A complete D&D 5e random encounter table for underdeep scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a underdeep, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Underdeep encounter table
d100 = 1
D10=1:A faint, but persistent, dripping sound echoes through the tunnel.
D10=2:As the players rest for the night, they are visited by a blind drider who has been cursed to live in the Underdark. She asks for their help in finding a way to return to the surface.
D10=3:Soft, warm air currents provide brief comfort.
D10=4:The players encounter a group of myconids, peaceful and gentle mushroom-like creatures. But when a powerful mind flayer arrives, seeking to control the myconids, can the players intervene and protect the innocent creatures?
D10=5:A group of 2d6 dark elves are guarding a family of 2d6 gnomes. The gnomes are being held for ransom. The players can try to free them, in which case the gnomes will show their appreciation by giving the party a gift.
D10=6:A group of 2d6 marauding gnolls are terrorizing a dwarven village. They have captured the mayor and will kill him if their demands aren't met. The demands are for food, weapons, and gold.
D10=7:While crossing a large underground river, you spot a group of sahuagin preparing to attack a group of merfolk. Will you intervene or stay out of their battle?
D10=8:A series of interlinked caverns hold 2d4 grimlocks and 3d4 kobolds in a tenuous alliance. As the two groups prepare for battle, the adventurers could either broker peace or take advantage of the chaos for their own benefit.
D10=9:The ceiling of the tunnel is unusually low, forcing you to crouch.
D10=10:Water trickles from an unseen source, echoing in the tunnel.
d100 = 2
D10=1:As the players explore a large underground lake, they see a group of merfolk being attacked by a group of aquatic trolls. The players must choose whether to help the merfolk or strike a deal with the trolls to gain passage through their territory.
D10=2:A springtime grove of giant, glowing lilies creates a pollen storm when disturbed. If inhaled, it induces visions of future locations in the Underdark.
D10=3:The air grows thin and hard to breathe.
D10=4:An unexpected chill blankets the area as icy stalagmites and stalactites form, revealing 1d4 frost salamanders who seem agitated, hinting at an ancient glacier dragon nearby.
D10=5:The players see two duergar fighting over a valuable gemstone. When the players approach, they offer to pay them handsomely to help them defeat a powerful earth elemental that is guarding the gemstone.
D10=6:The distant sound of rushing water grows louder as you proceed.
D10=7:A patch of giant mushrooms emitting a gentle, bioluminescent glow.
D10=8:A group of ten drow (1 male, 9 females) are walking through, discussing who's prettier.
D10=9:You stumble upon a portal to the Shadowfell, a dark mirror of the Material Plane. The players must navigate through this twisted and dangerous plane to find a way back to the Underdark.
D10=10:Loose shale makes footing treacherous.
d100 = 3
D10=1:You come across a group of goblins who have formed a cult, worshipping an ancient demon who promises them power and riches. Will the players intervene or let the goblins continue down a dangerous path?
D10=2:You see a group of 1d4+3 dark elf hunters. They are chasing a large, gray cave bear. The cave bear is narrowly escaping from a stampede of 2d8+4 kobolds. The kobolds are riding giant spiders. The dark elves are very interested in the kobolds, and they may try to capture them. The dark elf hunters carry short bows and spears.
D10=3:A group of adventurers from the surface world have found themselves lost in the Underdark. They are in desperate need of help and are willing to pay for your assistance. Will you guide them or take advantage of their vulnerability?
D10=4:2d6+2 kobold rogues.
D10=5:In summer, a small geyser comes to life unexpectedly, engulging the party in a warm, humid cloud. The steam aids healing potions, doubling their effects temporarily.
D10=6:A group of 2d4+2 dark elves is investigating a dead drow body that has been laying on the ground for several weeks. The body has been dead for at least two months, perhaps longer. There is nothing unusual about the body.
D10=7:A group of derro, mad and chaotic creatures, attack the players for no apparent reason. Upon further investigation, it is revealed that they were cursed by a powerful witch and are desperate for someone to lift the curse.
D10=8:The tunnel suddenly widens into a large, echoing chamber.
D10=9:The players stumble upon a group of dark elves who are worshipping a dark goddess. They are praying for her to bless them with power. The players can watch them for a while to see what they are doing, or they can disrupt their worship. Either choice will have consequences.
D10=10:A group of 2d10 dark elf men are talking about how to properly worship their god. If players approach, they will stop talking and walk away quickly. The men are all priests of Lolth, and they are arguing about how to properly worship the Spider Queen.
d100 = 4
D10=1:The walls glisten with an unnatural, hypnotic beauty in a stalactite-laden enclosure. Hidden within are 1d6 ropers, their tendrils indistinguishable from their stony surroundings until it's too late.
D10=2:Surrounded by towering columns of dripping stone, the party faces a trio of 3d4 mind flayer thralls, each bearing the marks of cruel manipulation. The air is charged with a static energy that suggests ongoing psychic warfare. The columns themselves seem to pulse, echoing the thralls' psychic anguish. The players can either free these tortured souls or use their affliction to gain an advantage against the illithids. Each decision here carries weighty moral and tactical consequences, echoing throughout the Underdark.
D10=3:A glowing chasm reveals a floating island inhabited by 3d6 mischief-loving quaggoths who steal and hide items as dares. Negotiating reveals the true reason behind these antics: a coveted quaggoth matron stashed freely given by adventurers or underground barters. Insights lead to boons or you dive within collisions of chaotic nature irrevocably leading to dramatic confrontations.
D10=4:As you traverse through a hidden passage, you accidentally stumble upon a group of intelligent oozes who have been studying and experimenting with magic. Will you try to communicate with them or defeat them to claim their magic for yourself?
D10=5:A group of dark elves are walking along the tunnel. They are carrying a dead dire rat.
D10=6:A group of goblins have taken over an abandoned dwarven stronghold, now using it as their own. The players must either find a way to defeat the goblins or negotiate peace with them.
D10=7:You stumble upon a group of kobolds who are digging a tunnel deeper into the Underdark. They are working for a powerful mind flayer who has promised them gold and riches in return for their labor. How will the players deal with the kobolds and the mind flayer?
D10=8:The party finds an underground river with a waterfall at the end of the tunnel. The water is clean and pure, but there is no way to access it without going through the rest of this area first.
D10=9:In a large cavern, the players see a bazaar bustling with activity. A merchant offers them exotic and rare goods from all over the Underdark. But beware, some of these goods may have hidden curses or dark magic.
D10=10:A group of dark elves are praying to their dark goddess for protection from a nearby dragon that has been terrorizing their city for months. The dragon's name is Xy'lothax. He has been terrorizing the city for several months, and he has been killing several dark elves each night he attacks. The dragon's attacks have been increasing in frequency, and the dark elves are getting worried that he will attack their city soon.
d100 = 5
D10=1:The players come across a small band of kuo-toa with their leader, a deranged "god" who demands tribute and worship. But are they really worshipping a god or just a mad creature?
D10=2:You see 1d4+1 dark elf hunters moving covertly through the tunnel. They are carrying long swords. You can tell that they are hunting something, but what?
D10=3:You find a discarded, rusting helmet.
D10=4:In the middle of a subterranean lake, the party spots a rowboat inexplicably afloat. As they approach the boat, they realize they are not alone. A group of 1d8 kuotoa—with their fish-like eyes and webbed hands—rise from the water's depths, worshipping an arcane artifact within the boat. The air is humid and reeks of brine, heightening the sense of unease. Disrupting the ritual could lead to a violent conflict, but leaving the artifact unattended might unleash untold dangers. The eldritch whispers permeating the air suggest a hidden, dark prophecy unfolding.
D10=5:During a brief rest, the players see strange lights flickering in the distance. As they investigate, they discover a group of fire elementals dancing and creating beautiful fiery illusions.
D10=6:A narrow bridge over an underground river appears before you. Guarding it are 2d4 duergar, who challenge you to a game of riddles rather than forceful entry. Each failure, however, prompts them to sporadically attack while pelting you with enchanted fungi. Should you succeed in their game, they part ways amicably with bits of local lore and minor treasures. Failing, on the other hand, threatens a fierce and strategic battle with them, risking plunging into the swift currents below.
D10=7:A group of four dark elven rogues are walking along the tunnel. They are looking for a place to hide their stolen goods. They will not attack unless provoked.
D10=8:The ground tremors slightly, hinting at seismic activity.
D10=9:A group of dwarves are praying to a statue of a god. They warn the players that something dangerous is coming. They need help fighting it.
D10=10:You see a group of three dark elf males. They are handing out weapons to a group of dark elf males and females.
d100 = 6
D10=1:The players traverse an uneven path under a forest of subterranean stalagmites. 1d8 hook horrors patrol the ground routes, ironically civil amidst their crystalline guards, but will react violently to perceived threats.
D10=2:Surrounded by towering columns of dripping stone, the party faces a trio of 3d4 mind flayer thralls, each bearing the marks of cruel manipulation. The air is charged with a static energy that suggests ongoing psychic warfare. The columns themselves seem to pulse, echoing the thralls' psychic anguish. The players can either free these tortured souls or use their affliction to gain an advantage against the illithids. Each decision here carries weighty moral and tactical consequences, echoing throughout the Underdark.
D10=3:A balcony on the side of a canyon leads to a small cave where the party can find 2d6+2 giant lizards and 2d6+2 giant crocodiles.
D10=4:A chamber full of huge mushrooms.
D10=5:Deep in a cavernous grotto, the party encounters 1d4 illithids conducting arcane experiments on helpless prisoners. Freeing the captives not only earns their gratitude but also reveals secrets about the illithids' sinister plans.
D10=6:While walking through a narrow tunnel, the party is ambushed by a group of duergar (grey dwarves) who have set up an ambush with traps and a hidden ledge above to attack from.
D10=7:A group of githzerai monks have set up a monastery deep in the Underdark. The monks are powerful fighters and will only allow the players to stay if they can prove their worth in battle.
D10=8:A springtime grove of giant, glowing lilies creates a pollen storm when disturbed. If inhaled, it induces visions of future locations in the Underdark.
D10=9:PCs come upon a large room with a pool in the center. The water is clear and clean, but it is impossible to see the bottom of the pool because of the darkness below. Any light source will be unable to penetrate the depths. Any character who ends their turn in the water will be attacked by 2d6 Giant Ants.
D10=10:A group of three dark elves are fighting over a magic ring. They will kill each other before you can get close. The survivors will try and bribe you with it.
d100 = 7
D10=1:You see a group of 2d4 humans who are checking caves for some reason. If the players get too close, they will try to attack them. The reason they are checking the caves is because they are raiding them for some reason. If pressured enough, they will attack.
D10=2:The underground tunnels are filled with a thick fog. A group of 1d4+2 dark elves are in the fog, trying to find their way out.
D10=3:The ground is covered with patches of slick moss.
D10=4:The players find an aarakocra explorer and an enraptured succubus striving to chart the maze-like Underdark. Helping them chart allows players to traverse secretive and secure pathways.
D10=5:You come across a group of cavefishers, hanging from the ceiling and waiting for unsuspecting prey to walk by. But they seem to be scared off by something deeper in the cavern.
D10=6:In a springtime cavern, the ground beneath the lush, glowing moss turns out to be a horde of mimic-like creatures that blend into their environment.
D10=7:You can see a creature standing in the middle of the chamber. It's using its telepathic abilities to attack your mind, but you're protected.
D10=8:A group of 1d4+2 drow are seen in a room fighting with each other over a magic sword.
D10=9:A group of 2d6 ooze monsters are shambling down the hall. The ooze monsters look like they were once humans but were turned into ooze monsters by a powerful wizard.
D10=10:The players stumble upon a group of rogue driders who have been exiled from their society. They offer to help the players in exchange for a chance to redeem themselves.
d100 = 8
D10=1:A radiant lichen-encrusted stalagmite serves as the nesting ground for 2d6 fireflies emitting sparks of heat. Close by, hidden beneath overhanging rocks, a powerful red dragon wormlings await any foolish enough to disturb them.
D10=2:The players encounter a group of githyanki, fierce and warlike creatures from the astral plane. But when they offer the players a deal to ally with them against their enemy, can the players trust the githyanki or is it all a ruse?
D10=3:A group of 2d6+5 drow are searching for the Drow Matron who is in charge of this area. They hold a grudge against the drow matron and want to kill her.
D10=4:A cluster of phosphorescent moss illuminates a small area.
D10=5:A group of dark elf scouts are patrolling in the room. If the players are spotted, the dark elves will attack them.
D10=6:Echoing laughter and playful apparitions envelop the corridor lined with soft, glowing fungi. 1d8 mischievous pixies levitate above, offering gifts at a dark bargain, each gift subtly tying the acceptor to a binding curse.
D10=7:A group of drow priests and priestesses are holding a religious ceremony. The players can either try to sneak past them or participate in the ceremony to gain their trust.
D10=8:The distant sound of water dripping, creating a rhythmic pattern.
D10=9:A tribe of driders are having a heated argument over the fate of a drow prisoner. The players can try to intervene or use the distraction to their advantage.
D10=10:A group of blind deep gnomes are wandering the Underdark, led by a seeing-eye umber hulk. They are searching for a rare mushroom that can cure their blindness, but they keep getting lost and rely heavily on the umber hulk to guide them.
d100 = 9
D10=1:A group of 1d4+2 deep gnolls are seen fighting a group of 1d2+1 drow.
D10=2:While exploring a network of tunnels, you stumble upon a group of myconids having a dance party in a bioluminescent clearing. They invite you to join in on the festivities.
D10=3:The adventurers encounter 1d10 hooked horrors that have claimed an ancient underground temple. The delicate balance of the Underdark rests on the party's decision to defend or desecrate these hallowed grounds.
D10=4:The players find a human who has been trapped in an area with 5d6 giant rats who have been chewing on him for two days now and he is just about dead when found. He is grateful to be rescued but dies anyway from his wounds.
D10=5:The ground is covered with small, harmless cave creatures.
D10=6:A group of dark elf scouts come running down an alleyway and yell that they have spotted a group of adventurers approaching, and to run for their lives. The party then sees a large group of dark elves that have bows drawn, ready to fire upon them. If the party doesn't attack them, they'll fire upon the party.
D10=7:A group of 2d6 hobgoblins are patrolling in an area that has been attacked by orcs recently. They are looking for orcs or any signs of orcs.
D10=8:A group of dark elves are singing and celebrating in a nearby cave. They are drunk and they are brawling with each other.
D10=9:The players are ambushed by a group of drow shadow assassins, elite warriors who are skilled in the art of stealth. But as the battle rages on, it becomes clear that the true threat may not be the drow, but the unknown forces manipulating them.
D10=10:The players come across a group of kuo-toa, worshipers of an ancient and powerful deity. But when the kuo-toa mistake the players for emissaries of their deity, can the players convince them otherwise or risk being entangled in a dangerous and deadly ritual?
d100 = 10
D10=1:An underground river rushing by, too wide to cross without aid.
D10=2:You stumble across a deep, but narrow, underground ravine.
D10=3:The ground is soft and spongy underfoot.
D10=4:2d8 bugbears raid a nearby human village in search of living supplies like food and water. Bugbears are very good at killing and looting and tend to take what they can get. Elvish towns are no exception.
D10=5:The players see two duergar fighting over a valuable gemstone. When the players approach, they offer to pay them handsomely to help them defeat a powerful earth elemental that is guarding the gemstone.
D10=6:While wandering through a maze of bioluminescent fungi, the party encounters 2d4 myconid sovereigns. They seek aid in battling a nearby infestation of miconid-hating darkmantles (2d6). The myconids offer potent fungal elixirs as a reward.
D10=7:A group of 2d6 dark elf warriors are practicing their battle skills against each other. If disturbed, they will fight.
D10=8:You see 12 drow (some armed with short sword and one with a long sword) and two giant spiders. The drow are arguing with a clan of giant spiders that belong to the underdark. The spiders
D10=9:A group of grimlocks are mindlessly worshiping a powerful demon, unaware of the danger it poses to them. Will you try to stop the ritual or let them continue in their blind devotion?
D10=10:A soft, glowing lichen carpeting the floor.
d100 = 11
D10=1:An old, broken lantern lies half-buried in the soil.
D10=2:A love-struck xorn enlists the players’ help to impress an earth elemental. In return, he shows them hidden veins of precious minerals and metals scattered throughout the realm.
D10=3:You find an abandoned temple to an unknown deity. Inside, you find strange, unsettling altars and artifacts. Do you dare to disturb the items or leave them undisturbed?
D10=4:A group of drow merchants offer the players rare and valuable goods at a steep price. But are the goods truly worth the cost, or is there a hidden catch to the deal?
D10=5:Moving through a vast, ancient ruin half-buried in the underground city of Charn'Triss, the party is ambushed by 1d6 shadowy figures—assassins sent by a powerful drow Matron Mother. Shadows meld into shadows, and the flicker of torchlight plays tricks on the eyes. Each assassin is masked and silent, striking with lethal precision. The players must rely on their wits and reflexes to survive the onslaught. The Matron Mother's interest in them suggests a larger conspiracy at play, one that could have repercussions far beyond the Underdark.
D10=6:The tunnel narrows into a crawlspace, forcing you to go on hands and knees.
D10=7:You find a group of 3d4+1 dark elves escorting 2d4+1 drow prisoners that are being taken to the surface for public execution.
D10=8:A group of dark elf women are talking about how much better life was before their god was killed by another god and how much better things were back then as opposed to how things are now after their god was killed by another god.
D10=9:Deep below, the party encounters 2d8 quaggoths enslaved by a cruel drow mage. Freeing them leads to a bond of mutual support, while failing to do so means facing their wrath.
D10=10:Trapped within a glowing crystal cavern, the players face a distorted reflection of their own party: 2d4 doppelgangers that have mimicked their appearances and abilities. The crystalline walls amplify every sound, creating a cacophony that plays tricks on the mind. Recognizing friend from foe becomes a delicate, deadly game. The players must rely on their intimate knowledge of one another to identify and eliminate these deceptive threats, all while dealing with the psychological strain of combating themselves.
d100 = 12
D10=1:In the pitch-black depths, the party hears the eerie calls of 1d12 banshees. These spirits were once drow priestesses, and they hold the keys to unlocking a magical barrier that conceals an even darker secret.
D10=2:You are suddenly surrounded by a group of quaggoths, led by a powerful chieftain. They are hunting for food and may see the players as a tasty meal.
D10=3:You find a group of 2d6+1 dark elves patrolling the underdark tunnels. If attacked, they will pretend to surrender, then they will get up and attack while the party is distracted.
D10=4:Stalagmite formations that create a natural enclosure.
D10=5:The party finds a group of kuo-toa worshipping a deity known as "The Deep One". They offer to show the players the way to their underwater temple if they are willing to bring back a valuable relic for their god.
D10=6:A group of awakened animals, led by a particularly intelligent dire wolf, have formed a small community in the Underdark. They may prove to be valuable allies or cunning foes.
