powerful artifact buried in the graveyard.
D10=10:A group of mysterious hooded figures are performing a ritual at a crossroads in the graveyard. They are trying to summon a powerful demon to do their bidding. The party must stop them before the demon is unleashed onto the world.
d100 = 41
D10=1:Players come across a group of 2d6 goblins. The goblins are dancing around a fire while they wait for their dinner to cook. The dinner is a tied up, blindfolded halfling who is tied up and with his mouth gagged. The goblins will not attack players unless they try to free the halfling.
D10=2:A mausoleum near the graveyard's edge glows faintly from arcane symbols, with a ghostly mage trapped within. She requests the potion recipes that bound her, offering to teach powerful spells as a reward.
D10=3:A lone vampire is sitting on a gravestone, reading a book. He invites the players to sit and chat with him, claiming to be an intellectual. He offers to answer any questions they have about the undead or the afterlife, as long as they don't mind his occasional bouts of bloodsucking.
D10=4:A group of 2d6 skeletons are practicing hand to hand combat by fighting with each other. If players approach, the skeletons will attack.
D10=5:A group of 1d6+2 zombies are feasting on a pile of gold coins in the graveyard. However, the coins are cursed, and anyone who touches them becomes cursed as well, slowly turning into a zombie themselves.
D10=6:The ghost of a famous playwright appears in the graveyard, asking for assistance in finishing their unfinished work. Players must perform scenes and solve puzzles to help them complete their play.
D10=7:A group of animated gravestones will begin to heckle and taunt the players, revealing secrets and insults about their past. If players destroy the gravestones, they will release trapped souls that will attack them.
D10=8:A small, silver bell rings softly in the wind.
D10=9:Hanging from a tree is a man of about 50 years of age. His body is covered in deep cuts and he is barely still alive. If the players approach, he will plead with them to cut him down. If the players cut him down, his name is John and he is a traveling trader who was captured and tortured by a group of orcs. He will tell the players that the orcs are camped in a nearby cave if they are interested in attacking.
D10=10:By an ancient crypt, a feud between two families of zombies pits them in a morbid war over territorial rites. The "living dead" families are a comically exaggerated reflection of living nobility, complete with overblown honor codes and undead duels. Players can mediate the conflict, choose a side and turn the tide, or simply exploit the chaos to their advantage, but beware—the grave grievances run deep.
d100 = 42
D10=1:A lone owl hoots hauntingly from its perch atop a headstone.
D10=2:You find a pair of child's shoes, worn and weathered.
D10=3:The sound of a distant flute playing an eerie tune reaches your ears.
D10=4:A group of 1d4+1 vampires have set up a luxurious underground lair in the graveyard, using it as a hunting ground. Players may be able to negotiate with them or must fight to survive.
D10=5:A group of thugs are robbing the graves. If the party attacks them, they will fight back. They will not run away even if they are losing the fight because they know that they will get away with their crimes.
D10=6:A group of men and women are signing up for a tour of a local haunted house. They are promised that there is no danger and that nothing bad has happened there. They will be lied to.
D10=7:A mysterious cult has set up an altar in the graveyard and is performing a dark ritual to summon a demon. The players must stop the ritual before the demon is unleashed upon the world.
D10=8:The smell of salted air suggests proximity to the sea, unusual for the graveyard’s location.
D10=9:A spectral dancer trapped in an abandoned ballroom offers her enchanting movements if players can resurrect the music that made her famous.
D10=10:Moonlight shimmers over a dilapidated funerary parlor aligned with divine astronomical calculations augmented by techno sorcery. The seer presiding over it grants prophetic insights in exchange for purging twelve corrupted cyber-vengeful souls lurking. Achieving this quest offers foresight into rising divine-technological conflicts disrupting the balance of power.
d100 = 43
D10=1:A group of wererats are using the graveyard as their hideout. They will attempt to lure the players into traps and ambush them for their own entertainment.
D10=2:The faint outline of a person seems to appear amidst the swirling fog.
D10=3:A group of 1d10+2 adventurers are resting in the graveyard after a long journey. They are eager to share their stories, trade goods, and maybe even join forces for future quests.
D10=4:The sound of distant bells echoes through the graveyard, though no source is seen.
D10=5:The appearance of a rainbow through a light drizzle offers peaceful calmness.
D10=6:Stumbling into a heated debate, players encounter ghostly students and a skeletal professor practicing necromantic theories. Contributing wisely rewards insightful information; missteps call forth ghostly principal discipline.
D10=7:A group of 1d4+4 cultists are sacrificing a young woman to their god. If players interfere, the cultists will attack. If players do not interfere, the cultists will succeed in their ritual and a stone golem will spawn and attack them.
D10=8:An ancient, crumbling statue depicts a weeping angel, its face obscured.
D10=9:An owl hoots from a nearby tree.
D10=10:A pack of undead horses roam the graveyard, searching for someone to take them on a ride. If the players agree, they will be led to a hidden treasure guarded by a powerful undead knight.
d100 = 44
D10=1:A group of 2d4 skeletons are standing in the road, arguing about what kind of bones they are. They don't attack.
D10=2:The trees around you seem to whisper in an unknown language.
D10=3:A bush rustler is hiding in a bush not too far from the party. He is hoping to get rich by robbing people who pass by his bush, but he hasn't had much luck so far (he's hiding in a bush). He is ready to attack if players get too close (he doesn't want them to see where he's hiding).
D10=4:A shadow dragon has taken up residence in the graveyard, using the crypts as its lair. Players must sneak past or defeat the dragon to progress through the graveyard.
D10=5:The PCs find a collection of old love letters buried. Delivering them triggers the wrath of jealous spirits who feel betrayed by the reliving of their long-forgotten love affairs.
D10=6:A cleric is sitting on a tombstone, talking to another cleric through a speaking tube. This is a high-level cleric of an evil god. He will ask the players to leave, then attack if they refuse to leave.
D10=7:A group of people are arguing about whether or not a man was murdered. They are waiting for the man's body to be returned to them so they can bury him.
D10=8:An ancient, spectral sentinel guards the entrance to an underground catacomb, demanding a riddle or test of courage to pass. Success opens paths to aged relics; failure may bind the players to the catacombs eternally.
D10=9:The poignant scent of lavender briefly overwhelms the senses.
D10=10:A murmur of hurried whispers seems to come from an ancient crypt.
d100 = 45
D10=1:A group of 1d4+4 cultists are sacrificing a young woman to their god. If players interfere, the cultists will attack. If players do not interfere, the cultists will succeed in their ritual and a stone golem will spawn and attack them.
D10=2:You trip over a partially uncovered skeletal foot.
D10=3:As dusk descends, the ground begins to tremble, and old coffins crack open, releasing a foul miasma. Crawling out are 3d6 ravenous ghouls, their eyes glowing with hungry malice. Nearby, a rough map etched into a gravestone hints at a hidden treasure. The decision is yours: fight the ghouls or dash for the promise of riches, potentially discovering a cursed artifact bound to world-altering consequences.
D10=4:A haunted mausoleum promises safe passage through the graveyard if the PCs make a small offering. Once inside, they find themselves locked in a chamber with a vengeful mummy waiting to spring the trap.
D10=5:The party is approached by a cheerful halfling who is inviting them to a picnic in the graveyard. Little do they know, the picnic is actually a trap set by a coven of hags who have been cursed to live in the graveyard.
D10=6:The moon casts an unholy glow on a holographic projection marking the entrance to a catacomb said to contain relics of divine nature manipulated by early technomancers. As the players approach, the projection manifests six spectral guards with technologically enhanced weaponry. Finding and embedding an ancient divine crystal may put these spectral creatures to peace, revealing lost tales of early technomancer exploits.
D10=7:A talking grave has the inscription "Here lies a mighty warrior, defeated by his own ego." If players speak to the grave, they will be given a warning about the dangers of pride. If they heed the warning, they will receive a bonus to their next combat encounter.
D10=8:A group of men are walking through the graveyard, looking for zombies to kill for money. They are wearing chain mail armor and carrying swords and shields. They are not afraid of zombies. They have killed plenty of them.
D10=9:Two men are arguing about something in the graveyard. One man thinks that the other man has stolen something from him, but he doesn't seem to be able to prove it since he keeps coming up short on what he's missing every time he searches his friend's house or wherever else he thinks his friend might have hidden whatever it is he's missing.
D10=10:The appearance of a rainbow through a light drizzle offers peaceful calmness.
d100 = 46
D10=1:The players stumble upon a makeshift circus that has taken over a section of the graveyard. The performers, unknowingly, are demons in disguise, and they will try to lure the players into becoming part of their twisted show.
D10=2:A pile of stones sits at the base of an old tree, placed there for reasons unknown.
D10=3:Unexpectedly, the party hears a loud crashing noise. The noise is a group of 2d4+4 half-orcs who have been awakened by the sound. They are angry and want to fight!
D10=4:The inscription on a gravestone appears to change as you look at it.
D10=5:An undead minstrel, accompanying himself upon spectral instruments, sings both amusing and alarming ballads glorifying the macabre and the dead. His rhymes may hold potential clues or dangerous misinformation.
D10=6:A group of 2d6+4 cultists are praying at a tomb that is surrounded by candles. If players approach, they will attack. The cultists are skilled warriors and will use their advantage of surprise to kill as many players as they can before they are defeated.
D10=7:A group of 1d4+2 ruffians are drinking and celebrating their latest heist. They have stolen some valuables from a nearby tomb and they are planning to fence them.
D10=8:The adventurers encounter crows clad in tattered robes, speculating upon the outcomes of various quests undertaken by ghostly figures surrounding the graveyard trees. The birds act as cryptic messengers hinting at ongoing feuds within the avian kingdom or as masked tutors urging errant deeds. Deciphering their omens sharpens understanding or unearths restless antagonisms.
D10=9:A group of 1d4+1 traveling bards have set up a stage in the graveyard and are performing a play about the history of the town. Players can either enjoy the show or distract the performers for their own reasons.
D10=10:Silvered moonlight filters through the skeletal branches, casting long shadows upon the ancient burial ground. Here lies an intricate maze of iron tombs, each more foreboding than the last. As you explore, you encounter a grieving widow, her eyes red from weeping, cradling a child’s spirit bound to her by a woven wreath of curses. She pleads for your aid against 3d4 wights who cursed her family. The path to break the curse is littered with haunted relics and perilous traps designed to ensnare the unwary. To save them is to gain a forever grateful ally and untold lore of the graveyard’s darkest corners. To fail is to be ensnared, lives bound to this realm of eternal mourning, singers in an unending elegy.
d100 = 47
D10=1:A fox darts between gravestones, momentarily visible before vanishing.
D10=2:Nymphs are dancing and celebrating something. If the players approach, they will be attacked by 2d4+4 hobgoblins.
D10=3:A group of humans are fighting over who has rights to a graveyard in their city.
D10=4:A group of seven onyx statues depicting the Seven Deadly Sins stand in a row outside a nearby tomb.
D10=5:You find a half-burned candle in the crevice of a gravestone.
