A complete D&D 5e random encounter table for volcano scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a volcano, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Volcano encounter table
d100 = 1
D10=1:A man is standing in the middle of the road with a sign that says, 'will work for food'.
D10=2:You come across a deep, narrow fissure filled with hot air.
D10=3:You find a patch of strange, glowing moss.
D10=4:A group of coyotes will have been watching the party, and will attack as the party enters a clearing at the base of the volcano.
D10=5:At the very peak of the volcano, the party finds the entrance to the lair of a powerful red dragon. Inside, they discover a group of 2d4+2 gnomes who have been captured and are being forced to work for the dragon. The party must either fight the dragon or find a way to free the gnomes without alerting the dragon.
D10=6:A group of 2d6 humans is on the way to the volcano to make an offering to their fire god, hoping to be rewarded with gold and jewels by the gift of their lord. They are on their way to the dragon's cave because they have heard that there is plenty of treasure inside. They are on their way to kill the dragon because they have heard that it is terrorizing a nearby village and must be stopped at all costs.
D10=7:A pack of 2d6 fire elementals are locked in a fierce battle with a group of 1d8+2 water elementals who are trying to cool down the volcano. The party must choose who to side with or try to pacify both groups.
D10=8:A sudden earthquake shakes the area as the party is climbing the volcano. The ground beneath them gives way and they must navigate through a labyrinth of volcanic tunnels to find their way back to the surface. Along the way, they encounter a group of 2d6+1 fire elementals who are enraged by the earthquake and attack the party.
D10=9:You find a broken cartwheel with scorch marks.
D10=10:A group of 2d6 goblins are carrying axes and are looking for wood.
d100 = 2
D10=1:Sturdy grasses cling tenaciously to the rocky terrain.
D10=2:You hear the distant roar of a dragon.
D10=3:A group of 1d4+1 adventurers are in the area looking for a way to make money by stealing treasure from the volcano.
D10=4:You find an old book with scorched pages.
D10=5:The party discovers a group of 1d6+2 fire newts who have been cursed by an evil sorcerer to only be able to exist within the volcano. They may ask for help breaking the curse in exchange for valuable information.
D10=6:A pack of 1d8+3 lava drakes are seen flying around the base of the volcano. They are territorial and will attack anyone who gets too close to their nesting grounds.
D10=7:The party comes across a crazed hermit who lives at the edge of the volcano. He has an obsession with dragons and believes he can tame them. He will ask the party for help in capturing a dragon or two, but his methods may be questionable.
D10=8:A thick fog of ash rolls in, reducing visibility.
D10=9:As you approach the top of the volcano, you see a group of 3d6 soldiers from a faraway kingdom standing on the edge of the volcano, watching for any approaching ships. If anyone gets too close, they will attack. They are there to make sure no one disturbs their king's tomb, which is located just below where they are standing.
D10=10:A group of 2d6 gnomes are collecting rare gems that they find in the cave.
d100 = 3
D10=1:You come across a patch of scorched earth.
D10=2:Rocks crumble and fall from a cliff above you.
D10=3:The party is attacked by a group of 3d4 kobolds who have been turned into zombies by a necromancer.
D10=4:As the party travels along a narrow path on the side of the volcano, they come across a group of fire imps playing a game of catch with a flaming rock. If the players join in and win, the imps will grant them a wish. But if they lose, they must give up something of equal value to the imps.
D10=5:The party comes across a group of 1d8+4 azer, powerful fire creatures who inhabit the volcano. They are wary of outsiders but may be willing to trade for valuable magical artifacts.
D10=6: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.
D10=7:A group of 2d6 dwarves are searching for an ancient treasure that is hidden in the volcano. They'll offer to hire the party as guards.
D10=8:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
D10=9:A group of 1d4+1 of the local villagers are trying to hunt for food.
D10=10:As you venture deeper, a pack of volcanic wolves led by a dire alpha named Emberfang intercepts you. Emberfang seeks aid against a demonic legion headed for their sacred grounds. The volcanic wolves' speed and flame-coated fangs become crucial assets.
d100 = 4
D10=1:A group of nomadic fire giants are camping near the volcano and invite the party to join them for food and drink. However, it soon becomes evident that the giants have a sinister plot involving the volcano and the party must find a way to stop them.
D10=2:Volcanic rock walls have veins of glowing minerals.
D10=3:The party stumbles upon an abandoned mining camp within the volcano, filled with valuable gems and minerals. However, the camp is also home to a vengeful group of gnomes who were driven out by the miners and seek retribution.
D10=4:A group of soldiers is standing watch near the top of the volcano. They are not expecting any trouble, so they just sit around telling stories and playing dice games.
D10=5:A strange looking bird is sitting on a rock near the center of the volcano. The bird will hop onto a person in the party and tell them that they are cursed and need to come to the top of the volcano to lift the curse. If they do not go there, then they will turn into a bird and fly off into the sky, never to be seen again.
D10=6:The ground beneath you feels somewhat hollow.
D10=7:A group of aarakocra (bird-like humanoids) have built their nest within the volcano's caldera. They will warn the party of a coming danger from the heart of the volcano and beg for their assistance in stopping it.
D10=8:Mid-climb, the very air you breathe turns to fire as 1d6 phoenixes take flight around you, their cries echoing like the roar of the flames themselves. These majestic yet territorial birds swoop and dive, their fiery tails scorching anything they touch. Survival means navigating their dazzling but deadly speed and fiery assaults.
D10=9:A group of drunks are sitting around a hot fire. They are singing drinking songs and laughing loudly. They will offer you drinks, but you will only get drunk if you accept.
D10=10:The party sees a group of 1d4+1 fire giants trying to tame a red dragon within the volcano. They are planning to use the dragon's power to control and conquer nearby villages and towns. Will the party intervene and stop their nefarious plans?
d100 = 5
D10=1:A group of 2d4+4 elves are trying to climb down the side of the mountain. They can't climb very well, but they don't want to be knocked off the edge of the side of the mountain and into the volcano by the earthquake. They are moving at a medium pace.
D10=2:A lone, twisted tree stands on the edge of a cliff.
D10=3:You find a half-melted shield.
D10=4:Birds fly away rapidly as you approach.
D10=5:A group of 2d6 men are walking down the road. They are wearing rags and carrying makeshift weapons and tools. They are looking for work or trying to get away from something in a nearby city or region.
D10=6:A group of 1d8+2 humans are looking for their friend who was kidnapped by an evil wizard who lives nearby. The wizard has an impressive fortress with one or more powerful guards that will attack anyone with no mercy.
D10=7:The path winds through a series of basalt columns, only to dead-end at a magma river. As you approach, 2d8 magma serpents rise from the lava, their bodies boiling with intense heat. Crossing this natural barrier becomes a deadly game of outmaneuvering these serpents or finding an alternative route.
D10=8:A group of 3d6 sorcerers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D10=9:A sudden earthquake shakes the area as the party is climbing the volcano. The ground beneath them gives way and they must navigate through a labyrinth of volcanic tunnels to find their way back to the surface. Along the way, they encounter a group of 2d6+1 fire elementals who are enraged by the earthquake and attack the party.
D10=10:You find a petrified flower, delicate and intricate.
d100 = 6
D10=1:A group of 2d6 men are looking for a lost sheep. They will attack with their dogs.
D10=2:A lone drow appears, wearing a mask and dark robes. They are searching for a specific type of volcanic ash for a ritual to summon a powerful demon. They offer the party a reward for helping them find it.
D10=3:A group of 2d6 goblins hide in the brush. If players get close, they will attack.
D10=4:You hear an eerie, high-pitched whistle through the valleys.
D10=5:A group of 3d6 adventurers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D10=6:The party is faced with a series of shifting lava flows that seem to move on their own. They must navigate through the flows and avoid getting burned by the molten liquid.
D10=7:A group of 3d10+5 orcs 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.
D10=8:A single bolt of lightning splits the sky momentarily.
D10=9:A sudden, sharp tremor rattles the rocks around you.
D10=10:The volcanic terrain darkens as shadows rise, coalescing into the form of a shadow drake, Karavel. She seeks vengeance against a fire elemental that destroyed her brood. Though inherently distrustful, Karavel offers her stealth and shadowy breath to assist you, making for a formidably unpredictable ally.
d100 = 7
D10=1:While searching for a way to reach the volcano's peak, the party comes across a series of ancient stone pillars that form a magical portal. The portal leads to an otherworldly realm filled with powerful fire creatures.
D10=2:While resting at the base of the volcano, the players are approached by a group of fire mephits who offer them a trade – in exchange for a precious gemstone, they will lead the party to a hidden passage that leads directly to the summit of the volcano. But are the mephits trustworthy?
D10=3:The party comes across a group of fire elementals who are in the middle of a competition to see who can build the tallest tower using molten lava. They may ask the party to join in on the fun or see them as obstacles to be defeated.
D10=4:A powerful sorcerer is seen standing near the mouth of the volcano, chanting and summoning powerful infernal beings to do his bidding. He offers to teach the party some of his secrets in exchange for a rare magical reagent that can only be found deep within the volcano.
D10=5:On the side of the volcano, the party spots a group of 3d6 firenewts who are preparing for a ritual to summon a fire elemental. They may ask the party to assist them, promising a reward of powerful magical items if successful.
D10=6:The temperature suddenly drops as you move into the shadow of the volcano.
D10=7:Hissing steam rises from a pool of water.
D10=8:A dwarf with a sling is fighting off a flock of 3d6 eagles that have surrounded him and his companion who is chasing after something.
D10=9:The ground cracks open in a narrow trench.
D10=10:You see a large stone tower on top of a hill. It has been recently attacked and is burning.
d100 = 8
D10=1:As the party rests at the base of the volcano, a gnome approaches them with a strange contraption in hand. He introduces himself as a tinkerer and offers to sell the party one of his experiments, a flaming bottle that has the power to explode on impact. The catch? The party has to test it out on a nearby fire elemental.
D10=2:A group of 2d6 men are walking down the road. They are wearing rags and carrying makeshift weapons and tools. They are looking for work or trying to get away from something in a nearby city or region.
D10=3:The sky darkens suddenly as ash clouds gather.
D10=4: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.
D10=5:The party notices a small old cottage just up ahead. They can see smoke coming out of the roof and hear people talking inside. There is also a small fruit orchard around it that has been picked clean by a group of 1d8 goblins that live there. If anyone comes near their cottage, they will attack!
D10=6:The players come across a small village. As they approach, they see a group of villagers surrounding a large mirror that is sitting outside of one of the buildings.
D10=7:As the party travels along a narrow path on the side of the volcano, they come across a group of fire imps playing a game of catch with a flaming rock. If the players join in and win, the imps will grant them a wish. But if they lose, they must give up something of equal value to the imps.
D10=8:Ash falls gently from the sky, dusting your clothes.
D10=9:As the ground shakes beneath your feet, a small tribe of fire-resistant kobolds led by a charismatic elder named Silegtag emerges from a hidden lava tube. They offer to guide you through the treacherous landscape in exchange for help in recovering a stolen totem from a band of fire giants. Along the way, Silegtag proves to be a witty and strategic thinker, leading to some clever ambushes and traps.
D10=10:As the party rests near the base of the volcano, they are approached by a group of fire giant merchants. They offer unique and rare goods, but at a steep price.
d100 = 9
D10=1:The players see a large mirror on the ground. If they try to pick it up, they will find that it is an illusion, and there is nothing there.
D10=2:You see a group of 2d4+2 elves beating up a group of 2d4 bandits. The bandits attack the party if they try to help the elves.
D10=3:A group of 1d4+1 adventurers are in the area looking for a way to make money by stealing treasure from the volcano.
D10=4:You find an old, extinguished campfire.
D10=5:Small pebbles clatter down a nearby slope.
D10=6:The landscape is dotted with skeletal remains of animals.
D10=7:The party stumbles upon a hidden passage within the volcano that leads to an underground hot spring. The hot spring is a popular spot for nearby creatures to relax and unwind, but it is being threatened by a group of fire creatures. The party must intervene to protect the peaceful hot spring or risk angering the powerful creatures.
D10=8:A group of 2d4+4 humans are coming from the nearby village with a warrant for the arrest of a criminal. If the party comes across this group, they will be given an unusual reward of 1d6 prisoners of their choice (which they must take with them) and credit to the town for the capture of the criminal.
D10=9:Beneath arches of blackened stone, the players come upon an enclave of Lava Golems (2d8+
D10=10:A group of 2d6 wild dogs are hunting in the area. They will attack the party if they get too close.
d100 = 10
D10=1:Yowling is heard. A group of three geckos has been left to guard the entrance to an abandoned cave. They are surrounding a chewed up lizard carcass.
D10=2:The party comes across a group of 1d6+1 wizards who are trying to tame a pack of wild fire elementals. They need the elementals to power their experimental new invention and offer the party a reward if they can help control the fiery creatures.
D10=3:You find a map that appears to lead to an underground chamber.
D10=4: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.
D10=5:Closer to the top you see a group of 2d6+2 humans and dwarves fighting. You hear loud voices in a language you don't understand. You hear someone yell something about goblins not being human, but stupid 'goblins' in between words you don't understand. The group of dwarves and humans then stop fighting and walk away as if nothing happened. The party can listen to what they have to say about the goblins, but won't be able to make out anything that is being said between them.
D10=6:The vegetation becomes increasingly sparse.
