A complete D&D 5e random encounter table for underdeep scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 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 D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Underdeep encounter table
d100 = 1
D4=1: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.
D4=2: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.
D4=3:A drow priestess and her spider companion guard a hidden temple dedicated to Lolth. They are fiercely territorial and will attack anyone who enters their sacred space.
D4=4:The party encounters a group of svirfneblin who are playing a game of "hide and seek" with a group of blind, telepathic deep gnomes. The players can join in on the game or use it as a distraction to steal some supplies.
d100 = 2
D4=1: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.
D4=2: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?
D4=3:A group of deep gnomes are being hunted by a group of drow who believe them to be responsible for the loss of one of their scouting parties. The players must decide who to side with in this conflict.
D4=4: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 = 3
D4=1:A faint, but persistent, dripping sound echoes through the tunnel.
D4=2:A small underground hot spring emits a gentle steam.
D4=3: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?
D4=4: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.
d100 = 4
D4=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?
D4=2:Three commoners are standing on a street corner, talking about strange happenings in the area as well as a strange merchant who has been seen by several people.
D4=3:A group of grimlocks are holding a group of adventurers captive, using them as a source of food. Will the players try to rescue the adventurers or leave them to their grim fate?
D4=4:A group of 2d6 Grackliths are attacking a group of 2d6 adventurers, believing them to be slimes.
d100 = 5
D4=1:Across the chamber, finally, the party spots a lone goblin. The goblin, uneasy, squints into the dark recesses of the chamber, almost expecting company. He's barely a match for combat. However, if he notices the party, he will run toward a small door and slam it shut. If the party pursues, they will catch up with him, but be stopped in their tracks when they look through the door. What they see is a large group of goblins armed with spears and shields. The party will have to fight a group of goblins.
D4=2: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?
D4=3:In the far end of the chamber, you see a talking half-ogre with manacles on his hands and feet.
D4=4:A narrow passageway that unexpectedly widens into a large cavern.
d100 = 6
D4=1:A group of 3d6+3 dark elf soldiers getting ready to take to the tunnels in search of goblins.
D4=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.
D4=3:You see a group of three dark elf males. They are handing out weapons to a group of dark elf males and females.
D4=4:A glint of metal briefly visible in the flickering light.
d100 = 7
D4=1: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.
D4=2: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?
D4=3:A clump of strange, pulsating fungi grows near a cavern wall.
D4=4:The ground is soft and spongy underfoot.
d100 = 8
D4=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.
D4=2:You come across a series of deep claw marks gouged into the rock.
D4=3: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?
D4=4: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.
d100 = 9
D4=1:The smell of damp earth mixed with something sweet and floral.
D4=2:1d4+1 drow are searching for treasure that they believe lies beneath the city.
D4=3:An underground waterfall cascades into a secluded pool.
D4=4: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.
d100 = 10
D4=1:A group of hooked horrors are skittering around the cavern, with their sharp hooks and blades ready to attack any unsuspecting travelers.
D4=2: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?
D4=3:The ceiling of the tunnel is unusually low, forcing you to crouch.
D4=4:Tiny cave crickets chirp softly in the distance.
d100 = 11
D4=1:A chamber with a single large mushroom.
D4=2:The adventurers come across a half-destroyed tower where 1d4 death tyrants dwell, safeguarding arcane secrets and powerful relics of times long forgotten.
D4=3:As the players rest for the night, they are suddenly awoken by the sound of thunder and the feeling of rumbling ground. A group of roving bullete are passing through, causing chaos and destruction wherever they go.
D4=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?
d100 = 12
D4=1:The players stumble upon a beholder's lair, filled with strange and twisted experiments. But before they can leave, the beholder's creations come to life and attack them.
D4=2:A group of dwarves is arguing about whether or not they should go through a particular door or not. While they are distracted, a small army of orcs and ogres rush into the hall and attack the dwarves.
D4=3:The party is approached by a cloaked figure offering to sell them a map of the Underdark, claiming it will lead them straight to a powerful artifact. However, the map is cursed and will lead them into dangerous territory with no way out.
D4=4:A group of 2d4 goblins attack from a hidden tunnel. They are riding giant spiders. The spiders have been trained to fight like dogs. The goblins are dressed in green robes, and are carrying short swords and daggers. If the players kill the goblins, they will find a small fortune in silver and gold coins in their robes. The goblins were hired by a local lord to protect his treasure.
d100 = 13
D4=1: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.
D4=2:Within the warren-like tunnels of a derro enclave, the party is met with an army of 2d6 derro savants, each armed with twisted psionic devices. The air smells of burnt metal and ozone, hinting at recent experimentation. Every corner turns into a battlefield of mental and magical prowess. The savants’ unpredictable tactics make navigation a deadly challenge. Each victory or defeat in these tunnels shapes their fate in the greater Underdark conspiracy.
D4=3:A drow noble's rebellion against the ruling house has gone awry and they are in hiding. Will you help them escape or turn them over to the authorities for possible rewards?
