A complete D&D 5e random encounter table for graveyard scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a graveyard, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Graveyard encounter table
d100 = 1
D8=1:The eerie cry of a whip-poor-will echoes nearby.
D8=2:The players come across an old man sitting on a tombstone, playing a melancholy tune on a flute made from bone. He will stop playing if the players approach him, but if they listen closely, they may hear whispers in the music that give hints about hidden treasures in the graveyard.
D8=3: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.
D8=4:A raven drops a small, shiny trinket at your feet before flying away.
D8=5:A broken fountain in the center of the graveyard begins to bubble and churn, revealing the ghost of a water nymph who drowned in the fountain long ago. She will ask the players to return a stolen necklace to her lover before disappearing.
D8=6: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.
D8=7:A distant wolf howl sends chills down your spine.
D8=8:The party sees a group of 2d6+2 men and women walking around the graveyard, talking about how much they love the city and how much safer it's become since they were children. They are talking about how they've seen less theft and less crime since they were kids, and how they want to make sure that their children's children don't have to worry about crime like they did when they were kids.
d100 = 2
D8=1:A mysterious black cat follows the party as they explore the cemetery. If they follow the cat, they may discover a hidden entrance to an underground labyrinth.
D8=2: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.
D8=3:A group of men are arguing about who owns a certain grave. If players get involved, they will find out that one of the men owns the grave.
D8=4:A small, intricate carving of a face is hidden among the roots of a tree.
D8=5:You feel a sudden burst of warmth emanating from a particular grave.
D8=6:The players find a makeshift tent, long abandoned and showing signs of age.
D8=7:A mourner's shawl is caught on a briar, fluttering in the breeze.
D8=8:Players find a handkerchief embroidered with a noble crest lying forgotten.
d100 = 3
D8=1:The distant trundling of a cart suggests recent visitors.
D8=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.
D8=3:A flock of ravens circles above the graveyard, cawing loudly. If the players follow them, they will find a cache of valuable items hidden in an old tree trunk. However, the ravens are actually the cursed souls of thieves who were buried beneath the tree.
D8=4:A pack of 1d8+2 giant spiders have spun their webs among the gravestones. They are guarding a hidden treasure, but players must be careful not to disturb their home.
D8=5:A group of druids are performing a ritual to purify the graveyard and put restless spirits to rest. However, an evil entity is disrupting their ritual and the players must help the druids defeat it before it unleashes its wrath on the living.
D8=6:The players stumble upon a group of druids performing a ritual among the graves to preserve the natural balance in the area. They might ask the players to help fend off any intruders.
D8=7:You see a group of 1d4+3 ghouls hiding in the shadows. They are hoping to ambush anyone who approaches the grave markers.
D8=8: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 = 4
D8=1:The party encounters an eerie, spectral dog that tries to lead them to its owner's grave. The ghost of the owner offers grateful rewards for a service only the living can perform.
D8=2:A spider weaves an intricate web between two gravestones.
D8=3: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.
D8=4:A feeling of dread permeates the air as 3d4 haunted dolls creep out from behind headstones. Animated by malevolent spirits, these once-innocent toys have become savage, murderous creatures.
D8=5:An old, frayed ribbon tied around a tree branch flutters gently.
D8=6:A lone wolf howls in the distance, the sound echoing through the cemetery.
D8=7:The players stumble upon a spectral brooding figure who introduces himself as a ghostly alchemist. He offers potions in exchange for rare ingredients.
D8=8:Celebrating the harvest moon, 2d4 ghouls adorned with wreaths of autumn leaves and pumpkins initiate a bonfire and are cooking something suspiciously red. They invite the players to sample their ghastly feast, promising "it tastes to die for."
d100 = 5
D8=1:An old, leather-bound diary lies forgotten on a crumbling gravestone.
D8=2: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.
D8=3: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.
D8=4:A group of humans and human-like cultists are gathered around a tombstone. They are praying to a demon named Zan. If the players attack, the cultists will fight to the death. The cultists were hired by a noble to keep Zan's tomb safe.
D8=5:A soft, glowing light emanates from within an old crypt.
D8=6:A ghostly farmer's spirit emerges when the players step onto a certain patch of land, revealing that particular family plots conceal a mystical garden of spectral flora, granting unique, temporary powers when harvested.
D8=7:A small, empty chest, its lid ajar, lies abandoned on the ground.
D8=8:A ghostly, spectral fiddler appears on a gravestone and starts playing a haunting melody that compels anyone hearing it to join in a whimsical dance. The music seems to have a magical effect that temporarily improves all Dexterity checks.
d100 = 6
D8=1:An ancient oak stands dead at the center of the graveyard, its trunk hollow and filled with forgotten weapons. The ghost of an old knight waits, bound by a curse to guard a powerful relic. Approaching the tree awakens 2d4 zombie assassins, once the knight’s enemies in life. Succeed in banishing them and win the knight's aid, fail and join the ranks of the haunted dead.
D8=2:In the crypts below, a mummy lord recounts the ironies of their undying rule, burrowing revelries into the circumstances of their ascent and fall. They implicate known movements linking to surface politics and offer powerful relics for aiding their coups d'état in exchange for unsettling consequences. Exploring such historic grievances might bring rewards or fresh enemies.
D8=3:A group of 1d4+1 orcs are standing around a campfire, laughing and celebrating their victory over a nearby village.
D8=4:An owl silently watches you from above, its eyes unnaturally bright.
D8=5:An old, tattered flag flutters from a nearby tree.
D8=6:A group of 2d4+4 skeletons are staggering towards the party. They are under the control of a wraith that will appear if they are destroyed.
D8=7:A lone bard is playing a mournful tune on his violin among the tombstones. If the party listens to his music, they may be transported to another realm or have their memories altered.
D8=8:An intricate, inlaid mosaic on a mausoleum's door tells a story of long-forgotten lore.
d100 = 7
D8=1:A dimly glowing monolith stands ominously in the fog. Investigating it reveals it's an ancient communication device transcribing celestial messages into the air. Suddenly, five otherworldly specters appear, seemingly guided by divine directive. Victory against them reveals fragments of a prophecy concerning a divine entity’s rebirth ushered by technological evolution.
D8=2:Wisps of fog begin to creep in among the headstones.
D8=3:The air is filled with the distant echo of a child's laughter.
D8=4:An ancient family crest is engraved on a particularly large gravestone.
D8=5:An ancient, rune-carved staff lies propped against a weathered gravestone.
D8=6: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.
D8=7:The players find a massive mechanical gate marking the entrance to an ancient graveyard section. A dozen engineers work to maintain the gears, some whispering about a prophet guiding their upgrades. The leader, an engineer of high renown, offers passage in exchange for helping quell a rebellion by clockwork spirits. Inside, the players discover an underground lab from where the spirits originally came. They can either destroy it, angering the engineers, or restore it to gain advanced technological knowledge emanating eerie energies.
D8=8:You spot what looks like a spectral lantern floating in the distance.
d100 = 8
D8=1:A strange mist covers the graveyard, and the players find themselves transported to a different realm where they must fight a powerful undead ruler to return to their world.
D8=2: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.
D8=3:A group of 2d6 men are standing around a grave, laughing and joking about how they will rob the grave after the funeral is over. They ask the party to help them dig up the grave.
D8=4:You hear the distant sound of a harp being played gently.
D8=5:A group of men are digging up a grave in a corner of the graveyard. They are looking for valuables that were reportedly buried with the body.
D8=6:A feeling of dread permeates the air as 3d4 haunted dolls creep out from behind headstones. Animated by malevolent spirits, these once-innocent toys have become savage, murderous creatures.
D8=7:A haunted mirror reveals the spirit of a meticulous tailor who offers to craft magical garments if players help him find his missing shears.
D8=8:A group of 2d4 zombies are digging their way out of their graves. They will attack anyone they see and they are being commanded by a brain-in-a-jar that is held by a living ghoul who is hiding nearby and waiting for an opportunity to strike
d100 = 9
D8=1:A sense of foreboding fills the air as the players step near an unmarked plot.
D8=2:A stray cat weaves through the headstones.
D8=3:A distant figure briefly appears on a misty hill, only to vanish moments later.
D8=4:Three children are playing in the graveyard. They will ask players for food and directions to their parents' house. If players give them food, they will run away. If players tell them where their parents' house is, the children will follow the players for the rest of the adventure, becoming buddies and helping the players out if they get into any trouble.
D8=5:The low murmur of whispered conversations surrounds you but fades when you try to listen closely.
D8=6:The distant sound of church bells tolls, signaling the approach of midnight.
D8=7:You hear a soft, almost inaudible whisper calling your name.
D8=8:A spectral horse gallops through the graveyard, knocking over tombstones and howling mournfully. It seems to be searching for something or someone, and the players may be able to help it find peace.
d100 = 10
D8=1: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.
D8=2:You find a rusty, broken sword half-buried in the earth.
D8=3:A ghostly duo of minstrels offers to perform a song of resurrection if the players can reassemble their long-lost instruments.
D8=4:A mysterious woman in a white dress wanders through the graveyard, crying and searching for something. She tells the party that she is the spirit of a bride who died on her wedding day and is now searching for her lost wedding ring. The party must help her find it or risk being cursed by her forever.
D8=5:A tree swings gently in the breeze, though no visible wind stirs.
D8=6:The air seems to shimmer momentarily, as if with distant laughter.
D8=7:A group of 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.
D8=8:The unassuming grave of a jester appears, and upon approach, ghostly laughter and illusions envelop the area. The players must perform entertaining acts to gain valuable magical tricks or face a cascade of practical-joke curses.
d100 = 11
D8=1:A fox darts between gravestones, momentarily visible before vanishing.
D8=2:A cat with a fish head is walking towards the party. It wants to be fed. If the players feed it, it will give them a scroll with a random random effect on it.
D8=3:A group of talking skulls hang from a tree, each one telling a different riddle. The players must solve the riddles to gain access to a hidden chamber beneath the graveyard.
D8=4:A party of three ghouls are sitting around a campfire, laughing at their latest joke. The ghouls are on their way to join up with a larger group of ghouls.
D8=5:The ground near an ancient crypt feels warmer than the surrounding area.
D8=6: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.
D8=7:A group of revelers are celebrating the holiday by drinking and getting drunk. They have set up a small campfire.
D8=8:A vengeful banshee haunts the graveyard, wailing loudly and causing anyone who hears her cry to become temporarily deaf. If the players can find her lost jewelry and return it to her, she will stop haunting the graveyard.
d100 = 12
D8=1:An old rope swing hangs from a tree branch, swaying gently.
D8=2:A well-used shovel leans against a half-buried tombstone.
D8=3:The sound of a baby crying can be heard, leading the players to a small grave. When they dig it up, they find a cursed doll that must be destroyed before the crying will stop.
D8=4:The smell of fresh earth and decay fills the air.
D8=5:A large spider has made its web among the tombstones, using the graveyard as its hunting ground. The players may choose to help it catch its prey or try to defeat it before it becomes a danger to the nearby town.
D8=6:The ghost of a stalwart guard offers to watch over the players as they rest if they help him complete his final patrol route.
D8=7: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.
D8=8:A peculiar birdcall echoes, different from any the players have heard before.
d100 = 13
D8=1:A skeletal hand bursts from the ground, clutching a scroll. Reading it aloud summons a skeletal bard who offers to entertain and aid the players with eerie melodies.
D8=2:A man is sitting on a nearby tombstone, reading a book. He is a local scholar who is studying the history of the graveyard and its inhabitants. He will talk about his research for hours if someone does not interrupt him or politely excuse themselves from his company.
D8=3:A soft humming seems to rise from the ground itself.
D8=4:In the crypts below, a mummy lord recounts the ironies of their undying rule, burrowing revelries into the circumstances of their ascent and fall. They implicate known movements linking to surface politics and offer powerful relics for aiding their coups d'état in exchange for unsettling consequences. Exploring such historic grievances might bring rewards or fresh enemies.
D8=5:The hollow sound of wind passing through a cracked crypt door creates an eerie melody.