D10=7:The party stumbles upon a hidden underground city within the volcano where a benevolent group of fire genasi live. They welcome the party with open arms and invite them to partake in their fiery festivities.
D10=8:A group of 2d6 rust monsters are seen walking down a path. They are looking for iron.
D10=9:A group of pilgrims is climbing the volcano in search of a mythical temple that is said to offer great rewards to those who survive its trials. The party can choose to join in the quest or try to dissuade the eager pilgrims from their dangerous journey.
D10=10:The party is attacked by a group of 3d4 werewolves.
d100 = 11
D10=1:A patch of wildflowers clings to life on a rocky outcrop.
D10=2:The distant sound of a rockslide reaches your ears.
D10=3:Bats fly out of a nearby cave, disturbed by your presence.
D10=4:You come across an unusually smooth rock surface.
D10=5:A group of 2d6 rust monsters are seen walking down a path. They are looking for iron.
D10=6:The sky takes on an orange hue from the volcanic activity.
D10=7:You see a lone wolf watching you warily.
D10=8: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.
D10=9:A lone, twisted tree stands on the edge of a cliff.
D10=10:A group of 2d4+4 goblins are practicing their fighting skills in front of a cave entrance.
d100 = 12
D10=1:Two old men are walking towards the volcano. They are arguing about the color of the sky. One says it is blue, and the other says it is red.
D10=2:The vegetation is slowly reclaiming a lava flow.
D10=3:The party sees a group of 2d6 soldiers riding horses up the side of the volcano. The soldiers appear to be searching for something.
D10=4: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!'
D10=5:A group of 2d4 dwarves are standing around near a small campfire. The dwarves are not friendly to the party and are suspicious of them. They will let them pass but will not talk with them unless they are attacked or threatened.
D10=6: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.
D10=7:A group of goblins are fighting a group of 2d4+4 Green-Skins (aka Green Gobs). If players help the goblins, the goblins will help them in return.
D10=8:Beneath arches of blackened stone, the players come upon an enclave of Lava Golems (2d8+
D10=9:A group of 2d6+2 kobolds are hunting in the mountains with their wolves.
D10=10:The sky darkens suddenly as ash clouds gather.
d100 = 13
D10=1:The PCs see a group of gnomes arguing over a map. The gnomes are trying to decide which route to take when they try to enter a cavern at the top of the volcano. The gnomes are lost and trying to find their way back home.
D10=2: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.
D10=3:A group of friendly fire giants has set up a trading post at the entrance of the volcano, offering rare and valuable goods from their journeys. The party can choose to do business with them or continue on their quest.
D10=4:The party discovers a hidden chamber within the volcano that leads to an underground city occupied by a race of fire elementals. The elementals are friendly and offer the party shelter and information about the volcano in exchange for their help in defeating a group of hostile fire giants.
D10=5:The slopes of the volcano are dotted with sulfur vents and steam geysers. The players happen upon an ancient and disoriented fire elemental prince, banished from the Plane of Fire and losing control over his form. He is a wealth of knowledge but unpredictable. Helping him stabilize could earn a strong ally and valuable fire-related magic items, but angering him results in an uncontrollable rampage.
D10=6:You see a group of 2d6 giants attempting to break open the door to the cave.
D10=7:The party stumbles upon a massive lavaflow blocking their path. Inside the flow, they see the faint, fiery glow of an imprisoned fire titan, bound by magical chains forged by ancient wizards. Nearby runes hint at a prophecy of destruction if the titan were ever released. The players could absorb the titan’s power to gain fire abilities but at great risk of permanent harm. Releasing him might grant them an ally but only if they can appease his long-held rage.
D10=8:The ground gives way beneath the adventurers, sending them tumbling into a hidden magma chasm. Below, they discover a city of banished efreeti, ruled by a tyrannical sultan who seeks to harness the volcano’s power to reclaim his dominion in the Elemental Plane of Fire. The efreeti are beginning a perilous ritual; interrupting it might cause a catastrophic eruption or unleash the bound energies within their city.
D10=9:A group of 1d6+2 dwarves are found trapped within a collapsed tunnel in the volcano. They may offer a reward if the party can help them escape.
D10=10:A volcanic rock splits open to reveal a crystal inside.
d100 = 14
D10=1: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.
D10=2:The ground gives way slightly under your feet.
D10=3:A group of 1d4 men are looking for their lost sheep.
D10=4:You see a group of 2d6+3 Hill Giants walking down the path towards you. If the party fights them, they will summon 2d4 additional Hill Giants to their aid.
D10=5:A group of drakes has set up a nest near the volcano, causing trouble for travelers and nearby villages. The party must find a way to either drive the drakes out or negotiate with them to prevent further conflicts.
D10=6:The party comes across a group of religious pilgrims who are making their way to the summit of the volcano to make offerings to the god of fire. They offer to send the party on a spiritual journey to commune with the deity and gain their favor.
D10=7:Light refracts off ash particles, creating an eerie glow.
D10=8:The party discovers a group of 1d6+2 fire imps who are causing mischief within the volcano. They may offer a reward if the party can help them capture a powerful item guarded by a nearby creature.
D10=9:A group of drunks are sitting around a hot fire. They are singing drinking songs and laughing loudly. They will offer you drinks, but you will only get drunk if you accept.
D10=10:A group of 2d6 giant mutant lizards are approaching. They are carrying a large, ornate mirror. The mirror is magical and has the ability to reflect an attack back at the attacker.
d100 = 15
D10=1:The party stumbles upon a hidden passage within the volcano that leads to an underground hot spring. The hot spring is a popular spot for nearby creatures to relax and unwind, but it is being threatened by a group of fire creatures. The party must intervene to protect the peaceful hot spring or risk angering the powerful creatures.
D10=2:A group of men and women are arguing about whether or not there are dragons inside the volcano or not, and if there are dragons, how many there are, what color they are, and if they're friendly or not.
D10=3:As they approach The Observatory, players see a group of 2d4+1 men in white robes. They are waving a flag which says "This land is yours." They walk up and ask the party why they are invading their land and state that they should turn back and leave. They will give them one more chance to turn back and if they refuse, they will attack and attempt to kill the party.
D10=4:You encounter a society of flame genasi who have made the volcano their home, led by the wise elder, Ignus. Their vibrant community seeks adventurers to thwart a malevolent fire titan that threatens to enslave them. The flame genasi’s mastery over fire and heat makes them powerful, sympathetic allies.
D10=5:A trickle of lava flows slowly nearby.
D10=6:You come across a petrified body, frozen in an expression of fear.
D10=7:A powerful mummy lord has taken up residence within the volcano, seeking a way to resurrect its lost love. The party must navigate through complex traps and puzzles to reach the mummy lord's lair and determine their fate.
D10=8:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunrise is. They have no information about what's happening at the volcano, but they will fight the players if they are attacked.
D10=9:A group of men are getting ready to hold a race. In this race, players will be able to bet on horses or a donkey. The prize is a small pouch that contains 10 copper pieces and a small piece of jewelry worth about 10 silver pieces.
D10=10:Three giant apes attack the party.
d100 = 16
D10=1:A raging storm erupts over the volcano, causing powerful lightning bolts to strike the ground and creating dangerous conditions for the party. They must find shelter or risk being struck by lightning or burned by molten lava.
D10=3:Amidst a river of lava stands a lone fire monk, Master Ignatius, who requests your aid in rescuing his kidnapped apprentices from a band of lava sorcerers. In return, Master Ignatius offers his profound martial prowess and fire ki techniques.
D10=4:Up ahead, you see a group of goblin rebels hiding in the underbrush. They are armed with spears and shields and seem to be looking for something or someone.
D10=5:A powerful storm has brewed over the volcano, causing lightning to strike the mountain and creating dangerous conditions for the party. They must navigate through the treacherous weather while also dealing with any other obstacles.
D10=6:A group of 2d6+2 magicians are studying the volcano at night. They have created a magic barrier that keeps out the cold air of the night. If players approach the camp, they will ask if they have seen any magical fires in the area. They will hire the party for small quests, but they do not pay well, and they're a big hassle.
D10=7:An ogre is seeking revenge on a nearby village for killing his family. He is kidnapping villagers and bringing them back to his cave to eat them.
D10=8:A large, blackened tree stands as a lone sentinel.
D10=9:In an ancient caldera, the party encounters a tribe of 3d4+2 fire newts, amphibious beings with an affinity for volcanic terrain. Led by a shaman capable of wielding powerful fire magic, these newts worship an ancient artifact capable of summoning volcanic eruptions. The adventurers must navigate traps and ambushes set by the newts to reach the artifact and prevent a cataclysmic explosion.
D10=10:The ground quakes violently and before you know it, a fissure opens, unveiling a vast underground network inhabited by duergar miners extracting rare minerals. Their leader, King Thorek, seeks aid against an army of advancing lava elementals. In exchange, King Thorek offers finely crafted dwarven armor and weapons. The duergar’s brute strength combined with their subterranean tactics create a formidable force.
d100 = 17
D10=1:The party sees a group of women dressed in armor ranging from chainmail to full plate. They are walking along the path carrying swords, maces and shields.
D10=2:A gust of hot air nearly scorches you as it passes.
D10=3:As the ground shakes beneath your feet, a small tribe of fire-resistant kobolds led by a charismatic elder named Silegtag emerges from a hidden lava tube. They offer to guide you through the treacherous landscape in exchange for help in recovering a stolen totem from a band of fire giants. Along the way, Silegtag proves to be a witty and strategic thinker, leading to some clever ambushes and traps.
D10=4:A group of nomadic fire genasi who are searching for a new home appear before the party. They are desperate to find a safe place to settle, but the volcano's constant activity makes it difficult. The party must help find a solution for both the genasi and the volcano.
D10=5:As you approach the top of the volcano, you see a man sitting with his legs dangling over the edge of the lava pit below him. He is humming a song and seems to be enjoying himself immensely. When he sees you, he will ask if you want to join him on top of the volcano and enjoy the view with him. If you do, you will be attacked by 3d6 giant bats and 2d6 giant spiders that live on the other side of the volcano.
D10=6:The smell of burning wood wafts through the air.
D10=7:The party comes across a group of travelers who are searching for a rare mineral that can only be found within the volcano. They may ask the party to help them locate it or offer to buy any that the party has already collected.
D10=8:A group of 2d4 + 2 wandering knights are traveling together through the forest on their way to combat an evil wizard proclaiming himself king in the eastern part of their kingdom. They are traveling by horseback. They will ask the party if they have seen any suspicious characters.
D10=9:A group of 2d6+2 travelers that are camping out by the crater are camping by a enchanted pool of water. If the players approach this area, the water will create a tiny image of the party. If they get closer and touch the water, they will be surrounded by water elementals.
D10=10:The party is ambushed by a group of fire-breathing wyverns who have made their nest within the volcano. They will defend their territory fiercely, but perhaps the party can strike a deal with them instead.
d100 = 18
D10=1:The air buzzes with unseen energy.
D10=2:The party must navigate through a series of treacherous lava rivers and geysers to reach a small island in the center of the volcano. Here, they will find a powerful magic artifact that could help them in their quest.
D10=3: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.
D10=4:A group of 2d4 dwarves are standing around near a small campfire. The dwarves are not friendly to the party and are suspicious of them. They will let them pass but will not talk with them unless they are attacked or threatened.
D10=5:The party comes across a group of fire elementals who are in the middle of a competition to see who can build the tallest tower using molten lava. They may ask the party to join in on the fun or see them as obstacles to be defeated.
D10=6:Ogres and their pets are watching the players. They are waiting for the players to enter the volcano and kill the demon that lives there. They have been waiting for years. They will attack the players if they see them.
D10=7:A powerful fire elemental lord is found within the volcano, surrounded by 1d8+2 minions. The party may choose to fight the lord or negotiate with them for aid or information.
D10=8:You find a journal detailing the experiences of a past traveler.
D10=9:As the party rests near a lava pool, they are approached by a group of friendly azer who offer to share their fire-resistant potions and armor with the party in exchange for protection from a group of rampaging fire elementals.
D10=10:You see a single figure standing atop a large rock, chanting and holding a staff above their head. As you approach, you realize it is a warlock trying to summon a fire elemental to do their bidding. They are willing to pay the party for their assistance in controlling the elemental.
d100 = 19
D10=1:A group of 1d4+1 bandits are in the area looking for a way to make money by stealing
D10=2:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
D10=3:A group of 2d4 dwarves are standing around near a small campfire. The dwarves are not friendly to the party and are suspicious of them. They will let them pass but will not talk with them unless they are attacked or threatened.
D10=4:A group of 1d6+2 goblins have set up camp within the volcano, hoping to plunder any treasures they can find within. But they have accidentally awakened a dormant fire elemental, which now threatens to destroy them all. The party must choose between helping the goblins or facing the wrath of the elemental.
D10=5:As the party is climbing the steep sides of the volcano, they accidentally awaken a nest of giant wyverns who have made their home near the summit. The players must either flee or try to defeat the wyverns before they are all devoured.
D10=6:A group of dwarves is attempting to create a legendary dwarven ale by letting it ferment in the heat of the volcano. However, their brew is attracting dangerous creatures and the party must protect the dwarves and their brewing operation.
D10=7:You see a group of 2d6 dwarves mining for precious metals inside the volcano.
D10=8:A massive boulder comes tumbling down the side of the volcano, narrowly missing the party. They soon discover that it was pushed by a group of aggressive rock creatures who are protecting their territory.