D4=4:A pack of starving gnolls attack the players, desperate for food in the unforgiving Underdark. But upon closer inspection, it appears they are being controlled by a powerful demon.
d100 = 14
D4=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.
D4=2:You see a group of 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.
D4=3:The party discovers a massive cavern where 1d6 bulettes are fighting over territory. The chaos reveals hidden entrances to an ancient duergar vault.
D4=4:The tunnel widens into a small chamber filled with luminescent fungi.
d100 = 15
D4=1: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.
D4=2: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.
D4=3: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.
D4=4:Small, blind fish swim in a shallow pool.
d100 = 16
D4=1:A roper is quietly waiting for unsuspecting prey to come by, using its camouflage abilities to blend in with the surrounding cave walls.
D4=2:Soft, eerie luminescence seems to flow through cracks in the walls.
D4=3: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.
D4=4: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.
d100 = 17
D4=1:Shadows flicker in the dim light, creating illusions.
D4=2:The party finds a drow fighting with a deep gnoll. The drow will be willing to run away if threatened.
D4=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.
D4=4:2d6+2 dark elves.
d100 = 18
D4=1: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.
D4=2:The distant sound of muttering or chanting.
D4=3:A small, dead-end tunnel contains nothing but rocks.
D4=4:A group of mind flayers are conducting experiments on a captive creature. They are testing the limits of its mind and will attack if anyone interferes with their research.
d100 = 19
D4=1:The party sees a sign on the wall that reads " Beware! The Assassin of the Depths... " scrawls follow as if the message were cut off...
D4=2: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.
D4=3:A group of kuo-toa are conducting a ritual sacrifice to their deity. The players can either intervene or watch from the shadows.
D4=4: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.
d100 = 20
D4=1:A group of svirfneblin (deep gnomes) are being threatened by a group of drow, who want to enslave them and use their magical abilities for their own gain. Will you help the svirfneblin defend themselves or leave them to their fate?
D4=2:Under the gloom of an immense cavern stand 2d8 flumphs fluttering jarringly, playing telekinetic pranks by manipulating dreams and reality around your party. Engage in their dream games to coax promising prophetic insights or delve into realms risky and dangerous as tendrils of madness expand. Poor performance triggers scattered nightmares plunging reality into vivid combat episodes.
D4=3: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?
D4=4: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 = 21
D4=1:The party sees a group of 2d6+2 dark elf guards. They are patrolling in the tunnels.
D4=2:A faintly glowing fungus covering the walls with an eerie light.
D4=3: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.
D4=4:3d10+1 drow warriors.
d100 = 22
D4=1:In a large underground city, the party finds themselves caught in the middle of a conflict between two powerful factions – a group of mind flayers and a group of illithid slayers. The players must choose a side to aid or try to broker a peace between them.
D4=2:You find a group of 3d6+3 goblin snipers. If noticed, they will escape.
D4=3: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?
D4=4:The players stumble upon a small camp with several dead humans, one is still alive, but badly wounded, she begs for the players to save her, if they do she will give them some information about the area, but it's not very good information.
d100 = 23
D4=1: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.
D4=2: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.
D4=3:The party finds a group of drow merchants who are trading rare magical items. However, upon closer inspection, the players realize that the merchants are actually disguised mind flayers, using their illithid abilities to manipulate the trade.
D4=4:Trapped within a massive webbed labyrinth formed from 2d4 giant spiders, players meet a sentient telepathic spider yearning for tales. It shares intricate traps if regaled with new stories steeped in magic or human intrigue; however, fail to enthrall, and its patience wanes, throwing both venom-tipped combat and webbed perils in your way.
d100 = 24
D4=1:A roper has taken up residence in a narrow tunnel, blocking the only way to your destination. The roper will demand tribute or else it will not let you pass. But what happens when the players run out of valuable items to offer?
D4=2: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.
D4=3: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.
D4=4:The faint smell of incense lingering as if from some ancient ritual.
d100 = 25
D4=1:A group of wererats ask for the players' assistance in retrieving a powerful relic that has been stolen by a group of drow. But is there more to this request than meets the eye?
D4=2:The sound of flowing lava can be heard but not seen.
D4=3:As you travel through a dark cavern, you come face to face with a drider, a monstrous creature with the upper body of an elf and the lower body of a giant spider. The drider is hungry and sees the party as its next meal.
D4=4: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.
d100 = 26
D4=1:The sound of cascading water echoing through the tunnels.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 27
D4=1:An eerie fog engulfs the players, and as it dissipates, they find themselves in a cavern filled with floating motes of light. 1d8 will-o’-wisps playfully circle the group, leading them to a treasure hidden within a small alcove if they manage to follow without being deceived.
D4=2:The rock walls glisten as if damp, but touching them reveals they're dry.
D4=3: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.
