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D6 Underdeep Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for underdeep scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a underdeep, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Underdeep encounter table

d100 = 1

  1. D6=1:An inky autumn cavern enhances all sounds echoed within it. Overwhelming noise attracts a swarm of cave bats, which can be both blessing and curse.
  2. D6=2:A group of 1d4+4 dark elves are standing around a bonfire, arguing about the best way to capture a fiend.
  3. D6=3:A patch of fungus glows faintly, illuminating the path ahead.
  4. D6=4: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.
  5. D6=5:The sound of far-off wailing or moaning, echoing through corridors.
  6. D6=6:The party comes across a group of 1d4+4 dark elf wizards. They are practicing their spells.

d100 = 2

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A slight sulfurous smell hangs in the air.
  4. D6=4: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.
  5. D6=5:The party finds a small stone chapel inhabited by two 2d6+2 rat swarms and two giant rats.
  6. D6=6:The rock walls glisten as if damp, but touching them reveals they're dry.

d100 = 3

  1. D6=1:The distant roar of an underground waterfall.
  2. D6=2:A tunnel suddenly collapses, trapping the party on one side and the drow on the other.
  3. D6=3:A group of 2d8 yakfolk are walking in the direction of the players. There is also a x2 level sorceror with them. The yakfolk are escorting a prisoner to the surface. If the player's ask why, they will be told that the prisoner is being taken to be tried by the king and if found guilty, the prisoner will be put to death. If they attack the yaks or try to help the prisoner escape, the sorceror will raise up a barrier that will trap the party in a dome until they surrender or die. If the party attacks first, the sorceror will use her magic to turn invisible and get away.
  4. D6=4:The smell of damp earth mixed with something sweet and floral.
  5. D6=5:A colony of bats hanging silently from the ceiling.
  6. D6=6:A group of sentient oozes have created a form of colony, working together to manipulate and trap prey. Will you try to communicate with them or destroy their dangerous creation?

d100 = 4

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A foul stench causes nausea.
  4. D6=4:The ceiling of the tunnel is unusually low, forcing you to crouch.
  5. D6=5:The players see a group of 1d4+2 barbarians dancing around a fire. They are chanting and singing. If anyone approaches they will attack.
  6. D6=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.

d100 = 5

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A thick fog blankets a large chamber, reducing visibility.
  4. D6=4:A group of 2d6 dark elves are kneeling in prayer to a statue of a goddess. The players notice that the dark elves are praying for the destruction of all other races.
  5. D6=5:You find ancient cave paintings depicting unknown symbols.
  6. D6=6:A group of sentient oozes have formed a society in the Underdark, trading information for food and protection. The players must negotiate with these intelligent creatures or risk being trapped and consumed by the treacherous oozes.

d100 = 6

  1. D6=1:The distant sound of footsteps echoing through the tunnels.
  2. D6=2:A group of 3d6 troglodytes are feasting on a giant mushroom, believing it to be a god that will grant them eternal life. The players must convince them to share the mushroom with them or find a way to steal it without angering the troglodytes.
  3. D6=3:A group of sentient oozes have created a form of colony, working together to manipulate and trap prey. Will you try to communicate with them or destroy their dangerous creation?
  4. D6=4:You come across a group of dark elf wizards casting a spell on a group of dark elves
  5. D6=5:A group of 2d4 drow is roaming through a village looking for strays and slaves to take with them back to their home city. If a fight breaks out, the rest of the village will throw aside their weapons and run.
  6. D6=6: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.

d100 = 7

  1. D6=1:The sound of distant, echoing voices.
  2. D6=2: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.
  3. D6=3:Players see a small, desperate-looking dark elf woman being chased by a pack of goblins. If they intervene, they find out that the dark elf is carrying a powerful magical artifact that the goblins are after. However, the dark elf is actually a succubus in disguise and may lure the players into a trap.
  4. D6=4: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.
  5. D6=5:The adventurers encounter an underground lake swarming with 1d8 water weirds. These sentient beings guard an entrance to a forgotten city submerged beneath the lake.
  6. D6=6:2d8 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.

d100 = 8

  1. D6=1:A group of five goblins are running toward the party. They are being chased by a group of five troglodytes.
  2. D6=2: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.
  3. D6=3:A surreal tunnel with walls that pulsate rhythmically leads to a chamber guarded by 2d8 quaggoths, who perform a strange, hypnotic dance. The dance seems to pacify a nearby mind flayer elder brain that's pulsing in unison.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 9

  1. D6=1: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.
  2. D6=2:The sound of lapping water suggests an underground lake nearby.
  3. D6=3: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.
  4. D6=4:A chamber with a single large mushroom.
  5. D6=5:The players are suddenly ambushed by 3d4 duergar who are wearing fake mustaches and trying to sneak into a deep gnome village to blend in.
  6. D6=6:The distant sound of footsteps echoing through the tunnels.

d100 = 10

  1. D6=1:Small stalactites hang from the ceiling like teeth.
  2. D6=2: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.
  3. D6=3:A tunnel suddenly collapses, trapping the party on one side and the drow on the other.
  4. D6=4: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?
  5. D6=5:The party encounters an autumn-themed bridge made of woven roots and leaves, guarded by a tribe of short-lived, intelligent fungi protesting an evil wizard's recent activities.
  6. D6=6: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.

d100 = 11

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A group of deranged duergar are performing a ritual sacrifice to their evil deity. They won't attack unless provoked, but the sight of the ritual may provoke fear or revulsion in the group.

d100 = 12

  1. D6=1:The players encounter a deep gnome choir, singing beautiful melodies that are actually just deep gnome complaints about their stressful lives underground.
  2. D6=2:A group of dark elves are walking along the tunnel. They are carrying a dead dire rat.
  3. D6=3:A group of 2d4 hobgoblins are standing guard in front of what looks like an abandoned passage. The hobgoblins will tell the players that they are standing guard to keep anyone from going down the abandoned passage.
  4. D6=4:A young beholder is trying to gain control of an aboleth's territory, resulting in an all-out battle between the two powerful creatures. The players must either aid one of the creatures or find a way to escape their wrath.
  5. D6=5: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?
  6. D6=6: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.

d100 = 13

  1. D6=1:A nomadic tribe of 2d8 derro travels through the tunnels, driven by visions of a sacred artifact. Their leader seeks the adventurers’ aid in overthrowing an oppressive duergar warlord.
  2. D6=2: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?
  3. D6=3:You see a man dressed as a dark elf warrior. He is standing next to a pile of coins that has been placed on the ground. He is talking to a group of dark elf warrior and priestesses. He will tell you that he is collecting money for the local orphanage that has been ravaged by an orc attack. If you are willing to donate an amount of money, he will give you a blessing from Lolth.
  4. D6=4:You see a group of three dark elf males. They are handing out weapons to a group of dark elf males and females.
  5. D6=5: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?
  6. D6=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.

