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D4 Graveyard Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for graveyard scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a graveyard, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Graveyard encounter table

d100 = 1

  1. D4=1:The distant murmur of a river can be heard, though no water is visible.
  2. D4=2:A group of 2d6 werewolves are having a feast on a pile of fresh corpses. If players can appeal to their human sides, they may be able to negotiate with them for information or assistance.
  3. D4=3:The players notice a gentle melody that comes and goes with the wind.
  4. D4=4:You notice a grave marked with strange, arcane symbols.

d100 = 2

  1. D4=1:The air grows colder as you move deeper into the graveyard.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The spirit of a resolute lawyer offers her expertise in diplomacy if players help her uncover the truth behind a wrongful conviction.

d100 = 3

  1. D4=1:A row of headstones seems perfectly aligned with the stars above.
  2. D4=2:A group of 2d10 grave robbers are seen digging up a grave in this area. They are after the treasure buried with the dead. If players approach, they run away since they don't want to be caught during their heist.
  3. D4=3:A ghostly woman in white appears to the players and asks for their help in finding her lost wedding ring. She promises to reward them if they find it, but if they accept the quest, they must face a powerful wraith who guards the ring.
  4. D4=4:A group of 2d6+3 ghouls attack the party, hoping to feast on some fresh meat.

d100 = 4

  1. D4=1:The echoing laughter of children leads to the spirits of a spectral orphanage. They offer their playful help if players can find their lost caretaker.
  2. D4=2:A group of three men wearing black robes are talking to each other in front of a grave. If the players approach, the men will ask them to help them dig up the grave. The three men are actually bad NPCs who are trying to dig up a grave to steal from it.
  3. D4=3:A beautiful woman can be seen crying by a grave. She is actually a succubus, luring unsuspecting victims to their doom. Players may fall under her spell or resist her charms. 29. A group of 1d8+1 traveling merchants have set up shop in the graveyard, selling various goods and services to the dead. They may have useful information or rare items for sale.
  4. D4=4:The PCs encounter a priest casting a blessing over a grave. The priest confesses to having stolen a relic and needs help returning it to lift a curse. Once the relic is obtained, the priest betrays the party, revealing his alignment with a cult.

d100 = 5

  1. D4=1:An old and dilapidated sign points to a forgotten section of crypts and tombs.
  2. D4=2:You catch sight of an inscription that changes each time you look at it.
  3. D4=3:A lone wolf howls in the distance, the sound echoing through the cemetery.
  4. D4=4:A lost child wanders through the graveyard, searching for their parents. They are being followed by a mysterious, shadowy figure.

d100 = 6

  1. D4=1:The players find an old locket on the ground bearing the image of a long-dead couple.
  2. D4=2:A flock of ravens perched on top of gravestones, watching the players with eerie intelligence.
  3. D4=3: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 2 Hit Dice and are armed with short swords and shields).
  4. D4=4: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.

d100 = 7

  1. D4=1:A stone path winds its way through the graveyard, overgrown with grass but still visible.
  2. D4=2:A meteor streaks across the night sky, briefly casting an eerie glow over the graveyard.
  3. D4=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.
  4. D4=4:You hear the distant tolling of a bell, though no bell tower is in sight.

d100 = 8

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The party hears a small animal crying. If they investigate, they will find a small creature. The creature is a small dog. The dog is a gift from a sorcerer to a witch who is trapped in the graveyard. The dog's name is Fido. The dog is a gift to the witch. If the party helps him, he can tell them where the witch is trapped.
  4. D4=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.

d100 = 9

  1. D4=1:A small wooden toy lies abandoned on the ground.
  2. D4=2:A ghostly marionette puppet suddenly appears near a child's cliff-adorned grave, moving eerily on its own, depicting an important scene from the past that may reveal hidden clues or horrors.
  3. D4=3:A single, pure-white dove watches the adventurers from a secure perch.
  4. D4=4:Loose ashes from a long-burnt fire scatter near a small, unmarked grave.

d100 = 10

  1. D4=1: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.
  2. D4=2:In a decrepit graveyard chapel, a cleric of a forgotten god preaches that death holds the answers to the world's injustices, offering eternal vigilance against lingering evil—for a price. Players can partake in a ritual meant to grant them insights into realms beyond, but the price may demand more than mere coin, risking their very essence or freedom.
  3. D4=3:The players find an old ring, weathered by time, half-buried in the dirt.
  4. D4=4: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.

d100 = 11

  1. D4=1:A branch snaps in the distance.
  2. D4=2:A lantern-holding cleric is praying over a grave. He is a mid-level cleric. He will attack the players if they touch the grave.
  3. D4=3:A couple of drunk men are sitting by one of the graves, talking about how they wish they were buried here, instead of being buried in that wretch of a city they live in. They want to be buried here because they think it'll be safer than being buried in their current city.
  4. D4=4:You find an odd, ancient coin embedded in the trunk of a dead tree.

d100 = 12

  1. D4=1: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.
  2. D4=2:The party hears faint whispers and sees spectral forms moving in and out of the trees. They are the spirits of children who died in a nearby orphanage fire. If players listen to their story, they will receive a blessing from the spirits.
  3. D4=3:As the players wander among looming tombstones and shrouded crypts, they witness a funeral procession led by a pompous priest who theatrically mourns the "untimely" death of a wealthy merchant. The priest offers to sell the players blessed relics at a steep price, claiming they'll ward off the restless dead. As night falls, the merchant’s ghost, angered by the priest’s profiteering, rises from the grave and demands the relics be returned. Players must decide whether to confront the ghost, expose the priest, or pocket the relics themselves.
  4. D4=4:The sound of a lone owl hoots eerily in the distance, adding to the graveyard's somber tone.

d100 = 13

  1. D4=1: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.
  2. D4=2:A single candle burns on a gravestone, recently placed.
  3. D4=3:A wildflower garden has overrun an old, untended section, blooming in defiance of the gloom.
  4. D4=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.