D10=6:A group of 1d4+4 skeletons are lurking in the shadows, waiting for a victim to stumble into their trap! The skeletons are the remains of a group of tomb robbers who were killed in an ancient tomb under the graveyard. The skeletons were revived when a thief entered the tomb and disturbed a powerful lich. The skeletons will attack if anyone tries to disturb their digging.
D10=7:You notice a small, intricately carved box left atop a gravestone.
D10=8:Underneath a weeping willow, a spectral blacksmith is tirelessly forging ghostly weapons. He offers to sell his wares but asks for a memory in return rather than gold.
D10=9:You see two grave keepers digging a grave in the light of a full moon. If you approach them, they will ask you to help them secure a body that has been resurrected. If you accept, you may face a powerful necromancer and their undead minions.
D10=10:A group of people are gathered around a grave in the graveyard. They are mourning the death of a man named John. John was a nobleman who helped everyone in the village whenever they had problems, no matter how severe or trivial. He was loved by everyone in the village.
d100 = 48
D10=1:A sudden mist envelopes the area, reducing visibility and creating an eerie atmosphere.
D10=2:A group of 3d4 goblins are attacking a group of 2d4 humans. The humans are trying to fend off the attack, but the goblins are doing a good job of keeping the humans at bay. If players help the humans, the goblins will flee.
D10=3:The players find an old ring, weathered by time, half-buried in the dirt.
D10=4:A shrouded figure warns of impending doom, offering dark portents etched on enchanted bones. Ignoring their advice awakens 3d6 crypt wraiths whose touch leeches life force. Heeding the portents grants you foresight into critical upcoming events, but the cost of ignoring them is a haunting torment.
D10=5:A group of fireflies dance in the air, creating fleeting patterns of light.
D10=6:A glowing orb briefly illuminates a shadowy corner of the graveyard.
D10=7:A cleric is sitting on a tombstone, talking to another cleric through a speaking tube. This is a high-level cleric of an evil god. He will ask the players to leave, then attack if they refuse to leave.
D10=8:The unassuming grave of a jester appears, and upon approach, ghostly laughter and illusions envelop the area. The players must perform entertaining acts to gain valuable magical tricks or face a cascade of practical-joke curses.
D10=9:A group of revelers are celebrating the holiday by fighting with each other. They have set up a small campfire.
D10=10:The chilling wail of a ghostly figure echoes through the graveyard.
d100 = 49
D10=1:A man dressed in black robes is sitting by one of the graves, reading a book. His name is Vek'lor, and he is a necromancer that is researching ways to increase his power and abilities. He is seeking out powerful magic items and valuables that people have buried with their loved ones, hoping to find some treasure in the graveyard. While he is sitting there reading, a group of zombies will ambush him!
D10=2:You hear a soft, almost inaudible whisper calling your name.
D10=3:Three ghouls are sitting around a campfire singing songs about their adventures as adventurers a long time ago (before they became ghouls). If players approach, they will offer to sell them magic items for high prices, but the items are actually just junk.
D10=4:Mummified remains rise to conduct fireside feasts ceremonially in mockery of living life customs. Compatibility test: Resisting host’s perpetual incantation of “Join us”.
D10=5:A mysterious figure in a hooded cloak approaches the players and offers to sell them rare and valuable magical items that he claims are from the dead. If players agree to buy from him, they will find that all of the items are cursed and bring misfortune to whoever possesses them.
D10=6:The smell of fresh earth and decay fills the air.
D10=7:A flock of undead crows have taken residence in the graveyard. They are terrorizing visitors and stealing shiny objects. Players can either try to drive them away or bargain with them for information.
D10=8:As the players traverse a moonlit pathway, they find animate stone gargoyles holding a mock "Court of Mortality". Judging intruders, they require players to present their most heroic deed.
D10=9:A group of people are sitting around drinking and talking about all of the strange things that have happened in this graveyard. They are looking for someone who can tell them what happened to one of their friends who disappeared without a trace. They will offer a reward if the players find out what happened to their friend.
D10=10:A wandering bard appears in the graveyard, playing a lively tune on his lute. If the players listen closely, they may find clues hidden in the lyrics about a powerful artifact buried in the graveyard.
d100 = 50
D10=1:The spirit of a murdered alchemist haunts the area, offering rare potions and elixirs if the party helps unearth his hidden notes. Once the items are recovered, the spirit turns on the party using the recovered alchemical items.
D10=2:A group of werewolves have claimed a section of the graveyard as their territory. They will attack anyone who trespasses, but if the party can find a way to help them find a cure for their lycanthropy, the werewolves might become allies.
D10=3:A group of 2d4 bards have come to the graveyard to pay tribute to a famous musician who was buried there. They will perform a hauntingly beautiful song that may offer clues to a nearby treasure.
D10=4:A group of villagers are holding a funeral for a loved one, singing hymns and chants as they lower the body into the ground.
D10=5:A group of women are arguing about whether or not a man was murdered. They are waiting for the man's widow to arrive and settle the matter.
D10=6:The ground tremors lightly, just enough to be unsettling before returning to normal.
D10=7:The soft strains of a violin float on the wind briefly.
D10=8:A small, open book of poetry rests upon a gravestone, its pages turning with the breeze.
D10=9:A giant spider has made its web among the gravestones, trapping anyone who comes too close. The players must defeat the spider and find its lair, where they will discover rare magical ingredients.
D10=10:In the shadows, a group of shadow creatures are playing a game of dice. They may invite the party to join in the game, but if they lose, they may have to battle the creatures.
d100 = 51
D10=1:Jugglers in a nearby graveyard are practicing, two of them are experienced, the third is new and is struggling. If players get too close, they will cause the newbie to fall by throwing too many things in the air at once.
D10=2:As the moonlight bathes the graveyard, the players notice the shadows of tombstones growing unnaturally. These shadow spirits offer cryptic guidance or power for future quests if appeased with ancient tokens.
D10=3:Out of nowhere, an eerie carnival materializes, filled with ghostly jesters and performers. Engaging with the carnival may grant the players cryptic hints or rare magical items, but also risks the wrath of the organiser, a vengeful performer.
D10=4:The faint scent of lavender fills the air briefly, seeming to calm spirits.
D10=5:A group of 1d6+2 zombies are feasting on a pile of gold coins in the graveyard. However, the coins are cursed, and anyone who touches them becomes cursed as well, slowly turning into a zombie themselves.
D10=6:An old, faithful dog lies atop a grave, seemingly guarding it.
D10=7:A spectral dancer trapped in an abandoned ballroom offers her enchanting movements if players can resurrect the music that made her famous.
D10=8:A group of 1d8+2 men dressed in black robes are holding a funeral service in the graveyard. They are members of a cult of necromancers who worship an evil lich who resides beneath the graveyard. The lich has promised to resurrect the cult leader if he can raise an army of undead to conquer the local kingdom.
D10=9:An old friend’s name surprises the players, etched onto a dilapidated gravestone.
D10=10:A swarm of 4d8 bats abruptly fills the air, their chaotic flapping obscuring the vision of anyone nearby. Hidden among them is a vampire spawn, using the bats as a living cloak to mask its approach.
d100 = 52
D10=1:At the sight of a massive mausoleum, an ill-fashioned scarecrow grotesquely animated stumbles out, inviting the PCs to play a game of "Hide-and-Creep." The device of the game is to see who can evade the scarecrow's eyes the longest.
D10=2:A group of kenku are trying to steal precious items from the graves but are constantly foiled by a mysterious protector - a ghost who used to be a gravekeeper in life. The players must choose whether to help the kenku or the ghost.
D10=3:They witness an ethereal figure disappear into a cul-de-sac of gravestones before fading.
D10=4:The ground beneath a grave appears freshly disturbed.
D10=5:The air grows colder as you move deeper into the graveyard.
D10=6:A group of 2d6 adventurers are walking through the graveyard on their way to a nearby dungeon. They are arguing about whether or not they should have attacked that last group of goblins they encountered, or if they should have helped them instead (they're arguing because they aren't sure if they were good goblins or bad goblins).
D10=7:An ancient family crest is engraved on a particularly large gravestone.
D10=8:A group of 1d20+10 ghouls and wights attack the party.
D10=9:A burial mound adorned with cursed flowers lies before you. Disturbing the flowers awakens 3d6 haunted florists, grotesque in form yet holding whispers of treacherous plots. Defeating or aiding them can reveal connections within a rival house, triumphing over them or succumbing to their floral wrath.
D10=10:A zombified horse is seen running around, looking for brains to eat. It will attack anyone it comes across - even other horses (zombified horses have 2 Hit Dice, are fast, and have a bite that does 2d6 damage).
d100 = 53
D10=1:The players are ambushed by a group of zombies, who are revealed to be the previous adventurers who failed to defeat the necromancer that raised them. The players must put them to rest and find the necromancer's lair to defeat him.
D10=2:The players stumble upon a rusted gate leading to an overgrown section of the graveyard.
D10=3:A ghostly ferryman appears, offering to take the players to a far-off island where a legendary weapon lies. However, the players must first defeat the ghosts of previous adventurers who tried and failed to retrieve the weapon.
D10=4:Two men are standing near a grave, arguing about who gets to keep the dead man's clothes. They notice the players and demand that they hand over their valuables or else!
D10=5:A crow caws loudly and then flies away.
D10=6:The players hear the distant wail of a wolf somewhere in the forest surrounding the graveyard.
D10=7:A large spider has made its web among the tombstones, using the graveyard as its hunting ground. The players may choose to help it catch its prey or try to defeat it before it becomes a danger to the nearby town.
D10=8:A sudden mist envelopes the area, reducing visibility and creating an eerie atmosphere.
D10=9:You sense a powerful magical aura coming from a nearby grave. As you approach, you see that it is the grave of a powerful wizard. Players can either try to communicate with the spirit of the wizard or try to loot the grave for magical items.
D10=10:Amidst the crumbling tombstones and broken statues, a shimmering, ghostly harp plays a haunting tune. Approaching it awakens 2d4 spirit children, their laughter laced with sorrow as they playfully ask you to join their game. Winning their games may grant you ancient knowledge long forgotten, but refusing their requests provokes their guardian: a banshee whose wail could spell your doom.
d100 = 54
D10=1:A group of 1d6+1 vampire spawn are having a tea party on a gravestone. They invite the players to join them, but they must first answer a series of riddles about death and the afterlife. If they answer correctly, the vampires will give them a useful item to help with their quest.
D10=2:In the center of the graveyard, a portal appears and a horde of undead creatures begin to pour out. The players must quickly close the portal before the creatures overrun the town.
D10=3:The ground shakes violently, and a spectral dragon's head emerges from an ancient crypt, demanding tribute or posing riddles for entry into its hoard.
D10=4:An ancient dragon has made its lair within a large tomb, hoarding treasures and magical artifacts from the graves nearby. The players may either face the dragon in battle or attempt to outsmart it and claim its hoard for themselves.
D10=5:A pair of old, rusted gardening shears is abandoned near a cluster of bushes.
D10=6:You see a group of 1d4+4 zombies attacking a nearby village.
D10=7:The soft sound of a harp can be heard somewhere nearby, though its source is unseen.
