A complete D&D 5e random encounter table for mountain scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a mountain, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Mountain encounter table
d100 = 1
D6=1: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.
D6=2:While navigating through a cave system, the players come across a group of duergar who are mining for a rare mineral. The duergar are not pleased with visitors and will do everything in their power to drive the players away, unless the players can prove themselves worthy allies.
D6=3: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 marble. 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.
D6=4: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.
D6=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.
D6=6:The party hears a group of 2d6 goblins arguing nearby. They are attempting to decide who is the fastest among them.
d100 = 2
D6=1: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.
D6=2:A beautiful faerie leads the players to a secluded spot on the mountain, where she invites them to partake in a feast. However, the food is enchanted and the players must make a successful constitution saving throw or become magically entranced.
D6=3:A frost giant from the highest peak of the mountain is attacking you.
D6=4: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?
D6=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.
D6=6: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.
d100 = 3
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A formation of jagged rocks inexplicably slides aside to reveal a shimmering portal. Stepping through, you find yourself in a timeless bubble where elementals of air and earth clash. Mediating their fierce rivalry could win you a powerful elemental boon.
d100 = 4
D6=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.
D6=2: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!
D6=3: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.
D6=4:A ghastly spectral knight appears at your campfire, seeking redemption and rest from an ancient curse. He requests your assistance in locating a lost artifact buried deep within an abandoned dwarven citadel.
D6=5: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.
D6=6: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.
d100 = 5
D6=1: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.
D6=2:A group of druids is struggling to save a dying forest on the mountainside, but they are being hindered by a powerful necromancer who seeks to control the forest for their own gain. The players must defeat the necromancer and help the druids restore balance.
D6=3: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?
D6=4: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.
D6=5:The players find themselves in the middle of a territory dispute between two competing dragon clans. The players must navigate through the dangerous territory and choose a side to pledge their allegiance to. Will they support the good dragons or the evil ones?
D6=6:A group of 2 young adults are running from their village because they stole some food from a local merchant and they are being chased by a group of angry villagers.
d100 = 6
D6=1: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.
D6=2:A group of young men and women are dancing in a nearby meadow. They are celebrating something.
D6=3:A group of farmers are returning from a nearby town with supplies. 1
D6=4: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.
D6=5:Nestled in an alcove between towering boulders, the party finds the skeletal remains of an ancient dragon with a curious oversupply of gold and jewels. A thorough investigation uncovers draconian runes etched in its immense ribcage, hinting at an imminent curse that can only be quelled by performing a sacred rite with the offered treasures.
D6=6: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?
d100 = 7
D6=1:The adventurers find themselves surrounded by encroaching stone walls as the mountainside suddenly shifts. A mischievous earth elemental playing an elaborate game of hide-and-seek offers a reward if they can catch it. A risk, this path offers shortcuts through the mountain or binds players in a labyrinthine trap.
D6=2: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.
D6=3:A gnome tinkerer has set up a small workshop on the mountainside, testing out his latest invention - a pair of flying boots. He offers to let the players try them out for a small fee, but they may not be as safe as he claims.
D6=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.
D6=5:A group of 2d6 humans are trying to capture and cage a group of 2d4 goblins.
D6=6: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.
d100 = 8
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A group of 2d4+4 orcs are on their way to a nearby village to attack it. If players help them, they will be rewarded with gold and supplies by the village Elder. If players do not help them, they will be rewarded with gold and supplies by the village Elder if they kill the orcs before they can attack the village.
D6=6: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.
d100 = 9
D6=1:A group of travelers are walking up the trail. They are heading to the next town. If the party helps them, they can learn about the strange happenings in the village.
D6=2:A group of dwarven miners are seen working on the side of the mountain, searching for valuable gems and minerals. They may offer the players a reward if they help them find a particularly rare gemstone.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A group of 2d4 goblins are attempting to capture and kill a group of 2d6+2 humans. They will try to capture and kill the party if they get in the way.
d100 = 10
D6=1:A series of strange symbols etched into the mountain trail leads you to a secluded hermit. This exiled monk, from a long-lost order, guards secrets vital to your quest but demands a priceless artifact in exchange.
D6=2: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...
D6=3: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.
D6=4: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.
D6=5:The party comes across a group of 2d6+3 mountain goats fighting over a patch of grass. If the players intervene and help one of the goats, they will gain a temporary ally and the group will offer them a small reward.
D6=6:A dwarf named Herman is looking for his lost axe. He will offer the players 100 gp if they find it for him. The axe is stuck in a tree.
d100 = 11
D6=1: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.
D6=2: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.
D6=3:A powerful sorcerer is testing their new invention on the mountain, a magical flying machine that is controlled by a wizard's mind. The players must decide whether to help the sorcerer with their experiment or sabotage it.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 12
D6=1: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.
D6=2:The party comes across a large field where several hundred soldiers are conducting training exercises under the watchful eye of several captains and generals.
D6=3: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. If players ask, they will tell them about a nearby cave that is said to be the home of a giant bear. The cave is actually the home of a medusa that has been terrorizing the village at the foot of the mountain for years.
D6=4: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.
D6=5: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.
D6=6:An old druid is in need of a rare herb that only grows on the highest peak of the mountain. If the party can retrieve the herb for them, the druid will reward them with valuable information or a powerful potion.
d100 = 13
D6=1:On a narrow path, the players encounter a group of mountain trolls trying to push a giant boulder off the cliff to block the path. They must find a way to stop the trolls before they succeed.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 14
D6=1: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.
D6=2: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.
D6=3:A man is sitting by the side of the road. He says that he was robbed by bandits. He wants you to help him get his stuff back.
D6=4: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.
D6=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.
D6=6: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.
d100 = 15
D6=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. The kobolds are actually kobolds from a nearby nest. The nest is nearby, but it is hidden by magic.
D6=2:A group of 6 goblins emerge from the trees. They are armed with spears and shields. They will attack the players.
D6=3:A group of 3 hunters are tracking a deer. They will attack the players if they get too close.
D6=4: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.
D6=5: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 marble. The sword is made of bronze. 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.