d100 = 14

  1. D6=1:A large crack in the wall letting in a faint, cold breeze.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A vibrant springtime cavern is filled with singing stalactites that mimic bird songs. The echoes are meant to lure and ambush prey by cloakers.
  6. D6=6:The air smells earthy and damp.

d100 = 15

  1. D6=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?
  2. D6=2:A chamber full of huge mushrooms.
  3. D6=3:A stone giant sculptor, creating a magnificent statue of his beloved in a cavern, requests rare crystals to finish his masterpiece. He offers guidance through the treacherous passages in return.
  4. D6=4:The tunnel floor is covered in a fine, glittering dust.
  5. D6=5:The players come across an underground lake with a group of kua-toa living on its shores. They worship a deity known as "the Great Old One" and offer sacrifices to it in the form of fish and other creatures. But the players may soon discover that this deity is not what it seems.
  6. D6=6:A group of dark elves are walking along the tunnel. They are carrying a dead dire rat.

d100 = 16

  1. D6=1:A beholder is trapped inside a maze, constantly searching for a way out. If the players can navigate through the maze and find the beholder's missing eye, they will be rewarded with a rare and valuable magical item.
  2. D6=2:A gentle breeze carries the scent of flowers from an unknown source.
  3. D6=3:A cult of yuan-ti has captured 3d6 humans and is preparing to eat them. They are waiting for the right moment to perform their ritual.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:While crossing a narrow bridge, you see a group of drow on the other side. They offer to let you pass if you pay a toll, but if you refuse, they will attack.

d100 = 17

  1. D6=1: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.
  2. D6=2:A perfectly round hole in the wall that disappears into darkness.
  3. D6=3:A group of 1d6+2 dark elf warriors are in the area, looking for a lost comrade.
  4. D6=4:An enormous summer-bonfire built by duergar dwarves during a solstice festival, the flames reveal ancient runes hinting at a hidden treasure deep underground.
  5. D6=5:4d10 kobolds are giving offerings of gold coins to a statue of Lolth. One of the kobolds keeps saying "Look! They're here"
  6. D6=6:The faint smell of sulfur wafts through the air.

d100 = 18

  1. D6=1: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.
  2. D6=2:The players meet a bearded female dwarf poet who has deeply fallen for an illithid scholar. Their love is endangered by caste conventions. Helping them sneak away leads to powerful psionic protection.
  3. D6=3:A group of two dark elves (1 male, 1 female) are arguing about whether or not they should kill the party.
  4. D6=4:A group of 2d6+2 dark elves is talking about a group of drow and bugbear who are planning to ambush them in a small corner of the chamber. They plan on rescueing a number of slaves that are being held by the drow and bugbear.
  5. D6=5:A perfectly round hole in the wall that disappears into darkness.
  6. D6=6:1d4+1 pilgrims are looking for luck and fortune in the underdark.

d100 = 19

  1. D6=1:As the players enter a large chamber, they see a drow on a throne made of skulls, giving a dramatic monologue to an audience of 1d4+1 flaming skulls.
  2. D6=2: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.
  3. D6=3:In a subterranean fungus grove, the players interrupt a fiendish pact between 3d4 vrocks and a drow necromancer. The air is heavy with the smell of decay and forbidden magic. The fungi glow a sickly green, suggesting recent, corrupt activity. The players must choose between confronting the powerful vrocks and their necromancer ally or finding a way to exploit the pact’s dark terms. Every decision reverberates with the possibility of unleashing greater horrors onto the Underdark or the surface world.
  4. D6=4:You come across skeletal remains, arranged in a ritualistic manner.
  5. D6=5: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?
  6. D6=6: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

  1. D6=1:A group of 1d4+2 dark elves are planning an attack on a nearby dwarven town. The dark elves will attack anyone in their way and if the players kill one of the dark elves and demand that they tell them why they're attacking, the dark elf will refuse to tell them and instead explain that if they don't complete their mission and return to have the dragon orb passed down to him, they will be killed by the dark elf
  2. D6=2: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.
  3. D6=3:You find a passage filled with venomous scorpions.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A roving band of kuo-toa are searching for a new deity to worship. Will you pose as a powerful god or goddess and gain their loyal followers, or try to turn them away from their religious fanaticism?

d100 = 21

  1. D6=1:All around you, the cavern walls are bustling with the sounds of dark elves going about the business of their day. You pass one group of dark elves and they greet you, but their body language is not welcoming. They are carrying weapons, and they are wearing armor. You are in their territory and it is best to leave before they become hostile.
  2. D6=2:Tiny stalagmites form a miniature forest on the cave floor.
  3. D6=3:The party comes across a group of 1d4+4 dark elf wizards. They are practicing their spells.
  4. D6=4: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?
  5. D6=5: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.
  6. D6=6:Some areas of floor glow faintly, marking the path.

d100 = 22

  1. D6=1:The party finds an ancient, springtime cavern with flowers made of metal. Removing any flower triggers trapped insect swarms mimicking constructs.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:6d4 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.
  5. D6=5: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.
  6. D6=6:A group of kuo-toa are worshiping a "god" made out of scraps and bones. They demand that the players also worship this false deity and will attack if the players refuse.

d100 = 23

  1. D6=1: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.
  2. D6=2:As you make your way through a maze of tunnels, the party suddenly falls into a trap and are teleported to a sinister wizard's tower. The wizard has been conducting experiments on creatures from the Underdark, including mind flayers, drow, and beholders. Will the players try to escape or face the wizard?
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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?
  6. D6=6:Tiny cave crickets chirp softly in the distance.

d100 = 24

  1. D6=1:As the players rest for the night, they are visited by an enigmatic drider (half-spider, half-drow) who offers them a cryptic prophecy about their future. Will they trust this creature or see it as a potential enemy?
  2. D6=2: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?
  3. D6=3: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.
  4. D6=4:The players see a group of mind flayers walking in formation, carrying a large crystal. Upon closer inspection, they realize that the crystal is a powerful psionic amplifier, and the mind flayers are using it to control the thoughts of other creatures.
  5. D6=5: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.
  6. D6=6: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?

d100 = 25

  1. D6=1:In spring, the party stumbles onto a luminescent waterfall that flows backward. Interacting with it promotes significant rejuvenation but exchanges one of the traveler’s abilities with local flora.
  2. D6=2:Within the haunting silence of an ancient and secluded cavern, the players stumble upon a group of 2d4 illithid, or mind flayers, conducting a grim telepathic experiment on captured humanoids. The psychic energy pulses through the stone, causing a dull ache in the players' skulls. The characters must navigate a deadly mental and physical battle against creatures known for their insidious cerebral attacks. Every step is weighed with the fear of becoming mind slaves to these eldritch horrors.
  3. D6=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.
  4. D6=4: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?
  5. D6=5:The players stumble upon a 1d6+1 beholder, who is frantically trying to take a selfie with its many eyes.
  6. D6=6:In a subterranean fungus grove, the players interrupt a fiendish pact between 3d4 vrocks and a drow necromancer. The air is heavy with the smell of decay and forbidden magic. The fungi glow a sickly green, suggesting recent, corrupt activity. The players must choose between confronting the powerful vrocks and their necromancer ally or finding a way to exploit the pact’s dark terms. Every decision reverberates with the possibility of unleashing greater horrors onto the Underdark or the surface world.

