A complete D&D 5e random encounter table for mountain scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a mountain, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Mountain encounter table
d100 = 1
D10=1:A mysterious old man appears, offering the players a potion that will grant them incredible strength. However, the potion is cursed and will turn the players into raging beasts. How will they break the curse and return to their human forms?
D10=2:You see a man sitting on a rock at the side of the road. He will ask you for food and ask you to join him for dinner. If you do, you'll be stuck there for 2d4 hours while he regales you with his long, boring stories about his adventures as a young man, back when he was just a rogue like you...
D10=3:A group of mountain druids are performing a ritual to appease a nearby volcano. However, it is not working and eruptions are becoming more frequent and violent. The players must uncover the source of the problem and find a way to stop it.
D10=4:A cursed prince roams the mountains, transforming into a werewolf every night. He begs the players to help him break the curse, and in return, he promises them riches beyond their wildest dreams.
D10=5:A group of ogres have taken over a small village at the base of the mountain, terrorizing the villagers and demanding tribute. The players must strategize and find a way to defeat the ogres and liberate the village.
D10=6:The players come across a group of 1d4+2 hunters who are looking for game to feed the local village.
D10=7:The party comes across a small cottage. Inside, a dwarf is sitting at a table, drinking and singing songs about battles, gold, and ale. He is being harassed by a group of 2d4 goblins outside the cottage.
D10=8:The trail descends into a wide valley. A group of 1d4+3 orcs are standing on the trail. They are watching the trail for any players who might pass by.
D10=9:A group of dwarves are seen repairing an old, crumbling bridge. They tell the party that they are trying to recreate their ancestors' work, but they need some rare materials. Will the party help them find the materials or continue on their journey?
D10=10:A group of mountain trolls are terrorizing nearby villages, and the players are enlisted to take them down. However, the trolls have a powerful sorcerer on their side, making the task much more challenging.
d100 = 2
D10=1:A group of adventurers are traveling through the mountains. They are looking for an old lost temple. They think it is on the side of this mountain. They have hired 2
D10=2:Traversing a sharp incline, adventurers meet an eccentric mountaineer with tales of an elusive mountaintop monastery where monks guard a sacred library containing knowledge of every peak in existence.
D10=3:Standing at the edge of a frozen tarn high in the mountains, the party sees phantom images of an ancient battle replaying on the ice. These apparitions are clues leading to a cache of war spoils from a forgotten epoch.
D10=4:The players come across a group of 1d4 men who are sitting around a campfire, talking about their adventures. If the players listen in on their conversation, they will learn valuable information about what's ahead in their adventure.
D10=5:Bunch of goblins playing with a ball and chain. They will attack if the players approach.
D10=6:The players hear a roar from the mountainside above them. They see a large dragon coming from the mountainside above them. The dragon is attacking a young dragon that is trying to fly and has been stuck on the mountainside. The players can help either one of them, or they can ignore both of them and go on their way.
D10=7:A group of 2d4+2 ogres are sitting around a campfire, talking about their plans to raid a nearby village.
D10=8:The players come across a group of giant ants carrying an unconscious adventurer. If they choose to help the adventurer, they may gain a valuable ally or find a powerful enemy.
D10=9:A group of merchants are selling their wares to the players. The merchants are hoping to make a sale and make some money to go on with their travels and adventures, etc...
D10=10:A group of farmers are plowing a nearby field. They are hoping to find a lost item in the field. The farmers are actually looking for a lost treasure in the field.
d100 = 3
D10=1:Players find a cave. Inside the cave, there is a statue of a wizard with a staff in its hand. The statue is made of marble. The staff is made of wood. Two skeletons are standing near the staff. They are dressed in old robes. If players try to take the staff, the skeletons will attack. The skeletons are 1st level warriors.
D10=2:The party comes across a group of cultists. They are chanting and dancing around a bonfire. A man stands nearby, holding a book. He is the local priest, who is leading the celebration. He will invite the party to join in the revelry.
D10=3:Players come upon a hidden cave mouth, from which a sweet, floral aroma emanates. Inside, they find an intricate garden tended by a reclusive elf who offers curious teas that convey prophetic dreams.
D10=4:The players come across a group of 3d8 giant sparrows. They are intelligent and extremely dangerous.
D10=5:A group of 3d6 gnolls who are searching for food in the mountains. They will attack the players without question. If players help them find food, the gnolls will leave without harming the players.
D10=6:A pack of 2d4 wolves ambush the party. They are being controlled by a wight nearby to attack and kill the party.
D10=7:You see a man sitting on a rock at the side of the road. He will ask you for food and ask you to join him for dinner. If you do, you'll be stuck there for 2d4 hours while he regales you with his long, boring stories about his adventures as a young man, back when he was just a rogue like you...
D10=8:An old hermit, his beard long and white as the snow-capped peaks, sits meditating at the mountain's edge. He possesses incredible knowledge about the mountain's ancient secrets and hidden passageways but answers questions only with perplexing riddles.
D10=9:A group of ropes and ladders dangle from a cliffside, leading up to a mysterious floating castle. The players must brave the treacherous climb and navigate the challenges within the castle to discover its secrets.
D10=10:A group of 2d4+2 gnolls are on patrol. They will attack on sight.
d100 = 4
D10=1:A group of 3d6 goblins run across the players' path and then dash back into the woods.
D10=2:The players encounter a group of friendly mountain goats, who seem to want to lead them somewhere. They soon find out that the goats are actually shape-shifters, cursed by a sorcerer, and they need the players' help to break the curse.
D10=3:A group of 6 merchants are traveling to a nearby city to sell their goods. They will offer to sell the players items at a good price if they can get to the city safely.
D10=4:The players stumble upon a makeshift tavern set up by a group of fey creatures. The fey will offer the players a magical drink, but beware, for it may have unexpected side effects.
D10=5:A wise old sage is seen meditating in a peaceful spot on the mountain. He may offer guidance or advice to the players if they prove their worthiness to him.
D10=6:The sudden appearance of luxuriant, colorful flora amidst rocky terrain is baffling, leading to a lush garden tended by a reclusive druid. She offers one piece of powerful nature magic for those who can solve her complex botanical puzzles.
D10=7:The party hears a low, rumbling chant and discovers a marble balcony nestled in a cliff’s face, where cultists of a long-dead dragon conduct secret rites intending to resurrect their ancient liege.
D10=8:A strange hag appears, offering the players a magical potion that can grant them strength and agility. But there may be a catch...
D10=9:A desolate mountaintop holds the ruins of a dragon’s lair. The dragon's spirit haunts the place, seeking vengeance on those who disrespected its hoard. Assuaging the dragon's wrath by avenging it or laying its spirit to rest may open the path to incredible treasures.
D10=10:As you traverse a narrow ledge, the rocky walls give way to a hidden cave. Inside, an enigmatic artist carves lifelike statues. The artist, however, reveals that his medium isn’t stone but people transformed by a medusa curse. Can you figure out a method to save them?
d100 = 5
D10=1:A group of mountain druids are performing a ritual to appease a nearby volcano. However, it is not working and eruptions are becoming more frequent and violent. The players must uncover the source of the problem and find a way to stop it.
D10=2:A group of 5d5+5 dwarves are on the hunt for a dragon's lair. If players get too close, they will attack.
D10=3:The party comes across a group of cultists. They are chanting and dancing around a bonfire. The man standing nearby is holding a book. He is the local priest, who is leading the celebration. He will invite the party to join in the revelry. If they refuse, he will attack them, along with the others at his command.
D10=4:You come to a fork in the trail. The left trail goes up the mountain. The right trail goes down a snow-covered slope. A man is standing at the fork, asking for directions to a nearby village. He will give players a map to get to a dungeon if they help him get to his village safely.
D10=5:The players stumble upon a hidden temple dedicated to a long-forgotten god of chaos. The temple's guardians will stop at nothing to prevent anyone from entering, but the players may find powerful artifacts and secrets inside if they can make it past the guardians.
D10=6:The players come across a group of 1d4 men who are carrying a casket on their shoulders. They are heading towards a nearby graveyard. If the players ask, they will say that they are carrying a body to be buried, but it's not their body, it's someone else's body. The man they are carrying was killed by wolves nearby and they are taking him to be buried in the graveyard.
D10=7:The players stumble upon a hidden underground city within the mountains. It is inhabited by a peaceful race of subterranean creatures, but their leader has been kidnapped by a rival faction. Will the players help rescue the leader or stay out of the conflict?
D10=8:A serene mountain meadow holds an artfully constructed stone altar, imbued with divine presence. A celestial emissary appears, offering a quest from the gods. Completing it could lead to divine favor and perhaps a fateful revelation about one of the players' destinies.
D10=9:A group of three men and two women want to join the players on their expedition up this mountain because they believe there is something at the top of this mountain that will help them defeat an evil force that has been terrorizing their village and surrounding villages...
D10=10:Vicious and hungry wolves attack the party. The wolves are actually intelligent and have been sent by a nearby lord to test the party's strength.
d100 = 6
D10=1:A man is carrying a chest of gold coins from a dragon's horde. He has been traveling for days and wants to rest at the top of the mountain. If players help him, he will reward them with gold coins that he has been carrying around for too long.
D10=2:The party comes across a small village at the base of the mountain. The villagers are celebrating the harvest festival. A group of children are playing a game in the middle of the village square. One of the children is a young girl named Fanny. Fanny is a halfling. She is being teased by the other children. If anyone intervenes, they will be rewarded with information about the mountain and its dangers.
D10=3:A group of 3d6 soldiers are walking up the trail. They are heading to the next town to join the army. If the party helps them, they can learn about the strange happenings in the village.
D10=4:The players find a hidden cave filled with glowing crystals. As they approach, they hear a deep rumbling sound and realize it is actually a sleeping behemoth. They must navigate quietly and carefully to collect some of the crystals without waking the beast.
D10=5:The players stumble upon a small hot spring and decide to take a dip. However, they soon realize that the water has magical properties and can heal any injuries or ailments. If they stay in the water for too long, they may start to become overly relaxed and may even fall asleep.
D10=6:A manticore has been terrorizing a nearby village. The players must track it down and defeat it before it causes more harm.
D10=7:The sudden appearance of luxuriant, colorful flora amidst rocky terrain is baffling, leading to a lush garden tended by a reclusive druid. She offers one piece of powerful nature magic for those who can solve her complex botanical puzzles.
D10=8:A group of rangers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
D10=9:A group of bandits have set up a camp on the mountain, preying on unsuspecting travellers. The players must either defeat the bandits or negotiate a peace deal with their leader.
D10=10:As the players make their way up the mountain, they see a large dragon flying towards them. However, upon closer inspection, they realize that the dragon is actually just a group of 1d4+2 goblins wearing dragon costumes. The goblins are trying to trick travelers into giving them their belongings by pretending to be ferocious dragons.
d100 = 7
D10=1:A ledge leads to a cave. Inside, a goblin cult is sacrificing a human. They are interrupted.
D10=2:The players come across a group of monks performing martial arts at the top of a mountain. They may offer to train the players in exchange for completing a task for them.
D10=3:The sound of an axe chopping wood can be heard from a distance. When the players follow the sound, they find a lone lumberjack cutting down a large tree. He will ask the players to help him carry the wood back to his village in exchange for a warm meal and some ale.
D10=4:The players come across a group of friendly yet dangerous mountain goats, who have made a pact with a nature deity. They are fiercely loyal to the deity and will do anything to protect their territory from any perceived threats.
D10=5:Within a secluded cave, players encounter a spectral army of long-dead knights guarding their ageless queen, who resides in an enchanted sleep placed upon her by a treacherous advisor.
D10=6:On a cliffside ledge, you encounter a grizzled mountaineer and his blinking, intricately designed mechanical Yeti. The mountaineer needs help recalibrating the automaton to guard against encroaching bandits led by a shadowy rogue.
D10=7:As the players continue their journey, they are suddenly teleported to a strange and twisted version of the mountain, filled with monstrous creatures and hostile terrain. They must find a way to escape this alternate reality before it's too late.
D10=8:A group of three men and two women want to join the players on their expedition up this mountain because they believe there is something at the top of this mountain that will help them defeat an evil force that has been terrorizing their village and surrounding villages...
D10=9:In the heart of the mountain, the players find a powerful elemental being who is guarding a priceless gem. The being offers to trade the gem for a task, but the players must first prove their worth and complete a challenging trial.
D10=10:A maze of tunnels will be found here, but they're not natural. They're man-made. They were dug out by a mad dwarf centuries ago, and people still get lost in them.
d100 = 8
D10=1:As you make your way through a narrow pass, a rockslide blocks your path. With some effort, players can either try to clear the rocks or find another way around. However, they must be cautious as the ground is unstable and may cause another rockslide.
D10=2:The trail passes through a small, clear lake. Players can see the bottom of the lake. There is a large, gray hand submerged in the lake. It's waving at the surface.
D10=3:The howling wind brings echoes of a haunting melody. At a cliff edge, an ethereal bard, nearly translucent, performs an ancient song. She offers a cryptic prophecy about your journey but demands a story or song equally captivating in return.
D10=4:A group of 1d4 dwarves are walking down the mountain. They are carrying weapons and armor to sell in the city at the top of the mountain.
D10=5:On a cliffside ledge, you encounter a grizzled mountaineer and his blinking, intricately designed mechanical Yeti. The mountaineer needs help recalibrating the automaton to guard against encroaching bandits led by a shadowy rogue.
D10=6:A group of 3 farmers are trying to catch a pig that is running through the forest. They will ask the players to help them catch the pig. The pig is actually a Beholder in disguise.
D10=7:A group of 5 dwarves who are out on patrol looking for orcs and bandits around their village. They will attack the players without question if they see them fighting orcs or bandits nearby.
D10=8:Atop a windy peak, a lone stone tower with a spiraled roof stands sentinel. Inside, an elderly scholar keeps watch over an ancient relic called the Eye of Orlun. The scholar seeks worthy adventurers to guard it against forthcoming celestial forces.
D10=9:Caught in a sudden avalanche, players are saved by a tribe of yetis. These yetis guard an enchanted herb that can heal any wound, but only after earning their trust and proving themselves in a test of endurance.
D10=10:A group of mercenaries are on their way to join an army that is expected to march through the area in a few weeks time. The mercenaries are willing to trade with the players but will only trade with them if they have something worth buying from them in return.
d100 = 9
D10=1:A group of 3d6 soldiers are walking down the trail. They are returning home after completing their tour of duty in the army.
D10=2:A group of dwarves are digging a tunnel through the mountain, but they have encountered a magical barrier that is blocking their path. They may ask the players for help in breaking through the barrier.
D10=3:The party hears a group of 2d6 goblins arguing nearby. They are attempting to decide who is the fastest among them.
D10=4:A group of bandits are sitting around a fire. One of them is playing a small lute while the others dance around him. If disturbed, they will attack with their daggers and short swords. They will fight to the death.
D10=5:A powerful earth elemental has been awakened by the recent geological activity on the mountain, and it is now wreaking havoc on the surrounding villages. The players must either defeat the elemental or find a way to calm it down.
D10=6:You see a man with an ornate shield and chain mail armor walking through the mountains praying for good weather. He is carrying an ornate shield and wearing an ornate robe or chain mail armor.
D10=7:Beside a narrow mountain stream, an elderly bard strums a haunting melody on a lyre. He claims his tunes can bring back long-lost memories or summon brave heroes from the past to assist in times of dire need.
D10=8:A man approaches you and says that he saw a group of men robbing a merchant's cart. He will point you in the right direction if you help him out first. He wants you to help him get revenge on a group of bandits who killed his family and set him up for it by their leader. If the players complete his request, he will give them a magical potion worth 1,000 GP if sold in a nearby city.
D10=9:As the players set up camp for the night, they are approached by a group of friendly satyrs who offer to entertain them with music and dancing. However, if players accept their offer, they may find themselves unable to leave as the satyrs are known for their mischievous nature.
D10=10:The path leads them to an ancient dwarven mining town. Its inhabitants vanished centuries ago, leaving behind empty homes filled with relics of a bygone era. Strange echoes and occasional movements suggest the presence of restless spirits or something far more sinister.
d100 = 10
D10=1:Nasty things are attacking a camp. The players find a group of people fighting off a group of 4d12 creatures. The creatures are giant spiders with a poison that causes the target to hallucinate for 1d4 hours.
D10=2:A man wearing rags is sitting on the side of the trail. He is filthy and looks like he hasn't bathed in weeks. His name is Fred and he has been walking up and down this trail for months trying to find his way home. He has no idea where he is or where he is going. He will follow the players around and do anything they ask if they help him get home. He also has no idea what happened to his axe or his horse.
D10=3:A whimsical bear sporting a mysterious helm emerges from the mists, offering enchanted scrolls and mountain lore. Underneath lies a sober truth—it guards a portal to realms unknown, requiring aid to seal it forever.
D10=4:A group of 2d6 dwarves are celebrating their victory over the orcs. They will give the players a drink on the house.
D10=5:A raging blizzard strikes the mountain, and the players must find shelter or risk freezing to death. However, the only shelter available is a haunted, abandoned cabin that is rumoured to be cursed.
D10=6:The party comes across an elderly couple who are being robbed by two thugs. The thugs will attack the players if they try to stop them from robbing the couple. The couple's name is Henry and Martha, and they have been married for 50 years and have no children or family left because they were all killed during an orc raid decades ago when they were much younger.
D10=7:In a rocky alcove, the party encounters an eccentric gnome inventor named Twiddleton, who has built a series of enginous contraptions designed to navigate the treacherous peaks—but only if the players agree to fund his next ambitious project.
D10=8:A group of dwarves are digging a tunnel through the mountain, but they have encountered a magical barrier that is blocking their path. They may ask the players for help in breaking through the barrier.
D10=9:A group of 4d4+4 dwarves are on the hunt for an elven ruin. If players get too close, they will attack.
D10=10:Climbing through dense pine forest, players meet a half-elven ranger, a descendant of sylvan royalty exiled for a misunderstood crime. She needs help clearing her name and uncovering a plot against her kin.
d100 = 11
D10=1:A strange fog descends upon the mountain, causing the players to become disoriented and experience hallucinations. They must find a way to navigate through the fog to safety.
D10=2:Three stone giants are sitting at the top of the trail, playing cards and drinking.
D10=3:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon. They want to do something silly like throw their axes at the tree next to them.
D10=4:Players stumble upon a hidden cave with a sparkling pool of water inside. The water has healing properties and can cure any ailment. However, there is a catch - anyone who drinks from the pool will become temporarily invisible.
D10=5:On a cliffside ledge, you encounter a grizzled mountaineer and his blinking, intricately designed mechanical Yeti. The mountaineer needs help recalibrating the automaton to guard against encroaching bandits led by a shadowy rogue.
D10=6:A fierce blizzard hits the players' camp, and they must find shelter and start a fire before they freeze to death. However, they are not alone in the darkness, and something is stalking them from the shadows.
D10=7:Players find a cave. Inside the cave, there is a statue of a knight with a sword in its hand. The statue is made of bronze. The sword is made of silver. Two skeletons are standing near the sword. They are dressed in old armor. If players try to take the sword, the skeletons will attack. The skeletons are 1st level warriors.
D10=8:A half-elf hunter is tracking a rare type of mountain goat. She is very skilled and may be able to help the players in their journey or offer them valuable information about the terrain.
D10=9:Climbing a forbidding cliff face, players uncover an ancient dwarven library encapsulated in ice, preserving rare historical tomes and blueprints for legendary weapons, now sought after by a cunning saboteur.
D10=10:A group of 2d4 orcs are walking down the mountain. They are carrying weapons and armor to sell in the black market at the top of the mountain.
d100 = 12
D10=1:The players are approached by a band of wandering minstrels who offer to perform for them in exchange for food and drinks. The minstrels may also have some valuable information or rumors about the mountains and its mysteries.
D10=2:Players find a small stone shrine. The shrine is covered in blood. If players search the shrine, they will find an ancient book. The book is worth 100 gold pieces.
D10=3:The players come across a huge boulder blocking their path. As they try to figure out how to move it, a group of gnolls attack from behind. The gnolls have been using the boulder as a trap to ambush unsuspecting travelers.
D10=4:Players find a group of people fighting a group of 4d4 kobolds. The kobolds are trying to steal the people's chickens and goats.
D10=5:As the players make their way up the mountain, they see a large dragon flying towards them. However, upon closer inspection, they realize that the dragon is actually just a group of 1d4+2 goblins wearing dragon costumes. The goblins are trying to trick travelers into giving them their belongings by pretending to be ferocious dragons.
D10=6:A giant eagle lands near the party, speaking in a strange language that only one member of the group understands. The eagle is actually a Druid who has been cursed, and needs the players' help in breaking the curse before it becomes permanent.
D10=7:A lonely yeti crosses the party's path, looking for companionship in its otherwise secluded life. It may prove to be a valuable ally or a dangerous foe, depending on how the players approach it.
D10=8:In the distance, the players see a group of dwarves mining for precious gems and minerals. The dwarves have been ambushed by a group of goblins and ask the players for help to defeat them. In return, they offer the players a share of their findings.
D10=9:Entranced by strange, haunting music, the adventurers are led to a secluded meadow where an ethereal harp lies atop a dais. The harp contains trapped souls of ancient bards, and playing a correct melody might release them... or trap the party instead.
D10=10:A mysterious and alluring song echoes throughout the mountains, drawing the players towards it. They come across a group of beautiful mountain nymphs who are known for their enchanted singing. Be careful though, their songs can be just as deadly as they are enchanting.
d100 = 13
D10=1:The players find a group of men and women fighting a group of giant eagles. The eagles are trying to steal the people's sheep. The people want the players to help them.
D10=2:The players stumble upon a hidden underground city within the mountains. It is inhabited by a peaceful race of subterranean creatures, but their leader has been kidnapped by a rival faction. Will the players help rescue the leader or stay out of the conflict?
D10=3:As the players pass by, a group of three gnomes are talking about a possible discovery. They are hoping for a chance to show off the discovery to someone. The gnomes are hoping to attract the attention of a wizard or mage in the group.
D10=4:Deep in a cold mountain gorge, a herd of wild mountain goats exhibit strange glows. As players approach, an elderly hermit appears, urging caution and revealing that the goats are imbued with magical properties that can be harvested for potent alchemical ingredients.
D10=5:A group of gnomes is having a heated debate about the best way to cook a troll. They will happily invite the players to join them for a feast and will reward them with some valuable information about the area.
D10=6:A traveling bard is passing through the mountains, offering to swap stories and songs with the players. However, the bard is a spy for a rival kingdom and may have ulterior motives.
D10=7:The players come across a group of 1d4 men who are carrying a casket on their shoulders. They are heading towards a nearby graveyard. If the players ask, they will say that they are carrying a body to be buried, but it's not their body, it's someone else's body. The man they are carrying was killed by wolves nearby and they are taking him to be buried in the graveyard.
D10=8:The players stumble upon a stone circle, with strange symbols etched into the stones. If they can decipher the symbols and perform the correct ritual, they may be transported to a different location on the mountain.
D10=9:The players see a group of 2d6 orcs attacking a wagon that is carrying wine or other strong alcohol or ale.