d100 = 14

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:An epitaph reads a name the players recognize – an important figure from local lore.
  4. D4=4: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.

d100 = 15

  1. D4=1:A group of 2d4+4 hobgoblins are digging up a grave. If the players approach, they will be attacked.
  2. D4=2:Rustling sounds arise from the bushes, revealed to be a family of hedgehogs passing through.
  3. D4=3:You find a small, ancient-looking scroll partially buried in the dirt.
  4. D4=4:A lone lily stands in full bloom on an otherwise unattended grave.

d100 = 16

  1. D4=1:A faint, ghostly melody plays from an unknown source.
  2. D4=2: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.
  3. D4=3:A cursed object lies hidden among the gravestones, causing anyone who touches it to become possessed by a vengeful spirit. The players must find the object and either destroy it or return it to its rightful owner to break the curse.
  4. D4=4:An unusual gravestone displays a carving of a riddle, challenging cunning above brute force.

d100 = 17

  1. D4=1:The ground beneath your feet shifts slightly, unsettling you.
  2. D4=2:Flamboyant, ethereal acolytes prepare for a great resurrection festival featuring summoning rites gearing muscular grave golems assisting the rituals, they request aid in performing difficult aesthetic tasks.
  3. D4=3: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.
  4. D4=4:A lone, forgotten spyglass lies discarded at the base of an old headstone.

d100 = 18

  1. D4=1:A group of wererats have set up a hideout in the graveyard and are using it as a base to carry out their robberies and kidnappings in the nearby town. The players must stop them and rescue any victims they may have taken.
  2. D4=2:The party encounters a restless revenant seeking vengeance. If they help him find and defeat the one who wronged him, the revenant will grant them a powerful relic.
  3. D4=3:The adventurers stumble upon a haunted library filled with spectral scholars. By gaining their trust, they can access valuable tomes of forgotten knowledge.
  4. D4=4: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.

d100 = 19

  1. D4=1:A feather, pure white in color, is found resting on the ground near a tombstone.
  2. D4=2:A group of 3d4 ghouls attack the players.
  3. D4=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.
  4. D4=4: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.

d100 = 20

  1. D4=1:The graveyard is eerily silent, the usual sounds of night conspicuously absent.
  2. D4=2:The players come across a group of cultists performing a dark ritual in the graveyard. If they interfere, they will have to face off against a powerful demon summoned from another plane of existence.
  3. D4=3:A stray cat slinks between the gravestones, eyeing the adventurers warily.
  4. D4=4: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).

d100 = 21

  1. D4=1:A man in noble attire can be seen kneeling in front of a grave, mourning the loss of his love. He believes she was murdered and is seeking revenge. Players can either help him find the killer or uncover the truth.
  2. D4=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 10 troops - each troop has 2 Hit Dice and are armed with short swords and shields).
  3. D4=3:A ghostly figure appears before the players and asks for their help in finding peace. The ghost explains that he was a wealthy man in life and was buried with all of his riches, but someone stole his treasure and he cannot rest until it is returned. If players help him find his treasure, he will reward them with valuable items.
  4. D4=4:The soft, rhythmic tapping of a spectral figure echoes faintly.

d100 = 22

  1. D4=1:Spectral nomads recount their cyclical robbing of regal tombs confronting truths about seasonal exploits marked by inherent satire. Sympathizing with these revenant vagabonds provokes community resonance or undermining governance exploits those undermining sanctity of unspoken hierarchies.
  2. D4=2:A thick branch creaks under unseen pressure, giving the impression of an invisible watcher.
  3. D4=3:A group of children are running through a graveyard, they are playing a game where they are running as fast as they can, then diving in to a freshly dug grave to hide. If players get too close, the children will hide in the grave then jump out and yell 'Boo!' at them.
  4. D4=4:You accidentally disturb a nest of mice hidden within a gravestone.

d100 = 23

  1. D4=1:A group of ghouls have taken up residence in the graveyard, using the tombstones as a hideout. If the players can convince them to leave peacefully, they will give them a map to a hidden treasure.
  2. D4=2:A grave marker has fresh, finger-sized indentations in the soil surrounding it.
  3. D4=3:A lone, forgotten spyglass lies discarded at the base of an old headstone.
  4. D4=4:A corpseflower freshly bloomed, radiating an arcane aroma, might either bestow arcane proficiency or incite wild magic surges, forcing unexpected and humorous outcomes.

d100 = 24

  1. D4=1:An old key is found lying near an ancient grave.
  2. D4=2: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.
  3. D4=3:A gust of wind lifts the hem of a spectral figure’s cloak before it vanishes from sight.
  4. D4=4:You hear the soft rustle of leaves, but see no movement.

d100 = 25

  1. D4=1:The ground here feels strangely soft, like treading on mounds of old, forgotten bones. A hooded figure offers riddles in exchange for passage through a safe path. Answer wrongly and be beset by 3d6 ghasts who claw their way from the earth below. Answer correctly to receive a cryptic hint about a brewing court conspiracy.
  2. D4=2:An old, frayed ribbon tied around a tree branch flutters gently.
  3. D4=3:The scent of fresh lilacs fills the air.
  4. D4=4: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.

d100 = 26

  1. D4=1: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.
  2. D4=2:The appearance of a rainbow through a light drizzle offers peaceful calmness.
  3. D4=3:A sudden, cold gust of wind blows out the adventurers' torches.
  4. D4=4:The soft burbling of water comes from a hidden spring within the graveyard.

d100 = 27

  1. D4=1:The party hears a moan from a nearby grave. A zombie has just been created and is staggering around.
  2. D4=2:A large tree has fallen, crushing several smaller gravestones underneath it.
  3. D4=3:A group of restless spirits haunt a specific grave, demanding that the players unearth it and retrieve a powerful artifact buried with the deceased. However, disturbing the grave will awaken a powerful undead guardian.
  4. D4=4:A group of 2d6 armed men approach the party, believing them to be grave robbers. There has been a rise in crime in this area, and they want to make sure no one is stealing from the graveyard.

