d100 = 1
A group of 1d4+1 of the local villagers are trying to hunt for food.
D&D 5e · 100 scenarios · Roll d100 → roll D1
A complete D&D 5e random encounter table for volcano scenes. Roll a d100 to pick a set, then roll a D1 to pick a scenario within that set — 100 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.
A group of 1d4+1 of the local villagers are trying to hunt for food.
You see a tribe of 1d8 dwarves riding horses into the land. They are wearing thick animal hides and carrying axes and swords. They are searching for food, as all of their crops have fallen to hard times due to lack of rain.
The ground ahead is flat, but it looks as if there was once a small hill there. There's a small cave entrance under the flat area with a strange glowing light coming out of it.
The party comes across a trio of 1d4+1 gnome tinkerers who are constructing a large, clockwork machine on the side of the volcano. They are searching for a rare mineral deep within the volcano to power their machine, and will pay a handsome sum for any help the party can provide. However, their tinkering has made the volcano unstable and could potentially cause a catastrophic eruption.
A group of men and women are trying to dig a hole in the side of the volcano. The men and women are trying to dig their way into the volcano.
A group of 1d4 guards are walking down the road. They are talking about a kobold attack on the local barracks last night. They are going to try and capture the kobold responsible for the attack.
An ogre is walking towards you, carrying a sheep over his shoulders, eating it as he goes along. He is looking for a group of men to bash in the heads of.
The party notices a group of 4d4+2 elves entering a nearby cave.
As the party travels through the volcano, they come across a group of 1d8 mages who are studying the ancient magical properties of the volcano's lava. They may offer to share their knowledge with the party.
A group of 2d6 men are attacking a group of 6d6 farmers. The farmers are trying to defend their livestock, which includes 1d4+1 sheep, 1d4+1 pigs, and 1d4+1 chickens. The men are trying to steal their pigs.
You see a large stone tower on top of a hill. It has been recently attacked and is burning.
A group of cannibalistic kobolds have set up a trap near the volcano, using lava as a decoy to lure in unsuspecting travelers. If the party falls for the trap, they must use their wits and skills to escape before becoming the kobolds' next meal.
A group of 2d6 goblins hide in the brush. If players get close, they will attack.
As the party climbs the volcano, they encounter a tribe of fire giants who are in the middle of a fierce competition to determine their new leader. The party can either join in the competition or try to find a way to sneak past them.
Inside the volcano, the party comes across a tribe of fire elementals who are at war with a tribe of water elementals. The party must choose a side, and their decision will have lasting consequences on the balance of nature near the volcano.
Some rocks here appear to have been cut with precision.
A band of gnome wizards are studying the volcano. They are doing their best to make sure the volcano does not erupt. They will enlist the help of players for various dangerous tasks for small pay but lots of knowledge.
A powerful efreeti is found near the crater of the volcano, causing mayhem and destruction. It appears to be controlling the volcano and must be defeated in order to prevent a catastrophic eruption.
The party sees a group of 2d6+2 people moving around the base of the volcano. It appears that they are picking up rocks and throwing them into the lava.
You hear the faint sound of cracking rocks.
A pack of 2d10+2 wolves has been seen in the area. They are looking for food since their usual hunting grounds have been covered in a recent snowstorm.
As the party reaches the summit of the volcano, they discover a group of fire drakes guarding a powerful artifact that has been lost in the lava for centuries. The players must defeat the drakes and retrieve the artifact, but it may come with a dangerous curse.
Rock and flame rumble beneath as you meet a dwarf geomancer named Stoneheart, who has uncovered an ancient fire elemental conspiracy. He needs allies to stop the summoning of a volcanic god. Stoneheart’s geomancy provides critical structural advantages and elemental insights.
The party hears a loud roar and sees a huge 1d4+1 t-rex emerge from the top of the volcano. The volcano has been its home for centuries and it will fiercely protect it from any invaders. The party must either defeat the t-rex or find a way to appease it in order to continue their journey.
A group of warriors is camped out in the middle of the road. They are protecting something.
A traveling wizard has been hired by a wealthy noble to put on a magical display for his subjects. He is gathering magic components from the local area when he is attacked by a group of kobolds. The party sees him running down the road, pursued by a group of kobolds, who will attack the party if they get close enough.
A column of smoke rises in the distance.
A thick fog of ash rolls in, reducing visibility.
Hissing steam rises from a pool of water.
The sound of a waterfall can be heard nearby. A small cave is nestled in the mountainside near the waterfall. Inside the cave is a small underground lake filled with 2d10+10 kuo-toa hiding in the water as well as a giant crab that has been beating on the walls of the cave in an attempt to escape.
A path leads through a cavern where 1d8+2 lava oozes seep from the walls and floor, their touch as deadly as any dragon's flame. These amorphous blobs leave a trail of molten rock in their wake, and their attacks can set both the environment and the adventurers ablaze. The party must deal with the oozes while traversing unstable ground that shifts and melts beneath them.