D10=10:The players stumble upon an abandoned temple dedicated to a long-forgotten deity. Inside, they find a hidden chamber with valuable treasures, but they must also face the wrath of the deity, which has been guarding the treasure for centuries.
d100 = 14
D10=1:As the players rest for the night, a group of friendly fire elementals emerge from the nearby volcano and offer to trade with them. If the players are kind, the elementals may give them a powerful fire-based weapon.
D10=2:A powerful wizard's tower mysteriously appears on the mountain, but no one knows how it got there. The wizard will offer the players a magical boon in exchange for their help in solving the mystery.
D10=3:Amidst the sound of clashing swords, you discover a clandestine training ground where dragonborn are honing their elemental breath. Their leader, an imposing knight, offers martial knowledge only to those who surpass his fiercest pupil.
D10=4:High above the tree line, the adventurers discover an old hermit living in a hovel. The hermit claims to have visions and offers cryptic prophecies that could either aid or confuse their mission.
D10=5:Descending a sloping glacier, players encounter a caravan of sentient golems searching for their lost creator. They offer to share the secrets of their magical construction if aided in reuniting with their maker.
D10=6:A group of wild trolls are seen fighting over a large chunk of meat. The players may choose to either try to take it for themselves or sneak past them before they are noticed.
D10=7:Caught in a sudden avalanche, players are saved by a tribe of yetis. These yetis guard an enchanted herb that can heal any wound, but only after earning their trust and proving themselves in a test of endurance.
D10=8:At the very peak of the mountain, a dangerous storm rages on, caused by a powerful elemental. The players must battle their way through the storm and defeat the elemental to bring peace to the mountain once again.
D10=9:Venturing through towering ice caverns, players stir a hibernating white dragon. This formidable beast believes the players are intruders on its territory. None can flee its wrath unaided—but perhaps showing respect or insight into its ancient history can win its favor, or at the very least, a delaying parley.
D10=10:A group of halflings are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the halflings will fight back with their bows and arrows and their clubs and their swords
d100 = 15
D10=1:A mysterious figure appears, offering the players a map that leads to a hidden treasure deep within the mountains. However, the map is cursed and will lead the players into a trap set by a powerful sorcerer who wants to use them in an evil ritual.
D10=2:The players come across a group of cultists who were out looking for a place to build a shrine to their god. They were out looking for a good place to build it, but they were surprised by a fierce storm and they are trapped on the mountainside without shelter. They will ask the players to help them find a new place to build their shrine.
D10=3:The party discovers a cave filled with ancient relics and treasures. However, upon closer inspection, they realize that some of the relics are cursed. Will they take the risk and take some of the treasures or leave them untouched?
D10=4:An elderly monk appears in front of the players, begging for their help. A powerful necromancer has taken over his monastery and is using dark magic to turn the monks into mindless zombies. The players must navigate through the treacherous monastery and defeat the necromancer before it’s too late.
D10=5:A raging blizzard strikes the mountain, and the players must find shelter or risk freezing to death. However, the only shelter available is a haunted, abandoned cabin that is rumoured to be cursed.
D10=6:In the twilight hours, an eerie glow pierces the icy tundra, marking the spot of an ancient, buried meteorite. Spectral creatures guarding it attack any approaching intruders, but within the meteor's crust lies an otherworldly relic, tempering a wielder with cosmic power.
D10=7:A group of hunters are looking for deer, boar, and other game to feed the local village.
D10=8:A group of 1d4+2 gnomes are walking down the mountain. They are carrying a chest full of gold. The gnomes are lost and frustrated because they can't find their cousin Slipnod.
D10=9:Players find a group of men and women fighting a group of giant eagles. The eagles are trying to steal the people's sheep. The people want the players to help them. The eagles are actually eagles from a nearby nest. The nest is nearby, but it is hidden by magic. If the players kill the eagles, the eagles will come back as revenants after 1d6 hours.
D10=10:Confronted by an unexpected blizzard, players stumble into the lair of an ice druid who harnesses primal cold magic. She offers powerful ice spells for anyone who aids in protecting her domain from marauding fire creatures.
d100 = 16
D10=1:A dangerous blizzard traps the party in an ice cave. Inside, they find an ancient frost giant skeleton encased in ice. Inspection reveals a powerful ice relic embedded in its chest, but removing it threatens to awaken the giant.
D10=2:A group of rangers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
D10=3:A group of 2d4+4 bandits are on their way to a nearby town to rob its treasures. If players help them, they will be rewarded with gold and supplies by the town Elder. If players do not help them, they will be rewarded with gold and supplies by the town Elder if they kill the bandits before they can rob the town's treasures.
D10=4:The party discovers a network of tunnels under the mountain, inhabited by a colony of friendly, yet fiercely protective, dwarves. They will offer to trade with the party and may even lead them to a secret treasure chamber.
D10=5:The party feels the earth shaking beneath their feet, and before them, a colossal purple worm bursts from the ground. Navigating its lair may yield precious treasures but guarantees a deadly escape sequence.
D10=6:A traveling merchant is selling weapons to the party. He tells them that they are magical and will always hit their mark. If they buy them, they will discover that they are regular bows that never miss because they are badly made and fall apart after one shot.
D10=7:Two elderly farmers are looking for their lost goat. They will offer the players a reward if they find their goat for them.
D10=8:A group of 2d6+2 thugs come across the path of the players and try to rob them if they can or kill them if they can't rob them.
D10=9:Atop a rugged plateau, players encounter an ancient altar dedicated to a forgotten mountain god. Any who perform the correct ritual will be granted temporary stone-like invincibility for a short period.
D10=10:A flight of pegasi descends from the higher altitudes, appearing curious but skittish. Only the most noble or gentle approach can earn their trust, offering the players an unparalleled viewpoint of the mountain's mysteries from the skies above.
d100 = 17
D10=1:In the distance, the players see a group of dwarves mining for precious gems and minerals. The dwarves have been ambushed by a group of goblins and ask the players for help to defeat them. In return, they offer the players a share of their findings.
D10=2:Fierce storms have hit the land and damaged the path. The players will have to find a new way to continue their journey across the mountains. The way has been damaged by landslides. Players will have to climb around the slides and look for a new path that was not blocked by the slides.
D10=3:A tribe of barbarians has set up camp at the base of the mountain, preparing for a pilgrimage to the peak to perform a sacred ritual. They are always looking for strong warriors to join them on their journey and will offer rewards for anyone who helps them.
D10=4:A group of 3d6 gnolls who are searching for food in the mountains. They will attack the players without question. If players help them find food, the gnolls will leave without harming the players.
D10=5:A group of dwarves are trapped under a collapsed mine. They need the party's help to escape, but they also reveal that there is a valuable mineral deposit hidden within the mine. Will the party risk their own safety to help the dwarves and potentially get rich?
D10=6:A sudden, blinding blizzard forces you into a cave where a fire salamander resides. It seeks warmth amidst the biting cold, an anomaly reflecting a great disturbance in the fire realms. It requires assistance in balancing elemental forces.
D10=7:A group of five traveling merchants have their pack animals with them as they make their way up the mountain. They are making their way up the mountain to trade with a group of people who live at the top of this mountain.
D10=8:In a rocky alcove, the party encounters an eccentric gnome inventor named Twiddleton, who has built a series of enginous contraptions designed to navigate the treacherous peaks—but only if the players agree to fund his next ambitious project.
D10=9:A traveling bard is passing through the mountains, offering to swap stories and songs with the players. However, the bard is a spy for a rival kingdom and may have ulterior motives.
D10=10:A group of mountain druids are performing a ritual to appease a nearby volcano. However, it is not working and eruptions are becoming more frequent and violent. The players must uncover the source of the problem and find a way to stop it.
d100 = 18
D10=1:While exploring a cave, the players come across a group of deep gnomes who are being attacked by a giant purple worm. The players can either help the gnomes defeat the worm or use their skills to sneak past it and steal the treasure it’s guarding.
D10=2:A group of halfling hunters are on their way to sell their furs and meat to an nearby village. The hunters are willing to trade with the players but will only trade with them if they have furs and meat to trade with them in return.
D10=3:A group of powerful storm giants are having a competition to see who can create the most impressive storm clouds. The players can either join in on the competition or try to avoid getting caught in the middle of the storm.
D10=4:A group of 1d4+2 gnomes are walking down the mountain. They are carrying a chest full of gold. The gnomes are lost and frustrated because they can't find their cousin Slipnod.
D10=5:The mountain's icy wind brings with it flakes of snow, mingled with the unmistakable scent of roasting meat. Following your nose, you find a lone frost giant hunter cooking a massive elk. He is hospitable but curious and will delight in a storytelling contest, with the winner gaining a potent herbal remedy.
D10=6:A group of rogue wizards is using a hidden cave in the mountains to conduct dangerous experiments. The players must stop them before they unleash an uncontrollable magical force.
D10=7:At a narrow mountain pass, a sudden landslide unveils an ancient, weather-worn statue of an unknown deity. This discovery sparks the interest of a group of scholarly gnomes who arrive shortly, eager to investigate. They propose an alliance to decipher the runes carved on the statue’s pedestal.
D10=8:The players stumble upon a large, imposing stone tower that seems to have appeared overnight. Upon further investigation, they find that it is actually a portal to a different plane of existence. Where will it take them?
D10=9:Tired-looking dwarves traveling with a wagon filled with tools and supplies, heading down the mountain trail. 'Hey, you seen the Zoot-Suiters around here? They're trouble. Real trouble.'
D10=10:The players come across a group of elves mourning the death of their beloved forest. They explain that a group of fire giants have been logging all the trees and destroying the land. The elves ask for the players’ help in defeating the giants and restoring their home.
d100 = 19
D10=1:The party comes across a mysterious temple hidden deep in the mountains. The entrance is guarded by a fearsome dragon who demands a tribute of gold and magical items in order to allow them to enter. If they are successful in appeasing the dragon, they may uncover ancient artifacts and treasure within the temple.
D10=2:A sudden rockslide opens a hidden path leading into a high-altitude meadow inhabited by 2d4 couatls. They bestow upon you riddles to solve, promising a boon of knowledge for each correct answer.
D10=3:As the players reach the peak of the mountain, they see a huge dragon circling in the distance. It seems to be protecting something valuable and the players must find a way to sneak past it or defeat it if they want to claim the treasure.
D10=4:The players stumble upon an abandoned mine filled with riches and danger. As they explore deeper, they will discover that some of the miners are still trapped inside, and they need the players' help to escape.
D10=5:You spy a trail of fire leading into an ominous cave. Inside, a fire drake named Emberclaw has made its nest. Captive within the lair is a dwarven blacksmith who was taken to forge unbreakable shackles. Freeing the blacksmith involves out-witting Emberclaw and negotiating with the maddened creature who believes itself to be the true ruler of these peaks.
D10=6:The players find a hidden cave filled with glowing crystals. As they approach, they hear a deep rumbling sound and realize it is actually a sleeping behemoth. They must navigate quietly and carefully to collect some of the crystals without waking the beast.
D10=7:Deep in the mountain heart, the party encounters an illusory terrain being manipulated by a scheming beholder seeking treasures hidden in the mountain caves through guile and mind control.
D10=8:A group of four men are sitting around a campfire talking about how they are going to get revenge on those who have wronged them by killing off their family members one by one until they are all dead for what they have done to them and their family members.
D10=9:The party passes a small, abandoned village. There is a small church and several small homes. The village was destroyed by a dragon.
D10=10:A man approaches you and asks for help finding his missing brother. He will ask for help finding the brother at least once per adventure level of the party.
d100 = 20
D10=1:The players stumble upon a hot spring with a small waterfall. As they relax and soak in the water, they notice a group of 1d4+1 wild boars taking a drink from the pool. The boars will be initially aggressive, but if the players share their food with them, they will become friendly and may even lead the players to a hidden treasure in the mountains.
D10=2:A man approaches players with news of an abandoned fort nearby. He is hoping to find some treasure in the fort. He thinks there might be something valuable in there.
D10=3:A cursed mountain lion approaches the party, begging for help. If they choose to help the lion, they will discover it was actually a shape-shifted prince, and he will reward them with a powerful magical item.
D10=4:The party sees a man sitting on top of a high cliff. He is playing a harp and singing a song that was made up by the local bard. If the players approach him, he will ask them if they know who he is. They will not know, so the man says that his name is William Rochsphere, and he says he is going to jump off the cliff because he feels like it.
D10=5:The party sees three men arguing over who has the biggest nose. One of them says that the other two have smaller noses than his nose and that they are just jealous of him. If players approach them, they will stop arguing and one of them will act as if they are talking to invisible people instead of the players.
D10=6:The players come across a lonely yeti looking for companionship. If the players are able to communicate and befriend the yeti, it will help guide them to hidden treasures in the mountain.
D10=7:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon. They want to do something silly like throw their axes at the tree next to them.
D10=8:A group of giant goats blocks the players' path, and they are not friendly. The players will need to come up with a clever solution to get past them.
D10=9:The party happens upon a makeshift encampment of a diverse group of mercenaries—all clearly uneasy and on edge. When one mercenary accidentally lets slip about a hidden treasure hoard in the depths of a nearby fjord, the leader, a fierce tiefling named Ragnara, begrudgingly offers the players a share in return for assistance in ambushing a rival faction.
D10=10:A dangerous blizzard traps the party in an ice cave. Inside, they find an ancient frost giant skeleton encased in ice. Inspection reveals a powerful ice relic embedded in its chest, but removing it threatens to awaken the giant.
d100 = 21
D10=1:A strange fog descends upon the mountain, causing the players to become disoriented and experience hallucinations. They must find a way to navigate through the fog to safety.
D10=2:An old traveler appears before the party, offering to guide them through treacherous terrain in exchange for their help in retrieving a lost artifact from a nearby temple.
D10=3:Pile of skeletons and zombies climbing up the mountain. The top of the mountain is bright and glowing. The corpses are climbing up to the top, but they keep falling down because they're too weak to climb it.
D10=4:The players stumble upon a group of treasure hunters searching for a legendary sword that is said to be hidden somewhere in the mountains. Will they join forces with the treasure hunters or try to find the sword on their own? What dangers lie ahead in their quest for the legendary sword?
D10=5:The party comes across a group of rangers who are tracking a dangerous and rare beast.
D10=6:Players come across a group of men and women who have been digging for treasure for days. They are digging in an abandoned graveyard. The men and women are afraid to go home because a group of hungry wolves has been stalking them for days.
D10=7:A group of cursed travelers are bound to a looping mountain path, doomed to repeat the same events over and over again. The players must break the curse and help them find peace.
D10=8:A group of 2d6 goblins are preparing for a ritual. If players approach, they will attack.
D10=9:The party comes across a small village at the base of the mountain. The villagers are celebrating the harvest festival. A group of children are playing a game in the middle of the village square. One of the children is a young girl named Fanny. Fanny is a halfling. She is being teased by the other children. If anyone intervenes, they will be rewarded with information about the mountain and its dangers.
D10=10:A group of giant goats blocks the players' path, and they are not friendly. The players will need to come up with a clever solution to get past them.
d100 = 22
D10=1:The group encounters a reclusive monk living in a small, rugged shrine built into the mountainside. The monk offers wisdom and guidance but will challenge one member to a test of patience and endurance atop a perilous peak.
D10=2:An ancient and powerful orc shaman has taken over a nearby cave system, using his magic to control and manipulate other creatures for his own gain. The players must defeat the shaman and free his captives.
D10=3:The trail has been covered by a landslide. The players will have to find another route around it or dig through it (which will take 1-2 days to complete).
D10=4:Players come across a group of cultists who are attempting to summon a demon. The cultists are standing around a large pit. The pit is filled with blood. The cultists have been chanting for hours and are tired and hungry. If the players approach, the cultists will attack without hesitation.
D10=5:A rockslide blocks the path ahead, forcing the party to find a new route. However, they soon realize that the rockslide was caused by a mischievous group of goblins who are now using the blocked path to ambush travelers.
D10=6:A man approaches you and says that he saw a group of bandits stealing from a merchant's cart. He will point you in the right direction if you help him out first. He needs you to get him some medicine for his sick wife who is bed ridden. He will pay you with a magical potion that will heal 2d10 hit points when consumed. It will be worth at least 1,000 GP if sold in a nearby city.
D10=7:While exploring a cave, the players stumble upon a magical pool that grants wishes. However, there is a catch – for every wish granted, the pool must also take something in return. The players must decide if they are willing to pay the price for their desires.
D10=8:A group of 2d6 dwarves are celebrating their victory over the orcs. They will offer to help the players if they need it. One of the dwarves is a priest who can heal 1d8 points of damage per casting.
D10=9:The party finds a group of 2d4+1 giant spiders who have spun a large web across a narrow path. If the players can navigate through the web without getting stuck, they will reach a hidden cave where a group of halfling thieves are hiding their loot. The halflings will offer to share their loot with the players if they can help them sneak past the spiders and escape from the mountains.
D10=10:Players find a group of people who are looking for the lost city of Zan. They have been looking for years and haven't found anything yet.
d100 = 23
D10=1:A ledge leads to a cave. Inside, a goblin cult is sacrificing a human. They are interrupted.
D10=2:A group of powerful storm giants are having a competition to see who can create the most impressive storm clouds. The players can either join in on the competition or try to avoid getting caught in the middle of the storm.
D10=3:A group of 3d6 humans come into view, they are wearing rags and look like they have been living off of the land for a while. If players approach them, they will demand food or supplies from the players. If these demands are not met, they will attack the players. They have been wandering in this area for about six months now, but they have heard about dungeon nearby and hope to get rich by raiding it some day soon if they can find its entrance.
D10=4:A series of peculiar pictographs on a flat rock reveals an ancient dwarven plan for a fortress lost to time. Following these cryptic diagrams can uncover the hidden entrance to the fortress, glittering with precious artifacts yet guarded by mechanical sentinels.
D10=5:A sudden rockslide opens a hidden path leading into a high-altitude meadow inhabited by 2d4 couatls. They bestow upon you riddles to solve, promising a boon of knowledge for each correct answer.
D10=6:An abandoned hermit’s cottage, looking derelict yet strangely inviting. Inside, unscrolled parchments speak of a means to harness elemental magic of the mountain. But the spirits haunting the place warn of dire consequences should players tamper with forces beyond their understanding.
D10=7:A solitary tower stands defiantly against the tempestuous winds, the haunt of a powerful, insane wizard experimenting with time magic. An encounter with the wizard could result in traveling to different points in history or correcting temporal anomalies affecting the mountain.
D10=8:The party comes across a hermit living at the top of a mountain. The hermit seems to possess immense magical powers, but they refuse to use them for anything other than their own survival. Will the party try to convince the hermit to help others or leave them be?
D10=9:Scaling a jagged trail, the party witnesses a massive but immobile iron golem embedded in the cliffside. An ancient dwarven script describes a key hidden in an adjacent cavern to activate the automaton.
D10=10:The party comes across a group of injured soldiers from a nearby conflict, and they desperately need medical supplies. The players must either find the supplies or negotiate with the soldiers' enemies for safe passage.
d100 = 24
D10=1:In the twilight hours, an eerie glow pierces the icy tundra, marking the spot of an ancient, buried meteorite. Spectral creatures guarding it attack any approaching intruders, but within the meteor's crust lies an otherworldly relic, tempering a wielder with cosmic power.
D10=2:A group of 3d6 gnolls who are searching for food in the mountains. They will attack the players without question. If players help them find food, the gnolls will leave without harming the players.
D10=3:While walking through a narrow pass, the players hear the sound of rocks being thrown. When they look up, they see a group of 1d6+2 kobolds throwing rocks at them from a ledge above. If the players can climb up the ledge, they will find a small kobold village living in the mountains. The villagers will offer to help the players if they can retrieve a precious gem from the nearby cave that was taken by a group of orcs.
D10=4:The players come across a group of 1d4+2 hunters who are looking for game to feed themselves and their families.
D10=5:A powerful storm hits the mountain, making it difficult for the party to see and navigate through the harsh terrain. Suddenly, they hear a loud roar and see a massive dragon flying towards them, seemingly unaffected by the storm. What will the party do to survive this encounter?
D10=6:Scaling up a cliff, the characters find an extensive network of aerial rope bridges between towering rock formations. Below, a clan of bird-like aarakocra are offended by the intrusion and demand a toll or a show of aerial prowess.
D10=7:A mysterious merchant appears before the players, offering to trade powerful and rare magical items for a steep price. Will the players risk their gold for these items or be cautious of the merchant's true intentions?
D10=8:An elderly couple asks for help finding their lost sheep dog. The dog is actually a manticore in disguise.
D10=9:Two men are talking about recent monster attacks in their area of the mountains. They don't know what they are, but they haven't seen any of the old legends like dragons or unicorns in a long time now.
D10=10:The party notices a small camp of 2d4 gnomes. They are cooking and celebrating. They are celebrating because they are about to start their journey up the mountain.
d100 = 25
D10=1:The wind carries a faint melody on its icy breath, guiding the adventurers to an ancient, marble temple half-buried in snow. Inside, they find an elven bard trapped in an enchanted sleep, guarded by spectral wolves. To awaken the bard, the players must piece together a cryptic song inscribed on the temple walls, each stanza a clue to lift the curse.
D10=2:A wise old hermit lives in a small cottage atop a mountain peak. He claims to have knowledge of a powerful artifact hidden somewhere in the mountains. Will the players seek his help or see him as a crazy old man?
D10=3:A man approaches players with news of an abandoned fort nearby. He is hoping to find some treasure in the fort. He thinks there might be something valuable in there.
D10=4:Vicious and hungry wolves attack the party. The wolves are actually intelligent and have been sent by a nearby lord to test the party's strength.
D10=5:A group of traveling merchants are selling rations to the players. The merchants are hoping to make a sale to the party. The rations are actually poisons disguised as food. The merchants are hoping to make a profit off of someone getting killed by the poison.
D10=6:A group of trolls have set up a toll booth near a narrow pass on the mountain. They demand a hefty fee from anyone who wants to pass through, but they can be easily outsmarted with a clever plan.
D10=7:Pile of skeletons and zombies climbing up the mountain. The top of the mountain is bright and glowing. The corpses are climbing up to the top, but they keep falling down because they're too weak to climb it.
D10=8:As the players rest for the night, they hear strange chanting and see a group of cultists performing a ritual in a nearby clearing. If the players interrupt the ritual, they will have to face off against the cult leader who possesses dangerous magical abilities.
D10=9:As the players camp for the night, they hear strange noises coming from the nearby cliffs. When they investigate, they discover a large group of trolls using boulders to play a game of “Rock Pong”. The trolls challenge the players to a game, promising a reward if they win.
D10=10:A group of 2d4+2 goblins are standing around, doing nothing. They will attack on sight.
d100 = 26
D10=1:The players stumble upon an abandoned mine filled with riches and danger. As they explore deeper, they will discover that some of the miners are still trapped inside, and they need the players' help to escape.
D10=2:A group of monks is attempting to meditate on a precarious cliffside, but they are being assaulted by a group of sneaky harpies. The players must defend the monks while they complete their ritual.
D10=3:The players come across a small grove that is dedicated to a goddess of nature. It is a place devoted to worship. If the party goes inside, they will find an old woman named Marge who is being held against her will by 2 giant spiders.
D10=4:Two huge, snow-white owlbears attack the players. They are intelligent and extremely dangerous.