d100 = 26

  1. D6=1:Unexplainable chills run down your spine.
  2. D6=2:Webs cover the walls, hinting at the presence of giant spiders.
  3. D6=3:A group of 2d4 hobgoblins are standing guard in front of what looks like an abandoned passage. The hobgoblins will tell the players that they are standing guard to keep anyone from going down the abandoned passage.
  4. D6=4:A group of kobolds are playing with a kobold skeleton. They keep throwing it up in the air.
  5. D6=5:A group of quaggoths have been driven mad by the whispers of a powerful demon haunting their territory. The players must navigate through the quaggoths' crazed attacks and try to banish the demon.
  6. D6=6: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.

d100 = 27

  1. D6=1:Stalactites dripping water create small puddles on the cave floor.
  2. D6=2:PCs enter a large room with a statue of a dark elf priestess, who is holding a staff. On the staff's end is a small, black stone. One of the PCs will be given the option to take the stone from the statue's hand. If they do, the statue will come to life and attack them.
  3. D6=3:A thick fog blankets a large chamber, reducing visibility.
  4. D6=4:Unusually fast-growing vines partially block the path.
  5. D6=5:4d6 beholders scout a nearby human elvish town in search of a way to charge the energy crystals that power their ships. They might attack someone crossing their path while they do this.
  6. D6=6: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?

d100 = 28

  1. D6=1:A heartbroken kuo-toa cleric, pining for his lost 'god' (a cleric turned hero), needs the players' courage to deface a blasphemous idol. Rewards include blessings of water manipulation and sacred allies.
  2. D6=2:The tunnel walls are rough and jagged to the touch.
  3. D6=3:A group of 3d6+3 dark elf warriors is moving through the tunnels. They are armed with scimitars and shields, and three are wearing large pointed helmets with very wide brims.
  4. D6=4:As you explore a network of tunnels, you stumble upon a group of drow who are performing dark and twisted experiments on captured creatures from the Underdark. Will the players try to stop them or join in on their experiments?
  5. D6=5: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.
  6. D6=6:A peculiar winter cave where snowflakes fall upwards and thermal pockets reverse gravity. Adventurers must navigate carefully while airborne creatures lurk on ceiling stalactites.

d100 = 29

  1. D6=1:The tunnel ceiling is low, forcing the party to duck.
  2. D6=2: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.
  3. D6=3:Inexplicable whispers fill a small cavern.
  4. D6=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?
  5. D6=5:The players come across a deep gnome bar where all the patrons are actually shapeshifted beholders, trying to blend in and act as if they aren't just giant floating eyeballs.
  6. D6=6:A maze of twisting passages presents navigation challenges.

d100 = 30

  1. D6=1:An old, damaged barrel partially collapsed on its side.
  2. D6=2: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.
  3. D6=3:Across the cave you see an orc standing guard by a passage that leads out of the cave. He has a dagger and a long sword. He is pacing slowly and looking at his surroundings. As you approach, he will yell something at you in orcish which you cannot understand.
  4. D6=4: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.
  5. D6=5:A group of 3d4 dark elves are holding a party, celebrating the defeat of a rival clan in battle.
  6. D6=6:Mist-filled corridors wind through clusters of stalagmites and stalactites, where 3d6 choker vines patiently wait to ensnare their prey, entangling them in a surreal network of creeping peril.

d100 = 31

  1. D6=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.
  2. D6=2: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.
  3. D6=3:The cavern opens into an otherworldly garden filled with giant, bioluminescent mushrooms of every color imaginable. A lone 2d6 xorns are seen peacefully munching on the mineral-rich soil, but they become defensive if players disturb their food supply.
  4. D6=4:A drow is seen fighting two giant spiders in a room full of 1d6 giant spiders.
  5. D6=5:A group of 4d8 skeletons, who have been reanimated by a powerful necromancer, stumble down the hall toward the players.
  6. D6=6: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 = 32

  1. D6=1:A group of goblin merchants approach the players, offering them rare goods from the surface world. However, the goods may be cursed or have unforeseen consequences.
  2. D6=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.
  3. D6=3: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.
  4. D6=4:A group of 2d4 goblins attack from a hidden tunnel. They are riding giant spiders. The spiders have been trained to attack enemies with their venomous fangs. The goblins are dressed in black robes, and are wearing strange silver masks. If the players kill the goblins, they will find a small fortune in silver and gold coins in the robes. The goblins were hired by a local lord to protect his treasure.
  5. D6=5:Faint outlines of long-forgotten murals can be seen on the walls.
  6. D6=6:A small, natural alcove filled with soft, mossy ground.

d100 = 33

  1. D6=1:The party discovers a massive cavern where 1d6 bulettes are fighting over territory. The chaos reveals hidden entrances to an ancient duergar vault.
  2. D6=2:A deep gnome artist approaches the players, asking them to be models for their latest masterpiece: "Adventurers vs. the Vicious Displacer Beast".
  3. D6=3:A stream of underground water teeming with blind cavefish.
  4. D6=4:2d6+2 humans.
  5. D6=5:Engraved symbols on the cavern walls that have faded with time.
  6. D6=6:The party stumbles upon a secluded grotto where 1d4 dryads sing to crystalline formations. These dryads are bound and tormented by an ancient elven curse and eagerly seek their release.

d100 = 34

  1. D6=1: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.
  2. D6=2: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?
  3. D6=3:A narrow tunnel emits warm, autumnal breezes filled with the scent of roasted nuts and spiced drinks. It's a gnome trader's market that only opens during the fall equinox, selling Underfolk delicacies and exotic potions.
  4. D6=4:As the players venture deeper into the Underdark, they come across a wall with a strange script written on it. The script is a powerful ancient spell, and the players must decipher it and use it to their advantage.
  5. D6=5: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?
  6. D6=6:The party sees a group of 2d4+4 goblins fighting with a group of 2d4+4 orcs.

d100 = 35

  1. D6=1: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.
  2. D6=2: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?
  3. D6=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.
  4. D6=4:A group of myconids are having a peaceful ceremony, emitting soothing music and spores. But when a player disturbs their meditation, they will become aggressive and attack.
  5. D6=5:A friendly otyugh offers to guide the players through the winding tunnels of the Underdark, but it has a strange obsession with collecting items and may try to take the players' belongings as payment.
  6. D6=6:A group of 2d6+2 dwarves are walking through the tunnels. They are looking for work and will take any available job. They will attack elves on sight.