D6=6:A lone dragon is mourning the loss of its mate and unleashes its grief and anger on anyone who dares to approach. The players must find a way to appease the dragon and potentially uncover the truth behind its mate's death.
d100 = 16
D6=1:A giant eagle swoops down and snatches one of the players, carrying them high into the sky. They will need to find a way to escape or convince the eagle to release them.
D6=2: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.
D6=3: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.
D6=4:A group of mountain goblins are attempting to summon a powerful demon to aid them in their conquest of nearby territories. The players must stop the ritual before it's too late or face the wrath of the demon.
D6=5: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.
D6=6:A massive Roc has been spotted flying around the mountain, and the players must find a way to either defeat the creature or tame it to use as a mode of transportation.
d100 = 17
D6=1:A group of 2d4+2 ogres are sitting around a campfire, talking about their plans to raid a nearby village.
D6=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.
D6=3: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.
D6=4: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.
D6=5:A beautiful yet deadly mountain nymph tries to lure the players into her lair with promises of treasure and pleasure. Will the players fall for her charm or see through her deceit?
D6=6: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.
d100 = 18
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:High above, perched on a snowy pinnacle, a lonely wyvern surveys the valleys below. It carries a curse known only to the priests of the mountain monastery. Banishing the curse earns you the gratitude and perhaps a ride across the treacherous peaks.
D6=5:The players hear the sound of a battle ahead. If they investigate, they find a group of humans fighting a group of orcs. The fight has been going on for some time and the orcs are losing. If the players help, the orcs will retreat, yelling about how they were betrayed by their human allies.
D6=6: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 = 19
D6=1:The party enters a stretch of rugged terrain littered with rusted old weapons and armor - remnants of an ancient battlefield. Among the debris, they might uncover a legendary sword, though cursed with the rage of an ancient berserker.
D6=2:The players come across a hot spring where a group of frost giants have set up a relaxing camp. However, the giants don't take kindly to visitors, and the players must find a way to avoid their wrath.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 20
D6=1: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.
D6=2:While resting at the mountain peak, the players are ambushed by a group of rogue mountain goats. They are aggressive and highly skilled climbers, making for a challenging battle.
D6=3:The players stumble upon a herd of unicorns being hunted by a group of poachers. The unicorns are seeking vengeance and offer the players their help in defeating the poachers. However, they have a strict “no weapons” policy and the players must rely on their wits to defeat the poachers.
D6=4:A group of goblin miners are causing havoc in the mountains, taking precious resources and attacking any travelers who enter their territory. The players must find a way to either defeat the goblins or convince them to share the resources peacefully.
D6=5:At twilight, the adventurers find an enchanted spring that makes objects and people invisible until dawn. The spring is defended by an elusive sprite who may provide clues to its secrets.
D6=6: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.
d100 = 21
D6=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.
D6=2: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.
D6=3:A group of young adults out on an adventure. They're looking for adventure and will ask you if you know of any adventure nearby.
D6=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.
D6=5:A group of 2d6 goblins are gambling. If players approach, they will attack.
D6=6: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.
d100 = 22
D6=1:A group of friendly harpies offer to guide the players through a treacherous mountain pass in exchange for a favor. However, the favor may involve stealing from a powerful wizard or dragon.
D6=2:While resting in a cave, the players are awoken by a group of friendly dwarves who offer to guide them through an underground river to the other side of the mountain. But be wary, for there are many dangers hidden beneath the surface.
D6=3:A group of 2d6+5 goblins are on their way to a nearby village to attack it. If players help them, the goblins will reward them with gold and supplies. If players do not help them, the goblins will attack anyway and players will not receive anything.
D6=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?
D6=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.
D6=6:A peculiar structure emerges from the fog—a floating monastery staffed by 3d6 aasimar. They guard an ancient tome of knowledge, revealing truths of the cosmos and teachings of supreme enlightenment to those who prove worthy.
d100 = 23
D6=1: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.
D6=2: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. Their names are: Ernest, Kevin, Justin, Jacob, and Samuel. The merchants tell the players that they have heard there is a cult at the top of this mountain, and they have come to investigate if there is any truth to this rumor.
D6=3:As the party rests for the night, they hear a mournful yet beautiful song echoing through the mountains. When they awaken, they find themselves transformed into different creatures. Will they embrace their new forms or try to find a way to reverse the transformation?
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 24
D6=1: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.
D6=2:A group of goblin miners are causing havoc in the mountains, taking precious resources and attacking any travelers who enter their territory. The players must find a way to either defeat the goblins or convince them to share the resources peacefully.
D6=3:An ancient and powerful storm giant appears before the players, demanding tribute for crossing through its territory. However, if the players are able to impress it with their strength and bravery, the giant may become an ally and offer to help them in their future endeavors.
D6=4: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.
D6=5:A dragonborn monk has made a vow of silence and spends his days meditating at the top of the mountain. If the players can prove their strength and worthiness, he may break his vow and teach them a powerful new combat technique.
D6=6:The path is blocked by a massive boulder too heavy to move. The boulder, upon closer inspection, is a slumbering stone golem, awoken only by the correct phrase found in an ancient mountain poem inscribed on nearby rocks.
d100 = 25
D6=1: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.
D6=2: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.
D6=3:The players come across a strange mist covering the path ahead. If they enter the mist, they will find themselves in a different plane of existence where they must solve puzzles to make it back to their own reality.
D6=4:At dawn, the players discover a circle of stone pillars etched with ancient runes. As the sunlight hits the center, an apparition of a long-dead dwarf king appears, requesting aid to vanquish a powerful foe still lurking in the mountain. His cryptic guidance might lead to a vaulted treasure or a deadly trap.
D6=5: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.
D6=6:A brilliant, shimmering light rises from a deep crack in the ground, emanating from a celestial being trapped within. Freeing the being requires solving a series of ethereal puzzles. Its gratitude may manifest in celestial aid, critical in times of dire need.
d100 = 26
D6=1:Near the mountain's apex, the party encounters a majestic figure known as the Mountain King. He presides over a tribunal of spirits and offers a rare boon of insight or power to those who can prove their worth by navigating a treacherous path while under constant spectral scrutiny.
D6=2: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.
D6=3: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.
D6=4: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?
D6=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.
D6=6: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.
d100 = 27
D6=1: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.
D6=2: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.