D10=5:The chilling howl of a blizzard precedes a majestic ice dragoness, a sovereign ruler of these peaks. She requires the restoration of her frozen realm and promises a powerful ice-forged weapon should you choose to assist her quest.
D10=6:A group of 6d6 adventurers are on the hunt for a dragon's lair. If players get too close, they will attack.
D10=7:A group of 2d6 goblins are arguing over food. If players approach, they will attack.
D10=8:Cresting the summit, the players witness a magnificent drum ceremony by a mountain tribe performing an invocation ritual to summon a colossal earth elemental, but the ceremony is dangerously close to being interrupted by hostile forces.
D10=9:A crazed hermit appears and demands that the players pay a toll to pass through his territory. However, he is easily distracted by tales of adventure and will let the players through for free if they can entertain him with a good story.
D10=10:A pack of wolves is fiercely guarding a freshly killed deer. The players must decide to either fight the wolves for the food or try to sneak past without being noticed.
d100 = 27
D10=1:The party sees a group of 2d6+2 men dressed in black robes. They are traveling up the mountain for a religious ceremony at the top.
D10=2:You see two men arguing about how to fix their wagon's broken wheel. One of them has a big hammer and is swinging it at the other man's head as he tries to fix it. The players stumble upon a murder about to take place because the man with the hammer found out the other man was sleeping with his wife.
D10=3:Emerging from a treeline, your party encounters a bizarre anomaly: an enormous, perfectly round hole bored deep into the mountain. It’s the lair of a burrowing roc that guards a cluster of eggs—each containing powerful elemental spirits.
D10=4:A merchant's caravan is passing by on its way to King's Rest or back to Highcastle. The merchant is offering supplies, but at marked up prices due to the distance from other towns or cities.
D10=5:Players find a cave. Inside the cave, there is a statue of a wizard with a staff in its hand. The statue is made of marble. The staff is made of wood. Two skeletons are standing near the staff. They are dressed in old robes. If players try to take the staff, the skeletons will attack. The skeletons are 1st level warriors.
D10=6:The party comes across a group of 1d4+1 monks practicing martial arts. If the players show interest in learning from them, the monks will offer to teach them some new fighting techniques in exchange for a small donation. However, if the players are not interested, the monks will challenge them to a friendly sparring match.
D10=7:Roughly half a day’s journey up the slope, sulfurous fumes herald a fissure releasing barely controlled geysers of scalding water. A fire naga makes her home here, and though protective of her domain, she might share knowledge about nearby volcanic activity.
D10=8:A group of 2d4 rangers are about to attack a group of 2d4 bandits. The rangers are being controlled by a wight nearby to attack and kill the bandits.
D10=9:The players come across a group of friendly yet dangerous mountain goats, who have made a pact with a nature deity. They are fiercely loyal to the deity and will do anything to protect their territory from any perceived threats.
D10=10:The party comes across a priest who is lost in the mountains. The priest is on his way to a nearby temple and is willing to trade information for safe passage to the temple.
d100 = 28
D10=1:Players find a group of people fighting a group of 4d4 kobolds. The kobolds are trying to steal the people's chickens and goats.
D10=2:A pack of giant wolves are hunting in the mountains and the players must carefully navigate around their territory without alerting them. However, the wolves may prove to be a valuable ally if the players can prove themselves and gain their trust.
D10=3:The chilling howl of a blizzard precedes a majestic ice dragoness, a sovereign ruler of these peaks. She requires the restoration of her frozen realm and promises a powerful ice-forged weapon should you choose to assist her quest.
D10=4:During their climb, the party stumbles upon an abandoned dragon’s nest filled with several half-hatched eggs. However, the mother dragon may return at any moment, and she doesn't take kindly to intruders.
D10=5:Players find a cave. Inside the cave, there is a statue of a horse with a saddle on its back. The statue is made of marble. The saddle is made of leather. Two skeletons are standing near the saddle. They are dressed in old clothes. If players try to take the saddle, the skeletons will attack. The skeletons are 1st level warriors.
D10=6:The adventurers meet an old ranger who has spent decades mapping the mountains. His maps show hidden trails, forgotten ruins, and areas of great danger, but he only shares it for a fittingly grand story.
D10=7:A group of 3d6 gnolls who are searching for food in the mountains. They will attack the players without question. If players help them find food, the gnolls will leave without harming the players.
D10=8:A group of 2d4+4 men are gathered around a campfire, singing songs and telling stories. One of them is the head of a local cult dedicated to a local god of nature and they are celebrating their monthly feast day at the base of the mountain where the cult is located.
D10=9:A mirror with an inscription on it says that those who look into it will see a reflection of their soul. Looking into the mirror will show you a reflection of your soul, but do not look too long or you will see your soul being dragged into hell by demons.
D10=10:Three merchants from a nearby town who are looking for an escort back to town safely. They are willing to pay players 100 gp each if they escort them safely back home (500 gp total).
d100 = 29
D10=1:The players meet three men. They are on their way to the top of the mountain. They have heard that there is something at the top of the mountain. Their names are: Samuel, David, and Alfred. They are brothers. The men are serious about climbing to the top of this mountain, but they also talk about their brother Henry who has joined a cult and no longer talks to them or their mother.
D10=2:As the players climb higher, they start to feel the effects of altitude sickness. They must make constitution saving throws to avoid exhaustion and disorientation.
D10=3:A group of 3d4 humans and 3d4 orcs are fighting each other with clubs and axes.
D10=4:A desolate mountaintop holds the ruins of a dragon’s lair. The dragon's spirit haunts the place, seeking vengeance on those who disrespected its hoard. Assuaging the dragon's wrath by avenging it or laying its spirit to rest may open the path to incredible treasures.
D10=5:Players find a group of men standing around looking angry and upset. If players ask, they will tell them that they were out hunting for food to feed their families when they were ambushed by a pack of wolves and mauled by them. If players offer to help them, they will explain that their animals have been killed and their families are going hungry because there is no food for them in their village even though it is spring time and there should be plenty of game for them to hunt for food for their families. They will thank the players if they help them get revenge on these wolves by killing them or driving them out of their hunting territory.
D10=6:Unexpected travelers are warned to turn back. They are told that the mountain is haunted, and that no man has ever passed this point. The warning is a lie. There is nothing ahead. It is a trap to lure adventurers into the hands of the bandit group who live here.
D10=7:The players hear a loud crash from an area ahead of them. They see a large boulder rolling down a hill toward them. The players can move out of the way, or they can try to stop it with their own strength and power.
D10=8:A group of cultists are conducting a ritual at the top of the mountain, summoning a powerful demon. The players must stop them before it's too late.
D10=9:The players come across a group of friendly gnomes who have set up an underground tavern in the mountains. They offer the players a warm meal and a place to rest, but they must partake in a drinking competition if they want to stay for free.
D10=10:A group of rangers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
d100 = 30
D10=1:A mirror with an inscription on it says that those who look into it will see a reflection of their soul. Looking into the mirror will show you a reflection of your soul, but do not look too long or you will see your soul being dragged into hell by demons.
D10=2:The howling wind brings echoes of a haunting melody. At a cliff edge, an ethereal bard, nearly translucent, performs an ancient song. She offers a cryptic prophecy about your journey but demands a story or song equally captivating in return.
D10=3:A group of 3d4 humans are trying to capture and cage a group of 3d4 orcs. The orcs are putting up a fight and there is a chance that one or more orcs might escape.
D10=4:The party happens upon a makeshift encampment of a diverse group of mercenaries—all clearly uneasy and on edge. When one mercenary accidentally lets slip about a hidden treasure hoard in the depths of a nearby fjord, the leader, a fierce tiefling named Ragnara, begrudgingly offers the players a share in return for assistance in ambushing a rival faction.
D10=5:The party comes across a group of 1d4+1 monks practicing martial arts. If the players show interest in learning from them, the monks will offer to teach them some new fighting techniques in exchange for a small donation. However, if the players are not interested, the monks will challenge them to a friendly sparring match.
D10=6:A group of 4d4+3 gnolls are on their way to a nearby city to attack it. If players help them, the gnolls will reward them with gold and supplies. If players do not help them, the gnolls will attack anyway and players will not receive anything.
D10=7:The trail widens and suddenly, a group of a dozen humanoids come around the corner. They are dressed in leather armor and armed with short swords. They are on patrol to protect the mountain from intruders.
D10=8:A shrill cry for help echoes through the crags, leading the players to an injured griffon lying at the base of a steep ravine. If they heal the beast, it may prove a steadfast ally and guide them to its hidden aerie filled with rare valuables.
D10=9:Tired-looking dwarves traveling with a wagon filled with tools and supplies, heading down the mountain trail. 'Hey, you seen the Zoot-Suiters around here? They're trouble. Real trouble.'
D10=10:A group of 1d4 dwarves are walking down the mountain. They are carrying weapons and armor to sell in the city at the top of the mountain.
d100 = 31
D10=1:Cresting another ridge, the group spots an ancient watchtower, home to a spectral sentinel who relives a never-ending cycle of a forgotten siege. Freeing the spirit by reenacting key parts of its history accurately can yield vital artifacts—and the potentially grim fate of joining the ghost in its eternal watch as a terrible mistake.
D10=2:Players find a group of people fighting a group of 4d4 kobolds. The kobolds are trying to steal the people's chickens and goats. The kobolds are actually kobolds from a nearby nest. The nest is nearby, but it is hidden by magic.
D10=3:A group of 3 farmers are trying to catch a pig that is running through the forest. They will ask the players to help them catch the pig. The pig is actually a Beholder in disguise.
D10=4:A group of young men and women are dancing in a nearby meadow. They are celebrating something.
D10=5:Within a secluded cave, players encounter a spectral army of long-dead knights guarding their ageless queen, who resides in an enchanted sleep placed upon her by a treacherous advisor.
D10=6:A group of 2d4 rangers are about to attack a group of 2d4 bandits. The rangers and bandits are being controlled by a wight nearby to attack and kill the rangers and bandits.
D10=7:A pack of wolves is threatening a group of stranded travelers on the mountain. The players must decide if they will risk their own safety to help the travelers or leave them to fend for themselves.
D10=8:A group of 2d4 dwarves are walking up the mountain. They are carrying weapons and armor to sell in the black market camp at the top of the mountain.
D10=9:The players stumble upon a hot spring with healing properties. However, they soon discover that it is guarded by a selfish dragon who does not take kindly to intruders using his personal spa.
D10=10:A flight of pegasi descends from the higher altitudes, appearing curious but skittish. Only the most noble or gentle approach can earn their trust, offering the players an unparalleled viewpoint of the mountain's mysteries from the skies above.
d100 = 32
D10=1:A small cadre of 2d6 frost witches descend from their icy abode to collect rare herbs from lower altitudes. They are willing to barter spells and concoctions, but their dubious morality makes every transaction a delicate dance.
D10=2:A group of 2d4+4 kobolds are on their way to a nearby town to attack it. If players help them, the kobolds will reward them with gold and supplies. If players do not help them, the kobolds will attack anyway and players will not receive anything.
D10=3:A traveling merchant is selling weapons to the party. He tells them that they are magical and will always hit their mark. If they buy them, they will discover that they are regular bows that never miss because they are badly made and fall apart after one shot.
D10=4:The party comes across a mysterious temple hidden deep in the mountains. The entrance is guarded by a fearsome dragon who demands a tribute of gold and magical items in order to allow them to enter. If they are successful in appeasing the dragon, they may uncover ancient artifacts and treasure within the temple.
D10=5:A powerful storm hits the mountain, making it difficult for the party to see and navigate through the harsh terrain. Suddenly, they hear a loud roar and see a massive dragon flying towards them, seemingly unaffected by the storm. What will the party do to survive this encounter?
D10=6:A man named Henry has joined a cult at the top of this mountain and he has been brainwashed by the leader of this cult. He has been given a new religion to follow called The Sacred Way and he has been given new beliefs to believe in called: The Sacred Way is the only way; all must submit; no questions asked; no answers given; all must obey; all must sacrifice; all must serve; all must suffer; etc... etc... and he believes that he must bring all those who do not follow The Sacred Way down from the mountain to force them to submit to his new beliefs and his new religion called The Sacred Way...
D10=7:As you navigate a perilous precipice, a sudden landslide reveals an ancient temple of elemental monks in deep meditation. They seek aspirants worthy to undertake their trials and teach forgotten martial techniques.
D10=8:A group of mountain dwarves challenges the party to a trial of strength and endurance. If the party succeeds, they will be rewarded with rare dwarven weapons. But if they fail, they must leave all their weapons behind. Will the party accept the challenge?
D10=9:A mountain spring splashes down into a secluded grotto where exotic birds with iridescent feathers nest. These feathers can be used to craft powerful amulets, but securing them risks rousing the wrath of the territorial avians.
D10=10:A group of mountain goats block the path and refuse to move, seemingly guarding something behind them. Upon closer inspection, the party discovers a hidden entrance to a long-forgotten temple. Will they explore the temple and face its challenges or continue on their journey?
d100 = 33
D10=1:An ogre has been spotted in this area. He is sitting in a cave near the top of the mountain. He is angry and has been throwing rocks at the party. He will attack if the party gets too close.
D10=2:A man approaches the players and tells them that his brother was taken by a witch. His brother is a very old man and is very sick. The witch is taking care of him, but she won't let him leave. The witch told the man that his brother has some rare herb that she needs for her brew.
D10=3:The cries of jubilant children ring through the high-altitude air as an earth genasi schoolteacher conducts lessons in a clearing. He holds cryptic maps detailing paths through the mountains, available to those who share their wisdom.
D10=4:A group of goblins is standing guard over a group of humans who they have captured while they loot their belongings and make them into meals. If disturbed, the humans will beg to be let go and promise never to return to this area again. The goblins will attack if provoked, but they prefer prisoners to dead people.
D10=5:A group of 4d4+4 dwarves are on the hunt for a dragon's egg. If players get too close, they will attack.
D10=6:The party comes across a small cottage. Inside, a dwarf is sitting at a table, drinking and singing songs about battles, gold, and ale. He is being harassed by a group of 2d4 goblins outside the cottage.
D10=7:Fierce storms have hit the land and damaged the path. The players will have to find a new way to continue their journey across the mountains. The way has been damaged by landslides. Players will have to climb around the slides and look for a new path that was not blocked by the slides.
D10=8:The party comes across a large boulder with a strange symbol carved into it. If they touch the symbol, they will be transported to a different location on the mountain. The location will be random and they will have to find their way back to the boulder to return to their original spot.
D10=9:Traversing a plunging abyss via a vine bridge, the players find themselves surrounded by whispers of mischievous air elementals who toy with their balance—and their sanity.
D10=10:Two old women are picking mushrooms. They notice the players and ask if they want to buy any mushrooms. The mushrooms will be worth 1 silver piece each.
d100 = 34
D10=1:A frost giant from the highest peak of the mountain is attacking you.
D10=2:Two elderly farmers are looking for their lost goat. They will offer the players a reward if they find their goat for them.
D10=3:The players come upon a beautiful glen filled with colorful flowers and a crystal clear pond. However, they soon realize that the flowers are poisonous and the pond is infested with giant leeches.
D10=4:As the players are making their way through the mountains, they stumble upon a group of 1d4+2 trolls. The trolls will immediately demand a toll for passing through their territory. If the players can outsmart the trolls or offer them a valuable item, they may be able to pass without paying the toll.
D10=5:A group of 2d6 giant sparrows attack the players. They are intelligent and extremely dangerous.
D10=6:A man is carrying a chest of gold coins from a dragon's horde. He has been traveling for days and wants to rest at the top of the mountain. If players help him, he will reward them with gold coins that he has been carrying around for too long.
D10=7:A group of adventurers are stranded on a mountain peak, and they need the players' help to get down safely. However, not all is as it seems, and they may have ulterior motives.
D10=8:A group of dwarves are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the dwarves will fight back with their axes and their swords and their picks and their hammers and whatever else they have on hand. They're dwarves. They fight to the death if they have to.
D10=9:The ground trembles as a group of 1d8 earth elementals march across your path. They protect an ancient relic being transported to a forgotten temple. They are not hostile but will defend their charge if they perceive a threat.
D10=10:With an ear-splitting screech, a roc sweeps down from the heavens, targeting the party. This enormous bird seems more interested in a specific shiny object the players possess. Returning the item to its nest may earn the players safe passage or insight into the mountain's secrets.
d100 = 35
D10=1:Tired-looking dwarves traveling with a wagon filled with tools and supplies, heading down the mountain trail. 'Hey, you seen the Zoot-Suiters around here? They're trouble. Real trouble.'
D10=2:At a narrow mountain pass, you find a boulder with mysterious runes. Touching it causes an underground passage to open. Within lies a subterranean garden tended by a solitary dryad who offers you rare herbs in exchange for stories from the outside world.
D10=3:Two old men are having an argument about a nearby mountain. They say it's the location of the tomb of an ancient pharaoh.
D10=4:The party sees three men arguing over who has the biggest nose. One of them says that the other two have smaller noses than his nose and that they are just jealous of him. If players approach them, they will stop arguing and one of them will act as if they are talking to invisible people instead of the players.
D10=5:A group of dwarves are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the dwarves will fight back with their axes and their swords and their picks and their hammers and whatever else they have on hand. They're dwarves. They fight to the death if they have to.
D10=6:Players find a small stone shrine. The shrine is covered in blood. If players search the shrine, they will find an ancient book. The book is worth 100 gold pieces.
D10=7:A perilous cliffside path is obstructed by giant boulders and an agitated roc circling above. The players will have to either pacify the great bird or find a risky route around the obstacle.
D10=8:A group of 4d4+4 elves are on the hunt for an elven ruin. If players get too close, they will attack.
D10=9:A fierce storm causes a massive landslide on the mountain, revealing a hidden cave filled with old artifacts and treasure. However, the cave is also inhabited by a vengeful spirit that will not let the players leave without a fight.
D10=10:A group of 2d6 goblins are gambling. If players approach, they will attack.
d100 = 36
D10=1:While traversing a treacherous cliff, you notice peculiar markings etched into the rock, leading to a sky piercer—a hidden monastery clinging to the precipice. The monks here practice a unique martial art capable of channeling mountain energy.
D10=2:A ranger is tracking a group of orcs who have kidnapped a nobleman's daughter.
D10=3:A group of 1d4+4 goblins are on their way to a nearby town to steal supplies from it. If players help them, the goblins will reward them with gold and supplies. If players do not help them, the goblins will still attack the town and the players will not receive anything.
D10=4:The players hear singing coming from an abandoned cabin. Inside, they find a man who is sad because he has been abandoned by his friends and family because he has been turned into an orc by a magic potion he drank by mistake. He won't be very grateful when he is rescued.
D10=5:A powerful wizard has built a magical flying castle that roams the mountains, looking for new recruits to join his army. Will the players join him or try to bring him down?
D10=6:Players find an abandoned wagon on the side of the road. If players search the wagon, they will find a small statue of a dog. The statue is worth 5 gold pieces.
D10=7:You see two mountain goats fighting for dominance. Suddenly, one of them falls down a steep slope. If the player successfully rescues the injured goat, the other goat will become friendly towards the party and will offer them some valuable information about the local area.
D10=8:A group of adventurers are traveling through the mountains. They are looking for an old lost temple. They think it is on the side of this mountain. They have hired 2
D10=9:The sound of an axe chopping wood can be heard from a distance. When the players follow the sound, they find a lone lumberjack cutting down a large tree. He will ask the players to help him carry the wood back to his village in exchange for a warm meal and some ale.
D10=10:Drifting snow unveils the relics of an ancient battlefield scattered with the bones of giants and titans. An inquisitive archaeologist labors here, thirsting for knowledge and guarded by 1d8 animated armors, each imbued with ancient runic magic.
d100 = 37
D10=1:Two elderly farmers are looking for their lost goat. They will offer the players a reward if they find their goat for them.
D10=2:The players are approached by a group of dwarves singing and drinking. They have been celebrating their victory over the orcs. They will invite the players to join in their celebration.
D10=3:A group of four men are sitting around a campfire talking about how they are going to get revenge on those who have wronged them by killing off their family members one by one until they are all dead for what they have done to them and their family members.
D10=4:A group of goblins are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the goblins will fight back. If not, then the goblins will just keep on singing and drinking and cooking and having a good time. If players do attack the goblins, then the goblins will fight back with their fists and their knives and their axes and their swords and their bows and arrows and whatever else they have on hand. They're goblins. They'll fight to the death if they have to.
D10=5:The party comes across two men arguing about their dice game results. They will challenge the players to a dice game for ten gold pieces per person per game played.
D10=6:A powerful wizard's tower mysteriously appears on the mountain, but no one knows how it got there. The wizard will offer the players a magical boon in exchange for their help in solving the mystery.
D10=7:The players stumble upon an abandoned temple dedicated to a long-forgotten deity. Inside, they find a hidden chamber with valuable treasures, but they must also face the wrath of the deity, which has been guarding the treasure for centuries.
D10=8:A group of 2d4+4 bandits are on their way to a nearby town to rob its treasures. If players help them, they will be rewarded with gold and supplies by the town Elder. If players do not help them, they will be rewarded with gold and supplies by the town Elder if they kill the bandits before they can rob the town's treasures.
D10=9:Players come across a group of cultists who are attempting to summon a demon. The cultists are standing around a large pit. The pit is filled with blood. The cultists have been chanting for hours and are tired and hungry. If the players approach, the cultists will attack without hesitation.
D10=10:A group of four skeletons are standing around a fire holding hands and singing songs at night in an attempt to scare away any intruders in their area.
d100 = 38
D10=1:The party notices a small camp of 2d4 gnomes. They are cooking and celebrating. They are celebrating because they are about to start their journey up the mountain.
D10=2:As the players continue their journey, they are suddenly teleported to a strange and twisted version of the mountain, filled with monstrous creatures and hostile terrain. They must find a way to escape this alternate reality before it's too late.
D10=3:A group of 2d4 rangers are about to attack a group of 2d4 bandits. The rangers are being controlled by a wight nearby to attack and kill the bandits.
D10=4:Players come across a group of cultists who are attempting to summon a demon. The cultists are standing around a large pit. The pit is filled with blood. The cultists have been chanting for hours and are tired and hungry. If the players approach, the cultists will attack without hesitation.
D10=5:A small pond reflects a nearby cave entrance. Inside the cave is a dragon. The dragon is sleeping.
D10=6:A wandering merchant offers to sell the party a magical potion. The merchant is actually a thief, and he will steal anything that isn't nailed down.
D10=7:A group of bandits are sitting around a fire. One of them is playing a small lute while the others dance around him. If disturbed, they will attack with their daggers and short swords. They will fight to the death.
D10=8:A group of 2d6+2 looters come across the path of the players and try to take everything they have if they can.
D10=9:A group of mercenaries are on their way to a nearby city to sell their services as guards. They will offer to hire the players as guards to the city they are travelling to. The mercenaries are not very good at their job and they will ask the players to help them learn how to be better guards.
D10=10:A traveling merchant is selling weapons to the party. He tells them that they are magical and will always hit their mark. If they buy them, they will discover that they are regular bows that never miss because they are badly made and fall apart after one shot.
d100 = 39
D10=1:A group of barbarians are seen fighting each other in a nearby clearing. They are arguing over land ownership and the players must choose whether to intervene or try to sneak past them.