D10=7:The players encounter a group of quaggoths, savage and feral creatures who have been driven insane by their connection to the demon lord Demogorgon. Will the players try to help them or put them out of their misery?
D10=8:A group of dark elves are holding a slave auction. They are looking for people to buy.
D10=9:2d8 bugbears raid a nearby human village in search of living supplies like food and water. Bugbears are very good at killing and looting and tend to take what they can get. Elvish towns are no exception.
D10=10:A narrow bridge over an underground river appears before you. Guarding it are 2d4 duergar, who challenge you to a game of riddles rather than forceful entry. Each failure, however, prompts them to sporadically attack while pelting you with enchanted fungi. Should you succeed in their game, they part ways amicably with bits of local lore and minor treasures. Failing, on the other hand, threatens a fierce and strategic battle with them, risking plunging into the swift currents below.
d100 = 13
D10=1:A group of 2d4+2 hobgoblins attack a human caravan that is traveling through the tunnels to other parts of the world.
D10=2:You find a group of 2d4+1 dark elves guarding a tunnel into their city. They are known for brutality to humans and if questioned, they will attack without hesitation.
D10=3:The tunnels are marked with strange, luminescent fungus.
D10=4:The ground vibrates with distant drumbeats and chants, leading the party to a tribal dance encircled by 3d6 troglodytes who worship a volatile earth elemental, which reacts violently to any interruption.
D10=5:A group of kuo-toa are worshipping a statue of a giant lobster. They offer fish and other offerings to appease the deity, but if the group disrupts their ceremony, the kuo-toa will fight to the death to protect their god.
D10=6:A deep gnoll is seen guarding a room full of treasure.
D10=7:Deep echoes reveal a harmonic resonance between 2d6 crystal golems, who stand as silent sentinels amidst the grandiose, cathedral-like cavern, reacting violently to any alteration in their melodic space.
D10=8:A cave fisher with a unique, friendly disposition shows the players to a forgotten underground garden once tended by a druid and his beloved. The garden holds medicinal plants and a long-forgotten healing spring.
D10=9:A pile of broken pottery shards from an ancient civilization.
D10=10:The party sees a small group of dark elves playing with a captive. They are using him as a target for their practicing with various weapons and magical spells.
d100 = 14
D10=1:The party comes across a group of derro (mad deep dwarves) who have discovered a powerful and forbidden magic. Will the players stop them or use the magic for themselves?
D10=2:The players encounter a group of 2d6 beholders who are having a book club meeting, discussing their latest read: "Gaze Into My Heart: A Memoir of a Beholder".
D10=3:Lost in a twisting maze, the adventurers face 1d12 spectral guardians. Each has a story to tell and a fragment of a cipher leading to a precious relic.
D10=4:A group of dark elves are hunting a group of humans. They are wearing black robes and they are chanting in a strange language. The ritual is creating a darkness that will engulf everything if it is not stopped.
D10=5:The ceiling drips water at a steady rate.
D10=6:The party finds summer-themed fungus that gives off the scent of ripe berries. Closer investigation reveals these mushrooms are actually spores of mind-controlling Underfungus.
D10=7:The party sees a group of dark elves killing a horde of spiders. They are trying to keep the spiders from spreading out.
D10=8:While walking through a narrow tunnel, the party is ambushed by a group of duergar (grey dwarves) who have set up an ambush with traps and a hidden ledge above to attack from.
D10=9:The party stumbles upon a trapped alcove with a trapped chest inside it. If they choose to open it, they will be attacked by 2d6 giant rats inside.
D10=10:The party encounters a summer grove filled with towering mushrooms that periodically pour rainwater. A hidden tribe of troglodytes uses the periodic flooding for fish farming.
d100 = 15
D10=1:The party sees an area of the cavern where an earthquake has created a large crack in the rock. If a player tries to climb through the crack, he will fall into a nest of 1d4+1 giant badgers.
D10=2:Alongside a poisonous underground river, the players are ambushed by 3d4 derro—insane, poison-wielding dwarves. The river’s rancid odor permeates the air, and the mist rising from it suggests fatal contamination. The derro's cackling laughter and erratic movements make them unpredictable foes. Combat here is a delicate dance, avoiding the toxic water while fending off chemically-augmented attacks. The derro’s presence indicates larger infestations and unhinged experiments in the depths.
D10=3:A young behir speaks of primordial love for a sky serpent, seeking sky stones to demonstrate its affection. Securing these stones earns the player's aid in a thunderstorm.
D10=4:The players encounter a group of friendly myconids who offer them food and shelter. However, the myconids have a strange habit of speaking in riddles and the players must decipher their messages to understand what they are trying to communicate.
D10=5:You stumble upon a deep pool of water, but upon closer examination, you notice the water is glowing with a faint blue light. It’s a portal to another plane – do you dare to jump in?
D10=6:A group of 2d6 goblins are gathering food for an upcoming attack on a nearby village. They are also gathering information about the village. They are working with a powerful vampire lord who has promised to turn them into vampires if they kill everyone in the village and then bring him the heads of the village leader, his two sons, and their three best warriors.
D10=7:As the players rest for the night, they are visited by a blind drider who has been cursed to live in the Underdark. She asks for their help in finding a way to return to the surface.
D10=8:A pair of dryads have taken up residence in a small grove in the Underdark. They will offer the players a deal - help them protect their home from an evil witch who is trying to destroy it, and they will reward the players with a powerful magical item.
D10=9:Atop a mushroom-ringed hill, 2d6 darkling elders proclaim a peculiar non-violent duel: an impromptu poetry contest or intricate dance-off. Winners receive hidden realm secrets and quirky darkling aid while losers suffer trickster traps with escalating dire stakes concerning domineering elders occasionally with veiled aggression.
D10=10:A group of kuo-toa have captured a powerful sea god, who they believe to be their savior. The players must either help the kuo-toa release the god or face the wrath of the sea god's followers.
d100 = 16
D10=1:A group of humanoid creatures with the lower body of a serpent are lounging in a hot spring. They are yuan-ti, a race of snake-like beings with a strong hatred towards all other humanoid races. Will the players try to make peace or prepare for battle?
D10=2:2d6 dark elf scouts getting ready to take to the tunnels in search of goblins.
D10=3:The citizens of the city know a wizard is planning something big and they're trying to find out what that might be.
D10=4:A group of mercenaries is searching the sewers for a lost shipment of food and supplies.
D10=5:The players stumble upon a group of 1d6+2 kobolds having a tea party with a beholder, who is surprisingly well-mannered and polite.
D10=6:A dark elf is praying to a statue. "If you're really a god, make all of these players leave so that I can be alone and pray."
D10=7:A small, dried-up streambed crosses your path.
D10=8:A group of 1d4+2 dark elf guards are on patrol. They are in the area to catch a group of escaped slaves.
D10=9:You come across a group of halflings who have been exiled from the surface world and have made a home in the Underdark. They offer the players unique and valuable information in exchange for food and supplies from the surface.
D10=10:Players stumble into a room and notice that it looks like it was once used for rituals and ceremonies. The room is decorated with blood stains, bones, and candle wax. In the center of room, there is a huge pentagram etched into the ground and blood stains on the walls.
d100 = 17
D10=1:A group of humans are arguing over whether they should kill kobolds or a group of goblins.
D10=2:The air grows warmer, hinting at nearby lava flow.
D10=3:Pockets of toxic gas they're careful to avoid.
D10=4:Three dark elf mages are casting a complex spell against each other in an alleyway, which is causing a small black ball to form in their hands that they are trying to make bigger by casting magic on it. The mages are arguing over whose ball is bigger, and if interrupted, they will fight.
D10=5:The players find themselves in the middle of a war between two powerful elementals – a fire elemental and an earth elemental. The players must choose a side to support or try to put an end to the destruction caused by these beings.
D10=6:The walls of the tunnel are narrowing, forcing you to squeeze through.
D10=7:The cavern floor is covered with soft, spongy moss.
D10=8:Fleeting glimpses of movement are seen from the corner of your eye.
D10=9:Deep beneath the earth, the players meet a clutch of newly hatched fire lizards, lost and hungry. If they help the creatures reunite with their mother, the mother's fiery breath becomes an unexpected yet powerful ally in times of need.
D10=10:The players come across a group of svirfneblin miners who are in the middle of a strike. They are demanding better working conditions and wages from their duergar employers. The players can choose to help or hinder their cause.
d100 = 18
D10=1:You see two kobolds fighting over a dead body. If you help them, they will reward you with information about a nearby dungeon full with treasure if you help them find their way back home after the fighting is done.
D10=2:As the players are resting in a cavern, they notice a ghostly figure floating near them. It turns out to be a banshee who wants the players to retrieve her lost family heirloom from a nearby crypt. If they succeed, she will reward them with a powerful magical item.
D10=3:A group of 3d4 dark elves are holding a party, celebrating the defeat of a rival clan in battle.
D10=4:You see a group of 3 dark elves fighting over a magic shield. They will kill each other before you can get close. The survivor will try and bribe you with it.
D10=5:The tunnel is filled with the sound of distant, echoing footfalls.
D10=6:An underground river rushing by, too wide to cross without aid.
D10=7:A gentle echo of dripping water can be heard.
D10=8:A solitary mind flayer who has developed empathy seeks to replace his aberrant past with compassion. He aids players in exchange for guiding him through these unknown emotions.
D10=9:Strange, symmetrical patterns etched into the floor of a cavern.
D10=10:A faint glow in the distance that flickers and then vanishes.
d100 = 19
D10=1:A small, natural bridge across a deep chasm.
D10=2:A clump of strange, pulsating fungi grows near a cavern wall.
D10=3:The players see a group of 1d4+2 dwarves digging in the ground for gold.
D10=4:An underground marketplace filled with exotic goods and creatures, run by a hag who collects rare and valuable items. The hag will trade with the players, but at a steep cost.
D10=5:As the players rest for the night, they are visited by a friendly froghemoth who offers to tell them a story in exchange for some of their food. The players may learn valuable information or a new quest from the froghemoth's story.
D10=6:The tunnel floor is uneven and treacherous.
D10=7:Small, harmless cave fish swim in a shallow pool.
D10=8:The players come across a small cave, inside they find a small fire and a small creature that looks like a cross between a goblin and a dwarf. It is a Grack (cousin to the goblin and dwarf). He is very intelligent and if they can talk to him, he will give them information on the region.
D10=9:A group of derro, mad and chaotic creatures, attack the players for no apparent reason. Upon further investigation, it is revealed that they were cursed by a powerful witch and are desperate for someone to lift the curse.
D10=10:A network of echoing passageways reflects bizarre, dreamlike visions. 2d4 eyes of deep ambush the party in synchronized attacks, their crystalline eyes offering brief visions of hidden treasures and looming threats.
d100 = 20
D10=1:The party finds an underground river with a waterfall at the end of the tunnel. The water is clean and pure, but there is no way to access it without going through the rest of this area first.
D10=2:An ancient underground market is bustling with 2d10 varied inhabitants, from drow merchants to rune-carved golems. Opportunities for trade and information abound, but so do traps and deceptions.
D10=3:The citizens of the city know a wizard is planning something big and they're trying to find out what that might be.
D10=4:A lab has been set up in the Underdark by the drow. It is guarded by 3d4 drow and a pack of 2d4 spider swarms.
D10=5:A small, clear stream trickles through the tunnel.
D10=6:You see a group of dark elf scouts. They look like they are in a hurry to get back to their barracks. They are carrying small spears and daggers, and they are wearing leather armor. The scouts are very good at detecting enemies and their stealth skills are about the same as a thief's.
D10=7:The party finds a drow fighting with a deep gnoll. The drow will be willing to run away if threatened.
D10=8:An abandoned ziggurat houses a couple of awakened stone golems who have developed sentient emotions. They offer their immense strength to help the players in exchange for solving a riddle that haunts them.
D10=9:The party comes across a strange pile of stones in the middle of the path. If players investigate, they will find a small dark stone socket. If they place a stone into the socket, a small stone hand will reach up from the ground and grasp the players' leg. The hand will try to drag the players underground. If players manage to escape the hand, they will notice an army of strange mushroom men have risen from the ground. The mushroom men are level 4.
D10=1:The party hears muffled sounds coming from inside a cave. When they investigate, they find an elderly male human sitting inside a small wooden cage that has been suspended from the ceiling by a single chain around his ankle. The man's name is Harold and he is an old friend of one of the party members. He tells the players that he was captured by a group of kobolds and brought here as a slave. He says that he was able to escape but he doesn't know where he is or where he can go. He begs them to help him escape so that he can return home. If players accept his request and escort him back to his home in the nearby city, he will reward them with a Potion of Fire Resistance.
D10=2:While walking through a narrow tunnel, the party is ambushed by a group of duergar (grey dwarves) who have set up an ambush with traps and a hidden ledge above to attack from.
D10=3:The players come across a treasure trove of letters scattered throughout the cavern, detailing a Svirfneblin's unspoken love for a doppelganger. Helping deliver these letters results in unexpected aid in future skirmishes.
D10=4:The players stumble upon a group of deep gnomes that are using a construct made of random junk as a form of entertainment. The gnomes take turns controlling the construct, trying to see who can make it do the most impressive tricks.
D10=5:You discover a faint, flickering light source that quickly vanishes.
D10=6:The players come across a twisted forest of stone and bone, under the shadow of a towering stalagmite, inhabited by 3d4 howling ghasts. The smell of decayed flesh is overwhelming, and the eerie silence between the ghasts' howls feels frigid, unreal. This grove of dead growth pulses with a sinister life of its own. They must fight or flee through hazardous terrain, thick with protruding stone shards and uneven ground. The pale, glowing fungi that dot the grove suggest recent feeding and imminent danger.
D10=7:The distant sound of footsteps echoing through the tunnels.
D10=8:The adventurers come across a half-destroyed tower where 1d4 death tyrants dwell, safeguarding arcane secrets and powerful relics of times long forgotten.
D10=9:A group of myconids are having a lively party, complete with music and dancing. They invite the players to join in the fun, but beware, their spores have some interesting effects.
D10=10:A group of dark mantles are hiding in the shadows, waiting to ambush anyone who dares to pass by.
d100 = 22
D10=1:A small, hand-carved wooden figurine half-buried in the dirt.
D10=2:A group of 1d4+4 dark elves are standing around a bonfire, arguing about the best way to capture a fiend.
D10=3:A collection of earthworms crawls on the cavern floor.
D10=4:An argument has broken out between an experienced, old dark elf named Ley and an inexperienced dark elf named Chol. Ley is an experienced and wise dark elf who wants to move back to the surface, along with all of his kin. He believes that things on the surface are better than underground. Chol thinks Ley is an idiot and presses the point that things underground are better.
D10=5:A group of dark elves are hunting a group of dwarves.
D10=6:In spring, a tranquil grove shaped from crystals glows in a myriad of hues, each color corresponding to a different realm. Crystal manipulation reveals waypoints to those locations.
D10=7:You come across a group of deep gnomes who have been driven out of their homes by a group of mind flayers. The deep gnomes are seeking revenge and ask the players to help them reclaim their home.
D10=8:You can see a group of ogres fighting a group of trolls.
D10=9:A series of sharp, jagged rocks must be navigated.
D10=10:The cavern stone shifts in a grotesque, living manner. 2d6 mimic insects disguised as stalactites drop from the ceiling to consume curious passersby in horrific, organic fashion.
d100 = 23
D10=1:The party sees a group of 2d4+4 goblins fighting with a group of 2d4+4 orcs.
D10=2:An eerie silence followed by the distant sound of chains dragging.
D10=3:A cluster of small, harmless cave insects crawling over rocks.
D10=4:A group of deep gnomes are in need of assistance in retrieving a special material that they use to create powerful magical items. The material can only be found in a dangerous corridor guarded by a powerful construct.
D10=5:The players are approached by a group of dark elves, who are trying to get the players' attention. The dark elves will tell the players that they are from a nearby city of dark elves.
D10=6:You find ancient cave paintings depicting unknown symbols.
D10=7:A group of 1d4+2 dark elf scouts spot the players and attack them.
D10=8:A band of 1d8 dark elves are waiting for a group of people to pass by. They are going to ambush them and take back some treasure the people have robbed from them.
D10=9:A flood from a subterranean river uncovers an ancient stone city guarded by 1d12 gargoyles. The waters whisper of an imminent danger lurking beneath the stone structures.
D10=10:The party sees a group of drow soldiers battling a powerful beholder. They can either choose to help the drow or use the chaos of the battle as an opportunity to loot nearby drow possessions.
d100 = 24
D10=1:The scent of burnt wood lingering in the air.
D10=2:Engraved symbols on the cavern walls that have faded with time.
D10=3:A group of 1d4+4 dark elves are holding a party, celebrating the defeat of a rival clan in battle. The party is being held in honor of a member of the party who is retiring from adventuring and becoming an elder.
D10=4:Players see a group of 2d6 human warriors on patrol. They are led by a sergeant and he is armed with a sword. They have a horn that they blow if they see anything that they are unsure of.
D10=5:A drow priestess and her group of followers are performing a ritual to Lolth, the Spider Queen. They seem unaware of your presence and continue their dark ceremony.
D10=6:You see a group of troglodytes fighting some orcs.
D10=7:The distant sound of water dripping, creating a rhythmic pattern.
D10=8:Strange, translucent creatures scuttle away at your approach.
D10=9:You find a large ophidian deep in the underdark that is devouring the remains of a dwarf lord.
D10=10:The party sees a group of 3d4+3 kobolds fighting with a group of 3d4+3 goblins.
d100 = 25
D10=1:The party stumbles upon a group of troglodytes who are having a heated argument about whether or not they should continue following their leader or strike out on their own. They invite the party to help them resolve their dispute.
D10=2:Small, harmless cave fish swim in a shallow pool.
D10=3:Rock formations resemble ghostly faces.
D10=4:You stumble upon a group of drow merchants selling rare and unusual items, including a potion that could turn the drinker into a deep gnome for a short period of time. Will the players take the risk or play it safe?
D10=5:A group of 2d6 kobolds are trying to dig their way into a nearby dungeon to steal treasure. They have been digging for several months and have made it about 30′ down but have not hit the bottom yet. They have been working with a group of 2d4+2 goblins who have been stealing food from nearby villages to keep them fed while they dig.
D10=6:The party sees an area of the cavern where an earthquake has created a large crack in the rock. If a player tries to climb through the crack, he will fall into a nest of 1d4+1 giant badgers.
D10=7:A group of dark elves are conducting a ritual in a nearby cave. They are wearing black robes and they are chanting in a strange language. The ritual is creating a darkness that will engulf everything if it is not stopped.
D10=8:Luminous moss covers sections of the cavern wall, providing dim light.
D10=9:A group of svirfneblin have discovered a portal to the Feywild and are using it to trade with the inhabitants. The players must navigate through the Feywild to find their way home.
