A complete D&D 5e random encounter table for graveyard scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a graveyard, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Graveyard encounter table
d100 = 1
D6=1:The players stumble upon a group of ghostly maidens mourning over a grave. They ask for the players' help in solving the mystery of their untimely deaths and the curse that keeps them bound to the graveyard.
D6=2:A lost caged bird struggling but surviving, its color deep with unnatural hues.
D6=3:A single, unopened letter lies atop a freshly dug grave.
D6=4: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.
D6=5:A group of ghouls are feasting on a fresh corpse. They will attack if the players get too close.
D6=6: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.
d100 = 2
D6=1:The distant sound of a harp playing fills the air.
D6=2:You notice a patch of unusually vibrant flowers growing near a headstone.
D6=3:A group of 1d6 zombies are carrying a small chest. They will attack anyone who gets close. The chest contains 1d10+10 gp worth of gems.
D6=4: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.
D6=5:An abandoned crypt suddenly opens, and a horde of undead creatures pours out. The players must fend them off and close the crypt before the undead can spread throughout the graveyard.
D6=6:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to trade information.
d100 = 3
D6=1:A spectral jeweler offers to craft enchanted jewelry if the players retrieve rare gems from a cursed cave.
D6=2: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.
D6=3: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. The cultist leader will try to sacrifice the players to the golem as well.
D6=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.
D6=5: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.
D6=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.
d100 = 4
D6=1:You see a group of 1d4+3 zombies staggering around in confusion. They will attack anything that approaches them, even if it means attacking each other
D6=2: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.
D6=3:Players hear a strange sound coming from the nearby chapel. If they investigate, they find an undead priest who is trying to bless the body of a dead woman. The priest will attack the players if they disturb him.
D6=4:An old, rusty gate creaks loudly as it swings open in the wind.
D6=5:A tree has grown up through the middle of a gravestone, splitting it in half.
D6=6:A small package wrapped in cloth is found near a gravestone.
d100 = 5
D6=1: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.
D6=2:You hear the distant sound of a harp being played gently.
D6=3:A group of 1d6 zombies are carrying a small chest. They will attack anyone who gets close. The chest contains 1d10+10 gp worth of gems.
D6=4:An old mourner weeps softly at a grave, then disappears suddenly.
D6=5:The heavy perfume of blooming nightshade plants fills the air.
D6=6:An epitaph on a gravestone seems to change and shift as the players watch.
d100 = 6
D6=1:A group of revelers are celebrating the holiday by getting married. They have set up a small campfire.
D6=2: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.
D6=3:A grave shows signs of recent disturbance but remains otherwise untouched.
D6=4:A powerful vampire slumbers in a lavish mausoleum. If the party wakes him, he may demand a blood sacrifice in order to let them continue on their way.
D6=5:A group of 1d4+1 Bone Men are standing around a large fire. They are cooking the body of a man they killed.
D6=6:Broken petrified owl sits on a dwarven’s tomb singing mournfully yet humorous riddles oozing glimpses of great lineage events accurately predicting players' fateful decisions.
d100 = 7
D6=1:A swarm of bats suddenly disperses, revealing a hidden mausoleum. Inside, a vampiric scholar offers his assistance in exchange for a rare ingredient for his alchemical experiments.
D6=2:The chill of the graveyard sends shivers down your spine as you come across a ghastly scene: four swords stuck into the earth in a circle, each blade smeared with blood. A recent ritual has left the area soaked in necromantic energy, luring 3d6 skeletal warriors who now roam restlessly. They jealously guard the site, and disturbing them will force a deadly confrontation. However, buried beneath one of the swords is a locket bearing the insignia of a noble family currently vying for the throne.
D6=3: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.
D6=4:You hear murmuring coming from a small mausoleum.
D6=5: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.
D6=6:An inscription on a mausoleum door mysteriously glows in the dark.
d100 = 8
D6=1: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.
D6=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).
D6=3:Keystone animated skulls form amusing anatomy quizzes and charades representing lore of dusk kingdoms. Successful history combines suppressing cognitive safeguards gifting superior, though situational, knowledge.
D6=4:Loose ashes from a long-burnt fire scatter near a small, unmarked grave.
D6=5:The flicker of distant lantern light causes shadows to dance across gravestones.
D6=6: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.
d100 = 9
D6=1:An inscription on a gravestone reads as a warning rather than a remembrance.
D6=2:Strangely enough, the players come across a halfling shopkeeper wandering through the graveyard, selling potions and other magical items. He might have some rare and useful items, but at a steep price.
D6=3:You hear a faint, sorrowful tune played on a flute.
D6=4: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.
D6=5:A gravestone bears marks as if something had clawed at it.
D6=6:A stray cat weaves between the gravestones, occasionally stopping to glare suspiciously at the players.
d100 = 10
D6=1: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.
D6=2:A group of 1d4 men are sitting around playing cards while drinking ale and betting small amounts of money against each other. If players approach, they will move away as quickly as possible because they are in fear of getting robbed since it's clear that these men don't have much money on them anyway.
D6=3:While exploring, the adventurers find an old mausoleum covered in intricate runes. Performing the correct sequence of gestures will awaken a friendly lich who offers sage advice and magical reagents in exchange for rare herbs found in the area.
D6=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.
D6=5:The ground suddenly feels colder, as if a chill runs beneath it.
D6=6:You come across a bouquet of fresh flowers laid at a gravestone.
d100 = 11
D6=1:Runes carved into a gravestone pulse faintly with an otherworldly glow.
D6=2:The players hear faint chanting in an unknown language carried by the wind.
D6=3:A well-used shovel leans against a half-buried tombstone.
D6=4:The faint outline of a child's handprint is visible in the earth.
D6=5: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.
D6=6:A group of 1d4+4 zombies are carrying a small chest. The chest contains 1d10+10 gp worth of coins.
d100 = 12
D6=1:An ancient, rune-carved staff lies propped against a weathered gravestone.
D6=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.
D6=3:A group of men and women are arguing about whose family member is in which grave. They will ask the party for help figuring it out.
D6=4:The party encounters a bioluminescent construct emitting divine coordinates leading to hidden treasure. As it decrypts, six arcane mecha-beasts attack intent on barring access to a secret chamber beneath, where ancient divine algorithms dictate transformations merging mortal and divine existence.
D6=5:A group of grave robbers are lurking in the shadows, trying to dig up a fresh corpse to sell to a necromancer. The players can either stop them or join in on their scheme for a cut of the profit.
D6=6:You feel as if the shadows themselves are watching you.
d100 = 13
D6=1:A group of 2d4 skeletons are sitting on a nearby tombstone, playing cards and complaining about how they're always stuck in this boring place because they're dead and can't do anything else. They seem to be skilled card players and have quite a large pile of coins in front of them.
D6=2:The smell of fresh earth and decay fills the air.
D6=3:A thick fog rolls in, obscuring your vision.
D6=4:The grave of a powerful warlock crumbles away, and his spirit, along with 1d4 specter servants, emerges seeking to finish his last, deadly spell. The spectral warlock uses potent necromantic magic.
D6=5:A raven caws loudly from a nearby tree branch, watching the adventurers with beady eyes.
D6=6: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.
d100 = 14
D6=1: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.
D6=2:A gravestone bears marks as if something had clawed at it.
D6=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.
D6=4: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.
D6=5:A stray cat weaves between the gravestones, occasionally stopping to glare suspiciously at the players.