D10=8:A mysterious, unaccounted-for lantern light waves in the distance, luring towards a mystery.
D10=9:The players come across a tombstone with a poem inscribed on it. If they read the poem out loud, a ghostly figure will appear and offer to tell them their future, but the predictions are never good and may even come true.
D10=10:From beneath a grandiose crypt, a ghostly minstrel appears. If players retrieve his lost instrument from a haunted forest, he will aid them with his enchanting songs.
d100 = 55
D10=1:A group of soldiers is standing around a grave, talking about how they were killed by orcs. They do not want to talk about their battle with the orcs, because it was humiliating.
D10=2:A lone lantern sways gently from an unseen breeze.
D10=3:A man named Edmond is sitting on a tombstone. He is lost and looking for his way home. He can give the party directions if they want to help him get home safely. He will follow them around for a few days until he finds his way home if they do so.
D10=4:A group of 2d6 skeletons are attacking a group of 3d4 gnolls. The gnolls are trying to do battle with the skeletons, but they keep breaking apart and reforming as new skeletons in different positions. The gnolls will eventually give up and flee if they take too many casualties.
D10=5:A group of 1d10 skeletons are lying in wait in a crypt. They attack anyone that comes near their resting place. If they are forced to flee, they will return to their crypt and continue fighting if possible.
D10=6:A flickering light in the distance reveals a ghostly figure, an ancient lich, surrounded by 3d6 skeletal warriors. The lich seeks to retrieve an artifact buried somewhere in the graveyard and will stop at nothing to find it.
D10=7:The PCs find a collection of old love letters buried. Delivering them triggers the wrath of jealous spirits who feel betrayed by the reliving of their long-forgotten love affairs.
D10=8:The ghostly figure of a knight appears in the graveyard, challenging players to a duel. If they defeat him, he will reward them with a powerful weapon. If they refuse, he becomes hostile and attacks.
D10=9:The scent of fresh flowers is juxtaposed with the smell of decaying matter.
D10=10:A lich named Lord Xanthar has been raising an army of the undead. He has just raised a group of 3d4+2 zombies and is giving them orders.
d100 = 56
D10=1:The ground feels unusually soft and spongy underfoot.
D10=2:The party encounters a spectral figure wailing about a betrayal. The ghost offers the party information about a hidden treasure in exchange for avenging its death. The ghost, however, intends to possess a party member and lead them to their doom.
D10=3:The night air is pierced by a wolf howl, shortly followed by the appearance of 3d6 ghouls. These ravenous undead creatures hunt in packs, their grotesque forms charging with supernatural speed.
D10=4:An ancient, cracked bell lies half-buried, its chime no longer heard.
D10=5:The faint outline of a person seems to appear amidst the swirling fog.
D10=6:You hear the rustle of leaves, though there's no wind.
D10=7:The ghost of a nobleman roams the graveyard, searching for the tomb of his lost love. If the players assist him in finding her, he will reward them with a powerful magic item.
D10=8:A small wooden toy lies abandoned on the ground.
D10=9:The players come across a group of grave robbers, trying to dig up a freshly buried body. They are startled and run away when the players approach, leaving behind a map to a secret treasure hidden in the graveyard.
D10=10:A swarm of angry bees emerges from a nearby beekeeper's grave and attacks the players. It turns out the beekeeper was buried alive and his restless spirit seeks revenge on the living.
d100 = 57
D10=1:A peculiar birdcall echoes, different from any the players have heard before.
D10=2:Shadows seem to move in the corner of your eye.
D10=3:In a chapel overtaken by nature, the party finds a priest frantically writing on tech paper with a quill that glows with the very essence of the divine. The paper reflects a convergence of the holy and unholy realms. The priest offers to guide the adventurers through the Graveyard’s treacherous paths if they promise to deliver his message to the gods, but the delivery can distort reality, as his motives are clouded in political schemes.
D10=4:A single, fresh apple lies at the base of a gravestone.
D10=5:A strange, almost musical tinkling sound is heard, but the source is elusive.
D10=6:An empty bird's nest sits atop a gravestone, a silent testament to the cycle of life and death.
D10=7:A statue of a weeping angel suddenly moves, revealing itself to be a dark celestial cursed to roam these grounds. It is joined by 2d4 skeleton warriors, each driven by a fragment of malevolent will.
D10=8:A golden dragon appears, claiming that this graveyard belongs to their hoard and demands that the players leave immediately. If the players refuse, they must face the fierce dragon's wrath.
D10=9:A small child sits atop a gravestone, surrounded by various toys and trinkets. If the party approaches, they may realize that the child is actually a powerful fey creature, and playing with their toys may have unexpected consequences.
D10=10:Players find a heavy book with many blank pages, a faint but unreadable title on the cover.
d100 = 58
D10=1:The scent of freshly baked pastries fills the air.
D10=2:The players see a group of 5d4 ghouls who have just finished eating a dead body on a tombstone. They appear to be drunk and are singing loudly. Their celebrations are interrupted by a group of 2d6 adventurers who are here to kill the ghouls. If players help the ghouls, they will be rewarded with a magical item that one of the ghouls was saving for himself but then decided to split with other ghouls if they were successful in their battle with the adventurers (the ghoul will give this item to the player who does the most to help him in his battle with the adventurers).
D10=3:A group of 1d4 soldiers are standing guard at the entrance to a tomb. They will ask for identification before letting characters pass.
D10=4:Following a techno glitch in the Graveyard's atmosphere leads the players to a holy shrine sabotaged by tech zealots. Mystically fused golems patrol the shrine, preventing salvaging vital components potentially disrupting the balance of sacred-technological power and challenging players’ morality towards tech and divine duality.
D10=5:The air feels cooler and damper near a particularly ancient mausoleum.
D10=6:The wind shifts, bringing with it a chorus of indistinct whispers.
D10=7:A group of 1d4+4 cultists are sacrificing a young woman to their god. If players interfere, the cultists will attack. If players do not interfere, the cultists will succeed in their ritual and a stone golem will spawn and attack them.
D10=8:The party comes across a group of 2d4 ghouls who are digging their way out of their graves. They will attack anyone they see and they are being commanded by a brain-in-a-jar that is held by a living ghoul who is hiding nearby and waiting for an opportunity to strike.
D10=9:Soft, muffled sobbing can just be heard from somewhere nearby.
D10=10:A small bird nests in the hollow of a tree growing through a cracked gravestone.
d100 = 59
D10=1:A group of 2d12 skeletons are standing in the road, holding hands and singing a song about love and death. They seem to be skilled dancers and are doing a dance routine to the music.
D10=2:The players stumble upon a hidden mausoleum that holds the remains of an ancient king. His ghostly spirit challenges them to a game of riddles, promising to reward them with a powerful artifact if they can defeat him.
D10=3:The moon breaks through the clouds, spotlighting an otherwise unnoticed statue.
D10=4:The gentle trill of a nightingale cuts through the otherwise oppressive silence.
D10=5:Players hear a sound like a woman weeping. If they investigate, they find a ghost named Sally. She was murdered by a band of goblins a few days ago. She wants revenge on the goblins.
D10=6:A gravestone is wrapped in vines, almost completely hidden from view.
D10=7:The players are ambushed by a group of zombies, who are revealed to be the previous adventurers who failed to defeat the necromancer that raised them. The players must put them to rest and find the necromancer's lair to defeat him.
D10=8:A man named Fredrick is trying to dig up a grave. He has been digging for 2d6 hours, and he hasn't made much progress. If the players help him, he will offer them some information about nearby locations in exchange for his life.
D10=9:You come across a bouquet of fresh flowers laid at a gravestone.
D10=10:A group of people are singing at the top of their lungs in a graveyard. They are trying to wake up the dead. They are drunk.
d100 = 60
D10=1:Suddenly, players hear a haunting melody played on an old lute. Following the sound, they find a ghostly minstrel who offers to use his music to charm their enemies.
D10=2:A child’s ragged doll lies discarded among the grass, its button eyes missing.
D10=3:A group of mummies have risen from their tombs and are searching for a missing scroll that will grant them eternal life. They will attack anyone who gets in their way.
D10=4:A man is sitting on a tombstone, drinking from a wineskin and singing a song about a woman named 'Mary'.
D10=5:A group of 2d4 banshees are hunting in the graveyard at night. They will attack anyone who disturbs them!
D10=6:The soft sound of a harp can be heard somewhere nearby, though its source is unseen.
D10=7:Kneeling in front of a tomb is a man who appears to be praying. He looks up and says, 'You must help me. I am lost. I was on my way to visit my sister's grave when I got lost. It's dark, and I'm afraid.' He will then plead with the players to help him find his way home.
D10=8:Small pebbles form a trail leading deeper into the graveyard.
D10=9:The players come across a gravestone that seems to be moving. As they approach, a hand shoots out from the ground and grabs one of them. It turns out to be a playful ghoul who wants to play a game of tag.
D10=10:In the center of the graveyard, a portal appears and a horde of undead creatures begin to pour out. The players must quickly close the portal before the creatures overrun the town.
d100 = 61
D10=1:In the center of the graveyard stands a grand mausoleum, belonging to a wealthy family. If the party can solve the riddle on the door, they will be granted entrance and the chance to loot the riches inside. But beware, for the mausoleum is booby-trapped and guarded by the spirits of the deceased.
D10=2:A namesake of a famous historical figure is found among the gravestones.
D10=3:A lone skeleton can be seen walking among the gravestones, carrying a bouquet of flowers. They were once a devoted spouse, and they visit their beloved's grave every day. Players may feel compelled to help them or put them to rest permanently.
D10=4:A group of 3d4 goblins are attacking a group of 2d4 humans. The humans are trying to fend off the attack, but the goblins are doing a good job of keeping the humans at bay. If players help the humans, the goblins will flee.
D10=5:A ghost named Jacob has been terrorizing the graveyard for the last few months. He is not hostile unless attacked by the players. He is trying to get revenge against the people who killed him. He will never leave the graveyard.
D10=6:A mysterious, unaccounted-for lantern light waves in the distance, luring towards a mystery.
D10=7:A group of 2d6+2 zombies attack the players.
D10=8:A group of 2d4 skeletons are digging through the graveyard looking for treasure. If players get too close, they will attack.
D10=9:A group of zombies rise from the ground, but instead of attacking, they start performing a choreographed dance routine. If the players can guess the dance correctly, the zombies will reward them with a valuable item.
D10=10:An intricate, inlaid mosaic on a mausoleum's door tells a story of long-forgotten lore.
d100 = 62
D10=1:The players come across a gravestone with their own names etched into it.
D10=2:The graveyard is blanketed in an unnatural silence, broken only by the adventurers' footsteps.
D10=3:The party finds a group of peaceful undead creatures, such as skeletons and zombies, living in harmony in the graveyard. They are led by a benevolent lich who has found a way to keep his undead followers from losing their minds. The party can either make an alliance with them or try to destroy them.
D10=4:The corrupting energy of the graveyard twists the very air, and you soon encounter a tree whose roots form a perfect circle. Inside the circle, an ethereal library floats, its tomes guarded by 2d4 ghostly scholars. Attempt to read from the books for unparalleled knowledge but risk their wrath; or leave them be, letting the potential wisdom fade away.