d100 = 28

  1. D4=1: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.
  2. D4=2:A Glimmer of light under old gravestones reveals a hidden underground chamber.
  3. D4=3: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.
  4. D4=4:The distant cry of a wolf echoes through the night, putting the adventurers on edge.

d100 = 29

  1. D4=1:A strange, metallic scent tinges the air, leading you to an old well filled with stagnant blood. From the well, vaporous blood wraiths rise, each one brandishing rusted, spectral weapons. They demand a sacrifice to return whence they came. Offering a piece of yourself could grant insights into noble betrayals; denial means a battle for survival.
  2. D4=2:A pack of 2d6 ghouls are feasting on a fresh grave. If players interrupt them, they will attack. If players offer them food or gold, they may let them pass.
  3. D4=3:A phantasmal bard appears and entertains the party with tales of betrayal within the graveyard. The ghost then suggests treasure hunting, intending to lead them into a series of deadly traps for keeping his spirit anchored.
  4. D4=4: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 = 30

  1. D4=1:A hag has set up shop in the graveyard, selling potions and trinkets made from grave dirt and bone fragments. She offers to sell the party powerful items but at a high cost or a dangerous task to complete.
  2. D4=2:A lone wolf howls in the distance, the sound echoing through the cemetery.
  3. D4=3: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!
  4. D4=4:The distant sound of crying tugs at your heartstrings.

d100 = 31

  1. D4=1:You hear the faint sounds of a ghostly prayer being recited.
  2. D4=2:You feel an inexplicable sense of deja vu.
  3. D4=3:Two wights and two zombies emerge from behind a nearby tombstone. They are armed with swords and shields.
  4. D4=4:A group of 2d6+2 soldiers from a nearby city are out on patrol. They want to know why the party is in their graveyard.

d100 = 32

  1. D4=1:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to trade information.
  2. D4=2:A group of ghosts offer to guide the players through the graveyard, but they lead them to an alternate plane of existence instead. To return to the material world, the players must complete a task for each ghost.
  3. D4=3:The PCs encounter a priest casting a blessing over a grave. The priest confesses to having stolen a relic and needs help returning it to lift a curse. Once the relic is obtained, the priest betrays the party, revealing his alignment with a cult.
  4. D4=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.

d100 = 33

  1. D4=1:A wizard is using the graveyard as a testing ground for their new necromantic spells and rituals. The wizard has been resurrecting dead bodies and experimenting on them. The wizard has a pack of 1d8+2 giant rats aiding them in their experiments by devouring the corpses after the wizard os done with them. They're huge rats.
  2. D4=2: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.
  3. D4=3:The faint outline of a person seems to appear amidst the swirling fog.
  4. D4=4: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.

d100 = 34

  1. D4=1:In an ancient burial mound, players encounter a ghostly chieftain. If they help reconstruct his shattered totem, he will grant them the protection of his tribe's spirits.
  2. D4=2: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.
  3. D4=3:A group of 2d6 bandits are robbing a tomb.
  4. D4=4:A tomb lies agape, and from it erupts a flurry of ghostly bats. At their center, a vampire sorcerer cryptically speaking of "Winter's Grasp" appears, offering cryptic prophecies at the cost: a blood promise.

d100 = 35

  1. D4=1:A group of 1d4+2 paladins are searching the graveyard for a powerful necromancer who has been raising the dead. If players help them defeat the necromancer, they will receive a blessing from their god.
  2. D4=2:Inside ancient tomb ruins, the PCs find an old friend who was presumed dead, claiming they need help escaping. The friend turns on them at a crucial moment, revealing a pact with the crypt's guardian for their freedom at the party's expense.
  3. D4=3:The soft chimes of a distant bell are heard and then fade away.
  4. D4=4:You trip over a partially uncovered skeletal foot.

d100 = 36

  1. D4=1: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.
  2. D4=2:The sound of footsteps trails just behind you, but no one is there.
  3. D4=3:A gravestone bears an inscription that seems to tell a story of tragedy.
  4. D4=4:You hear the distant sound of a harp being played gently.

d100 = 37

  1. D4=1:The body of a powerful wizard is buried in the graveyard, and his tower has appeared above his grave. The players must navigate through traps and puzzles to find the wizard's spellbook, which holds powerful magic spells.
  2. D4=2:The faint scent of lavender fills the air briefly, seeming to calm spirits.
  3. D4=3: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.
  4. D4=4:You feel an odd pull toward an unmarked grave.

d100 = 38

  1. D4=1:In the darkest grove, you find an empty grave with an inscription warning of curses. As you ponder, three spectral hounds advance, growling fiercely. Subduing them may lift the curse, while failing lets the curse take root within your veins, condemning you to a half-life of haunted existence.
  2. D4=2:A group of talking skulls hang from a tree, each one telling a different riddle. The players must solve the riddles to gain access to a hidden chamber beneath the graveyard.
  3. D4=3: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).
  4. D4=4:The fog parts to reveal a pack of 3d4 wights, darkly clad in the remnants of their once noble armor. They patrol the graveyard, eternally guarding the land they swore to protect in life.

d100 = 39

  1. D4=1: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.
  2. D4=2:A group of men are holding a seance in the graveyard, trying to talk to the spirit of one of the dead. They will pose as mediums if asked, but they aren't particularly good at it and will likely be discovered as frauds if they try to do anything supernatural like summon spirits or predict future events.
  3. D4=3:Luna moths made of pure light circle a particular gravestone. They reveal a hidden grove where the spirit of a nature deity blesses the party with druidic powers.
  4. D4=4:The players encounter an ethereal, enchanted mirror embedded in a large, ornate gravestone. Looking into the mirror reveals truths about themselves or hidden pathways around the graveyard not visible to the naked eye.