D10=2:Fierce storms have hit the land and damaged the path. The players will have to find a new way to continue their journey across the mountains. The way has been damaged by landslides. Players will have to climb around the slides and look for a new path that was not blocked by the slides.
D10=3:A group of cursed travelers who were turned into stone by a powerful wizard are now seeking help to break the curse. However, the wizard is still roaming the area and will not let anyone take away his "masterpieces."
D10=4:You stumble upon a group of monks who have been stranded on the mountain after their monastery was destroyed by an avalanche. They will offer to teach the players some new meditation techniques that can help them in battle.
D10=5:A man wearing rags is sitting on the side of the trail. He is filthy and looks like he hasn't bathed in weeks. His name is Fred and he has been walking up and down this trail for months trying to find his way home. He has no idea where he is or where he is going. He will follow the players around and do anything they ask if they help him get home. He also has no idea what happened to his axe or his horse.
D10=6:The players stumble upon a group of treasure hunters searching for a legendary sword that is said to be hidden somewhere in the mountains. Will they join forces with the treasure hunters or try to find the sword on their own? What dangers lie ahead in their quest for the legendary sword?
D10=7:A group of monks is attempting to meditate on a precarious cliffside, but they are being assaulted by a group of sneaky harpies. The players must defend the monks while they complete their ritual.
D10=8:The party comes across a monk meditating on a cliffside, completely undisturbed by the harsh mountain winds. As they get closer, they realize the monk is levitating and they can hear a soft chanting. Will the party stay to listen and potentially learn something new, or will they move on with their adventure?
D10=9:A pack of vicious wolves has been terrorizing the local villages, but upon closer inspection, they are actually werewolves who have lost control of their powers. The players must find a way to cure them and put an end to their terror.
D10=10:You see a dragon flying overhead, its shadow casting a dark shadow on the ground. It seems to be heading towards a nearby village and the players must decide whether to intervene or stay out of the dragon's path.
d100 = 40
D10=1:The players are approached by a band of wandering minstrels who offer to perform for them in exchange for food and drinks. The minstrels may also have some valuable information or rumors about the mountains and its mysteries.
D10=2:A group of 3d6 soldiers are walking up the trail. They are heading to the next town to join the army. If the party helps them, they can learn about the strange happenings in the village.
D10=3:A group of goliaths challenge the players to a wrestling match to determine who is the strongest. If the players win, the goliaths may reveal some valuable information about the mountain and its inhabitants.
D10=4:A group of mountain trolls are terrorizing nearby villages, and the players are enlisted to take them down. However, the trolls have a powerful sorcerer on their side, making the task much more challenging.
D10=5:As the players make their way through a narrow pass, they are ambushed by a group of skilled archers hidden in the nearby cliffs. Will they fight their way through or try to negotiate for safe passage?
D10=6:The path ahead is blocked by a group of gnolls. These are not random encounters. They are a scouting party for a larger horde of gnolls.
D10=7:Within a secluded cave, players encounter a spectral army of long-dead knights guarding their ageless queen, who resides in an enchanted sleep placed upon her by a treacherous advisor.
D10=8:Players come across a group of men and women who have been digging for treasure for days. They are digging in an abandoned graveyard. The men and women are afraid to go home because a group of hungry wolves has been stalking them for days.
D10=9:Players find a group of men and women fighting a group of giant eagles. The eagles are trying to steal the people's sheep. The people want the players to help them.
D10=10:A group of 6d6 elves are on the hunt for a dragon's lair. If players get too close, they will attack.
d100 = 41
D10=1:A large bird swoops down and attacks! It's an eagle out for blood.
D10=2:A group of 1d4 men are sitting around a campfire, roasting meat and singing songs about their adventures in the mountains they have survived in their youth.
D10=3:The party sees a group of 2d4 humans. They are carrying food and supplies for the journey up the mountain.
D10=4:A group of friendly yetis are having a hot spring bath at the top of the mountain. They invite the players to join in on the relaxing soak and even offer some insider knowledge about hidden caves and treasure in the area.
D10=5:A group of rangers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
D10=6:A group of 4 mercenaries are looking for work. They will attack the players if they get too close.
D10=7:A group of wild boars are blocking the path. They seem to be enraged and will attack anyone who gets too close. However, if players can find and return their stolen piglets, the boars will calm down and even offer to lead the players to a hidden treasure in the mountain.
D10=8:Atop a rugged plateau, players encounter an ancient altar dedicated to a forgotten mountain god. Any who perform the correct ritual will be granted temporary stone-like invincibility for a short period.
D10=9:A group of 2d6 bandits attacks the players, demanding their money and magic items.
D10=10:A group of hobgoblins are seen preparing for a ritual sacrifice to their dark god. The players must decide to either intervene or let the ritual continue. If they do intervene, they may have to face the wrath of the hobgoblins.
d100 = 42
D10=1:Players are approached by a group of men and women who want to hire them as bodyguards and escorts. They want to hire them to escort a merchant and his goods through the mountains. The merchant is very rich, and he is paying the players well. The trip will take about a month. The merchant has some valuable cargo - gems, jewelry, and other jewelry.
D10=2:Players are approached by a group of men and women who want them to join their fight against an evil wizard who lives in a tower in the mountains. Their leader is an elderly man named Old Man Thomas. Old Man Thomas is an expert swordsman, and he has been fighting the wizard for years, but he is getting old and he knows that he won't be able to fight the wizard much longer. He wants the players to help him fight the wizard.
D10=3:A group of adventurers are stranded on a mountain peak, and they need the players' help to get down safely. However, not all is as it seems, and they may have ulterior motives.
D10=4:A group of hunters with a pack of trained wolves and hunting dogs, looking for game. They are headed down the trail and will ask if you have seen any game in the area. If you lie, they'll ask you again.
D10=5:The echo of battle calls you to a remote arena where spectral warriors endlessly clash, reliving glory days past. A grandmaster of blade and spell strikes a deal, offering to train any who can best one of his ghostly champions.
D10=6:Struggling up a particularly steep trail, the players come face-to-face with a group of rock gnomes. These industrious creatures offer a trade: rare mountain minerals for the players' help in defending against a looming threat from a nearby orc tribe.
D10=7:Players see a group of 3-4 giant eagles fighting a group of wyverns in the air. One of the giant eagles get injured and falls to the ground. If the players are able to protect and heal the giant eagle, it will fly them to the top of the mountain and reveal a hidden cave that contains rare magical artifacts.
D10=8:A mysterious portal appears on the side of the mountain, leading to a different plane of existence. The players must venture through the portal and complete a series of challenges to retrieve a powerful artifact.
D10=9:A man wearing rags is sitting on the side of the trail. He is filthy and looks like he hasn't bathed in weeks. His name is Fred and he has been walking up and down this trail for months trying to find his way home. He has no idea where he is or where he is going. He will follow the players around and do anything they ask if they help him get home. He also has no idea what happened to his axe or his horse.
D10=10:A group of dwarves is attempting to construct a new mine on the mountain, but they are facing resistance from a group of dwarven ancestors who do not want their resting place disturbed. The players must find a peaceful resolution between the two groups.
d100 = 43
D10=1:The trail descends into a wide valley. A group of 1d6+5 orcs are standing on the trail. They are watching the trail for any players who might pass by.
D10=2:The players stumble upon a hidden underground city within the mountains. It is inhabited by a peaceful race of subterranean creatures, but their leader has been kidnapped by a rival faction. Will the players help rescue the leader or stay out of the conflict?
D10=3:As the players reach the peak of the mountain, they see a huge dragon circling in the distance. It seems to be protecting something valuable and the players must find a way to sneak past it or defeat it if they want to claim the treasure.
D10=4:You hear the sound of distant chanting and drums, growing louder with each step. Ahead you find a tribe of mountain-dwelling humans performing a ritual to appease a powerful deity. Will the players join in or try to stop them?
D10=5:The players see a group of harpies swooping down towards them, their haunting voices filling the air. The harpies try to charm the players with their songs, but if the players can resist, they may be able to defeat them and find a hidden nest with valuable treasures.
D10=6:A group of farmers are returning from a nearby town with supplies.
D10=7:A group of gnomes are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the gnomes will fight back with their clubs and their bows and arrows and their crossbows and whatever else they have on hand. They're gnomes. They fight to the death if they have to.
D10=8:A giant boulder is blocking the path ahead. As the party tries to figure out a way to move it, they are ambushed by a group of goblins. It seems like the goblins have set up this trap, but why? And what will the party do next?
D10=9:A group of 6 merchants are traveling to a nearby city to sell their goods. They will offer to sell the players items at a good price if they can get to the city safely.
D10=10:A man is standing on the side of the trail with his hands in his pockets looking nervous. He says he was robbed a few miles back. He says he lost his wallet and some gold pieces to a notorious local bandit. Actually, he lost the gold gambling and is practicing to lie to his wife when he gets home.
d100 = 44
D10=1:The party comes across a small cottage. Inside, a dwarf is sitting at a table, drinking and singing songs about battles, gold, and ale. He is being harassed by a group of 2d4 goblins outside the cottage.
D10=2:Players come across a group of men and women who have been digging for treasure for days. They are digging in an abandoned graveyard. The men and women are afraid to go home because a group of hungry wolves has been stalking them for days.
D10=3:The players come across a group of gnomes who have set up a makeshift market on a narrow path. They have all sorts of strange and exotic goods for sale. Will the players barter or be wary of their intentions?
D10=4:The party comes across a group of cultists. They are chanting and dancing around a bonfire. The man standing nearby is holding a book. He is the local priest, who is leading the celebration. He will invite the party to join in the revelry. If they refuse, he will attack them, along with the others at his command.
D10=5:The party comes across a large field where several hundred soldiers are conducting training exercises under the watchful eye of several captains and generals.
D10=6:A group of rock gnomes is struggling to tame a pack of wild boars to use for transportation. They ask the party for help and will reward them with some powerful magical gear if they succeed.
D10=7:Following an eerie howl, the group finds an injured werewolf chained to a rock. It pleads for release before the full moon rises, which might either curse the characters or result in an eternal ally.
D10=8:As dusk falls, a crimson-eyed manticore prowls out, clearly agitated and hunting for something—or someone. Its unusual behavior indicates it’s under a charm spell. If freed, it offers valuable knowledge about ancient paths not marked on any map, but if angered, turns its full wrath upon the party.
D10=9:A group of 2d6 women are setting up camp in the woods. They are setting up a giant feast and celebration. If the players ask, they will say that they are setting up a celebration for the goddess of nature. If the players tell them that they are not welcome here, they will attack them with swords and shields.
D10=10:Descending a sloping glacier, players encounter a caravan of sentient golems searching for their lost creator. They offer to share the secrets of their magical construction if aided in reuniting with their maker.
d100 = 45
D10=1:Navigating through a high-altitude valley, the party discovers a monastery built into the mountainside. The monks practice special martial arts that can only be mastered in thin air and might offer training to those worthy.
D10=2:Players find a cave. Inside the cave, there is a statue of a wizard with a staff in its hand. The statue is made of marble. The staff is made of wood. Two skeletons are standing near the staff. They are dressed in old robes. If players try to take the staff, the skeletons will attack. The skeletons are 1st level warriors.
D10=3:A man is standing outside of a broken down house. He says that he was hired to fix up the house, but was not given enough money.
D10=4:A group of adventurers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
D10=5:Two men approach players with news of an abandoned mine nearby. They are hoping to recruit some miners to help them reopen the mine. They also have a map of the mine, but they aren't sure where it leads. They are hoping the players can help them explore the rest of the mine and find out where it leads.
D10=6:The air grows thin as you reach a monastery suspended between peaks, held by enchanted bridges. The reclusive monks brew a legendary tea to deepen your mystic senses and aid a journey fraught with celestial conflicts. Knowledge of the brew comes only to those serving their divine cause.
D10=7:As the players are making their way through the mountains, they stumble upon a group of 1d4+2 trolls. The trolls will immediately demand a toll for passing through their territory. If the players can outsmart the trolls or offer them a valuable item, they may be able to pass without paying the toll.
D10=8:The howling wind brings echoes of a haunting melody. At a cliff edge, an ethereal bard, nearly translucent, performs an ancient song. She offers a cryptic prophecy about your journey but demands a story or song equally captivating in return.
D10=9:While resting near a cliff, the players hear the sound of someone yelling for help. When they investigate, they find a group of 1d4+2 gnomes who have been trapped under a boulder. If the players can lift the boulder and free the gnomes, they will be rewarded with some valuable inventions and gadgets created by the gnomes.
D10=10:A group of 2d6 men are sitting around a campfire, talking about their adventures. If the players listen in on their conversation, they will learn valuable information about what's ahead in their adventure.
d100 = 46
D10=1:A group of ogres have taken over a small village at the base of the mountain, terrorizing the villagers and demanding tribute. The players must strategize and find a way to defeat the ogres and liberate the village.
D10=2:The party sees a group of 2d4 humans. They are carrying food and supplies for the journey up the mountain.
D10=3:You spy a trail of fire leading into an ominous cave. Inside, a fire drake named Emberclaw has made its nest. Captive within the lair is a dwarven blacksmith who was taken to forge unbreakable shackles. Freeing the blacksmith involves out-witting Emberclaw and negotiating with the maddened creature who believes itself to be the true ruler of these peaks.
D10=4:A group of 2d4 dwarves is sitting around a campfire, drinking and singing songs about battles, gold, and ale.
D10=5:The trail heads downhill for a short distance before leveling off again.
D10=6:A group of drunk hunters have been attacked by a wild animal and one of their friends has died from the attack. They are carrying the dead body of their friend down from the mountain and they are in a bad mood because they were attacked by an animal that should not have attacked them at all. They will yell at people and hit them if people do not help them carry their friend's dead body down from the mountain.
D10=7:The party encounters a majestic eagle that swoops down to guide them to a hidden haven–a valley untouched by time with abundant resources and mystical energies. However, leaving the valley may be harder than entering it.
D10=8:While traveling along a precarious ledge, the players are ambushed by a group of skilled mountain thieves. They must use their wits and weapons to fend off the attackers and make it through the treacherous terrain.
D10=9:The players hear loud noises in the distance. As they get closer, they realize it's yelling - yelling in a strange language. Suddenly, an old man walks out of the cave in front of them. The man is wearing robes and has a staff in one hand and a book in the other. He's carrying a large chest filled with gold and gems and is heading toward a nearby city to purchase more books to read while he's traveling through the mountains. He looks like he's been through a lot of fights in his time but is still strong. He will offer the players gold and gems if they help him complete his mission before he's attacked by giant apes, giant spiders, giant snakes, giant lizards, giant kobolds, etc...
D10=10:A group of farmers are returning from a nearby town with supplies.
d100 = 47
D10=1:The players encounter a group of friendly yeti looking for a new home after being driven out of their previous one by a more aggressive group of yeti. Will the players help them and possibly earn their trust or side with the more powerful yeti?
D10=2:A powerful wizard's tower mysteriously appears on the mountain, but no one knows how it got there. The wizard will offer the players a magical boon in exchange for their help in solving the mystery.
D10=3:During a storm, players come across an injured gryphon. It seems to be a messenger and is carrying a valuable message for a nearby kingdom. If players can nurse the gryphon back to health and deliver the message, they will be rewarded with magical items and a favor from the kingdom's ruler.
D10=4:The party hears the sound of a bard's music echoing through the mountains. When they follow the sound, they find a lone bard sitting on a rock and playing his lute. If the players stay and listen to his music, they will gain a temporary boost to their charisma and luck. The bard will also offer to teach them a new song for a small fee.
D10=5:A network of sharp-edged crevasses reveals an icy underworld patrolled by armored lizardfolk tribes. A ceremonial lodge awaits at its heart, where the tribes' chieftain needs help in a ritual meant to secure a prosperous future.
D10=6:A hidden cave in the mountains is home to a powerful yet reclusive dragon who collects rare and unique artifacts. The players must navigate through the hazards of the cave and convince the dragon to part with one of its treasures.
D10=7:Thunderclouds and lightning crackle above, but the storm never descends. Upon investigation, you find a solitary storm giant conducting a grand experiment to harness the storm’s energy into a single, powerful gemstone. Assist or hinder, but choose wisely.
D10=8:A flight of pegasi descends from the higher altitudes, appearing curious but skittish. Only the most noble or gentle approach can earn their trust, offering the players an unparalleled viewpoint of the mountain's mysteries from the skies above.
D10=9:The party comes across a group of nomadic dragonborn traders selling all kinds of exotic goods. The dragonborns will happily trade with the party, but they also carry valuable information about the different regions they have travelled to.
D10=10:The sudden appearance of luxuriant, colorful flora amidst rocky terrain is baffling, leading to a lush garden tended by a reclusive druid. She offers one piece of powerful nature magic for those who can solve her complex botanical puzzles.
d100 = 48
D10=1:A group of 2d4 rangers are about to attack a group of 2d4 bandits. The rangers are being controlled by a wight nearby to attack and kill the bandits.
D10=2:An elderly couple asks for help finding their lost sheep dog. The dog is actually a manticore in disguise.
D10=3:A group of ogres have taken over a small village at the base of the mountain, terrorizing the villagers and demanding tribute. The players must strategize and find a way to defeat the ogres and liberate the village.
D10=4:As the players reach the peak of the mountain, they are met with a surreal sight - a floating castle in the clouds. The castle belongs to a powerful and eccentric wizard who offers to grant the players one wish each in exchange for their help in retrieving a rare ingredient for his latest experiment.
D10=5:At a narrow mountain pass, you find a boulder with mysterious runes. Touching it causes an underground passage to open. Within lies a subterranean garden tended by a solitary dryad who offers you rare herbs in exchange for stories from the outside world.
D10=6:A group of mountain dwarves challenges the party to a trial of strength and endurance. If the party succeeds, they will be rewarded with rare dwarven weapons. But if they fail, they must leave all their weapons behind. Will the party accept the challenge?
D10=7:An abandoned hermit’s cottage, looking derelict yet strangely inviting. Inside, unscrolled parchments speak of a means to harness elemental magic of the mountain. But the spirits haunting the place warn of dire consequences should players tamper with forces beyond their understanding.
D10=8:Scaling up a cliff, the characters find an extensive network of aerial rope bridges between towering rock formations. Below, a clan of bird-like aarakocra are offended by the intrusion and demand a toll or a show of aerial prowess.
D10=9:A talking magical tree stops the players, claiming to be the guardian of a sacred forest. It offers them a choice between completing a task for it or facing its wrath.
D10=10:The players find a small clearing in the mountains. It is a small, circular clearing. In the center of the clearing rests a small shrine. It is made of stone, and has a single word written on it: 'Faith'. This clearing is being used by traveling monks as a resting place. They are kind, inquisitive men and will offer the players food and drink if they are hungry and thirsty.
d100 = 49
D10=1:You spy a trail of fire leading into an ominous cave. Inside, a fire drake named Emberclaw has made its nest. Captive within the lair is a dwarven blacksmith who was taken to forge unbreakable shackles. Freeing the blacksmith involves out-witting Emberclaw and negotiating with the maddened creature who believes itself to be the true ruler of these peaks.
D10=2:In a rocky alcove, the party encounters an eccentric gnome inventor named Twiddleton, who has built a series of enginous contraptions designed to navigate the treacherous peaks—but only if the players agree to fund his next ambitious project.
D10=3:A group of friendly dwarves invites the players to their annual feast, but things take a turn when they discover the dwarves are actually a clan of shape-shifting druids who have been using their disguises to protect the mountain.
D10=4:A group of people are traveling across the mountains. They are headed towards the tower of Zan. They want to become monks who live in the tower.
D10=5:Three bards travelling with a stringed instrument, looking for a place to play their music. They're looking for a place to play their music, and they'll ask if you know of a suitable place.
D10=6:Players find a cave. Inside the cave, there is a statue of a knight with a lance in its hand. The statue is made of bronze. The lance is made of wood. Two skeletons are standing near the lance. They are dressed in old armor. If players try to take the lance, the skeletons will attack. The skeletons are 1st level warriors.
D10=7:A frost giant is seen stomping through the snow, searching for its next victim. Will the players try to confront it or hide and hope it doesn't find them?
D10=8:The party comes across a group of 1d4+1 monks practicing martial arts. If the players show interest in learning from them, the monks will offer to teach them some new fighting techniques in exchange for a small donation. However, if the players are not interested, the monks will challenge them to a friendly sparring match.
D10=9:Navigating through a high-altitude valley, the party discovers a monastery built into the mountainside. The monks practice special martial arts that can only be mastered in thin air and might offer training to those worthy.
D10=10:A powerful sorcerer has been cursed by a rival and transformed into a giant eagle. He asks the players for help breaking the curse in exchange for valuable information about a powerful magical artifact hidden on the mountain.
d100 = 50
D10=1:A griffin has made its nest near the summit of the mountain and has been terrorizing nearby villages. The village Elder offers a large sum of gold to anyone who can retrieve an egg from the griffin's nest for their magical properties. However, the griffin will not give up its egg easily.
D10=2:The unsettling growls of 1d8 mountain trolls reverberate through the rocky terrain. Blood-spattered soil and gnawed bones tell stories of their savagery. Amongst their treasures lies a potent troll blood elixir, ideal for alchemical wonders.
D10=3:The party comes across a hidden shrine dedicated to a local mountain deity. If they leave an offering at the shrine, they will gain a temporary boost to their magical abilities. However, if they refuse to leave an offering, they may anger the deity and have to face its wrath.
D10=4:A group of dwarves are trapped under a collapsed mine. They need the party's help to escape, but they also reveal that there is a valuable mineral deposit hidden within the mine. Will the party risk their own safety to help the dwarves and potentially get rich?
D10=5:Players come across a group of pilgrims who are heading towards a nearby shrine. The pilgrims are guarded by a group of mercenaries. The pilgrims and mercenaries are being led by a man named Dave. The pilgrims and mercenaries are carrying an urn that contains the ashes of the man named Dave's dead wife.
D10=6:A group of 2d4 dwarves are walking up the mountain. They are carrying weapons and armor to sell in the black market camp at the top of the mountain.
D10=7:The players come across a group of 3d8 giant sparrows. They are intelligent and extremely dangerous.
D10=8:A group of 1d4 dwarves are walking down the mountain. They are carrying weapons and armor to sell in the city at the top of the mountain.
D10=9:A cursed fountain of youth is hidden somewhere in the mountains, guarded by a powerful ancient creature. The players must find the fountain and avoid its guardian if they wish to gain its powers.
D10=10:The players hear a strange giggling sound and upon investigating, they find a group of mischievous gnomes playing pranks on passing travelers. The gnomes may offer to aid the players in their journey or cause more trouble for them.
d100 = 51
D10=1:A group of halflings are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the halflings will fight back with their bows and arrows and their clubs and their swords
D10=2:The party finds a group of 1d6+1 trolls holding a feast in a nearby cave. If the players can sneak past the trolls and steal their food without being caught, they will be able to enjoy a delicious meal without having to spend any of their own resources.
D10=3:A huge block of ice has fallen from the top of the mountain and is resting in the center of the path. If characters try to move it, they will need to make a Strength check at DC 15. If they fail, they will have to climb over it. If they succeed, they will be able to push it out of the way. There is a 1 in 20 chance each round that the ice will break and fall on the party.