D4=4:A section of the tunnel collapses behind the party.
d100 = 28
D4=1:A group of dark elves are talking about a powerful magical artifact that was lost in their city. They do not know how to get to it without being noticed by the other dark elves.
D4=2:All around you, you hear the sound of metal clanging against rock. As you approach the noise, you see a group of grimlock miners working hard to uncover precious gems. But they are being threatened by a lurking carrion crawler who wants to steal their findings.
D4=3:The players stumble upon an abandoned laboratory filled with powerful magical artifacts and books of forbidden knowledge. However, the laboratory is guarded by a powerful golem that will stop at nothing to protect its master's work.
D4=4:A kobold is walking by himself in the room. He is carrying a large sack and if anyone tries to stop him, he will say, "I'm just taking out the trash," and then run away.
d100 = 29
D4=1:A small group of dark elves is worshiping the goddess of magic, the Lady of Pain.
D4=2: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.
D4=3:You find an old, crumbling journal with unreadable pages.
D4=4:Muffled noises hint at hidden life just beyond your vision.
d100 = 30
D4=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.
D4=2:A group of dark elf men and women are arguing about something. One of the men attacks another and all hell breaks loose as the others fight each other. If anyone tries to stop the fight, they will be attacked by everyone else.
D4=3:The party hears screams coming from the left side of the chamber, as they turn the corner they see a large group of kobolds fighting with each other over a pile of gold coins.
D4=4: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?
d100 = 31
D4=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?
D4=2:The cave walls are covered in lichen, giving off a faint glow.
D4=3:You see a group of 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.
D4=4:An eerie stillness pervades a wide underground lake.
d100 = 32
D4=1:A group of 2d4+2 dark elves is investigating a very old cave, which they believe might be part of a complex of caves that lead into the surface.
D4=2:Unfamiliar symbols are etched into a series of ancient stone pillars.
D4=3:A group of dark elves are holding a slave auction. They are looking for people to buy.
D4=4: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.
d100 = 33
D4=1: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.
D4=2: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.
D4=3:An old, unused spider web stretches across the tunnel entrance.
D4=4:Three commoners are standing on a street corner, talking about strange happenings in the area as well as a strange merchant who has been seen by several people.
d100 = 34
D4=1:A small group of dark elves is worshiping the goddess of magic, the Lady of Pain.
D4=2:A slight tremor that shakes loose dust and small rocks from above.
D4=3:While exploring a tunnel, the players come across a strange device with multiple dials and buttons. A group of gnomes suddenly appear, claiming to be scientists who are conducting experiments on travel through time and space. They offer the players a chance to test out their invention.
D4=4:The party sees a small group of spiders. A huge ogre-sized spider is in the middle of the group. The spiders are about to dine on a dead dwarf lord and a broken oaken shield.
d100 = 35
D4=1:The party comes across a lone duergar, an evil dwarf-like creature, who is searching for a powerful artifact hidden deep within the Underdark. Will the players help him or try to stop him?
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 36
D4=1:A colony of glowing insects illuminates a small section of the tunnel.
D4=2:You see a large number of humanoid tracks leading over some hills. From the top of the hill, you see that the tracks are from a large band of gnolls moving in the same direction. What does this mean?
D4=3:Wandering through a field of subterranean crystal spikes, the party faces 1d8 medusas who have made the cavern their hunting ground. Among the petrified statues lie clues to ancient mysteries.
D4=4:A group of svirfneblin have been infected with a deadly fungal disease and are in dire need of a rare antidote. Will you risk venturing into a dangerous fungal forest to retrieve it, or let them succumb to their fate?
d100 = 37
D4=1:Strange, translucent creatures scuttle away at your approach.
D4=2:Rangers patrolling the underdark.
D4=3:An outcropping of rock that resembles a face.
D4=4:A colossal fossilized beast lies lodged beneath a seemingly bottomless chasm. 2d4 necromancers scuttle over it, scavenging parts, muttering incantations to awaken long-dormant, powerful undead.
d100 = 38
D4=1:1d2 dark elven magicians.
D4=2:2d6 elven warriors relaxing in an area carved out of a huge stalactite.
D4=3: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".
D4=4:4d4+4 dark elf miners working in a huge chamber.
d100 = 39
D4=1:The players stumble upon a group of drow performing a strange ritual on a captive surface dweller. They are attempting to turn them into a drider, a monstrous creature with the upper body of an elf and lower body of a spider. Will the players intervene or let the ritual continue?
D4=2:The party is approached by a group of myconids who offer to guide them through the dangerous fungal forests of the Underdark, as long as they help them retrieve rare ingredients for their spore brew.
D4=3:Players come across a deep gnome playing a piano made entirely out of mushrooms. If they listen closely, they can hear the music is actually a popular top 40 song, but with the lyrics replaced with deep gnome insults.
D4=4:A band of gnolls has captured some slaves and are heading back to their territory.
d100 = 40
D4=1:Players face a maze of translucent crystals that seem to shift and change around them. 1d10 deep gnomes known as svirfneblin weave invisibly through, playing tricks but also leaving subtle clues about a hidden exit.