d100 = 40

  1. D4=1:A ghoul wanders aimlessly, singing a haunting tune. If the players listen closely, they might hear clues about treasure buried nearby.
  2. D4=2:A faerie spirit bound to the graveyard offers a riddle competition. If the adventurers win, she provides enchanted seeds with various magical effects when planted.
  3. D4=3:A group of children are playing hide-and-seek amongst the graves.
  4. D4=4:A group of fireflies float around a solitary grave, creating an ethereal glow.

d100 = 41

  1. D4=1:The faint scent of incense lingers in the air, though there are no signs of a recent ritual.
  2. D4=2:Two masked revelers are fighting with each other in a graveyard.
  3. D4=3: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.
  4. D4=4:An old, cracked lantern lies in the dirt.

d100 = 42

  1. D4=1:A branch snaps in the distance.
  2. D4=2:Heavily warded dolmen where an elder lich performs celestial calculations on gravestones. Observing his hidden math brings odd prophecies aiding the climax of an ongoing campaign.
  3. D4=3:A feeling of dread permeates the air as 3d4 haunted dolls creep out from behind headstones. Animated by malevolent spirits, these once-innocent toys have become savage, murderous creatures.
  4. D4=4:Ominous cackling. A group of 3d4 ghosts are flying around the area. They are laughing at the players for disturbing their rest.

d100 = 43

  1. D4=1:A group of 1d4+2 adventurers are looking for the tomb of a dead king in the graveyard. If players get involved in their adventure, they will be known as tomb raiders and will not be welcome in any other village or town throughout the region!
  2. D4=2:You find a small, ancient coin similar to those used by previous civilizations.
  3. D4=3:The gnarly roots of an ancient tree protrude from the ground, creating tripping hazards.
  4. D4=4:A group of goblins are digging up graves and rummaging through coffins. They are searching for treasure to steal and have no respect for the dead. When they spot the players, they will attack to protect their loot.

d100 = 44

  1. D4=1:A small, weathered sign marks the entrance to a family plot.
  2. D4=2:A werewolf has taken refuge in the graveyard during the full moon, seeking to avoid hurting others in its cursed form. The players must either help the werewolf or try to subdue it until the moon sets.
  3. D4=3:The air feels heavy with the weight of old memories.
  4. D4=4:You feel the ground tremble slightly beneath your feet.

d100 = 45

  1. D4=1: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.
  2. D4=2:A group of 2d6 goblins are playing with their pet wolf. The wolf is tied up and on a leash. If players approach, the goblins will attack.
  3. D4=3:A group of 2d6 bandits are robbing a tomb.
  4. D4=4:A small wooden toy lies abandoned on the ground.

d100 = 46

  1. D4=1:A man is standing in front of a large grave, talking to the dead man's ghost. He wants to know if the ghost will haunt him if he digs up his body and steals his treasure.
  2. D4=2:Two nearby mounds shift, revealing two ghouls. The ghouls attack.
  3. D4=3:A group of ghosts are having a party in the graveyard, dancing to ghostly music and drinking ghostly wine. They invite the players to join in on the fun, but beware of trying to take any of the ghostly wine, as it may have unexpected effects on the living.
  4. D4=4:An old and dilapidated sign points to a forgotten section of crypts and tombs.

d100 = 47

  1. D4=1:The players come across a bizarre, spectral market where ghostly merchants hawk surreal and magical goods. However, their currency is memories or emotions rather than gold or silver.
  2. D4=2:A group of 2d6 ghouls are carrying around a freshly dug up corpse that they plan on feasting on later. If players approach, the ghouls will attack.
  3. D4=3:A mysterious woman dressed in all black stands in front of a mausoleum, clutching a bouquet of dead flowers. She tells the players that she needs their help to resurrect her dead lover, but in reality, she is a powerful necromancer trying to raise an army of undead.
  4. D4=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.

d100 = 48

  1. D4=1:A large and ancient tree stands in the center of the graveyard. It is said to have been planted by a powerful druid, and it still possesses some of its magical abilities. It may offer aid to the players if they show respect for nature.
  2. D4=2:Two men are sitting on top of a tomb, drinking wine and talking about their day. They will offer the players some wine if they have any on them. If the players refuse, they will get off their perch and leave in a huff. If the players accept, they will get drunk and become friends with the players for the rest of the adventure, helping them out whenever they can and even protecting them from danger if necessary.
  3. D4=3:A pair of squirrels chase each other through the trees, paying no mind to the players.
  4. D4=4: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.

d100 = 49

  1. D4=1:The gentle trill of a nightingale cuts through the otherwise oppressive silence.
  2. D4=2:A trapped crypt is discovered, and inside is a gnome necromancer experimenting with raising the dead. He offers to let the players observe his process, but things might go awry.
  3. D4=3: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.
  4. D4=4:A half-sunken tomb tremors with the pleas of a fallen cleric indignantly accusing themselves of heresy. This entity possesses eldritch knowledge hinted at with sarcastic recitals of verse but requires filthy claws to perform their absolution rites. Playing clergy or antagonist hones key relics at the cost of moral smudge or divine reprisal.

d100 = 50

  1. D4=1:An ancient, rusted chalice stands next to a grave.
  2. D4=2:Two thieves are digging up a grave to steal treasure from it. If they are caught, they will fight to the death.
  3. D4=3:A distant figure briefly appears on a misty hill, only to vanish moments later.
  4. D4=4: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 = 51

  1. D4=1:The sound of cogs and gears echoes in the distance. A graveyard section now towers as a sanctuary to robots who worship a clockwork deity. The players can partake in a ceremonial act in exchange for enhancements to their equipment, but spies from an anti-technological cult lie in wait to assassinate those they deem heretics.
  2. D4=2: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.
  3. D4=3:The appearance of a rainbow through a light drizzle offers peaceful calmness.
  4. D4=4:The players hear the faint sound of a hymn being sung on the wind.