D6=6:A crumpled, but legible, family tree is found lying partially buried.
d100 = 15
D6=1:A party of three zombies are staggering around looking for fresh meat. They will attack anyone they see.
D6=2: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.
D6=3:Encounters with headless harbingers in the twilight fog become commonplace, each carrying a rote message of impending doom from a royal court struggling with a succession crisis. These spectral envoys hint at courtly machinations affecting the land of the living and dead and offer sinister deals for carrying specific missives or provoking rival factions. Navigating these haunting alliances requires cunning and risk.
D6=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...)
D6=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.
D6=6:A gang of ghouls masquerades as local patricians in the Mausoleum District, demanding a toll for grave passage and preaching the need for "death tax" to fund the war on decay. However, they're recent converts to ghouldom and cling desperately to their fading memories of life. The players can either fight for safe passage, humiliate them, or navigate their social pretensions to gain valuable information.
d100 = 16
D6=1:You notice an oddly warm patch of earth beneath your feet.
D6=2:A group of skeletal warriors rise from their graves and attack the players, mistaking them for intruders.
D6=3: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.
D6=4:The shadows seem to move on their own around you.
D6=5:You spot a pair of glowing eyes watching you from the darkness.
D6=6:You hear a distant and mournful wail in the distance.
d100 = 17
D6=1: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!
D6=2:The players come across a group of animated scarecrows that have come to life due to dark magic. They are guarding a valuable item buried in one of the graves and will attack anyone who tries to take it.
D6=3:A group of grave robbers promises the party a share of their loot if they help fight off animated skeletons. Once the threat is neutralized, the robbers attack, aiming to leave no witnesses to their plundering.
D6=4:A distant laugh echoes through the graveyard, but no one is there.
D6=5:The unsettling sound of a barking dog in the distance, never seen.
D6=6:The rustle of a nearby bush suggests a creature moving within.
d100 = 18
D6=1:Unmarked graves begin glowing under the moonlight, revealing incorporeal beings who weep and mumble. If the players investigate, they find out these are spirits of the wrongly accused seeking justice.
D6=2: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...
D6=3: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.
D6=4:A stone angel statue seems to watch you as you move.
D6=5:A powerful magic user has summoned an undead army from the graves, using them to do their bidding. The players must stop them before it's too late.
D6=6:A skull, half-buried in dirt, grins up at you.
d100 = 19
D6=1:A flock of 1d10+2 ravens has taken up residence in a mausoleum, guarding a powerful spellbook. Players must solve riddles and puzzles to access the spellbook without angering the ravens.
D6=2:The players stumble upon a group of adventurers who died trying to raid a powerful necromancer's tomb. The adventurers have become restless spirits, unable to rest until they can defeat the necromancer. The players can choose to help the spirits or take on the necromancer themselves.
D6=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.
D6=4:Five tombstones have been pushed over at the far end of the graveyard. A group of bandits have been breaking into tombs at night and looting them for valuables that they can sell to other bandit tribes or to other criminals in town.
D6=5:A glowing pathway leads to a hidden sanctuary where the ghost of a wise monk resides. The monk offers spiritual guidance and powerful wards to the players.
D6=6:They find a journal page detailing an experiment conducted near the graveyard.
d100 = 20
D6=1:An ancient, rune-carved staff lies propped against a weathered gravestone.
D6=2:A group of cultists are conducting a ritual in the graveyard. If players interfere, the cultists will attack.
D6=3:The players come across a lonely, weeping ghost dressed in opulent attire. This spirit reveals they are a royal who died mysteriously, and promises reward for recovering the items that tell their true story spread throughout the graveyard.
D6=4: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.
D6=5:You find a pendant with a glowing gem in the center.
D6=6:The faint aroma of spiced wine wafts through the air, though no source is evident.
d100 = 21
D6=1: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.
D6=2:A single flower blooms atop a grave, standing out against the otherwise barren landscape.
D6=3: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.
D6=4:An old hag appears, offering to trade fortunes for a trinket from each player. She may give them cryptic and potentially useful hints about the future or deceive them with false predictions.
D6=5: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.
D6=6:Two elderly men are talking about the recent rash of robberies and murders in the graveyard. They mention that they feel safe because they have a guard dog.
d100 = 22
D6=1:As the party walks through the graveyard, they come across a group of skeletons building a tower out of bones. They seem to be arguing about the structure and when they spot the party, they ask for their opinion on which bone to use next.
D6=2: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.
D6=3: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.
D6=4:Two masked revelers are dancing by the light of the full moon. They are wearing masks and capes.
D6=5:The distant sound of a horse trotting echoes faintly, accompanied by a sense of urgency.
D6=6:You find a worn-out doll propped up against a headstone.
d100 = 23
D6=1:A group of 2d8+2 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.
D6=2:A flickering lantern reveals a ghostly child looking for her lost doll. If the players find the doll, she will guide them through the graveyard's hidden passages.
D6=3:The spirit of a young girl appears in the graveyard, asking for help in finding her lost doll. She believes it was taken by a grave robber. Players may search for the doll or ignore the ghostly child.
D6=4:A group of 2d6 wights attack the players. They're actually people who were raised from the dead recently by a necromancer and are basically mindless slaves. They're actually people who were raised from the dead recently by a necromancer and are basically mindless slaves.
D6=5:The sound of a distant choir reaches your ears, though there are no churches nearby.
D6=6:A cursed artifact leads the party to a forsaken crypt where they must perform a ritual to release the spirits trapped within.
d100 = 24
D6=1:A group of 1d6+1 grave robbers are combing through the graveyard, looking for valuable objects to sell. Players can either join in on the looting or stop them and return the stolen items to their rightful resting places.
D6=2:The ground feels unusually soft and yielding beneath your feet.
D6=3:A group of 2d10+2 zombies stumble toward the party...
D6=4:The party comes across a group of 3d4+2 wights who are attacking a group of 3d4+2 peasants. The peasants will run if they see the party.
D6=5:The players find an old locket on the ground bearing the image of a long-dead couple.
D6=6: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...
d100 = 25
D6=1:The air grows colder as you move deeper into the graveyard.
D6=2: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.
D6=3:A group of 1d6+2 undead dwarves are digging up a grave with their bare hands. They are searching for a rumored treasure buried in the grave. If players help them, they will share the treasure. If players refuse, the dwarves will attack.
D6=4: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.
D6=5:An insidious shadow demon lurks within a crypt, sowing fear. If banished, the adventurers gain shadowsilk armor providing stealth abilities.
D6=6:A grave marker has fresh, finger-sized indentations in the soil surrounding it.
d100 = 26
D6=1: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.
D6=2:An old, tattered flag flutters from a nearby tree.
D6=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.
D6=4:A thunderstorm rages, and you find a toppled statue of an ancient sorcerer. Nearby, a small enclave of old priests warns you of the 2d4 wights searching for the sorcerer’s lost grimoire. Assisting or defying the priests entangles you further in dark, ongoing machinations within the higher echelons of the arcane order.
D6=5:You find a silver pendant lying in the dirt.
D6=6:They hear the slow drip of water echoing from an unknown source nearby.
d100 = 27
D6=1:A group of humans are arguing over who has rights to graveyards in their city.
D6=2: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.
D6=3:A group of men and women are seen arguing with each other. If players approach, they will attack. They are cultists of Orcus, who are arguing over the best way to summon him from his realm.
D6=4:A pair of old, rusted gardening shears is abandoned near a cluster of bushes.