D10=5:The night air thickens with the chill of the afterlife as your party traverses the moonlit graves. Shadows dance grotesquely across ancient tombstones, whispering their secrets. Suddenly, the ground trembles. Rotting hands burst forth from the earth, grasping for the living. A swarm of 4d6 zombies emerges, their eyes hollow with the hunger for life. As you fend off the horde, a spectral figure in tattered robes watches silently. The ghost of a long-dead king, betrayed and buried without honor, offers a bargain. Restore his name, retrieve the crown stolen by treacherous advisers, or face eternal curses. This graveyard is a tangle of old pacts and broken promises, each tombstone a chapter in a saga of power and betrayal. Decisions made here will echo in the halls of power far beyond this haunted place.
D10=6:A group of 1d4 zombies are carrying a small chest. The chest contains 10 gp worth of jewelry.
D10=7:A party of two vampires are talking about their latest kill. They are talking about how they like to hunt in graveyards because there are fewer people around due to the smell and the fact that people are afraid to come near the place. One of the vampires says, 'I was walking through the graveyard one night when I saw this one guy by a grave. He was crying and mumbling something about how he was supposed to protect her and now she's gone.' The other vampire says, 'That's so sad. I feel bad for him.' The first vampire says, 'I don't feel bad for him at all. He should have been more careful.'
D10=8:A gravestone appears brighter than others and glows faintly in the moonlight.
D10=9:A trio of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to pay.
D10=10:The grave of a mad alchemist glows faintly at night, enchanted by incomplete experiments. Ghostly apprentices emerge, seeking lost ingredients to bring their master's work to spectral fruition.
d100 = 63
D10=1:A group of 1d8+2 cultists are performing a dark ritual on a grave. They believe that by sacrificing a corpse, they can summon a powerful demon. Players can either stop the ritual or let it play out and deal with the consequences.
D10=2:Players find a group of 2d4 zombies who are holding a woman as a shield. They are trying to get her to do their bidding. The zombies are telling her that they will kill her if she doesn't obey them.
D10=3:The wind shifts, causing the distant tingling of bells, though no temples are nearby.
D10=4:You find a small, carved figurine lying on the ground.
D10=5:A group of 1d4+3 wights are searching for a new body to possess. They will attack any living thing that enters their territory.
D10=6:A group of 1d6 ghasts are feasting on a fresh corpse in the graveyard. If the players get too close, the ghasts will attack, but if they stay hidden, they may be able to sneak away with some valuable items from the corpse.
D10=7:A woman is asleep on one of the tombstones. She's drunk.
D10=8:The caretakers appear friendly and invite the party to a feast in the graveyard. The feast is actually a cursed ritual to bind the souls of the party to the location, turning them into ghosts bound to guard the graveyard.
D10=9:An intricately
D10=10:The ghost of a powerful archmage haunts his own grave, offering to share his undiscovered spells in exchange for bringing closure to his unfinished work.
d100 = 64
D10=1:The sound of rustling leaves announces the presence of a small forest animal.
D10=2:A group of 2d6 armed men approach the party and ask them if they want to join the local militia. The pay isn't great, but the soldiers are fairly skilled compared to the rest of the town's guards.
D10=3:The hinges of a crypt door creak loudly as it sways in the wind.
D10=4:A lone figure can be seen digging up a grave in the dead of night. They are actually a grave keeper, searching for missing valuables. Players can either help them or report them to the authorities.
D10=5:The spirit of an ancient priestess guards a holy relic. She will relinquish it if the party can purify her desecrated altar.
D10=6:The party stumbles upon a bound and gagged individual claiming to have been buried alive by grave robbers. Upon being freed, they attack, revealing themselves as a shape-shifting fiend.
D10=7:The heavy perfume of blooming nightshade plants fills the air.
D10=8:A group of people from a nearby village are on their way to the graveyard to put flowers on the grave of a relative. They will ask the players if they can help dig the grave. If they do, they will find a bag of 100 gp buried in the grave.
D10=9:An exquisite yet heavily rusted lock on the gate of an ancient crypt intrigues them.
D10=10:The players encounter a mysterious, unmarked well, emanating strange whispers. Investigating reveals it holds a portal to a haunted underworld where restless spirits seek closure for unfinished business.
d100 = 65
D10=1:Swirling leaves form patterns that briefly resemble letters or symbols.
D10=2:A group of 2d6+2 ghouls attack.
D10=3:In the distance, the party sees a ghostly apparition floating above a grave. If players approach, it will tell them a riddle. If they solve it, they will be rewarded with a magical item. Otherwise, it will disappear.
D10=4:An unusual fog rolls over the graveyard, shifting to form faces that whisper the names of the dead and their forgotten deeds. One foggy face asks for the players' help to mend a broken promise from their past life.
D10=5:Ghostly shades performing complicated cosmic dance steps to the sound of a hidden pipe organ, inviting players to join. Failure to follow the steps correctly may trap players in an endless dance, while success could yield life-essence-infused rewards.
D10=6:Near a grave marked with wizardly symbols, the players find an ethereal observatory hosting a stargazing ghost. The ghost seeks aid to complete their celestial chart, promising astral boons in return.
D10=7:You see a group of 1d4+4 zombies attacking a nearby village, which has hired a group of mercenaries to protect them (the mercenaries have been hired for 1d10 weeks, and they have 10 troops - each troop has 3 Hit Dice and are armed with short swords and shields).
D10=8:Faint echoes of laughter seem to come from the direction of an ancient family crypt.
D10=9:The ground beneath your feet feels as if it's subtly pulsing.
D10=10:A cluster of roses, now wilted, surrounds a recently deceased person’s grave.
d100 = 66
D10=1:A low fog clings to the ground and coils around your feet.
D10=2:A talking head on a gravestone offers to grant the party one wish in exchange for bringing their remains back to their family's crypt. However, the head might not have the power to grant wishes and the party may have to find another solution.
D10=3:A man named Lester is digging in the graveyard. He is searching for treasure.
D10=4:A pack of hungry wolves are scavenging for food among the graves. They will attack anything that gets in their way.
D10=5:A statue of a weeping angel suddenly moves, revealing itself to be a dark celestial cursed to roam these grounds. It is joined by 2d4 skeleton warriors, each driven by a fragment of malevolent will.
D10=6:A thick branch creaks under unseen pressure, giving the impression of an invisible watcher.
D10=7:A ghostly figure watches over a child's grave, vanishing if approached.
D10=8:A man is sitting on a nearby tombstone, reading a book. He is a local scholar who is studying the history of the graveyard and its inhabitants. He will talk about his research for hours if someone does not interrupt him or politely excuse themselves from his company. His name is Dr. Henry Jones, and he is a madman who was thrown out of the local university for his theories about why the corpses keep rising from their graves despite being properly buried and sealed inside their tombs.
D10=9:A group of 1d4 soldiers are standing guard at the entrance to a tomb. They will ask for identification before letting characters pass.
D10=10:An old gravedigger offers to show the party to a hidden stash of magical items but lures them into a crypt crawling with undead, intent on trapping them for a powerful necromancer.
d100 = 67
D10=1:A group of skeletal warriors rise from their graves and attack the players, mistaking them for intruders.
D10=2:At the edge of the graveyard, a group of travelers are making camp. They are actually disguised bandits who will try to rob the party in the middle of the night.
D10=3:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to trade information.
D10=4:A swirling vortex of ghostly apparitions materializes, forming into a group of 1d4 specters that whisper the names of the living as they drift in and out of visibility, desperately seeking to lay their vengeance upon the living.
D10=5:An old, gnarled tree appears to have faces carved into its bark.
D10=6:Following a techno glitch in the Graveyard's atmosphere leads the players to a holy shrine sabotaged by tech zealots. Mystically fused golems patrol the shrine, preventing salvaging vital components potentially disrupting the balance of sacred-technological power and challenging players’ morality towards tech and divine duality.
D10=7:Inside of a tomb, a man named William is sitting in a chair, drunk and passed out after a night of drinking with his friends at the local tavern. William will awaken if disturbed and will threaten to beat up anyone who has disturbed his rest. He will then stagger out of the tomb, cursing and swearing about his bad luck, and will continue on his way home after telling the players to stay out of his way or he will beat them up as well. William is an ex-soldier who is on a pension and has turned to drinking to deal with his problems.
D10=8:Underneath a weeping willow, a spectral blacksmith is tirelessly forging ghostly weapons. He offers to sell his wares but asks for a memory in return rather than gold.
D10=9:As the party passes by a mausoleum, they hear the sound of someone crying inside. Upon entering, they find a ghostly figure mourning over a coffin. When asked, the ghost reveals that they were betrayed and murdered by their lover.
D10=10:A spectral dancer trapped in an abandoned ballroom offers her enchanting movements if players can resurrect the music that made her famous.
d100 = 68
D10=1:An overgrown path leads to a section of the graveyard that seems untouched for years.
D10=2:You find a rusty, broken sword half-buried in the earth.
D10=3:The ghostly apparition of a jester appears in the graveyard, entertaining the dead. They offer to perform for the players, but their tricks may have unexpected consequences.
D10=4:In the gloom, the players see a procession of 2d4 pale, robed figures, who reveal themselves as revenant cultists, each carrying a grudge into death. They chant dark prayers to their forgotten gods.
D10=5:A single flower blooms atop a grave, standing out against the otherwise barren landscape.
D10=6:Crows caw ominously as you come upon a half-collapsed crypt, its blackened stones covered in crimson moss. The gravekeeper, an enigmatic figure with eyes like cold steel, offers to guide you—for a price. Accept his help, but prepare for betrayal; refuse, and bear the wrath of the poltergeist haunting these ancient bones. Strange carvings suggest the location of a secret meeting of death cultists, their purpose shrouded in dark omens.
D10=7:The scent of an unknown spice tickles the adventurers' noses.
D10=8:A group of men in black robes, with red eyes, are attacking a group of men in white robes, with blue eyes, in the graveyard. There is an altar in the middle of the fighting.
D10=9:A small, well-hidden clearing offers a brief respite within the graveyard’s eerie presence.
D10=10:A pair of eyeglasses lie neatly folded on a gravestone, as if left for retrieval.
d100 = 69
D10=1:You find a small pouch of coins near a grave.
D10=2:The players find a makeshift tent, long abandoned and showing signs of age.
D10=3:You find an old, leather-bound journal with blank pages.
D10=4:A group of 1d6 zombies are carrying a small chest. The chest contains 1d4 gold bars worth of currency.
D10=5:A man is sitting on a tombstone. He is drinking from a wineskin and singing a song about a woman named 'Mary'. The man is actually a vampire, and he will try to attack the players if they get too close to him.
D10=6:A mourning spirit reveals a story of unfulfilled love and leads the party to a cache of enchanted love tokens.
D10=7:A group of 2d6 cultists are preparing for a ritual that will summon a demon. They are led by a high priestess.
D10=8:Players discover a recently extinguished campfire near a graveyard's edge.
D10=9:A section of the graveyard seems notably colder than the rest.