d100 = 36

  1. D6=1: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.
  2. D6=2:A group of 4 humans are walking through the tunnels. They are looking for work. They find a human woman tied to a tree. She tells them that she was captured by 2 dark elves and tied here. She says that she is a messenger and has important information for the humans who rescue her. She says that she was captured by 2 dark elves, one male and one female.
  3. D6=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.
  4. D6=4: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.
  5. D6=5:The ground becomes slightly slippery due to moisture.
  6. D6=6:The faint sound of a flute playing somewhere in the distance.

d100 = 37

  1. D6=1:A roving band of kuo-toa are searching for a new deity to worship. Will you pose as a powerful god or goddess and gain their loyal followers, or try to turn them away from their religious fanaticism?
  2. D6=2:A faint, far-off echo can be heard, possibly indicating a large chamber ahead.
  3. D6=3: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.
  4. D6=4:The players stumble upon a group of quaggoths who are in the midst of performing a ritual to summon a powerful demon. The players can either try to stop the ritual or use it to their advantage and gain favor with the demon.
  5. D6=5: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.
  6. D6=6:A powerful hag has placed a curse on a nearby village, causing all the crops to wither and die. The villagers have hired a group of adventurers to find and defeat the hag, but they have no idea that she is actually a doppelganger in disguise.

d100 = 38

  1. D6=1:The sound of water dripping intensifies, creating an almost rhythmic pattern.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A group of three dark elf bards are walking along the tunnel. They are singing a song about the glory of the drow and the beauty of the city of Menzoberranzan. They will not attack unless provoked.
  5. D6=5: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?
  6. D6=6:A group of dark elves are hunting a group of halflings.

d100 = 39

  1. D6=1:The pungent odor of decaying matter.
  2. D6=2:A group of 2d6+2 dark elves is talking about a group of drow and bugbear who are planning to ambush them in a small corner of the chamber. They plan on rescueing a number of slaves that are being held by the drow and bugbear.
  3. D6=3:A group of humans are arguing over whether they should kill kobolds or a group of goblins.
  4. D6=4:Footsteps echo in the distance but nobody is visible.
  5. D6=5: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?
  6. D6=6: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.

d100 = 40

  1. D6=1: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.
  2. D6=2:A series of interconnected tunnels create a maze-like network.
  3. D6=3:The sound of chanting is heard in the distance.
  4. D6=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?
  5. D6=5:The tunnel floor is covered in a fine, glittering dust.
  6. D6=6:Across the cave you see an orc standing guard by a passage that leads out of the cave. He has a dagger and a long sword. He is pacing slowly and looking at his surroundings. As you approach, he will yell something at you in orcish which you cannot understand.

d100 = 41

  1. D6=1: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...
  2. D6=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.
  3. D6=3: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.
  4. D6=4:A distant, faint rumble makes the walls vibrate.
  5. D6=5:Scraps of paper scattered on the ground, too tattered to read.
  6. D6=6:The corridor on the right leads to a spacious chamber with a chasm running through it. You see the shadow of something huge and lumbering you can't make out clearly. Across the chasm, you see a group of ogres marching to another chamber.

d100 = 42

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A gentle, resonating hum fills the air.
  5. D6=5:A low, persistent hum thrums through the rock.
  6. D6=6: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.

d100 = 43

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A group of dark elves are holding a slave auction. They are looking for people to buy.
  4. D6=4: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?
  5. D6=5: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.
  6. D6=6: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 = 44

  1. D6=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.
  2. D6=2:A cult of yuan-ti has captured 3d6 humans and is preparing to eat them. They are waiting for the right moment to perform their ritual.
  3. D6=3:The sound of crumbling rock reverberates ominously.
  4. D6=4: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.
  5. D6=5:The air is thick with mist, obscuring your vision.
  6. D6=6: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.

d100 = 45

  1. D6=1: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.
  2. D6=2:The players stumble upon a large colony of grick, but they are peaceful and seem to be tending to a wounded beholder. The players must decide whether to leave them alone or risk angering the beholder by helping the grick.
  3. D6=3:As the players rest for the night, they are visited by a group of doppelgangers who offer to take their place in the real world while the players rest in a luxurious pocket dimension. However, the longer they stay, the harder it will be to leave.
  4. D6=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...
  5. D6=5:A fomorian guardian stands protectively over a grove of glowing crystals, which he believes are his lost love's spirit. Helping him understand the nature of these crystals earns the players his protective might.
  6. D6=6:Deep in a cavern filled with bioluminescent mushrooms casting an unsettling, purplish glow, the adventurers stumble upon 2d4 duergar slavers dragging shackled humanoids. The duergar's cruel laughter echoes off the dripping walls, mixing with the slaves' muffled sobs. Each step is a calculated risk, and the players must choose between freeing the prisoners and risking a deadly confrontation or turning a blind eye to the suffering around them. The scent of damp earth and unwashed bodies is a jarring reminder of the horrors lurking beneath the surface.

d100 = 46

  1. D6=1: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.
  2. D6=2:As the players are crossing a narrow bridge, they are attacked by a group of hook horrors who have been trained by drow to guard their territory. The players may have to navigate the bridge while fending off the hook horrors' deadly attacks.
  3. D6=3:Footprints of unknown origin leading deeper into the cave.
  4. D6=4: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.
  5. D6=5:A group of kuo-toa have created an underwater city in the Underdark, worshiping an ancient, powerful sea goddess. The players must navigate through this submerged city, facing dangerous sea creatures and avoiding the wrath of the kuo-toa's god.
  6. D6=6:A group of sentient oozes have created a form of colony, working together to manipulate and trap prey. Will you try to communicate with them or destroy their dangerous creation?

d100 = 47

  1. D6=1:A pair of half-fiends are fighting in the hall.
  2. D6=2:The players pass through a narrow cavern where strange luminescent moss lines the walls. Suddenly, the moss glows intensely, revealing 3d4 myconids who speak in riddles and offer cryptic warnings about an impending doom.
  3. D6=3:The players encounter a group of dark elf children playing with a ball. 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. They will hear the children's laughter but not see them.
  4. D6=4: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.
  5. D6=5: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?
  6. D6=6:An inky autumn cavern enhances all sounds echoed within it. Overwhelming noise attracts a swarm of cave bats, which can be both blessing and curse.

d100 = 48

  1. D6=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?
  2. D6=2: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?
  3. D6=3:As you approach a large underground city, you notice that it is heavily guarded by a group of golems. Upon further investigation, you realize that these golems were created by a powerful mage to protect his city from any intruders.
  4. D6=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.
  5. D6=5:An underground river snakes through a vast cavern.
  6. D6=6:The faint scent of smoke in the air, but no flame is visible.