D6=5:A cold, clammy hand seems to brush against your arm, but when you turn, no one is there.
D6=6:The sound of distant laughter echoes through the graveyard.
d100 = 28
D6=1:A crumbling chapel is inhabited by a skeletal priest who provides a quest for absolution. Completing it double-crosses a living order dedicated to exterminating undead, who then seek retribution.
D6=2: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.
D6=3:The party comes across a group of 3d4+2 wights who are attacking a group of 3d4+2 peasants. The peasants will run if they see the party.
D6=4:The flavor of iron momentarily fills the air as though transported from another time.
D6=5:The distant call of a night bird adds to the eerie atmosphere.
D6=6: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.
d100 = 29
D6=1:The distant sound of a horse trotting echoes faintly, accompanied by a sense of urgency.
D6=2:A group of 2d6+2 wights attack. They are being led by a wraith.
D6=3:A vampire attacks the party in this area.
D6=4:A group of men are digging up a grave. They are trying to find a body to turn into an undead servant.
D6=5:The gnarly roots of an ancient tree protrude from the ground, creating tripping hazards.
D6=6: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.
d100 = 30
D6=1: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.
D6=2:A single feather floats down from the sky and lands at your feet.
D6=3:A gentle rain begins to fall, making the ground slick and muddy.
D6=4: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.
D6=5:The party finds an odd, circular clearing where tombstones are arranged in a spiral leading to a central, glowing crystal orb. Touching the orb reveals glimpses of the future, but may also trigger a spectral guardian to appear.
D6=6:As the players wander through the graveyard, they hear a soft, haunting melody. Following the sound, they discover a mysterious harp player sitting on a tombstone. She offers to give them a song that will bring them luck, but in return, she wants one of their eyes.
d100 = 31
D6=1:The players notice a flickering shadow that moves across the ground with no light source.
D6=2:A grave is guarded by an imposing stone angel, its eyes seeming to watch the players.
D6=3:The players find an old cloak snagged on a branch, seemingly untouched for years.
D6=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.
D6=5:Disturbances in the graveyard awaken a long-buried necromancer and his 2d6 skeletal minions. He seeks to reclaim his lost power through forbidden rituals that require fresh sacrifices.
D6=6:A group of 3d4+2 zombies are attacking the party. The zombies were created by a necromancer who wants to test his new army. He is nearby and will join the battle if his zombies are losing.
d100 = 32
D6=1:The players notice a gentle melody that comes and goes with the wind.
D6=2:Finally, the players may come across a group of undead adventurers who have been stuck in the graveyard for centuries due to a powerful curse. They ask the players to help them break the curse and allow them to finally rest in peace. In return, they offer valuable information, magical items, or even their assistance in the players' future endeavors.
D6=3:A rat scurries across your path.
D6=4:A lone zombie is wandering aimlessly, carrying a tattered letter in its hand. If the party takes the letter, they may find that it is a tragic love letter written by the zombie's former self.
D6=5:The party encounters a group of goblins searching for their leader's lost treasure. They are willing to guide the party to the treasure if they help them fight off some pesky undead creatures that have taken up residence in the graveyard.
D6=6:The faint chime of bells ceases abruptly, replaced by an unsettling silence.
d100 = 33
D6=1:As the party rests in the graveyard, they hear the sound of shovels digging into the earth. Upon investigating, they find a group of gravediggers working late into the night, claiming that they have a lot of bodies to bury due to a recent illness in the nearby town. But something seems off about the workers...
D6=2:The party comes across a group of cultists performing a dark ritual in the graveyard. They plan on sacrificing a young maiden to summon a demon. The party must stop them before it's too late.
D6=3:A group of four skeletons are playing cards by the light of the moon. If the players try to talk to them, the skeletons will ask for a game of cards. If the players play, the skeletons will cheat.
D6=4:A group of children are playing hide and seek in the graveyard. They will run away if anyone tries to talk to them or asks them questions or anything like that.
D6=5:A haunted mirror reveals the spirit of a meticulous tailor who offers to craft magical garments if players help him find his missing shears.
D6=6: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.
d100 = 34
D6=1:A gravestone covered in unusual lichen growing in intricate, almost planned patterns.
D6=2: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.
D6=3:A grave is guarded by an imposing stone angel, its eyes seeming to watch the players.
D6=4:A trail of breadcrumbs leads to a small, forgotten corner of the graveyard.
D6=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.
D6=6:The distant sound of a violin playing a sorrowful melody filters through the night air.
d100 = 35
D6=1:A lone witch is brewing a potion at the edge of the graveyard. She offers to sell her potions to the players.
D6=2:Finally, the players may come across a group of undead adventurers who have been stuck in the graveyard for centuries due to a powerful curse. They ask the players to help them break the curse and allow them to finally rest in peace. In return, they offer valuable information, magical items, or even their assistance in the players' future endeavors.
D6=3:The scent of damp earth and ancient rot pervades the air as twisted vines coil around cracked tombstones. In the distance, a spire of bone juts out, defying the sky. As you draw nearer, you find a lichened altar where 2d4 necromancers chant forbidden rites. They stop at your approach, eyes glinting with cold malice. The leader, draped in robes of midnight hue, offers a grim choice: partake in their ritual by surrendering a portion of your soul for power or face their wrath. The area is riddled with pitfalls and ensorcelled traps. Choose wisely, for the necromancers’ patron, a skeletal dragon, lurks beneath the earth, waiting to claim the foolish. Accept their dark gift, and waltz on the edge of damnation. Refuse, and you might just spark a war with the dead.
D6=4:You notice a small, intricately carved box left atop a gravestone.
D6=5:A gravestone covered in unusual lichen growing in intricate, almost planned patterns.
D6=6: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 = 36
D6=1:A small pond in the graveyard is said to have mystical healing properties. The party can either take a risk and drink from it or try and gather some of the water to use later. But beware, the pond is guarded by a powerful elemental spirit.
D6=2:A stone path winds its way through the graveyard, overgrown with grass but still visible.
D6=3:A group of 2d4 skeletons are wandering around the graveyard, searching for living flesh to devour.
D6=4:A group of adventurers stumble through the graveyard. They are lost and in need of help. They are willing to trade information.
D6=5:The distant trundling of a cart suggests recent visitors.
D6=6:A small, well-hidden clearing offers a brief respite within the graveyard’s eerie presence.
d100 = 37
D6=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.
D6=2:The ground feels unusually soft and yielding beneath your feet.
D6=3: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.
D6=4:A dark shape scurries past the players' feet – a frightened rabbit.
D6=5:A small package wrapped in cloth is found near a gravestone.
D6=6: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.
d100 = 38
D6=1:The crumbling remains of a mausoleum lurk at the far edge of the graveyard.
D6=2:The sound of a lone owl hoots eerily in the distance, adding to the graveyard's somber tone.
D6=3:You hear what sounds like a faint echo of someone weeping softly.
D6=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.
D6=5:A group of cultists are performing a ritual at the center of the graveyard. The players must stop them before they unleash a powerful demon.
D6=6: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.
d100 = 39
D6=1: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.
D6=2:The gravestones tremble as 3d6 skeletal wolves break free from the earth, their eyes glowing with otherworldly fire. These silent hunters move with deadly coordination, seeking to tear their prey apart.
D6=3:A child's toy lies abandoned near a fresh mound of earth.
D6=4:Weeds and ivy cover many of the tombstones, obscuring the names of the deceased.
D6=5:A grave stands out for its beautifully maintained condition amid the neglected plots.