D10=10:As the players are resting in a cavern, they notice a ghostly figure floating near them. It turns out to be a banshee who wants the players to retrieve her lost family heirloom from a nearby crypt. If they succeed, she will reward them with a powerful magical item.
d100 = 26
D10=1:The adventurers find a tomb forgotten by time and guarded by 1d10 wights. The ancient runes hint at treasures but also speak of a curse that binds the undead within.
D10=2:In the depths of a large cavern, the players stumble upon a group of deep dragonborn guarding powerful ancient ruins. They will allow the players to explore the ruins if they can help them take down a rival group of duergar.
D10=3:The distant sound of rushing water grows louder as you proceed.
D10=4:An ancient dao, disguised as a stone pillar, asks the players to help it find a precious gem that was stolen from its hoard by a group of rogue dwarves. In return, the dao promises to grant them one wish.
D10=5:The party encounters a group of deep dwarves who are searching for a legendary weapon that had been stolen from their clan years ago. But as they near the weapon's location, they are ambushed by a group of vicious hook horrors.
D10=6:A deep gnoll is seen fighting with a giant spider in a room full of 1d6 giant spiders.
D10=7:A band of 1d8 dark elves are waiting for a group of people to pass by. They are going to ambush them and take back some treasure the people have robbed from them.
D10=8:You come across a group of halflings who have been exiled from the surface world and have made a home in the Underdark. They offer the players unique and valuable information in exchange for food and supplies from the surface.
D10=9:You encounter a group of deep gnomes who are being pursued by a powerful beholder. Will you help the gnomes escape or try to manipulate the beholder's obsession with death and destruction to your advantage?
D10=10:1d4+4 dark elves ransacking a chamber for valuables.
d100 = 27
D10=1:You come across a large spider, they look very hungry and they get very angry when they don't get enough food to eat.
D10=2:The landscape transforms into a field of tall, slender fungal stalks. Players notice that 1d6 desiccated drow corpses are impaled on the stalks, which begin to move as 1d6 bodaks emerge from the shadows, drawn by the deathly energy.
D10=3:Unsettling quietness interrupted by the occasional drip of water.
D10=4:You spot a group of troglodytes approaching a group of drow merchants and it seems like they are about to attack. But upon closer inspection, you realize they are brothers and sisters and are having a playful fake battle. Do you intervene or watch from a safe distance?
D10=5:A patch of bioluminescent mushrooms growing in a damp corner.
D10=6:The party encounters a group of rogue deep gnomes known as the Shadowflit Syndicate. They are expert thieves and offer the players a chance to join their group if they can pass a series of challenging tests.
D10=7:An old, unused spider web stretches across the tunnel entrance.
D10=8:The air feels unusually dry in this section of the cavern.
D10=9:A deep, narrow chasm bars your path.
D10=10:Graffiti of questionable taste and origin decorates the walls.
d100 = 28
D10=1:A group of 2d6 dark elf warriors are practicing their battle skills against each other. If disturbed, they will fight.
D10=2:The cavern stone shifts in a grotesque, living manner. 2d6 mimic insects disguised as stalactites drop from the ceiling to consume curious passersby in horrific, organic fashion.
D10=3:You see a group of 3d10 dark elf children. They are carrying small animal carcasses. If players approach, they will run away. If players chase them and catch them, they will learn that the children are taking the carcasses to be sacrificed to Lolth.
D10=4:A group of 5 humans and 2 halflings are walking down the tunnel, talking about how they were captured by a group of dark elves and they managed to escape while being held captive in the city. They say they were held captive in a dungeon in the city. They managed to escape while being brought to see the queen of the city.
D10=5:You come across a strange gnome-like creature with a long white beard. He claims to be a time traveler from the future and offers to sell you advanced technology or knowledge in exchange for a hefty price. But beware, the consequences of using futuristic technology in a fantasy world may be unpredictable.
D10=6:A kalashtar widow crafts constellations from glowing fungi to honor her late partner. She asks for help gathering rare phosphorescent molds and offers valuable psychic insights in return.
D10=7:A powerful mind flayer is conducting experiments on creatures and beings from other realms within a hidden laboratory. The players must find a way to stop the mind flayer and free the suffering captives.
D10=8:A group of 2d6 giant spiders are making their way across the surface. They will attack any creatures they come across. If any of the creatures are riding horses, they will attack the horses first.
D10=9:A small, natural alcove filled with soft, mossy ground.
D10=10:The players encounter a mad mind flayer who has been experimenting with combining different creature's brains. The players may have to endure his twisted creations or stop him before he creates something truly dangerous.
d100 = 29
D10=1:The sound of echoing footsteps fills the cavern. As you turn a corner, you come face to face with a group of duergar guards. They demand to know what business you have in their territory.
D10=2:A narrow tunnel filled with sticky cobwebs.
D10=3:Echoes of dripping water play tricks on your ears.
D10=4:Crossing through an ancient, desecrated temple, the adventurers are assailed by 1d8 spectral guardians. The air tastes of stale incense, and old prayers haunt the walls. The specters' vaporous forms make physical combat a challenge, and their chilling touch drains both life and morale. The players must make use of their spiritual resources or the environment to fend off these relentless attackers. The temple’s history holds secrets that might explain the guardians' restless fury.
D10=5:You see two kobolds fighting over a dead body. If you help them, they will reward you with information about a nearby dungeon full with treasure if you help them find their way back home after the fighting is done.
D10=6:A group of myconids are having a lively party, complete with music and dancing. They invite the players to join in the fun, but beware, their spores have some interesting effects.
D10=7:A small group of dark elves is worshiping the goddess of magic, the Lady of Pain.
D10=8:As you rest for the night, you are ambushed by a group of darkmantles who were attracted to your fire. The small creatures might not be a threat, but their blinding ink can cause chaos for the unprepared.
D10=9:The players encounter a drow noble who is hosting a masquerade ball in a grand underground palace. However, it is actually a trap to lure powerful adventurers and sacrifice them to Lolth. The players must find a way to escape or defeat the drow and their minions.
D10=10:The party finds an underground river with a waterfall at the end of the tunnel. The water is clean and pure, but there is no way to access it without going through the rest of this area first.
d100 = 30
D10=1:A pair of love-entangled ropers test the players with riddles in return for safeguarded passage through perilous stretches. Solve them all, and the duo offers strong ropes and durable weapons.
D10=2:A group of 1d4+2 drow are seen in a room fighting with each other over a magic sword.
D10=3:A group of 4d4 dark elf children are playing with a ball. A group of 3d4 human children walk up to them and ask them to play. The dark elf children tell them that they can't play today because they are busy practicing for an important tournament.
D10=4:A series of sharp, jagged rocks must be navigated.
D10=5:The party comes across a pack of 2d6 giant spiders who are feasting on the remains of a dead drow. The spiders will fight to protect their meal if threatened.
D10=6:A group of dark elves are holding a slave auction. They are looking for people to buy.
D10=7:A group of dark elves are throwing rocks at a target. If threatened, they will attack.
D10=8:A kalashtar widow crafts constellations from glowing fungi to honor her late partner. She asks for help gathering rare phosphorescent molds and offers valuable psychic insights in return.
D10=9:A group of 2d6 dark elf warriors are practicing their battle skills against each other. If disturbed, they will fight.
D10=10:A group of dark elves are singing and celebrating in a nearby cave. They are drunk and they are brawling with each other.
d100 = 31
D10=1:A group of 5 humans and 2 halflings are walking down the tunnel, talking about how they were captured by a group of dark elves and they managed to escape while being held captive in the city. They say they were held captive in a dungeon in the city. They managed to escape while being brought to see the queen of the city.
D10=2:A slight sulfurous smell hangs in the air.
D10=3:The players step into a crystal-laden cavern where 1d4 flumphs float serenely in a pool of glowing, purple water. The flumphs share psychic visions of past visitors and hidden dangers in exchange for stories of the surface world.
D10=4:A group of 5 dark elves are fighting over a magic sword. They will kill each other before you get close enough to help. The survivor will try to bribe you with it.
D10=5:A cavern begins a slow transformation into autumn with fungi shedding glowing spores like falling leaves; these spores cling to people, making them outline eerily visible in the dark.
D10=6:Strange, luminescent symbols on the cavern ceiling.
D10=7:Players see a group of 2d6 human warriors on patrol. They are led by a sergeant and he is armed with a sword. They have a horn that they blow if they see anything that they are unsure of.
D10=8:You come across a dark elf alchemist who is experimenting with different potions and asks you to be a test subject. Will you take the risk for a chance at new, powerful potions, or play it safe and refuse?
D10=9:A few scattered coins glinting faintly in the dim light.
D10=10:The landscape transforms into a field of tall, slender fungal stalks. Players notice that 1d6 desiccated drow corpses are impaled on the stalks, which begin to move as 1d6 bodaks emerge from the shadows, drawn by the deathly energy.
d100 = 32
D10=1:A group of sentient gelatinous cubes have formed a community and are living peacefully until a group of adventurers start killing them for their valuable innards. The players must intervene before things get out of hand.
D10=2:In the depths of a large cavern, you come across a massive underground lake. But as you try to cross it, you realize that the lake is home to a kraken who has been terrorizing the nearby villages.
D10=3:The adventurers find themselves in a vast geode-filled chamber, guarded by 1d4 basilisks. Any confrontation risks instant petrification, but the glittering treasures within may hold ancient power or long-lost magic.
D10=4:A broken, abandoned mining cart with rusted tools scattered about.
D10=5:A group of three drow (1 male, 2 female) are arguing about which one could kill the party.
D10=6:A winter cavern has walls adorned with crystalline snowflakes. Shattering them reveals pockets of dangerous, highly flammable gas.
D10=7:A drow child is running around in circles, chanting a strange song. If the players ask, the child will explain that they are trying to summon a demon to do their bidding, as their parents have taught them to do. The child believes it will work, but the demon never appears.
D10=8:While exploring a large cavern, the players stumble upon a group of myconids having a festival. They invite the players to join in and partake in their hallucinogenic spores, which may have surprising effects on the players.
D10=9:The players come across a small cave, inside they find a small fire and a small creature that looks like a cross between a goblin and a dwarf. It is a Grack (cousin to the goblin and dwarf). He is very intelligent and if they can talk to him, he will give them information on the region.
D10=10:The players come upon a camp made up of 3d6 humans and 2d6+2 elves. It looks like they are having some kind of meeting or party. They will not attack if the players stay out of the camp, but they will attack if they approach it or their belongings.
d100 = 33
D10=1:The sound of distant, eerie wailing makes the hairs on the back of your neck stand up.
D10=2:The party accidentally sets off an Alarm Charm.
D10=3:A cluster of phosphorescent moss illuminates a small area.
D10=4:The players stumble upon a group of dark elves who are worshipping a dark goddess. They are praying for her to bless them with power. The players can watch them for a while to see what they are doing, or they can disrupt their worship. Either choice will have consequences.
D10=5:The party has been separated and find themselves in an unknown part of the Underdark. They are unable to travel to the surface without help.
D10=6:A perfectly round hole in the wall that disappears into darkness.
D10=7:An ironcrag dwarf engineer delves deep into the Underdark to find a luminescent amber he vows will win his elven despot's heart. Helping fetch this amber ensures access to powerful subterranean tools and devices.
D10=8:The players find themselves in the middle of a conflict between two rival factions of deep gnomes over control of a precious mineral deposit. The players may choose to side with one faction or play them against each other for their own gain.
D10=9:A group of 1d4+4 dark elves are standing around a bonfire, talking about their plan to capture a fiend and bring it back to the city as a living trophy.
D10=10:A group of grikks are lurking in the shadows, their sharp beaks ready to tear into any flesh that crosses their path.
d100 = 34
D10=1:A group of 5 dwarves and 2 humans are walking down the tunnel, talking about how they were captured by a group of dark elves and they managed to escape while being held captive in the city. They say they were held captive in a dungeon in the city. They managed to escape while being brought to see the queen of the city.
D10=2:The party sees a group of drow soldiers battling a powerful beholder. They can either choose to help the drow or use the chaos of the battle as an opportunity to loot nearby drow possessions.
D10=3:The players encounter a group of 2d6+4 dark elves. They are guarding a cave that holds a small stream of water that flows from under the ground. They say that their queen once told them to guard this place and that there is something special about the water that drips from under the ground.
D10=4:The party hears shrieking coming from their right side. They spot a group of 3 wild boars fighting with each other over a pile of fish.
D10=5:A group of 2d6 goblins are gathering food for an upcoming attack on a nearby village. They are also gathering information about the village. They are working with a powerful vampire lord who has promised to turn them into vampires if they kill everyone in the village and then bring him the heads of the village leader and his two sons.
D10=6:A group of 8d4 giant spiders are battling with a group of 8d4 giant scorpions. If the players attack either side, they will set their spiders upon the party. If they attack the spiders and destroy them all, the scorpions will run away. If they attack and destroy the giant scorpions, the giant spiders will fight back until all are defeated.
D10=7:A group of kuo-toa are worshipping a false deity, a giant crab they believe is a god. Will you try to convince them of the truth or let them continue in their misguided beliefs?
D10=8:A group of kuo-toa are performing a ritual to summon a powerful sea creature from the depths of the Underdark's underground lakes. Will you interfere or let them complete their ritual?
D10=9:Before immense crystalline statues, 1d8 displacer beast cubs wrangle in harmlessly tumbling, shadow-wreathed sneaks. They implore the party to participate in a mimic beast performance challenge concocting whimsical critter targets along walled heights. Victory garners respects and surprise decorum of treasure, losing sparks proud parent displacer leaps demanding fluid, straining combat.
D10=10:The sound of echoing footsteps fills the cavern. As you turn a corner, you come face to face with a group of duergar guards. They demand to know what business you have in their territory.
d100 = 35
D10=1:Players find themselves in the middle of a heated debate between a group of 1d8 goblins, arguing over who has the best recipe for roasted deep gnome.
D10=2:A small, hand-carved wooden figurine half-buried in the dirt.
D10=3:If you go into that corridor, you'll find a group of rakshasa and zombies.
D10=4:A cavern filled with unusually large mushrooms.
D10=5:A group of ten dark elves (1 male, 9 females) are arguing about who's the best looking.
D10=6:A group of gith have set up camp in the Underdark, offering their services as mercenaries to the highest bidder. But their true agenda may be to find information about their long-held enemy, the mind flayers, and free their enslaved brethren.
D10=7:A group of svirfneblin craftsmen have been tasked with creating a new weapon for their leader, but they need a rare mineral found in a nearby cave. However, the cave is also home to a powerful elemental that will not take kindly to intruders.
D10=8:Players find themselves in a large cavern with two exits. Inside, they discover a treasure chest that is trapped and trapped again, then trapped once more. The chest is filled with 150 gold pieces and a note that says 'Welcome to Level Two.'
D10=9:The tunnel is littered with broken pottery shards.
D10=10:In the haunted echoes of a deep cavern, they find 3d6 ghostly warriors from a bygone war. Laying them to rest may reveal ancient battlegrounds rich in history and treasure.
d100 = 36
D10=1:The party hears shrieking coming from their right side. They spot a group of 3 wild boars fighting with each other over a pile of fish.
D10=2:The party comes across a small cave that is home to 2d6+2 giant lizards and 2d6+2 giant crocodiles.
D10=3:Players stumble upon a hidden underground rave party where the deep gnomes are partying with an unexpected group of 1d8 mind flayers, who have taken a break from their usual scheming to just let loose and dance.
D10=4:A group of 2d6 marauding gnolls are terrorizing a dwarven village. They have captured the mayor and will kill him if their demands aren't met. The demands are for food, weapons, and gold.
D10=5:You come across a small village of drow, but unlike their usual cruel and violent nature, these drow seem to be living in peace and harmony. As you interact with them, you learn that they have been freed from the mind control of a powerful artifact, but they now face the challenge of living in a world that hates and fears drow.
D10=6:Summer insects, larger and more aggressive, exhibit unusual intelligence. Exploring further, the party discovers the insects protecting an ancient relic buried in their hive.
D10=7:Three dark elf mages are casting a complex spell against each other in an alleyway, which is causing a small black ball to form in their hands that they are trying to make bigger by casting magic on it. The mages are arguing over whose ball is bigger, and if interrupted, they will fight.
D10=8:A group of xorn are engaged in a heated debate about how to properly divide the treasure they found in their recent mining expedition. Will you offer your advice or steal the treasure for yourself?
D10=9:The players encounter a group of mind flayers who have been driven mad by their consumption of a powerful artifact. The players must either defeat the mad mind flayers or find a way to cure them.
D10=10:The players come upon a small group of 2d4+2 hobgoblins sitting around a table gambling. There are a number of coins scattered around them and on the table. The players will have to convince them to let them pass. The hobgoblins will tell the players that they are gambling for their lives in a game called Blackjack. They have a pile of coins and are betting on their game. The players will be able to bet on the game if they wish. If they do not, they will be allowed to pass without incident.
d100 = 37
D10=1:A group of 1d4 giant spiders are making their way across the surface. They will attack any creatures they come across. They have a Giant Spider Spider Egg Sack that they have stolen from a nearby cave system.
D10=2:The adventurers come across a winter solstice festival of svirfneblin (deep gnomes) who are skating on a frozen underground lake. The ice has magically reinforced sections and treacherously thin spots.
D10=3:Dwarven hand-sized gargoyles 3d8, doctor claws hammered from deceptively gentle carvers placed within invisible gallery spaces, drawing adventurers prompting guessing elemental sources. Correctly discern hidden threats out of listed nuances solves puzzles turning keystone roles. Wrong deductions trigger illusions transforming unsolved puzzles combatting typologies underscoring hall-revealed hosts.
D10=4:A group of three dark elves are walking along the tunnel. They are carrying a chest full of treasure looted from an upper level of the dungeon. They will attack if anyone approaches them or their goods.
D10=5:Trickles of water carve small channels into the rock.
D10=6:A group of dark elves are gathering supplies for a journey. They are members of a trade caravan that is heading out of the Underdark. The players can join the caravan if they want. The caravan is protected by dark elf guards, who will protect the caravan from any dangers that attack it.
D10=7:As the players travel through a narrow tunnel, they are suddenly ambushed by a group of darkmantles, bat-like creatures with tendrils that can constrict and suffocate their prey.
D10=8:The party finds a cave that has been converted into a home for a family of troglodytes who have been living there for generations. They will ask you not to disturb them before attacking you if you do not comply with their wishes, saying they have been living there since before even their grandfathers' time and they have no desire to move anywhere else even if it means it would be safer for them to do so.
D10=9:The faint smell of sulfur wafts through the air.