d100 = 49

  1. D6=1: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.
  2. D6=2:A colony of glowing insects illuminates a small section of the tunnel.
  3. D6=3:The players are suddenly surrounded by a group of 2d8 duergar mothers, each with 1d4+1 young duergar clinging to their backs, trying to sell them homemade cookies.
  4. D6=4:A group of sentient oozes have created a form of colony, working together to manipulate and trap prey. Will you try to communicate with them or destroy their dangerous creation?
  5. D6=5:The players come across a massive underground battlefield, where drow, duergar, and svirfneblin are locked in a brutal war. Will the players try to mediate a peace treaty or pick a side and fight?
  6. D6=6:A group of 4x elves, 2 male and 2 female, are leading a group of humans who are prisoners of war. They are being taken to the city of Menzoberranzan. The elves are guards. The humans are slaves.

d100 = 50

  1. D6=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.
  2. D6=2: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.
  3. D6=3:1d4+1 drow are searching for treasure that they believe lies beneath the city.
  4. D6=4:A broken, abandoned rope ladder leading up to a higher ledge.
  5. D6=5:An old, collapsed tunnel contains remnants of a mining operation.
  6. D6=6: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 = 51

  1. D6=1:The players stumble upon a group of drow prisoners being escorted by drow guards. A powerful drow priestess offers to free them if they help her locate a powerful magical artifact hidden in the Underdark.
  2. D6=2:The tunnel walls are covered in strange, colorful fungi.
  3. D6=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.
  4. D6=4: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.
  5. D6=5:Echoes of distant screeches and roars fill the cavern.
  6. D6=6:A group of drow have been cursed by an ancient elven goddess and are slowly transforming into spiders. The players must break the curse before it is too late for the drow.

d100 = 52

  1. D6=1: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.
  2. D6=2:A group of 2d6 dark elf warriors are guarding an empty room, but if the party enters, they will attack them under the orders of their commander who will cast invisibility on himself and run away when the fighting starts.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:An unexpected avalanche of pebbles startles the party.
  6. D6=6: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.

d100 = 53

  1. D6=1:6d4 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.
  2. D6=2:The distant sound of footsteps echoing through the tunnels.
  3. D6=3:Webs cover the walls, hinting at the presence of giant spiders.
  4. D6=4:You can see a group of ogres fighting a group of trolls.
  5. D6=5:The walls of the cave are covered in claw marks.
  6. D6=6:The distant roar of an underground waterfall.

d100 = 54

  1. D6=1:A small, clear stream trickles through the tunnel.
  2. D6=2:You stumble upon a drow tavern, where dark elves gather to drink and gamble. The patrons are not friendly and will challenge any newcomers to a game of chance. But be careful, they are known for cheating.
  3. D6=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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:As the players venture deeper into the Underdark, they come across a group of peaceful myconids who are seeking out new spores to cultivate in their gardens. However, their discovery may anger other creatures in the area.

d100 = 55

  1. D6=1:A group of humans are arguing over whether they should kill kobolds or a group of goblins.
  2. D6=2:A group of troglodytes are holding an enchanted item that has caused them to become a bit too intelligent. They are now planning to take over other Underdark factions and the players must stop them before it's too late.
  3. D6=3:A stream of underground water teeming with blind cavefish.
  4. D6=4: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.
  5. D6=5:A winter-themed cavern features crystal-clear icicles that sing when struck. They crack and splinter, revealing crystalline spiders that are attracted to sound and light.
  6. D6=6: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.

d100 = 56

  1. D6=1: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?
  2. D6=2:You sense a presence coming from behind a large rock. The 2d4+4 Fomorian Giants attack the party.
  3. D6=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.
  4. D6=4:A damp, earthy smell permeates the cavern.
  5. D6=5:A small drow village has been overtaken by a group of duergar. The duergar have enslaved the drow and are forcing them to mine precious minerals for their own gain.
  6. D6=6: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.

d100 = 57

  1. D6=1: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.
  2. D6=2:A chamber with a single large mushroom.
  3. D6=3:2d6+2 humans.
  4. D6=4:All around you, you see dozens of corpses, all impaled on spikes. As you investigate further, you realize that these were travelers who had wandered into this area and met their gruesome fate at the hands of a group of drow.
  5. D6=5:A distant, flickering light sparks curiosity or caution.
  6. D6=6:A group of 4 humans are walking through the tunnels. They are looking for work. They find a human woman tied to a tree. She tells them that she was captured by 2 dark elves and tied here. She says that she is a messenger and has important information for the humans who rescue her. She says that she was captured by 2 dark elves, one male and one female.

d100 = 58

  1. D6=1:The party comes across a group of 2d6 dark elf guards who are drunk. They will attack if provoked.
  2. D6=2:While exploring a massive cavern, the players come across a tribe of troglodytes who are protecting a sacred shrine. The troglodytes are willing to trade valuable items for protection from the constantly encroaching Underdark danger.
  3. D6=3:You stumble upon a small, barren campsite, ashes still warm.
  4. D6=4: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.
  5. D6=5:The players eavesdrop on a meeting between two dark elf nobles who discuss events in the city of Menzoberranzan, the fall of House Oblodra, and how they will affect the power structure in the city.
  6. D6=6:The party sees a group of dark elves killing a horde of spiders. They are trying to keep the spiders from spreading out.

d100 = 59

  1. D6=1:A beholder is sightseeing in the Underdark, capturing images of the strange and wondrous creatures it comes across. When it notices the group, it offers to take a picture of them with its magical Polaroid Eye, but the group must be careful not to offend the beholder's sensitive ego.
  2. D6=2: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.
  3. D6=3:A series of strange, perfectly round holes dot the cavern walls.
  4. D6=4:Whispering winds guide the party to a frozen waterfall where 2d8 ice mephits frolic in the mist, revealing a hidden path behind the frozen cascade. However, these frolics serve to distract and waylay explorers.
  5. D6=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.
  6. D6=6:The players pass through a narrow cavern where strange luminescent moss lines the walls. Suddenly, the moss glows intensely, revealing 3d4 myconids who speak in riddles and offer cryptic warnings about an impending doom.

d100 = 60

  1. D6=1:The scent of burning wood fills your nostrils, though no fire is visible.
  2. D6=2:A faint, far-off echo can be heard, possibly indicating a large chamber ahead.
  3. D6=3:Trekking along a perilous ledge overlooking an abyss, the adventurers are suddenly attacked by 2d4 stirges, monstrous bloodsucking creatures. Their leathery wings create a macabre symphony of flapping and shrieking as they dive at the party, aiming to drain their blood. One wrong step could send them plummeting into the darkness below. The rocks are slick with moss and moisture, further complicating their footing. They must fight or flee while maintaining their balance in this precarious environment, and every drop of spilled blood is an invitation to the predatory eyes lurking in the shadows.
  4. D6=4:You come across skeletal remains, arranged in a ritualistic manner.
  5. D6=5:While crossing a narrow bridge, you see a group of drow on the other side. They offer to let you pass if you pay a toll, but if you refuse, they will attack.
  6. D6=6:The adventurers come across a half-destroyed tower where 1d4 death tyrants dwell, safeguarding arcane secrets and powerful relics of times long forgotten.