D10=10:A group of people are singing at the top of their lungs in a graveyard. They are trying to wake up the dead. They are drunk.
d100 = 70
D10=1:Jugglers and tumblers from a travelling carnival are practicing in a clearing near the graves.
D10=2:The ground around one of the gravestones seems unnaturally warm, despite the chill.
D10=3:A pair of glowing eyes watch you from the shadow of a crypt.
D10=4:A grave seems to have been recently disturbed, with fresh soil scattered.
D10=5:The unmistakable smell of freshly turned soil lingers in the air.
D10=6:You hear the distant tolling of a bell, though no bell tower is in sight.
D10=7:You find a silver pendant lying in the dirt.
D10=8:A chilling breeze reveals the presence of a cold elemental spirit confined to the graveyard. Helping it resolve its bindings will grant the players control over powerful frost-related magic.
D10=9:An unsettling silence claims this graveyard. At its epicenter stands a solitary gravestone, home to a spectral child endlessly reciting a dire prophecy. Linger too long, and 3d6 ethereal guardians materialize, demanding you unravel the prophecy—or they will banish you into madness.
D10=10:The sudden gust of wind reveals footprints leading to an ancient crypt.
d100 = 71
D10=1:A small, carved figure of a bird sits atop a gravestone.
D10=2:The players hear a man screaming at the top of his lungs. He is screaming about 'the beast'. If players investigate, they will find a man who has lost his mind. He will attack the players, thinking that they are the beast.
D10=3:The name on a gravestone eerily matches one of the party members, albeit very weathered.
D10=4:A cursed amulet has turned a group of gravediggers into zombies, and they continue to dig up graves and hide their loot in a nearby crypt. The players must put the zombies to rest and return the stolen items to their rightful owners.
D10=5:A group of men and women are signing up for a tour of a local haunted house.
D10=6:The smell of cooked meat can be smelled. It smells like someone is having a cookout in the graveyard.
D10=7:A group of 2d6 men are standing around a grave, laughing and joking about how they will rob the grave after the funeral is over.
D10=8:A group of children are playing with toy figurines, making believe they are in battle against evil forces.
D10=9:The ghost of a nobleman roams the graveyard, searching for the tomb of his lost love. If the players assist him in finding her, he will reward them with a powerful magic item.
D10=10:A charm bracelet lies on the ground, seemingly forgotten. If touched, it will bring forth a powerful curse upon the player who picked it up.
d100 = 72
D10=1:You find an old, leather-bound journal with blank pages.
D10=2:You hear the faint sound of church bells ringing in the distance.
D10=3:Tiny fireflies dot the graveyard, their light dancing in the darkness.
D10=4:A whispering voice seems to call out to you from the shadows.
D10=5:A gravestone has strange symbols carved into it.
D10=6:You hear the sound of footsteps behind you, but when you turn, no one is there.
D10=7:An ornate, but broken, mirror is stuck half-buried in a muddy puddle.
D10=8:The players find a crypt that is sealed with powerful magic. Inside, they discover a powerful artifact that could aid them on their journey, but they must first solve a riddle to gain access to it.
D10=9:A group of soldiers is standing around a grave, talking about how they were killed by orcs. They do not want to talk about their battle with the orcs, because it was humiliating.
D10=10:A talking crow wearing a tiny hat seeks assistance in locating its master's grave, promising a share of magical feathers. Betraying the crow will result in avian curses and retaliation by a swarm of crows.
d100 = 73
D10=1:You see a group of 1d4+4 zombies attacking a nearby village, which has hired a group of mercenaries to protect them (the mercenaries have been hired for 1d10 weeks, and they have 10 troops - each troop has 3 Hit Dice and are armed with short swords and shields).
D10=2:A group of necromancers are performing a dark ritual at the center of the cemetery. If the party interrupts them, they may have to face off against powerful undead guardians.
D10=3:A grave bears a fresh gift of flowers and an unlit candle.
D10=4:A group of men are digging up a grave in a corner of the graveyard. They are looking for valuables that were reportedly buried with the body.
D10=5:An old, torch-lit lamp lies discarded near a toppled gravestone.
D10=6:A group of people are sitting around drinking and talking about all of the strange things that have happened in this graveyard. They are looking for someone who can tell them what happened to one of their friends who disappeared without a trace. They will ask the players to find out what happened to their friend.
D10=7:Thick fog begins to roll in, reducing visibility to only a few feet.
D10=8:A group of people from a nearby village are on their way to the graveyard to put flowers on the grave of a relative. They will ask the players if they can help dig the grave.
D10=9:A golden dragon appears, claiming that this graveyard belongs to their hoard and demands that the players leave immediately. If the players refuse, they must face the fierce dragon's wrath.
D10=10:A group of 1d4+2 bandits are camped out in one of the tombstone alcoves. They are waiting for a merchant to pass by and rob them.
d100 = 74
D10=1:A stone bench offers a place to rest, though it is cracked and weathered.
D10=2:The players stumble upon a funeral procession of ghostly beings. Helping them complete their rituals earns the players a spectral companion who can scout ahead unnoticed.
D10=3:A lost caged bird struggling but surviving, its color deep with unnatural hues.
D10=4:A hauntingly joyous necrobiological circus of animated skeleton lushes the dark atmosphere; their ringmaster insists on co-performance. Participation promises rewards - an eerie but compelling act.
D10=5:A man named Lester is digging in the graveyard. He is searching for treasure.
D10=6:Spirits of harvesters in tattered garb offer to tell tales of their past lives in exchange for a momentary reminiscence from the heroes. Sharing becomes ethereal and transient truths entwined.
D10=7:A ghost named Jacob has been terrorizing the graveyard for the last few months. He is not hostile unless attacked by the players. He is trying to get revenge against the people who killed him. He will never leave the graveyard.
D10=8:A group of children are playing hide-and-seek amongst the graves.
D10=9:From an ancient locket, a ghostly lover emerges, pleading for players to reunite him with his beloved's spirit. If they succeed, both spirits offer their guidance.
D10=10:A group of 2d6+4 cultists are trying to dig up a grave. If players approach, they will attack. The cultists are skilled warriors and will use their advantage of surprise to kill as many players as they can before they are defeated.
d100 = 75
D10=1:A string of pearls is found tangled in the roots of a tree.
D10=2:The smell of cooked meat can be smelled. It smells like someone is having a cookout in the graveyard.
D10=3:The air seems to hum with an unknown energy.
D10=4:An inscription on a gravestone reads as a warning rather than a remembrance.
D10=5:A mournful tune lures you to a mausoleum with an enchanted piano playing ghostly songs. Touching the piano summons 2d4 banshees who scream in anguish, guardians of a secret score revealing political intrigue. Retrieving the score may shield you in future conspiracies but failing to leave unscathed dooms you to their eternal concert.
D10=6:Two men are arguing about whether or not a certain tomb has been disturbed by grave-robbers. They will attack players if they get too close to the tomb. The tomb has been disturbed by a group of adventurers who have been stuck inside for the last three days, trying to get out without anyone noticing.
D10=7:You hear the distant clang of metal striking metal.
D10=8:A group of 2d6 cultists are preparing for a ritual that will summon a demon. They are led by a high priestess.
D10=9:The wind carries the faint sound of church bells ringing.
D10=10:Shadows seem to flicker at the edges of vision, though closer inspection reveals nothing.
d100 = 76
D10=1:The players find an abandoned dollhouse near a child's grave.
D10=2:Nearly hidden by undergrowth, an ancient, illegible gravestone has toppled over.
D10=3:A group of 1d4+3 wights are searching for a new body to possess. They will attack any living thing that enters their territory.
D10=4:You spot a pair of glowing eyes watching you from the darkness.
D10=5:The party encounters an eerie, spectral dog that tries to lead them to its owner's grave. The ghost of the owner offers grateful rewards for a service only the living can perform.
D10=6:The party encounters a spectral figure wailing about a betrayal. The ghost offers the party information about a hidden treasure in exchange for avenging its death. The ghost, however, intends to possess a party member and lead them to their doom.
D10=7:The moon casts eerie shadows between the gravestones.
D10=8:Beneath an ever-relevant flock of haunted ravens, an undead barkeep with translucent beverages offers "refreshments." Consuming these drinks might enhance abilities or cause hallucinations of long-lost memories.
D10=9:The players come across a stone monument dedicated to those lost in an ancient war.
D10=10:Two men are arguing about whether or not a man was murdered. They are waiting for the man's body to be returned to them so they can have him exhumed so they can find out what happened to him.
d100 = 77
D10=1:Two men are arguing about whether or not a certain tomb has been disturbed by grave-robbers. They will attack players if they get too close to the tomb. The tomb has been disturbed by a group of adventurers who have been stuck inside for the last three days, trying to get out without anyone noticing.
D10=2:As the players explore the graveyard, a powerful mage's spirit appears before them, asking for their help in completing a spell that will allow him to finally rest in peace. The players must gather rare ingredients and perform a complex ritual, while fending off attacks from the mage's vengeful former apprentice.
D10=3:A charm bracelet lies on the ground, seemingly forgotten. If touched, it will bring forth a powerful curse upon the player who picked it up.
D10=4:You feel a sudden burst of warmth emanating from a particular grave.
D10=5:You find a small, ancient-looking scroll partially buried in the dirt.
D10=6:Here, the grave markers are made of pure obsidian, radiating cold dread. The ground trembles as obsidian golems rise to defend their territory. Each step you take risks waking more of the 2d4 guardians who perceive you as a threat. Finding the key to their origins could provide the means to influence powerful, unearthly entities.
D10=7:A celestial spirit requests aid in mending the tapestry of fate woven with her threads, offering celestial garments in return.
D10=8:As the moonlight bathes the graveyard, the players notice the shadows of tombstones growing unnaturally. These shadow spirits offer cryptic guidance or power for future quests if appeased with ancient tokens.
D10=9:A group of sentient skeletons have formed a choral group and are rehearsing for their upcoming performance at the annual "Graveyard Serenade" concert. They invite the players to stay and listen, but it's up to the players whether they want to stay for the whole concert or sneak away before the skeletons realize they're still there.
D10=10:The players find a set of funeral flowers, wilted yet arranged neatly.
d100 = 78
D10=1:A headless bishop preaches futility to of aspiring heroes, patronizingly dissecting celebrated crusades for an uncomforting reflection on wasted potential, as dread ghosts attend the macabre congregation. Trying to quell these spirits or coming to terms with the bitterness cast by false hopes becomes key to discovering rudimentary value amidst paradoxical bends.
D10=2:Beneath an elaborate headstone lies a secret passage to a necromancer's lair. The necromancer offers an alliance but will betray the party, using their presence as a distraction to escape pursuit of witch hunters.
D10=3:The air suddenly fills with the scent of lavender.
D10=4:As players pass by a mausoleum, they hear voices coming from inside, discussing the latest gossip in the afterlife. If players enter, they find a group of ghosts having a lively conversation.
D10=5:The ground near an ancient crypt feels warmer than the surrounding area.
D10=6:A group of kenku are trying to steal precious items from the graves but are constantly foiled by a mysterious protector - a ghost who used to be a gravekeeper in life. The players must choose whether to help the kenku or the ghost.