D10=9:The party stumbles upon a group of 1d8+1 blind monks who claim to have the ability to sense and harness the power of the volcano. They are able to walk on the molten lava unharmed and may offer to teach the party their techniques in exchange for a favor.
D10=10:A man wearing maroon robes with a hood walks up to the party, asks for the party members by name and asks them for help in finding his lost sheep. He tells the party that one of his sheep wandered off into the valley below the volcano. He will offer them a gold piece for each sheep they return. If they refuse, he will attack with his staff.
d100 = 20
D10=1: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.
D10=2:The party hears rumors of a powerful artifact hidden deep within the volcano that can control the lava flows. But to retrieve it, they must face dangerous lava monsters and navigate through treacherous tunnels.
D10=3:While resting at the base of the volcano, the party is attacked by a pack of fiery hell hounds. These intelligent creatures have taken an interest in the party's magical items and will stop at nothing to claim them for themselves.
D10=4: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.
D10=5:Ash-covered branches crack underfoot.
D10=6:Up ahead, you see a group of 2d6 dwarves digging in the mountainside. They are searching for rubies and gold ore. You see a group of 2d10+2 of their brethren standing guard. They are asking everyone that passes by if they have seen any suspicious characters. If players approach the mine, they will hire the party to take down the bandits camped out nearby. They have been attacked several times during the night by the local goblins who think the dwarves have a lot of treasure. The dwarves will pay the party for their services.
D10=7:The party comes across a group of bison that have been set on fire. They will be running and screaming in pain. If players approach, they will tumble down the mountain and land on the party, taking away some of their health.
D10=8:A pair of 1d4 fire mephits playfully fly around the party, taunting and teasing them. If the party can entertain them with a song or dance, they may be willing to lead them to a secret treasure buried within the volcano.
D10=9:In an ancient caldera, the party encounters a tribe of 3d4+2 fire newts, amphibious beings with an affinity for volcanic terrain. Led by a shaman capable of wielding powerful fire magic, these newts worship an ancient artifact capable of summoning volcanic eruptions. The adventurers must navigate traps and ambushes set by the newts to reach the artifact and prevent a cataclysmic explosion.
D10=10:The party comes across a group of 1d4+1 lizardfolk who have created an intricate system of tunnels within the volcano. They are seeking a powerful artifact hidden deep within the volcano and will offer guidance and information to the party in exchange for their help.
d100 = 21
D10=1:A group of 2d6+2 kobolds are hunting in the mountains with their wolves.
D10=2:You find a warm rock, perfect for sitting and resting.
D10=3:An earthquake rocks the volcano, causing massive chunks of rock to fall from the sky. The party must race to shelter before they are crushed.
D10=4:You notice unusual mineral deposits on the rock surfaces.
D10=5:A group of 2d6 goblins hide in the shadows. If the players approach, they will ambush the party.
D10=6:A sudden quake reveals a hidden antechamber filled with the bones of long-forgotten fire giants. Here resides a lamia enchantress who controls fire elementals within her service, guarding her trove of charred magical tomes and ancient cerulean crystals. The lamia offers aid for secret knowledge they possess or tries to charm them into servitude.
D10=7:The sky darkens as a colossal firebird, Imtheris, soars above, pursued by sky pirates wielding fireball-tipped crossbows. The firebird, grateful for your intervention, offers fiery feathers of protection and her flight capabilities to aid you. Imtheris’s aerial prowess proves decisive in overcoming various volcanic perils.
D10=8:A group of humans are collecting rare plants from the lava fields. They plan to sell them at a local market.
D10=9:A group of 2d6+1 guards are looking for a group of bandits that are hiding somewhere in the area. If the party comes across this group, they will be attacked.
D10=10:A pair of 1d4 fire mephits playfully fly around the party, taunting and teasing them. If the party can entertain them with a song or dance, they may be willing to lead them to a secret treasure buried within the volcano.
d100 = 22
D10=1:A group of fire-loving creatures has set up a carnival on the slopes of the volcano, attracting visitors with their fiery spectacles and dangerous games. The party must decide whether to join in on the fun or uncover the dark secrets behind the carnival.
D10=2:Two dwarves are arguing about which way to go. Their names are Hurley Stonebottom and Ballock Groansplitter. Ballock says, "Let's go this way, Hurley. It's a quicker way to the city." Hurley replies, "Ballock, my brother, you'd lead us over a cliff. Let's go that way." And so on. When players approach, the dwarves will stop arguing and begin asking them what they're doing on this trail. If the PCs tell them they're going to the city, Hurley will say, "You're welcome to travel with us, strangers, but we're only two dwarves on a quest. We've got a long road ahead of us." Hurley will then tell the PC that he's a dwarf from some place far away. If a PC asks him where he's from, Hurley will reply, "Ask me again after we've been travelling together for a while." Hurley is a dwarf from the citadel of Ironhall, a land deep underground. Ballock is a dwarf from the dwarven citadel of Steelhall, whose people are proud of their skill at metalwork. Neither Hurley nor Ballock is a Forger, but both dwarves are excellent with weapons. Hurley is a Warrior, while Ballock is a Cleric. Hurley can often be found in a tavern, carousing. Ballock will eventually retire to the chapel to pray. He will spend his evenings meditating and preparing for his duties.
D10=3:You hear the low growl of the volcano waking up.
D10=4:You come across a deep, narrow fissure filled with hot air.
D10=5:A large, flat rock seems to vibrate under your touch.
D10=6:A group of 2d6 elves are out gathering supplies for their village. If the party comes across this group, they will be given food, weapons and other supplies if the party asks for them.
D10=7:The party discovers a hidden temple at the top of the volcano, devoted to an evil fire god. As they explore, they come across cultists performing a dark ritual and must stop them before it's too late.
D10=8:A group of 2d4+2 starving hill giants are wandering around the mountain. They are looking for food. They are just hungry and will not attack if they don't have to. If they see that they cannot take the food, they will not attack. They will try to scare them away. If they do fight, the giants will use their size and strength to their advantage.
D10=9:As the party travels near the volcano, they come across a group of pilgrims on a spiritual journey. They invite the party to join them for a ritual at the edge of the volcano, where they pray for guidance from the fire spirits. If the party participates in the ritual, they may receive a vision or boon from the spirits.
D10=10:A group of 1d6 fire giants are spotted on the outskirts of the volcano, preparing to climb up and claim the rare minerals for themselves. The party must either fight them off or negotiate for a fair share of the minerals.
d100 = 23
D10=1:The players see a large mirror on the ground. If they try to pick it up, they will find that it is an illusion, and there is nothing there.
D10=2:The party is approached by a group of 2d6 humans that are part of a larger group that is looking for a lost knight who is somewhere in the region. One of the humans will tell you that they are looking for a group of 4d6 knights who were supposed to meet them at a nearby village, but they never showed up. They are looking for someone to help them find out what happened to those knights. If you help them, you will discover that the knights were devoured by a deformed kobold that has been terrorizing the region because it was abandoned as an infant by its human parents and left to die in the wilderness. If you defeat the kobold and bring back its head as proof, you will earn a magical item that was lost when one of the knights was eaten by the kobold.
D10=3:Journeying through a lava field, you encounter a group of ember sprites, mischievous but desperate, led by Elderspark. They request help in rescuing their captured queen from a pyro hydra’s lair. The ember sprites’ quickness and small size, coupled with their fiery bursts, make them formidable allies.
D10=4:You see a group of seven men and women wearing red robes with hoods that cover their faces. They're carrying sacks on their shoulders and they're headed towards the nearby hills.
D10=5:A group of kobolds are preparing for war. They are building traps and training for battle.
D10=6:The party comes across a small village that has been attacked by a group of bandits. The village elder will plead for the party's help to fight off the bandits who always seem to be one step ahead of the town's meager militia.
D10=7:The party sees a group of 2d6+2 soldiers standing on top of a nearby mountain. If they are within 30' of the mountain, they will hear a loud voice. It will ask them what they want and will ask them to leave. If the party does not leave, then it will attack them.
D10=8:A group of 2d6+2 goblins and a hobgoblin are planning to find the stairs down from the mountains that the party is using to enter the volcano. The goblins were hired by the hobgoblin to find the stairs. When they find a group of adventurers who are going down the stairs, they will attack. The goblins will hide while the hobgoblin goes out and confronts the party. If the party is able to kill the hobgoblin, the goblins will come out of hiding and attack.
D10=9:Entering a cathedral-like cave within the volcano, the adventurers witness a conclave of volcanic spirits called Magma Wisps, who guard the sacred Heart of the Volcano, a magical core pulsating with raw power. The wisps test intruders through a series of elemental trials; passing them earns the party their favor and the opportunity to wield the Heart's power. Failure results in being incinerated or imprisoned as a tortured spirit.
D10=10:You find footprints leading away from the volcano.
d100 = 24
D10=1:A group of 2d4 + 2 wandering knights are traveling together through the forest on their way to combat an evil wizard proclaiming himself king in the eastern part of their kingdom. They are traveling by horseback. They will ask the party if they have seen any suspicious characters.
D10=2:The ground shudders and splits apart, revealing 1d4+1 ember hulk, creatures whose massive claws can move through rock as smoothly as water. These hulks are particularly aggressive, seeing the party as intruders in their domain. Their deadly strength combined with their ability to navigate through the very earth makes them formidable foes.
D10=3:Two dwarves are arguing about which way to go. Their names are Hurley Stonebottom and Ballock Groansplitter. Ballock says, "Let's go this way, Hurley. It's a quicker way to the city." Hurley replies, "Ballock, my brother, you'd lead us over a cliff. Let's go that way." And so on. When players approach, the dwarves will stop arguing and begin asking them what they're doing on this trail. If the PCs tell them they're going to the city, Hurley will say, "You're welcome to travel with us, strangers, but we're only two dwarves on a quest. We've got a long road ahead of us." Hurley will then tell the PC that he's a dwarf from some place far away. If a PC asks him where he's from, Hurley will reply, "Ask me again after we've been travelling together for a while." Hurley is a dwarf from the citadel of Ironhall, a land deep underground. Ballock is a dwarf from the dwarven citadel of Steelhall, whose people are proud of their skill at metalwork. Neither Hurley nor Ballock is a Forger, but both dwarves are excellent with weapons. Hurley is a Warrior, while Ballock is a Cleric. Hurley can often be found in a tavern, carousing. Ballock will eventually retire to the chapel to pray. He will spend his evenings meditating and preparing for his duties.
D10=4:Streams of vapor rise from cracks all around.
D10=5:The party must save a group of city guards from a siege by 2d6 ghouls. They will be grateful for your help and give you a magic item if you save them.
D10=6:The party finds a group of fire genasi refugees who have been banished from their homeland due to their elemental heritage. They seek a new place to call home and may ask the party for assistance.
D10=7:A jagged rock formation casts a long shadow.
D10=8: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.
D10=9:You see a group of men dressed in armor and carrying swords and shields. They are praying as they walk. They stop and say, 'God loves you, but he won't forgive you if you don't repent.'
D10=10:The party wanders by a large pool of bubbling lava. There is a smell coming from a pool of lava near the center of the volcano. The party decides to investigate and sees a red dragon sleeping in the lava. The dragon will soon enter a dream where it has no control over its actions. The party will have to solve a series of puzzles to get the dragon out of its dream before the dragon remains in its dream and starves to death. If they are able to wake up the dragon they will be able to convince the dragon to help them reach the top of the volcano. The dragon is not able to carry the entire party, but it can carry one of them up to the peak. If they try to wake up the dragon without solving the puzzles, the dragon will attack. It starts with a lance attack, if that misses it will use its breath weapon, and if that misses it will take to the air and attack with claw and tail. The dragon is not able to hold on to anyone who is not standing on the ground. If a PC is successfully grabbed by the dragon, he will try to pull them off the ground and into his mouth. He will continue to try grabbing at the PC until it hits him. If he fails in grabbing him, he will fly up into the air and dive down at him. The party will have an opportunity to escape as the dragon flies away from them, or try to use his head as a battering ram to break through one of the walls of the lava cave (like breaking down a door).
d100 = 25
D10=1:A group of 6d6 goblins are lighting a fire to smoke out a group of humans that are hiding in a cave nearby. (See Random Magic Bean Numbers table below.)
D10=2:Amid the lava streams, you find a clutch of young phoenixes held captive by a fire giant who uses them to fuel his forge. Releasing them, you gain their allegiance. The phoenixes, though young, offer healing flames and rebirth opportunities in desperate situations.
D10=3:The ground feels hollow beneath your feet.
D10=4:You spot a nest of fire-wolves, their eyes glowing in the dark.
D10=5:A group of miners is trapped inside the volcano by a sudden eruption. The party must navigate through the dark and treacherous underground tunnels to rescue them before the volcano erupts again.
D10=6:A group of 2d4 dwarves are walking through the forest on their way to the mountains to search for gold and silver needed for their upcoming battle against an evil wizard who is proclaiming himself king in their land. They are traveling on foot with their supplies on a horse-drawn wagon.
D10=7:The moonlight reveals hidden patterns in the volcanic rock.
D10=8:The ground beneath you feels unusually brittle.