D10=10:The party encounters a summer grove filled with towering mushrooms that periodically pour rainwater. A hidden tribe of troglodytes uses the periodic flooding for fish farming.
d100 = 38
D10=1:Navigating through a labyrinthine series of tunnels, the players encounter a group of 2d6 myconids—sentient, mushroom-like beings. The air is thick with spores, and the myconids communicate telepathically, seeking to envelop the party in their fungal hivemind. The environment feels both surreal and claustrophobic, with glowing fungi casting bizarre patterns on the rocky walls. The players must decide whether to resist the myconids' influence and potentially incite a violent response or willingly submit to their collective consciousness, losing their individuality.
D10=2:You see a group of 1d4+2 dark elf guards. They are wearing leather. It's not armor, technically.
D10=3:The players come across a group of myconids who are in danger of being wiped out by a group of hostile vegepygmies. The players must find a way to stop the conflict and potentially gain allies.
D10=4:An unnatural chill in the air that raises the hair on your neck.
D10=5:The adventurers find a tomb forgotten by time and guarded by 1d10 wights. The ancient runes hint at treasures but also speak of a curse that binds the undead within.
D10=6:A drow priestess and her group of followers are performing a ritual to Lolth, the Spider Queen. They seem unaware of your presence and continue their dark ceremony.
D10=7:The adventurers encounter 1d10 hooked horrors that have claimed an ancient underground temple. The delicate balance of the Underdark rests on the party's decision to defend or desecrate these hallowed grounds.
D10=8:A lost troupe of faerie dragons, shimmering with bioluminescence, pleads for help in finding their queen. If the players assist, they find the queen in a perilous predicament and are rewarded with a magical song that fortifies their spirits.
D10=9:The players come upon a camp made up of 3d6 humans and 2d6+2 elves. It looks like they are having some kind of meeting or party. They will not attack if the players stay out of the camp, but they will attack if they approach it or their belongings.
D10=10:Webs cover the walls, hinting at the presence of giant spiders.
d100 = 39
D10=1:A group of 4d6 dark elf warriors are throwing their axes at a target that is 10' away. The warriors are drunk and will attack if provoked.
D10=2:Footprints in the dust that lead off into the darkness.
D10=3:You come across a camp of humans and goblins. They are roasting and eating humans.
D10=4:A strong, metallic tang flavors the air.
D10=5:You can see a group of troglodytes talking to each other.
D10=6:The sound of chanting is heard in the distance.
D10=7:The scent of burnt wood lingering in the air.
D10=8:A drow noble is making their way through the Underdark, accompanied by a small army of quaggoths. Will the players try to gather information from the noble or avoid getting caught up in their political battles?
D10=9:Tiny stalagmites form a miniature forest on the cave floor.
D10=10:Players stumble into a room and notice that it looks like it was once used for rituals and ceremonies. The room is decorated with blood stains, bones, and candle wax. In the center of room, there is a huge pentagram etched into the ground and blood stains on the walls.
d100 = 40
D10=1:An old, rusted pickaxe leaning against a wall.
D10=2:The players come across a group of myconids who are in danger of being wiped out by a group of hostile vegepygmies. The players must find a way to stop the conflict and potentially gain allies.
D10=3:A narrow tunnel filled with sticky cobwebs.
D10=4:You see 12 drow (some armed with short sword and one with a long sword) and two giant spiders. The drow are arguing with a clan of giant spiders that belong to the underdark. The spiders
D10=5:A series of small, interconnected tunnels weaving through the rock.
D10=6:Exploring an old mine now claimed by a beholder, the players must evade 1d6 floating eyes patrolling the tunnels. The air feels dense, almost watching, filled with the hum of arcane energy. The beholder’s central chamber pulses with dark power, its many eyes glistening with malevolent intelligence. Players must steel their nerves and strategize efficiently to confront this deadly foe or find a way to escape its notice. Each decision here marks their fate in the beholder's lair.
D10=7:A patch of giant mushrooms emitting a gentle, bioluminescent glow.
D10=8:A pair of mind flayers are arguing over a lost artifact, neither willing to let the other have it. The players can either side with one of them or try to take the artifact for themselves.
D10=9:A drow is seen in a room filled with 3d4 deep gnolls.
D10=10:The sound of drums is heard in the distance.
d100 = 41
D10=1:A powerful aboleth is using its psionic abilities to manipulate and control a nearby village of deep gnomes. Will you try to defeat the aboleth and save the gnomes, or use the opportunity to gain powerful allies by negotiating with the aboleth?
D10=2:The party sees a group of dark elves killing a horde of spiders. They are trying to keep the spiders from spreading out.
D10=3:An old, weathered sign with unreadable words.
D10=4:A group of svirfneblin researchers have stumbled upon a powerful ancient artifact that could change the balance of power in the Underdark. They will hire the players to help them transport it safely to the nearest city, but they must watch out for any would-be thieves.
D10=5:Stalactites dripping water create small puddles on the cave floor.
D10=6:A group of four dark elven rogues are walking along the tunnel. They are looking for a place to hide their stolen goods. They will not attack unless provoked.
D10=7:Water trickling down the walls, creating small rivulets.
D10=8:An unexpected chill blankets the area as icy stalagmites and stalactites form, revealing 1d4 frost salamanders who seem agitated, hinting at an ancient glacier dragon nearby.
D10=9:You stumble upon a group of gnomes who have set up a makeshift mine in the Underdark. They are searching for a rare gem that is said to have magical properties. Will you help them mine for the gem or try to take it for yourself?
D10=10:Deep in the Underdark, the players discover a group of drow who have formed a cult worshiping an ancient, dormant beholder. The drow believe that awakening the beholder will bring them great power, but the players must decide whether to stop them or join in their worship.
d100 = 42
D10=1:A group of dwarves are praying to a statue of a god. They warn the players that something dangerous is coming. They need help fighting it.
D10=2:The tunnel twists and turns unpredictably.
D10=3:The party encounters a cave with a springtime theme, filled with blooming, phosphorescent flowers. Upon touching them, they release a mild hallucinogenic spore that causes players to see and interact with illusory creatures.
D10=4:A group of dark elf men are arguing about what is wrong with their city and why no one wants to stay in their city anymore. One of them says that something must be done to fix their city before everyone leaves it forever and it becomes abandoned like so many other cities in the underdark have become over time.
D10=5:4d10 kobolds are giving offerings of gold coins to a statue of Lolth. One of the kobolds keeps saying "Look! They're here"
D10=6:A group of three dark elves are fighting over a magic ring. They will kill each other before you can get close. The survivors will try and bribe you with it.
D10=7:The tunnel takes an unexpected sharp turn.
D10=8:The players stumble upon a small settlement of peaceful deep gnomes, but they are being threatened by a powerful tribe of drow. Will the players help defend the gnomes or side with the drow for potential rewards?
D10=9:A group of friendly Myconids (mushroom people) invite the players to join them in their singing and dancing ritual around a glowing pool of water. The pool has healing properties, but if the players stay too long they may become overwhelmed with joy and refuse to leave.
D10=10:The party finds a cave that has been converted into a home for a family of troglodytes who have been living there for generations. They will ask you not to disturb them before attacking you if you do not comply with their wishes, saying they have been living there since before even their grandfathers' time and they have no desire to move anywhere else even if it means it would be safer for them to do so.
d100 = 43
D10=1:A group of three drow (1 male, 2 female) are looking around, trying to find something. They'll fight if the party gets too close.
D10=2:In the cursed remains of an ancient drow fortress, they confront their old nemesis masquerading as a drow warlord, aided by 2d6 elite dark elf warriors. The air is thick with the scent of old blood and destruction. The crumbling walls and half-buried ruins create a labyrinthine battlefield. Strategy and familiarity with their adversary provide their only edge. Every corner could hide a trap or an ambush, reinforcing the haunting perils of forgotten glories. The nemesis's presence here hints at broader manipulation and plots unfolding.
D10=3:A group of 2d6 goblins are gathering food for an upcoming attack on a nearby village. They are also gathering information about the village. They are working with a powerful vampire lord who has promised to turn them into vampires if they kill everyone in the village and then bring him the heads of the village leader, his two sons, and their three best warriors.
D10=4:A group of 2d4 kobolds attack from a hidden tunnel. They are riding giant spiders. The spiders have been trained to fight like dogs. The kobolds are dressed in leather armor, and are carrying short swords and daggers. The kobold leader is wearing an old set of chain mail armor, and is carrying a longsword +1. If the players kill the kobolds, they will find a small fortune in silver and gold coins in the leader's belt pouch. The kobolds were hired by a local lord to protect his livestock.
D10=5:A powerful necromancer is using the Underdark as a testing ground for their dark experiments. Can the players stop the necromancer before their twisted creations escape and wreak havoc on the surface world?
D10=6:A group of 3d6+3 dark elf soldiers getting ready to take to the tunnels in search of goblins.
D10=7:A faint, echoing chant can be heard from deep within the tunnels.
D10=8:The players come across a giant subterranean mushroom that is said to hold magical properties. However, a group of myconids are fiercely guarding it and will attack anyone who tries to take it. Will the players risk angering the myconids for a chance at the mushroom's magic?
D10=9:You come across a large spider, they look very hungry and they get very angry when they don't get enough food to eat.
D10=10:An abandoned, rusted sword stuck into the ground.
d100 = 44
D10=1:A bronze dragon wyrmling is smitten with a petrified statue of an adventurer. The players must defeat a nearby basilisk to restore the statue, earning the dragon's lifelong adoration and aid.
D10=2:A group of dwarves are arguing about whether or not they should go through a particular door or not.
D10=3:As the players rest for the night, they are visited by a blind drider who has been cursed to live in the Underdark. She asks for their help in finding a way to return to the surface.
D10=4:A group of 1d4+4 dark elves are holding a party, celebrating the defeat of a rival clan in battle. The party is being held in honor of a member of the party who is retiring from adventuring and becoming an elder.
D10=5:Small cave insects scurry away as the party approaches.
D10=6:A group of friendly Myconids (mushroom people) invite the players to join them in their singing and dancing ritual around a glowing pool of water. The pool has healing properties, but if the players stay too long they may become overwhelmed with joy and refuse to leave.
D10=7:A group of dark elves are hunting a group of humans.
D10=8:A powerful drider has taken control of a drow city, creating chaos and destruction. The players must choose to either help the drider or overthrow it and save the city.
D10=9:A patch of ground covered in small, unusual crystals.
D10=10:Approaching the river that separates their world from the Abyss, the adventurers run into a group of 4d4 abyssal ghouls, drawn by the scent of living flesh. The river's fetid stench and screams echo from the darkness, intertwining with the ghastly growls. Combat here demands every bit of the players' resourcefulness and resilience, as the very air seems to eat away at their sanity. Surviving this ordeal suggests a broader demonic infiltration in the Underdark.
d100 = 45
D10=1:A cavern is illuminated by eerie, crimson lights from bioluminescent fungi resembling autumn leaves. As the party explores, they find these fungi attract and entrap small creatures, turning them into nutrient-rich soil.
D10=2:As the players navigate through the Underdark, they come across a group of svirfneblin fighting against a powerful beholder. The players must choose whether to join the battle or try to sneak by and avoid the danger.
D10=3:The ground is unusually cold underfoot.
D10=4:A group of 5d4 humans are walking down a dirt path. They are carrying a large box and they look nervous.
D10=5:A reclusive drow bard offers to serenade the players in exchange for helping him find the lost lyrics to a ballad, said to bring peace to his estranged lover.
D10=6:A group of svirfneblin have been feuding with a clan of hostile grimlocks for years. The players must mediate a peace treaty between the two factions, but both sides have their own hidden agendas.
D10=7:Deep in the caverns, the players find an abandoned flower garden initially tended by a cave-dwelling couple. Reviving the garden grants them boons from spirits of nature and love imbued within the flora.
D10=8:A group of myconids are having a lively party, complete with music and dancing. They invite the players to join in the fun, but beware, their spores have some interesting effects.
D10=9:The party comes across a group of derro (mad deep dwarves) who have discovered a powerful and forbidden magic. Will the players stop them or use the magic for themselves?
D10=10:As you travel through a narrow passageway, you come across a pack of blink dogs who are being hunted by a group of drow. Do you assist the blink dogs or leave them to their fate?
d100 = 46
D10=1:The players come across a group of powerful aboleths who are trying to manipulate and control the nearby drow cities for their own gain. The players must either stop them or choose to side with the aboleths in exchange for powerful magic.
D10=2:No, heading down that corridor is a very bad idea. You'll find a group of mind flayers.
D10=3:The ground vibrates with distant drumbeats and chants, leading the party to a tribal dance encircled by 3d6 troglodytes who worship a volatile earth elemental, which reacts violently to any interruption.
D10=4:A small group of 2d4 humans are standing around a bonfire. They are talking about their "important" jobs.
D10=5:The party is approached by a group of deep gnome miners who claim to have found a new, valuable vein of ore. However, they need protection from the orc raiders who are trying to take it from them.
D10=6:Pools of stagnant water have an oily sheen.
D10=7:A group of svirfneblin miners have accidentally opened a portal to the Elemental Plane of Earth, unleashing powerful elemental creatures into the Underdark. Will you help them close the portal or try to use the chaos to your advantage?
D10=8:The players come across a bizarre scene - a group of drow are playing a game of "hide and seek" with a blindfolded beholder. The beholder is using its eye stalks to track the drow, but the players must be careful not to get caught in the crossfire.
D10=9:You see a dark figure sitting alone by a lake, fishing. Upon closer inspection, you realize it is a dryad who has taken up residence in the Underdark. She offers the players a unique trade in exchange for secrets about the surface world.
D10=10:In the blackened depths of a chasm, the party faces a pack of 1d6 yochlols—demon servants of Lolth. The chasm’s air is cold and filled with an almost palpable dark energy. The yochlols, with their shifting forms and venomous attacks, embody chaos and danger. The players must muster their religious knowledge and combat skills to survive. The yochlols' presence hints at deeper, darker rituals playing out in the cosmic struggle of the Underdark.
d100 = 47
D10=1:An enormous summer-bonfire built by duergar dwarves during a solstice festival, the flames reveal ancient runes hinting at a hidden treasure deep underground.
D10=2:A drow scout is seen standing in a room filled with 1d4+2 spider swarms.
D10=3:A small, natural bridge across a deep chasm.
D10=4:You encounter a blind dwarf who speaks in riddles. He challenges the group to solve his puzzles in exchange for information about the Underdark and its dangers.
D10=5:The players find a human who has been trapped in an area with 5d6 giant rats who have been chewing on him for two days now and he is just about dead when found. He is grateful to be rescued but dies anyway from his wounds.
D10=6:A group of 3d4 giant spiders are making their way across the surface. They will attack any creatures they come across.
D10=7:A group of 2d6 dark elves are watching an elven woman who is performing some sort of ritual. The dark elves will attack the players if they get in the way but they won't kill her unless it is absolutely necessary to complete their mission.
D10=8:The party comes across a group of deep dragons, who are considered to be the most powerful creatures in the Underdark. These dragons are the rulers of this dark realm and they do not take kindly to outsiders trespassing on their territory.
D10=9:As the players travel through a narrow tunnel, they are suddenly ambushed by a group of darkmantles, bat-like creatures with tendrils that can constrict and suffocate their prey.
D10=10:You come across a large nest of giant ants. This nest has a queen ant, 2d4 scouts and 2d4 worker ants. The queen has a AC of 20, HP 20 and does 2d6 damage with her stinger. The scouts have half the queen's stats. The workers have half the queen's stats. All of these creatures will attack the party.
d100 = 48
D10=1:A group of dark elves are hunting a group of dwarves.
D10=2:A group of 5 dwarves and 2 humans are walking down the tunnel, talking about how they were captured by a group of dark elves and they managed to escape while being held captive in the city. They say they were held captive in a dungeon in the city. They managed to escape while being brought to see the queen of the city.
D10=3:A smooth stone corridor leads to an enigmatic glow, revealing 1d6 drow priests performing a dark ritual. Interrupting it could prevent the summoning of a horrible demon or provoke the wrath of Lolth herself.
D10=4:A traveling bard is passing through the Underdark, singing songs of the surface world and spreading tales of adventure. He offers to trade some of his stories for information about the players' journey.
D10=5:The air seems to thrum with a distant vibration.
D10=6:Discarded torches that appear to have been used recently.
D10=7:A lone flame tongue dagger is stuck in the ground, its fiery glow illuminating the area. If a player attempts to retrieve it, the dagger will possess them, cursing them with a need to constantly cause chaos and destruction.
D10=8:The players come across a bizarre scene - a group of drow are playing a game of "hide and seek" with a blindfolded beholder. The beholder is using its eye stalks to track the drow, but the players must be careful not to get caught in the crossfire.
D10=9:A group of 2d6+2 dwarves are walking through the tunnels. They are looking for work and will take any available job.
D10=10:The sound of flowing lava can be heard but not seen.
d100 = 49
D10=1:A cluster of phosphorescent moss illuminates a small area.
D10=2:The players stumble upon a drow city that has been mysteriously abandoned. But when they start exploring, they discover the city is filled with traps and illusions. Can they unravel the secrets of the city and uncover the truth behind its inhabitants' disappearance?
D10=3:You stumble upon a group of grung who are trying to perform a ritual to summon a powerful demon. Will you try to stop them or potentially use the demon's summoning to your advantage?
D10=4:In a vast, echoing cavern, the party finds 1d8 vampire spawn led by a powerful vampiric master. This master, a fallen dwarven prince, seeks his ancient scepter lost in another nearby but perilous cavern complex.
D10=5:The party is approached by a group of svirfneblin children who have lost their way and need help finding their parents. However, it turns out to be a trap set by a group of drow who are using the children as bait. Will the players save the children or fall into the drow's trap?
D10=6:A group of 2d6 dark elves are watching an elven woman who is performing some sort of ritual. The dark elves will attack the players if they get in the way but they won't kill her unless it is absolutely necessary to complete their mission.
D10=7:The players come across a small band of kuo-toa with their leader, a deranged "god" who demands tribute and worship. But are they really worshipping a god or just a mad creature?
D10=8:A group of deep gnomes are desperately trying to find a magical artifact that will restore their lost underground city. However, they are not the only ones searching for it...
D10=9:The players encounter a group of drow who have been cursed by a powerful witch, causing them to lose their powers and become outcasts in drow society. Will the players help lift the curse or take advantage of the weakened drow?
D10=10:A group of svirfneblin are trying to tame and ride a kruthik, a giant burrowing insect. Will the players help them succeed or must fend off the kruthik themselves?
d100 = 50
D10=1:As the players travel through a narrow tunnel, they are suddenly ambushed by a group of darkmantles, bat-like creatures with tendrils that can constrict and suffocate their prey.
D10=2:1d4+2 ogres.
D10=3:6d4 kobolds raid a nearby elvish town in search of more food to feed their starving horde. They are very organized and hastily take whatever they can get and then escape. This event might cause the elves to attack the kobolds.
D10=4:The sound of chanting is heard in the distance.
D10=5:You come across a group of dark elves who have forsaken their drow heritage and now worship a benevolent deity. Will you work with them and potentially gain their powerful deity's blessings, or see them as potential threats to your own ambitions in the Underdark?