D8=6:A hauntingly joyous necrobiological circus of animated skeleton lushes the dark atmosphere; their ringmaster insists on co-performance. Participation promises rewards - an eerie but compelling act.
D8=7:A group of men are talking about how one of them saw a lich roaming around in the graveyard recently. One man doesn't believe him, but the others do. They will try to convince the players to go and look for themselves.
D8=8:An inscription on a mausoleum door mysteriously glows in the dark.
d100 = 14
D8=1:A group of children are playing with a ball in a corner of the graveyard. The ball rolls into a tombstone, and one of the children goes to retrieve it. A skeleton crawls out of the tombstone and attacks the children.
D8=2:They discover an emptied bird’s nest nestled in the branches of a graveyard tree.
D8=3:A distant lightning storm briefly illuminates the graveyard in a series of flashes.
D8=4: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.
D8=5: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.
D8=6:An old, cracked lantern lies in the dirt.
D8=7: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.
D8=8:An old, gnarled tree appears to have faces carved into its bark.
d100 = 15
D8=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.
D8=2:A group of 3d4 skeletons are digging through the graveyard. They are looking for treasure. If players get too close, they will attack.
D8=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.
D8=4:The sound of a baby crying can be heard, leading the players to a small grave. When they dig it up, they find a cursed doll that must be destroyed before the crying will stop.
D8=5:The chilling sound of children giggling echoes in the distance.
D8=6:A single, fresh apple lies at the base of a gravestone.
D8=7:The soft chirping of crickets adds an unexpected normalcy to the otherwise tense atmosphere.
D8=8:In the eerie mist of the Graveyard, the scent of ozone fills the air as the players stumble upon a corpse covered in glowing, arcane runes. The dead wizard has a metallic bracelet that, when worn, projects a holographic map showing the hidden passages of the Graveyard. As the party examines it, three undead vigilantes armed with mechanical scythes rise from the ground, demanding the return of the bracelet. If defeated, the vigilantes' weaponry can be repurposed, but their spirits will curse the bearer of the bracelet, foreshadowing a grim fate.
d100 = 16
D8=1:A group of children are playing a game called 'grave robbers'. One child is the thief, another is the guard, and the rest are the children who have been captured and must be rescued by the 'thief'.
D8=2:A Drunken Irishman: A drunk man staggers up to the party and asks for directions to a local tavern.
D8=3: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.
D8=4: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.
D8=5:A group of humans are trying to buy a zombie slave. The seller wants an insane amount of money for it. If the players help them, they will get a discount on the zombie slave. It's still insane though.
D8=6:A powerful lich named Lord Drakkenstern is trying to raise an army of undead to destroy the nearby city of Brackenwall, which is in league with rival kingdom nearby. He is using a powerful magic item called 'The Horn of Darkness' to control undead within his vicinity.
D8=7: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.
D8=8:Glowing resonance orbs float around the graveyard containing echoes of past conversations during winter solstice rituals. Interacting with these orbs could either unveil hidden treasures or trigger ancient traps best left undisturbed.
d100 = 17
D8=1:The rustle of a nearby bush suggests a creature moving within.
D8=2:Grave vines with sinister intent animate and attempt to encircle the players. Upon investigation, they find the flesh-like vines bear cryptic messages resembling runes or spells.
D8=3:A small statue of an angel stands guard over a child's grave, its features worn smooth by time.
D8=4:A ghostly touch of a cold hand sends shivers down the spine of whoever trails behind.
D8=5:A gentle breeze causes the leaves to rustle softly, as if whispering secrets of the dead.
D8=6:The players see a woman clad in dark attire sobbing at a grave, vanishing upon closer inspection.
D8=7:The adventurers stumble upon a crypt where skeletal laborers tirelessly carve marble statues under the watchful eyes of a haughty necromancer. The necromancer offers to sell the players’ likenesses carved in bone as eternal monuments, promising prestige but hinting at dark magics that might ensnare their souls. Meanwhile, the skeletons are quietly rebellious, and the heroes could exploit this to incite a haunting uprising or engage in a grim trade.
D8=8:A group of revelers are celebrating the holiday by drinking and getting drunk. They have set up a small campfire.
d100 = 18
D8=1:The moon casts an unholy glow on a holographic projection marking the entrance to a catacomb said to contain relics of divine nature manipulated by early technomancers. As the players approach, the projection manifests six spectral guards with technologically enhanced weaponry. Finding and embedding an ancient divine crystal may put these spectral creatures to peace, revealing lost tales of early technomancer exploits.
D8=2: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.
D8=3:A ghostly farmer's spirit emerges when the players step onto a certain patch of land, revealing that particular family plots conceal a mystical garden of spectral flora, granting unique, temporary powers when harvested.
D8=4: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.
D8=5:Spectral knights patrol the cemetery, accusing the living of petty crimes and demanding fines of the soul. They brandish sarcasm and mimicry of judicial inquisitors, demanding penance or performance of grim tales to appease their sense of duty. Players must navigate the farcical justice system, potentially revealing greater political undercurrents affecting neighboring provinces.
D8=6:A group of 2d4+4 skeletons are staggering towards the party. They are under the control of a wraith that will appear if they are destroyed.
D8=7:A group of halflings are throwing a feast inside one of the mausoleums. They invite the party to join them, claiming that they are just enjoying a nice picnic with their deceased ancestors. But things take a strange turn when the halflings start dancing on top of the coffins.
D8=8:A group of walking corpses slowly approach the party, but instead of attacking, they ask for directions to the nearest city. It seems that they have forgotten where they came from and are trying to find their way home.
d100 = 19
D8=1:Shadows seem to flicker at the edges of vision, though closer inspection reveals nothing.
D8=2:The lettering on an old tombstone seems to glow faintly in the moonlight.
D8=3:You find a small, smooth stone with a rune carved into it.
D8=4:Stumbling upon a funerary forge, the adventurers find a dwarf-turned-technomancer forging blessed yet cursed weaponry. He offers players customized pieces at a cost - binding them to assist in retrieving stolen divine schematics guarded by invisible spirit guardians hardened with augmented reality tech.
D8=5:The occasional dropping of acorns echoes loudly in the stillness of the cemetery.
D8=6:Two men in dark robes are digging up a grave. They are looking for a specific item on the body. They will attack if they are disturbed.
D8=7: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.
D8=8:The tombstones that mark the graves of the people who lived in the town are old and weathered.
d100 = 20
D8=1:A pack of living scarecrows wanders through the graveyard, seeking out any creatures they deem to be "invaders" and attacking them. The players must either fight off the scarecrows or find a peaceful way to leave the area.
D8=2:As they pass a crumbling tombstone, players encounter a zombie gardener who still tends to the flowers. He offers potions brewed from the plants in exchange for stories of the living world.
D8=3:A group of 2d6+2 small, greenish goblins emerge from behind a nearby tombstone. They are armed with short swords, shields, and small, round shields. The goblins want to fight the players.
D8=4:The sound of a violin playing a mournful tune drifts through the air.
D8=5:From an ancient ring, the spirit of a once-powerful wizard emerges. He offers his knowledge of arcane spells if players can lift the curse from his ring.
D8=6:The players come across a mausoleum, and upon entering, they are greeted by a powerful lich who has been studying and practicing necromancy for centuries. He is willing to share his knowledge, but in exchange, the party must complete a dangerous task for him.
D8=7:A small child sits atop a gravestone, surrounded by various toys and trinkets. If the party approaches, they may realize that the child is actually a powerful fey creature, and playing with their toys may have unexpected consequences.
D8=8:The sudden appearance of a halo-like ring in the sky adds an otherworldly feel.
d100 = 21
D8=1:A group of 1d8+2 men dressed in black robes are holding a funeral service in the graveyard. They are members of a cult of necromancers who worship an evil lich who resides beneath the graveyard. The lich has promised to resurrect the cult leader if he can raise an army of undead to conquer the local kingdom.
D8=2:Uneven mists float lazily over the fields of the dead, shrouding mausoleums and crypts in sorrowful silence. Echoes of battles long past seem to rise with every step. Out of this fog, a procession of 3d4 spectral knights on ghostly horses emerges. They bear the sigils of an ancient order, now forgotten, sworn to protect a kingdom that no longer exists. They challenge you for passage, invoking rites of old—a riddle of their lost king's fall, a trap of collapsing graves if answered wrong. The choices given are treacherous: honor the old ways and earn their respect, or vanquish them and bear the wrath of tormented souls. This ethereal encounter offers glimpses into ancient wars, secret histories, and promises of rewards entangled in the cobwebs of destiny.
D8=3:The players come across a group of mourners grieving over a grave. When they inquire about the deceased, they find out that he was a powerful lich, and the mourners are his former minions who now seek revenge on the party for destroying their master.
D8=4:A man is standing in front of a large grave, talking to the dead man's ghost. He wants to know if the ghost will haunt him if he digs up his body and steals his treasure.
D8=5:The players notice a single, flickering candle placed at the base of a tombstone.
D8=6:A group of 1d6+2 ghosts are trapped in the graveyard, reliving the same event over and over again. Players must help them resolve their unfinished business to allow them to move on.
D8=7:A lone tiefling can be seen kneeling at a gravestone, crying. When the players approach, she reveals that this is the resting place of her lover who died years ago.
D8=8:A string of prayer beads dangles from a nearby tree branch.
d100 = 22
D8=1:The ground beneath the players' feet begins to tremble, and 2d4 ghasts emerge, their stench overwhelming and their claws dripping with a paralyzing toxin. They hunt with a voracious hunger.
D8=2:Shadows seem to flicker at the edges of vision, though closer inspection reveals nothing.
D8=3:A group of 2d4+2 skeletons are lying around in various states of disrepair. They will attack when players approach.
D8=4:A crow's feather lies on the ground, black and glossy against the earth.
D8=5: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.
D8=6:The soft, rhythmic tapping of a spectral figure echoes faintly.
D8=7:The players come across a mausoleum, and upon entering, they are greeted by a powerful lich who has been studying and practicing necromancy for centuries. He is willing to share his knowledge, but in exchange, the party must complete a dangerous task for him.
D8=8:A thick branch creaks under unseen pressure, giving the impression of an invisible watcher.
d100 = 23
D8=1:Tiny fireflies dot the graveyard, their light dancing in the darkness.
D8=2:The players arrive at a grave marked with divine symbols guarded by a spectral clergy fiercely committed to its protection. Gaining access requires proving piety or aiding in casting away the spirits’ lingering doubts.
D8=3:The players notice a grave that seems to glow faintly. Digging it up reveals a ghostly warrior who pledges his service if they will avenge his wrongful death.
D8=4:A crumpled, but legible, family tree is found lying partially buried.
D8=5:The distant cry of a wolf echoes through the night, putting the adventurers on edge.
D8=6:A group of 1d20+10 ghouls and wights attack the party.
D8=7:A murmur of hurried whispers seems to come from an ancient crypt.
D8=8:A group of children are playing a game called 'grave robbers'. One child is the thief, another is the guard, and the rest are the children who have been captured and must be rescued by the 'thief'.
d100 = 24
D8=1:The feeling of invisible eyes watching you is ever-present.
D8=2:The players find an abandoned dollhouse near a child's grave.
D8=3:In a solemn grove, 2d4 devilish imps dance around a summoning circle etched in blood. They guard a sigil rumored to hold sway over significant political figures. Rescuing the sigil may tip the balance in your favor, but scorn the imps, and they will summon a greater fiend bent on your ruin.
D8=4: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.
D8=5:A ghostly woman in white appears to the players and asks for their help in finding her lost wedding ring. She promises to reward them if they find it, but if they accept the quest, they must face a powerful wraith who guards the ring.
D8=6:A thick fog rolls in, obscuring your vision.
D8=7:A strong scent of lavender fills the air around one grave.
D8=8:A tall, shadowy figure wielding a scythe appears among the tombstones. The Grim Reaper himself offers the chance to duel for an enchanted weapon, warning that losing such a duel has dire consequences.
d100 = 25
D8=1:A flickering flame spirit roams the graveyard, guarding the lantern of an old watchman. The spirit offers to guide the party safely out of the graveyard in exchange for kindling long-lost embers.