D10=9:Ascending the volcanic slope, you're ambushed by a swarm of magma mephits. Before the situation gets dire, a sorcerer named Thalindra, who harnesses volcanic energy, intervenes, dispersing the mephits. Thalindra seeks companions to delve deeper into the volcano to recover an ancient artifact that will quell the mountain's fury. Her volcanic spells provide devastating area control and contribute to the party’s fire resistance.
D10=10:A sudden hiss warns you of a nearby steam vent.
d100 = 26
D10=1:The party comes across an intricately carved stone door deep within the volcano. If they can solve the riddle guarding it, they may uncover a hidden treasure.
D10=2:The party must save a group of city guards from a siege by 2d6 ghouls. They will be grateful for your help and give you a magic item if you save them.
D10=3:No one ever said that volcanoes don't have ghosts in them, right? Two ghosts haunt the party, attacking at inopportune moments.
D10=4:The air is filled with the acrid scent of sulfur as you encounter a wounded red dragon, Sulfurakh, who pleads for aid against a cabal of pyromancer cultists attempting to siphon its power. Sulfurakh offers a portion of his hoard and his fiery breath as an ally in exchange for your assistance. The dragon proves to be an unpredictable but mighty ally, scorching the cultists to ash, though his primal ferocity sometimes spills over into friendly fire.
D10=5:A group of 2d6 bandits hide in the brush. If players get close, they will attack and try to steal their horses.
D10=6:A group of fire mephits, bored with their lives in the elemental planes, have made a game of tormenting the creatures that live near the volcano. The party must navigate through a series of traps and puzzles set up by the mephits in order to reach the mephits' leader and put an end to their mischief.
D10=7:As you approach the top of the volcano, you see a group of 3d6 soldiers from a faraway kingdom standing on the edge of the volcano, watching for any approaching ships. If anyone gets too close, they will attack. They are there to make sure no one disturbs their king's tomb, which is located just below where they are standing.
D10=8:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. The players can get information about what's happening by listening to the soldiers.
D10=9:You discover a fossilized creature embedded in the rock.
D10=10:As you approach the volcano’s caldera, an unsettling chant echoes through the air. Emerging from a hidden crevice, 1d4 volcano cultists clad in robes of molten red engage in a dark ritual. They summon a fire elemental, 1d8, to aid them, and the battle becomes a desperate race to disrupt their incantations before their powers overwhelm you.
d100 = 27
D10=1:A trickle of lava flows slowly nearby.
D10=2:The party comes across a small hut in a clearing that has been abandoned for several months or years. There is an old woman sitting on the front stoop of the house. She is blind and has been there since she was abandoned by the rest of the community who left her because she was no longer able to contribute to the community, whether due to old age or disability (she has no legs and is sitting on the front stoop with her two arms folded around her knees). The community has no intention of ever returning to get her or take care of her again, so she has given up hope of ever leaving that shack again. She will invite the party into her house so they can ask her questions and retrieve any information they want from her if they feed her some meat or vegetables (whatever they have). She will also tell the party about a nearby dungeon where a group of 2d6+2 goblins and 2d6+2 orcs are raiding the place for treasure and supplies...
D10=3:The sky takes on an orange hue from the volcanic activity.
D10=4:The party encounters a group of 3d6+1 wizards huddled together in intense conversation. As the party approaches, the wizards beckon them over and offer to demonstrate their latest spell - a way to harness the energy of the volcano and channel it into a powerful burst of flame.
D10=5:A group of 2d4+4 elves are trying to climb down the side of the mountain. They can't climb very well, but they don't want to be knocked off the edge of the side of the mountain and into the volcano by the earthquake. They are moving at a medium pace.
D10=6:A cloud of steam obscures your vision for a moment.
D10=7:The players notice smoke coming from the crater. Players that get closer can see that there is a lot of smoke coming from the volcano and it appears that there was an eruption. If players get close enough, they can see a group of people that have been caught in the eruption. The group of people is traveling from one town to another but it appears that they were caught in the eruption and have been caught in an avalanche.
D10=8: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.
D10=9:A group of 2d6 bandits are looking for a lost treasure. They will ask the party if they know where it is. If players tell them, they will attack them and steal their coin purse.
D10=10:A group of 1d6+2 firenewts have taken up residence in the molten pools on the side of the volcano. They have been given special baryon weapons by a powerful fire elemental and now they seek to expand their territory and take control of the volcano.
d100 = 28
D10=1:The party is caught in the middle of a large-scale battle between a group of powerful fire mages and a rival group of ice mages. The volcano is their chosen battleground, and the party may have to choose a side or try to put an end to the conflict.
D10=2:A group of 2d4+4 goblins are practicing their fighting skills in front of a cave entrance.
D10=3:Pyroclastic clouds drift lazily near the peak.
D10=4:A crocadile lazes in a river near the top of the volcano. It will attack anyone who approaches.
D10=5:The party comes across a small village that has been attacked by a group of bandits. The village elder will plead for the party's help to fight off the bandits who always seem to be one step ahead of the town's meager militia.
D10=6:At the very peak of the volcano, the party finds the entrance to the lair of a powerful red dragon. Inside, they discover a group of 2d4+2 gnomes who have been captured and are being forced to work for the dragon. The party must either fight the dragon or find a way to free the gnomes without alerting the dragon.
D10=7:The ground cracks open in a narrow trench.
D10=8:A group of dogs are running along the road, chasing after something. The dogs seem to be feeding off each other's energy and they seem to be very excited about something.
D10=9:The party comes across a small camp of 1d4+1 adventurers who have claimed a portion of the volcano as their own. They offer to share their food and shelter in exchange for help fighting off a pack of nearby lava wolves.
D10=10:The party sees a merchant who is desperate to find a lost chest full of money that he was transporting but was robbed off of by bandits. He needs the money back or else he'll go bankrupt. He'll offer you any amount of money you ask for if you help find the chest or bring him back his money, but be warned that he's a greedy man so he may try to trick you into giving him more money than he lost or even demand everything you own! It may take some convincing or even threats before he gives up any information about what happened or where you can find his money, but if you can get him to cooperate then this quest can have any number of endings depending on how long it takes to find his money or if you can even find it at all!
d100 = 29
D10=1:A group of 2d6 goblins is on the way to the volcano to make an offering to their fire god, hoping to be rewarded with gold and jewels by the gift of their lord. They are on their way to the dragon's cave because they have heard that there is plenty of treasure inside.
D10=2:The party discovers a hidden underground lake within the volcano, populated by a tribe of aquatic fire genasi. The genasi may have valuable information about the volcano's secrets and may offer to share it with the party in exchange for their help in dealing with a threat to their home.
D10=3: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.
D10=4:The players come across a group of elementals (fire, earth, air, water) who are in the midst of a heated argument over who has the most power within the volcano. They will challenge the party to a series of elemental-themed puzzles or tasks to prove their worth.
D10=5:Mysterious runes glow faintly in the rock.
D10=6:The party sees a group of 5d6 men dressed in chainmail and carrying swords, axes and shields.
D10=7:Wreathed in plumes of sulfur, they come upon an ancient, sky-clad oracle, surrounded by 1d8+2 fire spirits entranced by her chant. Her laments trace the story of a once-sacred volcano-bound civilization. The spirits' dance mimics a ritual long abandoned; re-enacting it correctly might unlock the final prophecies hidden within the volcano's depths, with profound knowledge or cataclysmic consequences depending upon the success of the reenactment.
D10=8:Suddenly, a giant 1d4+1 fireball comes hurtling towards the party. It is a group of 1d4+1 red sorcerers testing their abilities and seeking new challenges. They may offer to take the party on as apprentices, but their tests and trials are not without danger.
D10=9:Amid the fractured obsidian fields, the characters encounter 2d6+2 disoriented, smoky wraiths that once were guardians of an ancient primordial forge. These wraiths seek the rekindling of the forge to find peace but lack the power to do so. Helping them relight this mystical fire could reveal hidden lore about crafting lost weapons of legend and save them from an eternity of torment.
D10=10:The party hears the beautiful and haunting song of an 1d6+1 aasimar who is perched on the top of the volcano. She seeks to calm the raging fire within the volcano and protect the surrounding lands, but she needs the party's help in doing so.
d100 = 30
D10=1:A series of small, connected craters pockmark the ground.
D10=2:The party comes across a mysterious figure standing at the edge of the volcano's crater. The figure is adorned in fiery red robes and claims to be a powerful fire mage seeking an apprentice. The party must decide whether to accept the offer or continue on their journey.
D10=3:As the party makes their way through the volcano, they come across a group of nomadic fire genasi who offer to guide them through the treacherous terrain in exchange for assistance in finding a new home.
D10=4:The party sees a large crack in the side of the volcano. The crack is smoking and erupting with hot lava. The party sees a single dwarf at the door of the cave. He is wearing a leather jacket and a gas mask. He is attempting to find a way to enter the volcano.
D10=5:The air vibrates with the power of the volcano.
D10=6:At the base of the volcano, the party finds a small shrine dedicated to the goddess of fire. The shrine is tended to by a lone cleric who may offer to bless the party's weapons or heal their wounds.
D10=7:A group of ten berserkers are charging towards you. They're headed by a man with a battleaxe as big as he is. He's shouting, 'Blood! Blood! Blood!'
D10=8:You find a shattered weapon surrounded by congealed lava.
D10=9:You spot a small, rocky cave entrance.
D10=10:While exploring a lava tunnel, the party stumbles upon a large nest filled with dragon eggs. As they are deciding what to do, the mother dragon returns and must be either fought or spoken to diplomatically.
d100 = 31
D10=1:The party comes across a mysterious figure standing at the edge of the volcano's crater. The figure is adorned in fiery red robes and claims to be a powerful fire mage seeking an apprentice. The party must decide whether to accept the offer or continue on their journey.
D10=2:The sky darkens suddenly as ash clouds gather.
D10=3:Night falls and the landscape is illuminated by glowing lava.
D10=4:A group of 3d4 elves are standing around in the middle of the road. They are staring at each other. The elves are members of a roaming elvish clan that got lost. The elves are unarmed, but they will react negatively if you threaten them or their equipment.
D10=5:You come across an unusually smooth rock surface.
D10=6:The players come across a group of duergar who have made their home in the tunnels beneath the volcano. The duergar are willing to trade valuable ores and gems for protection from the dangers of the volcano.
D10=7:Nestled in a crater lies a small settlement of 3d6 salamanders, half-serpent, half-human fiery creatures known for their unparalleled control over flames. The salamanders have captured an elemental gem, which they use to control the flow of magma. The party must navigate through their scorching hot defenses to retrieve the gem and potentially save the settlement from destruction.
D10=8:A group of fire creatures, known as Salamanders, are having a heated argument with a tribe of earth elementals over territory boundaries. The party can choose to intervene and act as mediators or simply watch the clash unfold.
D10=9:A sorcerer has been conducting experiments to create a hybrid creature that can withstand the intense heat of the volcano. The party may encounter these creatures and have to deal with their unpredictable nature.
D10=10:A small band of nomadic warriors have been tracking the interlopers and have decided to attack. They're coming from the direction of the plains, perhaps with a pack animal or two. If the players send a scout back toward the plains, he'll see them -- but they'll be upon him in a matter of seconds.
d100 = 32
D10=1:You see a group of 2d6 dwarves, carrying a large barrel. They are carrying it by ropes from the top of their shoulders. The dwarves are pouring water into a crack in the volcano.
D10=2:The party sees a group of 2d6+2 soldiers standing on top of a nearby mountain. If they are within 30' of the mountain, they will hear a loud voice. It will ask them what they want and will ask them to leave. If the party does not leave, then it will attack them.
D10=3:A group of 1d8+3 salamanders have been enslaved by a powerful red dragon who has used them to build a massive fortress inside the volcano. The salamanders may offer to help the party overthrow the dragon in exchange for their freedom.
D10=4:The players come across a wounded dragonborn warrior who has been banished from his tribe due to his inability to control his fire breath. He begs the party to help him retrieve a powerful magical item that he believes will cure him of his affliction. Will the party help him or turn him away?
D10=5:A group of men are arguing over something. One man looks like he is about to punch the other man. The other man has his hands up in defence, but he is preparing to fight back if he has to.
D10=6:The volcano has a 1 in 10 chance of erupting mid-game, dealing 1d6 damage per round to anyone who is standing near it.
D10=7:The smell of burning wood wafts through the air.
D10=8:You spot a nest of fire-wolves, their eyes glowing in the dark.
D10=9:A small group of 1d4 dragons fly by high in the sky and circle the party. One of them lands on one of the nearby mountains peaks. If approached, they will communicate telepathically with the party. They are looking for a portal to a place called the Hall of Dragons. They will pay the party for their services if they can help them find a portal.
D10=10:A group of fire giants are battling each other for control over a scorching hot pool in the volcano. The party must either choose a side to aid or find a way to stop the giants from destroying each other and the surrounding area.
d100 = 33
D10=1:You notice that the ash has formed peculiar patterns on the ground.
D10=2:Mid-climb, the very air you breathe turns to fire as 1d6 phoenixes take flight around you, their cries echoing like the roar of the flames themselves. These majestic yet territorial birds swoop and dive, their fiery tails scorching anything they touch. Survival means navigating their dazzling but deadly speed and fiery assaults.
D10=3:A band of human bandits are hiding in a cave. They rob caravans that are heading to the city.
D10=4:While navigating the steep and treacherous slopes of the volcano, the party comes across a group of daredevil adventurers trying to break the record for the fastest ascent of the volcano. Will the party join in on the competition or help them safely reach the summit?