D10=7:A faint whisper seems to come from nowhere.
D10=8:The players find an ancient gravestone completely covered by moss and ivy.
D10=9:The scent of rain, though the sky is clear, envelopes you.
D10=10:The lettering on an old tombstone seems to glow faintly in the moonlight.
d100 = 79
D10=1:A group of 2d6+2 skeletons emerge from behind a nearby tombstone. They are armed with crossbows and short swords.
D10=2:You see a group of 1d4+4 zombies attacking a nearby village, which has hired a group of mercenaries to protect them (the mercenaries have been hired for 1d10 weeks, and they have 11 troops - each troop has 4 Hit Dice and are armed with short swords and shields).
D10=3:A mysterious figure in a dark hooded cloak is seen wandering through the graveyard, seemingly searching for something. When approached, the figure reveals themselves to be a reaper, collecting souls who have overstayed their welcome in the world of the living.
D10=4:The party hears someone singing an eerie song. If they investigate, they will find an old man sitting on the ground. He is singing an eerie song while holding a book open in his lap.
D10=5:The party stumbles upon a group of 1d4+1 necromancers performing a ritual to summon a powerful undead creature. Players can try to disrupt the ritual or negotiate with the necromancers for a share of the creature's power.
D10=6:The players encounter the ghost of a child looking for their long-lost ghostly pet, which could be an ethereal version of any animal. Helping with the search might reveal hidden treasures pawed away over the years.
D10=7:Two fire elementals and two earth elementals attack the party. They were created by a powerful wizard, who is hidden nearby and will attack the party if they defeat his creations.
D10=8:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to trade information...
D10=9:Players find a group of people who are mourning over a casket. If the players ask, they will be told that this is the casket of their Mayor who was murdered by a band of goblins. The players will then be invited to dinner the next night where they can meet the new Mayor. The new Mayor is in truth a bandit who has been impersonating the king for several months. He plans to kill the players and take their loot.
D10=10:A ghostly figure appears in front of the players, asking for help in avenging their murder. However, the ghostly figure turns out to be the actual murderer, trying to trick the players into helping them.
d100 = 80
D10=1:A group of men are arguing over who owns what piece of land in a corner of the graveyard. If the players approach, they will act like they are just talking about the weather. They will attack if they feel threatened by the players or their companions.
D10=2:A rabbit's foot is tied to a branch with a piece of string.
D10=3:The players mistakenly step upon a pressure plate but nothing untoward happens – yet.
D10=4:Two men are arguing over the graves of their friends. One man is trying to convince the other that their friends are still alive.
D10=5:A tombstone resembling a large, ghostly hourglass counts down slowly. Interacting with it reveals its connection to a soul doomed to repeat an endless loop of their final moments, requesting players break this cycle for peace.
D10=6:Celebrating the harvest moon, 2d4 ghouls adorned with wreaths of autumn leaves and pumpkins initiate a bonfire and are cooking something suspiciously red. They invite the players to sample their ghastly feast, promising "it tastes to die for."
D10=7:Deep choir and solemn chanting lull the players into a gathering at the mausoleum as spectral monks partake in a silent vigil, offering knowledge and warnings in return for a single favor or quest.
D10=8:You feel a sudden, inexplicable shiver up your spine.
D10=9:A lone figure, a death knight mounted on a skeletal warhorse, emerges from the darkness. The death knight is accompanied by 2d10 skeletal soldiers, all under the grip of a terrible, unending curse.
D10=10:A sudden cold breeze heralds the appearance of a ghostly librarian who charges the graveyard. She offers the players access to hidden knowledge if they help find an ancient grimoire.
d100 = 81
D10=1:A shroud of fog rolls in as a group of 3d6 shadows glide silently amongst the gravestones, their incorporeal forms barely visible. They are drawn to the life essence of the intruders and will attempt to drain their strength.
D10=2:You hear the soft rustle of leaves, but see no movement.
D10=3:The party sees a group of men playing dice. They have been gambling for weeks and have lost everything they own. One of the men has lost all his money and tries to borrow money from the others. They refuse, and he smacks one of them across the face.
D10=4:A gravestone has strange symbols carved into it.
D10=5:You find a small, polished stone with a symbol etched into it.
D10=6:You come across a bouquet of fresh flowers laid at a gravestone.
D10=7:A group of 2d6 men wearing black robes are walking through the graveyard carrying a coffin. If the players approach, the men will ask them to help them carry the coffin to a nearby crypt. The men are actually good NPCs who are transporting a recently deceased person to their final resting place.
D10=8:A group of 2d4 zombies are standing in the road, holding hands and singing a song about love and death. They don't attack.
D10=9:A group of people are gathered around a grave in the graveyard. They are mourning the death of a woman named Sarah. Sarah was a kind woman who helped everyone in the village whenever they had problems, no matter how severe or trivial. She was loved by everyone in the village.
D10=10:A small plaque commemorating a forgotten hero is discovered, covered in moss.
d100 = 82
D10=1:The players stumble upon a group of grave robbers who are being attacked by a group of animated skeletons. The players must choose whether to help the grave robbers and face the wrath of the undead, or let the robbers meet their fate and face the consequences of not intervening.
D10=2:An unpredictable encounter with wandering spirits happens at midnight. The spirits can be of help or hindrance, depending on how the party treats them.
D10=3:A man dressed in rags sits in front of a grave. If the players approach, he will ask them for some money to buy something to eat. If they give him money, he will say something along the lines of 'Thank you kindly, kind sirs' and then walk away towards the local tavern and get drunk and forget about it entirely, leaving them no closer to their goal than they were before they encountered him.
D10=4:In the crypts below, a mummy lord recounts the ironies of their undying rule, burrowing revelries into the circumstances of their ascent and fall. They implicate known movements linking to surface politics and offer powerful relics for aiding their coups d'état in exchange for unsettling consequences. Exploring such historic grievances might bring rewards or fresh enemies.
D10=5:A stone bench offers a place to rest, though it is cracked and weathered.
D10=6:The scent of old, damp earth surrounds you.
D10=7:An owl observes quietly from a crypt, its large eyes reflecting the players' lantern.
D10=8:A group of 1d4+3 skeletons are searching for food. They will attack anything that approaches.
D10=9:The ground feels as though it shifts slightly beneath your feet.
D10=10:A large spider has made its web among the tombstones, using the graveyard as its hunting ground. The players may choose to help it catch its prey or try to defeat it before it becomes a danger to the nearby town.
d100 = 83
D10=1:A Drunken Irishman: A drunk man staggers up to the party and asks for directions to a local tavern.
D10=2:An old, torch-lit lamp lies discarded near a toppled gravestone.
D10=3:Stumbling upon a funerary forge, the adventurers find a dwarf-turned-technomancer forging blessed yet cursed weaponry. He offers players customized pieces at a cost - binding them to assist in retrieving stolen divine schematics guarded by invisible spirit guardians hardened with augmented reality tech.
D10=4:Resting at a gravestone, the party hears a clicking noise and uncovers an automaton carrying a decayed message scroll. The scroll bears the signature of a notorious inventor, revealing schematics for a powerful device that animates the dead. However, tinkering with it may draw the attention of a shadowy guild seeking world dominion through necro-tech.
D10=5:The scent of burning incense lingers in the air.
D10=6:A group of 1d4+4 men are looking for a place to hold a seance. They are looking for a place where they will not be disturbed by neighbors or the authorities.
D10=7:A small, intricate carving of a face is hidden among the roots of a tree.
D10=8:The party comes across a group of 2d4 ghouls who are digging their way out of their graves. They will attack anyone they see and they are being commanded by a brain-in-a-jar that is held by a living ghoul who is hiding nearby and waiting for an opportunity to strike.
D10=9:The spirit of a wise philosopher offers to answer three questions about the nature of existence if players can find his lost tome of meditations.
D10=10:The players find an ancient gravestone completely covered by moss and ivy.
d100 = 84
D10=1:The players find a set of footprints leading away from an open grave.
D10=2:A group of 1d20+10 ghouls and wights attack the party.
D10=3:A group of 2d4 zombies are standing in the road, holding hands and singing a song about love and death. They don't attack.
D10=4:The adventurers notice a single red feather lying atop a grave.
D10=5:A group of living statues has taken up residence in the graveyard, offering to "protect" the graves and charge any "unauthorized visitors" a toll. The players must decide whether to fight the statues or try to negotiate with them.
D10=6:They discover an emptied bird’s nest nestled in the branches of a graveyard tree.
D10=7:Finally, the players come across a large open grave with a group of 2d4 grave robbers trying to pry open a coffin inside. They might be willing to bargain with the players if they are caught in the act.
D10=8:A child’s ragged doll lies discarded among the grass, its button eyes missing.
D10=9:Murder Investigation: A group of city watchmen are investigating the murder of a man named John Doe. They want to know what the tombstones say he was named.
D10=10:Ethereal visages of famous ghostly fortune-tellers appear across several graves, each offering cryptic yet valuable prophecies in exchange for completing tasks only the living can achieve.
d100 = 85
D10=1:You hear the gentle tinkling of a music box somewhere nearby.
D10=2:At the sight of a massive mausoleum, an ill-fashioned scarecrow grotesquely animated stumbles out, inviting the PCs to play a game of "Hide-and-Creep." The device of the game is to see who can evade the scarecrow's eyes the longest.
D10=3:A gravestone bears an ominous-looking seal or sigil.
D10=4:A group of 2d4 skeletons are standing in the road, staring at the ground. They don't attack.
D10=5:Nearly hidden by undergrowth, an ancient, illegible gravestone has toppled over.
D10=6:A gentle breeze rustles through the leaves, carrying with it the distant sound of mournful whispers.
D10=7:A group of 1d4+4 townsfolk are looking for their lost dog, which ran into the graveyard when they were walking it and it got away from them. They are looking for the dog, not for anything else that might be in the graveyard.
D10=8:Two men are arguing about whether or not the dead can truly rise again to terrorize the living. One is convinced that it can happen, and the other is convinced that it cannot happen. The second man is right, but the first man will not listen to reason.
D10=9:The players come across a pack of hellhounds who are guarding a portal to the Nine Hells. They will not attack the players, but they will try to tempt them into entering the portal with promises of power and wealth.
D10=10:A polished wooden staff leans carefully against a freshly dug grave.
d100 = 86
D10=1:A gravestone has an attached plaque that tells the life story of the deceased.
D10=2:The sound of laughter echoes in the graveyard. When investigated, it turns out to be a group of skeletons playing a game of cards around a tombstone. They challenge the players to a game of wits, betting their own "bones" as stakes.
D10=3:Stumbling into a heated debate, players encounter ghostly students and a skeletal professor practicing necromantic theories. Contributing wisely rewards insightful information; missteps call forth ghostly principal discipline.
D10=4:A group of humans are trying to capture a ghoul for study. They need to get it back alive and unharmed to the city's mages guild alive and unharmed for their research to be accepted.