D8=2:The players stumble upon a group of druids performing a ritual among the graves to preserve the natural balance in the area. They might ask the players to help fend off any intruders.
D8=3:A rabbit darting between graves reveals a hidden entrance to an underground cavern.
D8=4: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.
D8=5:The scent of freshly baked pastries fills the air.
D8=6: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.
D8=7:Dead leaves crunch underfoot.
D8=8:The party hears a loud wailing sound coming from the tombstones. It's coming from a banshee who is resting after attacking some townspeople earlier in the day.
d100 = 26
D8=1:A group of 2d6+2 skeletons are having a tea party in the graveyard. They welcome the players to join them, but if they refuse, the skeletons will become hostile.
D8=2:The scent of spices lingers in the air, strangely comforting.
D8=3:Luna moths made of pure light circle a particular gravestone. They reveal a hidden grove where the spirit of a nature deity blesses the party with druidic powers.
D8=4:The players come across a gravestone with their own names etched into it.
D8=5:The party sees a group of 1d8+8 men digging up a tomb. They are wearing black robes and have red eyes. They attack the party and can cast fireballs from their hands.
D8=6:A group of 2d4 skeletons are wandering around the graveyard, searching for living flesh to devour.
D8=7:A stone bench provides a place of rest and contemplation among the tombstones.
D8=8:The party stumbles upon a bound and gagged individual claiming to have been buried alive by grave robbers. Upon being freed, they attack, revealing themselves as a shape-shifting fiend.
d100 = 27
D8=1:A faint whisper seems to come from nowhere.
D8=2:A single, pure-white dove watches the adventurers from a secure perch.
D8=3:A swarm of 1d6+2 ghost rats are haunting a particular grave. If players can put their spirits to rest, they will receive a treasure as a reward.
D8=4:Two masked revelers are fighting with each other in a graveyard.
D8=5:A group of grave robbers are digging up a fresh grave when the party stumbles upon them. The robbers are horrified and quickly flee, leaving behind whatever treasure they were after. But the party soon realizes that the grave was not as empty as they thought.
D8=6:The flicker of distant lantern light causes shadows to dance across gravestones.
D8=7:The players come across a hidden alcove with a spectral monk meditating in eternal penance. He offers blessings or martial prowess but requests a rare, mystical component to continue his meditation undisturbed.
D8=8:A group of people are sitting around drinking and talking about all of the strange things that have happened in this graveyard. They are looking for someone who can tell them what happened to one of their friends who disappeared without a trace. They will ask the players to find out what happened to their friend.
d100 = 28
D8=1:A ghostly figure appears in front of the players, asking for help in avenging their murder. However, the ghostly figure turns out to be the actual murderer, trying to trick the players into helping them.
D8=2:A row of headstones seems perfectly aligned with the stars above.
D8=3: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.
D8=4: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.
D8=5:The players notice a single, flickering candle placed at the base of a tombstone.
D8=6:The players find a gravestone adorned with intricate carvings of flowers and vines.
D8=7:A ghostly tavern appears within the graveyard, offering drinks and food to weary travelers. However, the prices can only be paid with a piece of someone's soul. Will the players take the risk for a hot meal and a warm bed?
D8=8:A Local Thief: A local thief wants to know if there are any places in the graveyard that are not well lit at night.
d100 = 29
D8=1:A mysterious man in a top hat and tails is holding a tea party on a gravestone. He invites the players to join in, but they must answer riddles or suffer a curse.
D8=2:The players come across a crypt where a group of vampires are having a game of charades. The vampires invite the players to join in on the fun, offering a valuable reward if they can correctly guess their clues.
D8=3:A group of three men dressed in black robes are standing around talking about their latest mission for their order, which was to kill a vampire that was threatening a nearby village. One of the men says, 'The villagers were so afraid of the vampire that they didn't do anything about it themselves, so we had to do it
D8=4:The players find a gravestone adorned with intricate carvings of flowers and vines.
D8=5:You find an ornate key half-buried in the dirt.
D8=6:You hear the distant tolling of a bell, though no bell tower is in sight.
D8=7:The distant cry of a lone wolf sends shivers down your spine.
D8=8:A young couple is in the process of getting married, and they are being attacked by two werewolves. The werewolves were attracted by the sound of the wedding bells. If players help, they will learn that the bride is actually a werewolf, but she is marrying a werewolf hater in an effort to keep the peace between were-creatures and humans.
d100 = 30
D8=1:The graveyard is home to a colony of were-rats, who have been terrorizing nearby villages. The players must stop them and find the source of their lycanthropy before the full moon rises.
D8=2:A group of ghosts offer to guide the players through the graveyard, but they lead them to an alternate plane of existence instead. To return to the material world, the players must complete a task for each ghost.
D8=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.
D8=4:Wisps of fog begin to creep in among the headstones.
D8=5:An ancient gravestone appears to tell a part of a larger, unfinished story.
D8=6:The scent of spices lingers in the air, strangely comforting.
D8=7:A group of elderly men and women are discussing the evil that stalks their town. They believe that if they can get rid of it, their town will be safe again.
D8=8:The air suddenly fills with the scent of lavender.
d100 = 31
D8=1:A hauntingly joyous necrobiological circus of animated skeleton lushes the dark atmosphere; their ringmaster insists on co-performance. Participation promises rewards - an eerie but compelling act.
D8=2:A lone tiefling can be seen kneeling at a gravestone, crying. When the players approach, she reveals that this is the resting place of her lover who died years ago.
D8=3:A pack of stray dogs appear, growling and baring their teeth. They seem to be guarding a certain grave and won't let anyone near it.
D8=4:A dimly glowing monolith stands ominously in the fog. Investigating it reveals it's an ancient communication device transcribing celestial messages into the air. Suddenly, five otherworldly specters appear, seemingly guided by divine directive. Victory against them reveals fragments of a prophecy concerning a divine entity’s rebirth ushered by technological evolution.
D8=5:A party of adventurers that went missing in the graveyard years ago suddenly appears, still looking for a way out. They will mistake the players for their old comrades and will beg them to help them defeat the powerful creature that trapped them there.
D8=6:As the wind rustles through the graveyard, ethereal fireflies alight upon the gravestones, illuminating hidden messages and revealing hidden pathways visible only under their light.
D8=7:The faint outline of a child's handprint is visible in the earth.
D8=8:A group of fireflies dance in the air, creating fleeting patterns of light.
d100 = 32
D8=1:A crypt has collapsed, leaving a large hole. A large grue is nearby.
D8=2:Two masked revelers are fighting with each other in a graveyard.
D8=3:A group of skeletons are playing a game of chess with a live rat as the chess piece. If the players defeat them in a game, the skeletons will reveal a secret passage to a hidden treasure.
D8=4:A group of 3d4+3 skeletons are digging up a corpse.
D8=5:A strange mist settles over the graveyard, causing the players to see illusions of their greatest fears and regrets. The only way to dispel the mist is to face and overcome these illusions.
D8=6:You discover a half-buried timepiece stuck at midnight.
D8=7:The players find an old map fluttering in the wind, pinned under a stone.
D8=8:Runes carved into a gravestone pulse faintly with an otherworldly glow.
d100 = 33
D8=1:A vampire is hiding in a coffin, posing as a dead body. He will pretend to be a recently-deceased person, but he will attack the players when they open the coffin lid.
D8=2:You find a single, pristine feather lying on a gravestone.
D8=3:You see a group of 1d4+4 zombies attacking a nearby village.
D8=4: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.
D8=5:A group of 1d6 zombies are carrying a small chest. The chest contains 1d8 gems worth of jewelry.
D8=6:The faint outline of a person seems to appear amidst the swirling fog.
D8=7: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.
D8=8:A group of fireflies float around a solitary grave, creating an ethereal glow.
d100 = 34
D8=1:The party sees a man dressed as a skeleton. He is dancing around a grave. His name is Mr. Bones, and he is a local legend.
D8=2:You feel the ground shift slightly beneath you, as if something is moving below.
D8=3:The party hears a loud crashing noise. It's a group of 2d4+4 soldiers from a nearby city who are out on patrol. They want to know why the party is in their graveyard.
D8=4:The party finds a man standing in the middle of the road. He is confused and thinks he is in the middle of the street. If the party helps him, he will lead them to a nearby village and introduce them to a beautiful woman who is looking for suitors.
D8=5:A group of 1d4+3 ghouls are hiding in the shadows of the graveyard. They are hoping to ambush anyone who approaches the grave markers.
D8=6:A woman named Sarah is sitting in the graveyard. She is crying and wailing.
D8=7:Faint echoes of laughter seem to come from the direction of an ancient family crypt.
D8=8:The grave of a local noble has been defiled. The noble has risen as a vampire. The vampire attacks anyone it sees.
d100 = 35
D8=1:A group of people are singing at the top of their lungs in a graveyard. They are trying to wake up the dead. They are drunk.
D8=2:Players see an injured man crawling towards them. He says he was traveling with a group when they were attacked by 2d6 wolf-like creatures. His leg is broken and he needs medical help. If players help him, he will tell them that he is a werewolf and will transform and attack them.
D8=3:A group of 2d4+2 human and human-like cultists are gathered around a tombstone. They are praying to a demon named Zan. If the players attack, the cultists will fight to the death.
D8=4:The ground feels as though it shifts slightly beneath your feet.
D8=5:The spirit of an old gravedigger appears, offering to reveal hidden burial sites of legendary heroes in exchange for the party performing rites to honor the dead.
D8=6: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.
D8=7:A gravestone bears an inscription that seems to have been freshly etched.
D8=8:A group of 2d6 bandits are hiding out in the graveyard, trying to lay low and wait for an opportunity to strike against local merchants and caravans.
d100 = 36
D8=1:An eerie mist conceals a beautifully maintained grave belonging to a powerful sorceress. Her spirit offers to cast spells for the players if they help her lift a centuries-old curse.
D8=2:You feel a sudden burst of warmth emanating from a particular grave.
D8=3:An old, rusted horseshoe hangs from a wooden pole marking a grave.
D8=4:The players find a decrepit grave with a sword embedded in it. Removing the sword unleashes a specter who promises great rewards if the sword is used to kill a certain NPC. In truth, the NPC is a former ally of the specter who betrayed it, and the sword binds the wielder's soul to the specter.
D8=5:A group of living statues has taken up residence in the graveyard, offering to "protect" the graves and charge any "unauthorized visitors" a toll. The players must decide whether to fight the statues or try to negotiate with them.
D8=6: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.
D8=7: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.
D8=8:The players hear a chilling, spectral wail before encountering a wraith accompanied by 2d4 will-o'-wisps. The wraith seems to guard something precious buried within the soil of its grave.
d100 = 37
D8=1:The players find a gravestone adorned with intricate carvings of flowers and vines.
D8=2:A group of 1d4 zombies are carrying a small chest. The chest contains 10 gp worth of coins.
D8=3:The party hears a moan from a nearby grave. A zombie has just been created and is staggering around.
D8=4:You find a necklace with a locket, containing a faded picture of an unknown couple.
D8=5:A group of revelers are celebrating the holiday by drinking and getting drunk. They have set up a small campfire.
D8=6:A faint, sweet smell of blooming flowers briefly overwhelms the senses.
D8=7: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.
D8=8:The sound of someone digging can be heard. It sounds like they are digging a hole to hide something.
d100 = 38
D8=1:A mysterious figure is sitting on a tombstone, playing a somber tune on a lute. If players listen to the song, they will fall into a deep sleep and have vivid dreams of their past.
D8=2:A lone, forgotten spyglass lies discarded at the base of an old headstone.
D8=3:Deep choir and solemn chanting lull the players into a gathering at the mausoleum as spectral monks partake in a silent vigil, offering knowledge and warnings in return for a single favor or quest.
D8=4:The players find a forgotten and broken sword lying on a grave.
D8=5:A single, white rose lies on a fresh grave, its petals soaked with morning dew.
D8=6:You notice a worn-out teddy bear placed gently against a headstone.