D10=4:A traveling merchant is selling weapons to the party. He tells them that they are magical and will always hit their mark. If they buy them, they will discover that they are regular bows that never miss because they are badly made and fall apart after one shot.
D10=5:The players see a group of 2d6 orcs attacking a wagon that is carrying wine or other strong alcohol or ale.
D10=6:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon. They want to do something silly like throw their axes at the tree next to them.
D10=7:A man approaches you and offers to sell you a potion of healing. He will not accept less than 50 gold pieces for it. If you buy it, he will not tell you the potion's name or ingredients.
D10=8:A pack of vicious wolves has been terrorizing the local villages, but upon closer inspection, they are actually werewolves who have lost control of their powers. The players must find a way to cure them and put an end to their terror.
D10=9:A remote cave reveals interconnected caverns inhabited by a community of gruff, yet resourceful, hobgoblins. They are keen on diplomacy to build alliances against a common foe—merciless frost trolls besieging the mountain.
D10=10:The players hear a loud crash from an area ahead of them. They see a large boulder rolling down a hill toward them. The players can move out of the way, or they can try to stop it with their own strength and power.
d100 = 52
D10=1:A group of people are traveling across the mountains. They are headed towards the tower of Zan. They want to become monks who live in the tower.
D10=2:A group of druids are performing a ritual at the top of the mountain. They are trying to restore the balance of nature in the area and may need the players' help in gathering some rare ingredients.
D10=3:A group of 2d4+2 ogres are sitting around a campfire, talking about their plans to raid a nearby village. They will ask the party if they want to join in on the fun and they'll follow them to the village if they say yes!
D10=4:A group of mountain goats block the path and refuse to move, seemingly guarding something behind them. Upon closer inspection, the party discovers a hidden entrance to a long-forgotten temple. Will they explore the temple and face its challenges or continue on their journey?
D10=5:Cresting the rocky incline, you encounter a colony of rock gnomes busily constructing a series of intricate, rune-laden devices to ward off mountain spirits. One gnome, Grindle Sparkwrench, mistakes the players for inspectors from the Guild of Arcane Engineers and insists on a hasty demonstration. Amidst the chaotic display of malfunctioning gadgets, the players spot a suspicious glow from one of the devices, hinting at its cursed origins.
D10=6:A group of 4d4+4 kobolds are digging through an old abandoned mine shaft. They are looking for treasure. They will attack if they feel threatened.
D10=7:A group of 1d4+4 goblins are on their way to a nearby town to steal supplies from it. If players help them, the goblins will reward them with gold and supplies. If players do not help them, the goblins will still attack the town and the players will not receive anything.
D10=8:The adventurers meet an old ranger who has spent decades mapping the mountains. His maps show hidden trails, forgotten ruins, and areas of great danger, but he only shares it for a fittingly grand story.
D10=9:A group of miners have accidentally unearthed a cursed amulet, and now they are being haunted by a vengeful spirit. The players must find a way to lift the curse and put the spirit to rest.
D10=10:A group of cursed travelers are bound to a looping mountain path, doomed to repeat the same events over and over again. The players must break the curse and help them find peace.
d100 = 53
D10=1:A mysterious merchant appears before the players, offering to trade powerful and rare magical items for a steep price. Will the players risk their gold for these items or be cautious of the merchant's true intentions?
D10=2:Deep within the mountain, players come across a massive and intimidating dragon. However, this dragon is no ordinary dragon - it's a gentle giant who has lost its magical voice and needs the players' help to find it. In return, the dragon will share its hoard of treasure.
D10=3:The party comes across a group of orcs who have been sent by a nearby kingdom to scout out the mountains and find out what kind of defenses the mountains have against an army that is expected to march through there in a few weeks time.
D10=4:A group of 2d6 dwarves are celebrating their victory over the orcs. They will offer to help the players if they need it. One of the dwarves is a priest who can heal 1d8 points of damage per casting.
D10=5:A desolate mountaintop holds the ruins of a dragon’s lair. The dragon's spirit haunts the place, seeking vengeance on those who disrespected its hoard. Assuaging the dragon's wrath by avenging it or laying its spirit to rest may open the path to incredible treasures.
D10=6:High-altitude cacti reveal a masked alchemist collecting their liquid. He trades his volatile brews and deadly poisons for rare mountain herbs, weaving tales of an enigmatic guild harboring elixirs panacea.
D10=7:The players are making their way through a narrow canyon when they are suddenly ambushed by a group of kenku. The kenku use their mimicry abilities to confuse the players and steal their possessions.
D10=8:You see two gnomes fighting each other over a shiny rock. As the players approach, the gnomes stop and glare at them. They offer to give the shiny rock to the player who can defeat the other in a thumb war.
D10=9:The party comes across a pair of old abandoned shoes. There is a 1 in 6 chance that they will contain a piece of a map leading to a treasure.
D10=10:As night falls, the haunting strains of a ghostly melody emanate from a secluded glen. Following the music leads the players to encounter a spectral bard, eternally seeking an audience. A heartfelt performance or resolving the bard's unfinished business may reward the players with a boon from the ethereal realm.
d100 = 54
D10=1:Happening upon a mountain meadow, radiant with giant blooming flowers, the players encounter an awakened bear gardener named Brakkus. He has been maintaining the rare Fey flora but is being driven mad by an invasive species of thorns sent by an evil dryad. Helping Brakkus cleanse the garden will earn the party an herbal concoction with potent restorative properties.
D10=2:A group of 2d4 rangers are hiding nearby to attack and kill a group of 2d4 bandits.
D10=3:Scaling a nearly vertical wall, the party is assaulted by a group of kenku sky pirates using enchanted wings. The pirates demand tribute but offer information on hidden aerial routes and lofty treasures.
D10=4:A group of Dwarves are having a heated argument on the side of the path. They are fighting over a valuable gem they found and are willing to pay the players for their help in deciding who should get it. However, the gem is cursed and brings misfortune to anyone who possesses it.
D10=5:The party is met by two men in red cloaks. They are traveling salesmen carrying a large chest. The chest is filled with fine wine, but the men say it is just "happy water." The men will sell the party a bottle for 1 gp (it is decent goblin wine but not great.)
D10=6:A group of people are traveling across the mountains. They are headed towards the tower of Zan. They are bringing their sick family members to the monks in the tower so that they can be healed.
D10=7:The party comes across a large boulder with a strange symbol carved into it. If they touch the symbol, they will be transported to a different location on the mountain. The location will be random and they will have to find their way back to the boulder to return to their original spot.
D10=8:Ascending a particularly steep slope, the players come across an avalanche-prone ravine guarded by sentient ice sculptures. These sculptures claim to beseechers of the Ice Queen, requiring an offering of warmth (such as a magical fire or a piece of folklore) to safely let passers through. Failing to offer this tribute results in a frigid confrontation.
D10=9:An old hermit, his beard long and white as the snow-capped peaks, sits meditating at the mountain's edge. He possesses incredible knowledge about the mountain's ancient secrets and hidden passageways but answers questions only with perplexing riddles.
D10=10:The players come across a group of climbers attempting to summit the treacherous peak of the mountain. They have been stranded for days due to bad weather and are in desperate need of supplies. Help them reach the summit and they may reward the players with a valuable map of the area.
d100 = 55
D10=1:The players are approached by a group of halfling pilgrims. They say they are on their way to the mountain. They are trying to create an abbey on the mountainside. They want the players to help them build it. If the players help them, they will get a permanent discount on the items they sell in the abbey later on.
D10=2:An elderly human tells the party that he has been lost for 5 days. He will ask them if they have seen his donkey. He will then go on and on about his donkey. The man is crazy and will try to steal from the party if they let him stick around too long.
D10=3:A man named Samuel has joined a cult at the top of this mountain and he has been brainwashed by the leader of this cult. He has been given a new religion to follow called The Sacred Way and he has been given new beliefs to believe in called: The Sacred Way is the only way; all must submit; no questions asked; no answers given; all must obey; all must sacrifice; all must serve; all must suffer; etc... and he believes that he must bring all those who do not follow The Sacred Way down from the mountain to force them to submit to his new beliefs and his new religion called The Sacred Way...
D10=4:The players encounter a group of climbers attempting to conquer the treacherous cliffs of the mountain. They are in need of additional supplies and manpower. Will the players help them reach the summit or leave them to their own devices?
D10=5:Players come across a group of bandits. The bandits have taken over an abandoned castle. They have been terrorizing the local peasants and forcing them to give them food and money in exchange for their safety. They are led by a man named Jack who has been making up stories about his adventures that are not true.
D10=6:The players come across a village of peaceful yeti, who are being terrorized by a group of hunters who want to capture them and sell them as exotic creatures. The players must find a way to help the yeti and drive out the hunters.
D10=7:A group of mountain dwarves come down from the mountain, looking for food and supplies. They are fleeing from an army of orcs.
D10=8:A group of 2d4+4 kobolds are on their way to a nearby town to attack it. If players help them, the kobolds will reward them with gold and supplies. If players do not help them, the kobolds will attack anyway and players will not receive anything.
D10=9:Cresting a jagged ridge, the party encounters a lone, disoriented orc named Thragg who claims to be searching for his vanished clan. He bears a mysterious map that promises fortunes but is marked with ominous warnings in an unknown script.
D10=10:The players encounter a group of friendly yeti looking for a new home after being driven out of their previous one by a more aggressive group of yeti. Will the players help them and possibly earn their trust or side with the more powerful yeti?
d100 = 56
D10=1:The players encounter a group of friendly yeti looking for a new home after being driven out of their previous one by a more aggressive group of yeti. Will the players help them and possibly earn their trust or side with the more powerful yeti?
D10=2:A group of men are sitting around a campfire. They are talking about a nearby cave that contains a dragon's horde. They will try to get the party to go with them and help them steal it.
D10=3:A group of 2d4 orcs are arguing over food. If players approach, they will attack.
D10=4:While exploring a cave, the party comes across a large, ancient dragon asleep on a pile of treasure. If they can successfully sneak past it, they can take some treasure without waking it. But if they wake it up, they will have to fight for their lives.
D10=5:The party comes across a large boulder with a strange symbol carved into it. If they touch the symbol, they will be transported to a different location on the mountain. The location will be random and they will have to find their way back to the boulder to return to their original spot.
D10=6:A small pond reflects a nearby cave entrance. Inside the cave is a dragon. The dragon is sleeping.
D10=7:As dusk falls, a crimson-eyed manticore prowls out, clearly agitated and hunting for something—or someone. Its unusual behavior indicates it’s under a charm spell. If freed, it offers valuable knowledge about ancient paths not marked on any map, but if angered, turns its full wrath upon the party.
D10=8:A group of halflings who have taken refuge in a hidden cave after being chased by a dragon. They offer the players a map to a nearby treasure in exchange for helping them escape from the dragon’s wrath.
D10=9:A dwarf is sitting on a large rock, crying about how much his feet hurt and how hungry he is. He is really just pretending to cry and hoping someone will give him some food or gold for his troubles and his story about how he was captured by goblins who made him carry their loot up here from the village below that they raided recently but he was able to escape from them when they stopped for lunch. He is wearing fine clothes, but he is filthy because he has been traveling for weeks without taking a bath or changing his clothes or eating well while trying to avoid being captured by the goblins again or attacked by wolves or other dangers along the way up here to this mountain pass which he was told is where he could find some work because there are always people up here who need help with something or other but he wasn't expecting it to be so cold up here or so hard to find work or so hard to find food or so hard to find a bath or so hard to find anything he can use or sell because everyone is so poor and he's only got a tiny bit of gold left now and it's almost gone and he doesn't know what he's going to do anymore because he really needs help but he knows that no one will help him because no one trusts a filthy dwarf with no money or food or anything left anymore but he just wants someone to help him but no one ever does...
D10=10:Within a secluded cave, players encounter a spectral army of long-dead knights guarding their ageless queen, who resides in an enchanted sleep placed upon her by a treacherous advisor.
d100 = 57
D10=1:Players find a cave. Inside the cave, there is a statue of a horse with a saddle on its back. The statue is made of marble. The saddle is made of leather. Two skeletons are standing near the saddle. They are dressed in old clothes. If players try to take the saddle, the skeletons will attack. The skeletons are 1st level warriors.
D10=2:A group of 3d6 soldiers are walking down the trail. They are returning home after completing their tour of duty in the army.
D10=3:The players come across a huge boulder blocking their path. As they try to figure out how to move it, a group of gnolls attack from behind. The gnolls have been using the boulder as a trap to ambush unsuspecting travelers.
D10=4:While restocking their supplies at a small mountain village, the players come across an old man who claims to have a map leading to a hidden treasure on the mountain. But is he telling the truth or just trying to scam them?
D10=5:A group of trolls have set up a toll booth near a narrow pass on the mountain. They demand a hefty fee from anyone who wants to pass through, but they can be easily outsmarted with a clever plan.
D10=6:The players stumble upon a hidden underground city within the mountains. It is inhabited by a peaceful race of subterranean creatures, but their leader has been kidnapped by a rival faction. Will the players help rescue the leader or stay out of the conflict?
D10=7:The party finds themselves in the middle of a territorial dispute between two clans of nomadic halflings. Will they mediate or choose a side?
D10=8:A group of mountain hobgoblins are staging a revolt against their oppressive leader. They ask for the players' assistance in overthrowing their leader, promising them a share of the spoils and their freedom.
D10=9:The party comes across a group of cultists. They are chanting and dancing around a bonfire. A man stands nearby, holding a book. He is the local priest, who is leading the celebration. He will invite the party to join in the revelry.
D10=10:The party sees a group of 2d4 half-elves. They are carrying food and supplies for the journey up the mountain.
d100 = 58
D10=1:The party hears a beautiful voice coming from a nearby waterfall. If they investigate, they find a water nymph who has been cursed by an evil sorcerer. If the party can break the curse, the nymph will grant them a favor in return.
D10=2:At the peak of a particularly treacherous climb, the adventurers encounter a griffon nest. The mother, enraged by their presence, guards a hoard, including artifacts belonging to lost adventurers and a treasure map.
D10=3:Players stumble upon a hidden cave with a sparkling pool of water inside. The water has healing properties and can cure any ailment. However, there is a catch - anyone who drinks from the pool will become temporarily invisible.
D10=4:A group of 2d4+2 gnolls are hunting in the area. They are looking for food. If they see the party, they will attack.
D10=5:The scent of roasting meat leads the party to a secluded nook where a giant is cooking a meal. The giant is actually an old sage in disguise, seeking company and conversation. Those who engage respectfully might learn ancient secrets or receive powerful magical aid.
D10=6:A small pond reflects a nearby cave entrance. Inside the cave is a dragon. The dragon is sleeping.
D10=7:A woman named Arlene has lost her pet dog. She will give party members a silver coin if they find it and bring it back to her.
D10=8:You stumble upon a hot spring, with a group of small fey creatures bathing in the water. They may invite the players to join them or play harmless pranks on them.
D10=9:In a small clearing, a group of druids are performing a ritual to heal a sick tree that is essential to the balance of the mountain. The players may be asked to help gather ingredients for the ritual, but be careful not to disturb the delicate balance of nature.
D10=10:A pack of dire wolves are hunting in the area and are threatening the nearby village. The village leader offers a handsome reward to anyone who can take care of the wolves and make the village safe again.
d100 = 59
D10=1:You come across a lone hermit living in a small cave. He may offer information about the surrounding area or lead the players to a secret treasure. However, he may also have some odd quirks that the players must deal with.
D10=2:Following a narrow ledge, you come across a breathtaking waterfall cascading into a serene, hidden valley guarded by a fearsome griffon. The relic it protects is said to imbue the holder with extraordinary agility and foresight.
D10=3:The wind carries a faint melody on its icy breath, guiding the adventurers to an ancient, marble temple half-buried in snow. Inside, they find an elven bard trapped in an enchanted sleep, guarded by spectral wolves. To awaken the bard, the players must piece together a cryptic song inscribed on the temple walls, each stanza a clue to lift the curse.
D10=4:A group of monks are meditating on the mountain, seeking enlightenment. By joining in their meditation, players can gain insight and knowledge, and even receive a blessing from their deity. However, if players disrupt their meditations, they may face the wrath of the monks.
D10=5:A group of mountain dwarves come down from the mountain, looking for food and supplies. They are fleeing from an army of orcs.
D10=6:A group of lost travelers begs the players for help as they are being hunted by a pack of winter wolves. Will the players offer aid or leave them to their fate?
D10=7:A forgotten monastery clings to the mountain’s side, home to a reclusive order of warrior monks. The monks challenge players to prove their strength and purity of soul through grueling trials, rewarding success with legendary martial techniques and artifacts.
D10=8:A group of kobolds have set up a trap using a fake treasure chest, hoping to lure in unsuspecting adventurers. However, instead of gold, the chest contains an enchanted sword and shield guarded by a mini-dragon.
D10=9:A small animal runs across the path ahead. It's a rabbit, but it looks like it's been chewed on by something bigger than it.
D10=10:Three stone giants are sitting at the top of the trail, playing cards and drinking.
d100 = 60
D10=1:The party finds themselves in the middle of a territorial dispute between two clans of nomadic halflings. Will they mediate or choose a side?
D10=2:A flight of pegasi descends from the higher altitudes, appearing curious but skittish. Only the most noble or gentle approach can earn their trust, offering the players an unparalleled viewpoint of the mountain's mysteries from the skies above.
D10=3:A small group of men are standing on the side of the road, looking nervous and uncomfortable. They are carrying swords and bows, but they do not look like experienced fighters. They will not talk to strangers.
D10=4:The players come across a bridge across a ravine. On the other side of the bridge is a small village. The villagers are gathered outside of their town hall and are chanting in unison, 'Death to the dragon!'
D10=5:The players see a group of 2d6 orcs attacking a wagon that is carrying wine or other strong alcohol or ale.
D10=6:A strange hag appears, offering the players a magical potion that can grant them strength and agility. But there may be a catch...
D10=7:A group of wild elves are protecting their village. They need the party to get rid of some orcs who are harassing them.
D10=8:The players stumble upon a hidden underground city within the mountains. It is inhabited by a peaceful race of subterranean creatures, but their leader has been kidnapped by a rival faction. Will the players help rescue the leader or stay out of the conflict?
D10=9:On a cliffside ledge, you encounter a grizzled mountaineer and his blinking, intricately designed mechanical Yeti. The mountaineer needs help recalibrating the automaton to guard against encroaching bandits led by a shadowy rogue.
D10=10:The players encounter a group of dwarven miners who are being terrorized by a massive basilisk that has taken up residence in their mines. The miners will pay the players handsomely if they can defeat the deadly creature.
d100 = 61
D10=1:A fierce blizzard hits the players' camp, and they must find shelter and start a fire before they freeze to death. However, they are not alone in the darkness, and something is stalking them from the shadows.
D10=2:The cries of jubilant children ring through the high-altitude air as an earth genasi schoolteacher conducts lessons in a clearing. He holds cryptic maps detailing paths through the mountains, available to those who share their wisdom.
D10=3:You see a dragon flying overhead, its shadow casting a dark shadow on the ground. It seems to be heading towards a nearby village and the players must decide whether to intervene or stay out of the dragon's path.
D10=4:A group of 2d6 men are walking down the trail. They are looking for work in a nearby town. They are willing to work for the party for 20 gold pieces per day per man.
D10=5:An abandoned hermit’s cottage, looking derelict yet strangely inviting. Inside, unscrolled parchments speak of a means to harness elemental magic of the mountain. But the spirits haunting the place warn of dire consequences should players tamper with forces beyond their understanding.
D10=6:Atop a rugged plateau, players encounter an ancient altar dedicated to a forgotten mountain god. Any who perform the correct ritual will be granted temporary stone-like invincibility for a short period.
D10=7:An ancient dragon skeleton lies at the top of the mountain, with a powerful artifact embedded in its ribcage. The players must navigate through traps and puzzles to retrieve the artifact before it falls into the wrong hands.
D10=8:A group of 2d6+2 looters come across the path of the players and try to take everything they have if they can.
D10=9:A group of 2d4+2 ogres are sitting around a campfire, talking about their plans to raid a nearby village. They will ask the party if they want to join in on the fun and they'll follow them to the village if they say yes!
D10=10:The group encounters a bizarre streak of rainbow-colored rock cutting through the mountain. Spellcasters sense potent wild magic, though harnessing it might unleash unpredictable chaos.
d100 = 62
D10=1:A group of monks are meditating on the mountain, seeking enlightenment. By joining in their meditation, players can gain insight and knowledge, and even receive a blessing from their deity. However, if players disrupt their meditations, they may face the wrath of the monks.
D10=2:The party finds a group of 2d4+1 giant spiders who have spun a large web across a narrow path. If the players can navigate through the web without getting stuck, they will reach a hidden cave where a group of halfling thieves are hiding their loot. The halflings will offer to share their loot with the players if they can help them sneak past the spiders and escape from the mountains.
D10=3:The players come across a group of cultists who were out looking for a place to build a shrine to their god. They were out looking for a good place to build it, but they were surprised by a fierce storm and they are trapped on the mountainside without shelter. They will ask the players to help them find a new place to build their shrine.
D10=4:The party comes across a group of peasants who are trying to kill one of their own. They are trying to get rid of a werewolf who has attacked them several times during the night.
D10=5:The players come across a strange, abandoned castle perched on the side of the mountain. Inside, they find a group of ghosts haunting the halls. The ghosts may have some unfinished business and the players may need to help them in order to pass.
D10=6:The party comes across a rickety rope bridge that leads to a secluded temple. Inside, they find a group of monks who are seeking enlightenment and offer to teach the players some valuable techniques.
D10=7:A group of clerics of an unknown god passing by, heading up the trail. 'By the gods! We don't want to be here.'
D10=8:As the players reach the peak of the mountain, they are met with a surreal sight - a floating castle in the clouds. The castle belongs to a powerful and eccentric wizard who offers to grant the players one wish each in exchange for their help in retrieving a rare ingredient for his latest experiment.
D10=9:A small cadre of 2d6 frost witches descend from their icy abode to collect rare herbs from lower altitudes. They are willing to barter spells and concoctions, but their dubious morality makes every transaction a delicate dance.
D10=10:A group of 2d4+2 ogres are sitting around a campfire, talking about their plans to raid a nearby village.
d100 = 63
D10=1:On a narrow mountain path, the ground trembles as a majestic bronze dragon lands with a resounding thud. The dragon, with scales reflecting the sunlight, demands a toll for passing through its domain. If the players can impress the dragon with tales of their heroics or a rare artifact offering, it may let them pass unscathed.
D10=2:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon. They want to do something silly like throw their axes at the tree next to them.
D10=3:A group of cursed travelers are bound to a looping mountain path, doomed to repeat the same events over and over again. The players must break the curse and help them find peace.
D10=4:You see a group of dwarves mining the side of the mountain, using their impressive axes to extract precious gems and minerals. One of them notices the players and invites them to join in on the mining for a share of the profits.
D10=5:A group of 1d4+2 gnolls are hunting. They will attack on sight.