D6=6:The gentle trill of a nightingale cuts through the otherwise oppressive silence.
d100 = 40
D6=1:A gravestone seems to emit a faint humming vibration.
D6=2: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.
D6=3:The sounds of battle echo from beneath a cracked, ancient tombstone. By night, 2d4 spectral warriors rise from the earth, waging war on a shadow that flickers just out of sight. Meddling in their eternal skirmish presents a chance to uncover secrets about an impending invasion by a nearby kingdom, but may also attract the ire of the dead.
D6=4: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.
D6=5: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.
D6=6: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 = 41
D6=1:A group of 2d6 zombies attack the players. They're actually people who were raised from the dead recently by a necromancer and are basically mindless slaves.
D6=2: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!
D6=3:A spectral minstrel roams between gravestones, playing a tune on an ancient lute. He offers to teach songs of enchantment or sorrow but only if the players can harmonize with the essence of the graveyard’s lingering spirits.
D6=4:A soft, glowing light emanates from within an old crypt.
D6=5:A grave filled with ancient runes glows under the moonlight. Reciting the runes inadvertently summons a ghostly scribe seeking aid with finishing a critical ledger that holds secrets to a hidden treasure.
D6=6:A group of 1d4 soldiers are standing guard at the entrance to a tomb. They will ask for identification before letting characters pass.
d100 = 42
D6=1:A fallen paladin's armor and sword can be found propped up against a gravestone. If the players search the area, they might find clues about the paladin's past and their tragic death.
D6=2: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.
D6=3:An old, tattered flag flutters from a nearby tree.
D6=4:The handle of an ancient, rusted lantern is found hooked on a tree branch.
D6=5:The ghost of a pirate appears before the players and asks them to help him find his lost treasure. He gives them a map and promises a share of the treasure if they can find it, but he may have some tricks up his ghostly sleeve.
D6=6:The silhouette of an ancient, gnarled tree stands out against the night sky.
d100 = 43
D6=1:The players come across a group of animated scarecrows that have come to life due to dark magic. They are guarding a valuable item buried in one of the graves and will attack anyone who tries to take it.
D6=2:Players witness ghostly carpenters constructing an honorific statue for a legendary figure yet known in the prime occluding historical mysteries with underlaid humorous challenges ensuring lively curiosity.
D6=3:The distant sound of whispers rises and falls, creating an eerie chorus.
D6=4:The air is filled with the distant echo of a child's laughter.
D6=5:You hear the faint sound of church bells ringing in the distance.
D6=6:The players notice spectral trails of flowers and footprints leading to a ghostly couple reenacting their eternal love story. Helping them understand forgotten parts of their tale might unlock enchanted heirlooms.
d100 = 44
D6=1:Warden wight with a squadron of skeletal night watch appears—searching for runaway spirits. Incident resolution through negotiation or aiding allows temporarily safe paths around undead patrols.
D6=2:A group of 2d6 blighted druids rises from the soil, a twisted parody of nature's guardians. They summon thorny vines and poisonous plants to entangle and harm anyone trespassing in their eternal garden.
D6=3: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.
D6=4:All around you, you can hear whispers and voices coming from the graves. They seem to be calling out to you, asking for help or just wanting to be heard. But as you approach, the voices fade away and you are left with an eerie silence.
D6=5:The players find a man sitting on a tombstone weeping. He is dressed in black with a large black hat and black cloak. He is dressed as a crook from a far away land. He tells the players that he was hired to steal a painting from a nearby town and was caught by the guards. They will hang him if he does not pay them 20 gold pieces for the painting.
D6=6: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.
d100 = 45
D6=1: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.
D6=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.
D6=3:A distant figure briefly appears on a misty hill, only to vanish moments later.
D6=4:A group of 2d4 animated statues emerge from the mist, their stone forms cracking open to reveal dread gargoyles beneath. They come to life, leering with malevolent intent as they take flight.
D6=5:The air grows colder as a mist begins to rise.
D6=6:A pack of zombie dogs are roaming around the graveyard, attracted by the scent of fresh flesh.
d100 = 46
D6=1: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.
D6=2:A sudden flash of lifelike movement turns out to be a heron fishing in a near pond.
D6=3: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.
D6=4:A peculiar plant grows in a pattern that spells out a name.
D6=5:An owl observes quietly from a crypt, its large eyes reflecting the players' lantern.
D6=6:A leafless tree creaks ominously as its branches sway in the wind.
d100 = 47
D6=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).
D6=2:The flicker of distant lantern light causes shadows to dance across gravestones.
D6=3:The distant sound of a violin playing a sorrowful melody filters through the night air.
D6=4: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).
D6=5:Radiant beams of moonlight reveal hidden glyphs etched into a particular grave. A moonlit ghost appears, offering lunar blessings or asking the players to safeguard specific moon-imbued items hidden within the graveyard.
D6=6:Thick fog begins to roll in, reducing visibility to only a few feet.
d100 = 48
D6=1:A distant lantern light flickers once, then vanishes.
D6=2:A grave filled with ancient runes glows under the moonlight. Reciting the runes inadvertently summons a ghostly scribe seeking aid with finishing a critical ledger that holds secrets to a hidden treasure.
D6=3:A gravestone appears to have aged centuries in mere moments.
D6=4:A dilapidated wrought-iron fence surrounds the graveyard, with its gate hanging loosely on one hinge.
D6=5: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.
D6=6:A polished wooden staff leans carefully against a freshly dug grave.
d100 = 49
D6=1:The players walk among ghostly artists sculpting mocking caricatures of legendary heroes. These spectral sculptors animate the effigies to taunt the players' flaws and present them with a sinister opportunity; finish sculpting an unflattering self-image for a minor boon. They evaluate whether such results bear more reward or reveal vulnerabilities manipulated by future adversaries.
D6=2: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.
D6=3:A recently extinguished campfire sits near a cluster of graves.
D6=4:A fey creature appears before the party and asks for their help in solving a mystery. It seems that someone has been stealing bones from the graves, and they suspect it to be a necromancer. The fey offers a magical item as a reward if the party can find and stop the culprit.
D6=5:Nearly hidden by undergrowth, an ancient, illegible gravestone has toppled over.
D6=6:A single star twinkles brightly in the sky, directly above an unmarked grave.
d100 = 50
D6=1:A gust of wind carries the faint scent of decay.
D6=2:A mysterious fog rolls in, and from its depths emerges a spectral black cat. The cat leads the party to a hidden tomb where a ghostly guardian provides cryptic warnings about disturbing the rest of the ancient dead.
D6=3: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.
D6=4:A small rodent dashes out from under a gravestone, spooking everyone momentarily.
D6=5:The grave of a fallen hero is desecrated, and the spirit of the hero is restless and angry. He will seek revenge on the ones who disturbed his final resting place.
D6=6: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 = 51
D6=1: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.
D6=2:The cracked headstone of a long-forgotten adventurer becomes animated and starts recounting tales of a famed treasure he once sought, now buried with him. The dead adventurer repeatedly mocks the living’s ceaseless greed and futile quests. As the players dig for the sizable treasure, they must fend off resentful ghosts who view them as nothing more than grave robbers and moral hypocrites.
D6=3:A group of men are digging up a grave. They are trying to find a body to turn into an undead servant.
D6=4:Unmarked graves begin glowing under the moonlight, revealing incorporeal beings who weep and mumble. If the players investigate, they find out these are spirits of the wrongly accused seeking justice.