D8=7:A family of 2d4 ghouls is hunting in the graveyard at night. They will attack anyone who disturbs them!
D8=8:The ground rumbles, and a skeletal dragon bursts forth from the earth. This ancient beast roams the graveyard, guarding a treasure hoard buried deep beneath the tombstones.
d100 = 39
D8=1: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.
D8=2:The soft sound of string instruments playing a mournful tune fills the air.
D8=3:While walking through the graveyard, the players see a group of 4d4 zombies playing cards and smoking cigars. A cigar explodes in one of the zombies' face, and he becomes angry. He will attack. If players win, they can get a pack of cheap cigars, but only one per player (they are bad cigars). Players can also trade them for information about a nearby dungeon if they want.
D8=4:Players find the body of a man. He has been dead for several days.
D8=5:A single, fresh apple lies at the base of a gravestone.
D8=6:A group of soldiers is standing around a grave, talking about how they were killed by orcs. They do not want to talk about their battle with the orcs, because it was humiliating.
D8=7:A group of people are sitting around drinking and talking about all of the strange things that have happened in this graveyard. They are looking for someone who can tell them what happened to one of their friends who disappeared without a trace. They will ask the players to find out what happened to their friend.
D8=8:By an ancient crypt, a feud between two families of zombies pits them in a morbid war over territorial rites. The "living dead" families are a comically exaggerated reflection of living nobility, complete with overblown honor codes and undead duels. Players can mediate the conflict, choose a side and turn the tide, or simply exploit the chaos to their advantage, but beware—the grave grievances run deep.
d100 = 40
D8=1:The spirit of a murdered alchemist haunts the area, offering rare potions and elixirs if the party helps unearth his hidden notes. Once the items are recovered, the spirit turns on the party using the recovered alchemical items.
D8=2:The party will see a group of 3 skeletons playing cards. They will stop and challenge the party to a game of cards. If the party wins, the skeletons will attack. If the party loses, they will have to fight the skeletons anyway because they cheated.
D8=3:A Local Thief: A local thief wants to know if there are any places in the graveyard that are not well lit at night.
D8=4:D6+2 zombies attack a group of traveling players.
D8=5:A beautiful vampire posing as a distraught widow offers the party riches for resolving her husband’s murder. Her story is false, intending to turn the party into her vampire thralls.
D8=6:Two masked revelers are fighting with each other in a graveyard.
D8=7:A powerful lich named Lord Drakkenstern is trying to raise an army of undead to destroy the nearby city of Brackenwall, which is in league with rival kingdom nearby. He is using a powerful magic item called 'The Horn of Darkness' to control undead within his vicinity.
D8=8:In the dead of night, a banshee’s wail echoes through the cemetery, leading the adventurers to a hidden sepulcher with a spectral queen who seeks vengeance on the living realm.
d100 = 41
D8=1:A group of elderly men and women are discussing the evil that stalks their town. They believe that if they can get rid of it, their town will be safe again.
D8=2:A thin layer of fog begins to roll in, obscuring the gravestones ahead.
D8=3:A group of children are playing hide and seek in the graveyard. One child has hid in a coffin and is too scared to come out. The other children will ask the players to help them get the child out of the coffin. If the players do so, the child will give them a random magic item as a thank you gift.
D8=4:The feeling of being watched never quite leaves you.
D8=5:A spectral child leads the party to a hidden treasure but must be freed from the curse binding him to the graveyard for the adventurers to keep it.
D8=6:A group of revelers are celebrating the holiday by getting married. They have set up a small campfire.
D8=7: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.
D8=8:The ghostly figure of a knight appears in the graveyard, challenging players to a duel. If they defeat him, he will reward them with a powerful weapon. If they refuse, he becomes hostile and attacks.
d100 = 42
D8=1:A skeleton dressed in tattered royal garments emerges from a tomb. He offers his spectral knights as allies if the players help to reclaim his stolen crown.
D8=2:A hag has set up shop in the graveyard, selling potions and trinkets made from grave dirt and bone fragments. She offers to sell the party powerful items but at a high cost or a dangerous task to complete.
D8=3: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.
D8=4:An old, weathered journal is found seemingly untouched by time.
D8=5:The ground here feels strangely soft, like treading on mounds of old, forgotten bones. A hooded figure offers riddles in exchange for passage through a safe path. Answer wrongly and be beset by 3d6 ghasts who claw their way from the earth below. Answer correctly to receive a cryptic hint about a brewing court conspiracy.
D8=6:An old crow perches atop a gravestone, cawing ominously.
D8=7:A group of 3d4+3 skeletons are digging up a corpse.
D8=8:An old coin, worn from time but still shiny, sits atop a meaningful gravestone.
d100 = 43
D8=1:A man is sitting on a tombstone, reading from a book. He is studying necromantic magic and hopes to learn how to bring people back from the dead. He will be willing to tell players about his studies if they ask him about it.
D8=2: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.
D8=3: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.
D8=4:The spirit of a master blacksmith offers to forge a legendary weapon if the party retrieves his disassembled tools scattered across the graveyard.
D8=5:A group of children are playing with a ball in a corner of the graveyard. The ball rolls into a tombstone, and one of the children goes to retrieve it. A skeleton crawls out of the tombstone and attacks the children.
D8=6:The party comes across a group of 1d4 skeletons. The skeletons are throwing dice and betting on the results.
D8=7:A jovial wizard named Alaric appears and offers the party assistance. He is a Truth-Seeker from the Ivory Tower. He warns them about the unspeakable horror in the catacombs below. He seems to know more than he is letting on.
D8=8:A man is sitting on a tombstone, drinking from a wineskin and singing a song about a woman named 'Mary'.
d100 = 44
D8=1:A group of adventurers, who appear to be from another time and place, suddenly appear in the graveyard. They are searching for a powerful artifact that was buried with a famous hero. The party can either help them or compete against them for the artifact.
D8=2:A shrouded figure warns of impending doom, offering dark portents etched on enchanted bones. Ignoring their advice awakens 3d6 crypt wraiths whose touch leeches life force. Heeding the portents grants you foresight into critical upcoming events, but the cost of ignoring them is a haunting torment.
D8=3: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.
D8=4:The sounds of crickets pierce the silence while a toad croaks from somewhere nearby.
D8=5:Crossing through a heavily warded part of the cemetery, the PCs encounter a planar rift revealing a battlefield of traitorous soldiers. One of the dead recruits their help to change their fate, but it's a trap to drag them into the rift.
D8=6: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.
D8=7:Moonlight shimmers over a dilapidated funerary parlor aligned with divine astronomical calculations augmented by techno sorcery. The seer presiding over it grants prophetic insights in exchange for purging twelve corrupted cyber-vengeful souls lurking. Achieving this quest offers foresight into rising divine-technological conflicts disrupting the balance of power.
D8=8:A group of children are playing hide-and-go-seek in the graveyard. One of them has hidden himself inside a mausoleum.
d100 = 45
D8=1:A sudden flash of lifelike movement turns out to be a heron fishing in a near pond.
D8=2: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.
D8=3:A rabbit darts across the path.
D8=4:The players come across a group of undead creatures having a tea party. The undead politely offer the players a seat at the table and engage them in conversation, but if the players do not leave before sunset, they will be turned into undead themselves.
D8=5:A group of 1d4+3 ghouls are hiding in the shadows of the graveyard. They are hoping to ambush anyone who approaches the grave markers.
D8=6:The scent of cedarwood mingles with the earthy aroma of the graveyard.
D8=7:A sudden, chilling breeze reveals an otherworldly war being reenacted by ghostly soldiers. The battlefield was once the graveyard now stands, and the spirits seek to recruit the players to help them find eternal rest by resolving the ancient conflict.
D8=8:A group of 2d4 skeletons are wandering around the graveyard, searching for living flesh to devour.
d100 = 46
D8=1:A group of 2d6 cultists are praying to their god. They are hoping that their god will answer their prayers and bless them with wealth.
D8=2:You find a half-burned candle in the crevice of a gravestone.
D8=3:The sound of a baby crying can be heard, leading the players to a small grave. When they dig it up, they find a cursed doll that must be destroyed before the crying will stop.
D8=4:A group of elderly men and women are discussing the evil that stalks their town. They believe that if they can get rid of it, their town will be safe again.
D8=5:A floating lantern guides players to a spectral merchant who offers rare items in exchange for a piece of their own life force.
D8=6:A tiny, intricately carved box is discovered in the soil.
D8=7:While passing a crypt, players hear a chilling lullaby. Investigating, they find a banshee who mourns her lost child. If players help her find peace, she becomes a spectral ally who can guide them through the realm of the dead.
D8=8: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 = 47
D8=1:An old, tattered book lies at the base of a crypt.
D8=2:A group of 3d4 skeletons are digging through the graveyard. They are looking for treasure. If players get too close, they will attack.
D8=3: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.
D8=4:A group of 1d4+2 ghouls attack the party. They are led by a ghast, who is a powerful mage and cleric who can cast spells and turn invisible at will. He is also accompanied by two wights, who are able to cast fireballs at players from a distance.
D8=5:A man is sitting on a tombstone, drinking from a wineskin and singing a song about a woman named 'Mary'.
D8=6:The players come upon a stone monument, depicting a valiant knight in repose.
D8=7:An ominous mist rises, and from its depths emerge 2d6 revenants, souls driven by the need for vengeance. Their burning eyes lock onto anyone who might have wronged them in life, or simply stand in their way.
D8=8:An old map, seemingly made of animal hide, lies partially buried and obscured.
d100 = 48
D8=1:As the moonlight bathes the graveyard, the players notice the shadows of tombstones growing unnaturally. These shadow spirits offer cryptic guidance or power for future quests if appeased with ancient tokens.
D8=2:An old, rusted lantern hangs from the branch of a dead tree, its light long extinguished.
D8=3:A group of three men dressed in black robes are standing around talking about their latest mission for their order, which was to kill a vampire that was threatening a nearby village. One of the men says, 'The villagers were so afraid of the vampire that they didn't do anything about it themselves, so we had to do it
D8=4:A group of revelers are celebrating the holiday by fighting with each other. They have set up a small campfire.
D8=5:A pair of stone gargoyles seem to guard a crypt.
D8=6:A ghoul wanders aimlessly, singing a haunting tune. If the players listen closely, they might hear clues about treasure buried nearby.
D8=7:A group of 2d6 ghouls attack the players. They will do anything to kill the players and eat their flesh. They will respond to questions and communicate if they think it will get them a meal.
D8=8:They find a piece of parchment containing a love poem dedicating someone fervently missed.
d100 = 49
D8=1:A piece of parchment stuck in a tree contains a crudely drawn map.
D8=2:A cracked and broken tombstone reveals ancient, unreadable inscriptions.
D8=3:The players come across a funeral procession of ghostly mourners, complete with spectral pallbearers and a floating coffin. If respectfully communicated with, the spirits reveal they are in search of their lost relic which could hold unspeakable necromantic power.
D8=4:The flap of unseen wings disturbs the stillness momentarily.
D8=5:A leafless tree creaks ominously as its branches sway in the wind.
D8=6:A lone skeleton is sitting on a tombstone, playing a lute. If players approach, it will challenge them to a music competition. If they win, it will give them a magical lute. If they lose, it will attack them with its lute as a weapon.
D8=7:A well-tended flowerbed lies in stark contrast to the otherwise neglected surroundings.
D8=8:A small bird nests in the hollow of a tree growing through a cracked gravestone.
d100 = 50
D8=1:A mysterious black cat follows the party as they explore the cemetery. If they follow the cat, they may discover a hidden entrance to an underground labyrinth.
D8=2:A group of 4 bandits are robbing a tomb. They are surprised to find the party there, and they will attack without warning.
D8=3:The distant cry of a lone wolf sends shivers down your spine.
D8=4:Stumbling upon a funerary forge, the adventurers find a dwarf-turned-technomancer forging blessed yet cursed weaponry. He offers players customized pieces at a cost - binding them to assist in retrieving stolen divine schematics guarded by invisible spirit guardians hardened with augmented reality tech.
D8=5:The flicker of distant lantern light causes shadows to dance across gravestones.