D10=6:A gentle, but constant, breeze flows from an unseen opening.
D10=7:3d4 gnolls raid a nearby human town in search of children who have gone missing. The gnolls are sent by a group who do not want the humans to grow too strong and become a threat to their own interests.
D10=8:Loose shale makes footing treacherous.
D10=9:The doors open, and an army of dwarves rush in, screaming about ill omens. They warn the players that something dangerous is coming. They need help fighting it.
D10=10:The players encounter a spectral carnival where 1d12 various Underdark creatures perform bizarre acts. However, the ringmaster, a powerful drow wizard, demands a performance from the players in return for safe passage.
d100 = 51
D10=1:A clan of drow are being tormented by a powerful shadow dragon that has taken up residence in their cavern. The players must either help the drow defeat the dragon or use the chaos to their own advantage.
D10=2:The players come across a powerful and ancient behir, rumored to possess a gemstone that can grant wishes. Can the players defeat the behir and claim the gemstone, or will they fall victim to the creature's electrifying attacks?
D10=3:A cave fisher with a unique, friendly disposition shows the players to a forgotten underground garden once tended by a druid and his beloved. The garden holds medicinal plants and a long-forgotten healing spring.
D10=4:A cavern opens up into a high ceiling, with stalactites hanging precariously.
D10=5:A group of dark elves are praying to their dark goddess for protection from a nearby dragon that has been terrorizing their city for months. The dragon's name is Xy'lothax. He has been terrorizing the city for several months, and he has been killing several dark elves each night he attacks. The dragon's attacks have been increasing in frequency, and the dark elves are getting worried that he will attack their city soon.
D10=6:The players come across a pool of shimmering water, with 2d4 ghostly figures of drowned souls attempting to pull them into the depths. Surprisingly, a passing aboleth offers protection at a mysterious cost.
D10=7:As you make camp for the night, you are visited by a powerful creature known as an abominable yeti, who is known for its insatiable hunger for magic. Will you try to make a deal with the yeti or fight for your life and protect your magical items?
D10=8:A group of three drow (1 male, 2 female) are looking around, trying to find something. They'll fight if the party gets too close.
D10=9:The players come across a group of friendly kobolds who are being chased by a powerful dragon. The players must find a way to defeat or distract the dragon and potentially gain grateful new allies.
D10=10:An elderly couple is sitting on a nearby ledge, watching the party and commenting on their actions. They will leave after a few hours.
d100 = 52
D10=1:The temperature noticeably rises, indicating geothermal activity.
D10=2:You come across a pack of 1d6+1 shadow mastiffs. If they see you, they will attack.
D10=3:The players encounter a group of mind flayers who have been driven mad by their consumption of a powerful artifact. The players must either defeat the mad mind flayers or find a way to cure them.
D10=4:You hear the dripping of water echoing through a dark tunnel.
D10=5:A radiant lichen-encrusted stalagmite serves as the nesting ground for 2d6 fireflies emitting sparks of heat. Close by, hidden beneath overhanging rocks, a powerful red dragon wormlings await any foolish enough to disturb them.
D10=6:In spring, swathes of cherry blossom-like petals fall from ancient, sleeping tree entities. These petals, when collected, afford rare concoctions but the trees’ awakening spells peril.
D10=7:Small cave insects scurry away as the party approaches.
D10=8:A solitary skull resting on a rock, long since abandoned.
D10=9:The party comes across a group of troglodytes who have been taken over by a powerful necromancer. The troglodytes now guard his lair and act as his minions. What dark secrets does this necromancer hold?
D10=10:As the players wander through the tunnels, they come across a beautiful village made entirely out of crystals. The villagers are peaceful and offer the players food and shelter, but they have a dark secret that they are hiding.
d100 = 53
D10=1:The players suddenly find themselves in a maze-like labyrinth with no way out. They are being hunted by a group of illithid, also known as mind flayers, trying to use them as potential hosts for their parasitic tadpoles. Can the players find a way to defeat the illithid or escape the maze before it's too late?
D10=2:The distant sound of footsteps echoing through the tunnels.
D10=3:While exploring a large cavern, the players stumble upon a group of myconids having a festival. They invite the players to join in and partake in their hallucinogenic spores, which may have surprising effects on the players.
D10=4:2d6 elven warriors relaxing in an area carved out of a huge stalactite.
D10=5:In a twisting series of interconnected tunnels, adventurers stumble upon a small, cloaked figure: a deep gnome bard with a lute of immense, ancient power. The bard offers a cryptic quest that promises great rewards but involves outsmarting a gravely dangerous aboleth.
D10=6:Soft whispers that seem to come from the shadows, but fade quickly.
D10=7:A group of 2d6 goblins is hiding in a nearby cave. They will attack anyone who comes near their hiding place.
D10=8:A series of strange, perfectly round holes dot the cavern walls.
D10=9:Dwelling in a stalactite palace, 3d6 kuo-toa priests offer you homage through an acolyte-led tour, showing off their peculiar gods made from driftwood and shell. They prank players with fishy illusions, leaving riddles at every corner where alternate connections to advancing threats can be discovered. Passage demands proving faith (or cunning), else their deities might spur them into hostility.
D10=10:A group of 3d10 orcs are in conversation with a group of 3d10 hobgoblins. The orcs and hobgoblins are making plans to raid an area.
d100 = 54
D10=1:One more drow ambush: a group of 1d4 dark elves are waiting for a group travelling through the area to pass by. They want to ambush them, so they can take all the stuff they can carry.
D10=2:A group of myconids are peacefully tending to their mushroom gardens. But when they see you, they become hostile, thinking you are there to steal their precious crops.
D10=3:The players encounter a cave-dwelling lizardfolk bard, singing ballads to woo a stalactite hanging from the cavern ceiling. Giving song requests or materials for a new instrument earns their melodic guidance.
D10=4:A narrow cavern with perfectly smooth walls, almost like glass.
D10=5:An elegantly dressed drider hosts secret ballroom dances in a cavern adorned with shimmering webs. She requests help finding a lost guest from a previous masquerade in exchange for sharing secrets of the Underdark.
D10=6:A pair of half-fiends are fighting in the hall.
D10=7:You find an old, crumbling journal with unreadable pages.
D10=8:A damp, earthy smell permeates the cavern.
D10=9:The players come across a giant subterranean mushroom that is said to hold magical properties. However, a group of myconids are fiercely guarding it and will attack anyone who tries to take it. Will the players risk angering the myconids for a chance at the mushroom's magic?
D10=10:You come across the lair of a giant spider. It is so big, you can't even see it.
d100 = 55
D10=1:An old map on the wall drawn in faded, nearly illegible chalk.
D10=2:As the players explore a large underground lake, they see a group of merfolk being attacked by a group of aquatic trolls. The players must choose whether to help the merfolk or strike a deal with the trolls to gain passage through their territory.
D10=3:A love-struck xorn enlists the players’ help to impress an earth elemental. In return, he shows them hidden veins of precious minerals and metals scattered throughout the realm.
D10=4:A patch of ground covered in small, unusual crystals.
D10=5:Some dwarves are standing in the corner. If the players talk to them, the dwarves will ask if they can help steal some treasure from a nearby onyx dragon. The dwarves will be willing to give up information about those who shared their secret if the players can steal enough treasure to pay them.
D10=6:The party encounters a group of svirfneblin (deep gnomes) who are being terrorized by a group of giant spiders. They beg for the players' assistance in defeating the arachnids and offer valuable information in return.
D10=7:As the players round a corner, they come face to face with a roving band of 3d4 blind drow who mistake them for food.
D10=8:The distant sound of rushing water grows louder as you proceed.
D10=9:The party sees a group of 2d4+4 kobolds fighting with a group of 2d4+4 orcs.
D10=10:A group of kuo-toa believe that one of the players is the reincarnation of their long-lost god, and they will stop at nothing to protect and serve them. Will the players take advantage of this situation or try to convince the kuo-toa of the truth?
d100 = 56
D10=1:A powerful lich, once a powerful wizard, is seeking revenge on those who betrayed them centuries ago. Will you help the lich in their quest for vengeance, or try to defeat them and prevent a powerful undead army from rising in the Underdark?
D10=2:The tunnel floor is covered in a fine, glittering dust.
D10=3:A group of myconids are living peacefully until a group of myconids from a different circle challenges their authority. The players must mediate the conflict before it turns violent.
D10=4:A large group of 4d10 kobolds have set up a temporary camp in an abandoned room by the side of the tunnel. They have no idea they're not alone.
D10=5:Unusual, but harmless, subterranean birds nesting in the rocks.
D10=6:In a dark and gloomy cavern, the players encounter a group of mind flayers who are using their psychic powers to control a group of unsuspecting adventurers. Will the players be able to resist the mind flayers' control and save the adventurers?
D10=7:The sound of metal clanging together comes from down the tunnel. It is coming closer, as it lasts longer than they would expect a clanging sound to last.
D10=8:The party sees a huge black basilisk that has somehow escaped from its cage in a wizard's tower. The basilisk is looking for food. It sees the party and starts to gnash its teeth at them.
D10=9:A group of 2d6 goblins are gathering food for an upcoming attack on a nearby village. They are also gathering information about the village. They are working with a powerful vampire lord who has promised to turn them into vampires if they kill everyone in the village and then bring him the heads of the village leader, his two sons, and their three best warriors.
D10=10:Small, blind fish swim in a shallow pool.
d100 = 57
D10=1:A group of dark elves are throwing rocks at a target. If threatened, they will attack.
D10=2:A group of svirfneblin have discovered a portal to the Feywild and are using it to trade with the inhabitants. The players must navigate through the Feywild to find their way home.
D10=3:A drow is seen in a room filled with 3d4 deep gnolls.
D10=4:The distant sound of muttering or chanting.
D10=5:Two dark elf men are fighting over a woman. They will not stop until one of them kills the other. The woman looks at the players and mouths 'help me.' If the players try to stop the fight, they will be attacked by the two men. If they try to help the woman, they will be attacked by the two men.
D10=6:A group of duergar are hoarding a cache of magical weapons and armor. Will the players try to steal from these notorious thieves or make a deal with them?
D10=7:You see a group of five dark elf males and two priestesses. They are watching over a group of kobolds who are digging a tunnel toward the surface. If you try to interfere, the dark elves will attack.
D10=8:A single drow is walking through the tunnels, frantically whispering to themselves and constantly looking over their shoulder. They are convinced that they are being followed by a demon and will do anything to get away.
D10=9:A portal appears before the players, offering them a chance to travel to a different plane of existence. However, the portal is unpredictable and may lead them to a dangerous location.
D10=10:An ancient dao, disguised as a stone pillar, asks the players to help it find a precious gem that was stolen from its hoard by a group of rogue dwarves. In return, the dao promises to grant them one wish.
d100 = 58
D10=1:The party walks down the right side and finds two doors. If they open the first one, they can see a small chamber, with 2d6 dead goblins in grotesque positions on the floor. If they open the second door, they will find a lone goblin sitting on a chair eating some food. If they try to attack him, he will surrender and beg for his life. He will tell them that he is only out here because he is a coward and had no choice but to stay here. The goblin will say that there was a wight in the next chamber which is very dangerous and he is hiding in this chamber because he is a coward.
D10=2:A group of dark elves are conducting a ritual in a nearby cave. They are wearing black robes and they are chanting in a strange language. The ritual is creating a darkness that will engulf everything if it is not stopped.
D10=3:A gentle, but constant, breeze flows from an unseen opening.
D10=4:The faint scent of smoke in the air, but no flame is visible.
D10=5:The PCs encounter a group of 2d6+2 dark elves. They demand to be allowed to pass or they will attack.
D10=6:Shadows flicker in the dim light, creating illusions.
D10=7:A patch of giant mushrooms emitting a gentle, bioluminescent glow.
D10=8:The players come across a group of powerful aboleths who are trying to manipulate and control the nearby drow cities for their own gain. The players must either stop them or choose to side with the aboleths in exchange for powerful magic.
D10=9:The party comes across an underground cave with 2d6 giant rats inside. They are guarding a chest full of gems worth 100 gp each, but it's trapped with a poison needle that will kill anyone who tries to open it without disabling it first.
D10=10:A group of young dark elves are playing a game. They are throwing rocks at a target. If threatened, they will run away.
d100 = 59
D10=1:A tribe of friendly kobolds guard a relic made by a great hero of old, who returned to find his one true love. They offer to share the relic’s power if the players help protect their home from an impending threat.
D10=2:An abandoned chest with its lid slightly ajar.
D10=3:The players hear a woman wailing. She is standing over the body of her dead husband who was just killed by a giant spider. She will beg the players to kill the spider so she can bury her husband.
D10=4:The party comes across an underground cave with 2d6 giant rats inside. They are guarding a chest full of gems worth 100 gp each, but it's trapped with a poison needle that will kill anyone who tries to open it without disabling it first.
D10=5:The players see two duergar fighting over a valuable gemstone. When the players approach, they offer to pay them handsomely to help them defeat a powerful earth elemental that is guarding the gemstone.
D10=6:The party is approached by a group of deep gnome miners who claim to have found a new, valuable vein of ore. However, they need protection from the orc raiders who are trying to take it from them.
D10=7:The ground is littered with small, smooth pebbles.
D10=8:A cavern is illuminated by eerie, crimson lights from bioluminescent fungi resembling autumn leaves. As the party explores, they find these fungi attract and entrap small creatures, turning them into nutrient-rich soil.
D10=9:The players come across a mysterious hidden temple dedicated to an ancient deity, filled with trials and puzzles that must be completed in order to gain its favor and potentially powerful blessings.
D10=10:The tunnel is filled with the sound of distant, echoing footfalls.
d100 = 60
D10=1:You stumble upon a malevolent hag who offers to trade valuable magical items in exchange for a promise of your service in the future. But beware, the hag is known for her trickery and deals may not turn out as expected.
D10=2:The tunnel walls are rough and jagged to the touch.
D10=3:You come across a group of svirfneblin miners who have discovered a kraken's lair in their search for precious minerals. The players must find a way to defeat the kraken and protect the miners, or risk losing valuable allies in the depths of the Underdark.
D10=4:Tiny, harmless cave lizards skittering away at your approach.
D10=5:A clump of strange, pulsating fungi grows near a cavern wall.
D10=6:The floor is uneven and rocky, making travel slow.
D10=7:An eerie stillness pervades a wide underground lake.
D10=8:An old, damaged barrel partially collapsed on its side.
D10=9:The players are suddenly transported to an underground arena, where they must fight against a variety of monstrous creatures for the entertainment of a powerful and mysterious patron. Can they survive the battles and uncover the truth behind their capture?
D10=10:In a twisting series of interconnected tunnels, adventurers stumble upon a small, cloaked figure: a deep gnome bard with a lute of immense, ancient power. The bard offers a cryptic quest that promises great rewards but involves outsmarting a gravely dangerous aboleth.
d100 = 61
D10=1:As the players pass through a grove of glowing mushrooms, they are transported into a hallucinatory realm where they must navigate through their fears and memories to escape.
D10=2:Across the chamber, you see a group of drow dancing around a fire while singing a dark tune. If they are approached by strangers, they will dispel the illusion and attack.
D10=3:The players discover a derro seer who composes heart-touching poems for her elemental love. The poems hold hidden alchemical recipes that grant the players valuable potions and elixirs.
D10=4:You come across a group of deep gnomes who have been driven out of their homes by a group of mind flayers. The deep gnomes are seeking revenge and ask the players to help them reclaim their home.
D10=5:A group of 8d4 minor demons are attacking a group of 8d4 kobolds. These kobolds are being controlled by a x2 level demon. The group will be lead by a x2 level demon champion. The demon has been sent by their leader, who was exiled from this area, to reclaim the resources of the area for him. If the players attack the kobolds and defeat them all, the x2 level demon will surrender, but he will teleport away if he can.
D10=6:The adventurers stumble upon a hibernating winter cavern bear. With a rare, viridian coat, this albino creature houses powerful spirits within its form.
D10=7:The players enter a huge chamber filled with intricate crystal formations. They soon realize that these crystals are actually living creatures known as crystalline dragons. Will they befriend these creatures or try to steal some of the valuable crystals?
D10=8:A swirled mural of diverse mineral veins creates an optical illusion that shifts between a maze and an open path. 1d6 galeb duhr guard its secrets, moving deceptively slow but implacably steady when provoked.
D10=9:The party encounters a cave with a springtime theme, filled with blooming, phosphorescent flowers. Upon touching them, they release a mild hallucinogenic spore that causes players to see and interact with illusory creatures.
D10=10:The players stumble upon a group of 1d6+2 kobolds having a tea party with a beholder, who is surprisingly well-mannered and polite.
d100 = 62
D10=1:You come upon a cavern containing a battle between dark elves and drow. The dark elves are winning.
D10=2:A group of kuo-toa are worshipping a statue of a giant lobster. They offer fish and other offerings to appease the deity, but if the group disrupts their ceremony, the kuo-toa will fight to the death to protect their god.
D10=3:A stalactite drips acidic liquid.
D10=4:A solitary skull resting on a rock, long since abandoned.
D10=5:A group of two dark elves (1 male, 1 female) are arguing about whether or not they should kill the party.
D10=6:As the players cross a narrow bridge over a chasm, they are attacked by a group of hook horrors from above.
D10=7:A group of 3d4 broken, chained prisoners are being led by 2d6 dark elf warriors, a x2 level warchief, and 2d6 drow warriors. They are being taken to an area they believe they will be welcomed as heroes. If they party attacks, they will run away and the drow will teleport away. If they attack the dark elf warchiefs, they will run away and the drow will teleport away. If they destroy all the dark elf warriors, the drow will surrender and ask the party to take them back to their homes. The prisoners will go free once it is determined that they have been tricked.
D10=8:You see a group of six dark elf females. They are watching over a group of kobolds who are digging a tunnel toward the surface. If you try to interfere, the dark elves will attack.
D10=9:Crystalline formations pulse with arcane light along the path. The players encounter a drow scouting party of 3d10, who demand a toll or challenge the party to a duel over the right to passage.
D10=10:A swarm of tiny, harmless insects wafts through the air.
d100 = 63
D10=1:A group of dark elves are conducting a ritual in a nearby cave. They are wearing black robes and they are chanting in a strange language. The ritual is creating a darkness that will engulf everything if it is not stopped.
D10=2:A group of svirfneblin are in danger of being discovered by a powerful group of mind flayers. Will you help them escape and potentially gain a grateful ally, or use them as a distraction to further your own goals in the Underdark?
D10=3:An underground river rushing by, too wide to cross without aid.
D10=4:A dark elf woman is lurking in a dark corner of the room. She believes she is invisible but if the players cast a bright light near her, she will become frightened and run off.
D10=5:The party enters a humid summer cavern filled with swarms of bioluminescent beetles. The beetles are attracted to metal and will follow players, lighting up their gear and making stealth impossible.