d100 = 52

  1. D4=1:The area around an old mausoleum feels abnormally cold. Investigating reveals a frost-covered spirit who offers to teach the players ancient frost magic in exchange for an artifact to warm their icy heart.
  2. D4=2:The distant cry of a lone wolf sends shivers down your spine.
  3. D4=3: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.
  4. D4=4:You find a small, polished stone with a symbol etched into it.

d100 = 53

  1. D4=1:A pair of boots, seemingly in good condition, are found near an open grave.
  2. D4=2:A group of mimics disguised as gravestones attack the players when they get too close. The players must figure out which gravestones are real before they are engulfed by the mimics.
  3. D4=3:A lone banshee is crying in a corner of the cemetery. If the party comforts her and listens to her story, they may find out that she is the ghost of a powerful queen and she may offer her help in return for their kindness.
  4. D4=4:The moonlight reveals carvings of a sun motif on an old tombstone.

d100 = 54

  1. D4=1:You find a pendant with a glowing gem in the center.
  2. D4=2:The scent of freshly baked bread wafts through the air, strangely out of place.
  3. D4=3:A well-maintained, but empty, picnic blanket is spread out near a group of graves.
  4. D4=4:The players stumble upon an ornate mausoleum whose door is slightly ajar. Inside, a ghostly orchestra plays melancholic music, entrancing any who listen for too long, making them relive the most sorrowful moments of their lives.

d100 = 55

  1. D4=1:An old, frayed ribbon tied around a tree branch flutters gently.
  2. D4=2:The distant murmur of a river can be heard, though no water is visible.
  3. D4=3:The occasional dropping of acorns echoes loudly in the stillness of the cemetery.
  4. D4=4:You spot a small hole leading into the earth near a headstone, possibly an animal burrow.

d100 = 56

  1. D4=1:Two men are digging a grave. They are obviously worried about something. They will ask for a few gold pieces. If the players give them the money, they will say: 'Thank you. We need it for medicine. My brother is very sick.'
  2. D4=2:A length of rope coiled neatly by an unusually large and solitary headstone.
  3. D4=3:Stars align perfectly near a specific area of the mausoleum, illuminating detailed engravings.
  4. D4=4:A group of children are playing with toy figurines, making believe they are in battle against evil forces.

d100 = 57

  1. D4=1: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.
  2. D4=2:A crumpled, but legible, family tree is found lying partially buried.
  3. D4=3:The players come across a dilapidated crypt, with a skeleton sitting at a table inside, playing solitaire. If the players join in and win the game, the skeleton will reveal the location of a hidden treasure in the graveyard.
  4. D4=4:The players find a grave with a family crest they recognize from their travels.

d100 = 58

  1. D4=1:The sound of distant drums can be heard, signaling a nearby orc tribe preparing for battle.
  2. D4=2:A spectral historian can't rest until one last tale from his life is documented fully. He requests the players' help in finding scattered pages of his diary throughout the graveyard, offering ancient lore in return.
  3. D4=3:A man approaches the players, offering to sell them a rare and powerful potion that will grant them eternal life. However, it turns out the potion is just a cheap knockoff that will turn the players into mindless zombies.
  4. D4=4: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 = 59

  1. D4=1: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.
  2. D4=2:A gravestone appears to have aged centuries in mere moments.
  3. D4=3: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.
  4. D4=4:The quiet of the night is shattered by a sudden, bone-chilling scream. Following it leads you to a gaping chasm filled with 3d6 spectral hands grasping for the living. At the bottom, an old warrior’s spirit pleads for his bones to be reunited. Help him to gain a warrior’s blessing; refuse, and the hands may pull you into eternal darkness.

d100 = 60

  1. D4=1:A strange figure wearing a hooded cloak is wandering among the tombstones, muttering to themselves. If the party approaches them, they may reveal that they are a powerful wizard in disguise and seek the party's help in finding an ancient artifact hidden in the cemetery.
  2. D4=2:The air is filled with the distant echo of a child's laughter.
  3. D4=3:A party of six skeletons are dancing and drinking in front of a tomb. The skeletons are celebrating their recent 'retirement' from the local graveyard patrol.
  4. D4=4:The unmistakable scent of roses fills the air, though none are visible.

d100 = 61

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A gravestone bears an inscription that seems to have been freshly etched.
  4. D4=4:A spider spins a web between two gravestones.

d100 = 62

  1. D4=1:A group of 2d4+4 soldiers from a nearby city are out on patrol. They want to know why the party is in their graveyard. They are also looking for the cause of the recent zombie attacks.
  2. D4=2:The ground opens to reveal a hidden catacomb, from which spills 2d4 mummy priests, ancient clerics of a long-forgotten religion. They wield potent necromantic magic to protect their sacred tomb.
  3. D4=3:You feel as if the shadows themselves are watching you.
  4. D4=4: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.

d100 = 63

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A weathered sign post points the way to a nearby village, though the directions are faded.
  4. D4=4:A thick vine has split a gravestone in two, growing unchecked over the years.

d100 = 64

  1. D4=1:A group of 2d4 skeletons are standing in the road, staring at the ground. They don't attack.
  2. D4=2:The faint chime of bells ceases abruptly, replaced by an unsettling silence.
  3. D4=3:The ground beneath your feet feels strangely hollow.
  4. D4=4:As the players walk, a deep moan heralds the arrival of a cadre of 2d6 barrow wights, ancient kings cursed to roam their burial mounds. They carry spectral weapons and seek to reclaim their lost treasures.

d100 = 65

  1. D4=1:A small, well-hidden clearing offers a brief respite within the graveyard’s eerie presence.
  2. D4=2:You find an old, crumpled letter hidden behind a gravestone.
  3. D4=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!
  4. D4=4:The scent of decay becomes overwhelming as 3d8 ghoulish hounds bound from the darkness. These bestial undead creatures work in packs to bring down their prey with frightening efficiency.