D10=5:Amid ruins diffused with pulsating divine light kneels an exiled robot-knight, its circuits coursed with ambivalent celestial blessings. To aid, players must destroy six divine-tech infused guardians tied to sacred oaths. Their choices forge alliances with divine factions or sow seeds of relentless, politically charged divine-tech warfare awaiting reclaimed truths.
D10=6:A single red rose lies on the steps of a mausoleum.
D10=7:You hear a dog's bark in the distance, though it's quickly silenced.
D10=8:The players stumble upon a rusted gate leading to an overgrown section of the graveyard.
D10=9:A lost piece of parchment flutters past the adventurers, carried by the wind.
D10=10:Heavy rain mingles with the blood seeping from freshly upturned graves. Emerging from the graves, 2d4 zombified knights drag themselves towards you. Each wears fragments of an ancient, arcane tapestry—rumored to name a betrayer within a nearby kingdom. Reassembling these fragments could unveil critical truths, but you must first overcome their grim guardians.
d100 = 87
D10=1:You notice a child's drawing pinned to a gravestone with a rusty nail.
D10=2:The players find an old map fluttering in the wind, pinned under a stone.
D10=3:A group of 2d6 bandits are robbing a tomb.
D10=4:An ancient, ghostly knight stands vigil over a crumbling crypt, challenging all who pass to a duel of honor. Victory earns the knight's respect and his enchanted sword, while defeat leads to haunting nightmares.
D10=5:During their travels, a ghost appears - once a royal artificer who allegedly unlocked divine secrets through forbidden technological means. He offers clandestine guidance but requires dealing with twelve mechanized scavengers who desecrate graves for parts, signifying the kingdom's hidden reliance on dark mech-divinity machinations.
D10=6:The moonlight reveals fleeting, ghostly figures dancing around a cenotaph. Enter their dance and 2d4 phantoms challenge you in waltz or duel. Winning reveals forgotten histories crucial for understanding recent political turmoil, while losing surrenders fragments of your soul to their unending dance.
D10=7:Players come across a group of 2d4 skeletons who are fighting over a skull bone. If players get too close, they will attack.
D10=8:A lich named Lord Xanthar has been raising an army of the undead. He has just raised a group of 3d4+2 zombies and is giving them orders.
D10=9:Foul, black smoke rises from the grave of a recently deceased wizard. If disturbed, 2d6+3 ghouls emerge to attack the party.
D10=10:The air feels heavy, as if filled with unshed tears.
d100 = 88
D10=1:The players hear a faint, ghostly laugh that quickly fades away.
D10=2:They find a scrap of cloth that matches a local noble's garments caught on a branch.
D10=3:A lone bard is playing a mournful tune on his violin among the tombstones. If the party listens to his music, they may be transported to another realm or have their memories altered.
D10=4:The ground feels unusually soft and yielding beneath your feet.
D10=5:A pair of pixies are playing in the graveyard. They will offer to sell the players magical items at high prices, but they are actually just trying to scam them into buying cheap junk.
D10=6:A seemingly lost child begs the party for help in finding their parents' graves. The child is a spiteful spirit looking to lure the party into a cursed section of the graveyard.
D10=7:A lone, forgotten spyglass lies discarded at the base of an old headstone.
D10=8:A wandering bard appears in the graveyard, playing a lively tune on his lute. If the players listen closely, they may find clues hidden in the lyrics about a powerful artifact buried in the graveyard.
D10=9:The sensation of fingers brushing against your shoulder makes you jump.
D10=10:A group of 2d6+2 ghouls attack.
d100 = 89
D10=1:The players come across a preacher's ghost delivering a fervent sermon to the long-dead. His message seems to contain hidden clues that could lead to treasure or reveal a forbidden secret.
D10=2:A group of 2d8 goblins are ransacking the graveyard. They are looking for the Sword of Kings, the sword that was used to defeat their king. They don't know what happened to the king, just that their king was defeated by this weapon. They are willing to trade information on the sword for gold.
D10=3:You notice a grave marked with strange, arcane symbols.
D10=4:A woman dressed in black and with a veil covering her face asks the players for help finding her lost dog. She asks that they follow her to her home and she will give them a reward for helping her. When they go to her home, she will tell them that her dog is inside and to have a seat while she gets it. She will then lock the door and tell them that if they want to leave, they must answer her riddles or pay her ransom which she sets at 10 gold pieces per person. If they answer her riddles, she will tell them that she was just testing them and will let them go if they give her 5 gold pieces per person she tested. If they do not answer her riddles or do not pay her ransom, she will attack them and summon 1d4+1 zombies who were buried in her back yard.
D10=5:Bitter winds howl through rows of broken tombstones, where once-great nobles were buried. Their dishonored spirits rise at sunset, 2d4 shades resentful of the living. Placating them with tokens of honor or facing their wrath might uncover long-forgotten royal secrets valuable to ongoing court intrigue.
D10=6:A group of 2d4 zombies begin to attack the players. They will do anything to kill the players. They will not respond to communication attempts.
D10=7:A cursed gravestone suddenly moves and begins attacking the players. It turns out to be a disguised mimic guarding a hidden treasure inside the gravestone.
D10=8:A gravestone bears an epitaph that seems to move in the moonlight.
D10=9:A strange, greenish fog rises, and from it step 3d6 plague zombies, their bodies riddled with disease. They spread a virulent curse that saps the strength and life from those afflicted.
D10=10:An abandoned grave is overgrown with magical vines bearing strange fruit. These fruits are guarded by a spectral dryad who requests a rare seed in exchange for allowing the players to harvest the fruits’ strange powers.
d100 = 90
D10=1:A pair of lovers is meeting secretly in this graveyard to make love and exchange gifts. If they see players, they will attack them because they think they are spies sent by their rivals!
D10=2:A tombstone resembling a large, ghostly hourglass counts down slowly. Interacting with it reveals its connection to a soul doomed to repeat an endless loop of their final moments, requesting players break this cycle for peace.
D10=3:Shrieks of an artificially preserved banshee guide players to a cryptotech underworld where divine edicts mix with forbidden tech rituals. Ahead lurks an amalgamation of reborn tech-creatures binding souls to break ancient divine tech. Vanquishing them reveals secrets yet to be written in divine tech lore.
D10=4:A ghostly mount appears, offering to aid the players in travel if they help reunite it with its lost rider's spirit.
D10=5:The rustling of unseen wings is heard above you.
D10=6:You find an old, rusted shovel partially buried in the earth.
D10=7:A bat swoops down and nearly collides with your head before flying off.
D10=8:A section of the graveyard is revealed to be enchanted, where 2d4 guardian corpses, animated by defensive runes etched into their bones, awaken to repel any intruders.
D10=9:A priest approaches the party and tells them that they have stumbled across the resting place of a hero. If they dig up the hero's remains, they will find magical items which can be sold or used to help the people of that town.
D10=10:A group of 3d4 bandits are attacking a traveling circus that is set up in the graveyard for the night. They are hoping to get rich by robbing the circus after most of the performers have gone to sleep for the night.
d100 = 91
D10=1:A man is sitting on a tombstone, reading from a book. He is studying necromantic magic and hopes to learn how to bring people back from the dead. He will be willing to tell players about his studies if they ask him about it.
D10=2:You find a small, ancient coin similar to those used by previous civilizations.
D10=3:The party comes across a ghostly figure sitting on a bench, surrounded by candles. The figure invites them to sit and offers them a chance to speak with their deceased loved ones. But be careful, for the figure is a powerful medium and can sometimes attract unwanted spirits.
D10=4:A foul odor assaults your senses as you approach a desecrated chapel. Inside, crazed gravediggers rant about dark prophecies while three skeletal hounds roam the grounds. The blood-stained altar bears inscriptions warning of the coming of a dark prince whose return spells doom. Do you cleanse the altar, risking its guardians’ deadly ire, or accept the cryptic prophecy and seek other means to avert impending disaster?
D10=5:The scent of freshly baked bread wafts through the air, strangely out of place.
D10=6:An old crypt door swings open with a haunting creak, revealing 2d6 ghosts that float silently out, bound to their tragic fates. They seek to relive the moment of their death, often by bringing others to the same end.
D10=7:You find a set of footprints that lead into the graveyard, but not out.
D10=8:Players hear a sound like a woman weeping. If they investigate, they find a ghost named Sally. She was murdered by a band of goblins a few days ago. She wants revenge on the goblins.
D10=9:A flickering flame spirit roams the graveyard, guarding the lantern of an old watchman. The spirit offers to guide the party safely out of the graveyard in exchange for kindling long-lost embers.
D10=10:Under a sky heavy with storm clouds, you stumble into a field of whispering graves. Each tombstone murmurs softly, promising secrets long buried. But the whispers grow louder as 3d6 bone knights rise from the earth, demanding the silence be maintained. Silencing the graves, either through force or diplomacy, could yield a dark prophecy crucial for upcoming events.
d100 = 92
D10=1:An old, rusted bell hangs from a nearby tree.
D10=2:You accidentally disturb a nest of insects dwelling in a crack in a gravestone.
D10=3:A gravestone bears marks as if something had clawed at it.
D10=4:A lost piece of parchment flutters past the adventurers, carried by the wind.
D10=5:A stray cat weaves between the gravestones, occasionally stopping to glare suspiciously at the players.
D10=6:The players come across a statue of a gargoyle that comes to life and attacks them. If they manage to defeat the gargoyle, they find a secret compartment within the statue containing a map to a hidden treasure. However, the map is cursed and leads the players into a trap.
D10=7:A soft, glowing light emanates from within an old crypt.
D10=8:You see a ghostly figure wandering through the graveyard, moaning and crying. As the players approach, they realize the figure is a banshee and will attack anyone who dares to disturb the peace of the graveyard.
D10=9:An old parchment with an incomplete spell is tucked beneath a headstone.
D10=10:Silvered moonlight filters through the skeletal branches, casting long shadows upon the ancient burial ground. Here lies an intricate maze of iron tombs, each more foreboding than the last. As you explore, you encounter a grieving widow, her eyes red from weeping, cradling a child’s spirit bound to her by a woven wreath of curses. She pleads for your aid against 3d4 wights who cursed her family. The path to break the curse is littered with haunted relics and perilous traps designed to ensnare the unwary. To save them is to gain a forever grateful ally and untold lore of the graveyard’s darkest corners. To fail is to be ensnared, lives bound to this realm of eternal mourning, singers in an unending elegy.
d100 = 93
D10=1:A half-buried headset resonates autumn melodies—the wearer experiences the festivals of the fallen, encountering echoes where past mistakes are revealed or hidden treasure sites hinted.
D10=2:You hear a dog's bark in the distance, though it's quickly silenced.
D10=3:A single, polished stone sits atop a gravestone.
D10=4:A Young Couple Looking for Privacy: A young couple is making out in one of the mausoleums. They don't want to be disturbed.
D10=5:The party hears a loud wailing sound coming from the tombstones. It's coming from a banshee who is resting after attacking some townspeople earlier in the day.
D10=6:The stone path through the graveyard is cracked and uneven, making traversal tricky.
D10=7:The sound of a lone violin echoes through the graveyard, drawing the party closer. They find a ghostly bard, dressed in tattered clothes, playing a beautiful and haunting melody. The bard asks the party to help him find his lost love, who is buried somewhere in the graveyard.