d100 = 61

  1. D6=1:A dense thicket of glowing mushrooms harbors 1d6 xorn, who are fiercely protective of their mineral-rich domain. Interaction may gain them strange allies or deadly foes.
  2. D6=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.
  3. D6=3: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.
  4. D6=4:A forlorn deep dragon guards a chamber filled with ancient love letters. Convince him to let go of his past memories, and he gifts the players with wisdom and a scale of immense power.
  5. D6=5:The players stumble upon a group of deep gnomes who are performing a musical ritual to appease a group of angry earth elementals.
  6. D6=6:An old, tattered banner hanging on the wall.

d100 = 62

  1. D6=1: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?
  2. D6=2:The players come across a tribe of kobolds who worship a strange, mechanical device that they believe to be a deity. The players must navigate through the kobolds' traps and puzzles to uncover the true nature of the device.
  3. D6=3:A colony of bats hanging silently from the ceiling.
  4. D6=4: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?
  5. D6=5: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.
  6. D6=6:You discover a faint, flickering light source that quickly vanishes.

d100 = 63

  1. D6=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.
  2. D6=2: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.
  3. D6=3:You come across a large spider, they look very hungry and they get very angry when they don't get enough food to eat.
  4. D6=4: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?
  5. D6=5:A series of small, interconnected tunnels weaving through the rock.
  6. D6=6: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?

d100 = 64

  1. D6=1:A group of 2d4 hobgoblins are standing guard in front of what looks like an abandoned passage. The hobgoblins will tell the players that they are standing guard to keep anyone from going down the abandoned passage.
  2. D6=2:The party finds a drow fighting with a deep gnoll. The drow will be willing to run away if threatened.
  3. D6=3:A small section of the cave with walls covered in soot.
  4. D6=4: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.
  5. D6=5:An unseasonal snowstorm rages in a dormant winter chamber. The storm is caused by air elementals engaged in a territorial dispute.
  6. D6=6: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 = 65

  1. D6=1:The temperature fluctuates between hot and cold unexpectedly.
  2. D6=2: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.
  3. D6=3:A distant, rhythmic thudding keeps time in the background.
  4. D6=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.
  5. D6=5: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.
  6. D6=6: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?

d100 = 66

  1. D6=1: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.
  2. D6=2: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 becoming an elder. They will try to get the players to dance with their female members.
  3. D6=3: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.
  4. D6=4: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?
  5. D6=5:A group of sentient oozes have created a form of colony, working together to manipulate and trap prey. Will you try to communicate with them or destroy their dangerous creation?
  6. D6=6:A vast underground garden blooms with unnatural flora and is guarded by 2d8 shambling mounds. The plants within produce rare and potent alchemical ingredients.

d100 = 67

  1. D6=1: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.
  2. D6=2: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?
  3. D6=3:A group of aboleths are controlling the minds of an entire society of kuo-toa, making them worship and serve the aboleths as gods. Will the players try to free the kuo-toa or take advantage of the situation?
  4. D6=4:The tunnel suddenly widens into a large, echoing chamber.
  5. D6=5:A small group of dark elves is worshiping the goddess of magic, the Lady of Pain.
  6. D6=6:The tunnel walls are covered in strange, colorful fungi.

d100 = 68

  1. D6=1: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.
  2. D6=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.
  3. D6=3:The party comes across a room with 7d6 deep gnolls in it.
  4. D6=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.
  5. D6=5:The party comes upon a bridge over a chasm. Two dark elf soldiers stand guard. They demand to be allowed to pass.
  6. D6=6: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.

d100 = 69

  1. D6=1:A deep gnoll is seen guarding a room full of treasure.
  2. D6=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.
  3. D6=3:A group of mind flayers are conducting experiments on various creatures, both sentient and non-sentient, in order to create the perfect slave race. The players must either destroy the mind flayers' lab or try to save the creatures before it's too late.
  4. D6=4: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?
  5. D6=5: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.
  6. D6=6:2d6 kobolds.

d100 = 70

  1. D6=1: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?
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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?
  5. D6=5:A group of kuo-toa are worshiping a "god" made out of scraps and bones. They demand that the players also worship this false deity and will attack if the players refuse.
  6. D6=6: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.

d100 = 71

  1. D6=1:The adventurers stumble upon a hibernating winter cavern bear. With a rare, viridian coat, this albino creature houses powerful spirits within its form.
  2. D6=2:The sound of water dripping intensifies, creating an almost rhythmic pattern.
  3. D6=3:A pile of tattered, weathered clothing left in a corner.
  4. D6=4:The rustle of wings in the darkness overhead.
  5. D6=5:The players find a flumphs' sanctuary where these creatures are nursing a wounded pegasus. They require herbs from a dangerous part of the Underdark to heal it, offering a blessing of protection in return.
  6. D6=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.

d100 = 72

  1. D6=1:As the players rest in a cavern, they are suddenly attacked by a group of shadow demons. These creatures can possess and control shadows, making them a formidable enemy in the darkness of the Underdark.
  2. D6=2:You discover a faint, flickering light source that quickly vanishes.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:Deep in an underground forest, you come across a group of faeries who are being held captive by a powerful hag. Will you rescue the faeries and potentially gain their gratitude, or try to negotiate with the hag for information or rewards?
  6. D6=6: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 = 73

  1. D6=1:The players encounter a mind flayer who has been exiled from their colony for having emotions. The mind flayer is now traveling alone and is seeking companionship, even if it means controlling the players' minds.
  2. D6=2:Strange, luminescent symbols on the cavern ceiling.
  3. D6=3:In the heart of a fungal forest, a spore druid and an awakened mushroom fall in love. They seek players' assistance in protecting their sanctuary from encroaching threats, granting herbal remedies and fungal companions in return.
  4. D6=4:A group of drow children are playing a dangerous game of hide-and-seek in the caverns. Will you join in or try to lead them out of the dangerous territory?
  5. D6=5:A group of 5d4 humans are walking down a dirt path. They are carrying a large box and they look nervous.
  6. D6=6:A small, natural alcove filled with soft, mossy ground.

d100 = 74

  1. D6=1:A gentle echo of dripping water can be heard.
  2. D6=2:Across the cave, you see a group of lizardfolk, feasting on a dead chieftain. They attack if anyone gets too close.
  3. D6=3:Old, crumbling stonework suggests ancient habitation.
  4. D6=4:A faintly glowing fungus covering the walls with an eerie light.
  5. D6=5: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.
  6. D6=6: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.

d100 = 75

  1. D6=1:You find an old, broken ladder leading up to a shaft.
  2. D6=2: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.
  3. D6=3:A group of 1d4+2 dark elf scouts spot the players and attack them.
  4. D6=4: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.
  5. D6=5:The air grows thin and hard to breathe.
  6. D6=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.