D10=6:Past sleeping monstrosities’ skeletal forms, 5 todstocks emerge breaking into cavern sneaks playing “hide-the-treasure” in agreed environments. Rewarding games involve tensions brittle tokens mistaken waking foes defending invaluable hidden raids or locking traps revelry unveiling doomed involving battles exciting with shadowed ties plotted beyond playful realms.
D10=7:The ground is slippery with algae or mold.
D10=8:Out of the hazy light, 1d8 hushed nagas whisper secrets and forgotten lore, but demand a dark favor in return for their knowledge, hinting at ties to a higher, darker power.
D10=9:Players come upon a large chamber with three doors on each side of the room. In the center of the room is a table that has a black candle on it. The candle is lit, but it burns with no flame and no smoke. If any player touches the candle, then they will be teleported to a different location on the map, at random.
D10=10:The players come across a mind flayer city, shrouded in secrecy and guarded by powerful psionic barriers. Will they try to infiltrate the city or steer clear to avoid being discovered?
d100 = 64
D10=1:The party stumbles across a deep gnoll encampment.
D10=2:A group of 2d6 marauding gnolls are terrorizing a dwarven village. They have captured the mayor and will kill him if their demands aren't met. The demands are for food, weapons, and gold.
D10=3:A group of dark elves are holding a slave auction. They are looking for people to buy.
D10=4:You encounter a blind dwarf who speaks in riddles. He challenges the group to solve his puzzles in exchange for information about the Underdark and its dangers.
D10=5:Tiny stalagmites form a miniature forest on the cave floor.
D10=6:A group of humans are praying to a statue of a goddess. They ask players for help.
D10=7:The party sees a group of dark elves fighting with each other. They are trying to capture each other for information about their enemies. The party is given the option to help or not help one side or both sides or stay out of it altogether.
D10=8:2d6 dark elf scouts getting ready to take to the tunnels in search of goblins.
D10=9:The adventurers come across a half-destroyed tower where 1d4 death tyrants dwell, safeguarding arcane secrets and powerful relics of times long forgotten.
D10=10:A group of mind flayers are in the midst of a power struggle, each trying to gain control over the others for their own gain. Will you take advantage of their weakened state or try to end their manipulation for good?
d100 = 65
D10=1:The party finds a hidden underground passage to a small chamber inhabited by 2d6 giant rats, who are holding a feast for 2d6 giant lizards.
D10=2:Players stumble upon a hidden underground rave party where the deep gnomes are partying with an unexpected group of 1d8 mind flayers, who have taken a break from their usual scheming to just let loose and dance.
D10=3:A narrow passageway that unexpectedly widens into a large cavern.
D10=4:A lone drow appears, looking distressed and asking for the players' help in finding her lost pet spider, Fluffy. Little do they know, Fluffy is actually a giant, bloodthirsty spider with a love for shiny objects.
D10=5:You see a group of kuo-toa preparing for a ritual. They are feasting on mushrooms while chanting and building a large bonfire.
D10=6:2d4 drow warriors are looking for traps and areas where someone might be lurking. A group of drow might be wounded and make their way through the underdark looking for a place to safely rest.
D10=7:Deep beneath the earth, a conclave of 2d12 troglodytes convenes to summon a demon prince. Stopping them could disrupt an imminent catastrophe.
D10=8:The cavern stone shifts in a grotesque, living manner. 2d6 mimic insects disguised as stalactites drop from the ceiling to consume curious passersby in horrific, organic fashion.
D10=9:The players come across a group of svirfneblin who are under attack by a group of gnomish mercenaries. The svirfneblin have valuable information about a powerful artifact, but the players must help defend them in order to gain their trust.
D10=10:A group of 2d4+2 hobgoblins attack a human caravan that is traveling through the tunnels to other parts of the world.
d100 = 66
D10=1:A group of dark elves are traveling through the tunnels. They are arguing about the stupidest things, such as whether or not dark elves can be killed by drowning. They are drunk and will attack any intruders on sight. They are level 3.
D10=2:A few scattered coins glinting faintly in the dim light.
D10=3:Graffiti of questionable taste and origin decorates the walls.
D10=4:The tunnel branches off into several smaller paths.
D10=5:You see a group of Dark Elves. They are watching over a group of kobolds who are digging a tunnel toward the surface. If you try to interfere, the dark elves will attack.
D10=6:The sound of lapping water suggests an underground lake nearby.
D10=7:The players come across a group of mind-controlled slaves, forced to work in a drow city. The players must find a way to break the mind control and free the slaves, while also navigating the dangers of the drow city.
D10=8:1d8+2 dark elf clerics.
D10=9:A group of deep gnomes are in need of assistance in retrieving a special material that they use to create powerful magical items. The material can only be found in a dangerous corridor guarded by a powerful construct.
D10=10:The party enters a humid summer cavern filled with swarms of bioluminescent beetles. The beetles are attracted to metal and will follow players, lighting up their gear and making stealth impossible.
d100 = 67
D10=1:The party sees a group of dark elves fighting with each other. They are trying to capture each other for information about their enemies. The party is given the option to help or not help one side or both sides or stay out of it altogether.
D10=2:The sound of pebbles falling and bouncing down a slope.
D10=3:A group of dark elves are fighting over a chest. This is a mimic chest. When the party approaches, they will stop fighting over it. If the party investigates it, it will attack post-haste.
D10=4:Inside a cavern illuminated by radiant crystals, 1d6 mimics disguise themselves as innocuous baubles, pranking players who inadvertently awaken the mimic siblings. Engaging these playful creatures with trade and exaggerated storytelling gains amusing mimicry tools. But too much suspicion or aggressive action from the party incites all-out mimic warfare amid a dazzling, diverting battlefield.
D10=5:A group of dark elves are arguing about their plans for the future. They are not certain if they will live or die in the coming war.
D10=6:Across the chamber, you see a group of drow dancing around a fire while singing a dark tune. If they are approached by strangers, they will dispel the illusion and attack.
D10=7:You see a group of kuo-toa preparing for a ritual. They are feasting on mushrooms while chanting and building a large bonfire.
D10=8:The players come across a giant subterranean mushroom that is said to hold magical properties. However, a group of myconids are fiercely guarding it and will attack anyone who tries to take it. Will the players risk angering the myconids for a chance at the mushroom's magic?
D10=9:Dripping water forms a natural but irritating chorus.
D10=10:The players come across a group of deep gnomes who are building a complex trap to catch a wandering monster. They will ask the players for materials and help in setting it up, promising a share of the loot when the trap is successful. But will the players end up being the ones trapped?
d100 = 68
D10=1:In summer, a small geyser comes to life unexpectedly, engulging the party in a warm, humid cloud. The steam aids healing potions, doubling their effects temporarily.
D10=2:The players encounter a group of githyanki, fierce and warlike creatures from the astral plane. But when they offer the players a deal to ally with them against their enemy, can the players trust the githyanki or is it all a ruse?
D10=3:A clan of drow are being tormented by a powerful shadow dragon that has taken up residence in their cavern. The players must either help the drow defeat the dragon or use the chaos to their own advantage.
D10=4:The party comes across a small cave that is home to 2d6+2 giant lizards and 2d6+2 giant crocodiles.
D10=5:Ancient, fossilized remains of small creatures are embedded in the rock.
D10=6:1d8+2 dark elf clerics.
D10=7:In a springtime cavern, the ground beneath the lush, glowing moss turns out to be a horde of mimic-like creatures that blend into their environment.
D10=8:The ground becomes slightly slippery due to moisture.
D10=9:You encounter a group of myconids, peaceful mushroom-like creatures who communicate telepathically. They offer the players a feast of delicious and rare mushrooms, but there may be a catch to their generosity.
D10=10:You see a group of 3d10 dark elf children. They are carrying small animal carcasses. If players approach, they will run away. If players chase them and catch them, they will learn that the children are taking the carcasses to be sacrificed to Lolth.
d100 = 69
D10=1:A group of adventurers from the surface world have found themselves lost in the Underdark. They are in desperate need of help and are willing to pay for your assistance. Will you guide them or take advantage of their vulnerability?
D10=2:A group of kobolds have set up traps throughout the tunnels in hopes of catching food for their village.
D10=3:You see seven male and female dark elves dancing around a large bonfire while singing and chanting in their language. The fire is summoning a demon from another dimension. The demon will attack anyone still awake in the area.
D10=4:In spring, a tranquil grove shaped from crystals glows in a myriad of hues, each color corresponding to a different realm. Crystal manipulation reveals waypoints to those locations.
D10=5:The players come across a group of svirfneblin who are under attack by a group of gnomish mercenaries. The svirfneblin have valuable information about a powerful artifact, but the players must help defend them in order to gain their trust.
D10=6:As you explore a large cavern, you come across a group of half-orcs who seem to be in a heated argument. Upon closer inspection, you realize they are fighting over a powerful artifact that they found and are willing to cut you in if you help them resolve their dispute.
D10=7:An underground river reveals a hidden den of 1d8 umber hulks. Among their treasures lies a map to a legendary duergar armory, though navigating the tunnels could stir even more hulks from their slumber.
D10=8:Along phosphorescent tide pools, 2d6 ixzlite otters play with shimmering undersea pearls, splashing whimsically upon nearby travelers. Accept their invitation, learn complex patterns enhancing focus or destabilizing foes. Refusal aggravates folktale petulance turning into dangerous elements of responsive misdirection.
D10=9:A group of young dark elves are playing a game. They are throwing rocks at a target. If threatened, they will run away.
D10=10:A group of dwarves are standing inside a nearby room. If the players enter the room, the dwarves will attack them and each player must make a Charisma check in order to talk their way out of the situation. If a player succeeds, he/she will gain a +1 bonus to his/her Wisdom for the duration of the campaign. If a player fails, he/she will gain a -1 penalty to his/her Strength for the duration of the campaign.
d100 = 70
D10=1:The ceiling seems to be lowering gradually, giving a claustrophobic feel.
D10=2:Descending into an Underdark trading post, the players discover treachery as a group of 2d6 well-armed bandits, led by their old nemesis, set an ambush. The claustrophobic layout of the marketplace, with its low ceilings and narrow passages, turns into a maze of danger. Traders and clients become unwilling collateral as arrows fly and melee weapons clash. The chaos creates opportunities for both bold heroics and dire mistakes. The lingering scent of exotic spices offers stark contrast to the violence erupting around.
D10=3:Strange, bioluminescent graffiti marks the walls.
D10=4:You come across a group of halflings who have been exiled from the surface world and have made a home in the Underdark. They offer the players unique and valuable information in exchange for food and supplies from the surface.
D10=5:As they traverse the Underdark, the adventurers discover a subterranean oasis guarded by 1d6 salamanders. The air is steamy and chokes with the smell of sulfur, the heat from the underground springs a sharp contrast to the usual chill of the depths. The allure of rest and revitalization is tainted by the salamanders' territorial aggression. Players must engage in a delicate balance of combat and negotiation or risk being overpowered by the fire-breathers. The oasis itself may hide greater secrets, inviting but forbidden.
D10=6:While traveling through a maze of tunnels, you come across a group of drow who are lost and unable to find their way back to their city. Do you help them or take advantage of their vulnerability?
D10=7:A large slave market where slaves are being sold to the highest bidder. Free slaves are in the market as well, asking if any of their friends or family were sold into slavery.
D10=8:The players encounter a group of 2d6+4 dark elves. They are guarding a cave that holds a small stream of water that flows from under the ground. They say that their queen once told them to guard this place and that there is something special about the water that drips from under the ground.
D10=9:The sound of far-off wailing or moaning, echoing through corridors.
D10=10:A soft, glowing lichen carpeting the floor.
d100 = 71
D10=1:A group of 2d6 hobgoblins are patrolling in an area that has been attacked by orcs recently. They are looking for orcs or any signs of orcs. They are working with a group of 2d4+2 bugbears who have promised to help them kill the orcs in their area if they help them kill the orcs in their area.
D10=2:The party hears muffled sounds coming from inside a cave. When they investigate, they find an elderly male human sitting inside a small wooden cage that has been suspended from the ceiling by a single chain around his ankle. The man's name is Harold and he is an old friend of one of the party members. He tells the players that he was captured by a group of kobolds and brought here as a slave. He says that he was able to escape but he doesn't know where he is or where he can go. He begs them to help him escape so that he can return home. If players accept his request and escort him back to his home in the nearby city, he will reward them with a Potion of Fire Resistance.
D10=3:A group of 2d4 petty thieves are moving about the sewers looking for items of value. They will take off if faced and will return later to reclaim the area.
D10=4:The players are ambushed by a group of hook horrors, notorious for their brutal tactics and ability to mimic sounds and voices. Can the players outsmart these cunning creatures and escape the ambush alive?
D10=5:The players encounter a pair of scrying snakes, whose Oracle visions are bound by tragic lore. Helping them find closure and balance promises future prophecies and guiding visions through dangerous Underdark paths.
D10=6:You stumble upon a deep pool of water, but upon closer examination, you notice the water is glowing with a faint blue light. It’s a portal to another plane – do you dare to jump in?
D10=7:A group of goblins have taken up residence in an abandoned drow city, causing chaos and destruction. When the players arrive, they must navigate through the crumbling city and confront the goblin leader before they can claim it as their own stronghold.
D10=8:A distant, rhythmic thudding keeps time in the background.
D10=9:Exploring an old mine now claimed by a beholder, the players must evade 1d6 floating eyes patrolling the tunnels. The air feels dense, almost watching, filled with the hum of arcane energy. The beholder’s central chamber pulses with dark power, its many eyes glistening with malevolent intelligence. Players must steel their nerves and strategize efficiently to confront this deadly foe or find a way to escape its notice. Each decision here marks their fate in the beholder's lair.
D10=10:The party comes across a group of goblins riding on the backs of giant bats. They are fierce warriors and offer an exciting aerial battle if the players are willing to accept their challenge.
d100 = 72
D10=1:Summer insects, larger and more aggressive, exhibit unusual intelligence. Exploring further, the party discovers the insects protecting an ancient relic buried in their hive.
D10=2:One more drow ambush: a group of 1d4 dark elves are waiting for a group travelling through the area to pass by. They want to ambush them, so they can take all the stuff they can carry.
D10=3:The players come across a group of friendly quaggoths who are being hunted by a powerful foe. The players must help the quaggoths defend themselves and discover the source of their enemy's power.
D10=4:A powerful drider has taken control of a drow city, creating chaos and destruction. The players must choose to either help the drider or overthrow it and save the city.
D10=5:Alien spores float in lazy circles through the widened cavern filled with partially collapsed structures. 3d6 gas spores lurk amongst them, their appearance disguising deadly intentions as drifting remnants of past explorers.
D10=6:The air grows colder, hinting at an underground ice formation.
D10=7:An unstable tunnel system leads to an ancient shrine protected by 2d12 skeletons. The shrine holds a powerful artifact and the eerie spirit of an old deity demanding tribute.
D10=8:A group of svirfneblin have been feuding with a clan of hostile grimlocks for years. The players must mediate a peace treaty between the two factions, but both sides have their own hidden agendas.
D10=9:A group of dark elf men are arguing about what is wrong with their city and why no one wants to stay in their city anymore. One of them says that something must be done to fix their city before everyone leaves it forever and it becomes abandoned like so many other cities in the underdark have become over time.
D10=10:The tunnel widens into a large, echoing cavern.
d100 = 73
D10=1:The party sees an area of the cavern where an earthquake has created a large crack in the rock. If a player tries to climb through the crack, he will fall into a nest of 1d4+1 giant badgers.
D10=2:A group of humanoid creatures with the lower body of a serpent are lounging in a hot spring. They are yuan-ti, a race of snake-like beings with a strong hatred towards all other humanoid races. Will the players try to make peace or prepare for battle?
D10=3:The tunnel twists and turns unpredictably.
D10=4:In a haunted cavern, the players find a spectral blacksmith still making weapons for a past lover. If the players help lift the curse binding him, he will forge a powerful armament for them.
D10=5:2d6+2 kobold rogues.
D10=6:The players see two duergar fighting over a valuable gemstone. When the players approach, they offer to pay them handsomely to help them defeat a powerful earth elemental that is guarding the gemstone.
D10=7:A collection of earthworms crawls on the cavern floor.
D10=8:A cluster of bioluminescent cobwebs fills the players’ path. 2d8 phase spiders flicker in and out of existence, having woven the webs as traps for their next meal, bodies eerily suspended within.
D10=9:A small group of 2d4 kobolds are working to repair some damage to the tunnel caused by a wild surge of magical energy during a spell being cast. The group is composed of a female kobold, an adult male kobold, and a female adult kobold. The kobolds are repairing the damage and are eager to talk to anyone who is interested in helping them.
D10=10:The players see a group of 4d8 ghouls, who are stumbling down the hall of their own accord. The ghouls are stumbling like they are drunk or on drugs.
d100 = 74
D10=1:An old campsite with remnants of a fire long since burned out.
D10=2:As the players make their way through a narrow tunnel, they come across a group of hook horrors feasting on the remains of a failed drow ritual. The players can either join in on the feast or try to sneak by undetected.
D10=3:A group of drow priests are performing a ritual sacrifice to Lolth, the spider goddess. The players must interrupt the ritual and face the wrath of the drow and their spider minions.
D10=4:You see a group of 2d10 dark elf men and women. They are eating and drinking together in celebration of something. If players approach, they will quickly stop eating and drinking and walk away. The party members should find out later that these people were celebrating the birth of a child that was the result of an orgy between several powerful citizens of the city.
D10=5:A serene underground lake is the backdrop for a pair of lovers, one a merfolk and the other a drow, who require assistance dealing with local threats to their sanctuary. They offer a magical boat to traverse Underdark water passages in exchange.
D10=6:An old, damaged barrel partially collapsed on its side.
D10=7:As you walk along a narrow cliff, you spot a group of goblins trying to climb up to the top. They seem harmless, but will you let them pass or try to stop them?
D10=8:A group of 1d4 giant spiders are making their way across the surface. They will attack any creatures they come across. If any of the creatures are riding horses, they will attack the horses first.
D10=9:The players traverse an uneven path under a forest of subterranean stalagmites. 1d8 hook horrors patrol the ground routes, ironically civil amidst their crystalline guards, but will react violently to perceived threats.
D10=10:The players come upon a camp made up of 3d6 humans and 2d6+2 elves. It looks like they are having some kind of meeting or party. They will not attack if the players stay out of the camp, but they will attack if they approach it or their belongings.
d100 = 75
D10=1:A group of mind flayers seek to expand their underground empire, and offer the players a position in their ranks. But the players must first complete a deadly task to prove their loyalty. Will they betray their own moral code for power and prestige?
D10=2:Strange cave mushrooms emit a faint bioluminescent glow.
D10=3:In the depths of the Underdark, the players find a group of bhargests, demonic creatures born out of the hatred of the Underdark's inhabitants. The players must either defeat them or negotiate with their leader, a powerful and cunning bhargest lord.