D6=3:Snow-covered traps are sprung, and the party finds themselves caught in snares laid by a tribe of yetis. Miraculously, a quick-witted rogue yeti named Barktooth takes a liking to the group's bard. Disguised as another yeti, the bard must now help the tribe with their local beast problem—the real threat being a fiendish ice demon masquerading as a shaman.
D6=4:Partway along a treacherous ridge, the players spot an abandoned encampment with journals describing visions of a haunted, treasure-laden cliff where the previous occupants vanished without a trace.
D6=5: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.
D6=6:A dwarf named Herman is looking for his lost axe. He will offer the players 100 gp if they find it for him. The axe is stuck in a tree.
d100 = 28
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A group of giant sparrows attack the players.
D6=5:All around you, you see flickering lights in the darkness. As you investigate, you realize they are actually will-o'-wisps trying to lead you astray.
D6=6:As the players climb a steep cliff, they come across a group of harpies trying to lure them in with their hypnotic songs. The harpies are guarding a powerful magical artifact and will do whatever it takes to protect it.
d100 = 29
D6=1:An old man approaches you and asks for help getting to his village. He says that he has something to show you once you get there.
D6=2:As the players are making their way across a narrow bridge, a group of kobolds appear on the other side, demanding a toll for crossing. If the players refuse to pay, the bridge may suddenly give out and they will have to find another way across.
D6=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.
D6=4:A local band of goblins has been hired to hunt down a group of bandits who are hiding in the mountains. They are not very good at their jobs, but they are not terrible either. They are looking for work, and will hire out as mercenaries to anyone who looks like they can afford them.
D6=5:The players come across a clearing. In the clearing is a large, metal cage. Inside the cage is a dragon. The dragon is chained to the bottom of the cage and is whimpering.
D6=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.
d100 = 30
D6=1: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 gold. 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.
D6=2:A group of 1d4+2 humans are trying to steal a horse from a riding stable. The owner of the stable is trying to stop them, but he is old and weak and will die in the fight.
D6=3:While resting in a cave, the players are awoken by a group of friendly dwarves who offer to guide them through an underground river to the other side of the mountain. But be wary, for there are many dangers hidden beneath the surface.
D6=4: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.
D6=5: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.
D6=6:The party sees a group of 2d4 dwarves. They are carrying food and supplies for the journey up the mountain.
d100 = 31
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:An avalanche is headed straight for the party and they must find a way to either outrun it or use their skills to dig themselves out of the way.
D6=5:The players hear a rustling noise in the trees to their left. When the players look, nothing is there.
D6=6: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.
d100 = 32
D6=1:A group of adventurers riding on griffins offers the party a race through the mountains. The winner will receive a valuable prize. Will the party accept the challenge and risk their lives for a reward?
D6=2:The party finds themselves in the middle of a territorial dispute between two clans of dwarves who both claim ownership of the mountain. The players must navigate the delicate situation and potentially mediate a peaceful resolution.
D6=3: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.
D6=4:A group of 5d5+5 dwarves are on the hunt for a dragon's lair. If players get too close, they will attack.
D6=5: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?
D6=6:A group of druids is struggling to save a dying forest on the mountainside, but they are being hindered by a powerful necromancer who seeks to control the forest for their own gain. The players must defeat the necromancer and help the druids restore balance.
d100 = 33
D6=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.
D6=2: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?
D6=3: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.
D6=4: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
D6=5: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.
D6=6:A group of 2d4+2 goblins are on patrol. They will attack on sight.
d100 = 34
D6=1:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon.
D6=2: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.
D6=3: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.
D6=4:While resting by a stream, the players notice a group of pixies playing a game of hide-and-seek. The pixies have hidden a valuable gem and whoever finds it will be granted a wish. However, the players soon realize that the pixies are not to be trusted and have set a trap for the finder of the gem.
D6=5: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.
D6=6: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.
d100 = 35
D6=1: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?
D6=2:A group of 2d6 dwarves are celebrating their victory over the orcs. They will give the players a drink on the house.
D6=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.
D6=4:A strange hag appears, offering the players a magical potion that can grant them strength and agility. But there may be a catch...
D6=5: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.
D6=6:After a heavy snowfall, the players come across a group of dwarves struggling to dig out their caravan from the snow. They are transporting valuable goods and will reward the players handsomely if they help them dig out the caravan and protect it from any potential bandits.
d100 = 36
D6=1: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).
D6=2: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.
D6=3: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.
D6=4:While exploring a cave on the mountain, the players come across a group of kobolds hoarding a treasure. They may try to trick or bargain with the players, but they are not to be trusted.
D6=5:Cascading down a rock face, a gloriously luminous waterfall whispers with hidden voices. Listening closely guides players to a submerged cavern with sapphires embedded in the walls, provided they can avoid the water guardians protecting these precious stones.
D6=6:A mysterious old woman appears, offering to sell the party a strange potion that she claims will grant them great strength. If they buy it, there is a 50% chance it will actually work, and a 50% chance it will turn them into a small animal for 1d4 hours.
d100 = 37
D6=1:The party stumbles upon a group of faeries having a picnic. If they are respectful and do not disturb the faeries, they may be granted a wish by their leader. But if they are rude or greedy, they may be cursed instead.
D6=2: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.
D6=3:Adventurers find a crystalline grotto within the heart of the mountain. Meditating within the grotto synchronizes one's magical aura with the crystals, temporarily enhancing spell potency but risking permanent harmony that binds them to the place.
D6=4: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.
D6=5:The players hear a rustling noise in the trees to their left. When the players look, nothing is there.
D6=6: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.
d100 = 38
D6=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.
D6=2: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.
D6=3: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.
D6=4:A group of friendly harpies offer to guide the players through a treacherous mountain pass in exchange for a favor. However, the favor may involve stealing from a powerful wizard or dragon.
D6=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.
D6=6: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 = 39
D6=1:Players see a group of nomads setting up camp on a small plateau. The nomads are friendly and will offer trades for goods with the players. However, they are hiding a dark secret - they are being chased by a powerful sorcerer who wants to use their magic for his own gain.
D6=2: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.
D6=3:The players cross paths with a clan of yetis who have been terrorizing nearby villages. However, upon further investigation, they discover that the yetis have been acting strangely and may be under some kind of magical influence.