D10=5:The terrain is littered with uncracked eggs of a mysterious origin.
D10=6:A small lizard scurries across your path.
D10=7:As they approach The Observatory, players see a group of 2d4+1 men in white robes. They are waving a flag which says "This land is yours." They walk up and ask the party why they are invading their land and state that they should turn back and leave. They will give them one more chance to turn back and if they refuse, they will attack and attempt to kill the party.
D10=8:Lava tubes and spider-webbed magma channels lead the party deeper beneath the volcano. Here, they confront a basilisk with scales glowing with molten veins, capable of turning intruders into statues of obsidian. The basilisk is guarding the resting place of an old evoker, sealed within a magical chamber enclosed by the petrified forms of past adventurers. Solving the evoker’s riddles can provide a powerful legacy of spells and items but disturbing his rest holds dire curses.
D10=9:The party comes across a group of 1d8+1 dwarves who are searching for a legendary forge said to be located deep within the volcano. They believe it holds the power to create the most powerful weapons and armor in the world, but they need skilled adventurers to help them navigate the treacherous paths and hazards of the volcano.
D10=10:A group of 2d6+2 elven wizards are hunting for a rare magical mushroom known as 'The Fire Flower.'
d100 = 34
D10=1:A legendary weapon that can only be forged in the heart of the volcano has been stolen by a group of thieves. The party must track down the thieves and retrieve the weapon before it falls into the wrong hands.
D10=2:A man is sitting on the side of the road, crying and wailing. He is wearing rags and has no shoes on his feet. If players approach, he will tell them his story. He was a wealthy merchant until a dragon killed his wife and destroyed his home and business. He has been traveling through the area, trying to get away from the dragon and start a new life somewhere else. He has been traveling for weeks and has run out of food and money. He is so scared that he is willing to do anything to get away from the dragon and the area where it has been terrorizing people for months.
D10=3:A group of three men in metallic armor is riding horses. Two of them have swords and the third has a strange-looking harpoon gun. The horses have odd-looking metal armor on their legs. They say they are looking for bandits to capture and bring back to town for incarceration.
D10=4:You find a forgotten warning etched into stone.
D10=5:A gnome with a large wooden box approaches the party and offers to sell them something. If they ask what it is, he will say it's an expensive magical item. It's really just a cheap necklace made of wooden beads.
D10=6:The party comes across a group of 1d8+4 azer, powerful fire creatures who inhabit the volcano. They are wary of outsiders but may be willing to trade for valuable magical artifacts.
D10=7:The distant sound of a rockslide reaches your ears.
D10=8:A group of soldiers is standing watch near the top of the volcano. They are not expecting any trouble, so they just sit around telling stories and playing dice games.
D10=9:You spot a hawk diving towards something on the ground.
D10=10:You find a perfectly preserved insect in a piece of amber.
d100 = 35
D10=1:You find a patch of earth that is unusually cool.
D10=2:Amidst a river of lava stands a lone fire monk, Master Ignatius, who requests your aid in rescuing his kidnapped apprentices from a band of lava sorcerers. In return, Master Ignatius offers his profound martial prowess and fire ki techniques.
D10=3:A dragon flies overhead and drops a large, sizzling egg onto the party. The egg begins to crack and a baby fire dragon emerges, hungry and disoriented. The party must quickly decide whether to attack or try to tame the dragon.
D10=4:As they advance along the narrow ledges of the volcano, the ground trembles, and an ash-covered tunnel collapses behind them. Ahead, a lair of magma drakes awaits. These cunning creatures have set traps within their territory – lava-flooded chasms, falling rock spears, and noxious gas vents. Beyond this lethally guarded zone lies a forgotten vault containing relics imbued with fire magic, kept intact by ancient protective wards.
D10=5:A group of 1d4 elven rangers are out hunting. If they come across a group of humanoids, they will spend the rest of the day hunting them down (as they consider it a sport).
D10=6:The party must save a group of city guards from a siege by 2d6 ghouls. They will be grateful for your help and give you a magic item if you save them.
D10=7:The volcano’s cavern walls are lined with glowing crystals, each pulsating with an inner fire. These are the enchanted lair of a salamander noble and its minions. The noble protects a lost elemental artifact that can control fire. Intruding into this lair provokes immediate hostility from the salamanders, fire snakes, and elemental guardians under its command.
D10=8:A lone ranger has built a small camp near the base of the volcano, claiming to be searching for a rare herb that only grows in the volcano's ashes. The party can choose to help him find the herb or investigate his true intentions.
D10=9:A lone cactus stands defiant in the harsh landscape.
D10=10:The party discovers a hidden underground temple dedicated to a powerful fire deity. Inside, they must navigate dangerous traps and puzzles to uncover a sacred artifact.
d100 = 36
D10=1:The sky takes on an orange hue from the volcanic activity.
D10=2:As the party travels through a narrow canyon near the volcano, they notice strange symbols and runes etched into the rocks. They belong to a group of mysterious 1d6+1 warlocks who are searching for an ancient artifact hidden in the volcano. They may offer to share their knowledge and power with the party in exchange for their help.
D10=3:The party stumbles upon a hidden passage within the volcano that leads to an underground hot spring. The hot spring is a popular spot for nearby creatures to relax and unwind, but it is being threatened by a group of fire creatures. The party must intervene to protect the peaceful hot spring or risk angering the powerful creatures.
D10=4:The air feels charged with static electricity.
D10=5:You hear an eerie, high-pitched whistle through the valleys.
D10=6:A natural archway made of cooled lava stands ahead.
D10=7:You overhear 2d6 traders in the valley complaining about a large group of bandits in the area. They are refusing to trade with anyone and instead demanding that anyone traveling through the area pay them a forced "tax" (or they will attack). The group is composed of 4d6 Guards and 2d6 Guards riding horses. They are led by a captain of level 2. The name of the group is the "Bloody Blades". They are bandits.
D10=8:A powerful sorcerer is using the heat and power of the volcano to amplify his spells and wreak havoc on the nearby villages. The party must infiltrate his lair and put an end to his destructive plans.
D10=9:Mobs of fire elementals are attacking the party. The elementals are searching for a corrupted version of the 'Volcano Phoenix' that is made of lava and flame. The corrupted 'Volcano Phoenix' is a creature made from the bodies and souls of all of the inhabitants of a nearby village. The 'Volcano Phoenix' has taken all of the villagers' souls and bodies and formed itself into a large dragon that is made from lava and flame. The 'Volcano Phoenix' will attack the party and try to take one of their body parts and one of their souls. If the party kills the 'Volcano Phoenix', they will die as well.
D10=10:At the very heart of the volcano, you find a chamber of molten gold where 3d6 fire dwarves, exiled from their mountain homes, have built a kingdom. Their leader, a fierce and wise chieftain, demands a tribute of your most valuable possessions or a show of strength to prove your worth. Failing either test could result in them attacking with their fire-forged weapons and enchanted armor.
d100 = 37
D10=1:The volcanic terrain darkens as shadows rise, coalescing into the form of a shadow drake, Karavel. She seeks vengeance against a fire elemental that destroyed her brood. Though inherently distrustful, Karavel offers her stealth and shadowy breath to assist you, making for a formidably unpredictable ally.
D10=2:A glowing gem is embedded in a blackened rock.
D10=3:The ground shifts slightly under your weight.
D10=4:The party stumbles upon a group of 2d8 trolls who are feasting on roasted wild boar. They invite the party to join them in their feast, but if the party accepts, they will soon find out that the boar was actually a dire troll, and a fierce battle ensues.
D10=5:You see a group of lava ogres throwing molten lava at a group of 2d4 dragons. The dragons are flying around the lava ogres, breathing fire down upon them.
D10=6:The party sees a group of 2d6 soldiers riding horses down the side of the volcano. The soldiers appear to be carrying something on their horses.
D10=7:The players discover a small village of halflings living within the caldera of the volcano, who believe that the lava holds healing powers. They will ask the party to help them retrieve a special stone from the heart of the volcano that they believe will grant ultimate healing abilities.
D10=8:As the party travels through a tunnel within the volcano, they are ambushed by 1d8 rogue fire elementals who were hired by a rival adventuring party to eliminate them.
D10=9:A group of 2d6 men are looking for a lost sheep. They will attack with their dogs.
D10=10:A dragon flies overhead and drops a large, sizzling egg onto the party. The egg begins to crack and a baby fire dragon emerges, hungry and disoriented. The party must quickly decide whether to attack or try to tame the dragon.
d100 = 38
D10=1:Amidst a field of fumaroles, the adventurers find themselves surrounded by 2d6 fire elementals, amorphous beings born of the earth’s inner fury. The elementals are guardians of a deep magma pool which serves as the portal to an elemental plane of fire. Battling the elementals while avoiding the scalding emissions from the fumaroles poses a grueling challenge.
D10=2:The party wanders by a large pool of bubbling lava. There is a smell coming from a pool of lava near the center of the volcano. The party decides to investigate and sees a red dragon sleeping in the lava. The dragon will soon enter a dream where it has no control over its actions. The party will have to solve a series of puzzles to get the dragon out of its dream before the dragon remains in its dream and starves to death. If they are able to wake up the dragon they will be able to convince the dragon to help them reach the top of the volcano. The dragon is not able to carry the entire party, but it can carry one of them up to the peak. If they try to wake up the dragon without solving the puzzles, the dragon will attack. It starts with a lance attack, if that misses it will use its breath weapon, and if that misses it will take to the air and attack with claw and tail. The dragon is not able to hold on to anyone who is not standing on the ground. If a PC is successfully grabbed by the dragon, he will try to pull them off the ground and into his mouth. He will continue to try grabbing at the PC until it hits him. If he fails in grabbing him, he will fly up into the air and dive down at him. The party will have an opportunity to escape as the dragon flies away from them, or try to use his head as a battering ram to break through one of the walls of the lava cave (like breaking down a door).
D10=3:You see a bird fly up and disappear into the ash cloud.
D10=4:The ground is littered with shards of obsidian.
D10=5:A man named Samuel is walking toward the volcano. He is very mad about something. He has a magic sword of +2 in his hand. He will attack if provoked.
D10=6: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.
D10=7:The players come across a small village. As they approach, they see a group of villagers surrounding a large mirror that is sitting outside of one of the buildings.
D10=8:One morning, the party rides into a village to buy supplies and gather information. During the day, they decide to leave the village to explore the forest. They are traveling through the forest when they are attacked by a group of bandits. The bandits will try to rob them, but may also try to kill them depending on the party's reactions.
D10=9:A group of lava elementals are fighting off a swarm of fire ants that are trying to invade their territory. The party can choose to help one side or the other, or even try to negotiate a truce between the two.
D10=10:The party hears the beautiful and haunting song of an 1d6+1 aasimar who is perched on the top of the volcano. She seeks to calm the raging fire within the volcano and protect the surrounding lands, but she needs the party's help in doing so.
d100 = 39
D10=1:A group of 2d6 goblins hide in the shadows. If the players approach, they will ambush the party.
D10=2:In a labyrinth of basalt pillars, the party finds themselves face-to-face with an ancient Chimera, its once-majestic fur and scales scorched and marred. Echoes of a grand cathedral destroyed in a fiery cataclysm resonate around it. From its tales, players will learn of forgotten divine wars and may secure favor from the gods by piecing together a shattered relic of immense power that once safeguarded the land.
D10=3:The party discovers a hidden temple at the base of the volcano, dedicated to a powerful fire deity. The temple is currently being guarded by a group of fire-resistant monks who may offer the party protection and healing in exchange for their help in defending the temple.
D10=4:A group of 2d6 orcs are searching the forest for food and water. If they see adventurers passing through, they will attack using their bows. They are not what you would consider a band of evil characters and just want to hunt for their supper.
D10=5:A group of 2d6 cultists are seen dancing around a fire at the base of the volcano. They are trying to summon a demonic being from the depths of the volcano.
D10=6:A dwarven mining expedition has accidentally unleashed a powerful fire elemental from deep within the volcano. The party must help the dwarves control the elemental and find a way to send it back from where it came.
D10=7:A group of 2d6+2 halflings are running away from a huge lava golem that has been awakened from its slumber. The halflings will beg the party for help, and it will take all of their combined strength to defeat the golem.
D10=8:Entering a cathedral-like cave within the volcano, the adventurers witness a conclave of volcanic spirits called Magma Wisps, who guard the sacred Heart of the Volcano, a magical core pulsating with raw power. The wisps test intruders through a series of elemental trials; passing them earns the party their favor and the opportunity to wield the Heart's power. Failure results in being incinerated or imprisoned as a tortured spirit.
D10=9:As the party climbs towards the peak of the volcano, they come across an abandoned temple that seems to be dedicated to a long-forgotten deity. Inside, they find several traps and valuable relics, but also come face to face with a guardian creature protecting the treasures.
D10=10: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.
d100 = 40
D10=1: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.
D10=2:A group of 1d4+1 adventurers are in the area looking for a way to make money by stealing treasure from the volcano.
D10=3:You hear a faint, distant siren-like sound.
D10=4:A powerful mummy lord has taken up residence within the volcano, seeking a way to resurrect its lost love. The party must navigate through complex traps and puzzles to reach the mummy lord's lair and determine their fate.
D10=5:The party hears a song coming from the top of a nearby mountain. If they follow it, they will see a group of 1d8+1 druids dancing in a circle. They are using magic to hide themselves in an attempt to appease a nearby volcano.