D4=2: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...
D4=4:In the distance, players see a large city made of stone. As they get closer, they see that it is made up of one large mushroom and is covered with fungus and mold. As they get closer, people start to come out to meet them. They are humans and dwarves that were captured by the dark elves and brought here as slaves. They are glad to see you and will help you fight the dark elves if needed.
d100 = 41
D4=1:A group of two dark elves are walking along the tunnel. One is carrying a chest full of treasure looted from an upper level of the dungeon. The other is carrying a dead dark elf on his back. They will attack if anyone approaches them or their goods.
D4=2:The party discovers an ancient autumnal shrine to earth deity, covered in glowing, golden-colored mushrooms. Disturbing the shrine may awaken an angry earth elemental.
D4=3: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?
D4=4:Gliding down winding cavern slides, 2d4 roguish batir demons contrive bizarre slide courses merging physical and magical tests, delighting in competition. Completing transforms mercurial support from their antics but outright disregard inflames reactive aggression manifesting chases with mischief-misleading courses yielding hazardous offshoots.
d100 = 42
D4=1:A haunting melody guides the players to a hidden amphitheater where 1d4 banshees lament their sorrow, producing palpable waves of despair that siphon the hope and will of those who listen too long.
D4=2: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.
D4=3: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.
D4=4:A group of dark elves are praying to a statue of a demon god for good luck in a coming battle.
d100 = 43
D4=1:Strange echoes emanate from deeper within the tunnel.
D4=2:You come across a group of svirfneblin who are trying to defend their village from a group of wandering drow. The players must decide if they will help the svirfneblin or take advantage of the situation.
D4=3:You can see a group of ogres fighting a group of trolls.
D4=4: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.
d100 = 44
D4=1:You can see a group of ogres fighting a group of trolls.
D4=2:A group of 2d6 drow, led by a wizard, are searching the area for 2d6 gems. If players help, they will get 2 gems per player. If they don't help, they will get 3 gems per player.
D4=3: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.
D4=4:2d6 goblins are hard at work on building a road across a stream. They do not take kindly to interruptions.
d100 = 45
D4=1:You stumble upon a group of gnolls who are being attacked by a group of carrion crawlers. Will you help the gnolls or take advantage of the situation?
D4=2: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.
D4=3:Pockets of toxic gas they're careful to avoid.
D4=4: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.
d100 = 46
D4=1:In an abandoned mithril mine, the party faces the spectral forms of 3d10 dwarven miners, cursed to guard the last vein of precious metal from intruders.
D4=2:Unusual rock formations that resemble mythical creatures.
D4=3:A group of deep gnomes ask for the players' assistance in retrieving a magical artifact hidden in a nearby dragon's lair. The players must work together with the deep gnomes to outsmart the dragon and retrieve the artifact.
D4=4: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.
d100 = 47
D4=1:You hear the sound of chanting. If players investigate, they will find a group of dark elves praying to a dark elf god. They are praying for the destruction of their city. Once the players leave, the dark elves will continue their praying, but they will be praying for the destruction of the players and their companions.
D4=2:You see a group of 3 humans and 2 goblins fighting over a dead body.
D4=3: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?
D4=4: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.
d100 = 48
D4=1:The ground becomes slightly slippery due to moisture.
D4=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.
D4=3:2d8 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.
D4=4:The sound of rushing water grows louder as you approach.
d100 = 49
D4=1:A large hole in the ground appears. A band of crested, black-feathered birds fly out of it. They have vicious beaks and talons. If players do not move, they will attempt to attack them.
D4=2: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.
D4=3:A narrow shaft of light filtering in from an unseen source above.
D4=4: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.
d100 = 50
D4=1: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?
D4=2: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.
D4=3:A faint, echoing chant can be heard from deep within the tunnels.
D4=4: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.
d100 = 51
D4=1:A plague has struck a nearby duergar city and the few survivors are desperate for a cure. But the only medicine lies deep in the Underdark, guarded by a powerful behir. Will the players risk their lives to retrieve it for a reward?
D4=2:The distant sound of rushing water grows louder as you proceed.
D4=3: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.
D4=4: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.
d100 = 52
D4=1: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?
D4=2:A gentle echo of dripping water can be heard.
D4=3:A deep gnoll is seen guarding a room full of treasure.
D4=4: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.
d100 = 53
D4=1: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.
D4=2:In an ancient arena carved into the rock, the adventurers face off against 3d10 grimlocks, savage and blind yet fiercely coordinated. A shadowy spectator, a drow warlord, watches from afar, gauging the party's strength for reasons unknown.
D4=3: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.
D4=4:The distant sound of water dripping, creating a rhythmic pattern.
d100 = 54
D4=1: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.
D4=2: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.
D4=3: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.