D6=4: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.
D6=5:A strange crystal emits a glowing light in the distance. As the party investigates, they realize that it is a powerful magical artifact, but it is also guarded by a powerful magical creature. Will the party try to claim the artifact or leave it be?
D6=6: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.
d100 = 40
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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?
D6=5: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.
D6=6:The players come across a grove of trees that have been struck by lightning.
d100 = 41
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A large bird swoops down and attacks! It's an eagle out for blood.
D6=5:At dawn, the players discover a circle of stone pillars etched with ancient runes. As the sunlight hits the center, an apparition of a long-dead dwarf king appears, requesting aid to vanquish a powerful foe still lurking in the mountain. His cryptic guidance might lead to a vaulted treasure or a deadly trap.
D6=6:The players come across a group of halfling travelers who have been cursed by a hag. The curse caused them to shrink to the size of mice and they are struggling to survive in a dangerous world. The players must help them find a way to break the curse before it’s too late.
d100 = 42
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=5: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.
D6=6:A pack of werewolves have taken up residence in a cave, and they are preying on travelers passing through the mountains. Will the players try to reason with them or take them out?
d100 = 43
D6=1: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.
D6=2:A group of mountain trolls guards a bridge that the party needs to cross. They will let them pass if they answer a series of riddles, but if they fail, they will have to fight the trolls.
D6=3: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.
D6=4: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.
D6=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?
D6=6:A group of adventurers from a rival party have set up camp on the mountain, claiming all of the best spots. They challenge the players to a series of tests to determine who is the better party.
d100 = 44
D6=1:Three stone giants are sitting at the top of the trail, playing cards and drinking.
D6=2: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.
D6=3: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.
D6=4:A group of 2d4 dwarves is sitting around a campfire, drinking and singing songs about battles, gold, and ale.
D6=5:The party comes across a small village at the base of the mountain. The villagers are celebrating the marriage of two of their number. The wedding party is in the middle of the village square. One of the grooms is a dwarf. The other is human. The human is drunk. A large, angry man is arguing with the dwarf. The angry man is the father of the human. The dwarf is the father of the other groom. All the villagers are watching and listening, but not getting involved in the argument. It seems like this argument has been going on for a long time. The angry man is a drunk and a bully. The dwarf is an intimidating figure. If the players get involved, then the dwarf will be grateful for their help and reward them with information about the mountain and its dangers.
D6=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?
d100 = 45
D6=1:Nestled in an alcove between towering boulders, the party finds the skeletal remains of an ancient dragon with a curious oversupply of gold and jewels. A thorough investigation uncovers draconian runes etched in its immense ribcage, hinting at an imminent curse that can only be quelled by performing a sacred rite with the offered treasures.
D6=2: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.
D6=3: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?
D6=4: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.
D6=5:While camping for the night, the adventurers awaken to find their supplies gone and a curious trail of glowing fungi leading them to a hidden cave filled with bioluminescent wonders... and dangerous predators lurking in the shadows.
D6=6: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.
d100 = 46
D6=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.
D6=2: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.
D6=3: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.
D6=4:A chilling cry rings through the air as you are ambushed by 2d8 ice mephits. Their icy breath freezes the terrain around you, making each step a treacherous gamble. Among them is an elder mephit carrying a mystic amulet that pulses with an eerie blue glow.
D6=5:A group of half-elven 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.
D6=6: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
d100 = 47
D6=1: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.
D6=2:A group of 4 mercenaries are looking for work. They will attack the players if they get too close.
D6=3:A pack of dire wolves is stalking the players, waiting for the right moment to attack. But these wolves are not your average predators - they have been trained and commanded by a powerful druid, who will not take kindly to anyone harming his precious companions.
D6=4:The players come across a group of monks who are dedicating their lives to rebuilding a monastery that was destroyed by a powerful demon. The monks offer to teach the players their ancient martial art techniques as a reward for their help.
D6=5: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.
D6=6: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.
d100 = 48
D6=1: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.
D6=2:An injured dragon is found on the side of the mountain, with a broken wing and unable to fly. It pleads for the players’ help, promising a great reward if they can heal its wing.
D6=3: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.
D6=4:The party sees a group of 2d4 half-elves. They are carrying food and supplies for the journey up the mountain.
D6=5: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.
D6=6:A group of 2d4 hobgoblins ambush the players.
d100 = 49
D6=1:The players come across a group of 3d6 kobolds sitting in a circle. They are playing dice and betting on who wins and who loses. If players join in, they must put something up as collateral if they lose, otherwise they will be attacked by the kobolds unless they leave at once.
D6=2: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?
D6=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.
D6=4:The whispering wind calls out the names of the lost, leading the party to a hidden graveyard of fallen explorers. Ghostly apparitions, forever searching for their misplaced equipment, plead for the party's assistance. If the players manage to reunite each spirit with its rightful gear, they will receive a blessing of protection from the restless spirits.
D6=5: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.
D6=6: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.
d100 = 50
D6=1: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.
D6=2:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon.
D6=3:The players cross paths with a clan of yetis who have been terrorizing nearby villages. However, upon further investigation, they discover that the yetis have been acting strangely and may be under some kind of magical influence.
D6=4:The players stumble upon a hidden cave entrance. Inside, they find a group of friendly gnomes who have been living in the cave for years. They are willing to share their treasure with the players in exchange for help defending their home from a group of bandits.
D6=5:A group of 2d6 bandits attacks the players, demanding their money and magic items.
D6=6: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.
d100 = 51
D6=1: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?
D6=2:An over-zealous priest of a local cult passes by and offers to bless the adventurers and their weapons and armour. The blessings are actually curses, and the party will not trust priests or temples after this encounter.
D6=3: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?
D6=4:Two men dressed as monks are walking up the mountain. They are carrying books and writing implements to study at the top of the mountain where it is quiet and peaceful away from distractions and interference from anyone else.
D6=5: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.
D6=6:A mysterious figure appears, offering to grant a wish to one member of the party. However, the wish will have a dark consequence that the players must uncover and prevent before it's too late.
d100 = 52
D6=1: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.
D6=2:A group of 2d6 dwarves are celebrating their victory over the orcs. They will offer to help the players if they need it.