d100 = 66

  1. D4=1:The players hear fleeting haunted melodies of an old lute faintly playing somewhere nearby.
  2. D4=2: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.
  3. D4=3:The players find an artifact, seemingly untouched by time, lying beside an ancient grave.
  4. D4=4:A withered wreath is found, commemorating some long-past event casting a nostalgic feel.

d100 = 67

  1. D4=1: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?
  2. D4=2:A vampire's thrall approaches the party and asks them to help him escape from his master's control. He will offer the party information if they help him.
  3. D4=3:The scent of burning incense lingers in the air.
  4. D4=4:A weathered tombstone stands slightly askew, revealing a deep crack along its base.

d100 = 68

  1. D4=1:A group of 1d4+4 zombies are carrying a small chest. The chest contains 1d10+10 gp worth of coins.
  2. D4=2:Two wights and two zombies emerge from behind a nearby tombstone. They are armed with swords and shields.
  3. D4=3:An enchanted tombstone imbues the players with the ability to speak with the dead, but it also attracts the attention of evil spirits who want to use them for their own purposes.
  4. D4=4:A group of 2d6+2 ghasts attack the party.

d100 = 69

  1. D4=1: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.
  2. D4=2:The sound of distant waves crashing fills the air.
  3. D4=3:A mysterious door appears in the ground, leading to a hidden crypt. Inside, the players find a powerful archmage who will teach them advanced spells in exchange for the skulls of powerful creatures.
  4. D4=4: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.

d100 = 70

  1. D4=1:A pack of hungry wolves are scavenging for food among the graves. They will attack anything that gets in their way.
  2. D4=2:A grave stands out for its beautifully maintained condition amid the neglected plots.
  3. D4=3:A narrow pathway leads to a consecrated crypt guarded by intricate surveillance golems trespassing divine domains. Within lies a cryptex melding mortal tech and immortal divine codes encrypting a fallen deity’s secrets. Decoding it unlocks unparalleled knowledge but sends an alert to a shadowy divine faction monitoring all such breaches.
  4. D4=4: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.

d100 = 71

  1. D4=1:The flap of unseen wings disturbs the stillness momentarily.
  2. D4=2:The soft sound of a piano playing faintly reaches your ears.
  3. D4=3:You find a tiny, intricately crafted figure hidden behind a gravestone.
  4. D4=4:A group of seven onyx statues depicting the Seven Deadly Sins stand in a row outside a nearby tomb. If the party attempts to sell the statues, they will find that they are extremely heavy and almost impossible to transport. They are worth no gold when sold to traders, who will only offer the players a few copper pieces each.

d100 = 72

  1. D4=1:While investigating a grave marked with a symbol of betrayal, the ground collapses, trapping the PCs in an underground network of catacombs riddled with traps set by a paranoid exiled mage, who seeks their demise.
  2. D4=2:The scent of rain, though the sky is clear, envelopes you.
  3. D4=3:The players come across a bizarre, spectral market where ghostly merchants hawk surreal and magical goods. However, their currency is memories or emotions rather than gold or silver.
  4. D4=4:A group of 2d10+2 zombies stumble toward the party...

d100 = 73

  1. D4=1:Two necromancers named Erwin and Ernest are arguing over a woman they both loved named Eileen. They will attack any living thing they see. Erwin is a level 9 wizard and Ernest is a level 6 wizard.
  2. D4=2:A well-tended flowerbed lies in stark contrast to the otherwise neglected surroundings.
  3. D4=3: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.
  4. D4=4:Three men in brown robes are digging up a grave. They are looking for items on the body. They will attack if they are disturbed.

d100 = 74

  1. D4=1:The players find an old locket on the ground bearing the image of a long-dead couple.
  2. D4=2: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.
  3. D4=3:A strange, almost musical tinkling sound is heard, but the source is elusive.
  4. D4=4: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.

d100 = 75

  1. D4=1:A distant laugh echoes through the graveyard, but no one is there.
  2. D4=2:The players stumble upon a mausoleum where a group of people are performing a ritual to resurrect a powerful lich. If the players can interrupt the ritual and defeat the lich, they will be rewarded with a powerful magic item.
  3. D4=3: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.
  4. D4=4: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.

d100 = 76

  1. D4=1:Players come upon a gravestone with an epitaph that references an ancient prophesy.
  2. D4=2:A wizard is using the graveyard as a testing ground for their new necromantic spells and rituals. The wizard has been resurrecting dead bodies and experimenting on them. The wizard has a pack of 1d8+2 giant rats aiding them in their experiments by devouring the corpses after the wizard os done with them. They're huge rats.
  3. D4=3:A toad hops across your path.
  4. D4=4:A group of goblins have set up camp in a section of the graveyard. They are using the graves as makeshift shelters and are causing chaos by stealing jewelry and trinkets from the dead. The players have a chance to sneak in and take them by surprise.

d100 = 77

  1. D4=1: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.
  2. D4=2:The party sees a large, ornate mausoleum in the distance. When they approach, they see that it is guarded by a clay golem. If players defeat the golem, they can enter the mausoleum and find valuable treasures inside.
  3. D4=3:The scent of decaying leaves and the distant tolling of a mournful bell set the stage as you wander deeper into the graveyard. You stumble upon an abandoned funeral pyre, burnt remnants of what seems to be a heretical rite. In the ashes, a sigil of a black sun—a forbidden cult's mark. Suddenly, you're surrounded by 2d6 cultists, eyes glinting with fanaticism. They whisper of a dark prophecy, where life and death entwine. Their leader, a gaunt figure with a twisted smile, offers you a blood-pact in exchange for knowledge. Death-traps laced with insidious spells litter the area, punishing the unworthy. Accepting or denying the pact carries dire consequences, entangling you in a web of dark secrets and ancient conspiracies that echo through the very bones of the graveyard.
  4. D4=4:The earth near one grave appears freshly disturbed, as though something has recently been buried—or unearthed.