D4=4:A group of wererats are in a heated argument over how to divide their stolen goods. Will you try to mediate or take advantage of their distraction?
d100 = 55
D4=1:A highly skilled drow artist is painting a mural on the wall. The subject of the mural is a powerful demon that the drow worship. As the players watch, the mural seems to come to life, the demon's eyes following their movements. The artist smirks and says, "Impressive, isn't it?"
D4=2:The players encounter a group of dwarves, who have been exiled from their home of the surface. Can the players help the dwarves find a new place to call their own in the treacherous Underdark?
D4=3:The air suddenly becomes colder as you move deeper.
D4=4:A group of duergar merchants is traveling through the Underdark, looking for trade partners. Will you do business with them, or try to steal their goods?
d100 = 56
D4=1:The distant sound of laughter, joyous but chilling.
D4=2:A group of dark elves are holding a slave auction. They are looking for people to buy.
D4=3: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.
D4=4: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 = 57
D4=1:2d6 goblins are hard at work on building a road across a stream. They do not take kindly to interruptions.
D4=2: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.
D4=3:Amid the tangled roots of vast mushroom trees, you discover a crystal clear pond surrounded by 2d6 grick hatchlings playfully snapping at fairy flies. They scatter as their frightening parental figure, a grick alpha, slithers forth to investigate. Parleying with the grick hatchlings through clever bardic songs might allow safe passage and the knowledge of hidden shortcuts, whereas a misstep triggers the wrath of the alpha and an ensuing frenetic melee among the pulsating fungi.
D4=4:Navigating a chaotic river of lava, adventurers face 1d6 magma mephits. These elemental tricksters possess knowledge of a hidden forge filled with legendary weapons.
d100 = 58
D4=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?
D4=2:You hear the sound of chanting. If players investigate, they will find a group of dark elves praying to a dark elf god. They are praying for the destruction of their city. Once the players leave, the dark elves will continue their praying, but they will be praying for the destruction of the players and their companions.
D4=3:The tunnel suddenly widens into a large, echoing chamber.
D4=4:You come across a deep chasm that seems impossible to cross. However, a group of friendly myconids offer to help you cross by emitting a web-like substance for you to climb. But beware, not all myconids are friendly...
d100 = 59
D4=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.
D4=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.
D4=3:Mysterious footprints lead off into darkness.
D4=4:A group of deep gnome children have gone missing and their parents are frantic with worry. The players must find and rescue them from a group of hostile hook horrors.
d100 = 60
D4=1: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.
D4=2:A small group of dark elves is worshiping the goddess of magic, the Lady of Pain.
D4=3: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.
D4=4:Strange, colorful mineral deposits encrusting the rock walls.
d100 = 61
D4=1: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.
D4=2:The players come across an eerie abandoned village filled with ghouls. Upon further investigation, they discover the ghouls were once a thriving community of wererats until they were cursed by a vengeful spirit.
D4=3:Suddenly, the ground beneath you begins to shake and crack. It turns out to be a group of umber hulks tunneling through the caverns, looking for new territory to claim.
D4=4:A group of 1d4+2 drow women is huddled around a small fire. They are very distraught, as their leader and their men have just been killed by a young white dragon that is starting to hunt in the area.
d100 = 62
D4=1:The players come across a group of gnomish inventors who have created a powerful subterranean vehicle known as the "Mole Miner". They offer to let the players use it if they help them test its capabilities in the dangerous Underdark environment.
D4=2:An eerie fog engulfs the players, and as it dissipates, they find themselves in a cavern filled with floating motes of light. 1d8 will-o’-wisps playfully circle the group, leading them to a treasure hidden within a small alcove if they manage to follow without being deceived.
D4=3:2d6+2 dark elves are trying to rescue captured slaves. This is an ambush. The dark elves are dressed in elven clothing to confuse any pursuers. They want the players to help them with the slaves.
D4=4: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.
d100 = 63
D4=1: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.
D4=2:An outcropping of rock that resembles a face.
D4=3:The party finds a small stone chapel inhabited by two 2d6+2 rat swarms and two giant rats.
D4=4: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?
d100 = 64
D4=1:An elderly couple is sitting on a nearby ledge, watching the party and commenting on their actions. They will leave after a few hours.
D4=2: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.
D4=3:As the players walk through a dark cavern, they suddenly find themselves on the ceiling! A mischievous group of goblins have cast a gravity-reversing spell on the area.
D4=4: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.
d100 = 65
D4=1:A group of deep gnomes are using a mysterious crystal to communicate with a race of underground creatures, who claim to be the true masters of the Underdark. Will the players help the gnomes or risk incurring the wrath of these unknown creatures?
D4=2:While traveling through a network of tunnels, the players accidentally awaken a group of roper monsters who have been hibernating. The ropers mistake the players for their prey and attack.
D4=3:You see a group of 1d4+1 giant cave spiders who attack trespassers to their territory which is a part of the trail through the tunnels that connects several parts of this underground world. They will kill an adventurer or two as an example to others.