D10=6:A giant dragon is seen flying through the mountains, with a group of knights hot on its trail. They seem determined to slay the dragon and claim its hoard of treasure. Will the players intervene?
D10=7:Confronted by an unexpected blizzard, players stumble into the lair of an ice druid who harnesses primal cold magic. She offers powerful ice spells for anyone who aids in protecting her domain from marauding fire creatures.
D10=8:While exploring a cave, the players come across a group of deep gnomes who are being attacked by a giant purple worm. The players can either help the gnomes defeat the worm or use their skills to sneak past it and steal the treasure it’s guarding.
D10=9:A group of 3d6 humans come into view, they are wearing rags and look like they have been living off of the land for a while. If players approach them, they will demand food or supplies from the players. If these demands are not met, they will attack the players. They have been wandering in this area for about six months now, but they have heard about dungeon nearby and hope to get rich by raiding it some day soon if they can find its entrance.
D10=10:A group of friendly goliaths is hosting a feast in honor of their deity on the mountaintop. The players are invited to join in the festivities, but must first pass a series of grueling trials to prove themselves worthy.
d100 = 64
D10=1:The party comes across a group of soldiers from a local kingdom. They are headed towards the tower of Zan. They want to destroy the tower and everything in it, including the monks.
D10=2:The players are approached by a group of traveling merchants who are selling an antidote to a poison that has been spreading through the area. The merchants are not who they appear to be. They are agents of the Cult of the Dragon, and they are looking for information about the players' party.
D10=3:An elderly couple asks for help finding their lost sheep dog. The dog is actually a manticore in disguise.
D10=4:Scaling a sharp precipice, the characters find a sentinel cave guarded by ancient, enchanted stone guardians that awaken if anyone approaches the precious relic stored within.
D10=5:The party passes a small, abandoned village. There is a small church and several small homes. The village was destroyed by a horde of orcs and their allies. There are still bones in the streets.
D10=6:While navigating a narrow path along a cliff, the group finds themselves at a fork. One path seems easy but leads through a wyvern's territory, keen on attacking intruders. The other takes them into a dark, echoing cave system inhabited by a reclusive dwarf smith who creates legendary weapons. Diplomacy and cunning are needed to navigate either peril.
D10=7:The players stumble upon a large, imposing stone tower that seems to have appeared overnight. Upon further investigation, they find that it is actually a portal to a different plane of existence. Where will it take them?
D10=8:An ogre has been spotted in this area. He is sitting in a cave near the top of the mountain. He is angry and has been throwing rocks at the party. He will attack if the party gets too close.
D10=9:Near an abandoned mine, players hear ghostly mining sounds. Investigating leads them to the restless spirits of dwarven miners who perished in a cave-in, seeking revenge on the wraith that caused their demise.
D10=10:A peculiar formation of three conjoined peaks houses the subterranean city of the Xurrith, a race of mole-like humanoids. Most of their knowledge is oral traditions stored in elaborate song. Helping them resolve an internal conflict could earn access to their hidden library.
d100 = 65
D10=1:A small village at the base of the mountain is being terrorized by a group of giant spiders. The villagers offer a large sum of gold for anyone who can get rid of the spiders.
D10=2:During their climb, the party stumbles upon an abandoned dragon’s nest filled with several half-hatched eggs. However, the mother dragon may return at any moment, and she doesn't take kindly to intruders.
D10=3:The scent of roasting meat leads the party to a secluded nook where a giant is cooking a meal. The giant is actually an old sage in disguise, seeking company and conversation. Those who engage respectfully might learn ancient secrets or receive powerful magical aid.
D10=4:The players hear the sound of a T-rex in the distance. This is not a T-rex, but an ogres who has been transformed. It is an ogres who has been transformed by the magic of the mountains.
D10=5:A beautiful white stag is seen grazing in a nearby meadow. It is sought after by hunters for its magnificent antlers, but it is said that anyone who kills the stag will be cursed with terrible misfortune.
D10=6:While walking through a narrow pass, the players hear the sound of rocks being thrown. When they look up, they see a group of 1d6+2 kobolds throwing rocks at them from a ledge above. If the players can climb up the ledge, they will find a small kobold village living in the mountains. The villagers will offer to help the players if they can retrieve a precious gem from the nearby cave that was taken by a group of orcs.
D10=7:A group of 2d4 orcs are walking down the mountain. They are carrying weapons and armor to sell in the black market at the top of the mountain.
D10=8:On a cliffside ledge, you encounter a grizzled mountaineer and his blinking, intricately designed mechanical Yeti. The mountaineer needs help recalibrating the automaton to guard against encroaching bandits led by a shadowy rogue.
D10=9:A group of 1d4+2 gnolls are hunting. They will attack on sight.
D10=10:A group of 3d4 humans and 3d4 orcs are fighting each other with clubs and axes.
d100 = 66
D10=1:Atop a jagged peak, the party finds a decrepit observatory containing celestial charts that guide to forgotten constellations imbued with untapped arcane power. The guiding telescope, however, is inhabited by a starry wight.
D10=2:A group of barbarians are seen fighting each other in a nearby clearing. They are arguing over land ownership and the players must choose whether to intervene or try to sneak past them.
D10=3:The party comes across a small village that is being attacked by an army of orcs and orcs! The orcs will attack anyone that approaches the village!
D10=4:A small cadre of 2d6 frost witches descend from their icy abode to collect rare herbs from lower altitudes. They are willing to barter spells and concoctions, but their dubious morality makes every transaction a delicate dance.
D10=5:The players find themselves in the middle of a battle between a group of mountain dwarves and a clan of orcs. They must choose to either join one side or try to make peace between the two warring groups.
D10=6:You see a group of dwarves trying to move a huge boulder out of the way. They are struggling and it seems like they could use some help. If the players help, the dwarves will reward them with valuable gems and offer to guide them to a secret dwarven city hidden in the mountains.
D10=7:A group of 1d4 dwarves are walking down the mountain. They are carrying weapons and armor to sell in the city at the top of the mountain.
D10=8:The players come across a group of 1d4+1 lost travelers who are being followed by a group of dire wolves. If the players help the travelers, they will be asked to escort them to a nearby town. However, the path to the town is treacherous and the players will have to protect the travelers from various dangers along the way.
D10=9:At the mountain's base, a deep, ominous rumbling reveals an entire mountain shaking. The players face an awakened earth elemental, angered by recent disturbances. Diplomacy or demonstrating respect for the land might calm the elemental, while aggression could spell disaster.
D10=10:A group of lost travelers begs the players for help. They were betrayed by their guide, and now they are stranded in the mountains with limited supplies. Will the players help them, or leave them to their fate?
d100 = 67
D10=1:As the players make their way through a dense forest on the mountain, they come across a group of elves who are on a mission to protect the wildlife from poachers and hunters. They may enlist the players' help to track down these poachers and bring them to justice.
D10=2:A woman approaches players with news of an abandoned temple nearby. She is hoping to find something valuable in there.
D10=3:As the players camp for the night, they hear strange noises coming from the nearby cliffs. When they investigate, they discover a large group of trolls using boulders to play a game of “Rock Pong”. The trolls challenge the players to a game, promising a reward if they win.
D10=4:A group of four skeletons are standing around a fire holding hands and singing songs at night in an attempt to scare away any intruders in their area.
D10=5:A lone, weather-beaten tower juts from the mountainside, surrounded by an aura of enchantment. Within dwells an enigmatic wizard researching rare mountain plants, who needs help collecting elusive specimens in return for valuable arcane knowledge.
D10=6:As the party traverses through a treacherous mountain pass, they come across a group of frost giants struggling to fight off an invading army of orcs. Will the party join in on the fight or try to sneak past the chaos?
D10=7:A group of giant sparrows attack the players.
D10=8:A group of trolls have set up a toll booth near a narrow pass on the mountain. They demand a hefty fee from anyone who wants to pass through, but they can be easily outsmarted with a clever plan.
D10=9:A frost giant is seen stomping through the snow, searching for its next victim. Will the players try to confront it or hide and hope it doesn't find them?
D10=10:A group of farmers are returning from a nearby town with supplies.
d100 = 68
D10=1:The trail descends into a wide valley. A group of 1d4+3 ogres are standing on the trail. They are watching the trail for any players who might pass by.
D10=2:A serene mountain meadow holds an artfully constructed stone altar, imbued with divine presence. A celestial emissary appears, offering a quest from the gods. Completing it could lead to divine favor and perhaps a fateful revelation about one of the players' destinies.
D10=3:You spy a trail of fire leading into an ominous cave. Inside, a fire drake named Emberclaw has made its nest. Captive within the lair is a dwarven blacksmith who was taken to forge unbreakable shackles. Freeing the blacksmith involves out-witting Emberclaw and negotiating with the maddened creature who believes itself to be the true ruler of these peaks.
D10=4:A wise old sage is seen meditating in a peaceful spot on the mountain. He may offer guidance or advice to the players if they prove their worthiness to him.
D10=5:An ancient dragon has been sleeping for centuries atop a mountain, and its snores have caused earthquakes and avalanches in the nearby villages. The players must find a way to wake the dragon without enraging it.
D10=6:The players hear a roar from the mountainside above them. They see a large dragon coming from the mountainside above them. The dragon is attacking a young dragon that is trying to fly and has been stuck on the mountainside. The players can help either one of them, or they can ignore both of them and go on their way.
D10=7:A group of 2d6 dwarves are celebrating their victory over the orcs. They will give the players a drink on the house.
D10=8:A large, black bear is running down the trail.
D10=9:The party finds themselves in the middle of a territorial dispute between two clans of nomadic halflings. Will they mediate or choose a side?
D10=10:The party comes across a giant abandoned clock tower in the mountains. As they explore, they realize that the clock is still ticking, and it seems to be counting down to something. What is the clock counting down to and what will happen when it reaches zero?
d100 = 69
D10=1:A group of young adults out on a camping trip. They are looking for a place to camp for the night and will ask if you know of a suitable place to camp for the night.
D10=2:A group of dwarves are seen repairing an old, crumbling bridge. They tell the party that they are trying to recreate their ancestors' work, but they need some rare materials. Will the party help them find the materials or continue on their journey?
D10=3:A ledge leads to a cave. Inside, a goblin cult is sacrificing a human. They are interrupted.
D10=4:A giant dragon is seen flying through the mountains, with a group of knights hot on its trail. They seem determined to slay the dragon and claim its hoard of treasure. Will the players intervene?
D10=5:A man in black robes is walking down the road near the players' location. He has a large pack on his back and is walking in the opposite direction that the players are traveling in. His name is Trelonar and he is a member of the Black Hand guild. He is on his way to an area where he was told that members of his guild had been sighted in the area. He has been told that 4 high-level members of his guild have been sighted in this area and he is on his way to find them.
D10=6:A group of 1d4+4 dwarves are traveling through the mountains on an important mission that could change the course
D10=7:Emerging from a treeline, your party encounters a bizarre anomaly: an enormous, perfectly round hole bored deep into the mountain. It’s the lair of a burrowing roc that guards a cluster of eggs—each containing powerful elemental spirits.
D10=8:Upon entering a beautifully carved, emerald cave, the players disturb a conclave of green dragons. The dragons, though initially hostile, are willing to negotiate. Convincing them of a common enemy might secure temporary yet formidable allies in the forthcoming battles.
D10=9:A fierce storm causes a massive landslide on the mountain, revealing a hidden cave filled with old artifacts and treasure. However, the cave is also inhabited by a vengeful spirit that will not let the players leave without a fight.
D10=10:You hear the sound of waterfalls nearby and feel a cool mist on your face. As you approach, you see a magnificent waterfall cascading down into a pool. However, as you get closer, you realize that the pool is actually a bottomless pit and anything that falls into it is never seen again.
d100 = 70
D10=1:Traversing a plunging abyss via a vine bridge, the players find themselves surrounded by whispers of mischievous air elementals who toy with their balance—and their sanity.
D10=2:A group of 2d4+2 ogres are sitting around a campfire, talking about their plans to raid a nearby village. They will ask the party if they want to join in on the fun and they'll follow them to the village if they say yes!
D10=3:A mad wizard has created a large construct, an iron golem, to protect their tower on the mountain. The players must either find a way to defeat the golem or negotiate with the wizard to pass through unharmed.
D10=4:Descending a sloping glacier, players encounter a caravan of sentient golems searching for their lost creator. They offer to share the secrets of their magical construction if aided in reuniting with their maker.
D10=5:Players find a group of men standing around wearing tattered clothes and looking like they have been in a fight. If players ask, they will tell them that they are former soldiers and they were attacked by bandits after being discharged from the army. The men will ask the players to help them get revenge on these bandits by attacking their camp in the middle of the night while they sleep. They will offer to split the loot with the party if they do.
D10=6:A small cadre of 2d6 frost witches descend from their icy abode to collect rare herbs from lower altitudes. They are willing to barter spells and concoctions, but their dubious morality makes every transaction a delicate dance.
D10=7:Tired-looking dwarves traveling with a wagon filled with tools and supplies, heading down the mountain trail. 'Hey, you seen the Zoot-Suiters around here? They're trouble. Real trouble.'
D10=8:The players come across a group of cultists that were out looking for a place to build a shrine to their god. They were out looking for a good place to build it, but they were surprised by a fierce storm and they are trapped on the mountainside without shelter. They will ask the players to help them find a new place to build their shrine.
D10=9:The players meet two men and a woman. They are on their way to the top of the mountain. They want to see what is at the top.
D10=10:A patch of ground nearby is covered in footprints, leading to a nearby cave entrance. The players can see that these are goblin footprints.
d100 = 71
D10=1:A frost giant from the highest peak of the mountain is attacking you.
D10=2:The party stumbles upon a half-buried stone statue of an ancient dwarven warrior, grasping a massive hammer and staring accusatorily at the sky. The nearby chasm seems to whisper with a haunting voice, and a quick investigation reveals the chasm is an entrance to an undiscovered dwarven ruin, laden with traps and treasures.
D10=3:Players stumble upon a hidden cave with a sparkling pool of water inside. The water has healing properties and can cure any ailment. However, there is a catch - anyone who drinks from the pool will become temporarily invisible.
D10=4:A massive boulder suddenly shifts, revealing an ancient dwarven vault filled with gold and guarded by 1d4 ghostly sentinels who zealously protect their treasure against grave robbers and adventurers alike.
D10=5:A group of 6d6 elves are on the hunt for a dragon's lair. If players get too close, they will attack.
D10=6:As the players climb higher up the mountain, they come across a temple built into the side of the cliff. Inside, they find a group of monks who have taken a vow of silence. If the players can communicate with them without speaking, they will be rewarded with rare healing potions.
D10=7:An abandoned hermit’s cottage, looking derelict yet strangely inviting. Inside, unscrolled parchments speak of a means to harness elemental magic of the mountain. But the spirits haunting the place warn of dire consequences should players tamper with forces beyond their understanding.
D10=8:The mountain trembles occasionally, signaling a nearby sleeping volcano. Within the volcanic tunnels, the characters discover fire elementals and a hidden forge of forgotten lava-bound weapons.
D10=9:A huge block of ice has fallen from the top of the mountain and is resting in the center of the path. If characters try to move it, they will need to make a Strength check at DC 15. If they fail, they will have to climb over it. If they succeed, they will be able to push it out of the way. There is a 1 in 20 chance each round that the ice will break and fall on the party.
D10=10:A group of 2d4+4 bandits are on their way to a nearby town to rob its treasures. If players help them, they will be rewarded with gold and supplies by the town Elder. If players do not help them, they will be rewarded with gold and supplies by the town Elder if they kill the bandits before they can rob the town's treasures.
d100 = 72
D10=1:The players come across a flock of griffins, who are known to be fiercely protective of their territory. They will not hesitate to attack anyone who gets too close, but the players may have a chance to earn their trust and possibly even ride them.
D10=2:The party hears a low, rumbling chant and discovers a marble balcony nestled in a cliff’s face, where cultists of a long-dead dragon conduct secret rites intending to resurrect their ancient liege.
D10=3:With an ear-splitting screech, a roc sweeps down from the heavens, targeting the party. This enormous bird seems more interested in a specific shiny object the players possess. Returning the item to its nest may earn the players safe passage or insight into the mountain's secrets.
D10=4:The party comes across a group of 3d6 orcs sitting in a circle. They are playing cards, smoking, and drinking. The orcs are from the nearby village. They are here because the orcs are seeking revenge on the party for killing one of their own.
D10=5:You come across a group of dwarves and humans who are building a wall. They tell you that they are building a wall to keep the giants out.
D10=6:A group of 1d4 mercenaries are travelling to the top of the mountain. They are on their way to the top of the mountain to find a lost treasure. They are carrying a large sack of gold. If the players approach, they will try to rob the players. The mercenaries have 2d8+2 men with them, all armed with swords and shields.
D10=7:Yawning chasm in the trail. It is 10 feet wide and has a bottom that can't be seen. Nothing happens if a player jumps across it. If they try to jump across it, they'll fall into the chasm and take 20d6 damage.
D10=8:As night falls, the haunting strains of a ghostly melody emanate from a secluded glen. Following the music leads the players to encounter a spectral bard, eternally seeking an audience. A heartfelt performance or resolving the bard's unfinished business may reward the players with a boon from the ethereal realm.
D10=9:The party comes across a group of cultists. They are chanting and dancing around a bonfire. The man standing nearby is holding a book. He is the local priest, who is leading the celebration. He will invite the party to join in the revelry. If they refuse, he will attack them, along with the others at his command.
D10=10:A dwarf is sitting on a large rock, crying about how much his feet hurt and how hungry he is. He is really just pretending to cry and hoping someone will give him some food or gold for his troubles and his story about how he was captured by goblins who made him carry their loot up here from the village below that they raided recently but he was able to escape from them when they stopped for lunch. He is wearing fine clothes, but he is filthy because he has been traveling for weeks without taking a bath or changing his clothes or eating well while trying to avoid being captured by the goblins again or attacked by wolves or other dangers along the way up here to this mountain pass which he was told is where he could find some work because there are always people up here who need help with something or other but he wasn't expecting it to be so cold up here or so hard to find work or so hard to find food or so hard to find a bath or so hard to find anything he can use or sell because everyone is so poor and he's only got a tiny bit of gold left now and it's almost gone and he doesn't know what he's going to do anymore because he really needs help but he knows that no one will help him because no one trusts a filthy dwarf with no money or food or anything left anymore but he just wants someone to help him but no one ever does...
d100 = 73
D10=1:A group of 2d6+2 humanoids are walking down the trail. They are dressed in white robes and are chanting something. Their leader is the head priest of a nearby temple. He is leading them on a pilgrimage up the mountain.
D10=2:A group of mountain dwarves challenges the party to a trial of strength and endurance. If the party succeeds, they will be rewarded with rare dwarven weapons. But if they fail, they must leave all their weapons behind. Will the party accept the challenge?
D10=3:An injured griffin lands in front of the party, seeking their help to retrieve a precious egg from a nearby dragon's lair. If the party helps the griffin, they will gain its trust and potentially a powerful ally. But will they risk angering a dragon in the process?
D10=4:You come across a group of dwarves and humans who are building a wall. They tell you that they are building a wall to keep the giants out.
D10=5:As the players make their way through a narrow canyon, they suddenly find themselves ambushed by a group of bandits. The bandits are working for a powerful noble who wants to take control of the nearby village. The players must decide whether to help the villagers or join forces with the bandits.
D10=6:The morning fog unveils a scene of Massif Monastery, a haven for pacifistic monks with secret combat prowess who practice an ancient martial art. They invite the players to participate in their sunset sparring ritual. Proving their mettle earns the party an invitation to secret inner sanctums, revealing knowledge of fighting techniques lost to the ages.
D10=7:A cursed mountain lion approaches the party, begging for help. If they choose to help the lion, they will discover it was actually a shape-shifted prince, and he will reward them with a powerful magical item.
D10=8:A desolate mountaintop holds the ruins of a dragon’s lair. The dragon's spirit haunts the place, seeking vengeance on those who disrespected its hoard. Assuaging the dragon's wrath by avenging it or laying its spirit to rest may open the path to incredible treasures.
D10=9:A patch of ground nearby is covered in footprints, leading to a nearby cave entrance. The players can see that these are goblin footprints.
D10=10:The players come across a group of miners who have tapped into an underground network of tunnels and caves. These tunnels lead to a long-forgotten underground city, full of riches and dangers. Will the players explore and possibly disturb the long-buried inhabitants?
d100 = 74
D10=1:Two huge, snow-white owlbears attack the players. They are intelligent and extremely dangerous.
D10=2:The players come across a village of peaceful yeti, who are being terrorized by a group of hunters who want to capture them and sell them as exotic creatures. The players must find a way to help the yeti and drive out the hunters.
D10=3:A hungry dragon approaches the players, demanding that they hand over all their gold and magic items. However, the dragon has a soft spot for riddles and will let the players go if they can answer three of its riddles correctly.
D10=4:A man approaches you and offers to sell you a potion of healing. He will not accept less than 50 gold pieces for it. If you buy it, he will not tell you the potion's name or ingredients.
D10=5:A powerful wizard's tower mysteriously appears on the mountain, but no one knows how it got there. The wizard will offer the players a magical boon in exchange for their help in solving the mystery.
D10=6:Players find an abandoned wagon on the side of the road. If players search the wagon, they will find a small statue of a cat. The statue is worth 2 gold pieces
D10=7:A group of hunters come rushing towards the party, yelling at them to run away. If they do, they will discover that they have stumbled upon a group of gnolls who are preparing to raid the local village.
D10=8:A group of powerful storm giants are having a competition to see who can create the most impressive storm clouds. The players can either join in on the competition or try to avoid getting caught in the middle of the storm.
D10=9:The twilight sky flares with the unnatural glow of conjuration as a wizard named Erondil portals in, seeking help to find his missing apprentice who vanished while studying an arcane anomaly in the mountains. The trail leads the party through perilous terrain, filled with eldritch traps and creatures warped by unstable magic, to rescue the young caster.
D10=10:A group of five traveling merchants have their pack animals with them as they make their way up the mountain. They are making their way up the mountain to trade with a group of people who live at the top of this mountain.
d100 = 75
D10=1:A group of gnomes is having a heated debate about the best way to cook a troll. They will happily invite the players to join them for a feast and will reward them with some valuable information about the area.
D10=2:A maze of tunnels will be found here, but they're not natural. They're man-made. They were dug out by a mad dwarf centuries ago, and people still get lost in them.
D10=3:A group of 1d6 women are setting up camp in the woods. They are setting up a giant feast and celebration. If the players ask, they will say that they are setting up a celebration for the goddess of nature. If the players tell them that they are not welcome here, they will leave peacefully.
D10=4:A hidden doorway reveals a secret chamber within the mountain. Rumor has it that a powerful sorcerer once conducted dark experiments here. As players explore the chamber, they may find powerful magical artifacts or encounter dangerous creatures left behind by the sorcerer.
D10=5:The unsettling growls of 1d8 mountain trolls reverberate through the rocky terrain. Blood-spattered soil and gnawed bones tell stories of their savagery. Amongst their treasures lies a potent troll blood elixir, ideal for alchemical wonders.
D10=6:The party finds themselves in the middle of a territorial dispute between two clans of nomadic halflings. Will they mediate or choose a side?
D10=7:A group of 2d6 goblins are arguing over food. If players approach, they will attack.