D10=6:A group of 3d4 giant wolves run around a bend in the trail. The wolves will attack if the party tries to interfere with them.
D10=7:You see a group of men in odd-looking capes and robes walking down a path. They appear to be in pain and are staggering around as if they're drunk, but they're not holding any drinking vessels or anything else.
D10=8: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.
D10=9:The party comes across a group of 2d8 dwarves who are carefully excavating a section of the volcano's side. They tell the party that they are searching for a lost artifact rumored to grant invulnerability to fire.
D10=10:A powerful fire elemental lord is found within the volcano, surrounded by 1d8+2 minions. The party may choose to fight the lord or negotiate with them for aid or information.
d100 = 41
D10=1:The smell of burning wood wafts through the air.
D10=2:The ground feels hollow beneath your feet.
D10=3:A trickle of lava flows slowly nearby.
D10=4:A group of 1d4+1 nomadic druids are found tending to the plants and animals living within the volcano. They offer to teach the party the secrets of survival within the dangerous landscape.
D10=5:A group of 3d6 dwarves 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.
D10=6:A group of men are arguing over something. One man looks like he is about to punch the other man. The other man has his hands up in defence, but he is preparing to fight back if he has to.
D10=7:A group of 1d8 goblins is looking for people to attack and/or steal from.
D10=8:Small stones pelt down from the sky along with ash.
D10=9:As the party weaves its way through an area with vast, ominous cracks in the ground, they inadvertently awaken a slumbering earth elemental titan that was resting after a massive confrontation with a fire titan. The volatile truce between the two could be exploited, or the adventurers might negotiate with them for powerful earth-based artifacts to counterbalance the fire’s influence.
D10=10:A red dragon has been spotted flying in the sky above the volcano.
d100 = 42
D10=1:Suddenly, a giant 1d4+1 fireball comes hurtling towards the party. It is a group of 1d4+1 red sorcerers testing their abilities and seeking new challenges. They may offer to take the party on as apprentices, but their tests and trials are not without danger.
D10=2:As you approach the top of the volcano, you see a man sitting with his legs dangling over the edge of the lava pit below him. He is humming a song and seems to be enjoying himself immensely. When he sees you, he will ask if you want to join him on top of the volcano and enjoy the view with him. If you do, you will be attacked by 3d6 giant bats and 2d6 giant spiders that live on the other side of the volcano.
D10=3: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.
D10=4:A group of hill giants are walking down the road. They are carrying a large chest between them. They are talking about the gold they are going to steal from a nearby village.
D10=5:You hear the faint sound of cracking rocks.
D10=6:You find a series of footprints leading into a fiery fissure.
D10=7:You notice that the ash has formed peculiar patterns on the ground.
D10=8:A group of 6d6 goblins are lighting a fire to smoke out a group of humans that are hiding in a cave nearby. (See Random Magic Bean Numbers table below.)
D10=9:The party encounters a group of 2d4 goblins who are watching over a collection of mounted human heads.
D10=10:You hear the distant call of an unknown bird.
d100 = 43
D10=1:A group of goblinoids are running away from something, yelling at you to get out of their way! They are being chased by a group of 2d4+4 Green-Skins (aka Green Gobs).
D10=2:A lone cactus stands defiant in the harsh landscape.
D10=3:The party discovers a group of 1d4+1 fire mephits causing chaos within the volcano. They may choose to help stop the chaos or join in on the mayhem and reap the rewards.
D10=4:A group of 2d6 soldiers are standing guard at the base of the volcano. They are trying to keep people from going up the volcano. They tell the party that there has been an increase in demon activity at the top of the volcano, and that no one is allowed to go up there until further notice.
D10=5:A group of 1d4+1 bandits are in the area looking for a way to make money by stealing from the locals.
D10=6:Strange, glowing insects hover near the hot springs.
D10=7:The ground is covered in fine volcanic ash.
D10=8:The sound of the ground shaking beneath the party, who are standing at the base of the volcano, draws the attention of the party. They see an ancient stone tower suddenly rise from the ground. The top of the tower is hidden beneath the thick smoke rising from the volcano. If a group of adventurers approaches, a group of 2d6+2 guards will come out of the opening at the top of the tower. They will demand to know why the party is in their land. If the party does not back down, then they will attack.
D10=9:Pyroclastic clouds drift lazily near the peak.
D10=10:The landscape is dotted with the petrified remains of ancient flora and fauna.
d100 = 44
D10=1:A trail of smoke leads the party to a nearby cave, where they encounter a group of 2d4+1 red dragons guarding a large hoard of treasure. The dragons will challenge the party to a series of challenges in order to prove themselves worthy of the treasure.
D10=2:You find an old, abandoned mining cart.
D10=3:A lone human bard is standing on a cliff near the volcano, playing a mournful tune on his lute. When approached, he reveals that his lover was taken by the fire giants who dwell within the volcano. He will ask the party to help him rescue her.
D10=4:A small group of goats stands on a rocky precipice.
D10=5:A group of 2d6 humans is on the way to the volcano to make an offering to their fire god, hoping to be rewarded with gold and jewels by the gift of their lord. They are on their way to the dragon's cave because they have heard that there is plenty of treasure inside. They are on their way to kill the dragon because they have heard that it is terrorizing a nearby village and must be stopped at all costs.
D10=6:A princess has been captured by a powerful fire elemental and is being held captive inside the volcano. The party must brave its dangers to rescue her and return her safely to her kingdom.
D10=7:Rocks in this area have turned a strange, glassy texture.
D10=8:A group of 2d6 men are looking for a lost sheep. They will ask for directions to the volcano.
D10=9:The players see a group of 4d6 dwarves arguing loudly on the edge of the volcano. As the party approaches, they realize that the dwarves are actually bargaining with a nearby fire elemental for a rare gemstone that they need for their clan's treasure vault.
D10=10:A group of goblinoids are running away from something, yelling at you to get out of their way! They are being chased by a group of 2d4+4 Green-Skins (aka Green Gobs).
d100 = 45
D10=1:The party discovers a group of 1d6+2 fire newts who have been cursed by an evil sorcerer to only be able to exist within the volcano. They may ask for help breaking the curse in exchange for valuable information.
D10=2:The air pressure suddenly seems to change.
D10=3:A billow of ash obscures the sky momentarily.
D10=4:The sound of the ground shaking beneath the party, who are standing at the base of the volcano, draws the attention of the party. They see an ancient stone tower suddenly rise from the ground. The top of the tower is hidden beneath the thick smoke rising from the volcano. If a group of adventurers approaches, a group of 2d6+2 guards will come out of the opening at the top of the tower. They will demand to know why the party is in their land. If the party does not back down, then they will attack.
D10=5:A group of 2d6 dwarves are standing guard at the top of the volcano. They tell the party that they are here looking for a dwarven treasure trove that was lost many years ago.
D10=6:You hear faint singing coming from the top of the volcano. As you approach, you see a group of harpies perched on the edge, their sweet voices luring unsuspecting travelers to their doom. The party must use all of their wits to avoid falling prey to the harpies' seductive song.
D10=7:Stepping stones in a path are actually cooled lava rocks.
D10=8:A lone, twisted tree stands on the edge of a cliff.
D10=9:The party comes across a small village that has been attacked by a group of bandits. The village elder will plead for the party's help to fight off the bandits who always seem to be one step ahead of the town's meager militia.
D10=10:As they navigate the volcanic slopes, the adventurers are ambushed by an eruption of fire and brimstone. Exploding from the lava is a remorhaz, a monstrous centipede-like creature with a searing-hot carapace. This beast is not alone; it has 3d6 fire beetles that accompany it, ready to overwhelm the party in a fiery swarm. Defeating them grants access to a cave that contains the skeletal remains of past victims along with their gear.
d100 = 46
D10=1:The PCs see a group of gnomes arguing over a map. The gnomes are trying to decide which route to take when they try to enter a cavern at the top of the volcano. The gnomes are lost and trying to find their way back home.
D10=2:The party is attacked by a group of 3d4 kobolds who have been turned into zombies by a necromancer.
D10=3:A group of fire imps trick the party into following them into a dangerous part of the volcano. The imps then vanish, leaving the party to fend for themselves against the fiery dangers that await.
D10=4:The ground is scattered with colorful pebbles.
D10=5:A group of 2d6 wizards show up and attack the party. They are members of a secret society of evil wizards who have been traveling the world, gathering up magic items and killing anyone who stands in their way. They have been stalking the party for some time and noticed that the party was gathering magic items that would help them become more powerful. If you defeat them, you will discover a magic item that one of the wizards was hiding.
D10=6:A group of 2d6+2 gnolls are traveling down the path towards you. If the party attacks them, they will summon 2d4 additional gnolls to their aid.
D10=7:The air feels charged with an impending eruption.
D10=8:You come across a fire elemental resting peacefully.
D10=9:A sulfurous storm is brewing, and caught within it is a rogue genie from the Plane of Fire, named Zahir. Grateful for your intervention in freeing him, Zahir offers genie magic and elemental manipulation in aiding your quest. His mastery over fire opens up new avenues during combat and environmental challenges.
D10=10:Ash clouds obscure the distant horizon.
d100 = 47
D10=1:While resting at the base of the volcano, the players are approached by a group of fire mephits who offer them a trade – in exchange for a precious gemstone, they will lead the party to a hidden passage that leads directly to the summit of the volcano. But are the mephits trustworthy?
D10=2:You hear the sound of drums and chanting coming from a nearby cave. As you approach, you see a group of lava-dwelling kobolds performing a ritual to summon a powerful fire elemental. The party must stop the ritual before it's too late.
D10=3:The temperature fluctuates suddenly.
D10=4:The sound of the ground shaking beneath the party, who are standing at the base of the volcano, draws the attention of the party. They see an ancient stone tower suddenly rise from the ground. The top of the tower is hidden beneath the thick smoke rising from the volcano. If a group of adventurers approaches, a group of 2d6+2 guards will come out of the opening at the top of the tower. They will demand to know why the party is in their land. If the party does not back down, then they will attack.
D10=5:A group of 3d6 sorcerers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D10=6:Journeying through a lava field, you encounter a group of ember sprites, mischievous but desperate, led by Elderspark. They request help in rescuing their captured queen from a pyro hydra’s lair. The ember sprites’ quickness and small size, coupled with their fiery bursts, make them formidable allies.
D10=7:Near the caldera’s ridge, 2d6+2 molten guardians chant in ancient tongues, their voices like embers crackling through the eternal night. Shielding the remains of a forgotten sage, they seek to unlock the wisdom buried deep within the volcanic heart. Helping them might yield tome portions written in sacred flames that unveil mysteries lost to volcanic cataclysm but might also instigate the ire of caretaking spirits.
D10=8:The trail narrows to an unstable cliffside above a bubbling lava pit. Here, the party encounters a flame-wreathed harpy nest. These harpies use their enchanting song to draw adventurers into falling to their doom or directly into the lava. Collaborating with one harpy reveals the cursed relic they guard, but betrayal is constant, and combat may be unavoidable.
D10=9:Near the volcano’s crater, where the ground is too hot to touch, the spectral form of a pyromancer in torment appears, encircled by 3d6 fire wisps. The mage narrates his tale of misguided ambition that led to the eruption catalyzing his demise. Purifying his soul could earn players powerful pyrokinetic spells or forbidden knowledge but aiding him might also invite unanticipated repercussions from protective entities who sought to trap him there forever.
D10=10:You hear the distant call of an unknown bird.
d100 = 48
D10=1:A single bolt of lightning splits the sky momentarily.
D10=2:A pack of 2d6 wolves is traveling along the path. They will attack if the party attacks them first.
D10=3:The party is ambushed by a group of fire-breathing wyverns who have made their nest within the volcano. They will defend their territory fiercely, but perhaps the party can strike a deal with them instead.
D10=4:The players see a young dragon flying around the volcano, trying to learn how to fly. It will harmlessly play around with the players before flying off.
D10=5:The ground rumbles slightly under your feet.
D10=6:An oddly shaped rock formation stands alone.
D10=7:The party comes across a group of 2d8+4 gnomes who have set up a temporary base camp on the side of the volcano. They are conducting experiments and collecting samples to better understand the effects of volcanic activity on the surrounding area. They offer the party some of their findings in exchange for protection from any hostile creatures.
D10=8:The vegetation is slowly reclaiming a lava flow.
D10=9:Some rocks here appear to have been cut with precision.
D10=10:The party encounters a group of 1d6+1 salamanders who are feasting on a large carcass. They offer the party a meal and a place to rest in exchange for protection from the dangerous creatures lurking in the volcano.
d100 = 49
D10=1:Ogres and their pets are watching the players. They are waiting for the players to enter the volcano and kill the demon that lives there. They have been waiting for years. They will attack the players if they see them.
D10=2:A stream of molten rock flows like a river down the slope.
D10=3:A group of 2d4+4 goblins are in the area looking for a place to start a new goblin city. They will ask the players if they can start a new goblin city here and if they can help them with supplies and food. If players help them, goblins will help them in return in any way they can.
D10=4:As the PCs near the top of the volcano, they hear an eruption coming from somewhere within it. It's unclear where; there doesn't seem to be any sign of a new vent opening. Then the PCs see something falling from above -- it looks like liquid rock, just oozing out of nowhere. Let them try to get out of the way! It's very slow-moving, so they should have time to react.