D10=8:The players come across a statue of a gargoyle that comes to life and attacks them. If they manage to defeat the gargoyle, they find a secret compartment within the statue containing a map to a hidden treasure. However, the map is cursed and leads the players into a trap.
D10=9:A man is sitting on a tombstone. He is drinking from a wineskin and singing a song about a woman named 'Mary'. The man is actually a vampire, and he will try to attack the players if they get too close to him.
D10=10:A group of 1d6 ghasts are feasting on a fresh corpse in the graveyard. If the players get too close, the ghasts will attack, but if they stay hidden, they may be able to sneak away with some valuable items from the corpse.
d100 = 94
D10=1:A gargoyle statue near a family crypt suddenly animates and demands the players to solve its riddles or face its wrath. Successful players may gain entry to a hidden vault filled with precious relics.
D10=2:During their travels, a ghost appears - once a royal artificer who allegedly unlocked divine secrets through forbidden technological means. He offers clandestine guidance but requires dealing with twelve mechanized scavengers who desecrate graves for parts, signifying the kingdom's hidden reliance on dark mech-divinity machinations.
D10=3:You hear what sounds like a faint echo of someone weeping softly.
D10=4:A trickle of water runs through the graveyard, seemingly out of place.
D10=5:The faint chime of bells ceases abruptly, replaced by an unsettling silence.
D10=6:A banshee wails mournfully, causing fear and sadness in anyone who hears it. The players must find a way to calm her restless spirit.
D10=7:A group of 2d4+2 human and human-like cultists are gathered around a tombstone. They are praying to a demon named Zan. If the players attack, the cultists will fight to the death.
D10=8:The party finds a graveyard cloaked in a mirage, and an orcish warlord in cryostasis protected by a swarm of nanobots. Freeing him provides a powerful but volatile ally sworn to bring down his techno-divine oppressors. His presence draws suspicion and attacks from divine enforcers who perceive threats through their superior digital divinity reconnaissance.
D10=9:A group of 2d4+2 zombies are lumbering towards the players.
D10=10:The distant cry of a wolf echoes through the night, putting the adventurers on edge.
d100 = 95
D10=1:An old, weathered saddle rests against a tree trunk.
D10=2:A group of 2d6+2 zombies attack.
D10=3:A group of 2d4+2 skeletons are lying around in various states of disrepair. They will attack when players approach.
D10=4:Players find a group of 3d4 zombies who are talking to each other about their plans to attack the village nearby. They don't know what the players look like so they're not worried about them.
D10=5:A single, polished stone sits atop a gravestone.
D10=6:The smell of smoke, followed by glimpses of torchlight, hint at recent activity.
D10=7:A group of 3d6 scarecrows come to life and attack the players. It turns out that the scarecrows were made using human corpses and an evil druid has been using them to protect his lair.
D10=8:A group of 2d4+4 hobgoblins are digging up a grave. If the players approach, they will be attacked.
D10=9:A group of 2d4 skeletons are digging in the graveyard, looking for something. They are the remains of a group of grave robbers who were killed in an ancient tomb under the graveyard. The skeletons were revived when a thief entered the tomb and disturbed a powerful lich. The skeletons will attack if anyone tries to disturb their digging.
D10=10:In a forgotten corner of the graveyard, ghosts reenact a betrayal that condemned them to eternal unrest. Interfering in the ritual causes the ghosts to awaken and target the PCs, believing them to be those who betrayed them.
d100 = 96
D10=1:Strange, unidentifiable tracks lead into and out of an unmarked grave.
D10=2:The smell of smoke, followed by glimpses of torchlight, hint at recent activity.
D10=3:A ghostly figure appears in front of you and asks for your help. It seems that their body was stolen from their grave, and they cannot move on until it is found and returned.
D10=4:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to trade information.
D10=5:A group of 1d4+2 hungry ghouls attack the party. They are hungry and will attempt to eat the players. If players defeat them, they will find a sack of gold.
D10=6:A man is sitting on a tombstone, singing a song about a woman named 'Mary'. If the players approach him, he will ask them for some food in return for information about a local dragon that he saw flying overhead last night.
D10=7:A lone figure can be seen digging up a grave in the dead of night. They are actually a grave keeper, searching for missing valuables. Players can either help them or report them to the authorities.
D10=9:You find an old, crumpled letter hidden behind a gravestone.
D10=10:A man with a sword in one hand and a torch in the other is standing over a grave. He looks up and asks the party to help him bury his wife's killer. If the party agrees, he will tell them that the killer is a zombie and is in a nearby crypt.
d100 = 97
D10=1:A single white rose lies atop a gravestone but shows no signs of decay.
D10=2:An old, rusted lantern hangs from the branch of a dead tree, its light long extinguished.
D10=3:An assassin from a nearby city has been paid to kill a nobleman or noblewoman who is visiting the graveyard today to mourn their dead loved one. The nobleman or noblewoman will be accompanied by two guards who are also trying to protect the noble from being assassinated. The assassin is hiding in the shadows and will attack anyone who gets too close to the nobleman or noblewoman.
D10=4:The players notice a flickering shadow that moves across the ground with no light source.
D10=5:You hear a faint whispering coming from one of the graves. Investigating it further, you find a ghostly figure who asks for your help in avenging their murder. They will offer a valuable piece of information or a rare item in return.
D10=6:A small, overgrown path leads to a forgotten section of the graveyard.
D10=7:A still pond at the graveyard's heart reflects your deepest fears. As mist rolls in, 3d6 ghostly swans emerge, guardians of a hidden chamber submerged within the pond. Braving their watery realm might yield forgotten texts on royal betrayals, yet their ancient lore is fiercely defended.
D10=8:Graveyard roses intertwine with wires directing towards a necro-lab occupied by disillusioned clerics melding holy spells into technological constructs. The fragile balance risks collapse if they cannot quell six tech-overrun spirit rebels rebelling against divine constraints amalgamated with their essence-visible consequences rippling outwards.
D10=9:A group of 2d6+4 cultists are trying to dig up a grave. If players approach, they will attack. The cultists are skilled warriors and will use their advantage of surprise to kill as many players as they can before they are defeated.
D10=10:A creeping fog brings with it 3d6 wraith-like servants known as the "Unheard," souls who died with important secrets. They seek the living to tell their tales but are driven mad with frustration.
d100 = 98
D10=1:A group of mid-level adventurers are searching for a tomb. They will ask the players for help. They are after a powerful magic item and will split the treasure with the players if they help them find the tomb. Two of them are actually agents of a dark lord, who will attempt to murder the other two, as well as the players, and take all the treasure for themselves.
D10=2:A lone farmer is tending to a patch of crops in the middle of the graveyard. He seems unfazed by the surroundings and even offers to sell some of his fresh produce to the party. But there's something odd about this farmer and his crops...
D10=3:The players find a broken shield engraved with a legendary knight’s emblem.
D10=4:The players hear a man screaming at the top of his lungs. He is screaming about 'the beast'. If players investigate, they will find a man who has lost his mind. He will attack the players, thinking that they are the beast.
D10=5:A group of 2d10+2 zombies stumble toward the party...
D10=6:The players find a crypt with an unlocked door that creaks eerily when opened.
D10=7:A group of women are arguing about whether or not a man was murdered. They are waiting for the man's widow to arrive and settle the matter.
D10=8:The party sees a group of 2d6+2 men and women walking around the graveyard, talking about how much they love the city and how much safer it's become since they were children. They are talking about how they've seen less theft and less crime since they were kids, and how they want to make sure that their children's children don't have to worry about crime like they did when they were kids.
D10=9:The far-off sight of distant lights gives a momentary sense of hope.
D10=10:A group of men is digging a grave for a man who was killed by goblins. They are trying to dig faster than a group of goblins who are waiting for them to finish.
d100 = 99
D10=1:A sudden, chilling breeze reveals an otherworldly war being reenacted by ghostly soldiers. The battlefield was once the graveyard now stands, and the spirits seek to recruit the players to help them find eternal rest by resolving the ancient conflict.
D10=2:You find an old, half-burned candle at the base of a gravestone.
D10=3:Players find a man who is carrying a casket. The casket is covered in blood and the man looks like he has been in battle. If the players ask, he will tell them that he was a warrior in a faraway kingdom and that he was hired by an old woman to kill a band of goblins that has been harassing her for a few weeks now.
D10=4:Dead leaves crunch underfoot.
D10=5:Enshrouded is an unassuming grave marked with holographic runes. Players must interpret it to access a hidden vault replete with divine relics infused with tech-energies. As they decipher, animated corpse constructs force compliance to divine principles integrated via arcane technological means opposed vehemently by purists compelled by a hidden divine agenda.
D10=6:A vampire is laying in his coffin, pretending to be dead. If players open the coffin, he will spring to life and try to persuade them to let him go, promising riches and secrets in return.
D10=7:Cold razor-vine partitions separate this part of the graveyard. Transgressing its borders not only awakens 3d6 vine-tangled skeletons but also marks you with a curse traced in dark politics—one which has claims within noble courts. Unraveling the curse could save your standing; failing pits you as an outcast under constant threat.
D10=8:A strange mist covers the graveyard, and the players find themselves transported to a different realm where they must fight a powerful undead ruler to return to their world.
D10=9:A group of people are arguing about whether or not a man was murdered. They are waiting for the man's body to be returned to them so they can bury him.
D10=10:Mourners of the lost and forgotten leave flowers and trinkets on disremembered headstones. One grieving widow claims her late husband holds vital secrets to a noble past, but her ghostly spouse beckons differently from beyond as players follow the ethereal rendition of a pitiful tale embroiled with love and betrayal where kindness or ruthlessness determines the outcome.
d100 = 100
D10=1:A group of 2d4 werewolves have taken refuge in the graveyard during the full moon. They are looking for a cure for their condition and may ask the players for their help.
D10=2:You discover a half-buried timepiece stuck at midnight.
D10=3:A single, unopened letter lies atop a freshly dug grave.
D10=4:The thud of a falling branch disrupts the quiet momentarily, giving way to calm once more.
D10=5:A group of zombies are congregating around a recently dug grave. As the players approach, the zombies turn and start to attack. It turns out the grave was dug for a powerful necromancer who was buried with his staff, which the zombies now protect.
D10=7:A group of 1d8+1 animated scarecrows have taken up residence in the graveyard. They attack anyone who dares to disturb their "peaceful" home.
D10=8:From a ruined chapel, the ghost of a cleric emerges. If players can consecrate the chapel, she will bless them with holy powers.
D10=9:The seemingly peaceful cemetery suddenly becomes a battleground as 1d4 night hags materialize, summoning 3d4 shadows to do their wicked bidding. They weave evil magics to ensnare the souls of the living.
D10=10:A group of 2d8 goblins are ransacking the graveyard. They are looking for the Sword of Kings, the sword that was used to defeat their king. They don't know what happened to the king, just that their king was defeated by this weapon. They are willing to trade information on the sword for gold.
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Other dice tiers for the graveyard: D1, D4, D6, D8.
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