D6=5:A group of 4 bandits are robbing a tomb. They are surprised to find the party there, and they will attack without warning.
D6=6: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.
d100 = 52
D6=1:An inscription on a gravestone reads as a warning rather than a remembrance.
D6=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.
D6=3: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!
D6=4:A group of ghosts implore the players to help them find their lost family heirloom, which was stolen by a group of living thieves. The players must navigate through a trap-filled mausoleum to retrieve the heirloom and return it to its rightful owners.
D6=5:The air is filled with the distant echo of a child's laughter.
D6=6:A peculiar plant grows in a pattern that spells out a name.
d100 = 53
D6=1: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.
D6=2: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.
D6=3:A pack of 1d6+2 dire wolves have taken residence in the graveyard, using the tombs as dens. Players may be able to tame the wolves or must fend them off to explore the area.
D6=4: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.
D6=5:The thud of a falling branch disrupts the quiet momentarily, giving way to calm once more.
D6=6:A crypt suddenly opens and the sound of organ music can be heard coming from inside. An undead bard is playing a mournful tune, and the players can choose to listen or interrupt the performance.
d100 = 54
D6=1:Strange, luminescent fungi glow softly between the graves.
D6=2:The mournful howls of spectral wolves pierce the night, their eyes glowing with an unholy light. Their pack leader, an alpha werewolf twisted by dark magic, seeks to escape his curse. Aiding him could turn the pack into reluctant allies for a future conflict, but failing or refusing means fending off 3d6 cursed wolves with savage intent.
D6=3:You find a small, rusted key half-buried in the soil.
D6=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.
D6=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.
D6=6: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.
d100 = 55
D6=1:A large tree has fallen, crushing several smaller gravestones underneath it.
D6=2:A deer stands silently between the headstones, watching you.
D6=3: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.
D6=4:An old, weathered saddle rests against a tree trunk.
D6=5:Moss covers a large portion of a weathered gravestone.
D6=6:Glowing inscriptions lead to a crypt featuring a divine portal fluctuating with techno energy. A divine messenger appears offering players a chance to traverse beyond, provided they disable twelve anti-magic drones ensuring divine realms’ sanctity remains untouched. The traveler gains unseen insights into both potential and treacherous divine technological realms.
d100 = 56
D6=1:A Couple on a Date: A couple on a date are walking through the graveyard at night. They have seen all the scary movies about graveyards and are scared. They want to get to the other side of the graveyard as quickly as possible.
D6=2: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.
D6=3: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.
D6=4:A group of elves are paying respects to one of their fallen kin. This elf was a hero of the elven people and his tomb is in this graveyard. They will pay respects for 2d6 hours before leaving.
D6=5:The ground beneath your feet feels as if it's subtly pulsing.
D6=6: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 = 57
D6=1:Shadows seem to flicker at the edges of vision, though closer inspection reveals nothing.
D6=2:An abandoned cart, once used for transporting stone, sits weather-worn and deteriorated.
D6=3:An old parchment with an incomplete spell is tucked beneath a headstone.
D6=4:A group of humans are arguing over a map. They want to find an old graveyard that has a treasure stored inside an old coffin.
D6=5: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.
D6=6:You notice a small, ornately carved chess piece lying in the dirt.
d100 = 58
D6=1:A ghostly companion animal emerges from a grave, offering unconditional loyalty if players help uncover the truth behind its master's demise.
D6=2:The inscription on a gravestone appears to change as you look at it.
D6=3:The sound of rustling leaves announces the presence of a small forest animal.
D6=4: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.
D6=5:At the center of the graveyard, players find a spectral lord who died defending his castle. He offers his sword and wisdom if they agree to visit his abandoned keep and rid it of malevolent spirits.
D6=6:A branch snaps in the distance.
d100 = 59
D6=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.
D6=2: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.
D6=3:You see a spectral figure standing solemnly before a grave before disappearing.
D6=4:Players notice a path of small pebbles arranged in an intricate pattern.
D6=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...
D6=6:The players hear the sound of digging, but upon investigation, find only an old badger burrow.
d100 = 60
D6=1:A group of 3d4 skeletons are digging through the graveyard looking for treasure. If players get too close, they will attack.
D6=2: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).
D6=3:The scent of old books surrounds you.
D6=4:The players stumble upon a rusted gate leading to an overgrown section of the graveyard.
D6=5:You see a ghostly figure sitting on a lone gravestone, writing something in a language you don't understand. As you approach, they vanish before your eyes.
D6=6:The ground near an ancient crypt feels warmer than the surrounding area.
d100 = 61
D6=1:Finally, the players may come across a group of undead adventurers who have been stuck in the graveyard for centuries due to a powerful curse. They ask the players to help them break the curse and allow them to finally rest in peace. In return, they offer valuable information, magical items, or even their assistance in the players' future endeavors.
D6=2:You feel a cold draft, as if someone just walked past you.
D6=3:A group of 2d6+2 ghouls attack.
D6=4: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.
D6=5:Wandering through the dense mist, you find an abandoned church with stained glass windows depicting scenes of betrayal. An old, blind priest sits inside, whispering about sins and seeking redemption, guarded by a spectral lion. Helping the priest forgive himself dispels his guardian, but failing to do so binds you both in a tragic, haunted existence.
D6=6:A cold mist clings to the ground, curling around your feet.
d100 = 62
D6=1:A single, unlit torch is propped against the graveyard entrance.
D6=2:The PCs find a grave with an exceptionally fresh mound of dirt. Digging reveals a 'buried treasure' with a cursed item that marks the holder as a betrayer, compelling attacks by all undead nearby for as long as they possess it.
D6=3: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.
D6=4: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.
D6=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.
D6=6:A group of 1d4 elderly people are dancing among the tombstones. They are celebrating a wedding.
d100 = 63
D6=1:While walking through the graveyard, the players come across a beautiful woman who is crying over a grave. She is a succubus who is mourning the death of her lover. If the players show compassion, she may spare their lives.
D6=2: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.
D6=3:A group of humans are arguing over who has rights to graveyards in their city.
D6=4:A peculiar birdcall echoes, different from any the players have heard before.
D6=5:Jugglers and tumblers from a travelling carnival are practicing in a clearing near the graves.
D6=6:A couple is sitting on top of a tomb, making out while they try to get romantic with each other. If the players approach, they will break apart and apologize before running away in embarrassment.
d100 = 64
D6=1: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.
D6=2:Overgrown by mechanic fungi, players uncover a divine archive revealing celestial compositions blended with tech-wisdom opted for divine ascension. Fending off seven augmented revenants ensures access to divine formulas promising pacts but risk summoning their deceitful divine architect reclaiming her lost schematics.
D6=3:The sound of rushing water seems to rise inexplicably from the ground.
D6=4:A single, fresh apple lies at the base of a gravestone.
D6=5:A grave seems to have been recently disturbed but shows no sign of a name.
D6=6:A group of 2d6+4 ghouls emerge from a nearby crypt and attack everyone nearby.
d100 = 65
D6=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.
D6=2: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.
D6=3:A group of dwarves are paying their respects at a dwarf's grave. They will offer to buy the players a drink at the local tavern.
D6=4:A cursed crown awaits the adventurers in a buried chest, guarded by the phantom king's elite undead knights.
D6=5: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.
D6=6: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.
d100 = 66
D6=1:A swarm of sentient skeletal crows collecting memories from gravestones eyeing the players suspiciously. Delivering the correct memory from a whispered tombstone prophecy ensures safe passage.