D6=3: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.
D6=4: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.
D6=5:The players stumble upon a herd of unicorns being hunted by a group of poachers. The unicorns are seeking vengeance and offer the players their help in defeating the poachers. However, they have a strict “no weapons” policy and the players must rely on their wits to defeat the poachers.
D6=6: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.
d100 = 53
D6=1:A pack of 2d4 wolves ambush the party. They are being controlled by a wight nearby to attack and kill the party.
D6=2:A dragonborn monk has made a vow of silence and spends his days meditating at the top of the mountain. If the players can prove their strength and worthiness, he may break his vow and teach them a powerful new combat technique.
D6=3: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.
D6=4:The party comes across a small village at the base of the mountain. The villagers are celebrating the marriage of two of their number. The wedding party is in the middle of the village square. One of the grooms is a dwarf. The other is human. The human is drunk. A large, angry man is arguing with the dwarf. The angry man is the father of the human. The dwarf is the father of the other groom. All the villagers are watching and listening, but not getting involved in the argument. It seems like this argument has been going on for a long time. The angry man is a drunk and a bully. The dwarf is an intimidating figure. If the players get involved, then the dwarf will be grateful for their help and reward them with information about the mountain and its dangers.
D6=5: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.
D6=6:The players come across a group of pixies playing a game of tag. If they get tagged, they are transported to a nearby mountain peak. They can join in the game or try to avoid being tagged.
d100 = 54
D6=1: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...
D6=2:Two old men are walking up the mountain, arguing about whether or not there really is a dragon living up there.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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?
d100 = 55
D6=1: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.
D6=2:Players find a group of men fighting a group of 4d4 kobolds. The kobolds are trying to steal the men's chickens and goats. The kobolds are actually kobolds from a nearby nest. The nest is nearby, but it is hidden by magic.
D6=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.
D6=4: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...
D6=5:The players are ambushed by a group of 3d4 orcs. They are armed with shortbows and short swords. They will yell 'Wargh' and attack without warning.
D6=6:While resting by a stream, the players notice a group of pixies playing a game of hide-and-seek. The pixies have hidden a valuable gem and whoever finds it will be granted a wish. However, the players soon realize that the pixies are not to be trusted and have set a trap for the finder of the gem.
d100 = 56
D6=1:Players are approached by a group of men and women who want to hire them as mercenaries to fight off an attack on their village. They want the players to help them fight off an attack on their village by a group of bandits that live in the mountains.
D6=2: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.
D6=3:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon.
D6=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.
D6=5:A group of 2d6+2 orcs are sitting around a campfire, talking about their plans to raid a nearby village.
D6=6:The party encounters a group of travelers from a distant land, seeking help to retrieve a precious artifact that was stolen from them by a band of thieves. They offer the players a generous reward if they can retrieve the artifact and return it to its rightful owners.
d100 = 57
D6=1:A group of drunken dwarven brawlers are celebrating their victory against a nearby dragon.
D6=2: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.
D6=3: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?
D6=4: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.
D6=5:The whispering wind calls out the names of the lost, leading the party to a hidden graveyard of fallen explorers. Ghostly apparitions, forever searching for their misplaced equipment, plead for the party's assistance. If the players manage to reunite each spirit with its rightful gear, they will receive a blessing of protection from the restless spirits.
D6=6: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.
d100 = 58
D6=1: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.
D6=2: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.
D6=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...
D6=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.
D6=5: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?
D6=6: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.
d100 = 59
D6=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?
D6=2:A peculiar merchant with a wagon pulled by giant mountain goats offers strange wares—mystical items, odd curios, and an unbelievable tale about the summit's guardian dragon. Yet, he speaks with an odd, supernatural certainty.
D6=3: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.
D6=4:A group of adventurers from a rival party have set up camp on the mountain, claiming all of the best spots. They challenge the players to a series of tests to determine who is the better party.
D6=5: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.
D6=6: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 = 60
D6=1: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.
D6=2:A group of harpies are nesting in a cave near the top of the mountain and have been preying on unsuspecting travelers. If the players can find a way to rid the area of the harpies, they will be rewarded by the grateful villagers.
D6=3: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.
D6=4:The sky seems to darken as the party spots a gargantuan shadow circling above. A dragon, shimmering with the hues of twilight, swoops down, addressing them in telepathic tones. It offers a quest to retrieve a long-lost relic hidden within a labyrinthine glacier in exchange for a boon that bestows the power of the North Wind.
D6=5: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.
D6=6:A huge flock of birds is flying overhead. The birds are carrying small rocks in their beaks and dropping them on the party as they pass overhead. The birds keep flying overhead and coming back for more rocks unless the party can think of a way to scare them away.
d100 = 61
D6=1: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.
D6=2: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.
D6=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.
D6=4:The party comes across a small village at the base of the mountain. The villagers are celebrating the marriage of two of their number. The wedding party is in the middle of the village square. One of the grooms is a dwarf. The other is human. The human is drunk. A large, angry man is arguing with the dwarf. The angry man is the father of the human. The dwarf is the father of the other groom. All the villagers are watching and listening, but not getting involved in the argument. It seems like this argument has been going on for a long time. The angry man is a drunk and a bully. The dwarf is an intimidating figure. If the players get involved, then the dwarf will be grateful for their help and reward them with information about the mountain and its dangers.
D6=5:A group of 2d6 goblins are sitting around a campfire. They will attack if they feel threatened.
D6=6:The players encounter a traveling merchant selling magical items. However, they soon realize that the items are cursed and the merchant is a powerful illusionist.
d100 = 62
D6=1: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.
D6=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!
D6=3:A group of 6d6 elves are on the hunt for a dragon's lair. If players get too close, they will attack.
D6=4: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.
D6=5:While resting in a cave, the players are awoken by a group of friendly dwarves who offer to guide them through an underground river to the other side of the mountain. But be wary, for there are many dangers hidden beneath the surface.
D6=6:A group of 1d4+2 dwarven miners are looking for rare gems. They are willing to hire the players to help them dig for gems. They will offer the players 10 GP per day plus room and board.
d100 = 63
D6=1:A group of 2d6 dwarves are celebrating their victory over the orcs. They will offer to help the players if they need it.