D10=8:A mysterious merchant appears before the players, offering to trade powerful and rare magical items for a steep price. Will the players risk their gold for these items or be cautious of the merchant's true intentions?
D10=9:A group of dwarves are sitting around a campfire. One of them is telling stories about the Deep Forge and its treasures. The others laugh and make jokes at his expense. They do not see the party because they are so distracted by the storyteller's bad jokes.
D10=10:While exploring a cave, the party comes across a large, ancient dragon asleep on a pile of treasure. If they can successfully sneak past it, they can take some treasure without waking it. But if they wake it up, they will have to fight for their lives.
d100 = 76
D10=1:An ogre has been spotted in this area. He is sitting in a cave near the top of the mountain. He is angry and has been throwing rocks at the party. He will attack if the party gets too close.
D10=2:Descending into a shadowed valley, you find a series of cairns and tombs. As night falls, the spirits of ancient warrior-kings arise, each seeking to test your worth in combat. Overcoming them could earn you their weapons of lore.
D10=3:You see a man sitting on a rock at the side of the road. He will ask you for food and ask you to join him for dinner. If you do, you'll be stuck there for 2d4 hours while he regales you with his long, boring stories about his adventures as a young man, back when he was just a rogue like you...
D10=4:A group of 2d4 dwarves is sitting around a campfire, drinking and singing songs about battles, gold, and ale.
D10=5:The party comes across a group of orcs who have been sent by a nearby kingdom to scout out the mountains and find out what kind of defenses the mountains have against an army that is expected to march through there in a few weeks time.
D10=6:The party discovers a quiet, peaceful village deep in the mountains. The villagers are friendly, but they seem to have a strange obsession with collecting rocks and gems. Will the party join in on their obsession or try to uncover the source of their peculiar behavior?
D10=7:The party comes across an isolated tribe of mountain dwellers with unique customs and beliefs. They offer the players a chance to participate in a sacred ritual, but little do they know that the ritual has unexpected consequences.
D10=8:A frost giant from the highest peak of the mountain is attacking you.
D10=9:A group of adventurers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
D10=10:A powerful wizard has built a magical flying castle that roams the mountains, looking for new recruits to join his army. Will the players join him or try to bring him down?
d100 = 77
D10=1:A group of hunters are looking for deer, boar, and other game to feed the local village.
D10=2:The trail descends into a wide valley. A group of 1d4+3 half-orcs are standing on the trail. They are watching the trail for any players who might pass by.
D10=3:The party comes across the body of a dead traveler. He is dressed in expensive robes. One of his arms has been hacked off, and his body is covered in wounds from a battle with an animal. His name was Peter, and he was a high-ranking official of a local kingdom. He was on his way to attend a meeting with the king when he was attacked by an animal.
D10=4:Noise from a crevice reveals a pair of warring salamander tribes, each possessed of potent fire spells. They demand the party choose sides, promising access to their precious volcanic gemstones.
D10=5:A pack of dire wolves are hunting in the area and are threatening the nearby village. The village leader offers a handsome reward to anyone who can take care of the wolves and make the village safe again.
D10=6:Players find a small village. The village is in ruins. The residents are all skeletons. If players search the village, they will find a small statue of a rat. The statue is worth 2 gold pieces.
D10=7:A group of monks are meditating at the summit of the mountain, seeking enlightenment. They can offer valuable wisdom and knowledge to the players, but they will only help those who prove their own dedication to their spiritual path.
D10=8:On a windswept peak, players confront a mighty yet sorrowful stone giant who guards the ancient heartstone of the mountain. The giant seeks purpose and a worthy successor. If players prove their claim, they may harness the heartstone's immeasurable elemental power.
D10=9:Scaling a rocky crag, players find a tearful dwarf child, lost and desperately seeking his family. The boy reveals his clan is besieged by the villainous duergar deep within a hidden cavern. Rescuing the clan promises lifelong friendship and unfathomable subterranean treasure.
D10=10:The party stumbles upon a group of 2d6+2 wild boars fighting over a magical mushroom. If the players can retrieve the mushroom and bring it back to a nearby village, they will be rewarded with gold and potions.
d100 = 78
D10=1:A group of 1d4+2 men are walking down the trail. They are looking for work in a nearby town. They are willing to work for the party for free for two weeks in exchange for a letter of reference.
D10=2:A patch of ground nearby is covered in footprints, leading to a nearby cave entrance. The players can see that these are goblin footprints.
D10=3:Thunderclouds and lightning crackle above, but the storm never descends. Upon investigation, you find a solitary storm giant conducting a grand experiment to harness the storm’s energy into a single, powerful gemstone. Assist or hinder, but choose wisely.
D10=4:A group of gnomes are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the gnomes will fight back with their clubs and their bows and arrows and their crossbows and whatever else they have on hand. They're gnomes. They fight to the death if they have to.
D10=5:A group of men have been stranded in the mountains for weeks. They have been lost and have no food anymore. If players help them, they will reward them with money and a free room at the inn in town.
D10=6:A group of friendly dwarves offer to help the players construct a shortcut through the mountain. However, the shortcut may lead to a dangerous encounter with a powerful monster.
D10=7:A group of monks are meditating on a peaceful mountaintop, completely unaffected by the harsh conditions. They invite the players to join them and offer guidance and wisdom in return for a small donation.
D10=8:As your party trudges through a narrow pass, the ground suddenly quakes. Loose rocks tumble down, revealing a hidden cave. Inside, a wounded stone giant reclines against the cavern wall, entrusting the party with a fragment of a powerful artifact if they agree to carry a message to his estranged kin in the valley below.
D10=9:Happening upon a mountain meadow, radiant with giant blooming flowers, the players encounter an awakened bear gardener named Brakkus. He has been maintaining the rare Fey flora but is being driven mad by an invasive species of thorns sent by an evil dryad. Helping Brakkus cleanse the garden will earn the party an herbal concoction with potent restorative properties.
D10=10:A giant appears out of nowhere, claiming to be a messenger from the gods. He tells the players that they must complete a task for the gods in order to prove their worth and avoid their wrath.
d100 = 79
D10=1:The party comes across a group of 3d6 ogres. They are sitting around a camp fire, cooking a dead horse. The ogres are here because they are seeking revenge on the party for killing one of their own.
D10=2:A group of dwarves are sitting around a campfire. One of them is telling stories about the Deep Forge and its treasures. The others laugh and make jokes at his expense. They do not see the party because they are so distracted by the storyteller's bad jokes.
D10=3:The party comes across a group of armed men who are attempting to take over a small village that is protected by a large wall and several large towers. The village is defended by a group of men and women who wear chainmail and carry swords and shields. They are led by a man who wears plate armor and carries a sword and shield. His name is Sir Donald, and he is a paladin of the highest order. He will battle the interlopers or allow them to enter the village if they do not appear to be hostile. He will allow them to enter if they promise not to harm the villagers or try to steal from them or cause any trouble while they are in the village.
D10=4:A mirror with an inscription on it says that those who look into it will see a reflection of their soul. Looking into the mirror will show you a reflection of your soul, but do not look too long or you will see your soul being dragged into hell by demons.
D10=5:A group of 2d6+2 humanoids are walking down the trail. They are dressed in white robes and are chanting something. Their leader is the head priest of a nearby temple. He is leading them on a pilgrimage up the mountain.
D10=6:The players meet a group of men and women who worship a god of nature. They are hiking up the mountain to pray to their god. They will offer the players food and shelter if they want to join them.
D10=7:A large bird swoops down and attacks! It's an eagle out for blood.
D10=8:A group of goliaths challenge the players to a wrestling match to determine who is the strongest. If the players win, the goliaths may reveal some valuable information about the mountain and its inhabitants.
D10=9:The players stumble upon an abandoned temple dedicated to a long-forgotten deity. Inside, they find a hidden chamber with valuable treasures, but they must also face the wrath of the deity, which has been guarding the treasure for centuries.
D10=10:As the players make camp for the night, they hear a hauntingly beautiful song coming from a nearby waterfall. If they follow the sound, they find a group of sirens who are luring in unsuspecting travelers to their doom.
d100 = 80
D10=1:A group of 6d6 dwarves are searching for a dragon's egg. If players get too close, they will attack.
D10=2:Disguised as a common shrub, a gorgeously adorned dryad appears, warning of a curse upon the mountain. She pleads for the players' help to undo the foul magic corrupting her domain. Their success could lift the blight, bringing the dryad's gratitude and protective enchantments in return.
D10=3:While exploring a mountain cave, the players come across a group of 1d6+1 friendly kobolds who offer to guide them through the winding tunnels. If the players accept their help, they will be able to avoid traps and dangerous creatures in the cave.
D10=4:Suddenly, the ground beneath your feet gives way, and you tumble into a dark chasm. At the bottom, a sluggish river of molten lava flows. Salamander workers toil in an underground forge like industry, and their leader offers you a trade: rare metals for enchanted trinkets.
D10=5:A strange, translucent figure appears and speaks to the players. It claims to be the spirit of the mountain and warns the players of a great danger that is coming. The spirit asks the players to retrieve an ancient weapon from a nearby cave to help defeat this danger. In return, the spirit promises to give them the knowledge of how to control the elements of the mountain.
D10=6:Players find a group of people who are looking for the lost city of Zan. They have been looking for years and haven't found anything yet.
D10=7:A group of 1d20+10 orcs are gathered around a campfire, laughing and drinking. One of them is wearing the skull of a human on a necklace around his neck. They will attack if anyone gets too close to the campfire or if anyone looks at the leader funny.
D10=8:Perilous winds suddenly swirl around you, lifting you skyward. When you land, you’re on a floating island inhabited by avian humanoids—some friendly, others hostile. A celestial tree at their island's center holds magical fruits that grant special abilities.
D10=9:A group of 3 hunters are tracking a deer. They will attack the players if they get too close.
D10=10:A wise old hermit lives in a small cottage atop a mountain peak. He claims to have knowledge of a powerful artifact hidden somewhere in the mountains. Will the players seek his help or see him as a crazy old man?
d100 = 81
D10=1:High up on the mountainside, the players spot a giant eagle being attacked by a roc. They can choose to help the eagle and gain its trust, or try to defeat the roc and claim its treasure for themselves.
D10=2:A group of goblins is standing guard over a group of humans who they have captured while they loot their belongings and make them into meals. If disturbed, the humans will beg to be let go and promise never to return to this area again. The goblins will attack if provoked, but they prefer prisoners to dead people.
D10=3:A peaceful dragon resided near the mountain, but now it seems to be in distress. The players must figure out what is causing the dragon's distress and help calm it down before it unleashes its mighty breath.
D10=4:A large boulder comes rolling down the mountain towards the players. They must quickly think on their feet and find a way to dodge or stop the boulder before it crushes them.
D10=5:A pack of dire wolves are hunting in the area and are threatening the nearby village. The village leader offers a handsome reward to anyone who can take care of the wolves and make the village safe again.
D10=6:As the players make their way through a narrow path, they hear the sound of rumbling rocks above them. When they look up, they see a group of 1d6+3 rock gnomes throwing rocks at them for fun. If the players can dodge the rocks and make it through the path, they will find a small cave with a hidden treasure.
D10=7:A giant eagle swoops down and steals a valuable item from one of the party members. Will they chase after the eagle and attempt to retrieve the stolen item or let it go and continue on their journey?
D10=8:A group of rogue wizards is using a hidden cave in the mountains to conduct dangerous experiments. The players must stop them before they unleash an uncontrollable magical force.
D10=9:A group of dwarves are digging a tunnel through the mountain, but they have encountered a magical barrier that is blocking their path. They may ask the players for help in breaking through the barrier.
D10=10:A large, black bear is running down the trail.
d100 = 82
D10=1:Cresting a rocky ridge, you stumble upon a rugged dwarven outpost, long abandoned but oddly pristine, untouched by time's relentless passage. Inside, ghostly echoes of miners from the past offer cryptic clues to a hidden trove of mithral ore, rumored to be cursed.
D10=2:High up a sheer cliff ledge, the players spot a mysterious figure wrapped in tattered robes. The figure, a long-forgotten mage, cryptically offers a riddle. Solving it reveals a hidden cave filled with arcane treasures, while failure may bring down a magical misfortune.
D10=3:A group of 2d6 dwarves are trying to remove a boulder that is blocking the path. They will not let the party help them remove the boulder.
D10=4:A group of 5 hobgoblins who are on the hunt for a monster, who they don't know is a player character. They will attack the players without question. If players save the monster, the hobgoblins will become their loyal servants. If they kill the monster, the hobgoblins will attack them.
D10=5:A group of dwarves are trapped under a collapsed mine. They need the party's help to escape, but they also reveal that there is a valuable mineral deposit hidden within the mine. Will the party risk their own safety to help the dwarves and potentially get rich?
D10=6:A mysterious figure in a hooded cloak appears, asking the players for help in retrieving a powerful ancient artifact that is hidden in a nearby mountain cave. But can they trust this stranger?
D10=7:A powerful storm hits the mountain, making it difficult for the party to see and navigate through the harsh terrain. Suddenly, they hear a loud roar and see a massive dragon flying towards them, seemingly unaffected by the storm. What will the party do to survive this encounter?
D10=8:A group of goliaths challenge the players to a wrestling match to determine who is the strongest. If the players win, the goliaths may reveal some valuable information about the mountain and its inhabitants.
D10=9:The players hear a strange giggling sound and upon investigating, they find a group of mischievous gnomes playing pranks on passing travelers. The gnomes may offer to aid the players in their journey or cause more trouble for them.
D10=10:A powerful storm suddenly rolls in, making it difficult to see and navigate through the treacherous mountain paths. The players must find shelter or risk getting lost or injured in the storm.
d100 = 83
D10=1:You hear the sound of distant chanting and drums, growing louder with each step. Ahead you find a tribe of mountain-dwelling humans performing a ritual to appease a powerful deity. Will the players join in or try to stop them?
D10=2:A group of 2d4+2 goblins are sitting around a campfire, talking about their plans to raid a nearby village. They will ask the party if they want to join in on the fun and they'll follow them to the village if they say yes!
D10=3:A group of goats are blocking the path, seemingly determined to keep travelers from passing through. As the players approach, they hear a booming voice say, "Halt! Only those who solve our riddles may pass through this mountain!" The goats then proceed to ask each player a riddle, with the prize being safe passage through the mountain. However, if they fail to answer correctly, they must pay a toll or face being head-butted off the mountain.
D10=4:Players find an abandoned wagon on the side of the road. If players search the wagon, they will find a small statue of an eagle. The statue is worth 15 gold pieces.
D10=5:A group of four men are sitting around a campfire talking about how they are going to get revenge on those who have wronged them by killing off their family members one by one until they are all dead for what they have done to them and their family members.
D10=6:Scaling a sharp precipice, the characters find a sentinel cave guarded by ancient, enchanted stone guardians that awaken if anyone approaches the precious relic stored within.
D10=7:A group of giants are in the midst of a hunt, and their next target may be the players. The players must either outsmart the giants or take them down in a tense battle.
D10=8:A group of 2d6+5 orcs are on their way to a nearby city to attack it. If players help them, they will be rewarded with gold and supplies by the city's Ruler if they spare the city's citizens' lives. If players do not help them, they will be rewarded with gold and supplies by the city's Ruler if they kill the orcs before they can attack the city's inhabitants
D10=9:Amidst jagged rocks, you come across a curious creature—part goat, part dragon—perched precariously on a ledge. It introduces itself as Grimbold, a mischievous mountain draconid with an insatiable love for riddles. Solving his mind-bending enigmas could secure the players' safe passage across the perilous highlands or yield a cryptic treasure map.
D10=10:A powerful storm suddenly hits the players as they make their way through a narrow pass. They must use all their strength and skills to survive the treacherous winds and lightning strikes.
d100 = 84
D10=1:The party finds a group of dwarven archaeologists painstakingly excavating a buried temple. The head archaeologist believes the party's skills could be crucial in uncovering the temple's secrets, but dark, looming shadows indicate something is keen to keep those secrets hidden.
D10=2:A group of 2d4 rangers are about to attack a group of 2d4 bandits. The rangers are being controlled by a wight nearby to attack and kill the bandits.
D10=3:The party encounters a majestic eagle that swoops down to guide them to a hidden haven–a valley untouched by time with abundant resources and mystical energies. However, leaving the valley may be harder than entering it.
D10=4:You come across a group of dwarves and humans who are building a wall. They tell you that they are building a wall to keep the giants out.
D10=5:The players hear a loud, booming laugh. When they look around, they see nothing. Then, they hear it again, even louder and closer. Suddenly, a giant ape attacks the party. Its name is Ben'e'e'e'e'e'e'e'e'e'e'e and it wants to eat you...
D10=6:Players come across a friendly traveling merchant who offers to sell them rare and exotic items from remote parts of the world. However, the merchant warns them to be careful as he has encountered some dangerous creatures while traveling through the mountains.
D10=7:The party encounters a goblin scout. The scout has been tracking the party and can tell the players what they have done during their adventure so far.
D10=8:Players see a group of 3-4 giant eagles fighting a group of wyverns in the air. One of the giant eagles get injured and falls to the ground. If the players are able to protect and heal the giant eagle, it will fly them to the top of the mountain and reveal a hidden cave that contains rare magical artifacts.
D10=9:A group of 3d4 humans and 3d4 orcs are fighting each other with clubs and axes.
D10=10:You hear the sound of distant chanting and drums, growing louder with each step. Ahead you find a tribe of mountain-dwelling humans performing a ritual to appease a powerful deity. Will the players join in or try to stop them?
d100 = 85
D10=1:A large explosion rocks the area. The party sees a large cloud of dust with a massive crater in the ground. A giant has been killed nearby. 2d4 giant eagles fly overhead, looking for scraps to eat from the giant's corpse.
D10=2:A group of men are sitting around a campfire. They are talking about a nearby cave that contains a dragon's horde. They will try to get the party to go with them and help them steal it.
D10=3:Climbing a forbidding cliff face, players uncover an ancient dwarven library encapsulated in ice, preserving rare historical tomes and blueprints for legendary weapons, now sought after by a cunning saboteur.
D10=4:The party comes across a group of peasants who are attempting to build a large wooden cross. They are trying to ward off the attacks of a vampire that has been attacking their village.
D10=5:Players find a group of woodcutters chopping down trees. They will tell the players that they are chopping down trees and building a road to their village. The woodcutters will want players to help them build this road. Once the road is built, players will have unlimited access to their village without fear of being attacked on the way there.
D10=6:A group of trolls have taken up residence on the mountain, causing havoc for nearby villages. The local lord is willing to pay generously for their removal, but warns the players to be careful as trolls are notoriously strong and regenerative.
D10=7:A powerful sorcerer is seen levitating in the air, casting spells at a group of bandits who attacked him. Will the players help the sorcerer or choose to side with the bandits?
D10=8:The trail widens and suddenly, a group of a dozen humanoids come around the corner. They are dressed in leather armor and armed with short swords. They are on patrol to protect the mountain from intruders.
D10=9:A fierce blizzard hits as the players are making their way through the mountains. They must find shelter or risk freezing to death. However, the only shelter they can find is a cave inhabited by a group of grumpy yetis who may not take kindly to uninvited guests.
D10=10:Caught in a sudden avalanche, players are saved by a tribe of yetis. These yetis guard an enchanted herb that can heal any wound, but only after earning their trust and proving themselves in a test of endurance.
d100 = 86
D10=1:Entering a secluded tarn, the water’s surface shimmers to reveal submerged ruins of a sunken citadel. This mysterious structure houses relics of arcane importance and is zealously guarded by spectral sentinels.
D10=2:While resting near a river, the players notice a group of 1d6+2 pixies playing in the water. If the players are kind to the pixies, they may reward them with a small amount of pixie dust, which can be used to add magical effects to their weapons or spells.
D10=3:Entering a scenic valley, you find verdant fields populated by oversized, slow-moving Herbivores—deceptively peaceful for guardians of rich, untapped ore veins lying beneath the surface. Careful management or negotiation with these creatures is essential.
D10=4:A fierce blizzard hits as the players are making their way through the mountains. They must find shelter or risk freezing to death. However, the only shelter they can find is a cave inhabited by a group of grumpy yetis who may not take kindly to uninvited guests.
D10=5:A group of 1d4 dwarves are walking down the mountain. They are carrying weapons and armor to sell in the city at the top of the mountain.
D10=6:A powerful thunderstorm rages through the mountains, causing a river to flood and threatening to wash away a nearby village. The players must use their skills and magic to redirect the river and save the village from destruction.
D10=7:The players come across a group of giant ants carrying an unconscious adventurer. If they choose to help the adventurer, they may gain a valuable ally or find a powerful enemy.
D10=8:As the players climb higher up the mountain, they notice a strange smell in the air. Following it, they come upon a giant's lair filled with discarded bones and treasures. Will they risk entering to potentially find great riches or will they continue on their journey?
D10=9:A strange, translucent figure appears and speaks to the players. It claims to be the spirit of the mountain and warns the players of a great danger that is coming. The spirit asks the players to retrieve an ancient weapon from a nearby cave to help defeat this danger. In return, the spirit promises to give them the knowledge of how to control the elements of the mountain.
D10=10:A group of traveling musicians is making their way through the mountains and they offer to perform for the players in exchange for shelter and protection. However, their instruments hold a hidden power that might come in handy during their journey.
d100 = 87
D10=1:The party stumbles upon a group of 2d6+2 wild boars fighting over a magical mushroom. If the players can retrieve the mushroom and bring it back to a nearby village, they will be rewarded with gold and potions.
D10=2:A group of 1d4 dwarves are walking down the mountain. They are carrying weapons and armor to sell in the city at the top of the mountain.
D10=3:A group of rangers are travelling through the mountains and they come across a large cave that has been blocked by a rockslide. They will ask the players to help them clear away the rocks so they can enter the cave and continue their journey through the mountains.
D10=4:A group of clerics of an unknown god passing by, heading up the trail. 'By the gods! We don't want to be here.'
D10=5:The party comes across a pair of old abandoned shoes. There is a 1 in 6 chance that they will contain a piece of a map leading to a treasure.
D10=6:A group of 4d6 bandits are celebrating the end of their latest job by drinking and gambling. They are laughing and having a good time.
D10=7:A group of dwarves are seen repairing an old, crumbling bridge. They tell the party that they are trying to recreate their ancestors' work, but they need some rare materials. Will the party help them find the materials or continue on their journey?
D10=8:A hungry dragon approaches the players, demanding that they hand over all their gold and magic items. However, the dragon has a soft spot for riddles and will let the players go if they can answer three of its riddles correctly.
D10=9:A snowstorm engulfs the party as they traverse the mountains, making visibility almost non-existent. Suddenly, they hear a loud roar and see a white dragon flying towards them. Will they try to fight off the dragon or seek shelter until the storm subsides?
D10=10:You stumble upon a hot spring, with a group of small fey creatures bathing in the water. They may invite the players to join them or play harmless pranks on them.
d100 = 88
D10=1:The players come across a settlement of peaceful yeti who have been living in harmony with nature. However, they are being threatened by a group of miners who want to take over their land. The players must help the yeti protect their home and find a compromise with the miners.