D10=4:The players come across a sphinx that has been trapped in the Underdark. In exchange for their help in freeing it, the sphinx offers them a riddle that could lead them to treasure. But beware, the sphinx may not be entirely truthful.
D10=5:A small, natural alcove filled with soft, mossy ground.
D10=6:The players come upon a camp made up of 3d6 humans and 2d6+2 elves. It looks like they are having some kind of meeting or party. They will not attack if the players stay out of the camp, but they will attack if they approach it or their belongings.
D10=7:You see a group of 2d4 orcs and 2d4 humans fighting over a dead body. This is not uncommon in the Underdark, as food is hard to come by here.
D10=8:The air feels unusually dry in this section of the cavern.
D10=9:A seemingly abandoned underground city is actually home to a powerful lich and its undead minions. The players must defeat the lich and its minions, but beware of its powerful spells and traps.
D10=10:The air is dry and stale, making it harder to breathe.
d100 = 76
D10=1:A mind flayer colony living in a beholder's lair has formed a fragile peace with the beholder, using their psionic abilities to control the beholder's mind. The players must decide whether to break the peace or try to negotiate with both parties.
D10=2:You hear something in the tunnel, you stop to listen and you hear something in the distance, it sounds like a stomping sound and you see a large creature approaching you at a high speed, it's an ogre!
D10=3:Up ahead, a group of 3d4 giant spiders are making their way across the surface. Their numbers include a x2 level wizard who has been exiled from their race for practicing forbidden magic that was felt to be corrupting the rest of their people. The party can either help or hinder them in their journey to get away from the rest of their kind. If they hinder them, they will be hunted by the rest of their kind who feel that they must be purged from existence.
D10=4:A glowing chasm reveals a floating island inhabited by 3d6 mischief-loving quaggoths who steal and hide items as dares. Negotiating reveals the true reason behind these antics: a coveted quaggoth matron stashed freely given by adventurers or underground barters. Insights lead to boons or you dive within collisions of chaotic nature irrevocably leading to dramatic confrontations.
D10=5:An argument has broken out between an experienced, old dark elf named Ley and an inexperienced dark elf named Chol. Ley is an experienced and wise dark elf who wants to move back to the surface, along with all of his kin. He believes that things on the surface are better than underground. Chol thinks Ley is an idiot and presses the point that things underground are better.
D10=6:150 dark elves invade a dark elvish town, trying to get some resources to feed their own above ground village. This might create tension between the two races.
D10=7:A small, dried-up streambed crosses your path.
D10=8:There's a small camp where a group of 2 half-orcs are looking for an orc that owes them money. You can help them find him and get their money back or rob them yourself if you like.
D10=9:An overgrown, ancient shrine conceals a locket that mourns for its creators. The players’ quest to return the locket to their descendants earns them a blessing of love and protection by the shrine's guardian spirit.
D10=10:A large spider web has been spun across the street and it has trapped 1d10 humans and 1d10 halflings who are trying to cut themselves free from it.
d100 = 77
D10=1:Up ahead, a group of 3d4 giant spiders are making their way across the surface. Their numbers include a x2 level wizard who has been exiled from their race for practicing forbidden magic that was felt to be corrupting the rest of their people. The party can either help or hinder them in their journey to get away from the rest of their kind. If they hinder them, they will be hunted by the rest of their kind who feel that they must be purged from existence.
D10=2:Stalagmite formations that create a natural enclosure.
D10=3:A tragedy has occurred inside of a drow outpost. The party has to find out what happened, otherwise they will be blamed for it.
D10=4:A group of deep gnomes are desperately trying to find a magical artifact that will restore their lost underground city. However, they are not the only ones searching for it...
D10=5:A faint glow in the distance that flickers and then vanishes.
D10=6:You come across the lair of a giant spider. It is so big, you can't even see it.
D10=7:The distant sound of laughter, joyous but chilling.
D10=8:2d6+2 humans.
D10=9:A narrow tunnel filled with sticky cobwebs.
D10=10:A narrow underground stream flows across the path.
d100 = 78
D10=1:A flock of stirges is spotted flying in the distance, but upon closer inspection, they are actually tiny bat-like creatures wearing fake beaks and sucking on fake blood bags. They are trying to intimidate the players and steal their supplies.
D10=2:The players come across a group of svirfneblin miners who are in the middle of a strike. They are demanding better working conditions and wages from their duergar employers. The players can choose to help or hinder their cause.
D10=3:The players see a group of 4d8 ghouls, who are stumbling down the hall of their own accord. The ghouls are stumbling like they are drunk or on drugs.
D10=4:A slight tremor that shakes loose dust and small rocks from above.
D10=5:A distant clattering noise hints at hidden creatures.
D10=6:A group of 3d4 broken, chained prisoners are being led by 2d6 dark elf warriors, a x2 level warchief, and 2d6 drow warriors. They are being taken to an area they believe they will be welcomed as heroes. If they party attacks, they will run away and the drow will teleport away. If they attack the dark elf warchiefs, they will run away and the drow will teleport away. If they destroy all the dark elf warriors, the drow will surrender and ask the party to take them back to their homes. The prisoners will go free once it is determined that they have been tricked.
D10=7:A group of 8d4 minor demons are attacking a group of 8d4 kobolds. These kobolds are being controlled by a x2 level demon. The group will be lead by a x2 level demon champion. The demon has been sent by their leader, who was exiled from this area, to reclaim the resources of the area for him. If the players attack the kobolds and defeat them all, the x2 level demon will surrender, but he will teleport away if he can.
D10=8:You see a group of dark elf scouts. They look like they are in a hurry to get back to their barracks. They are carrying small spears and daggers, and they are wearing leather armor. The scouts are very good at detecting enemies and their stealth skills are about the same as a thief's.
D10=9:The PCs hear a group of dark elves singing in a nearby cave. It sounds like a funeral.
D10=10:The sound of chanting is heard in the distance.
d100 = 79
D10=1:The party will find a group of dark elves playing a game of knucklebones. If the party plays with them, the elves will cheat.
D10=2:You come across a group of kenku mimicking the voices and sounds of the other creatures they've come across in the Underdark. If the group can successfully mimic the kenku's noises, they may gain an ally, but if they fail, the kenku will attack in confusion and frustration.
D10=3:A group of five goblins are running toward the party. They are being chased by a group of five troglodytes.
D10=4:The underground tunnels are filled with a thick fog. A group of 1d4+2 dark elves are in the fog, trying to find their way out.
D10=5:4d4+5 goblin slaves working in a huge room full of charred bones.
D10=6:Water trickling down the walls, creating small rivulets.
D10=7:You stumble upon a portal to the Shadowfell, a dark mirror of the Material Plane. The players must navigate through this twisted and dangerous plane to find a way back to the Underdark.
D10=8:Cave Battle! Level from 1-4.
D10=9:The party sees a group of dark elves fighting with each other. They are trying to capture each other for information about their enemies. The party is given the option to help or not help one side or both sides or stay out of it altogether.
D10=10:A group of dark elves are hunting a group of humans. They are wearing black robes and they are chanting in a strange language. The ritual is creating a darkness that will engulf everything if it is not stopped.
d100 = 80
D10=1:A cult of beholders has taken up residence in a forgotten temple, seeking to become the dominant power in the Underdark. Can the players infiltrate the cult and stop their dangerous plans before it's too late?
D10=2:The sound of drums and chanting echoes through the caverns, leading the players to an underground ritual being performed by a powerful demon worshiping cult. Can the players disrupt the ritual before the demon is summoned?
D10=3:The party comes across a room with 7d6 deep gnolls in it.
D10=4:A small section of the cave with walls covered in soot.
D10=5:A group of rogue drow have stumbled upon a powerful dragon's lair and are planning to steal the dragon's hoard. Will you try to stop them, aid them, or use the distraction as an opportunity to claim valuable treasure for yourself?
D10=6:A group of 4d6 dark elf warriors are throwing their axes at a target that is 10' away. The warriors are drunk and will attack if provoked.
D10=7:The temperature fluctuates between hot and cold unexpectedly.
D10=8:You discover a faint, flickering light source that quickly vanishes.
D10=9:A group of sentient gelatinous cubes have formed a community and are living peacefully until a group of adventurers start killing them for their valuable innards. The players must intervene before things get out of hand.
D10=10:Somewhere in the distance, the players can hear the sound of a large creature roaring. As they continue on their journey, they discover a group of duergar using a giant purple worm as a means of transportation. Will the players try to ride the worm or defeat the duergar and free it?
d100 = 81
D10=1:A drow noble is making their way through the Underdark, accompanied by a small army of quaggoths. Will the players try to gather information from the noble or avoid getting caught up in their political battles?
D10=2:All around you, glowing mushrooms illuminate the cavern. Suddenly, you see a swarm of tiny fairies fluttering around, collecting the glowing spores for a powerful spell caster. However, the fairies are very elusive and the players must be careful not to harm them or the spell caster will turn hostile.
D10=3:You see a group of 2d4 humans who are checking caves for some reason. If the players get too close, they will try to attack them. The reason they are checking the caves is because they are raiding them for some reason. If pressured enough, they will attack.
D10=4:The air growing noticeably warmer or colder in a specific area.
D10=5:Footsteps echo in the distance but nobody is visible.
D10=6:A gentle breeze carries the scent of flowers from an unknown source.
D10=7:A peculiar pond of shimmering liquid attracts 2d6 gibbering mouthers, whose otherworldly babbles overlap, creating an almost mesmerizing cacophony. Drinking from the pond offers temporary darkvision but induces madness.
D10=8:The players step into a crystal-laden cavern where 1d4 flumphs float serenely in a pool of glowing, purple water. The flumphs share psychic visions of past visitors and hidden dangers in exchange for stories of the surface world.
D10=9:A serene underground lake is the backdrop for a pair of lovers, one a merfolk and the other a drow, who require assistance dealing with local threats to their sanctuary. They offer a magical boat to traverse Underdark water passages in exchange.
D10=10:A small pile of charred bones in a corner of the cave.
d100 = 82
D10=1:A group of cyclopes are wandering the Underdark, using their super strength to collect valuables from unsuspecting travelers. Will you try to reason with them or face them in battle?
D10=2:Crumbling ruins of an ancient civilization are partially buried.
D10=3:You come across a small village of drow, but unlike their usual cruel and violent nature, these drow seem to be living in peace and harmony. As you interact with them, you learn that they have been freed from the mind control of a powerful artifact, but they now face the challenge of living in a world that hates and fears drow.
D10=4:The players are ambushed by a group of drow shadow assassins, elite warriors who are skilled in the art of stealth. But as the battle rages on, it becomes clear that the true threat may not be the drow, but the unknown forces manipulating them.
D10=5:The air suddenly becomes colder as you move deeper.
D10=6:Unusual rock formations create natural sculptures on the cavern floor.
D10=7:An elven woman is sitting in the middle of a circle of red candles. She is chanting, "Blood for blood. One for one, blood for blood." She doesn't seem to notice that her clothes are on fire.
D10=8:The path opens into a grand, open cavern with a pool reflecting a shimmering aurora. 3d6 kuo-toa priests summon elder sea creatures from the depths below, planning rituals of foolhardy ambition within the ancient, hidden waters.
D10=9:A group of 1d6 goblins are trying to capture a group of 1d4 dwarven children. The goblins will try to convince the players that they are just trying to help the dwarven children, who are orphans.
D10=1:As the players travel through a narrow tunnel, they are suddenly ambushed by a group of darkmantles, bat-like creatures with tendrils that can constrict and suffocate their prey.
D10=2:Navigating through twisting tunnels, you stumble upon 4 drow masqueraders throwing an impromptu masquerade ball. They invite your party to partake in this feast of delights, where choosing one mask could charm you with temporary magical abilities, while another might lead to the unveiling of a hidden drow conspiracy. Aside from the revelries, the event masks the subtle machinations, pulling favor with the right participants might yield critical information.
D10=3:Old, rusted mining equipment litters the cavern floor.
D10=4:A natural bridge spans a deep crevice.
D10=5:You stumble upon a drow academy, where young drow are trained in the art of war and deception. The players must navigate through tests and challenges to escape the academy or face becoming prisoners of the drow society.
D10=6:In the cursed remains of an ancient drow fortress, they confront their old nemesis masquerading as a drow warlord, aided by 2d6 elite dark elf warriors. The air is thick with the scent of old blood and destruction. The crumbling walls and half-buried ruins create a labyrinthine battlefield. Strategy and familiarity with their adversary provide their only edge. Every corner could hide a trap or an ambush, reinforcing the haunting perils of forgotten glories. The nemesis's presence here hints at broader manipulation and plots unfolding.
D10=7:The players come upon a group of 2d6+2 goblins playing cards. They are betting money and gold coins on the game. The goblins will refuse to stop playing the game. They need the money for food and supplies.
D10=8:A gentle breeze from an unseen tunnel makes the torches flicker.
D10=9:As the players travel through a dark tunnel, they are suddenly attacked by a group of hook horrors, blind creatures with razor-sharp hooks for hands. They have been used by the drow as guards and have been trained to attack anything that comes through the tunnel.
D10=10:A group of young dark elves are playing a game. They are throwing rocks at each other. They will run away if threatened.
d100 = 84
D10=1:Players come upon a large chamber with three doors on each side of the room. In the center of the room is a table that has a black candle on it. The candle is lit, but it burns with no flame and no smoke. If any player touches the candle, then they will be teleported to a different location on the map, at random.
D10=2:While resting in an ancient temple, the players are visited by a mysterious figure known as the Underdark Oracle. She offers cryptic prophecies about the players' future if they pay her a hefty price.
D10=3:Unexplainable chills run down your spine.
D10=4:The players encounter a spectral carnival where 1d12 various Underdark creatures perform bizarre acts. However, the ringmaster, a powerful drow wizard, demands a performance from the players in return for safe passage.
D10=5:A group of kuo-toa are worshipping a statue of a giant lobster. They offer fish and other offerings to appease the deity, but if the group disrupts their ceremony, the kuo-toa will fight to the death to protect their god.
D10=6:Navigating a chaotic river of lava, adventurers face 1d6 magma mephits. These elemental tricksters possess knowledge of a hidden forge filled with legendary weapons.
D10=7:The sound of whispering carried on a faint breeze.
D10=8:You see a group of 2d4 orcs and 2d4 humans fighting over a dead body. This is not uncommon in the Underdark, as food is hard to come by here.
D10=9:A narrow crevice that emits a low, eerie hum.
D10=10:The party will come across a group of dark elves playing a game of dice. If the party plays with them, the elves will cheat.
d100 = 85
D10=1:20 drow warriors are looking for an ambush spot along a path. There is a hunting party near them who are in search of the drow.
D10=2:The players encounter a group of 2d10+2 dark elves. They are carrying the bodies of 2d6+2 dark elves, their own kind. They say that they were attacked by a group of troglodytes, killed 4d8 and wounded 4d8. One of their group managed to escape and is returning to the city with the others as fast as they can travel.
D10=3:The party encounters a cave with a springtime theme, filled with blooming, phosphorescent flowers. Upon touching them, they release a mild hallucinogenic spore that causes players to see and interact with illusory creatures.
D10=4:The players encounter a group of githyanki, fierce and warlike creatures from the astral plane. But when they offer the players a deal to ally with them against their enemy, can the players trust the githyanki or is it all a ruse?
D10=5:The sound of distant, echoing voices.
D10=6:A group of dark elf women are talking about how much better life was before their god was killed by another god and how much better things were back then as opposed to how things are now after their god was killed by another god.
D10=7:While resting for the night, you are approached by a group of Duergar looking for someone to play cards with. They are known for cheating, but the stakes are high. Do you accept their offer?
D10=8:A small alcove filled with tiny, harmless cave spiders.
D10=9:The scent of mold and decay permeates the air.
D10=10:A series of strange, perfectly round holes dot the cavern walls.
d100 = 86
D10=1:A band of kobolds is trying to steal a powerful artifact from a group of drow. Will you intervene and potentially gain a powerful ally, or let them fight it out and try to swoop in for the artifact afterwards?
D10=2:Suddenly, the ground beneath the players' feet gives way, revealing a 10-foot deep pit filled with 4d6 fire beetles.
D10=3:The ceiling drips water at a steady rate.
D10=4:A group of derro are conducting a horrific experiment, trying to fuse living creatures with mechanical parts. Will you try to stop their twisted creations or leave them be?
D10=5:The party comes across a pack of 2d6 giant spiders who are feasting on the remains of a dead drow. The spiders will fight to protect their meal if threatened.
D10=6:A young behir speaks of primordial love for a sky serpent, seeking sky stones to demonstrate its affection. Securing these stones earns the player's aid in a thunderstorm.
D10=7:The underground tunnels are filled with a thick fog. A group of 1d4+2 dark elves are in the fog, trying to find their way out.
D10=8:The tunnel floor is uneven and treacherous.
D10=9:Players find themselves in a large cavern with two exits. Inside, they discover a treasure chest that is trapped and trapped again, then trapped once more. The chest is filled with 150 gold pieces and a note that says 'Welcome to Level Two.'
D10=10:Deep in the Underdark, the players come across a peaceful drow village. However, once a year, the village is under attack by a powerful demon as part of a deal made long ago by one of the villagers. The players must either try to break the deal or aid the village in their annual defense.
d100 = 87
D10=1:As you walk through a narrow passageway, you suddenly feel a strong gust of wind. It turns out to be a hidden air elemental, playing tricks on travelers passing through.
D10=2:A broken, abandoned mining cart with rusted tools scattered about.
D10=3:The players come across a small building with a small wooden door. There is an inscription on the door: 'This door is not a door.' If players try to open it, they will notice that it opens just fine. Inside the building is a strange room made of glass. The room has no floor and no ceiling, but it does have a chair, which is placed in the center of the room. If a player sits in the chair, they will fall through the glass floor, which is actually an illusory surface that disappears when someone steps on it. They fall for 1d20 rounds and take 1d6 damage per round once they hit the ground. Yikes.
D10=4:An elven warrior and his elven warhorse are walking along the tunnel. The warrior is looking for a lost elven prince who is trapped in the dungeon. The warrior will not attack unless provoked.
D10=5:A group of dark elf males are practicing sword fighting in a large empty room. They will ask the players to join in their game. If the players accept, they will be teleported to a random location within the underdark.
D10=6:A column of air.
D10=7:A group of friendly beholders are trying to protect an underground forest from a group of drow who want to cut down the trees for resources. The players must choose to either aid the beholders or side with the drow.
D10=8:Two dark elf scouts are arguing about which route is safer to take through the caverns. They will ask the party for their opinion.
D10=9:The players come across a group of drow dancers who perform a mesmerizing dance that can put even the strongest warriors to sleep. If the players can stay awake, they may learn valuable information about the nearby drow city.