D6=2:Engaging in an eerie ballroom beneath the ache of time, dozens of waltzing apparitions beckon players to join their eternal dance. Participation places them in an unending loop unless broken by rotating three correct dance cadences.
D6=3: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.
D6=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.
D6=5:Marble angels weep at the heart of the graveyard, wings outstretched as if to shield the dead from eternal sorrow. A cracked mausoleum door creaks open, revealing a pathway to a hidden underground chamber. As you descend, voices mutter from the shadows. A bound revenant greets you, chained in runes of power. The spirit speaks of an ancient betrayal and offers you the keys to unimaginable treasure, provided you release it from its torment. Guarding these secrets are 1d6 shadow demons, phantasmal wraiths that shift through the ether. Traps of soul-drinking flames and puzzles of forgotten languages stand between you and the revenant’s boon. Are you ready to bear the weight of this spirit’s vengeance, or will greed doom you to eternal ensnarement?
D6=6:A strange figure in a long cloak stands near a grave, then vanishes when approached.
d100 = 67
D6=1:The players stumble upon a group of adventurers who died trying to raid a powerful necromancer's tomb. The adventurers have become restless spirits, unable to rest until they can defeat the necromancer. The players can choose to help the spirits or take on the necromancer themselves.
D6=2: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.
D6=3:A group of 2d6 cultists are preparing for a ritual that will summon a demon. They are led by a high priestess.
D6=4: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.
D6=5:A skeletal hand bursts from the ground, followed by another, until a horde of 3d10 skeletons has unearthed themselves. They are led by a skeletal mage who chants dark incantations under its breath.
D6=6: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.'
d100 = 68
D6=1:As the players walk through the graveyard, they are followed by a group of ghostly children playing a game of hide and seek. If the players play along, they may find a hidden treasure.
D6=2:The chilling wail of a ghostly figure echoes through the graveyard.
D6=3:The party comes across a group of 3d4+2 wights who are attacking a group of 3d4+2 peasants. The peasants will run if they see the party.
D6=4: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.
D6=5:A small statue of an angel stands guard over a child's grave, its features worn smooth by time.
D6=6:The ghost of a pirate appears before the players and asks them to help him find his lost treasure. He gives them a map and promises a share of the treasure if they can find it, but he may have some tricks up his ghostly sleeve.
d100 = 69
D6=1:An overgrown path leads to a section of the graveyard that seems untouched for years.
D6=2:An eerie silence hangs heavy in the air.
D6=3:A tiny wooden idol depicting a forgotten deity lies near an ancient tree.
D6=4:A small, hand-carved toy rests atop a grave.
D6=5: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.
D6=6:A pack of werewolves have taken up residence in the old crypts. The party will have to navigate through the dangerous maze-like crypts while avoiding the werewolves.
d100 = 70
D6=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?
D6=2:The scent of burning incense lingers in the air.
D6=3:The party encounters a group of goblins searching for their leader's lost treasure. They are willing to guide the party to the treasure if they help them fight off some pesky undead creatures that have taken up residence in the graveyard.
D6=4:Players discover a recently extinguished campfire near a graveyard's edge.
D6=5:Marble angels weep at the heart of the graveyard, wings outstretched as if to shield the dead from eternal sorrow. A cracked mausoleum door creaks open, revealing a pathway to a hidden underground chamber. As you descend, voices mutter from the shadows. A bound revenant greets you, chained in runes of power. The spirit speaks of an ancient betrayal and offers you the keys to unimaginable treasure, provided you release it from its torment. Guarding these secrets are 1d6 shadow demons, phantasmal wraiths that shift through the ether. Traps of soul-drinking flames and puzzles of forgotten languages stand between you and the revenant’s boon. Are you ready to bear the weight of this spirit’s vengeance, or will greed doom you to eternal ensnarement?
D6=6:An unattended shovel leans against a gravestone, as if abandoned mid-task.
d100 = 71
D6=1:A group of 2d4 skeletons are sitting on a nearby tombstone, playing cards and complaining about how they're always stuck in this boring place because they're dead and can't do anything else. They seem to be skilled card players and have quite a large pile of coins in front of them.
D6=2:A broken doll lies discarded at the base of a small gravestone.
D6=3:You hear the distant sound of chanting.
D6=4:A giant skeleton rises from the ground, wielding a sword taller than the players. It challenges them to a game of hopscotch, promising a handsome reward if they can beat it.
D6=5:The players stumble upon a spectral brooding figure who introduces himself as a ghostly alchemist. He offers potions in exchange for rare ingredients.
D6=6:A pack of werewolves have taken up residence in the old crypts. The party will have to navigate through the dangerous maze-like crypts while avoiding the werewolves.
d100 = 72
D6=1: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'.
D6=2:A witch has set up her hut in the middle of the graveyard, using the bones of the dead for her spells and potions. She may offer the players a deal - their assistance in finding rare ingredients in exchange for a powerful potion or curse.
D6=3:Unsettled spirits emerge from cracked gravestones, bound by cursed chains. They plead with the players to find the necromancer responsible for their torment and end his dark rituals.
D6=4:A talking raven approaches the players, offering to guide them to the resting place of a powerful necromancer who once terrorized the area. The players can choose to follow or ignore the raven's guidance.
D6=5:Beneath the watchful gaze of a broken statue, the earth yields an ancient, rune-covered sarcophagus. Opening it reveals 2d4 skeletons adorned in ceremonial garb, protectors of an artifact of immense power. Removing the artifact brings their wrath, while leaving it may prevent you from gaining the edge in a larger battle brewing between rivaling houses.
D6=6: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.
d100 = 73
D6=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.
D6=2:The party sees a man who is sitting on a grave, playing a lute. His name is Tyrone the Fiddler.
D6=3: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.
D6=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.
D6=5:An old mourner weeps softly at a grave, then disappears suddenly.
D6=6:Lurking amidst a thicket of high gravestones stands a bone-clad merchant dangling charms and trinkets. In a ghostly whisper, he hawks unusual yet macabre paraphernalia, seeking to barter rather than receive coin.
d100 = 74
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A chilling fog reveals a ghostly battle. If the players can bring peace to the combatants, the victorious general offers his ghostly soldiers as allies.
D6=5:A pair of glowing eyes watch you from the shadow of a crypt.
D6=6:A group of undead are having a party among the tombstones. They are oblivious to the party approaching. If the party attacks, the party will have to fend off two groups of undead.
d100 = 75
D6=1:You find a small, ancient coin similar to those used by previous civilizations.
D6=2:The players find a polished stone that seems to radiate an unnatural warmth.
D6=3:A group of 2d4 zombies are digging their way out of their graves. 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.
D6=4:A grave with a unique carving of a tree brimming with symbolic fruits catches their eye.
D6=5:A group of 1d4+2 skeletons are standing in the road, holding hands and singing a song about death. They appear to be drunk.
D6=6:A group of 2d6 skeletons are practicing hand to hand combat by fighting with each other. If players approach, the skeletons will attack.
d100 = 76
D6=1: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.
D6=2:You feel an inexplicable sense of deja vu.
D6=3:Marble angels weep at the heart of the graveyard, wings outstretched as if to shield the dead from eternal sorrow. A cracked mausoleum door creaks open, revealing a pathway to a hidden underground chamber. As you descend, voices mutter from the shadows. A bound revenant greets you, chained in runes of power. The spirit speaks of an ancient betrayal and offers you the keys to unimaginable treasure, provided you release it from its torment. Guarding these secrets are 1d6 shadow demons, phantasmal wraiths that shift through the ether. Traps of soul-drinking flames and puzzles of forgotten languages stand between you and the revenant’s boon. Are you ready to bear the weight of this spirit’s vengeance, or will greed doom you to eternal ensnarement?