d100 = 78

  1. D4=1: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.
  2. D4=2:A beautiful vampire posing as a distraught widow offers the party riches for resolving her husband’s murder. Her story is false, intending to turn the party into her vampire thralls.
  3. D4=3:A group of 1d4+2 tomb robbers are digging up a grave. They are looking for treasure. They will attack the players if they get in the way. If they find treasure, they will fight to the death to keep it.
  4. D4=4: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.

d100 = 79

  1. D4=1:A spectral bandit leader trapped in eternal torment asks for players' help to find his treasure. In return, he offers his thievery skills.
  2. D4=2: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.
  3. D4=3:The sudden appearance of a halo-like ring in the sky adds an otherworldly feel.
  4. D4=4:Footprints in the dirt lead to, and then stop abruptly at, an empty plot.

d100 = 80

  1. D4=1:A group of 2d4 skeletons are wandering around the graveyard, searching for living flesh to devour.
  2. D4=2: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.
  3. D4=3:The scent of an unknown spice tickles the adventurers' noses.
  4. D4=4:An exquisite yet heavily rusted lock on the gate of an ancient crypt intrigues them.

d100 = 81

  1. D4=1:A pair of glowing eyes watch you from the shadow of a crypt.
  2. D4=2:A grave with a unique carving of a tree brimming with symbolic fruits catches their eye.
  3. D4=3:Players notice a path of small pebbles arranged in an intricate pattern.
  4. D4=4: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.

d100 = 82

  1. D4=1:Moss covers a large portion of a weathered gravestone.
  2. D4=2: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.
  3. D4=3:The players encounter the haunted remains of a guildmaster who offers his vast network of contacts if they help avenge his betrayal.
  4. D4=4:Unmarked, decrepit gravestones start violently shaking as the players approach. Suddenly, spiritual ancestors materialize, challenging the intruders to prove their worthiness by completing a series of tests.

d100 = 83

  1. D4=1:The players hear the sound of digging, but upon investigation, find only an old badger burrow.
  2. D4=2:A gravestone has fresh candles burning at its base.
  3. D4=3:A ghostly figure appears in the graveyard, asking for help in avenging their murder. They will guide players to the location where they were killed and assist in any way they can. If their killer is still alive, they will fight alongside the players.
  4. D4=4: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.

d100 = 84

  1. D4=1:A distant wolf howl sends chills down your spine.
  2. D4=2:A dormant stone golem awakens, guarding an ancient family’s burial plot. It will allow the party to pass if they prove their worth by defeating spectral invaders desecrating the site.
  3. D4=3:A group of 2d6+2 wights attack.
  4. D4=4:A ghostly figure watches over a child's grave, vanishing if approached.

d100 = 85

  1. D4=1:D6+2 zombies attack a group of traveling players.
  2. D4=2:A child’s ragged doll lies discarded among the grass, its button eyes missing.
  3. D4=3:The night air carries the distant whispers of a revered poet, whose mausoleum turns out to be a library of spectral literature containing riddles and prophecies. Reading from these ghostly tomes may grant insights or curses.
  4. D4=4:The chorus of crickets fills the air as night falls.

d100 = 86

  1. D4=1:A friendly ghoul offers the players a map to a treasure hidden in the graveyard. In return, he asks for their help in protecting it from grave robbers.
  2. D4=2:Midnight sees the emergence of a thick, unnatural fog, through which the sound of rattling chains can be heard. Investigating reveals a skeletal figure bound in iron, desperately scratching at the earth. Freeing it risks summoning a cursed lich who once dominated the region but could also provide knowledge of a secret war council plotting in shadows.
  3. D4=3: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.
  4. D4=4:A group of young men and women are standing around a grave, laughing and joking about how many gold pieces it cost to get rid of the evil that stalks their town. If players approach them, they will say, 'Stay away from us! We don't want anything to do with you!' and then run away.

d100 = 87

  1. D4=1:A group of 2d4 skeletons begin to attack the players. They attack until destroyed. If players attempt to communicate with them, they will respond with simple phrases like 'kill you' or 'die' or 'we are the bones'.
  2. D4=2:A grave shows signs of recent disturbance but remains otherwise untouched.
  3. D4=3:An epitaph reads a name the players recognize – an important figure from local lore.
  4. D4=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!

d100 = 88

  1. D4=1:The faint aroma of spiced wine wafts through the air, though no source is evident.
  2. D4=2: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.
  3. D4=3:A bat swoops low, narrowly missing the players’ heads.
  4. D4=4:The sound of a battle can be heard coming from the nearby graveyard. If investigated, players will find several half-orc barbarians fighting with skeletons. If players join in on the fight, the barbarians will be surprised and grateful.

d100 = 89

  1. D4=1:Players stumble upon the Tomb Bakers during spring, baking ethereal foods. If partaken, these spectral scones and pastries inflict varying degrees of trans-planar euphoria or nausea.
  2. D4=2:A specter bound to a cursed painting offers clues to hidden graves if players can lift the curse on the artwork.
  3. D4=3: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.
  4. D4=4:A group of animated gravestones arrange themselves into a chess board, and a ghostly chess master challenges the players to a game involving both tactics and spectral manipulations. Winning may reveal a checkmating treasure, while losing might endanger the players to become spectral pawns.

d100 = 90

  1. D4=1:The eerie cawing of ravens seems to follow you.
  2. D4=2:The players see a group of zombies performing a choreographed dance routine in the moonlight. Suddenly, one of the zombies notices the players and demands that they join in on the dance. If they refuse, the zombie becomes enraged and attacks. If they join in, the zombies reward them with a small treasure from their "graveyard hoard."
  3. D4=3:An inscription on a tombstone appears to be written in an unfamiliar language.
  4. D4=4:You come across a grave with a large, ornate cross on it. As you approach, you realize that the cross is actually a polearm weapon and the grave belongs to a legendary warrior. If the party can lift the cross from the grave, they might gain some of the warrior's powers.