D4=4:The players come across an umbra reaver who plans to forsaken their violent campaign to join their non-binary partner, a Svirfneblin shadow dancer. Help with desertion earns stealthy passage and precious artifacts stolen over centuries.
d100 = 66
D4=1: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.
D4=2: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.
D4=3:A low, persistent hum thrums through the rock.
D4=4:The players come across a group of 1d4+2 deep gnolls who have been recently wounded by a group of drow and are unable to track them. They wish to follow the party instead.
d100 = 67
D4=1:Rounding a bend, a blood-curdling scream echoes from a deep chasm where 1d4 vrocks squabble over a feast of fallen adventurers, occasionally throwing bones into the abyss below.
D4=2:A group of 2d4+2 goblins have been stealing food from nearby villages to keep them fed while they dig a tunnel under a nearby river so they can steal stuff from a nearby village without getting wet when they cross the river to get back home after they steal stuff from the village.
D4=3:A group of drow have kidnapped a gnoll.
D4=4:The tunnel suddenly widens into a large, echoing chamber.
d100 = 68
D4=1:The distant sound of water dripping, creating a rhythmic pattern.
D4=2: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.
D4=3:A group of 3d10 kobolds are in conversation with a group of 3d10 orcs. The orcs and kobolds are making plans to raid an area.
D4=4:As you travel through a narrow passage, you hear a faint whispering coming from the walls. Upon closer examination, you discover that it is a group of Kuo-toa chanting in a strange language, trying to summon their deity. How do you react?
d100 = 69
D4=1:As the players walk through a dark cavern, they suddenly find themselves on the ceiling! A mischievous group of goblins have cast a gravity-reversing spell on the area.
D4=2:A solitary skull resting on a rock, long since abandoned.
D4=3:As the players venture deeper into the Underdark, they start to feel the oppressive presence of the powerful demon queen of the Underdark, Lolth. They must navigate carefully as her spies and followers are always watching.
D4=4:A small, natural bridge across a deep chasm.
d100 = 70
D4=1:Small, harmless cave fish swim in a shallow pool.
D4=2:Grotesque statues line the tunnel. Getting closer reveals them to be petrified victims of a medusa, which has taken refuge nearby. 2d4 of these statues animate as stone cursed, attacking the players with their rocky limbs.
D4=3: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.
D4=4:A group of dark elf men and women are arguing about something. One of the men attacks another and all hell breaks loose as the others fight each other. If anyone tries to stop the fight, they will be attacked by everyone else.
d100 = 71
D4=1: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.
D4=2:The ceiling drips water at a steady rate.
D4=3:2d6 kobolds.
D4=4:Deep gouges and scratches mar the tunnel walls.
d100 = 72
D4=1:The ground becomes slightly slippery due to moisture.
D4=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.
D4=3:Winding deeper, players discover a ruined temple where 1d6 cloakers use their cloak-like appearance to mimic crumbling tapestries, lying in wait for an ambush.
D4=4:The distant sound of water dripping, creating a rhythmic pattern.
d100 = 73
D4=1:You see a group of 3 humans and 2 goblins fighting over a dead body.
D4=2: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.
D4=3:The players come across a massive underground lake, guarded by a tribe of aquatic elves. Will the players try to negotiate safe passage or risk a potentially deadly underwater encounter?
D4=4:The party is approached by a cloaked figure offering to sell them a map of the Underdark, claiming it will lead them straight to a powerful artifact. However, the map is cursed and will lead them into dangerous territory with no way out.
d100 = 74
D4=1:A group of Kuo-toa mistake you for their deity and offer to fulfill any wish you have. How do you handle this situation?
D4=2:The party sees a group of 1-2 dark elves who are dressed like merchants. They are carrying large sacks on their backs and have many different types of weapons and armor strapped to their belts. If the party talks to them, they will tell them that they are going to a nearby city to trade with the humans and will be back in a few days.
D4=3: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.
D4=4:2d6 elven warriors relaxing in an area carved out of a huge stalactite.
d100 = 75
D4=1:A foul stench causes nausea.
D4=2:A subterranean lake hides a submerged cavern where 2d8 kuo-toa worship a freshly captured water elemental. The kuo-toa attack zealously, believing the party to be false prophets come to disrupt their worship.
D4=3:The players come across a group of druegar forging powerful magical weapons in the fiery depths of the Underdark. They may be able to craft something for the players if they can acquire rare materials for them in return.
D4=4:A chamber with a single large mushroom.
d100 = 76
D4=1:A gentle echo of dripping water can be heard.
D4=2: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.
D4=3:A group of three drow (1 male, 2 female) are arguing about which one could kill the party.
D4=4:A low, persistent hum thrums through the rock.
d100 = 77
D4=1:As you rest for the night, you hear a group of goblins chanting in a strange language. If you understand Goblin, you realize they are summoning a demon and must stop them before it’s too late.
D4=2:You hear the dripping of water echoing through a dark tunnel.
D4=3: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?