D8=6:A lot of cats are seen on the graveyard. If players approach them, the cats run away. There is a 20% chance that a vampire is using these cats as a distraction. These vampires are actually very poor at disguise and if caught, they will beg for their life (if they don't resort to attacking).
D8=7: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.
D8=8:The feeling of being watched never quite leaves you.
d100 = 51
D8=1:A gentle breeze whispers ancient prophecies, revealing the presence of an oracle’s spirit. She tells of omens and future dangers, providing cryptic advice for the players' journey.
D8=2:A party of three zombies are staggering around looking for fresh meat. They will attack anyone they see.
D8=3:The distant trundling of a cart suggests recent visitors.
D8=4:Beneath an enchanted willow, an elf spirit offers to teach the party ancient fey magic if they honor his final request to heal the land.
D8=5:An intricately
D8=6:A mysterious figure is sitting on a tombstone, playing a somber tune on a lute. If players listen to the song, they will fall into a deep sleep and have vivid dreams of their past.
D8=7:A grave digger is working late, whistling a tune as they shovel dirt into a fresh grave.
D8=8:The party hears the sound of a woman singing a lullaby in a nearby mausoleum. Upon entering, they find a ghostly woman cradling a baby in her arms. She asks the party to help her find her child's lost pacifier, which she claims has the power to calm even the most restless of spirits.
d100 = 52
D8=1:Heavily warded dolmen where an elder lich performs celestial calculations on gravestones. Observing his hidden math brings odd prophecies aiding the climax of an ongoing campaign.
D8=2:Players hear a sound like a woman weeping. If they investigate, they find a ghost named Sally. She was murdered by a band of goblins a few days ago. She wants revenge on the goblins.
D8=3:A pack of dire wolves have made their den in a nearby abandoned mausoleum. They will protect their home fiercely, but if the players can prove themselves to be honorable guests, the wolves may reveal a hidden treasure buried within the walls of the mausoleum.
D8=4:Three old men are sitting on a tombstone, talking about the past. They are drunk. They will attack the players if they get too close.
D8=5:A group of three men wearing black robes are talking to each other in front of a grave. If the players approach, the men will ask them to help them dig up the grave. The three men are actually bad NPCs who are trying to dig up a grave to steal from it.
D8=6:You find an oddly warm stone in the soil by a gravestone.
D8=7:The words on a gravestone seem to have changed since you last looked.
D8=8:The spirit of a murdered alchemist haunts the area, offering rare potions and elixirs if the party helps unearth his hidden notes. Once the items are recovered, the spirit turns on the party using the recovered alchemical items.
d100 = 53
D8=1: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.
D8=2:A lone bard sits on a gravestone, playing a haunting melody on his flute. He will ask the players to share a meal and tell stories with him.
D8=3:A group of friendly ghosts approach the party, asking for help in fulfilling their unfinished business so that they can finally move on to the afterlife. Each ghost has a different request, ranging from delivering a message to a loved one to avenging their death.
D8=4: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.
D8=5:An old, leather-bound diary lies forgotten on a crumbling gravestone.
D8=6:A faded family crest is carved into an ancient stone, suggesting wealth and status.
D8=7:You find a small, smooth stone with a rune carved into it.
D8=8:The distant cry of a lone wolf sends shivers down your spine.
d100 = 54
D8=1: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.
D8=2:The players find a massive mechanical gate marking the entrance to an ancient graveyard section. A dozen engineers work to maintain the gears, some whispering about a prophet guiding their upgrades. The leader, an engineer of high renown, offers passage in exchange for helping quell a rebellion by clockwork spirits. Inside, the players discover an underground lab from where the spirits originally came. They can either destroy it, angering the engineers, or restore it to gain advanced technological knowledge emanating eerie energies.
D8=3: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.
D8=4:You accidentally disturb a nest of insects dwelling in a crack in a gravestone.
D8=5:A lone figure can be seen digging up a grave in the dead of night. They are actually a grave keeper, searching for missing valuables. Players can either help them or report them to the authorities.
D8=6:A cool breeze sends chills down your spine as the gate creaks open and shut.
D8=7: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).
D8=8:A hag has set up shop in the graveyard, selling potions and trinkets made from grave dirt and bone fragments. She offers to sell the party powerful items but at a high cost or a dangerous task to complete.
d100 = 55
D8=1:Players come across a group of 2d4 skeletons who are fighting over a skull bone. If players get too close, they will attack.
D8=2:The faint smell of freshly baked bread wafts in the air with no apparent source to be found.
D8=3:You hear the sound of footsteps behind you, but when you turn, no one is there.
D8=4:A group of 2d6 zombies shuffle through the graveyard. They are carrying an heavy Cast-Iron Cookware that is engraved with the name 'Nefarious' on one side of the pot. The cookware is extremely heavy, weighing about 10 lbs. +
D8=5:A swarm of angry ghosts haunts the graveyard, seeking revenge on the living for disturbing their rest. The players must appease the ghosts by finding presents to offer them, or else face their wrath.
D8=6:Three old men are sitting on a tombstone, talking about the past. They are drunk. They will attack the players if they get too close.
D8=7:The party sees a man digging in the graveyard. He is looking for the Sword of Kings, which he thinks is buried in this graveyard. He is willing to pay the players handsomely if they help him dig for the sword. The sword is not in the graveyard and they might get in trouble with the local sheriff if they're caught digging up the place.
D8=8:As the players traverse a moonlit pathway, they find animate stone gargoyles holding a mock "Court of Mortality". Judging intruders, they require players to present their most heroic deed.
d100 = 56
D8=1:A dormant stone golem awakens, guarding an ancient family’s burial plot. It will allow the party to pass if they prove their worth by defeating spectral invaders desecrating the site.
D8=2:A grave bears a fresh gift of flowers and an unlit candle.
D8=3:A group of 2d6 wights are hunting in the graveyard at night. They will attack anyone who disturbs them!
D8=4:The gravestones rattle as levitating spirits sneak up to mock the living with morbidly comedic gestures and illusions. They gossip about the true, unflattering fates of local heroes buried there and can reveal secrets of long-forgotten scandals if properly appeased or banished. However, these spirits thrive on mischief, leading heroes into questionable actions put into moral contrast with their lofty ideals.
D8=5:A group of 2d4+2 skeletons are lying around in various states of disrepair. They will attack when players approach.
D8=6: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.
D8=7:A pack of living scarecrows wanders through the graveyard, seeking out any creatures they deem to be "invaders" and attacking them. The players must either fight off the scarecrows or find a peaceful way to leave the area.
D8=8:A single red rose lies on the steps of a mausoleum.
d100 = 57
D8=1:A recently placed, handmade wreath hangs from the entrance gate.
D8=2:Unexpectedly, the party hears a loud crashing noise. The noise is a group of 2d4+4 half-orcs who have been awakened by the sound. They are angry and want to fight!
D8=3:A strange figure in a long cloak stands near a grave, then vanishes when approached.
D8=4:A swarm of angry ghosts appear and accuse the party of disturbing their rest. They demand that the party find their missing belongings and return them to their graves, or they will haunt them forever.
D8=5:The players stumble upon a hidden underground chamber beneath the graveyard, where a group of grave keepers are performing dark rituals to summon a powerful demon. If the players can stop the ritual and defeat the demon, they will be rewarded with a powerful magical weapon.
D8=6:The players discover a group of gnomes holding a funeral for their fallen comrade. They ask the players to help them with a proper send-off, complete with pranks, jokes, and a good old-fashioned gnome wake.
D8=7: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.
D8=8:A single, polished stone sits atop a gravestone.
d100 = 58
D8=1:A gentle breeze rustles through the leaves, carrying with it the distant sound of mournful whispers.
D8=2:An overgrown path leads to a section of the graveyard that seems untouched for years.
D8=3:You find an old, tattered map that seems to indicate the graveyard's layout.
D8=4: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.
D8=5:You see two grave keepers digging a grave in the light of a full moon. If you approach them, they will ask you to help them secure a body that has been resurrected. If you accept, you may face a powerful necromancer and their undead minions.
D8=6:The party will see a group of 3 skeletons playing cards. They will stop and challenge the party to a game of cards. If the party wins, the skeletons will attack. If the party loses, they will have to fight the skeletons anyway because they cheated.
D8=7:A group of 2d6 werewolves are having a feast on a pile of fresh corpses. If players can appeal to their human sides, they may be able to negotiate with them for information or assistance.
D8=8:An old pair of spectacles are found resting on a gravestone.
d100 = 59
D8=1:The air grows thick with fog, shrouding the ancient tombstones in an otherworldly glow. Whispering winds carry the sound of distant moans. A stone statue of a mourning angel weeps bloody tears. Dare to investigate, and six shadowy figures will emerge from the fog, specters bound by dark curses. Offer them peace by returning their stolen grave goods, or face their relentless wraith-like fury.
D8=2:A woman dressed in black and with a veil covering her face asks the players for help finding her lost dog. She asks that they follow her to her home and she will give them a reward for helping her. When they go to her home, she will tell them that her dog is inside and to have a seat while she gets it. She will then lock the door and tell them that if they want to leave, they must answer her riddles or pay her ransom which she sets at 10 gold pieces per person. If they answer her riddles, she will tell them that she was just testing them and will let them go if they give her 5 gold pieces per person she tested. If they do not answer her riddles or do not pay her ransom, she will attack them and summon 1d4+1 zombies who were buried in her back yard.
D8=3:Two thieves are digging up a grave to steal treasure from it. If they are caught, they will fight to the death.
D8=4:A group of 1d8+1 animated scarecrows have taken up residence in the graveyard. They attack anyone who dares to disturb their "peaceful" home.
D8=5: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.
D8=6:A group of 3d4 ghouls are hiding in a crypt, hoping for prey to wander near them so they can ambush them.
D8=7:The players come across a group of ghosts who are stuck in a never-ending loop of reliving their deaths. They must break the curse and set the ghosts free.
D8=8:A man is sitting on a tombstone, singing a song about a woman named 'Mary'. If the players approach him, he will ask them for some food in return for information about a local dragon that he saw flying overhead last night.
d100 = 60
D8=1:The players stumble upon a hidden mausoleum that holds the remains of an ancient king. His ghostly spirit challenges them to a game of riddles, promising to reward them with a powerful artifact if they can defeat him.
D8=2:In the eerie mist of the Graveyard, the scent of ozone fills the air as the players stumble upon a corpse covered in glowing, arcane runes. The dead wizard has a metallic bracelet that, when worn, projects a holographic map showing the hidden passages of the Graveyard. As the party examines it, three undead vigilantes armed with mechanical scythes rise from the ground, demanding the return of the bracelet. If defeated, the vigilantes' weaponry can be repurposed, but their spirits will curse the bearer of the bracelet, foreshadowing a grim fate.
D8=3:The air grows suddenly cold as a group of 3d6 zombies, dressed in the rotting remains of formal attire, claw their way out of their graves and lurch towards the party, moaning hungrily.
D8=4:A spectral dancer trapped in an abandoned ballroom offers her enchanting movements if players can resurrect the music that made her famous.
D8=5:A group of 1d4+4 ghouls are hunting in the graveyard at night. They will attack anyone who disturbs them!
D8=6:A group of 2d6 zombies shamble out of a nearby graveyard, attracted by the sounds of combat nearby.
8 ) A group of 2d6+4 skeletons rise up out of the nearby graves and attack everyone nearby.
D8=7:The ground feels as though it shifts slightly beneath your feet.
D8=8:A group of 1d4 zombies are carrying a small chest. The chest contains 10 gp worth of jewelry.
d100 = 61
D8=1:They find an intricate pattern of the runework decorating a gravestone, still faintly glowing.
D8=2:A light rain begins to fall, creating a mist that clings to the ground.
D8=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.
D8=4:A comical and slightly confused ghost jester pops out of an unmarked grave, offering to entertain the players with jokes and illusions. Successful humor may result in wisdom or minor enchantments, while failing might anger him into playing tricks on them.
D8=5: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.