d100 = 76

  1. D6=1: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.
  2. D6=2:An old, collapsed tunnel contains remnants of a mining operation.
  3. D6=3:An old book with a worn leather cover lying on the floor.
  4. D6=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.
  5. D6=5:A pile of bones that appear to be from various small creatures.
  6. D6=6:You discover a small, crystal-clear pool tucked away in a corner.

d100 = 77

  1. D6=1:4d4+4 dark elf miners working in a huge chamber.
  2. D6=2:The ceiling seems unusually high, creating a vast void above you.
  3. D6=3:A faint, but persistent, dripping sound echoes through the tunnel.
  4. D6=4:A group of dark elves are praying to a statue of a demon goddess for good fortune in a coming battle.
  5. D6=5: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.
  6. D6=6:The party can hear the clash of metal on metal and the screams of battle echoing from several chambers away. If they choose to investigate, they will find a group of goblins facing a small army of dark elves. If the party chooses to fight the goblins and dark elves, the dark elves will try to retreat by running off into the darkness and the goblins will flee. If the party chooses to attack the dark elves, both groups will fight with great ferocity.

d100 = 78

  1. D6=1:While crossing a narrow bridge, you see a group of drow on the other side. They offer to let you pass if you pay a toll, but if you refuse, they will attack.
  2. D6=2: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?
  3. D6=3:There's an ogre in the tunnel, he doesn't seem to be very intelligent, if he sees us he might just stop, it'll be worth it to see what happens when he does catch us, he's an ogre!
  4. D6=4:1d4+2 ogres.
  5. D6=5: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?
  6. D6=6: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.

d100 = 79

  1. D6=1:Old, wooden support beams that creak ominously.
  2. D6=2:A group of ten dark elves (1 male, 9 females) are arguing about who's the best looking.
  3. D6=3:2d6 kobolds.
  4. D6=4:You find a strange, enchanted pool in the Underdark that can transform creatures into different forms. Will you take the risk and dive in, or ignore the temptation and continue your journey?
  5. D6=5:A section of tunnel with collapsed rock that looks recently disturbed.
  6. D6=6:The party comes across a small cave that is home to 2d6+2 giant lizards and 2d6+2 giant crocodiles.

d100 = 80

  1. D6=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.
  2. D6=2: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?
  3. D6=3:2d6+2 troglodytes.
  4. D6=4:The pungent odor of decaying matter.
  5. D6=5: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.
  6. D6=6: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 = 81

  1. D6=1:A cult of yuan-ti has captured 3d6 humans and is preparing to eat them. They are waiting for the right moment to perform their ritual.
  2. D6=2: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.
  3. D6=3:The doors open, and a small army of goblins, orcs, and kobolds charge out.
  4. D6=4:A group of duergar have set up a mining operation in a nearby cave system, unleashing dangerous and deadly creatures into the Underdark. Can the players stop the duergar and free the trapped creatures?
  5. D6=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.
  6. D6=6:The party comes across a drow who wishes to be your ally.

d100 = 82

  1. D6=1:The players encounter a large tunnel filled with a strong air current. A group of 2d6+4 dark elves are standing around a small encampment with 5 tents. They say that the winds in this place are very strong and that they need to find another place to set up their camp.
  2. D6=2:A low groaning sound echoes in the distance.
  3. D6=3:A pack of driders are hunting for food and stumble upon the players. They offer to let the players join their hunt and share the spoils, but at what cost?
  4. D6=4:2d6+2 troglodytes.
  5. D6=5:The cavern floor is covered with soft, spongy moss.
  6. D6=6:The adventurers uncover a drow patrol of 3d6 warriors tracking a rogue archmage. Aligning with either side swings the battle for the rare and powerful knowledge they possess.

d100 = 83

  1. D6=1: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.
  2. D6=2:A faint glow in the distance that flickers and then vanishes.
  3. D6=3:The walls of the tunnel are coated in slimy moss.
  4. D6=4:A group of Kuo-toa mistake you for their deity and offer to fulfill any wish you have. How do you handle this situation?
  5. D6=5: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?
  6. D6=6:A slow trickle of water runs down the cavern wall.

d100 = 84

  1. D6=1:An enchanted springtime cavern where a stream runs uphill, teeming with glowing fish. Drinking from the stream provides temporary water-breathing but causes a strong urge to swim back upstream.
  2. D6=2:The ground is unusually cold underfoot.
  3. D6=3:A group of derro are conducting experiments on captured drow warriors, trying to unlock the secrets of their innate magical abilities. Will you free the captives or leave them to their fate?
  4. D6=4:Unexplainable chills run down your spine.
  5. D6=5:A chamber with a single large mushroom.
  6. D6=6: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?

d100 = 85

  1. D6=1: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.
  2. D6=2:A soft, glowing lichen carpeting the floor.
  3. D6=3:An elderly couple is sitting on a nearby ledge, watching the party and commenting on their actions. They will leave after a few hours.
  4. D6=4: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.
  5. D6=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.
  6. D6=6:You see a group of drow being attacked by a pack of cave bears. But upon closer inspection, the drow are actually wererats in disguise, trying to lure unsuspecting travelers into their trap.

d100 = 86

  1. D6=1:A group of young dark elves are playing a game. They are throwing rocks at each other. They will run away if threatened.
  2. D6=2:A group of 4d6 kobolds are stealing coins from the nearby coin purse. They will attack anyone who looks like they're going to stop them.
  3. D6=3:You see a group of kobolds, digging tunnels in the walls.
  4. D6=4:A small, clear stream trickles through the tunnel.
  5. D6=5:Trickles of water carve small channels into the rock.
  6. D6=6: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.

d100 = 87

  1. D6=1: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.
  2. D6=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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The tunnel suddenly widens into a large, echoing chamber.
  6. D6=6:A group of mind flayers are searching for a powerful artifact hidden in the Underdark. Will you try to retrieve the artifact for yourself or work with the mind flayers to gain their favor and potentially share in its power?

d100 = 88

  1. D6=1:A patch of bioluminescent mushrooms growing in a damp corner.
  2. D6=2:The players stumble upon an eerie arena lit by dim phosphorescent lichens. 2d8 troglodytes chant and cheer as they pit various Underdark creatures against each other, forcing the players into the fights as their next contestants.
  3. D6=3: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.
  4. D6=4:A clump of strange, pulsating fungi grows near a cavern wall.
  5. D6=5:The air grows remarkably hot and humid.
  6. D6=6:A small underground hot spring emits a gentle steam.

d100 = 89

  1. D6=1:A group of troglodytes are worshipping an ancient beholder that has long since gone mad. Will the players help put an end to the madness or risk being targeted by the beholder's unpredictable powers?
  2. D6=2:Strange, luminescent symbols on the cavern ceiling.
  3. D6=3:A group of mind flayers are conducting experiments on various creatures, both sentient and non-sentient, in order to create the perfect slave race. The players must either destroy the mind flayers' lab or try to save the creatures before it's too late.
  4. D6=4: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.
  5. D6=5:Small, blind fish swim in a shallow pool.
  6. D6=6: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 = 90