D4=4: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!
d100 = 78
D4=1:While exploring a tunnel, the players come across a strange device with multiple dials and buttons. A group of gnomes suddenly appear, claiming to be scientists who are conducting experiments on travel through time and space. They offer the players a chance to test out their invention.
D4=2:A tunnel suddenly collapses, trapping the party on one side and the drow on the other.
D4=3:The players come across a group of mind flayers traveling on a flayer ship, a large vessel made from the bones of their victims. They stop to trade, but the players must be careful not to get too close.
D4=4:An old, unused spider web stretches across the tunnel entrance.
d100 = 79
D4=1:A group of troglodytes are feasting on the remains of their latest victim. If the group disturbs their meal, they will attack with their sharp claws and foul stench.
D4=2:Entering a subterranean city under the control of a tyrannical beholder, the players must find a way to evade 4d4 patrols of drow enforcers. The city's eerie silence is punctuated by the occasional screams of captives. The air smells faintly of fear and mold. They might disguise themselves or use subterfuge to navigate through an environment crawling with vigilant eyes. The beholder’s central lair emits a pulsating, malevolent energy, reminding them of the high stakes involved—failure could spell doom or enslavement.
D4=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.
D4=4: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?
d100 = 80
D4=1:A small section of the cave with walls covered in soot.
D4=2: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?
D4=3:In an enchanted fungal forest, a playful pack of 4d4 blink dogs teleport around, initiating a playful, magical tag. If the party joins in, each successful catch or dodge provides crucial strategic insights or temporary blink abilities for upcoming encounters. Being poor sports, however, risks an aggressive shift in their nature, leading to chaotic yet fascinating skirmishes.
D4=4:The sound of water dripping intensifies, creating an almost rhythmic pattern.
d100 = 81
D4=1:Soft, warm air currents provide brief comfort.
D4=2:A group of dark elves are holding a slave auction. They are looking for people to buy.
D4=3:A patch of fungus glows faintly, illuminating the path ahead.
D4=4: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.
d100 = 82
D4=1:The tunnel branches off into two narrow pathways.
D4=2:The ground is littered with small bones and detritus.
D4=3: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.
D4=4:The party comes across a group of 2d6 dark elf guards who are drunk. They will attack if provoked.
d100 = 83
D4=1:The tunnels open into a massive, cavernous void.
D4=2:As the players walk through a dark cavern, they suddenly find themselves on the ceiling! A mischievous group of goblins have cast a gravity-reversing spell on the area.
D4=3:A group of stone giants are having a heated argument with a group of fire giants over land. The players must navigate through the chaos and try to broker a peaceful solution.
D4=4:150 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.
d100 = 84
D4=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.
D4=2:You come across a group of deep trolls who have captured a drow noble's son and are holding him as a ransom. Will the players help the noble and face the wrath of the drow or negotiate a peaceful trade with the trolls?
D4=3:An illusionist drow uses their magic to make the players believe they are being attacked by a group of mind flayers. The players must figure out a way to break the illusion and defeat the drow.
D4=4:A few scattered coins glinting faintly in the dim light.
d100 = 85
D4=1: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.
D4=2:A subterranean lake hides a submerged cavern where 2d8 kuo-toa worship a freshly captured water elemental. The kuo-toa attack zealously, believing the party to be false prophets come to disrupt their worship.
D4=3:A group of dark mantles are hiding in the shadows, waiting to ambush anyone who dares to pass by.
D4=4:A series of interconnected tunnels create a maze-like network.
d100 = 86
D4=1:A deep gnoll is seen guarding a room full of treasure.
D4=2:An underground mist causes a damp, clammy feeling.
D4=3: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?
D4=4:The players find themselves in an open chasm with a ceiling obscured by thick stalactites. As they proceed, 3d4 bats swarm down angrily, disturbed by the players' presence or the scent of their rations.
d100 = 87
D4=1:You see a group of three dark elf males. They are handing out weapons to a group of dark elf males and females.
D4=2:The party sees a group of 2d6+2 dark elf guards. They are patrolling in the tunnels.
D4=3:A group of deep gnomes are riding giant bats, scouting the area for potential threats. They mistake you for an enemy and prepare to attack.
D4=4:A group of drow are using mind-controlled slaves to do their bidding. The players must find a way to free them and stop the drow's nefarious plans.
d100 = 88
D4=1:Loose shale makes footing treacherous.
D4=2:The temperature fluctuates between hot and cold unexpectedly.
D4=3:The players hear a loud rumble. It sounds like it might be a giant cave-in. They need to find out where it is and if they can stop it before it collapses the tunnel system and kills everyone.
D4=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.
d100 = 89
D4=1: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.
D4=2:A group of 3 thieves are trying to rob an old man. The old man is yelling for help at the top of his lungs. If you help him, the thieves will attack you instead and try to rob you instead.
D4=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.