D8=6:The party encounters a spectral figure wailing about a betrayal. The ghost offers the party information about a hidden treasure in exchange for avenging its death. The ghost, however, intends to possess a party member and lead them to their doom.
D8=7:A nearby grave has been opened recently. The body has been removed, but the grave has been freshly dug.
D8=8:A giant skeleton lies in the middle of the graveyard, its skull the size of a house. If the players dare to enter, they will find an underground maze inside its body, filled with traps and puzzles.
d100 = 62
D8=1:A mysterious figure stands amongst the gravestones, wearing a tattered cloak and a mask. They offer the party a trade - in exchange for a precious item or piece of information, they will grant the party a vision of their future. But be careful, for the visions can be changed by the actions of the party.
D8=2: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.
D8=3:Midnight sees the emergence of a thick, unnatural fog, through which the sound of rattling chains can be heard. Investigating reveals a skeletal figure bound in iron, desperately scratching at the earth. Freeing it risks summoning a cursed lich who once dominated the region but could also provide knowledge of a secret war council plotting in shadows.
D8=4:A group of wererats are feasting on a fresh corpse in the graveyard. They will offer to share their meal with the players, but if the players accept, they will be infected with lycanthropy.
D8=5:A group of 1d4+4 men are looking for a place to hold a seance. They are looking for a place where they will not be disturbed by neighbors or the authorities.
D8=6:An oddly shaped rock stands out among the gravestones.
D8=7:A group of 3d4 ghouls are hiding in a crypt, hoping for prey to wander near them so they can ambush them.
D8=8:A low fog clings to the ground and coils around your feet.
d100 = 63
D8=1:The ground here feels strangely soft, like treading on mounds of old, forgotten bones. A hooded figure offers riddles in exchange for passage through a safe path. Answer wrongly and be beset by 3d6 ghasts who claw their way from the earth below. Answer correctly to receive a cryptic hint about a brewing court conspiracy.
D8=2:A group of drunk men are sitting around a grave, they are discussing the merits of the different kinds of beer. If players get too close, they will challenge them to a drinking contest.
D8=3: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.
D8=4:A lone, distant trumpet plays a haunting melody.
D8=5:A group of 1d4+2 paladins are searching the graveyard for a powerful necromancer who has been raising the dead. If players help them defeat the necromancer, they will receive a blessing from their god.
D8=6:The gate to a wrought-iron fence stands ajar, its hinges rusted with time.
D8=7:A werewolf has taken refuge in the graveyard during the full moon, seeking to avoid hurting others in its cursed form. The players must either help the werewolf or try to subdue it until the moon sets.
D8=8:The adventurers discover the spectral light of an old lighthouse keeper near his ruined lighthouse. If they provide him with magical materials, he will offer them navigational guidance and relics from sunken ships.
d100 = 64
D8=1:A faint, sweet smell of blooming flowers briefly overwhelms the senses.
D8=2:A lost piece of parchment flutters past the adventurers, carried by the wind.
D8=3:A cold, iron gate creaks open to reveal an abandoned graveyard section dominated by a colossal statue of a cloaked figure. Its eyes glow as you approach. In its shadow, 2d4 restless dead arise, their bodies marked with strange runes hinting at an ancient, unholy curse. Solving the mystery of the runes could offer unspeakable power, but ignorance ensures a relentless spectral assault.
D8=4:A cursed oak tree stands in the center of the graveyard, its branches twisted and reaching toward the sky. If players touch the tree, they will see visions of their own death.
D8=5:The PCs encounter a priest casting a blessing over a grave. The priest confesses to having stolen a relic and needs help returning it to lift a curse. Once the relic is obtained, the priest betrays the party, revealing his alignment with a cult.
D8=6:A group of children are running through a graveyard, they are playing a game where they are trying to catch each other and tickle them. If players get too close, they will run away then hide in one of the nearby graves then jump out and try to tickle them.
D8=7:Combining the hues of Halloween and snowfall, friendly ghost children request help in constructing the “ghostly best snowman” using enchanted spectral snow, ensuring a fair trade of puzzles solved and playful competition.
D8=8:The players stumble upon an ancient crypt where the spirit of a wise sage offers to share knowledge in exchange for a rare relic hidden within the graveyard.
d100 = 65
D8=1:The players find an old cloak snagged on a branch, seemingly untouched for years.
D8=2:The players encounter an old dwarf singing a mournful tune to himself.
D8=3:The players encounter an embalming station turned alchemical lab guarded by six metallic warriors infused with ambrosia, manifesting an odd blend of technology and divine protection. The lab contains vials labeled with cryptic formulas that may augment the party’s abilities with divine strength - if they can harrow through the moral implications of using souls as ingredients.
D8=4:The players notice a flickering shadow that moves across the ground with no light source.
D8=5:A group of children are playing hide-and-seek amongst the graves.
D8=6:Under a full moon, a vampire lord emerges from his tomb, seeking new thralls. However, he offers the adventurers a chance to challenge him, offering his vampire minions' services if they prevail.
D8=7:The ground of the graveyard quivers, and animated skeletal hands begin emerging, but instead of attacking, they offer gestures requesting help to find their lost bodies scattered across different parts of the graveyard.
D8=8:A man is sitting on a tombstone, singing a song about a woman named 'Mary'. If the players approach him, he will ask them for some food in return for information about a local dragon that he saw flying overhead last night.
d100 = 66
D8=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.
D8=2:A gravestone appears brighter than others and glows faintly in the moonlight.
D8=3:The air grows colder as a mist begins to rise.
D8=4:You feel an inexplicable sense of deja vu.
D8=5:The party sees a group of 1d8+8 men digging up a tomb. They are wearing black robes and have red eyes. They attack the party and can cast fireballs from their hands.
D8=6: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.
D8=7:Players see a gravedigger smoking a pipe and taking a rest by a newly dug grave.
D8=8:A group of 2d4+4 soldiers from a nearby city are out on patrol. They want to know why the party is in their graveyard. They are also looking for the cause of the recent zombie attacks.
d100 = 67
D8=1:A swarm of angry ghosts appear and accuse the party of disturbing their rest. They demand that the party find their missing belongings and return them to their graves, or they will haunt them forever.
D8=2:The faint outline of a person seems to appear amidst the swirling fog.
D8=3:The scent of freshly cut grass envelopes you unexpectedly.
D8=4:A charnel horror rises from a nearby bone pit, mockingly intoning the heroic last words of famous warriors, then offering them back to their kin as hollow relics for keeping their honor. Dealing with such dark fare forces the players to confront the ugly truths about glory and the cost of legendary status. Alternatively, they could make a stand against the horror or broker a macabre bargain to preserve their memories.
D8=5:You notice a gravestone with a recent etching of a rose.
D8=6:A broken lantern lies discarded on the ground, its function long since lost.
D8=7:A ghostly figure appears in front of you and asks for your help. It seems that their body was stolen from their grave, and they cannot move on until it is found and returned.
D8=8:The party is approached by a cheerful halfling who is inviting them to a picnic in the graveyard. Little do they know, the picnic is actually a trap set by a coven of hags who have been cursed to live in the graveyard.
d100 = 68
D8=1:The players encounter an embalming station turned alchemical lab guarded by six metallic warriors infused with ambrosia, manifesting an odd blend of technology and divine protection. The lab contains vials labeled with cryptic formulas that may augment the party’s abilities with divine strength - if they can harrow through the moral implications of using souls as ingredients.
D8=2:A group of 2d6+2 ghouls emerge from behind a nearby tombstone. They are armed with flaming swords and shields.
D8=3:As the players traverse a moonlit pathway, they find animate stone gargoyles holding a mock "Court of Mortality". Judging intruders, they require players to present their most heroic deed.
D8=4:The players find a rune-inscribed stone that releases shimmering ghostly fish swimming through the air. These fish are attracted to magical items and lore, hinting at concealed water-themed treasures within the cemetery.
D8=5:A beautiful woman can be seen crying by a grave. She is actually a succubus, luring unsuspecting victims to their doom. Players may fall under her spell or resist her charms. 29. A group of 1d8+1 traveling merchants have set up shop in the graveyard, selling various goods and services to the dead. They may have useful information or rare items for sale.
D8=6:The far-off sight of distant lights gives a momentary sense of hope.
D8=7:The sound of footsteps trails just behind you, but no one is there.
D8=8:A group of 2d6+2 skeletons emerge from behind a nearby tombstone. They are armed with crossbows and short swords.
d100 = 69
D8=1:An ancient skeletal warhorse roams the area, guarding the remains of its fallen knight. If tamed, it can become a loyal mount with unique abilities.
D8=2:The party sees a group of human pilgrims praying at a tombstone. They are actually vampires feeding on the blood of their victims.
D8=3: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.
D8=4:The ground becomes uneven, and as the night deepens, a chill wind rises. You find a lonely grave marked by a single rose of deepest black. But the rose, when plucked, summons a vengeful wraith who demands the return of what is theirs. Discovering and unearthing a long-lost heirloom hidden nearby could sate the wraith's fury, but searching disturbs 3d6 undead crows who hunger for flesh.
D8=5:A stone angel statue seems to watch you as you move.
D8=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.
D8=7:You accidentally disturb a nest of insects dwelling in a crack in a gravestone.
D8=8:A group of 3d4+3 zombies are staggering towards the party.
d100 = 70
D8=1:A small, well-hidden clearing offers a brief respite within the graveyard’s eerie presence.
D8=2: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.
D8=3:The party sees a group of 1d4+2 men digging up a tomb. They are wearing black robes and have red eyes. They attack the party and can cast fireballs from their hands.
D8=4:The haunting sound of a wind chime is carried on the breeze.
D8=5:An ornate locket is half-buried in the dirt.
D8=6:A gargoyle statue near a family crypt suddenly animates and demands the players to solve its riddles or face its wrath. Successful players may gain entry to a hidden vault filled with precious relics.
D8=7:A faint glow outlines a particular headstone.
D8=8:The players find a set of funeral flowers, wilted yet arranged neatly.
d100 = 71
D8=1:The air grows colder as a mist begins to rise.
D8=2:The players discover a partially open secret passage leading below ground.
D8=3:A wandering bard tells the tragic love story of two ghosts who haunt the graveyard. The players may choose to help them find peace or continue their love in the afterlife.
D8=4:An eerie feeling of being watched washes over you.
D8=5:You catch sight of an inscription that changes each time you look at it.
D8=6:In the distance, the party sees a ghostly apparition floating above a grave. If players approach, it will tell them a riddle. If they solve it, they will be rewarded with a magical item. Otherwise, it will disappear.
D8=7:An unpredictable encounter with wandering spirits happens at midnight. The spirits can be of help or hindrance, depending on how the party treats them.
D8=8:An owl flies overhead and attacks the party. It is a rare, magical owl that wants to protect the graveyard.
d100 = 72
D8=1:A group of 1d4+4 zombies are carrying a small chest. The chest contains 1d4+4 gems worth of jewelry.
D8=2:The distant roar of a waterfall seems to echo through the graveyard.
D8=3:The soft glow of will-o'-the-wisps lights your path for a moment.
D8=4:The scent of cedarwood mingles with the earthy aroma of the graveyard.
D8=5:The silhouette of a figure stands motionless at the far end of the graveyard.
D8=6:The adventurers find a spectral carnival where the spirit of a ringmaster offers magical prizes for successfully passing his eerie games.
D8=7:A strange, enchanted tree grows in the middle of the graveyard. It is said to have the power to grant wishes, but at a great cost.
D8=8:A wooden cross, held together by vines, sets itself against a headstone.
d100 = 73
D8=1:A group of 1d6+1 necromancers have set up a laboratory in the graveyard. They are experimenting with reanimating the dead and may offer players a dangerous deal.
D8=2:The haunting sound of a wind chime is carried on the breeze.
D8=3:An enigmatic symbol is scratched roughly into the stone of an old grave marker.
D8=4:A group of 2d4+4 skeletons are digging up a grave.
D8=5:You find a gravestone that has been toppled over.
D8=6: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.
D8=7: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.
D8=8:The ground tremors lightly, just enough to be unsettling before returning to normal.
d100 = 74
D8=1:You find a set of footprints that lead into the graveyard, but not out.