  1. D6=1:The sound of chimes tinkling lightly in the distance.
  2. D6=2: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?
  3. D6=3:A group of 2d6 dark elf warriors are guarding an empty room, but if the party enters, they will attack them under the orders of their commander who will cast invisibility on himself and run away when the fighting starts.
  4. D6=4:A group of escaped captives approaches the players, begging for their help. They had been captured by drow and experimented on, resulting in strange mutations. Can the players find a cure for their conditions or will they become mutated themselves?
  5. D6=5:An underground river snakes through a vast cavern.
  6. D6=6: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.

d100 = 91

  1. D6=1:A group of dark elves are praying to a statue of a demon god for good luck in a coming battle.
  2. D6=2:You come across a group of cloaker creatures, hovering and waiting for a chance to drain the life force of any living creatures that come their way.
  3. D6=3: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.
  4. D6=4:A faint glow in the distance that flickers and then vanishes.
  5. D6=5:The cavern walls are unusually smooth in this area.
  6. D6=6: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.

d100 = 92

  1. D6=1:While traversing treacherous ground, the party is stalked by 1d10 invisible stalkers. These beings were summoned to protect a hidden library filled with forbidden knowledge.
  2. D6=2:4d10 kobolds are giving offerings of gold coins to a statue of Lolth. One of the kobolds keeps saying "Look! They're here"
  3. D6=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 and his two sons.
  4. D6=4:The pungent smell of guano near a bat-filled cave.
  5. D6=5:The tunnel suddenly widens into a large, echoing chamber.
  6. D6=6: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.

d100 = 93

  1. D6=1:You hear the sound of dripping water echoing through a large cavern.
  2. D6=2:During their journey, adventurers encounter 2d6 grick that have made a nest in a collapsed tunnel. Amongst the debris, a buried artifact of significant magical power lies hidden.
  3. D6=3:Strange mushrooms release spores as the party passes.
  4. D6=4: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.
  5. D6=5:Acoustics make determining the tunnel’s true size difficult.
  6. D6=6:A small, dried-up streambed crosses your path.

d100 = 94

  1. D6=1:Footsteps echo in the distance but nobody is visible.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:As you make your way through a maze of tunnels, you come across a group of Mind Flayers who are using enslaved goblins to mine for them. Will you help the goblins overthrow their masters or try to strike a deal with the Mind Flayers?
  5. D6=5:A stalactite drips acidic liquid.
  6. D6=6:A group of duergar mercenaries are guarding a mine filled with rare minerals. They will not hesitate to attack anyone who tries to steal from their employer.

d100 = 95

  1. D6=1:You come across old, faded graffiti on the cavern wall.
  2. D6=2:A roving band of kuo-toa are searching for a new deity to worship. Will you pose as a powerful god or goddess and gain their loyal followers, or try to turn them away from their religious fanaticism?
  3. D6=3:A broken, abandoned mining cart with rusted tools scattered about.
  4. D6=4:Shadows that seem to move just at the edge of your vision.
  5. D6=5:Wandering into a cavern filled with maze-like tunnels, the players are pursued by 2d6 umber hulks. Each step echoes, amplifying the sense of being hunted. The air is damp and cold, making every breath visible and reminding them of their mortality. The umber hulks' hypnotic eyes and tunneling abilities turn the cavern into a lethal playground. Navigating this treacherous environment requires both cunning and bravery. Every twist and turn could mean escape or a fatal encounter.
  6. D6=6:The party stumbles upon 1d6 mindwitnesses in a psychic duel of domination. Ending the duel could influence the balance of power between the Illithids and Beholders of this region.

d100 = 96

  1. D6=1:A wandering drow sculptor falls for the beauty of a crystalline formation deep underground. The players must protect him while he carves tributes, receiving protective charms and sculptures in return.
  2. D6=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?
  3. D6=3: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.
  4. D6=4:The tunnel walls are covered in strange, colorful fungi.
  5. D6=5:The walls of the tunnel are coated in slimy moss.
  6. D6=6:You see a group of four dark elf warriors and two priestesses. They are 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 alive in the area after it has been summoned.

d100 = 97

  1. D6=1:A group of deep gnomes have captured a powerful elemental and are using its powers to mine precious gems. The players must decide whether to free the elemental or use it to their advantage.
  2. D6=2:A dragon has made its lair in the Underdark, hoarding precious gems and treasures. Will the players risk facing the dragon for the promise of riches?
  3. D6=3:A collection of earthworms crawls on the cavern floor.
  4. D6=4:A group of drow are seen holding a hobgoblin hostage.
  5. D6=5:A group of 3d10 dark elf women are bickering amongst themselves about recent events in the city. If players approach, they will stop bickering and walk away quickly. The women are all priests of Lolth, and they are arguing about how to properly worship the Spider Queen.
  6. D6=6: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 = 98

  1. D6=1:The adventurers come upon an autumn-infused chamber where the air is filled with a beautiful scent of decaying leaves. The soil, however, turns out to be quicksand.
  2. D6=2:A group of 1d4+2 dark elf scouts spot the players and attack them.
  3. D6=3:An old, rusted lantern left on the ground with a half-melted candle.
  4. D6=4: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.
  5. D6=5:2d6 dark elf scouts getting ready to take to the tunnels in search of goblins.
  6. D6=6:Disturbingly symmetrical rock formations hint at unknown forces.

d100 = 99

  1. D6=1:An old, rusted lantern left on the ground with a half-melted candle.
  2. D6=2:The air grows thick with a bizarre, sweet scent, and the players come across a grove where 2d6 violet fungi move towards them with predatory intent, seeking nourishment from their flesh.
  3. D6=3:A group of dark elf women are preparing a feast for an important ceremony. They will offer one of the players food and wine but it is poisoned and they will fall into a deep sleep for 1d8 hours.
  4. D6=4: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?
  5. D6=5:You see a group of 1d4+2 dark elf guards. They are wearing leather. It's not armor, technically.
  6. D6=6:A band of drow children appear, begging the players to help them escape their cruel and sadistic masters. Can the players sneak the children out of their city and find them a safe haven without being caught by the drow?

d100 = 100

  1. D6=1:You come across an eerie, abandoned village. Upon further exploration, you realize that it was once home to a group of dark elves who were banished for practicing necromancy. But have they truly left or are they hiding in the shadows waiting to reclaim their home?
  2. D6=2: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.
  3. D6=3: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?
  4. D6=4:The players stumble upon a chest filled with rare and valuable treasures. However, upon opening the chest, they realize it is cursed and the riches are guarded by a powerful lich. Will they risk the curse for the riches?
  5. D6=5: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?
  6. D6=6:The faint sound of a flute playing somewhere in the distance.

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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, D4, D8, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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