D6=4:The players come across a peaceful ghost, who conducts a tour of the graveyard and its notable residents. Along the way, the ghost shares stories and secrets of the town's history.
D6=5: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.
D6=6:An owl flies overhead and attacks the party. It is a rare, magical owl that wants to protect the graveyard.
d100 = 77
D6=1:An insidious shadow demon lurks within a crypt, sowing fear. If banished, the adventurers gain shadowsilk armor providing stealth abilities.
D6=2:Strange, unidentifiable tracks lead into and out of an unmarked grave.
D6=3:Enticing waves of reverie and melody waft from a spectral choir that appears amidst winter frost. They offer the players a "Forest Hymn" granting temporary supernatural musical abilities.
D6=4:You find a small pouch filled with colorful marbles.
D6=5:A wildflower garden has overrun an old, untended section, blooming in defiance of the gloom.
D6=6:The players find an offering of food left at the base of a grave.
d100 = 78
D6=1: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.
D6=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.
D6=3:The song of a single lonesome bird echoes through the air, unseen in the dark shadows.
D6=4:As the party explores the graveyard, they come across a lone undead creature, looking lost and confused. It turns out that the creature was once a powerful wizard, but a botched spell turned them into a mindless undead. The party must find a way to reverse the spell and restore the wizard's intelligence.
D6=5:A cloudy moon provides faint, eerie illumination, casting long shadows across the graveyard.
D6=6:Players find a handkerchief embroidered with a noble crest lying forgotten.
d100 = 79
D6=1: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.
D6=2:A group of 1d6 zombies are carrying a small chest. The chest contains 1d8 gems worth of jewelry.
D6=3:The soft, rhythmic tapping of a spectral figure echoes faintly.
D6=4:The keen scent of pine and damp earth fills the air.
D6=5:A man with a sword in one hand and a torch in the other is standing over a grave. He is sobbing. He looks up and asks the party to help him bury his wife.
D6=6:A Cult Leader's Bodyguard: A Cult Leader is visiting her bodyguard who was wounded in a fight with the local city watch. She is hiding out in the graveyard until she feels safe to leave town again.
d100 = 80
D6=1:A distant laugh echoes through the graveyard, but no one is there.
D6=2:A group of 1d4 thieves are trying to rob a nearby tomb. The party sees them and can choose to help the tomb or the thieves.
D6=3:A withered wreath is found, commemorating some long-past event casting a nostalgic feel.
D6=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.
D6=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. The other skeletons were his sworn enemies and were buried with him so that he could continue to fight them forever in death as he did in life.
D6=6:Loose ashes from a long-burnt fire scatter near a small, unmarked grave.
d100 = 81
D6=1:The sound of a single man weeping can be heard. It is a quiet sound, but very obviously the sound of someone grieving. If the players approach, they will see a man in robes kneeling next to a grave. If the players ask, he will tell them: 'I miss him. He was a good friend.'
D6=2: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.
D6=3:A vampire is hiding in a coffin, pretending to be a dead body. He will attack the players when they open the coffin lid.
D6=4:You notice a small, intricately carved box left atop a gravestone.
D6=5:A group of children are playing hide and seek in the graveyard. If players get too close, they will run away and hide in one of the nearby graves then jump out and yell 'Boo!' at them.
D6=6:A trail of breadcrumbs leads to a small, forgotten corner of the graveyard.
d100 = 82
D6=1:Beneath a shroud of midnight clouds, statues of forgotten heroes stand as silent sentinels amidst the graves. Their expressions seem almost alive, their stories etched in the weathered stone. Suddenly, one such statue stirs, revealing itself to be a stone golem given life by an ancient enchantment. The golem guards a crypt holding the remains of a once-great warrior whose spirit will not rest. 2d6 spectral guardians rise to challenge you, testing courage and wisdom with deadly traps and riddles. Should you succeed in proving yourself worthy, the warrior’s ghost will grant you secrets of battle and honor. Fail, however, and the ground itself will swallow you whole, your names forgotten among these silent stones.
D6=2:The party comes across a group of 1d4+1 orcs. The orcs are sitting around a campfire, mutilating the body of a human.
D6=3:The players hear a loud wailing coming from the graveyard. If they investigate, they will find a group of 1d4+1 Bone Men surrounding a grave. They are celebrating the death of one of their tribesmen.
D6=4:The faint aroma of spiced wine wafts through the air, though no source is evident.
D6=5:A cool breeze sends chills down your spine as the gate creaks open and shut.
D6=6: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 = 83
D6=1:A secret society has been using the graveyard as a meeting place, and they mistake the players for new recruits. The players must prove their worth by completing a series of tasks, and if they succeed, they will gain allies in the society.
D6=2:A gravestone is adorned with an ethereal, otherworldly script.
D6=3:An inscription on a mausoleum door mysteriously glows in the dark.
D6=4:A wooden cross, held together by vines, sets itself against a headstone.
D6=5:A lone wolf howls in the distance, the sound echoing through the cemetery.
D6=6:The party sees a man who is sitting on a grave, playing a lute. His name is Tyrone the Fiddler.
d100 = 84
D6=1: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.
D6=2: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.
D6=3:The smell of incense hangs in the air, though its source is not immediately apparent.
D6=4:An old, weathered saddle rests against a tree trunk.
D6=5:A group of 1d6 zombies are carrying a small chest. The chest contains 10 gp worth of coins.
D6=6: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.
d100 = 85
D6=1:You find a small, polished stone with a symbol etched into it.
D6=2:A pair of stone gargoyles seem to guard a crypt.
D6=3:The ground around one of the gravestones seems unnaturally warm, despite the chill.
D6=4:Alchemic ghosts feast among graveyard flora, ridiculing explorers' varied attempts to flout natural laws mirrored within paradox blooms. Harvesting these alchemic novelties price through supernatural farces revealing societal rot or natural effulgence enticing wyrdwrought power over necrospheres.
D6=5:Unusual, spectral butterflies flutter around a particularly large tombstone. They seem drawn to the players' magical items, hinting that the tomb conceals a family of ghostly enchanters who seek to infuse them with greater power.
D6=6:The distant roar of a waterfall seems to echo through the graveyard.
d100 = 86
D6=1:A pack of werewolves have taken up residence in the old crypts. The party will have to navigate through the dangerous maze-like crypts while avoiding the werewolves.
D6=2:A lone gargoyle sits atop a grave. It offers to make a deal with the players, promising them riches and power in exchange for bringing it the bodies of their enemies. If the players accept, they will have to live with the consequences of their actions.
D6=3:A group of 1d4 thieves are trying to rob a nearby tomb. The party sees them and can choose to help the tomb or the thieves.
D6=4:The players find an old locket on the ground bearing the image of a long-dead couple.
D6=5:The scent of rain, though the sky is clear, envelopes you.
D6=6:The smell of smoke, followed by glimpses of torchlight, hint at recent activity.
d100 = 87
D6=1: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.
D6=2:You find an old, rusted shovel partially buried in the earth.
D6=3:You find a small pouch of coins near a grave.
D6=4:A posy of dried flowers lies forgotten on a gravestone.
D6=5:Players find the body of a man. He has been dead for several days.