D4=4: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?
d100 = 90
D4=1:The party sees a dark elf wizard casting a spell on a group of dark elves, turning them into spiders. He has plans for them, but the party does not know what those plans are.
D4=2:Strange cave mushrooms emit a faint bioluminescent glow.
D4=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.
D4=4: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 = 91
D4=1:A group of svirfneblin merchants are trying to sell a rare magical artifact to a group of drow nobles. But one of the nobles is actually a disguised doppelganger who plans to steal the artifact and run. Will the players intervene?
D4=2:In a black, algae-choked pool, the players encounter 1d4 kuo-toa archpriests performing an unholy ritual. The air buzzes with dark energy, and the stench of brine and rot is almost unbearable. The archpriests' chants rise and fall rhythmically, resonating with ancient, forbidden magic. Disrupting the ritual could lead to apocalyptic consequences, while observing it exposes the party to unpredictable eldritch influences. The players must decide whether to intervene or use this knowledge against the kuo-toa later.
D4=3:A soft, glowing lichen carpeting the floor.
D4=4: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.
d100 = 92
D4=1:A cluster of small, harmless cave insects crawling over rocks.
D4=2:A group of dwarves are arguing about whether or not to go through a particular door or not.
D4=3:An ancient, rusted sword lies half-buried in the dirt.
D4=4:The players stumble upon a hidden grotto where a myconid colony is teaching a young human child the ways of the Underdark. The myconids request the players’ help in reuniting the child with her lost parents.
d100 = 93
D4=1:As they enter a cavern of luminous crystals, the party encounters 1d4 will-o'-wisps. These strange lights each hold a fragment of a forgotten prophecy that affects the balance of the Underdark.
D4=2:A group of 2d6 dark elf warriors are practicing their battle skills against each other. If disturbed, they will fight.
D4=3: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.
D4=4:You see a lone drow sitting on a rock, playing a mournful tune on her lute. She introduces herself as a bard exiled from her society and offers to tell the players the secrets and history of the Underdark in exchange for a few drinks. Will the players trust her and what secrets will she reveal?
d100 = 94
D4=1:A group of svirfneblin are frantically trying to find a new home after their previous one was destroyed by a group of aggressive duergar. Will you help them or leave them to fend for themselves?
D4=2: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.
D4=3:A distant flicker of light that vanishes when approached.
D4=4:The air smells faintly metallic, perhaps iron or copper.
d100 = 95
D4=1:A tunnel suddenly collapses, trapping the party on one side and the drow on the other.
D4=2: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?
D4=3:The party finds a large group of 2d6+4 dark elves. They are carrying a large rope bridge with them. The bridge has been placed across a chasm. The dark elves demand to be allowed to pass with their bridge or they will attack.
D4=4:In a cavern filled with dense, glowing foliage, the party meets a single, colossal myconid known as the Spore King. It offers cryptic hints and fungal spores that can enhance abilities for a short time.
d100 = 96
D4=1:A group of dwarves are guarding a hidden entrance to an ancient dwarven stronghold. They refuse to let the players enter but offer a challenge to prove their worth.
D4=2:A group of 3d6 giant rats are scurrying down the hall. The rats are scurrying like they are running from something.
D4=3:You come across skeletal remains, arranged in a ritualistic manner.
D4=4:A series of small, interconnected tunnels weaving through the rock.
d100 = 97
D4=1:While traveling through a vast cavern, you spot a group of deep gnomes being attacked by a group of drow. Do you intervene or let them handle it on their own?
D4=2:The air grows remarkably hot and humid.
D4=3: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.
D4=4:Wandering through a field of subterranean crystal spikes, the party faces 1d8 medusas who have made the cavern their hunting ground. Among the petrified statues lie clues to ancient mysteries.
d100 = 98
D4=1: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.
D4=2:A wandering cloaker has found a home in a dark, echoing chamber. It pretends to be part of the shadows, biding its time to strike. Unveiling it may reveal hidden tunnels leading to a network of ancient drow ruins.
D4=3: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.
D4=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.
d100 = 99
D4=1: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.
D4=2: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.
D4=3:A deep gnome alchemist has been working tirelessly to craft a love potion for an oread. He asks the players to gather rare ingredients, giving them powerful healing potions as a reward.
D4=4:As they navigate twists and turns, an echo precedes the appearance of 2d6 grimlocks wielding crude weapons, appearing out of nowhere with an intense fervor, driven by a command echoing in their minds.
d100 = 100
D4=1:An old, broken lantern lies half-buried in the soil.
D4=2:The ceiling seems to be lowering gradually, giving a claustrophobic feel.
D4=3:2d6 goblins are hard at work on building a road across a stream. They do not take kindly to interruptions.
D4=4:A group of 3d4 dark elves are sitting around a bonfire, quietly trying to repair their equipment and whispering about a white dragon that is hunting in the area. They would appreciate it if the players would drive it off, as they have lost a number of their men to it.
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A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Other dice tiers for the underdeep: D1, D6, D8, D10.
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