D6=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.
D6=3:A group of 2d6 bandits attacks the players, demanding their money and magic items.
D6=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.
D6=5: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.
D6=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.
d100 = 64
D6=1: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.
D6=2: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.
D6=3:A ghastly spectral knight appears at your campfire, seeking redemption and rest from an ancient curse. He requests your assistance in locating a lost artifact buried deep within an abandoned dwarven citadel.
D6=4:Players are approached by a group of men and women who want to hire them as mercenaries to fight off an attack on their village. They want the players to help them fight off an attack on their village by a group of bandits that live in the mountains.
D6=5: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...
D6=6: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.
d100 = 65
D6=1:As twilight descends, flickering lights reveal a hidden network of ancient observatories, connected by intricate tunnels. A celestial event is due, and scholars are feverishly preparing. Your assistance could lead to a revelation about the mountain’s origins.
D6=2: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.
D6=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.
D6=4: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
D6=5:Nestled in an alcove between towering boulders, the party finds the skeletal remains of an ancient dragon with a curious oversupply of gold and jewels. A thorough investigation uncovers draconian runes etched in its immense ribcage, hinting at an imminent curse that can only be quelled by performing a sacred rite with the offered treasures.
D6=6: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.
d100 = 66
D6=1:On a narrow path, the players encounter a group of mountain trolls trying to push a giant boulder off the cliff to block the path. They must find a way to stop the trolls before they succeed.
D6=2:A group of 2 hunters are tracking a boar. They will attack the players if they get too close.
D6=3:A group of 3d4 humans and 3d4 orcs are fighting each other with clubs and axes.
D6=4: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.
D6=5: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.
D6=6:The trail ahead of you slopes down about midway down the trail. A strange creature is sitting at the top of the trail, watching you.
d100 = 67
D6=1:A group of 2d6 ogres attack the party, thinking they are a rival tribe. They are all armed with clubs, and they will try to ambush the players.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=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 cat. The statue is worth 5 gold pieces.
d100 = 68
D6=1: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.
D6=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.
D6=3:The group spots 2d6+2 humans that are walking down the trail from the top of the mountain. They are dressed in plain clothing and they look tired and worn out. They are on their way back down the mountain after attending a ceremony at a nearby shrine to a god of nature.
D6=4: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?
D6=5: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.
D6=6:A ghastly spectral knight appears at your campfire, seeking redemption and rest from an ancient curse. He requests your assistance in locating a lost artifact buried deep within an abandoned dwarven citadel.
d100 = 69
D6=1:The players come across a grove of trees that have been struck by lightning.
D6=2: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.
D6=3:The party is approached by an elderly man with a walking stick. He says that he has a map to the treasure of a nearby dragon. He will trade it for a magic item. If the party refuses, he will attack them. If they fight him, an illusion of a dragon appears, attacks the party and the man runs away.
D6=4: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.
D6=5: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.
D6=6:A group of humans are on their way to join an army that is expected to march through the area in a few weeks time. The humans are willing to trade with the players but will only trade with them if they have something worth buying from them in return.
d100 = 70
D6=1:The players come across a group of 1d6+1 adventurers who are lost and low on supplies. They will ask the party for directions and will offer to trade some of their gear for food and water. If the players give them the directions and help them out, the adventurers will remember them and may come to their aid in the future.
D6=2:A group of 2d4+4 men are gathering firewood for a camp. They are carrying axes and have sacks over their shoulders. They will ask the players to help them gather firewood and then follow them back to their camp where they will offer them food and shelter for the night. They are on their way to the top of the mountain to attend a ceremony at a nearby shrine.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:The players come across a strange mist covering the path ahead. If they enter the mist, they will find themselves in a different plane of existence where they must solve puzzles to make it back to their own reality.
d100 = 71
D6=1: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.
D6=2: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.
D6=3:A massive Roc has been spotted flying around the mountain, and the players must find a way to either defeat the creature or tame it to use as a mode of transportation.
D6=4:The players are caught in a sudden thunderstorm while scaling the mountain. Lightning strikes nearby, revealing a hidden cave filled with ancient relics and forgotten treasures. But will the players risk exploring the cave as the storm rages on?
D6=5:A group of 6d6 adventurers are on the hunt for a dragon's lair. If players get too close, they will attack.
D6=6:A nearby stream has been dammed up by rocks. In the center of the dammed up water is a large green dragonfly with a wingspan of 15 feet. It is struggling to get out.
d100 = 72
D6=1:You stumble upon a hidden waterfall, surrounded by beautiful flowers and plants. As you approach, you see a nymph bathing in the water. Will the players confront her or respect her privacy?
D6=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...
D6=3: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.
D6=4: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?
D6=5:A woman approaches players with news of an abandoned temple nearby. She is hoping to find something valuable in there.
D6=6:A mysterious old man who lives in a small cabin at the base of the mountain. He is a retired wizard who offers to identify magical items for the players in exchange for a rare ingredient found only at the top of the mountain.
d100 = 73
D6=1:Vicious wolves attack party.
D6=2: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.
D6=3: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.
D6=4:Silhouetted against a blood-red sunset, a band of 2d6 mountain bandits block the path. These grizzled, survival-hardened men demand tribute—or a test of might. Besting them in combat might subdue their demands, or even convince them to share their secret mountain paths and hidden shelters.
D6=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.
D6=6:A gnome tinkerer has set up a small workshop on the mountainside, testing out his latest invention - a pair of flying boots. He offers to let the players try them out for a small fee, but they may not be as safe as he claims.
d100 = 74
D6=1:A band of friendly yetis offer the party a warm meal and a place to rest for the night in their cave. But as the party settles in, they notice that some of the yetis are arguing over a stolen valuable artifact. Will the party intervene and potentially lose their warm welcome from the yetis?
D6=2:Silhouetted against a blood-red sunset, a band of 2d6 mountain bandits block the path. These grizzled, survival-hardened men demand tribute—or a test of might. Besting them in combat might subdue their demands, or even convince them to share their secret mountain paths and hidden shelters.
D6=3: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.
D6=4: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.
D6=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.
D6=6:A group of 1d4+4 dwarves are traveling through the mountains on an important mission that could change the course
d100 = 75
D6=1:A group of 2d4 orcs are arguing over food. If players approach, they will attack.