D10=2:A small animal runs across the path ahead. It's a rabbit, but it looks like it's been chewed on by something bigger than it.
D10=3:A hungry dragon approaches the players, demanding that they hand over all their gold and magic items. However, the dragon has a soft spot for riddles and will let the players go if they can answer three of its riddles correctly.
D10=4:The party stumbles upon a natural hot spring, but soon realizes that it is inhabited by a tribe of fire genasi who are not very happy about intruders in their home.
D10=5:A group of friendly yet mischievous fey creatures invite the players to a feast in the mountains, promising endless food and drink. However, the feast is never-ending, and the players must find a way to escape before they are trapped forever.
D10=6:A group of 6d6 dwarves are searching for a dragon's egg. If players get too close, they will attack.
D10=7:A group of 3d6 goblin hunters who are hunting for food in the mountains. They will attack the players without question. If players help them find food, the goblins will leave without harming the players.
D10=8:The trail descends into a wide valley. A group of 1d6+5 orcs are standing on the trail. They are watching the trail for any players who might pass by.
D10=9:Atop a rugged plateau, players encounter an ancient altar dedicated to a forgotten mountain god. Any who perform the correct ritual will be granted temporary stone-like invincibility for a short period.
D10=10:A fierce storm causes a massive landslide on the mountain, revealing a hidden cave filled with old artifacts and treasure. However, the cave is also inhabited by a vengeful spirit that will not let the players leave without a fight.
d100 = 89
D10=1:A group of four skeletons are standing around a fire holding hands and singing songs at night in an attempt to scare away any intruders in their area.
D10=2:The party stumbles upon a half-buried stone statue of an ancient dwarven warrior, grasping a massive hammer and staring accusatorily at the sky. The nearby chasm seems to whisper with a haunting voice, and a quick investigation reveals the chasm is an entrance to an undiscovered dwarven ruin, laden with traps and treasures.
D10=3:The party comes across a large field where several hundred soldiers are conducting training exercises under the watchful eye of several captains and generals.
D10=4:High up on the mountainside, the players spot a giant eagle being attacked by a roc. They can choose to help the eagle and gain its trust, or try to defeat the roc and claim its treasure for themselves.
D10=5:The party sees a group of 2d4 humans. They are carrying food and supplies for the journey up the mountain.
D10=6:Players come across a group of men and women who have been digging for treasure for days. They are digging in an abandoned graveyard. The men and women are afraid to go home because a group of hungry wolves has been stalking them for days.
D10=7:A narrow mountain pass is the domain of a mischievous djinni who offers a single wish to anyone who can best him in a game of aerial acrobatics without magical assistance. If the djinni wins, he steals a precious belonging of his choosing.
D10=8:You see two gnomes fighting each other over a shiny rock. As the players approach, the gnomes stop and glare at them. They offer to give the shiny rock to the player who can defeat the other in a thumb war.
D10=9:A powerful wind storm threatens to throw the players off the mountain. They must use their skills and abilities to navigate the storm and reach safety.
D10=10:The players are ambushed by a group of 3d4 goblins. They are armed with shortbows and short swords. They will yell 'Raaaargh' and attack without warning.
d100 = 90
D10=1:Two old men are having an argument about a nearby mountain. They say it's the location of the tomb of an ancient pharaoh.
D10=2:The adventurers discover a feuding pair of giants, each accusing the other of stealing a prized gem. By mediating between the two, the party could gain a potent ally or valuable gem but risk angering both if they aren’t careful.
D10=3:The players stumble upon an abandoned temple dedicated to a long-forgotten deity. Inside, they find a hidden chamber with valuable treasures, but they must also face the wrath of the deity, which has been guarding the treasure for centuries.
D10=4:An old man is sitting on the side of the path. He is begging for food or money because he is hungry and cold. He is actually a thief who is hoping to rob anyone who gives him anything while they stop to talk to him.
D10=5:A hungry dragon approaches the players, demanding that they hand over all their gold and magic items. However, the dragon has a soft spot for riddles and will let the players go if they can answer three of its riddles correctly.
D10=6:Two huge, snow-white owlbears attack the players. They are intelligent and extremely dangerous.
D10=7:Cresting the rocky incline, you encounter a colony of rock gnomes busily constructing a series of intricate, rune-laden devices to ward off mountain spirits. One gnome, Grindle Sparkwrench, mistakes the players for inspectors from the Guild of Arcane Engineers and insists on a hasty demonstration. Amidst the chaotic display of malfunctioning gadgets, the players spot a suspicious glow from one of the devices, hinting at its cursed origins.
D10=8:A group of 1d4+2 gnomes are walking down the mountain. They are carrying a chest full of gold. The gnomes are lost and frustrated because they can't find their cousin Slipnod.
D10=9:The party comes across a group of rangers who are tracking a dangerous and rare beast.
D10=10:The players come across a massive dragon carcass, with evidence of a recent battle. Nearby, a group of gnomes are frantically working on a blueprint for a dragon-killing weapon. Maybe they could use some help, and the players could use some dragon scales and treasure.
d100 = 91
D10=1:A woman approaches players with news of an abandoned temple nearby. She is hoping to find something valuable in there.
D10=2:A group of 2d6 men are walking down the trail. They are looking for work in a nearby town. They are willing to work for the party for 20 gold pieces per day per man.
D10=3:High upon a mist-laden crest, a seemingly insane alchemist has established a laboratory, conducting dangerous experiments with volatile vials. He offers various alchemical concoctions to those brave enough to serve as his assistants.
D10=4:The players see a group of 2d6 orcs attacking a wagon that is carrying wine or other strong alcohol or ale.
D10=5:The sound of an axe chopping wood can be heard from a distance. When the players follow the sound, they find a lone lumberjack cutting down a large tree. He will ask the players to help him carry the wood back to his village in exchange for a warm meal and some ale.
D10=6:The players come across a group of displaced nomads who have lost their way in the mountains. They offer the players valuable information and resources in exchange for help finding their way back to their homeland.
D10=7:As the players make their way through a dense forest on the mountain, they come across a group of elves who are on a mission to protect the wildlife from poachers and hunters. They may enlist the players' help to track down these poachers and bring them to justice.
D10=8:Players come across a group of stranded travelers on the mountain. Their ship crashed and they are desperately trying to find a way down the treacherous slopes. If players can help them safely reach the bottom, they will be rewarded with a rare map leading to a valuable treasure.
D10=9:A group of 3d10 soldiers on horseback ride down the trail. They are armed and look very serious about their job. They will escort anyone to the town at the base of the mountain if they want to go there.
D10=10:Up ahead, the trail descends into a wide valley. A group of four ogres are standing on the trail. They are watching the trail for any players who might pass by.
d100 = 92
D10=1:The players come across a group of travelers who are lost and have run out of food and water. They may join forces with the players or offer a reward for helping them find their way back to civilization.
D10=2:A powerful earth elemental has been awakened by the recent geological activity on the mountain, and it is now wreaking havoc on the surrounding villages. The players must either defeat the elemental or find a way to calm it down.
D10=3:As the players make camp for the night, they hear the mournful cries of a creature in distress. Upon investigation, they find a wounded pegasus who was attacked by a group of harpies. The players must decide whether to save the pegasus and face the wrath of the harpies, or let it be and potentially miss out on a loyal companion.
D10=4:A group of men are sitting around a campfire. They are talking about a nearby cave that contains a dragon's horde. They will try to get the party to go with them and help them steal it.
D10=5:A group of three men and two women want to join the players on their expedition up this mountain because they believe there is something at the top of this mountain that will help them defeat an evil force that has been terrorizing their village and surrounding villages... Their names are: Samuel, David, Alfred, Henry, Kevin, Justin, Jacob, Ernest, etc...
D10=6:A group of wild boars are blocking the path. They seem to be enraged and will attack anyone who gets too close. However, if players can find and return their stolen piglets, the boars will calm down and even offer to lead the players to a hidden treasure in the mountain.
D10=7:The party stumbles upon a group of 2d4+2 gnome miners who have accidentally dug into an underground river. If the players help them stop the flooding and repair their tunnels, the gnomes will reward them with a rare and valuable gem.
D10=8:A small cadre of 2d6 frost witches descend from their icy abode to collect rare herbs from lower altitudes. They are willing to barter spells and concoctions, but their dubious morality makes every transaction a delicate dance.
D10=9:A herd of mountain goats are blocking the path, and they seem determined to not let the players pass. Will the players try to find another way around or confront the goats?
D10=10:High up on the mountainside, the players spot a giant eagle being attacked by a roc. They can choose to help the eagle and gain its trust, or try to defeat the roc and claim its treasure for themselves.
d100 = 93
D10=1:A frost giant is seen stomping through the snow, searching for its next victim. Will the players try to confront it or hide and hope it doesn't find them?
D10=2:A massive boulder suddenly shifts, revealing an ancient dwarven vault filled with gold and guarded by 1d4 ghostly sentinels who zealously protect their treasure against grave robbers and adventurers alike.
D10=3:The players stumble upon an abandoned mine filled with riches and danger. As they explore deeper, they will discover that some of the miners are still trapped inside, and they need the players' help to escape.
D10=4:Nasty things are attacking a camp. The players find a group of people fighting off a group of 4d12 creatures. The creatures are giant spiders with a poison that causes the target to hallucinate for 1d4 hours.
D10=5:A mysterious figure appears to the party, offering them a map to a hidden treasure deep in the mountains. But the map is written in a coded language, and the figure will only provide a key to decipher it in exchange for a favor. Will the party trust this strange figure and take on the quest for treasure?
D10=6:Roughly half a day’s journey up the slope, sulfurous fumes herald a fissure releasing barely controlled geysers of scalding water. A fire naga makes her home here, and though protective of her domain, she might share knowledge about nearby volcanic activity.
D10=7:A tribe of yetis have taken over a hot spring on the mountain, preventing the local townspeople from accessing it. The players must either negotiate with the yetis or defeat them to reclaim the hot spring for the townspeople.
D10=8:A group of giants are in the midst of a hunt, and their next target may be the players. The players must either outsmart the giants or take them down in a tense battle.
D10=9:You stumble upon a group of monks who have been stranded on the mountain after their monastery was destroyed by an avalanche. They will offer to teach the players some new meditation techniques that can help them in battle.
D10=10:A group of evil wizards have set up a magical barrier to prevent anyone from passing through. The players must find a way to break the barrier or go around it.
d100 = 94
D10=1:A group of cultists are conducting a ritual at the top of the mountain, summoning a powerful demon. The players must stop them before it's too late.
D10=2:You see a group of dwarves mining the side of the mountain, using their impressive axes to extract precious gems and minerals. One of them notices the players and invites them to join in on the mining for a share of the profits.
D10=3:At the peak of a particularly treacherous climb, the adventurers encounter a griffon nest. The mother, enraged by their presence, guards a hoard, including artifacts belonging to lost adventurers and a treasure map.
D10=4:Players come across a group of pilgrims who are heading towards a nearby shrine. The pilgrims are guarded by a group of mercenaries. The pilgrims and mercenaries are being led by a man named Dave. The pilgrims and mercenaries are carrying an urn that contains the ashes of the man named Dave's dead wife.
D10=5:A group of monks are traveling through the mountains, searching for a peaceful place to meditate and reflect. They may offer to teach the players some meditation techniques or share their wisdom with them.
D10=6:The party comes across an isolated tribe of mountain dwellers with unique customs and beliefs. They offer the players a chance to participate in a sacred ritual, but little do they know that the ritual has unexpected consequences.
D10=7:A rare celestial event is occurring, aligning the stars in a unique pattern visible only from the mountain’s peak. The event grants temporary magical abilities or insights to those who can witness it.
D10=8:The players come across a cave that is home to a tribe of peaceful yeti. The yeti have been caring for an abandoned human baby and ask the players to take it to safety. However, they soon discover that the baby is actually a shape-shifting demon who will do whatever it takes to stay with its new family.
D10=9:A pack of mountain goats stumble upon the players' camp, causing chaos and knocking over their supplies. The goats seem to be fleeing from something and soon the players realize that a clan of hill giants is chasing after them. Can the players fend off the giants and save the goats?
D10=10:Noise from a crevice reveals a pair of warring salamander tribes, each possessed of potent fire spells. They demand the party choose sides, promising access to their precious volcanic gemstones.
d100 = 95
D10=1:The party comes across a group of 3d6 ogres. They are sitting around a camp fire, cooking a dead horse. The ogres are here because they are seeking revenge on the party for killing one of their own.
D10=2:A section of the mountain is covered in a thick fog that seems to swallow everything in its path. The players must navigate through the fog and deal with whatever lies within.
D10=3:The players come across a group of 3d4 orcs. They are armed with shortbows and short swords. They will yell 'Wargh' and attack without warning.
D10=4:A fierce storm causes a massive landslide on the mountain, revealing a hidden cave filled with old artifacts and treasure. However, the cave is also inhabited by a vengeful spirit that will not let the players leave without a fight.
D10=5:A group of drunken dwarven brawlers are celebrating their coming of age ceremony.
D10=6:Giant geysers suddenly erupt on the mountainside, launching the players into the air. They must make dexterity saving throws to avoid falling into the chasm below.
D10=7:On a windy ridge, players encounter a family of goats with glittering silver coats. These are celestial goats, sacred to a local deity. Protecting them from an incoming storm or predators can result in receiving a divine boon reflecting the deity’s blessing.
D10=8:A group of 4d4+3 gnolls are on their way to a nearby city to attack it. If players help them, the gnolls will reward them with gold and supplies. If players do not help them, the gnolls will attack anyway and players will not receive anything.
D10=9:An ancient dragon has been sleeping for centuries atop a mountain, and its snores have caused earthquakes and avalanches in the nearby villages. The players must find a way to wake the dragon without enraging it.
D10=10:A group of monks are traveling through the mountains, searching for a peaceful place to meditate and reflect. They may offer to teach the players some meditation techniques or share their wisdom with them.
d100 = 96
D10=1:A group of human merchants are heading to a nearby city to buy supplies. They are carrying a large amount of gold. They are protected by guards.
D10=2:A small cadre of 2d6 frost witches descend from their icy abode to collect rare herbs from lower altitudes. They are willing to barter spells and concoctions, but their dubious morality makes every transaction a delicate dance.
D10=3:A lone, weather-beaten tower juts from the mountainside, surrounded by an aura of enchantment. Within dwells an enigmatic wizard researching rare mountain plants, who needs help collecting elusive specimens in return for valuable arcane knowledge.
D10=4:Trudging through ankle-deep snow, the players find a small hut near a cliff's edge. Inside lives Old Thorhald the Sage, a hermit known for his immense knowledge of the mountain's history. In exchange for rare herbs or a captivating tale, Thorhald offers invaluable wisdom and lore that could shift the balance of their quest.
D10=5:A group of tired-looking dwarves traveling with a wagon filled with tools and supplies, heading down the mountain trail. 'Hey, you seen the Zoot-Suiters around here? They're trouble. Real trouble.'
D10=6:A group of kobolds are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the kobolds will fight back with their claws and their teeth and their spears and their swords and whatever else they have on hand. They're kobolds. They fight to the death if they have to.
D10=7:Entering a scenic valley, you find verdant fields populated by oversized, slow-moving Herbivores—deceptively peaceful for guardians of rich, untapped ore veins lying beneath the surface. Careful management or negotiation with these creatures is essential.
D10=8:The party encounters a group of friendly yeti who are trying to protect their young from a pack of wolves. The yeti will be grateful for any help and will offer to guide the party to a hidden cave filled with treasure.
D10=9:The players stumble upon a hidden underground city within the mountains. It is inhabited by a peaceful race of subterranean creatures, but their leader has been kidnapped by a rival faction. Will the players help rescue the leader or stay out of the conflict?
D10=10:The players come across a group of monks performing martial arts at the top of a mountain. They may offer to train the players in exchange for completing a task for them.
d100 = 97
D10=1:Up ahead, two men are arguing over the best way to get down the mountain. They are drunk and stumbling along. One of the men, a warrior named Urk, is large and has scars all over his body. The other man is a cleric named Rolf. They are arguing over the way they will get down the mountain.
D10=2:A group of men are sitting around a campfire. They are talking about a nearby cave that contains a dragon's horde. They will try to get the party to go with them and help them steal it.
D10=3:A group of monks are meditating on the mountain, seeking enlightenment. By joining in their meditation, players can gain insight and knowledge, and even receive a blessing from their deity. However, if players disrupt their meditations, they may face the wrath of the monks.
D10=4:As morning fog lifts from a high pass, the players discover an abandoned griffon's nest atop an inaccessible peak. The nest holds clues pointing to the lost treasure of the griffon king.
D10=5:A remote cave reveals interconnected caverns inhabited by a community of gruff, yet resourceful, hobgoblins. They are keen on diplomacy to build alliances against a common foe—merciless frost trolls besieging the mountain.
D10=6:A group of 4d4+4 elves are on the hunt for an elven ruin. If players get too close, they will attack.
D10=7:At a rocky overhang, the party sees a spectral bridge appearing only in moonlight, said to lead to an ancient dragon hoard. Crossing the bridge challenges their willpower as they face phantasms of their greatest fears.
D10=8:A strange, translucent figure appears and speaks to the players. It claims to be the spirit of the mountain and warns the players of a great danger that is coming. The spirit asks the players to retrieve an ancient weapon from a nearby cave to help defeat this danger. In return, the spirit promises to give them the knowledge of how to control the elements of the mountain.
D10=9:Players encounter a beautiful, enchanted garden seemingly out of place. Tended by a reclusive oracle who speaks in visions and omens, this serene garden holds key prophecies for the adventurers’ journey, but only if they honor and understand the ways of the oracle.
D10=10:During a storm, players come across an injured gryphon. It seems to be a messenger and is carrying a valuable message for a nearby kingdom. If players can nurse the gryphon back to health and deliver the message, they will be rewarded with magical items and a favor from the kingdom's ruler.
d100 = 98
D10=1:A group of merchants are traveling down the mountain, carrying a chest full of gold coins. They will give the party a share of the gold if they help them carry it down the mountain.
D10=2:As the players make their way up the mountain, they see a large dragon flying towards them. However, upon closer inspection, they realize that the dragon is actually just a group of 1d4+2 goblins wearing dragon costumes. The goblins are trying to trick travelers into giving them their belongings by pretending to be ferocious dragons.
D10=3:The players come across a group of 1d4 men who are sitting around a campfire, talking about their adventures. If the players listen in on their conversation, they will learn valuable information about what's ahead in their adventure.
D10=4:A group of 3d4 humans and 3d4 orcs are fighting each other with clubs and axes.
D10=5:Up ahead, the trail descends into a wide valley. A group of four ogres are standing on the trail. They are watching the trail for any players who might pass by.
D10=6:The ground quivers as the players come across a massive herd of ethereal goats with glowing blue eyes. These otherworldly creatures can lead the party safely through a mountain pass only during the full moon but require an offering of music or dance to align their spirits and guide them.
D10=7:At dusk, the silhouette of a colossal frost giant looms over a plateau, its domain replete with permafrost-covered ruins. The giant guards a trove of ancient scrolls that speak of runic magic long forgotten.
D10=8:A group of rogue wizards is using a hidden cave in the mountains to conduct dangerous experiments. The players must stop them before they unleash an uncontrollable magical force.
D10=9:Scaling up a cliff, the characters find an extensive network of aerial rope bridges between towering rock formations. Below, a clan of bird-like aarakocra are offended by the intrusion and demand a toll or a show of aerial prowess.
D10=10:A merchant caravan is stranded on the side of the mountain, their cart wheels broken. They offer to pay the players to escort them to the nearest town.
d100 = 99
D10=1:A group of 1d4+2 gnolls are hunting. They will attack on sight.
D10=2:A group of friendly goliaths is hosting a feast in honor of their deity on the mountaintop. The players are invited to join in the festivities, but must first pass a series of grueling trials to prove themselves worthy.
D10=3:Thunderclouds and lightning crackle above, but the storm never descends. Upon investigation, you find a solitary storm giant conducting a grand experiment to harness the storm’s energy into a single, powerful gemstone. Assist or hinder, but choose wisely.
D10=4:As the party sets up camp for the night, they hear a loud rumbling coming from the nearby mountain. Suddenly, a massive avalanche starts heading towards them. Will they be able to outrun it or find shelter in time?
D10=5:A man approaches players with news of an abandoned fort nearby. He is hoping to find some treasure in the fort. He thinks there might be something valuable in there.
D10=6:A group of hobgoblins are seen preparing for a ritual sacrifice to their dark god. The players must decide to either intervene or let the ritual continue. If they do intervene, they may have to face the wrath of the hobgoblins.
D10=7:A dense fog rolls in, obscuring visibility. As the party makes their way through, ghostly apparitions of long-lost mountaineers appear. The spirits are forlorn, seeking help to find peace by delivering messages to their loved ones in the valley below.
D10=8:The players come across a group of mountain dwarves, who are being attacked by a powerful creature that is immune to weapons and magic. The dwarves believe that only music can defeat the creature.
D10=9:The players hear the sound of a T-rex in the distance. This is not a T-rex, but an ogres who has been transformed. It is an ogres who has been transformed by the magic of the mountains.
D10=10:A group of 6 merchants are traveling to a nearby city to sell their goods. They will offer to sell the players items at a good price if they can get to the city safely.
d100 = 100
D10=1:A group of 2d6 men are walking down the trail. They are looking for work in a nearby town. They are willing to work for the party for 20 gold pieces per day per man.
D10=2:A group of lost travelers begs the players for help as they are being hunted by a pack of winter wolves. Will the players offer aid or leave them to their fate?
D10=3:Tired-looking dwarves traveling with a wagon filled with tools and supplies, heading down the mountain trail. 'Hey, you seen the Zoot-Suiters around here? They're trouble. Real trouble.'
D10=4:A group of dwarves, who are experts in mining and crafting, are looking for a new location to set up their mine. They offer to pay the players handsomely if they can find a suitable spot on the mountain for them. Of course, they will have to navigate through treacherous terrain and potentially dangerous creatures to accomplish this task.
D10=5:A group of humans are sitting around a campfire at the base of the mountain. They are cooking some food. They are drinking some ale. They are singing some songs. The players can choose to attack them or not. If they do, then the humans will fight back with their swords and their axes and their bows and arrows and whatever else they have on hand. They're humans. They'll fight to the death if they have to.
D10=6:The party comes across a small village at the base of the mountain. The villagers are celebrating the harvest festival. A group of children are playing a game in the middle of the village square. One of the children is a young girl named Fanny. Fanny is a halfling. She is being teased by the other children. If anyone intervenes, they will be rewarded with information about the mountain and its dangers.
D10=7:A pack of wolves. If the players kill them all, then more wolves will come. If the players do not kill them, then they will try to attack them. The wolves are just hungry and will not attack unless provoked.
D10=8:Players find a small village. The village is in ruins. The residents are all skeletons. If players search the village, they will find a small statue of a mouse. The statue is worth 1 gold piece.
D10=9:Traversing a sharp incline, adventurers meet an eccentric mountaineer with tales of an elusive mountaintop monastery where monks guard a sacred library containing knowledge of every peak in existence.
D10=10:The players hear a rustling noise in the trees to their left. When the players look, nothing is there.
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Other dice tiers for the mountain: D1, D4, D6, D8.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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