D10=5:You see a group of 1d6 tribesmen worshipping and making offerings to the raging volcano god. They seem to be attempting to appease the god and prevent a catastrophic eruption. The party must decide whether to interfere or continue on their own journey.
D10=6:While searching for a way to reach the volcano's peak, the party comes across a series of ancient stone pillars that form a magical portal. The portal leads to an otherworldly realm filled with powerful fire creatures.
D10=7:The party sees a group of 2d6 soldiers riding horses down the side of the volcano. The soldiers appear to be carrying something on their horses.
D10=8:The players come across a wounded dragonborn warrior who has been banished from his tribe due to his inability to control his fire breath. He begs the party to help him retrieve a powerful magical item that he believes will cure him of his affliction. Will the party help him or turn him away?
D10=9:While navigating a narrow lava channel, you come upon a group of 1d6 salamander priests conducting a fervent ceremony. Intruding upon their sacred rite triggers a fierce reaction as they summon fire elementals to expel you. Disrupting their ritual without being engulfed in flames requires careful planning and precise action.
D10=10:A thick veil of smoke engulfs the party, obscuring their vision. As they press on, they realize they're surrounded by lava wyrmlings, the offspring of a colossal lava dragon who has claimed this area as its nesting ground. The wyrmlings are aggressive but inexperienced. Handling them without attracting their mother’s attention is a delicate and life-threatening task.
d100 = 50
D10=1:The party is caught in the middle of a large-scale battle between a group of powerful fire mages and a rival group of ice mages. The volcano is their chosen battleground, and the party may have to choose a side or try to put an end to the conflict.
D10=2:A group of 3d6 fire 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.
D10=3:A section of rock wall is covered in peculiar carvings.
D10=4:A lone dwarf appears, coughing and wheezing from the intense heat. They are determined to find a rare type of ore within the volcano for their blacksmithing business. They offer the party a generous reward for their help in locating it.
D10=5: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.
D10=6:The party comes across a group of peaceful fire genasi who have built a community near the volcano, using its powers to help them grow crops and create beautiful works of art. They may offer the party a place to rest and trade in the midst of their dangerous journey.
D10=7:The walls of the volcanic cavern begin to smoke and then the ground beneath the players begins to rumble. They must escape!
D10=8:A group of 2d6 hobgoblins are standing by the path with weapons. They are testing the party to see if they are worthy to pass.
D10=9:The air starts to smell strongly of sulfur.
D10=10:Strange and mutated creatures, born from the intense heat and radiation of the volcano, now roam the surrounding area. The party must learn to navigate through this dangerous and unpredictable new ecosystem.
d100 = 51
D10=1:The party is faced with a series of shifting lava flows that seem to move on their own. They must navigate through the flows and avoid getting burned by the molten liquid.
D10=2:A group of 2d6 hobgoblins are standing by the path with weapons. They are testing the party to see if they are worthy to pass.
D10=3:Strange, low-frequency hums emerge from deep within the volcano.
D10=4:Near the summit of the volcano, the party encounters a half-orc paladin who is on a quest to retrieve a holy artifact that was stolen by a group of fire giants that reside within the volcano. She will ask the party to help her reclaim the artifact.
D10=5: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.
D10=6:A trail of smoke leads the party to a nearby cave, where they encounter a group of 2d4+1 red dragons guarding a large hoard of treasure. The dragons will challenge the party to a series of challenges in order to prove themselves worthy of the treasure.
D10=7:The ground is dotted with small craters.
D10=8:A gnome wizard named Evergood has set up camp near the volcano's peak. He will offer to cast a free 'Arcane Eye' spell on any player who can get one on him. The spell creates a small floating orb in their opponents' heads, allowing them to hear their thoughts. If the players don't accept, he will attack them instead for being ungrateful.
D10=9:A light, warm rain begins to fall.
D10=10:A group of 3d6 sorcerers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
d100 = 52
D10=1:The party discovers a group of 1d4+1 fire mephits causing chaos within the volcano. They may choose to help stop the chaos or join in on the mayhem and reap the rewards.
D10=2:A group of 4d6 men and women are standing around a campfire talking about a group of bandits who were passing through this area and how they were attacked by the bandits only to be rescued by a group of people who were passing through. If asked, they can tell the party that they saw the same people they were talking about earlier on the road when they saw the party.
D10=3:As you approach the top of the volcano, you see a man sitting with his legs dangling over the edge of the lava pit below him. He is humming a song and seems to be enjoying himself immensely. When he sees you, he will ask if you want to join him on top of the volcano and enjoy the view with him. If you do, you will be attacked by 3d6 giant bats and 2d6 giant spiders that live on the other side of the volcano.
D10=4:You see a man in a red cloak. He is looking for an animal known as a 'Volcano Phoenix.' It is a magical bird that resides in the volcano.
D10=5:You see a single, solitary dragon flying above the volcano, circling and occasionally letting out a loud roar. Is it guarding something or just enjoying the view? It's up to the party to find out.
D10=6:A group of 2d6+1 guards are looking for a group of bandits that are hiding somewhere in the area. If the party comes across this group, they will be attacked.
D10=7:The party comes across a group of 1d8+1 dwarves who are searching for a legendary forge said to be located deep within the volcano. They believe it holds the power to create the most powerful weapons and armor in the world, but they need skilled adventurers to help them navigate the treacherous paths and hazards of the volcano.
D10=8:A group of 10 minor fire demons are fighting each other over a small piece of land that is near the top of the volcano. If the party gets too close, they will attack them as well.
D10=9:The players see a large mirror on the ground. If they try to pick it up, they will find that it is an illusion, and there is nothing there.
D10=10:A large, blackened tree stands as a lone sentinel.
d100 = 53
D10=1:As the party nears the top of the volcano, they see a group of 1d6+1 winged tieflings flying through the air and performing acrobatic feats above the lava streams. They may offer to transport the party to the top of the volcano in exchange for a favor or a tribute.
D10=2: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.
D10=3:A group of 3d6 elves are riding horses down the side of the volcano. The horses are carrying something.
D10=4:The party sees a group of 2d6 soldiers riding horses up the side of the volcano. The soldiers appear to be searching for something.
D10=5:At the volcano’s peak, you meet an ancient phoenix elder, Auriel, who seeks aid in preventing a cult from summoning a fire wraith to the mortal plane. Auriel offers her purifying flames and the ability to grant brief rebirth, crucial in turning the tide against the cultists.
D10=6:The party sees a merchant who is desperate to find a lost chest full of money that he was transporting but was robbed off of by bandits. He needs the money back or else he'll go bankrupt. He'll offer you any amount of money you ask for if you help find the chest or bring him back his money, but be warned that he's a greedy man so he may try to trick you into giving him more money than he lost or even demand everything you own! It may take some convincing or even threats before he gives up any information about what happened or where you can find his money, but if you can get him to cooperate then this quest can have any number of endings depending on how long it takes to find his money or if you can even find it at all!
D10=7:You see a group of seven men and women wearing red robes with hoods that cover their faces. They're carrying sacks on their shoulders and they're headed towards the nearby hills.
D10=8:The shadows seem to dance independently of the light sources.
D10=9:A group of 3d6 goblins are trying to climb up the side of the volcano with rope and spikes on their shoes. If players get too close, they will attack.
D10=10:Small pebbles clatter down a nearby slope.
d100 = 54
D10=1:A rusted metal door stands alone, leading to nowhere obvious.
D10=2:A flock of birds flies away from the volcano in a panic.
D10=3:Journeying through a lava field, you encounter a group of ember sprites, mischievous but desperate, led by Elderspark. They request help in rescuing their captured queen from a pyro hydra’s lair. The ember sprites’ quickness and small size, coupled with their fiery bursts, make them formidable allies.
D10=4:You spot a fleeting shadow against the lava-lit sky.
D10=5:As the party travels up the slopes of the volcano, they encounter a mysterious and deadly mist that seems to be made of fire. They must find a way to navigate through it or risk getting seriously burned.
D10=6:A group of 2d6+1 guards are searching for a dangerous criminal that has been recently seen in the area. If the party comes across this group, they will be given a reward (either money or an item).
D10=7:A group of 2d6+2 sages are studying the crater and they are trying to find clues as to what happened to the population of the town.
D10=8:You come across an unusually smooth rock surface.
D10=9:Deep within the bowels of the volcano, ancient fire spirits have been awoken by the party's presence. They must pass a series of trials and puzzles set up by the spirits in order to continue on their journey.
D10=10:Volcanic stone arches form a natural gateway.
d100 = 55
D10=1:The party comes across a small camp of 1d4+1 adventurers who have claimed a portion of the volcano as their own. They offer to share their food and shelter in exchange for help fighting off a pack of nearby lava wolves.
D10=2:A group of 2d4+4 goblins are attacking a group of 2d4+4 humans. They are killing them and taking whatever items they can loot from their bodies. They may kill some of the humans and let the others go free after beating them up and stealing their belongings.
D10=3:At a hollow where the air runs scorching-hot and heavy with sorrow, a forlorn fire serpent guards the tomb of its master, petrified and limp for centuries. The serpent's movements tell stories of loyalty and devotion betrayed by unforeseen calamity. By showing their intention to honor this relationship, the players could gain insight into legendary talismans safeguarded by the guardian or incur wrath from breaking the established code of respect.
D10=4:A group of lava mephits are causing chaos in a nearby village, stealing food and setting buildings on fire. The villagers are too afraid to confront them, so they hire the party to deal with the mephits. However, the mephits have a surprising offer for the party that may change their minds about their initial mission.
D10=5:A sudden, hot breeze carries the scent of firewood.
D10=6:The party encounters a crazed wizard who has set up a laboratory on the edge of the volcano's crater. He claims to be conducting experiments on harnessing the power of the volcano but refuses to let anyone into his lab. The party must navigate through his traps and puzzles to discover the truth of his intentions.
D10=7:As the party travels through a narrow path, they come across a group of 1d4+1 mages in colorful robes surrounding a bubbling lava pool. They are experimenting with harnessing the power of the volcano and offer the party a chance to participate in their research.
D10=8:You see a man sitting on the side of the road, crying and wailing. He is wearing rags and has no shoes on his feet. If players approach, he will tell them his story. He was a wealthy merchant until a dragon killed his wife and destroyed his home and business. He has been traveling through the area, trying to get away from the dragon and start a new life somewhere else. He has been traveling for weeks and has run out of food and money. He is so scared that he is willing to do anything to get away from the dragon and the area where it has been terrorizing people for months.
D10=9:The party is caught in the middle of a large-scale battle between a group of powerful fire mages and a rival group of ice mages. The volcano is their chosen battleground, and the party may have to choose a side or try to put an end to the conflict.
D10=10:One rogue in a monk disguise, and a cleric disguised as a simple farmer are trying to break into a locked basement door of an abandoned mansion at the base of the volcano.
d100 = 56
D10=1: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.
D10=2:Amidst a field of fumaroles, the adventurers find themselves surrounded by 2d6 fire elementals, amorphous beings born of the earth’s inner fury. The elementals are guardians of a deep magma pool which serves as the portal to an elemental plane of fire. Battling the elementals while avoiding the scalding emissions from the fumaroles poses a grueling challenge.
D10=3:The players come across a small village. As they approach, they see a group of villagers surrounding a large mirror that is sitting outside of one of the buildings.
D10=4:As the party rests near the summit of the volcano, they are approached by a friendly rock gnome named Glimwick who asks for their help in retrieving a special mineral called blazestone, which can only be found deep within the volcano.
D10=5:The party encounters a group of 1d6+1 salamanders who are feasting on a large carcass. They offer the party a meal and a place to rest in exchange for protection from the dangerous creatures lurking in the volcano.
D10=6:The air feels heavy with a sense of anticipation.
D10=7:A group of fire giants are battling each other for control over a scorching hot pool in the volcano. The party must either choose a side to aid or find a way to stop the giants from destroying each other and the surrounding area.
D10=8:As the ground shakes beneath your feet, a small tribe of fire-resistant kobolds led by a charismatic elder named Silegtag emerges from a hidden lava tube. They offer to guide you through the treacherous landscape in exchange for help in recovering a stolen totem from a band of fire giants. Along the way, Silegtag proves to be a witty and strategic thinker, leading to some clever ambushes and traps.
D10=9:You notice that some of the rocks are magnetic.
D10=10:The landscape is dotted with small, spiky plants.
d100 = 57
D10=1:The path ahead is shrouded in a blue flame, an unnatural blaze giving off an eerie glow. Stepping through, you find yourself in an enchanted grove where 3d8 fire sprites, mischievous and elusive, flit through the air. These tiny yet potent creatures bombarding you with spells that confound and burn, turning the area into a chaotic battleground.
D10=2:The sound of the ground shaking beneath the party, who are standing at the base of the volcano, draws the attention of the party. They see an ancient stone tower suddenly rise from the ground. The top of the tower is hidden beneath the thick smoke rising from the volcano. If a group of adventurers approaches, a group of 2d6+2 guards will come out of the opening at the top of the tower. They will demand to know why the party is in their land. If the party does not back down, then they will attack.
D10=3:The party is ambushed by a group of fire-breathing wyverns who have made their nest within the volcano. They will defend their territory fiercely, but perhaps the party can strike a deal with them instead.
D10=4:At the volcano’s rim, you encounter a council of 1d2 elder fire elementals, each radiating an intense heat. They hold dominion over the surrounding area, and passing through requires either negotiating their ancient demands or proving your worth through a trial by fire.