D6=2: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.
D6=3: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.
D6=4:You hear the sound of a harp being played in the distance. As you approach, you see a minotaur sitting on a rock, playing a beautiful tune on his harp. He seems to be lost in thought and may not notice the players' approach.
D6=5: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.
D6=6:Players find a group of people fighting a group of 4d4 kobolds. The kobolds are trying to steal the people's chickens and goats.
d100 = 76
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A powerful sorcerer is conducting dark rituals in a hidden cave on the mountain. If the party interrupts the ritual, they will have to fight the sorcerer and their minions, but they will also have the opportunity to obtain powerful magical artifacts.
D6=5:The players come across a group of 1d6+1 adventurers who are lost and low on supplies. They will ask the party for directions and will offer to trade some of their gear for food and water. If the players give them the directions and help them out, the adventurers will remember them and may come to their aid in the future.
D6=6: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.
d100 = 77
D6=1:A group of soldiers are lost in the mountains after their ship sank in a storm while they were sailing to a nearby island to attack an army there. They have no food or water anymore and they need help getting back to a civilized area again. They know that they can get back home again if they can just get back to their ship again somehow...
D6=2: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.
D6=3: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.
D6=4: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.
D6=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...
D6=6:A large bird swoops down and attacks! It's an eagle out for blood.
d100 = 78
D6=1: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.
D6=2: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.
D6=3:The players stumble upon an abandoned temple deep in the mountains. Inside, they find a mysterious altar with a cryptic riddle inscribed on it. Will they try to solve the riddle or move on?
D6=4: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.
D6=5: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.
D6=6:Winding through an ice cave, the party discovers an underground hot spring inhabited by a thermal dragon. The dragon offers to trade rare aquatic treasures in exchange for protection from hunters invading its domain.
d100 = 79
D6=1: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.
D6=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.
D6=3: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.
D6=4:A group of six men wearing black robes and carrying swords and shields rush toward the players. The men are members of the Black Hand guild. They have been informed that players are in the area and will attack as soon as they can.
D6=5:The party sees a group of 2d4 humans. They are carrying food and supplies for the journey up the mountain.
D6=6:A group of 2d6 goblins are arguing over food. If players approach, they will attack.
d100 = 80
D6=1: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.
D6=2:A priest of Pelor is walking through the mountains praying for good weather. He is carrying an ornate shield and wearing an ornate robe or chain mail armor.
D6=3:The party sees a group of 2d4 humans. They are carrying food and supplies for the journey up the mountain.
D6=4:An enormous stone hand juts from the mountainside, fingers splayed skyward. Exploring beyond, you discover the rest of the titan’s petrified body, both a beacon and a warning of the mountain’s ancient protective spirit.
D6=5:The players stumble upon a hidden cave entrance. Inside, they find a group of friendly gnomes who have been living in the cave for years. They are willing to share their treasure with the players in exchange for help defending their home from a group of bandits.
D6=6: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
d100 = 81
D6=1: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.
D6=2: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.
D6=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.
D6=4:A group of five hunters are tracking a deer. They will attack the players if they get too close.
D6=5: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.
D6=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.
d100 = 82
D6=1: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.
D6=2: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?
D6=3: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.
D6=4: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.
D6=5:A group of wild elves are protecting their village. They need the party to get rid of some orcs who are harassing them.
D6=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.
d100 = 83
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:A group of 1d4+4 orcs are on their way to a nearby village to steal supplies from it. If players help them, the orcs will reward them with gold and supplies. If players do not help them, the orcs will still attack the village and the players will not receive anything.
D6=6: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 = 84
D6=1: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).
D6=2:A giant eagle swoops down and snatches one of the players, carrying them high into the sky. They will need to find a way to escape or convince the eagle to release them.
D6=3: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?
D6=4: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.
D6=5:The players find a small cave that has been converted into a shrine. It is dedicated to a god of death. Inside, you will find an old man named Irving who is being held captive by 2 hobgoblins. The hobgoblins are using him as a source of entertainment.
D6=6: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 = 85
D6=1: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.
D6=2: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.
D6=3:A man is sitting by the side of the road. He says that he was robbed by bandits. He wants you to help him get his stuff back.
D6=4:The players find themselves in the middle of a clash between a gold dragon and a group of fire giants. Will they aid the dragon or make a deal with the giants for riches?
D6=5:A group of 2d6 dwarves are celebrating their victory over the orcs. They will give the players a drink on the house.
D6=6: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.
d100 = 86
D6=1:The party discovers a hidden temple dedicated to an ancient deity of the mountains. The deity's followers will ask the players to complete a sacred ritual to prove their worthiness.
D6=2: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.
D6=3: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.
D6=4:A group of 2d4 hobgoblins ambush the players.
D6=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.
D6=6:Bunch of goblins playing with a ball and chain. They will attack if the players approach.
d100 = 87
D6=1: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.
D6=2: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.
D6=3:The players come across a group of 1d10 hunters. if they want, they can join in, but they will have to run 5 miles before the hunt starts, and they will have to run 5 miles after the hunt is over to get back to where they started. Their reward is 1d10 silver pieces each, or they can choose to run the 5 miles again and get 1d10 gold pieces each, but they must do it within an hour or they will only get 1 silver piece each.
D6=4: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.
D6=5:A frost giant from the highest peak of the mountain is attacking you.
D6=6:A group of 1d4+2 dwarven miners are looking for rare gems. They are willing to hire the players to help them dig for gems. They will offer the players 10 GP per day plus room and board.
d100 = 88
D6=1: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.
D6=2:A group of 4 mercenaries are looking for work. They will attack the players if they get too close.
D6=3: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?
D6=4:A group of 3d6 campers are walking down the trail. They are from a nearby village. They are returning home after visiting their families in the village at the base of the mountain. If the party helps them, they can learn about the strange happenings in the village.
D6=5: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.
D6=6: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 = 89
D6=1: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?
D6=2: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.
D6=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.
D6=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. The kobolds are actually kobolds from a nearby nest. The nest is nearby, but it is hidden by magic. If the players kill the kobolds, the kobolds will come back as revenants after 1d6 hours.