D10=10:In the depths of a large cavern, you come across a massive underground lake. But as you try to cross it, you realize that the lake is home to a kraken who has been terrorizing the nearby villages.
d100 = 88
D10=1:The party stumbles upon a group of troglodytes who are having a heated argument about whether or not they should continue following their leader or strike out on their own. They invite the party to help them resolve their dispute.
D10=2:The party comes across a group of deep dragons, who are considered to be the most powerful creatures in the Underdark. These dragons are the rulers of this dark realm and they do not take kindly to outsiders trespassing on their territory.
D10=3:A group of 2d6 marauding gnolls are terrorizing a dwarven village. They have captured the mayor and will kill him if their demands aren't met. The demands are for food, weapons, and gold.
D10=4:As the players rest for the night, they are visited by a blind drider who has been cursed to live in the Underdark. She asks for their help in finding a way to return to the surface.
D10=5:The party comes across an underground cave with 2d6 giant rats inside. They are guarding a chest full of gems worth 100 gp each, but it's trapped with a poison needle that will kill anyone who tries to open it without disabling it first.
D10=6:A group of drunken human barbarians are trying to get into a human city. The guards keep telling them to go away and not come back.
D10=7:A distant, flickering light sparks curiosity or caution.
D10=8:A colony of small bats hangs from the ceiling, chittering noisily.
D10=9:Summer insects, larger and more aggressive, exhibit unusual intelligence. Exploring further, the party discovers the insects protecting an ancient relic buried in their hive.
D10=10:The players stumble upon a talking mushroom named Fungus, who is searching for the legendary Fountain of Youth. Fungus offers to lead the players to the fountain, but can they trust this eccentric and unpredictable guide?
d100 = 89
D10=1:The party comes across an underground lake with 2d4+2 giant lizards swimming in it.
D10=2:A peculiar winter cave where snowflakes fall upwards and thermal pockets reverse gravity. Adventurers must navigate carefully while airborne creatures lurk on ceiling stalactites.
D10=3:A group of gith have set up camp in the Underdark, offering their services as mercenaries to the highest bidder. But their true agenda may be to find information about their long-held enemy, the mind flayers, and free their enslaved brethren.
D10=4:Out of the hazy light, 1d8 hushed nagas whisper secrets and forgotten lore, but demand a dark favor in return for their knowledge, hinting at ties to a higher, darker power.
D10=5:In the distance, you spot a giant Purple Worm rampaging through the Underdark. Do you try to sneak by it or take your chances in a fight?
D10=6:2d6+2 dark elves.
D10=7:A lone, harmless cave beetle scuttles across the ground.
D10=8:An eerie stillness fills an abandoned drow temple, its once-sacred halls now home to 3d6 ghouls. The scent of old blood and incense pervades the atmosphere, blending the sacred with the profane. The priests' whispered prayers seem to echo from the shadows, adding a psychological weight to combat. The players must tread carefully, lest they awaken greater evils lying dormant beneath the desecrated altar. Their actions here could influence the drow's spiritual balance, inviting retribution or redemption.
D10=9:The party finds a small cave with a group of 1d4+4 giant lizards and 1 giant lizardman. They are celebrating a recent victory in battle against a nearby kobold tribe.
D10=10:While navigating a narrow tunnel, adventurers come across a gathering of 2d6 duergar smiths, forging weapons from an eerie black metal. If the party engages them, they may discover plans for a massive invasion or secure one of the unusual weapons.
d100 = 90
D10=1:While traveling through a maze of tunnels, you come across a group of drow who are lost and unable to find their way back to their city. Do you help them or take advantage of their vulnerability?
D10=2:A strong, metallic tang flavors the air.
D10=3:The players see a large group of 6d12 dark elves camped beside a fire. They are singing songs while the meat they are cooking on the fire is roasting. The party can only guess what...
D10=4:An elderly couple is sitting on a nearby ledge, watching the party and commenting on their actions. They will leave after a few hours.
D10=5:During a brief rest, the players see strange lights flickering in the distance. As they investigate, they discover a group of fire elementals dancing and creating beautiful fiery illusions.
D10=6:The party sees a group of dark elves fighting with each other. They are trying to capture each other for information about their enemies. The party is given the option to help or not help one side or both sides or stay out of it altogether.
D10=7:The players stumble upon a group of myriad creatures, each with a strange and unique power. The players must navigate through the creatures and their powers to find a way to escape.
D10=8:An eerie silence followed by the distant sound of chains dragging.
D10=9:You come across a group of deep gnomes who have been driven out of their homes by a group of mind flayers. The deep gnomes are seeking revenge and ask the players to help them reclaim their home.
D10=10:If you go into that corridor, you'll find a group of rakshasa and zombies.
d100 = 91
D10=1:A drow priestess approaches the players, offering them a deal. She needs a powerful magical artifact from a nearby temple but cannot enter due to a curse. She promises a great reward if the players can retrieve it for her. But can she be trusted?
D10=2:A group of ten dark elves (1 male, 9 females) are arguing about who's the best looking.
D10=3:A shimmering patch of crystals embedded in the cavern wall.
D10=4:The party traverses a magically heated winter cavern. Large portions of ice are turned to boiling water due to maintenance fissures by magma mephits trapped inside.
D10=5:A narrow passageway that unexpectedly widens into a large cavern.
D10=6:A patch of phosphorescent moss illuminating the path.
D10=7:The players encounter a group of kuo-toa who worship a powerful sea monster, but they mistake the players for the chosen ones who will appease their god. The players must find a way to either defeat the monster or convince the kuo-toa of their true intentions.
D10=8:The echoing drip of water guides you to a majestic stone amphitheater where 1d8 svirfneblin perform their surreal play re-enacting a gnome-drow truce. They insist players join in as guest stars, forcing them to interact with the playwright who happens to be a mind flayer overseer. Success in following the script impeccably might result in a boon of psychic protection, but improvisation—or failure—might land you in combat.
D10=9:The party hears a commotion coming from an adjacent cave. Within the cave is a group of 2d6 halflings fighting a party of giant spiders. One of the halflings is a female.
D10=10:A deep gnoll is seen fighting with a giant spider in a room full of 1d6 giant spiders.
d100 = 92
D10=1:A kuo-toa prophet is preaching about the coming of their deity, Blibdoolpoolp. The prophet is accompanied by a group of fanatical followers who will attack anyone who doubts the words of their god.
D10=2:A group of 2d4+2 dark elves is investigating a dead drow body that has been laying on the ground for several weeks. The body has been dead for at least two months, perhaps longer. There is nothing unusual about the body.
D10=3:Small, harmless insects crawl over your boots.
D10=4:Tiny, eyeless fish swim in a subterranean pond.
D10=5:Apparitions of ancient battles flicker through a long-abandoned dwarven outpost. 1d12 specters rise from the ruins, driven mad by their unfinished war and protecting their haunted relics with violent ferocity.
D10=6:You see seven male and female dark elves dancing around a large bonfire while singing and chanting in their language. The fire is summoning a demon from another dimension. The demon will attack anyone still awake in the area.
D10=7:A foul stench causes nausea.
D10=8:A young black dragon has made its lair in the Underdark, terrorizing the nearby villages with its attacks. Will you slay the beast or try to reason with it?
D10=9:You see 1d4+1 dark elf hunters moving covertly through the tunnel. They are carrying long swords. You can tell that they are hunting something, but what?
D10=10:In the far end of the chamber, you see a talking half-ogre with manacles on his hands and feet.
d100 = 93
D10=1:The walls glisten with an unnatural, hypnotic beauty in a stalactite-laden enclosure. Hidden within are 1d6 ropers, their tendrils indistinguishable from their stony surroundings until it's too late.
D10=2:A group of dark elves are holding a slave auction. They are looking for people to buy.
D10=3:You come across a pile of bones, likely from a small animal.
D10=4:The ceiling drips water at a steady rate.
D10=5:While traveling through a maze of tunnels, you come across a group of drow who are lost and unable to find their way back to their city. Do you help them or take advantage of their vulnerability?
D10=6:Strange plant life grows in incongruous places.
D10=7:A group of friendly beholders are trying to protect an underground forest from a group of drow who want to cut down the trees for resources. The players must choose to either aid the beholders or side with the drow.
D10=8:The players stumble upon a group of deep gnomes that are using a construct made of random junk as a form of entertainment. The gnomes take turns controlling the construct, trying to see who can make it do the most impressive tricks.
D10=9:A group of deep gnomes are having a heated argument over the ownership of a rare and valuable gemstone. They both claim to have found it first and offer the players a reward if they can help settle the dispute.
D10=10:The cave walls are covered in lichen, giving off a faint glow.
d100 = 94
D10=1:A group of dark elves who have captured a surface elf. They are about to torture the elf for information about their homeland.
D10=2:The players encounter a group of 2d10+2 dark elves. They are carrying the bodies of 2d6+2 dark elves, their own kind. They say that they were attacked by a group of troglodytes, killed 4d8 and wounded 4d8. One of their group managed to escape and is returning to the city with the others as fast as they can travel.
D10=3:Two dark elves are spying on an old, abandoned house. They have seen something inside and want to find out what it is. They will ignore you and leave if they spot you. If you follow them, you'll find a group of 1d4 kobolds fighting over a dead body.
D10=4:A pair of mind flayers are arguing over a lost artifact, neither willing to let the other have it. The players can either side with one of them or try to take the artifact for themselves.
D10=5:The players come across a group of deep gnomes that have been turned into stone statues by a powerful medusa. Will the players try to reverse the curse or avoid being her next victims?
D10=6:The tunnel widens into a large, echoing cavern.
D10=7:A group of 2d4+2 bugbears are working with a group of 2d6 hobgoblins in an area that has been attacked by orcs recently. They are looking for orcs or any signs of orcs. They are hoping to kill the hobgoblins after they get rid of the orcs in their area and take their stuff.
D10=8:The ground becomes uneven and difficult to traverse.
D10=9:You can see a group of troglodytes talking to each other.
D10=10:A group of dark elves are praying to their dark goddess for protection from a nearby dragon that has been terrorizing their city for months. The dragon's name is Xy'lothax. He has been terrorizing the city for several months, and he has been killing several dark elves each night he attacks. The dragon's attacks have been increasing in frequency, and the dark elves are getting worried that he will attack their city soon.
d100 = 95
D10=1:A group of 3 soldiers are escorting a dwarf. They are taking him to the city of Menzoberranzan for punishment. He killed a noble and was standing trial for it. The soldiers are from from the city and are not happy about being on this mission.
D10=2:Trickles of water carve small channels into the rock.
D10=3:A colony of small bats hangs from the ceiling, chittering noisily.
D10=4:Deep in a cavernous grotto, the party encounters 1d4 illithids conducting arcane experiments on helpless prisoners. Freeing the captives not only earns their gratitude but also reveals secrets about the illithids' sinister plans.
D10=5:An underground river rushing by, too wide to cross without aid.
D10=6:A group of drow are about to torture a drow prisoner who has been their captive for the past seven years. The captive was captured by an adventuring party from another city. The drow are about to start with their "right of passage" technique.
D10=7:In the shadowy depths, 3d4 invisible wraiths linger. Each carries a dark fragment of a once-powerful soul whose reunion could spell salvation or destruction.
D10=8:Tiny, harmless cave insects crawl over your path.
D10=9:The adventurers find a hidden lair belonging to 1d4 behir. The behir are intelligent and willing to strike deals, trading safe passage for treasures looted from nearby drow outposts.
D10=10:At the entrance of a vast crystal field, glimmering with refracted lights, reside 2d6 derro who challenge you to a scavenger hunt. They include bizarre and otherworldly ways to acquire items, stretching from playful mushroom poking to finding glowing beetle shells. Own the challenge, and they reward you with a peculiar map and nutrients essential for the journey; cheat too conspicuously, and they unmask bloodthirsty deceptions which surely lead to an encounter turning deadly.
d100 = 96
D10=1:A chill draft signals a hidden passageway.
D10=2:A lone drow appears, looking distressed and asking for the players' help in finding her lost pet spider, Fluffy. Little do they know, Fluffy is actually a giant, bloodthirsty spider with a love for shiny objects.
D10=3:A broken, abandoned mining cart with rusted tools scattered about.
D10=4:The distant sound of rushing water grows louder as you proceed.
D10=5:An abandoned, rusted sword stuck into the ground.
D10=6:A group of 2d6+2 dwarves are walking through the tunnels. They are looking for work and will take any available job.
D10=7:In the blackened depths of a chasm, the party faces a pack of 1d6 yochlols—demon servants of Lolth. The chasm’s air is cold and filled with an almost palpable dark energy. The yochlols, with their shifting forms and venomous attacks, embody chaos and danger. The players must muster their religious knowledge and combat skills to survive. The yochlols' presence hints at deeper, darker rituals playing out in the cosmic struggle of the Underdark.
D10=8:The players come across a group of friendly kobolds who are being chased by a powerful dragon. The players must find a way to defeat or distract the dragon and potentially gain grateful new allies.
D10=9:The air feels heavier, as though the pressure is increasing.
D10=10:A group of five goblins are running toward the party. They are being chased by a group of five troglodytes.
d100 = 97
D10=1:A small, natural bridge across a deep chasm.
D10=2:A band of mind flayers has taken control of a duergar city and enslaved its inhabitants, using them as laborers and food for their illithid tadpoles. The players must rally a resistance and overthrow the mind flayer rule.
D10=3:A group of 1d4+4 dark elves are holding a party, celebrating the defeat of a rival clan in battle. The party is being held in honor of a member of the party who is retiring from adventuring and becoming an elder. The elderly couple from Area 8 is also here, dancing with the dark elf female members.
D10=4:During a brief rest, the players see strange lights flickering in the distance. As they investigate, they discover a group of fire elementals dancing and creating beautiful fiery illusions.
D10=5:A lone, harmless cave beetle scuttles across the ground.
D10=6:In a dark cavern, players will come across a small pool of clear water. When they look into the pool, all they see is their reflection. But, then the reflection starts to move and it looks like it is speaking to them. If any player drinks from the pool, they will be teleported 1d100 miles away and have their reflection replaced with that of a doppelganger.
D10=7:In a dark and gloomy cavern, the players encounter a group of mind flayers who are using their psychic powers to control a group of unsuspecting adventurers. Will the players be able to resist the mind flayers' control and save the adventurers?
D10=8:A glint of metal briefly visible in the flickering light.
D10=9:Traversing through the web-choked tunnels of the Erelhei-Cinlu outskirts, the party finds themselves hunted by 2d4 ettercaps. The air is thick with the smell of decay and the faint rustling of unseen spiders. Every surface is coated in sticky, clinging webbing, making movement treacherous. The ettercaps’ ambushes are as psychological as they are physical, exploiting the players' phobias. Negotiating or defeating these monstrous arachnids reveals hidden paths and greater dangers.
D10=10:Pools of water with ripples, as if recently disturbed.
d100 = 98
D10=1:A group of 1d4+4 dark elves are standing around a bonfire, arguing about the best way to capture a fiend.
D10=2:A narrow shaft of light filtering in from an unseen source above.
D10=3:A group of myconids are peacefully tending to their mushroom gardens. But when they see you, they become hostile, thinking you are there to steal their precious crops.
D10=4:2d6+2 kobold rogues.
D10=5:You find yourself on the outskirts of a drow city, surrounded by towering stalagmites and stalactites. However, as you explore further, you realize that the city has been abandoned and is now overrun by troglodytes.
D10=6:As the players round a corner, they come face to face with a roving band of 3d4 blind drow who mistake them for food.
D10=7:The players come across a group of friendly kobolds who are being chased by a powerful dragon. The players must find a way to defeat or distract the dragon and potentially gain grateful new allies.
D10=8:Footprints in the dust that lead off into the darkness.
D10=9:An albino grimlock is struck with love for a blindfolded elven ranger. Helping them find acceptance leads to the ranger and grimlock joining forces as temporary allies in a crucial battle.
D10=10:An old, harmless rust monster scuttles across the tunnel floor.
d100 = 99
D10=1:The players meet a pair of blink dogs who have taken in a young peasant child. Helping them find a safe place to live ensures that the blink dogs become loyal allies, providing safe passages and timely rescues.
D10=2:Crumbling ruins of an ancient civilization are partially buried.
D10=3:A group of drow noblewomen invite the players to a feast in their honor, but it turns out to be a trap and the players must fight for their lives.
D10=4:A group of 1d4+2 dark elf guards are on patrol. They are in the area to catch a group of escaped slaves.
D10=5:A group of ten drow (1 male, 9 females) are walking through, discussing who's prettier.
D10=6:An old, damaged barrel partially collapsed on its side.
D10=7:The party sees a small group of dark elves playing with a captive. They are using him as a target for their practicing with various weapons and magical spells.
D10=8:A group of two dark elves (1 male, 1 female) are arguing about whether or not they should kill the party.
D10=9:You spot a group of troglodytes approaching a group of drow merchants and it seems like they are about to attack. But upon closer inspection, you realize they are brothers and sisters and are having a playful fake battle. Do you intervene or watch from a safe distance?
D10=10:Whispering darkspawn passages guarded by 4 illusory thriken jesters recreating deadly game arenas establishing balletic spires playing activating triggering securing combats escalating to player responsible surviving score snapshots mishaps before or amidst caverns crossroads misleads culminating consequential aftermaths unresolved potentially tricked elaborate designs.
d100 = 100
D10=1:A group of 1d4+2 goblins is arguing over who is the best fighter. They challenge anyone to prove they are better than they are.
D10=2:Crumbling ruins of an ancient civilization are partially buried.
D10=3:A pair of dryads have taken up residence in a small grove in the Underdark. They will offer the players a deal - help them protect their home from an evil witch who is trying to destroy it, and they will reward the players with a powerful magical item.
D10=4:The party comes across a small band of 4-8 dark elves. They are dressed in the clothes of slaves and are carrying large sacks on their backs. They will look like they are on their way to work in the mines. If the party talks to them, they will tell them that they are actually on their way to join a group of rebels who are trying to overthrow the matron mother of that city.
D10=5:The party finds a small stone chapel inhabited by two 2d6+2 rat swarms and two giant rats.
D10=6:You stumble upon a drow academy, where young drow are trained in the art of war and deception. The players must navigate through tests and challenges to escape the academy or face becoming prisoners of the drow society.
D10=7:The players stumble upon a group of duergar who have been cursed with uncontrollable laughter by a mischievous demon. The players must help break the curse before the duergar are driven mad.
D10=8:A powerful mind flayer has taken control of a tribe of goblins, using their brute strength and chaotic nature to do its bidding. The players must find a way to stop the mind flayer and free the goblins from its control.
D10=9:An elegantly dressed drider hosts secret ballroom dances in a cavern adorned with shimmering webs. She requests help finding a lost guest from a previous masquerade in exchange for sharing secrets of the Underdark.
D10=10:The sound of chanting is heard in the distance.
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Other dice tiers for the underdeep: D1, D4, D6, D8.
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