d100 = 91

  1. D4=1:A group of treasure hunters have dug up a coffin and are trying to pry the lid open. If the players help them, they will give them a bag of gold.
  2. D4=2:A chill runs down your spine as you walk past an angel statue.
  3. D4=3: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.
  4. D4=4: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 = 92

  1. D4=1: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.
  2. D4=2:A mournful spirit attached to an old pocket watch offers his services in exchange for finding and repairing the watch with a lost ancient gemstone.
  3. D4=3:A lone, forgotten spyglass lies discarded at the base of an old headstone.
  4. D4=4:The ground in one area feels warmer as if something or someone is resting beneath.

d100 = 93

  1. D4=1:A dormant stone golem awakens, guarding an ancient family’s burial plot. It will allow the party to pass if they prove their worth by defeating spectral invaders desecrating the site.
  2. D4=2:The sounds of battle are heard in the distance. As the players approach, they see two groups of fighters fighting each other until they see the players. The two groups stop and one group attacks the players.
  3. D4=3:An old, neglected shrine adorned with melted candles sits quietly in the corner.
  4. D4=4:Players come across a group of 2d6 skeletons, who are playing with their pet dire wolf. The dire wolf is tied up and on a leash. The skeletons will attack if players approach.

d100 = 94

  1. D4=1: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.
  2. D4=2:Ominous rain batters a monument dedicated to countless unknown soldiers. There, spectral warriors, 3d6 in number, appear to challenge you, guardians of a line long forgotten but heavily bound to court diplomacy. Facing or aiding them could provide a strategic advantage in later political scheming but risks much, including your life.
  3. D4=3: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.
  4. D4=4:A friendly ghost dog leads the party to a lost cemetery section where the spirit of a heroic general shares his battle strategies and relics.

d100 = 95

  1. D4=1:A mysterious fog rolls into the graveyard, covering everything in a thick blanket. The party must navigate through the fog and avoid traps set by a mischievous trickster spirit.
  2. D4=2:A group of 1d4+2 skeletons are looking for a place to rest. They look tired and they smell terrible.
  3. D4=3:A gust of wind carries the faint scent of decay.
  4. D4=4:The distant roar of a waterfall seems to echo through the graveyard.

d100 = 96

  1. D4=1:A trio of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to pay.
  2. D4=2:A strange mist settles over the graveyard, causing the players to see illusions of their greatest fears and regrets. The only way to dispel the mist is to face and overcome these illusions.
  3. D4=3:A group of 2d6 will-o'-the-wisps lead the players to the spirit of an ancient druid, who has been bound to the graveyard by dark magic. Freeing the druid will earn the adventurers powerful nature-based artifacts.
  4. D4=4:The echoing laughter of children leads to the spirits of a spectral orphanage. They offer their playful help if players can find their lost caretaker.

d100 = 97

  1. D4=1:Ominous rain batters a monument dedicated to countless unknown soldiers. There, spectral warriors, 3d6 in number, appear to challenge you, guardians of a line long forgotten but heavily bound to court diplomacy. Facing or aiding them could provide a strategic advantage in later political scheming but risks much, including your life.
  2. D4=2:At the heart of the graveyard, players find a spectral healer who offers her medical knowledge in exchange for sacred herbs to restore her powers.
  3. D4=3:A group of 2d6 zombies are playing a game of cards around a campfire near the edge of the graveyard. They invite the players to join them but become hostile if they win too much.
  4. D4=4:Drifting fog scatters around crumbling tombstones laid out like forgotten stars over the dark earth. Flickering will-o’-wisps hover, guiding you knowingly to an ornate crypt where a grand mirror, entwined in black rose vines, rests. A young maiden, ethereal and radiant, steps from the mirror. Her love story ended in betrayal, and now her spirit is locked, bound to the graveyard. To free her, you must navigate a chessboard of lethal traps and take on 2d8 skeletal soldiers commanded by a sinister necromancer who desires the maiden's power. Each move, each decision carries the weight of life and death, demanding both intellect and valor. Success crafts a tear-jerking tale of redemption, while failure pulls you deep into an unending saga of sorrow, your own graves joining those forgotten stars.

d100 = 98

  1. D4=1:The distant sound of a violin playing a sorrowful melody filters through the night air.
  2. D4=2:Footprints in the dirt lead to, and then stop abruptly at, an empty plot.
  3. D4=3:The swaying lantern of a specter draws you towards a fog-shrouded marsh within the graveyard. There, 2d4 drowned undead rise, dripping with muck and stench. Helping their leader recover a lost artifact may quell their anger—or else their marsh becomes your final resting place.
  4. D4=4:A group of men and women are signing up for a tour of a local haunted house.

d100 = 99

  1. D4=1:The smell of fresh earth mixes with the more pungent odors of decay.
  2. D4=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.
  3. D4=3:Vultures are circling overhead. The ground is littered with bones. A group of 1d4+3 skeletons are fighting over the remains of a dead warrior. The skeletons are still equipped with their weapons and armor, but there is nothing left of the man's body.
  4. D4=4: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.

d100 = 100

  1. D4=1:A group of 1d4+3 zombies are staggering around the graveyard. They are searching for food and will attack anything that approaches.
  2. D4=2:A grave seems to have been recently disturbed, with fresh soil scattered.
  3. D4=3:A group of 2d4+2 skeletons are sitting around a campfire near their camp site in the graveyard. They are cooking dinner and drinking wine stolen from a nearby village. If the players approach, they will attack them and ask them to join in on their meal and wine if they want any themselves.
  4. D4=4:Players come across a magical pool of water in the graveyard. If they drink from it, they will be granted a vision of their past, present, or future. However, there is a chance they will also be cursed.

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Other dice tiers for the graveyard: D1, D6, D8, D10.

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