D6=5:Players come across a group of fishermen who have been fishing in a nearby lake. They have caught a lot of fish, but they have not been able to pull their fishing boat out of the water because a giant snake has been wrapped around it and has been sleeping on top of it. The fishermen are afraid to wake up the snake because they know that it will get angry and attack them.
D6=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.
d100 = 90
D6=1: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.
D6=2:Nestled in a high valley, a tribe of aarakocra maintains a shrine to a sky deity. They seek brave souls to participate in an aerial challenge where the prize is a feather blessed with divine protection.
D6=3: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.
D6=4:After a heavy snowfall, the players come across a group of dwarves struggling to dig out their caravan from the snow. They are transporting valuable goods and will reward the players handsomely if they help them dig out the caravan and protect it from any potential bandits.
D6=5:A powerful blizzard strikes while the players are on the mountain, making it difficult to see and navigate. They must rely on their survival skills and possibly make a temporary shelter to wait out the storm.
D6=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.
d100 = 91
D6=1: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?
D6=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 woman named Old Woman Marin. Old Woman Marin is an expert archer, and she has been fighting the wizard for years, but she is getting old and she knows that she won't be able to fight the wizard much longer. She wants the players to help her fight the wizard.
D6=3: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?
D6=4:The party comes across a small stone cottage. There are no windows, no doors, and no sign of life. If they look closely, they will notice that there is snow on the roof despite it being summer. It is a vampire's lair.
D6=5:Mysterious runes and symbols cover the sides of the mountain, but they are in an ancient language that no one understands. The players must decipher the meaning behind the runes to uncover a hidden treasure.
D6=6: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.
d100 = 92
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A massive Roc has been spotted flying around the mountain, and the players must find a way to either defeat the creature or tame it to use as a mode of transportation.
D6=5:A pack of yetis have taken up residence in the mountain and are terrorizing nearby villages. The players must either defeat or negotiate with the yetis to restore peace in the area.
D6=6: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.
d100 = 93
D6=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.
D6=2:Nestled in a high valley, a tribe of aarakocra maintains a shrine to a sky deity. They seek brave souls to participate in an aerial challenge where the prize is a feather blessed with divine protection.
D6=3:A group of 2d4+2 goblins are standing around, doing nothing. They will attack on sight.
D6=4:A mysterious old woman appears, offering to sell the party a strange potion that she claims will grant them great strength. If they buy it, there is a 50% chance it will actually work, and a 50% chance it will turn them into a small animal for 1d4 hours.
D6=5:A manticore has been terrorizing a nearby village. The players must track it down and defeat it before it causes more harm.
D6=6: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.
d100 = 94
D6=1: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.
D6=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.
D6=3: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.
D6=4: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.
D6=5:The party sees a fierce yeti battle raging in the snow below. If they choose to intervene, they will have to fight both yetis, but they will also have the opportunity to obtain their valuable fur and claws.
D6=6: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.
d100 = 95
D6=1: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.
D6=2:The group spots 2d6+2 humans that are walking down the trail from the top of the mountain. They are dressed in plain clothing and they look tired and worn out. They are on their way back down the mountain after attending a ceremony at a nearby shrine to a god of nature.
D6=3:A group of 2d4 goblins are attempting to capture and kill a group of 2d6+2 humans. They will try to capture and kill the party if they get in the way.
D6=4:While resting at a campsite, the party is ambushed by a group of goblins. However, these goblins are not looking for a fight, they are in desperate need of food and supplies. If the party shares their resources, the goblins will become friendly and may offer to help the party in the future.
D6=5: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.
D6=6: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.
d100 = 96
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A mysterious mist envelops the players as they make their way through a forgotten temple on the mountain. Within the mist, they must face their deepest fears in order to reach the treasure hidden within the temple.
D6=5:A manticore has been terrorizing a nearby village. The players must track it down and defeat it before it causes more harm.
D6=6: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?
d100 = 97
D6=1: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.
D6=2: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
D6=3: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.
D6=4:Zor, the White Wyrm, is on the hunt. The players come across the wyrm's tracks in the snow. The players can follow the tracks until they reach a cave where the dragon is resting. The dragon is awake, and if players get too close, it will attack.
D6=5: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.
D6=6:A group of miners is trapped in a collapsed mine shaft on the mountain. If the party can rescue them, the miners will reward them with valuable gems and ore. But they will also have to deal with any dangers lurking in the deep, dark tunnels.
d100 = 98
D6=1:A group of 2 young adults are running from their village because they got married without their parents' permission. They will not talk to the players because they are too embarrassed.
D6=2: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.
D6=3:A powerful wizard's tower sits atop a mountain, and it is said that the wizard has gone mad with power. Will the players brave the tower to confront the wizard or avoid it at all costs?
D6=4:Players are approached by a group of men and women who want to hire them as mercenaries to fight off an attack on their village. They want the players to help them fight off an attack on their village by a group of bandits that live in the mountains.
D6=5:The group comes across a group of explorers and soldiers. They are protecting a group of traveling bards and storytellers. They are headed toward the Tower of Zan. The party can join them and travel with them. If they don't, the bards and storytellers will leave and leave the party to continue on their own.
D6=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.
d100 = 99
D6=1: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.
D6=2: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.
D6=3:While resting at a campsite, the party is ambushed by a group of goblins. However, these goblins are not looking for a fight, they are in desperate need of food and supplies. If the party shares their resources, the goblins will become friendly and may offer to help the party in the future.
D6=4:A very old and very large tree has been split down the middle. There is an old poem written on it that says 'No two people see this tree as the same person.'
D6=5: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.
D6=6:A group of 4d4+4 dwarves are on the hunt for a dragon's egg. If players get too close, they will attack.
d100 = 100
D6=1:A group of monsters is hiding in the bushes. They are waiting to ambush passing adventurers.
D6=2:The players come across a group of pixies playing a game of tag. If they get tagged, they are transported to a nearby mountain peak. They can join in the game or try to avoid being tagged.
D6=3:A group of 4d4+4 elves are on the hunt for an elven ruin. If players get too close, they will attack.
D6=4: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.
D6=5: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.
D6=6: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.
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Other dice tiers for the mountain: D1, D4, D8, D10.
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