Rocks in this area have turned a strange, glassy texture.
On a steep incline of the volcano, the party finds a lone orc who appears to have been banished from his tribe. He is desperately trying to climb back up and prove his worth to his people. He may offer to join the party if they help him reach the top.
A small lizard scurries across your path.
You hear the sudden squawk of a bird high above.
A group of six men in black robes with chains around their necks are chanting something while walking down the path. As they walk, they chant louder and louder, until they collapse to the ground, unconscious. It's not clear if they're dead or not.
While resting near the base of the volcano, the party is approached by a group of friendly magma oozes who seek their assistance in stopping a group of hostile fire elementals who have been polluting the volcano with their destructive magic.
A pack of 2d6 wolves is traveling along the path. They will attack if the party attacks them first.
As the party rests at the base of the volcano, they are awakened by a group of 2d4+2 sneaky shadow dragons who have been watching them from a distance. The dragons challenge the party to a game of riddles and puzzles, promising treasures for those who succeed.
In the heart of the volcano, the party comes across a powerful red dragon who claims to be the ruler of the volcano. They must decide whether to try and defeat the dragon or make a deal with it to gain access to its hoard of treasure.
The party encounters a coven of witches. They are preparing to cast a spell to summon a demon.
The players come across a powerful, ancient dragon tortoise who has made its home within the volcano. The dragon tortoise offers to guide the party through the dangerous terrain if they can answer its riddles correctly.
Players cross paths with a group of humanoids who are on the run from a group of 4d12+20 goblins. The humanoids decide to join players and fight together against the goblin horde. The humanoids are actually good and they know the goblins are evil and shouldn't be living!
The party sees a group of 2d8 giant lizards moving around the base of the volcano. If they get too close to their nest, then they will attack.
A pack of fire-breathing wyverns is nesting on the slopes of the volcano, causing problems for the nearby villages. The party may be approached by the villagers to rid them of the wyverns or can choose to ignore the situation.
You see an old man walking along the road. He looks lost and confused. He asks the players to help him find his way back home. He is actually a spy for an enemy nation and will try to get information from players if he can.
A group of 2d6+2 orc scouts are in the area looking for a place to start a new orc city. They will ask if the players have seen any humans in the area. If players tell them about the nearby human city, they will ask them if they can get them in and if they can get them out. If players help them, orcs will help them in return in any way they can.
The party hears a loud roar and sees a huge 1d4+1 t-rex emerge from the top of the volcano. The volcano has been its home for centuries and it will fiercely protect it from any invaders. The party must either defeat the t-rex or find a way to appease it in order to continue their journey.
You see a group of men carrying large wooden shields, two to each man, shields that are as big as the man is who is carrying it. They are shouting as they walk, 'Away with the evil!'
The remnants of a wooden bridge hang precariously.
A man named Jack is walking down the road. He is looking for work. He will tell the party about a nearby town that needs guards.
A faint, coppery smell fills the air.
A group of goblins have just been hired by a duke to assassinate a rival duke. If the party comes across this group, they will be attacked.
The air feels charged with static electricity.
A wooden cage sits at the base of a large tree. The cage is locked. Inside the cage is a large spider. The spider is asleep. If players try to open the cage, the spider will wake up and attack them.
The volcanic ash swirls to form a battalion of ashen revenants led by Captain Ithalnan, seeking redemption. They offer to assist in quelling the volcano’s unrest caused by the reanimation of an ancient dragon. Though spectral, their knowledge and incorporeal attacks become vital in the ensuing chaos.
A man named Jack is walking down the road. He is looking for work. He will tell the party about a nearby town that needs guards.
You see a tribe of 1d8 dwarves riding horses into the land. They are wearing thick animal hides and carrying axes and swords. They are searching for food, as all of their crops have fallen to hard times due to lack of rain.
The ground feels unusually warm to the touch.
The party sees a group of 1d4+1 drakes soaring above the volcano. Suddenly, one of them dives towards the party, recognizing them as adventurers and hoping to join them on their journey. If the party accepts, the drake will prove to be a valuable ally in battle.
You hear the sudden squawk of a bird high above.
The ground becomes increasingly fractured.
You find an old, charred tree stump.
A group of drunk dwarf mercenaries are shouting at each other. They are waiting for the cook to finish fixing their food.
A piece of volcanic rock crumbles in your hand.
A group of 2d4+4 gnomes are trying to climb down the side of the mountain. They can't climb very well. They are trying to escape the volcano, but aren't going very fast.
As you crest a hill, you see a group of lizardmen dancing around a fire. One of them is wearing a strange helmet that looks like the head of a dinosaur.
The party comes across a bubbling hot spring within the volcano. They may choose to stop and rest, gaining a temporary boost to their health and energy. But beware, there may be dangerous creatures lurking within the water.
You see a fire imp darting between the rocks.
A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. They have no information about what's happening at the volcano, but they will fight the players if they are attacked.
A rock formation looks strangely like a creature watching you.