D8=2: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.
D8=3:A group of 2d4 werewolves have taken refuge in the graveyard during the full moon. They are looking for a cure for their condition and may ask the players for their help.
D8=4:A distant singer’s voice carries an old tune, though there seems to be no one there.
D8=5:A group of 2d4+2 skeletons are sitting around a campfire near their camp site in the graveyard. They are cooking dinner and drinking wine stolen from a nearby village. If the players approach, they will attack them and ask them to join in on their meal and wine if they want any themselves.
D8=6:The haunting sound of a wind chime is carried on the breeze.
D8=7:A group of adventurers, who appear to be from another time and place, suddenly appear in the graveyard. They are searching for a powerful artifact that was buried with a famous hero. The party can either help them or compete against them for the artifact.
D8=8:The sound of a distant choir reaches your ears, though there are no churches nearby.
d100 = 75
D8=1:A group of 1d10 zombies 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.
D8=2:A pair of eyeglasses lie neatly folded on a gravestone, as if left for retrieval.
D8=3: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.
D8=4:A cursed oak tree stands in the center of the graveyard, its branches twisted and reaching toward the sky. If players touch the tree, they will see visions of their own death.
D8=5:An eerie fog leads to the spirit of a forgotten saint who offers divine blessings if players help restore his sanctuary.
D8=6:Pressed flowers between an ancient book's pages are found abandoned atop a gravestone.
D8=7:A lone lantern sways gently from an unseen breeze.
D8=8:The grave of a mad alchemist glows faintly at night, enchanted by incomplete experiments. Ghostly apprentices emerge, seeking lost ingredients to bring their master's work to spectral fruition.
d100 = 76
D8=1:An odd, ethereal light shines from within a cracked mausoleum.
D8=2:A ghostly herbalist pleads for the players to find a rare flower to complete her final potion. In return, she offers her healing elixirs.
D8=3:A group of 2d6+2 zombies attack the players.
D8=4: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.
D8=5:You find a set of footprints that lead into the graveyard, but not out.
D8=6:You feel an odd pull toward an unmarked grave.
D8=7:A group of 1d10+2 men are standing in the graveyard, arguing about something. They are talking about the local tavern, the best ale in town, and the latest barmaid. They are drunk.
D8=8:A toad hops across your path.
d100 = 77
D8=1:A distant bell tolls from a chapel.
D8=2:A group of 4 bandits are robbing a tomb. They are surprised to find the party there, and they will attack without warning.
D8=3:An old map, seemingly made of animal hide, lies partially buried and obscured.
D8=4:An old, frayed ribbon tied around a tree branch flutters gently.
D8=5:The cemetery groundskeeper is rumored to bury items with bodies. Helping him unearth the reality reveals traps meant to deliver unwitting victims to a ghoul's lair.
D8=6:A raven caws loudly from a nearby tree branch, watching the adventurers with beady eyes.
D8=7:The ghost of a former gravedigger haunts the graveyard, trying to scare off anyone who enters. The players must find out why and put the restless spirit to rest.
D8=8:A specter bound to a cursed painting offers clues to hidden graves if players can lift the curse on the artwork.
d100 = 78
D8=1:Enshrouded in mist, an eerie carousel of ghostly figures appears. Each figure offers a cryptic clue or warning about upcoming challenges if approached or interacted with.
D8=2:An old crypt door swings open with a haunting creak, revealing 2d6 ghosts that float silently out, bound to their tragic fates. They seek to relive the moment of their death, often by bringing others to the same end.
D8=3:The players find a gravestone adorned with intricate carvings of flowers and vines.
D8=4:The faint sound of a child’s laughter rings out before returning to silence.
D8=5:Players stumble across a group of young children, who are playing in a graveyard. They are certain that they have found the entrance to a dungeon, but they have been mistaken.
D8=6:A gravestone has an attached plaque that tells the life story of the deceased.
D8=7:You stumble upon a makeshift shrine dedicated to a long-forgotten deity.
D8=8:A group of bandits have set up a temporary camp in a mausoleum. They are planning to ambush caravans that pass through the graveyard on their way to the nearby village.
d100 = 79
D8=1:The players stumble upon a group of grave robbers who are being attacked by a group of animated skeletons. The players must choose whether to help the grave robbers and face the wrath of the undead, or let the robbers meet their fate and face the consequences of not intervening.
D8=2:A group of wererats are feasting on a fresh corpse in the graveyard. They will offer to share their meal with the players, but if the players accept, they will be infected with lycanthropy.
D8=3:A group of 1d4 zombies are carrying a small chest. The chest contains 10 gp worth of jewelry.
D8=4:A sense of foreboding fills the air as the players step near an unmarked plot.
D8=5:A group of 1d4+2 bandits are camped out in one of the tombstone alcoves. They are waiting for a merchant to pass by and rob them.
D8=6:The party comes across a group of 2d4 ghouls who are digging their way out of their graves. They will attack anyone they see and they are being commanded by a brain-in-a-jar that is held by a living ghoul who is hiding nearby and waiting for an opportunity to strike.
D8=7:A distant howl can be heard, but its source remains unseen.
D8=8:The ground around one of the gravestones seems unnaturally warm, despite the chill.
d100 = 80
D8=1:A strong scent of lavender fills the air around one grave.
D8=2:The grave of a mad alchemist glows faintly at night, enchanted by incomplete experiments. Ghostly apprentices emerge, seeking lost ingredients to bring their master's work to spectral fruition.
D8=3:Amidst the crumbling tombstones and broken statues, a shimmering, ghostly harp plays a haunting tune. Approaching it awakens 2d4 spirit children, their laughter laced with sorrow as they playfully ask you to join their game. Winning their games may grant you ancient knowledge long forgotten, but refusing their requests provokes their guardian: a banshee whose wail could spell your doom.
D8=4:An empty birdcage hangs from a low-lying tree branch, gently swaying in the breeze.
D8=5: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.
D8=6:Two zombies are playing cards.
D8=7:A group of 3d4 skeletons are digging through the graveyard looking for treasure. If players get too close, they will attack.
D8=8:You notice a worn-out teddy bear placed gently against a headstone.
d100 = 81
D8=1: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.
D8=2:Soft, muffled sobbing can just be heard from somewhere nearby.
D8=3:The tombstones that mark the graves of the people who lived in the town are old and weathered.
D8=4:Players find a handkerchief embroidered with a noble crest lying forgotten.
D8=5:Players hear a sound like a woman weeping. If they investigate, they find a ghost named Sally. She was murdered by a band of goblins a few days ago. She wants revenge on the goblins.
D8=6:A hag has set up shop in the graveyard, selling potions and trinkets made from grave dirt and bone fragments. She offers to sell the party powerful items but at a high cost or a dangerous task to complete.
D8=7:The party hears a loud wailing sound coming from the tombstones. It's coming from a banshee who is resting after attacking some townspeople earlier in the day.
D8=8:A party member sees something odd about one of the headstones. If he or she looks closely, he or she will see that the name on the headstone has been scratched out.
d100 = 82
D8=1: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.
D8=2:A group of undead soldiers are marching around the cemetery, still protecting their long-dead kingdom. The party may have to navigate through their ranks and avoid waking the sleeping soldiers.
D8=3:A group of 2d12 skeletons are standing in the road, holding hands and singing a song about love and death. They seem to be skilled dancers and are doing a dance routine to the music.
D8=4:A group of 1d20+10 ghouls and wights attack the party.
D8=5:A group of 1d4 ghouls are hiding in some tombstones. They will ambush anyone who comes close to their hiding place.
D8=6:A sudden cold breeze heralds the appearance of a ghostly librarian who charges the graveyard. She offers the players access to hidden knowledge if they help find an ancient grimoire.
D8=7:You find an old, tattered book of prayers lying among the tombstones.
D8=8:You discover carvings of runes on the bark of a nearby tree.
d100 = 83
D8=1:Murder Investigation: A group of city watchmen are investigating the murder of a man named John Doe. They want to know what the tombstones say he was named.
D8=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.
D8=3: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.
D8=4:Strange, luminescent fungi glow softly between the graves.
D8=5:While exploring the graveyard, a former ally of the PCs, thought dead, emerges from their grave and vows vengeance for a past betrayal. The “resurrection” is actually an illusion created by a cunning illusionist.
D8=6: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.
D8=7: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.
D8=8:A gravedigger hums a somber tune as he digs a fresh grave.
d100 = 84
D8=1:An ancient-looking key dangles from a low branch.
D8=2:A group of 2d4+4 zombies are staggering towards the party.
D8=3:The party comes across a group of 1d4+1 orcs. The orcs are sitting around a campfire, mutilating the body of a human.
D8=4:A lone cricket chirps loudly amid the silence.
D8=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, which is deep within the Old One's complex...
D8=6:You hear the rustle of leaves, though there's no wind.
D8=7:A group of men are digging up a grave. They are trying to find a body to harvest for organs.
D8=8:A small wooden toy lies abandoned on the ground.
d100 = 85
D8=1:Bitter winds howl through rows of broken tombstones, where once-great nobles were buried. Their dishonored spirits rise at sunset, 2d4 shades resentful of the living. Placating them with tokens of honor or facing their wrath might uncover long-forgotten royal secrets valuable to ongoing court intrigue.
D8=2:In a chapel overtaken by nature, the party finds a priest frantically writing on tech paper with a quill that glows with the very essence of the divine. The paper reflects a convergence of the holy and unholy realms. The priest offers to guide the adventurers through the Graveyard’s treacherous paths if they promise to deliver his message to the gods, but the delivery can distort reality, as his motives are clouded in political schemes.
D8=3:A group of druids are performing a ritual to purify the graveyard and put restless spirits to rest. However, an evil entity is disrupting their ritual and the players must help the druids defeat it before it unleashes its wrath on the living.
D8=4:The party stumbles upon a bound and gagged individual claiming to have been buried alive by grave robbers. Upon being freed, they attack, revealing themselves as a shape-shifting fiend.
D8=5:A group of 2d4 skeletons begin to attack the players. They attack until destroyed. If players attempt to communicate with them, they will respond with simple phrases like 'kill you' or 'die' or 'we are the bones'.
D8=6: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.
D8=7: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.
D8=8:A mysterious figure watches the players from the shadows, but disappears whenever they try to approach. They may offer a rare item or important information if the players can catch them.
d100 = 86
D8=1:A friendly ghost dog leads the party to a lost cemetery section where the spirit of a heroic general shares his battle strategies and relics.
D8=2: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...)
D8=3:You catch sight of an inscription that changes each time you look at it.
D8=4:You see a spectral figure standing solemnly before a grave before disappearing.
D8=5:A single crow calls out three times as it flies overhead.
D8=6:A group of 2d6 wights are hunting in the graveyard at night. They will attack anyone who disturbs them!
D8=7:A murmur of hurried whispers seems to come from an ancient crypt.
D8=8:A mysterious door appears in the ground, leading to a hidden crypt. Inside, the players find a powerful archmage who will teach them advanced spells in exchange for the skulls of powerful creatures.
d100 = 87
D8=1:The air seems to shimmer momentarily, as if with distant laughter.
D8=2:The players see a woman clad in dark attire sobbing at a grave, vanishing upon closer inspection.
D8=3:A beautiful woman dressed in a white dress appears from behind a tree. She asks the players if they have seen her wedding ring. She explains that she was buried without it and now her spirit is unable to rest until it is found. If players help her find the ring, she will reward them with a magical item.
D8=4:A small pond reflects the gravestones, creating a serene yet eerie scene.
D8=5: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.
D8=6:A group of 1d4 soldiers are standing guard at the entrance to a tomb. They will ask for identification before letting characters pass.
D8=7:A talking grave has the inscription "Here lies a mighty warrior, defeated by his own ego." If players speak to the grave, they will be given a warning about the dangers of pride. If they heed the warning, they will receive a bonus to their next combat encounter.
D8=8:The ground suddenly feels colder, as if a chill runs beneath it.
d100 = 88
D8=1:An eerie fog leads to the spirit of a forgotten saint who offers divine blessings if players help restore his sanctuary.