D6=6: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.
d100 = 88
D6=1: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.
D6=2:A distant, mournful howl echoes through the graveyard.
D6=3: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.
D6=4:A ghostly herbalist pleads for the players to find a rare flower to complete her final potion. In return, she offers her healing elixirs.
D6=5: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.
D6=6:A gravestone is covered in strange, unfamiliar symbols.
d100 = 89
D6=1: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.
D6=2:A group of humans are arguing over who has rights to graveyards in their city.
D6=3:A group of men are arguing about who owns a certain grave. They will stop arguing if the players get involved.
D6=4:A flock of ravens, led by a mysterious figure in a hooded cloak, circles above the graveyard and watches the players. If the players follow them, they will be led to a hidden underground chamber filled with valuable treasures.
D6=5:Roving Band of Cultists: A group of Cultists led by a mid-level magic-user are looking for graves to desecrate.
D6=6:A group of 3d4+3 zombies are staggering towards the party.
d100 = 90
D6=1:A party of six gnolls are digging in the graveyard. They are trying to dig up a body for food.
D6=2:A rabbit darting between graves reveals a hidden entrance to an underground cavern.
D6=3:An old, cracked lantern lies in the dirt.
D6=4:A heavy fog rolls in, obscuring the gravestones.
D6=5: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.
D6=6:A group of revelers are celebrating the holiday by playing games and gambling. They have set up a small campfire.
d100 = 91
D6=1:A young girl runs up to the players, desperately pleading for their help. She claims that her parents have been kidnapped by a group of skeletons and taken to a nearby mausoleum. However, when the players arrive at the mausoleum, they realize the girl herself is a powerful necromancer, and the skeletons are her minions.
D6=2:An old, tattered flag flutters from a nearby tree.
D6=3:A strange creature with long arms and a twisted, misshapen body is digging through a grave. It seems to be looking for something and gets angry when the party approaches.
D6=4:The players come across a group of goblins using the graveyard as a makeshift hideout. The goblins have been stealing from the graves and hiding their loot in their hideout. If the players can defeat the goblins, they may find some valuable treasures among their stolen goods.
D6=5:A grave digger is working late, whistling a tune as they shovel dirt into a fresh grave.
D6=6: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 = 92
D6=1:Entombed grave robbers await deteriorating from desperation, commanding spectral voices to mock their failed heists. Players might exploit the tomb robbers' insights on how to breach untouched crypts in exchange for vital aid or sacrificing their old companionship. Such choices reflect broader allegiances built upon opportunism and filial disturbance.
D6=2:The players hear the faint sound of a hymn being sung on the wind.
D6=3:An old man in ragged clothing approaches the party and asks them for some food or coins so that he can get something to eat.
D6=4:The players come across spectral scribes actively rewriting segments on blank tombstones. These scribes offer insights on lost incantations and forgotten histories in exchange for deciphering ancient texts they hold dear.
D6=5:A lost caged bird struggling but surviving, its color deep with unnatural hues.
D6=6:The players find a polished stone that seems to radiate an unnatural warmth.
d100 = 93
D6=1: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.
D6=2:A gravestone appears to be weeping a thick, viscous liquid.
D6=3:A group of 2d6 blighted druids rises from the soil, a twisted parody of nature's guardians. They summon thorny vines and poisonous plants to entangle and harm anyone trespassing in their eternal garden.
D6=4:A soft humming seems to rise from the ground itself.
D6=5:A group of 1d4 elderly people are dancing among the tombstones. They are celebrating a wedding.
D6=6: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.
d100 = 94
D6=1:An abandoned cart, once used for transporting stone, sits weather-worn and deteriorated.
D6=2: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.
D6=3:The characters encounter a spectral gravekeeper tending to the graves with care. He warns them about an angry spirit in one of the tombs who was buried with unfinished business and seeks a medium to communicate with the living.
D6=4:Overgrown by mechanic fungi, players uncover a divine archive revealing celestial compositions blended with tech-wisdom opted for divine ascension. Fending off seven augmented revenants ensures access to divine formulas promising pacts but risk summoning their deceitful divine architect reclaiming her lost schematics.
D6=5:You discover carvings of runes on the bark of a nearby tree.
D6=6: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 = 95
D6=1:The players find a grave with a family crest they recognize from their travels.
D6=2:A grave stands out for its beautifully maintained condition amid the neglected plots.
D6=3: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.
D6=4:The grave of a local noble has been defiled. The noble has risen as a vampire. The vampire attacks anyone it sees.
D6=5:A grave seems to have been recently disturbed, with fresh soil scattered.
D6=6: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.
d100 = 96
D6=1: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.
D6=2:A gravestone appears to be weeping a thick, viscous liquid.
D6=3:A thin layer of fog begins to roll in, obscuring the gravestones ahead.
D6=4:A vampire attacks the party in this area.
D6=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.
D6=6:A thick, cold mist obscures your vision as you stumble upon a grove of petrified trees, each one marked with strange runic symbols glowing faintly. From the shadows, 2d4 giant spiders, corrupted by necromantic energy, snare the unwary. Clutched in the silk-wrapped remains of a previous victim is a letter disclosing plans for a political coup. Do you dare to take it, risking your life for the greater intrigue?
d100 = 97
D6=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.
D6=2:A lone figure sits on a bench, staring at a gravestone with their name on it. They tell the players that they are a time traveler who has come back to witness their own death. However, it turns out they are just an actor hired by a local wizard to add drama to his elaborate funeral.
D6=3:A group of 2d4 zombies have been animated incorrectly, and are actually standing quietly under a nearby tree.
D6=4:A whispering voice seems to call out to you from the shadows.
D6=5:The players find an ancient gravestone completely covered by moss and ivy.
D6=6:A toad hops across your path.
d100 = 98
D6=1:A family of 2d4 ghouls is hunting in the graveyard at night. They will attack anyone who disturbs them!
D6=2: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.
D6=3:An insidious shadow demon lurks within a crypt, sowing fear. If banished, the adventurers gain shadowsilk armor providing stealth abilities.
D6=4:A soul spider the size of a pony has spun intricate webs of wispy sentences crisscrossing the graveyard. Entanglement teleports victims to forgotten resting places teeming with riddles or combat challenges to escape.
D6=5:A group of 2d4 zombies are standing in the road, holding hands and singing a song about love and death. They don't attack.
D6=6: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.
d100 = 99
D6=1:You find an old, leather-bound journal with blank pages.
D6=2: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.
D6=3:Players find the body of a man. He has been dead for several days.
D6=4: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.
D6=5:The soft chimes of a distant bell are heard and then fade away.
D6=6:An old hag appears, offering to trade fortunes for a trinket from each player. She may give them cryptic and potentially useful hints about the future or deceive them with false predictions.
d100 = 100
D6=1:A group of 2d6+2 ghasts attack the party.
D6=2:A talking raven approaches the players, offering to guide them to the resting place of a powerful necromancer who once terrorized the area. The players can choose to follow or ignore the raven's guidance.
D6=3:The earth near one grave appears freshly disturbed, as though something has recently been buried—or unearthed.
D6=4:The PCs find a grave with an exceptionally fresh mound of dirt. Digging reveals a 'buried treasure' with a cursed item that marks the holder as a betrayer, compelling attacks by all undead nearby for as long as they possess it.
D6=5:The feeling of being watched never quite leaves you.
D6=6: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.
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Other dice tiers for the graveyard: D1, D4, D8, D10.
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