While exploring the lava fields, the party comes across a group of friendly fire salamanders who are trying to escape from a group of fire giants who have captured them and are using their heat powers to power their forges. The players must choose whether to help the salamanders or leave them to their fate.
The party is attacked by a group of 3d4 orcs who are accompanied by a tribe of 4d8 wildlings.
A man wearing plate armor with a star engraved on his chest plate walks up to them. He tells them that they are not welcome here and he even threatened to kill them if they entered the building he is standing in front of. He tells the party that this is the headquarters of The Knights of the Holy Star. He will attack anyone who does not leave immediately.
Small pebbles clatter down a nearby slope.
Volcanic stone arches form a natural gateway.
A mysterious figure appears, claiming to be an oracle and offering to guide the party through the dangers of the volcano for a price. However, the party soon realizes that the figure is actually a deceitful sorcerer looking to steal their valuable possessions.
Within the heart of the volcano, the party finds a hidden city ruled by a powerful dragon. The city is home to 1d4+1 dragonborn who may offer the party shelter and resources in exchange for completing a task for the dragon.
A group of 3d6 hill giants have set up an outpost in the mountainside, directly below the volcano's crater. They're searching for magical items, hoping to find something incredible. If the players do not help them, they will attack.
A giant lava spider, the size of a house, has made its lair near the volcano and has been terrorizing the surrounding villages. The party must defeat the spider and its brood to bring peace back to the land.
An ancient temple dedicated to the fire god lies at the peak of the volcano, but it is guarded by a powerful dragon who sees anyone who approaches as a trespasser. The party must either sneak past the dragon or face its fiery wrath.
A group of 1d6+2 druids are gathered around an ancient tree that grows near the volcano. They are performing a ritual in order to soothe the volcanic energy and prevent a catastrophic eruption. Will the party join in and help the druids?
The party comes across a group of refugees who have fled their village near the volcano due to an eruption. They are in desperate need of assistance and may offer information about the dangerous monsters lurking near the volcano.
The party comes across a trio of 1d4+1 gnome tinkerers who are constructing a large, clockwork machine on the side of the volcano. They are searching for a rare mineral deep within the volcano to power their machine, and will pay a handsome sum for any help the party can provide. However, their tinkering has made the volcano unstable and could potentially cause a catastrophic eruption.
An elven ranger and her pet wolf are walking through the forest in search of food and water. They are traveling and taking care of themselves. They will offer help to a group of adventurers, but will not be able to do much for them. They are heading south to the plains.
While exploring the volcano's caves, the party comes across a group of 1d8 goblins who have made it their home. They may trade information with the party or offer assistance in navigating the treacherous terrain.
A group of men and women are fighting over a treasure chest full of gold that someone found inside the volcano.
A group of 2d4+4 goblins are practicing their fighting skills in front of a cave entrance. One of the goblins is a mid-level sorcerer.
A group of humanoids are fighting over a human corpse. The humanoids are orcs, ogres, and goblins. The orcs, ogres, and goblins are arguing over who gets to eat the human corpse.
A group of 1d4+1 adventurers are in the area looking for a way to make money by stealing treasure from the volcano.
A reclusive fire wizard named Calyph approaches, needing assistance to harness the volcano's power to stabilize a fracturing leyline. In exchange, Calyph offers his arcane fire spells and enchanted warding, turning the tide against the leyline guardians.
Lava rains from the sky as a mighty salamander warlord, Zarathrax, arrives, fleeing from a battalion of celestials. Zarathrax implores your aid in overthrowing their leader, a tyrannical armed angel of flame. In exchange, he offers salamander warriors and mastery over liquid heat in combat.
The volcanic ash swirls to form a battalion of ashen revenants led by Captain Ithalnan, seeking redemption. They offer to assist in quelling the volcano’s unrest caused by the reanimation of an ancient dragon. Though spectral, their knowledge and incorporeal attacks become vital in the ensuing chaos.
A tribe of 1d4+1 fire-throwing kobolds ambush the party, mistaking them for intruders. The party must either fight them off or prove their peaceful intentions.
A powerful necromancer has raised an army of undead creatures and is attempting to harness the power of the volcano to create even more powerful undead abominations. The party must battle through the necromancer's minions and put a stop to his dark plans.
You hear echoing laughter, but see no one around.
A mysterious hooded figure approaches the party, offering to sell them a map that leads to a hidden treasure deep within the volcano's molten core. However, the figure may not be trustworthy and the map could lead the party into a deadly trap.
A group of druids have set up a temporary camp near the volcano to study the effects of the volcanic activity on the surrounding environment. They are hesitant to interact with outsiders, but may be persuaded to help the party if they prove to be respectful of nature.
The party reaches the summit of the volcano and finds a group of 1d6 fire giants conducting a ritual to summon a powerful demon from the fiery depths. The party must stop the ritual before it is too late and defeat the giants to prevent a disaster from befalling the surrounding lands.
A group of 3d6 adventurers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
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 volcano: D4, D6, 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.