D8=2:A faint, eerie green light shines briefly from within a distant crypt.
D8=3:The distant sound of whispers rises and falls, creating an eerie chorus.
D8=4:As players walk through the fog, they encounter 1d4 witches performing a dark ritual over a freshly dug grave. If disturbed, they summon 2d6 zombies to defend them as they complete their ominous ceremony.
D8=5:A gravestone inexplicably has a glowing rune carved into it.
D8=6:The air is filled with the sound of crickets chirping, a stark contrast to the silence.
D8=7:You hear the soft clinking of chains in the distance.
D8=8:A group of dwarves are excavating a new tomb in the graveyard. They are searching for a legendary treasure said to be buried within. They offer to split the treasure with the party if they help them dig.
d100 = 89
D8=1:An old diary found in the cemetery details a tale of love and deceit, calling out the names of the PCs unwritten. Trying to leave without confronting the lingering spirit results in being haunted until they resolve the unfinished betrayal.
D8=2:Inside of a tomb, a man named William is sitting in a chair, drunk and passed out after a night of drinking with his friends at the local tavern. William will awaken if disturbed and will threaten to beat up anyone who has disturbed his rest. He will then stagger out of the tomb, cursing and swearing about his bad luck, and will continue on his way home after telling the players to stay out of his way or he will beat them up as well. William is an ex-soldier who is on a pension and has turned to drinking to deal with his problems.
D8=3: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.
D8=4:A foul odor assaults your senses as you approach a desecrated chapel. Inside, crazed gravediggers rant about dark prophecies while three skeletal hounds roam the grounds. The blood-stained altar bears inscriptions warning of the coming of a dark prince whose return spells doom. Do you cleanse the altar, risking its guardians’ deadly ire, or accept the cryptic prophecy and seek other means to avert impending disaster?
D8=5:The players notice a series of strange claw marks etched into one side of a tomb.
D8=6: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.
D8=7:A necromancer has set up shop in the graveyard, offering to bring loved ones back to life for a price. However, his methods are dark and corrupt, and the resurrected may not be what they seem.
D8=8:A gust of wind lifts the hem of a spectral figure’s cloak before it vanishes from sight.
d100 = 90
D8=1:A group of 1d6 zombies is seen walking around, looking for brains to eat. They will attack anyone they come across, even each other (each zombie has 1d6+6 Hit Points).
D8=2:A mournful spirit attached to an old pocket watch offers his services in exchange for finding and repairing the watch with a lost ancient gemstone.
D8=3:The players stumble upon a hidden mausoleum that holds the remains of an ancient king. His ghostly spirit challenges them to a game of riddles, promising to reward them with a powerful artifact if they can defeat him.
D8=4:A group of 1d4+2 zombies attack the party. They are being controlled by a necromancer hidden nearby.
D8=5: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.
D8=6:A group of 2d4+4 wights are flying overhead, searching for prey.
D8=7:A lone bard sits on a gravestone, playing a haunting melody on his flute. He will ask the players to share a meal and tell stories with him.
D8=8:A sinister wind howls through the broken trees, carrying the scent of decay and rot. You find yourself at a crossroads guarded by two spectral knights eternally bound to duel. In the center of the crossroads, a disheveled woman whispers cryptic warnings, hinting at a recent betrayal in a nearby kingdom. Aid her in setting the knights to rest or risk taking their place in the endless battle.
d100 = 91
D8=1:A group of 2d6+2 men are standing around a large bonfire. They are celebrating their victory over an enemy tribe. They will ask if the players want to join in on their celebration, but they will only accept if the players hand over all of their valuables first!
D8=2:The players notice a gentle melody that comes and goes with the wind.
D8=3:A group of 1d4+2 skeletons are standing in the road, holding hands and singing a song about death. They appear to be drunk.
D8=4:A werewolf ghost haunts the graveyard, seeking redemption. Helping lift his curse will grant the adventurers powerful lycanthropic boons.
D8=5:Crossing through a heavily warded part of the cemetery, the PCs encounter a planar rift revealing a battlefield of traitorous soldiers. One of the dead recruits their help to change their fate, but it's a trap to drag them into the rift.
D8=6:An old, frayed ribbon tied around a tree branch flutters gently.
D8=7:Two men are arguing about something in the graveyard. One man thinks that the other man has stolen something from him, but he doesn't seem to be able to prove it since he keeps coming up short on what he's missing every time he searches his friend's house or wherever else he thinks his friend might have hidden whatever it is he's missing.
D8=8:The air is filled with the faint scent of incense.
d100 = 92
D8=1:A nearby grave has been opened recently. The body has been removed and the grave has been freshly dug up. If players investigate, they will be attacked by 2d6 ghouls that burst out of the ground beneath them.
D8=2:A gentle breeze rustles through the leaves, carrying with it the distant sound of mournful whispers.
D8=3:You catch sight of an inscription that changes each time you look at it.
D8=4:An engraved pendant glimmers faintly under a shaft of moonlight, revealing secrets once hidden.
D8=5: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.
D8=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.
D8=7:A Band of Thieves on the Run: A band of thieves is on the run from the city watch. They are hiding in the graveyard until the watch passes them by.
D8=8:Players come across a group of 2d6 wights, who are dancing around a bonfire. If players approach, the wights will attack.
d100 = 93
D8=1:An unpredictable encounter with wandering spirits happens at midnight. The spirits can be of help or hindrance, depending on how the party treats them.
D8=2: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.
D8=3:A spectral painter appears to be working on an unfinished masterpiece using gravestones as canvases. The painter seeks rare colors (strangely found within enchanted items) and offers to create enchanting portraits as a reward.
D8=4:A faerie spirit bound to the graveyard offers a riddle competition. If the adventurers win, she provides enchanted seeds with various magical effects when planted.
D8=5:You find a small, rusted key half-buried in the soil.
D8=6:An ornate locket is half-buried in the dirt.
D8=7:The gate to a wrought-iron fence stands ajar, its hinges rusted with time.
D8=8:In one corner of the graveyard, all of the graves are unmarked. Upon closer inspection, the party finds that they are actually mass graves for victims of a deadly plague. As they explore, the spirits of the deceased become restless and start attacking the party, blaming them for their untimely deaths.
d100 = 94
D8=1:Players find a heavy book with many blank pages, a faint but unreadable title on the cover.
D8=2:The players come across a headstone with a mysterious inscription: "Here lies a man who knew too much." If they dig up the grave, they will find a powerful magical artifact hidden inside.
D8=3:You find an old, crumpled letter hidden behind a gravestone.
D8=4: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.
D8=5:A bat flutters above your head before disappearing into the night.
D8=6:You hear a distant and mournful wail in the distance.
D8=7:A series of candles form a circle around an old tomb, long since extinguished.
D8=8:A large and ancient tree stands in the center of the graveyard. It is said to have been planted by a powerful druid, and it still possesses some of its magical abilities. It may offer aid to the players if they show respect for nature.
d100 = 95
D8=1:Dead leaves crunch underfoot.
D8=2:The players come across a stone monument dedicated to those lost in an ancient war.
D8=3:The party hears someone singing an eerie song. If they investigate, they will find an old man sitting on the ground. He is singing an eerie song while holding a book open in his lap.
D8=4:A family of 2d4 ghouls is hunting in the graveyard at night. They will attack anyone who disturbs them!
D8=5:A vampire is hiding in a coffin, posing as a dead body. He will pretend to be a recently-deceased person, but he will attack the players when they open the coffin lid.
D8=6:A tree branch above creaks ominously.
D8=7: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.
D8=8:Foul, black smoke rises from the grave of a recently deceased wizard. If disturbed, 2d6+3 ghouls emerge to attack the party.
d100 = 96
D8=1: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.
D8=2:As the moon rises, a spectral huntress emerges, seeking vengeance against the wolves who took her life. If the players assist her hunt, she offers to guide them through the wilderness.
D8=3:A group of 3d4+4 ghouls attack the party in this area.
D8=4:A sudden chill drops the temperature, and 1d8 frost zombies emerge, their once-frozen forms now animated by dark magic. They exhale chilling breath and attack with ice-encrusted claws.
D8=5:A lost piece of parchment flutters past the adventurers, carried by the wind.
D8=6:They see a flicker of movement through the headstones – just a fox swiftly passing through.
D8=7: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.
D8=8: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.
d100 = 97
D8=1:A skull, half-buried in dirt, grins up at you.
D8=2:The wind carries the soft sound of chimes tinkling.
D8=3:You hear the distant sound of a harp being played gently.
D8=4:A group of men is digging a grave for a man who was killed by goblins. They are trying to dig faster than a group of goblins who are waiting for them to finish.
D8=5:A tall, shadowy figure wielding a scythe appears among the tombstones. The Grim Reaper himself offers the chance to duel for an enchanted weapon, warning that losing such a duel has dire consequences.
D8=6:A party of six skeletons are dancing and drinking in front of a tomb. The skeletons are celebrating their recent 'retirement' from the local graveyard patrol.
D8=7:In the gloom, the players see a procession of 2d4 pale, robed figures, who reveal themselves as revenant cultists, each carrying a grudge into death. They chant dark prayers to their forgotten gods.
D8=8:A group of 2d4 ghouls attack the players. They will do anything to kill the players and eat their flesh. They will not respond to communication attempts.
d100 = 98
D8=1:Old, rotting footsteps lead to and from an unmarked grave.
D8=2:You find a small, carved figurine lying on the ground.
D8=3:The party sees a group of human pilgrims praying at a tombstone. They are actually vampires feeding on the blood of their victims.
D8=4:A gravestone is wrapped in vines, almost completely hidden from view.
D8=5:An old rope swing hangs from a tree branch, swaying gently.
D8=6:A trail of breadcrumbs leads to a small, forgotten corner of the graveyard.
D8=7:The grave of a local noble has been defiled. The noble has risen as a vampire. The vampire attacks anyone it sees.
D8=8:An unattended shovel leans against a gravestone, as if abandoned mid-task.
d100 = 99
D8=1:An old, faithful dog lies atop a grave, seemingly guarding it.
D8=2:The scent of cedarwood mingles with the earthy aroma of the graveyard.
D8=3:A group of soldiers is standing around a grave, talking about how they were killed by orcs. They do not want to talk about their battle with the orcs, because it was humiliating.
D8=4:A group of 2d4 werewolves have taken refuge in the graveyard during the full moon. They are looking for a cure for their condition and may ask the players for their help.
D8=5: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.
D8=6: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!
D8=7:The party sees a statue of a weeping angel near a grave. If players get too close, the statue will come to life and attack them. They must freeze in place and look away to avoid being turned to stone by its gaze.
D8=8:The players come across a dilapidated crypt, with a skeleton sitting at a table inside, playing solitaire. If the players join in and win the game, the skeleton will reveal the location of a hidden treasure in the graveyard.
d100 = 100
D8=1:You find a pair of old, rusted spectacles resting on a grave.
D8=2:Pilgrims' bones, encased in glass coffins, line this area. Their hallowed burial disrupted, the spirits rise as 2d4 ghostly clerics, seeking the return of their sacred artifacts. True peace brings forth divine blessings and tactical revelations, while failure binds your fate with a nation's impending religious feuds.
D8=3:The players stumble upon a group of druids performing a ritual among the graves to preserve the natural balance in the area. They might ask the players to help fend off any intruders.
D8=4:Players come across a group of 2d4 skeletons who are fighting over a skull bone. If players get too close, they will attack.
D8=5:A group of 1d4+2 paladins are searching the graveyard for a powerful necromancer who has been raising the dead. If players help them defeat the necromancer, they will receive a blessing from their god.
D8=6:A couple of drunk men are sitting by one of the graves, talking about how they wish they were buried here, instead of being buried in that wretch of a city they live in. They want to be buried here because they think it'll be safer than being buried in their current city.
D8=7:A mysterious figure in a black cloak is lurking among the gravestones. They seem to be searching for something.
D8=8: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.
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Other dice tiers for the graveyard: D1, D4, D6, D10.
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