D10=5:A group of women are gathering plants that grow on the side of the road and selling them to people who pass by.
D10=6:At the base of the volcano, the party finds a small shrine dedicated to the goddess of fire. The shrine is tended to by a lone cleric who may offer to bless the party's weapons or heal their wounds.
D10=7:You hear rumbling in the distance and see a small group of aurochs stampeding down the mountainside, obviously disturbed by something lurking within the volcano. Will the party investigate and face whatever caused the disturbance?
D10=8:A group of 1d4 guards are walking down the road. They are talking about a group of bandits that attacked the local village last night. They were trying to steal from a caravan but were defeated by the 1st level cleric and ranger of the town. The party is being asked if they want to be part of a task force to hunt down the group of bandits.
D10=9:A group of 2d6 soldiers are standing guard at the base of the volcano. They are trying to keep people from going up the volcano. They tell the party that there has been an increase in demon activity at the top of the volcano, and that no one is allowed to go up there until further notice.
D10=10:You hear the crackling sound of burning wood. You see a fire monster running over the hills, burning everything in its path. It's coming your way!
d100 = 58
D10=1:The party sees a group of 2d6 men dressed in leather armor and carrying bows and swords. They're following a man dressed in chainmail armor.
D10=2:The path ahead is blocked by a group of 2d10 orcs. They want to trade with the party. They want 2d6 gold pieces for a permit.
D10=3:The party comes across a group of 1d6+2 tieflings who are performing a ritual at the base of the volcano. They are trying to appease the fiery spirits that inhabit the volcano, but if the party disturbs them, they will lash out with their powerful fire magic.
D10=4:You notice a number of small, round volcanic stones.
D10=5:A group of travelers that are hunting for cannibals have tracked a group of players to the crater. They will not attack the players but will be friendly with them. They will ask if they have seen any cannibals in the area as they are on a quest to taken them out.
D10=6:The party is challenged to a game of Fireball, a popular game among the fire-dwelling races, by a group of salamanders. The game is a mix of soccer and dodgeball, played with a flaming ball of lava.
D10=7:The party comes across a group of halfling merchants who are selling a variety of goods from exotic lands. However, they are running low on their most valuable product, a spice that can only be found in the depths of the volcano. The party can either join them in their dangerous expedition or find a way to retrieve the spice on their own.
D10=8:The party comes across a group of 2d4+2 knights, dressed in full plate armor and wielding powerful swords. They introduce themselves as the Knights of the Volcano and offer to guide the party up the mountain, warning them of any dangers along the way.
D10=9:You hear the low growl of the volcano waking up.
D10=10:The party comes across a group of 1d6+2 aarakocra who are fleeing their mountaintop village as a massive eruption threatens to destroy it. They need help evacuating their village and saving their people, but there are also secrets and treasures hidden within the village that the party may uncover.
d100 = 59
D10=1:The party discovers a hidden chamber within the volcano that leads to an underground city occupied by a race of fire elementals. The elementals are friendly and offer the party shelter and information about the volcano in exchange for their help in defeating a group of hostile fire giants.
D10=2:The players discover an entrance into the volcano via a tunnel that leads directly into the center of the crater. This tunnel leads to an underground civilization known as the Fire Giants.
D10=3:Ugh. Werebear. As a party of adventurers, you will randomly encounter a group of werebears. You will be attacked by them. The werebear leader is a wizard. They will be hungry and want to eat you.
D10=4:While searching for a way to reach the volcano's peak, the party comes across a series of ancient stone pillars that form a magical portal. The portal leads to an otherworldly realm filled with powerful fire creatures.
D10=5:A group of 3d6 dwarves 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.
D10=6:A pirate, named Murky, is looking for treasure. He will attack any party he finds in the area.
D10=7:Lava bubbles and magma flows hide a deep underground tunnel where a wyrm of molten rock resides. This wyrm is ancient and knowledgeable, holding secrets to subdue the volcano’s rage. The players must navigate through its intricate tunnels, avoiding deadly heat traps and lava flows, to parlay with the wyrm or retrieve its solitary hoard of volcanic gems.
D10=8:The party is approached by 2d6 goblins who are part of a larger band that made the mistake of attacking a nearby village. They are on their way to the volcano to make an offering to the fire god, hoping to be rewarded with gold and jewels by the gift of their lord. The party can either help them or not. If they help them, they will be able to convince them to take them to the dragon's cave. The goblins will then betray them as they bring them inside.
D10=9:The ground quakes violently and before you know it, a fissure opens, unveiling a vast underground network inhabited by duergar miners extracting rare minerals. Their leader, King Thorek, seeks aid against an army of advancing lava elementals. In exchange, King Thorek offers finely crafted dwarven armor and weapons. The duergar’s brute strength combined with their subterranean tactics create a formidable force.
D10=10:Strange runes carved into the side of the volcano lead the party to a secret cave where they find a group of friendly fire elementals. The elementals have been hiding here from a powerful fire demon that has been terrorizing the volcano. If the party agrees to help defeat the demon, the elementals will grant them a boon.
d100 = 60
D10=1:Reaching the peak, the party encounters a mighty pyromancer who siphons the volcano’s energy through a network of arcane runes and relics. He has summoned fire archons to act as his enforcers. The pyromancer believes he can ascend to godhood by controlling the volcano’s spirit, leading to an unavoidable showdown where each rune and relic holds a key to victory or defeat.
D10=2:As they approach The Observatory, players see a group of 2d4+1 men in white robes. They are waving a flag which says "This land is yours." They walk up and ask the party why they are invading their land and state that they should turn back and leave. They will give them one more chance to turn back and if they refuse, they will attack and attempt to kill the party.
D10=3:A group of 2d4 men are looking for a lost sheep. They will attack with their dogs and be on the lookout for any sheep headed in the direction of the volcano. They will also attack any other animals they see on the way that are not sheep.
D10=4:You see a group of 5d4 goblins running up the side of the volcano carrying boxes and crates. These boxes and crates contain rare and exotic fruits and vegetables not known in your part of the world.
D10=5:You see a group of men in odd-looking capes and robes walking down a path. They appear to be in pain and are staggering around as if they're drunk, but they're not holding any drinking vessels or anything else.
D10=6:Near the volcano’s crater, where the ground is too hot to touch, the spectral form of a pyromancer in torment appears, encircled by 3d6 fire wisps. The mage narrates his tale of misguided ambition that led to the eruption catalyzing his demise. Purifying his soul could earn players powerful pyrokinetic spells or forbidden knowledge but aiding him might also invite unanticipated repercussions from protective entities who sought to trap him there forever.
D10=7:You find a broken cartwheel with scorch marks.
D10=8:You hear a distant, rolling thunder-like sound.
D10=9:You hear the crackling sound of burning wood. You see a fire monster running over the hills, burning everything in its path. It's coming your way!
D10=10:The party hears a loud crash from just up ahead. They discover a group of 1d4 halflings who lead a herd of horses from their stable every day to graze around the volcano's peak. This will be the first time they have seen any monsters! If the players help, they can head back to the stable at any time and rest for free for as long as they like! If they don't help them, then perhaps later on in their adventure they will meet up with them again and perhaps form an alliance with them!
d100 = 61
D10=1:A rusted metal door stands alone, leading to nowhere obvious.
D10=2:As the party travels along the side of the volcano, they see a group of 2d8+2 aarakocra flying in the distance. They are searching for a new nesting place, as their old one was destroyed by a recent volcanic eruption. They will ask the party for help in finding a suitable new home.
D10=3:An oddly shaped rock formation stands alone.
D10=4:You find a relic of a lost civilization, half-buried in the ash.
D10=5:A series of small, connected craters pockmark the ground.
D10=6:Out of nowhere, a group of 1d6+2 lava elementals emerge from the molten lava and attack the party. They have been summoned by a powerful necromancer who seeks to harness their power in his undead army. The party must defeat the elementals and stop the necromancer before it's too late.
D10=7:A group of fire-loving creatures has set up a carnival on the slopes of the volcano, attracting visitors with their fiery spectacles and dangerous games. The party must decide whether to join in on the fun or uncover the dark secrets behind the carnival.
D10=8:A sudden hiss warns you of a nearby steam vent.
D10=9:A group of 8 gnomes are arguing over which path leads to the volcano. They can be bribed.
D10=10:High up on a shaky ledge, the adventurers find a cadre of 1d6+1 red dragon wyrmlings, each vying for dominance. Despite their juvenile status, they are fiercely territorial. As battle commences, the ledge begins to crumble under the heat and weight, forcing the party to balance combat with survival instincts as they dodge falling rocks and avoid tumbling into the magma below.
d100 = 62
D10=1: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.
D10=2:You see a man in a red cloak. He is looking for an animal known as a 'Volcano Phoenix.' It is a magical bird that resides in the volcano.
D10=3:You see a group of 2d4+2 humans surround a group of 2d4 zombies. The zombies are carrying steaming buckets of soup and bread. The humans are playing with them, kicking them and giving them wedgies. The zombies don't seem to mind, though. The humans think they're funny creatures.
D10=4:As the party rests near the base of the volcano, they are suddenly attacked by a group of 1d6+1 fiery harpies who have made their nests in the nearby rocks. The party must fend them off and find shelter before the harpies return with reinforcements.
D10=5:Near the caldera’s ridge, 2d6+2 molten guardians chant in ancient tongues, their voices like embers crackling through the eternal night. Shielding the remains of a forgotten sage, they seek to unlock the wisdom buried deep within the volcanic heart. Helping them might yield tome portions written in sacred flames that unveil mysteries lost to volcanic cataclysm but might also instigate the ire of caretaking spirits.
D10=6:The party wanders by a large pool of bubbling lava. There is a smell coming from a pool of lava near the center of the volcano. The party decides to investigate and sees a red dragon sleeping in the lava. The dragon will soon enter a dream where it has no control over its actions. The party will have to solve a series of puzzles to get the dragon out of its dream before the dragon remains in its dream and starves to death. If they are able to wake up the dragon they will be able to convince the dragon to help them reach the top of the volcano. The dragon is not able to carry the entire party, but it can carry one of them up to the peak. If they try to wake up the dragon without solving the puzzles, the dragon will attack. It starts with a lance attack, if that misses it will use its breath weapon, and if that misses it will take to the air and attack with claw and tail. The dragon is not able to hold on to anyone who is not standing on the ground. If a PC is successfully grabbed by the dragon, he will try to pull them off the ground and into his mouth. He will continue to try grabbing at the PC until it hits him. If he fails in grabbing him, he will fly up into the air and dive down at him. The party will have an opportunity to escape as the dragon flies away from them, or try to use his head as a battering ram to break through one of the walls of the lava cave (like breaking down a door).
D10=7:The party comes across a clan of fire druids who have been tasked with keeping the volcano's power in check. However, they are running low on supplies and need the party's help in gathering rare herbs and rocks to perform their rituals.
D10=8:The players see a group of 4d6 dwarves arguing loudly on the edge of the volcano. As the party approaches, they realize that the dwarves are actually bargaining with a nearby fire elemental for a rare gemstone that they need for their clan's treasure vault.
D10=9:You find an old, abandoned mining cart.
D10=10:The party comes across a group of bison that have been set on fire. They will be running and screaming in pain. If players approach, they will tumble down the mountain and land on the party, taking away some of their health.
d100 = 63
D10=1:A group make their way down the side of the volcano on a rope ladder. They are moving at a medium pace and won't make it without help.
D10=2:The ground feels hollow beneath your feet.
D10=3:A lava fall cascades into a churning pit, where a monstrous red dragon, resplendent in size and ferocity, has made its lair. The dragon guards 3d6 troglodyte minions, who scuttle about, worshipping their fiery benefactor. The adventurers must weave through streams of lava and a hoard of dragon-treasured traps to confront the fiery beast.
D10=4:You stumble upon a petrified tree.
D10=5:The party comes across a group of peaceful fire genasi who have built a community near the volcano, using its powers to help them grow crops and create beautiful works of art. They may offer the party a place to rest and trade in the midst of their dangerous journey.
D10=6:A group of elemental cultists, dressed in red and adorned with fiery symbols, are performing a ritual at the base of the volcano. If the party interrupts them, they will be met with strong resistance. However, if they are able to stop the ritual, they will be rewarded with powerful magical items imbued with fire magic.
D10=7:A flock of fire hawks suddenly swoops down on the party, attacking them with fiery talons and screeching cries. As they fight off the birds, they may find a mysterious fire egg that could hatch into a powerful companion.
D10=8:The very heart of the volcano, where a forge of divine origin lies accessed through molten metal gates. The gatekeeper, an ember-beast wrought of volcanic stone and flame, challenges anyone who dares to approach. Passing through requires defeating the beast, solving divine smithing puzzles, and navigating divine heralds who test their worthiness. Reaching the forge provides the chance to create powerful, unique weapons capable of altering the course of destiny.
D10=9:A group of dwarven merchants are transporting a valuable cargo to a nearby city. Players must help them or else the cargo will be lost to molten lava and forever lost beneath the earth.
D10=10:You hear the sudden squawk of a bird high above.
d100 = 64
D10=1:The party sees a group of 1d6+2 duergar emerging from a hidden entrance in the side of the volcano. They are searching for a legendary weapon said to be located within the volcano and are willing to do whatever it takes to claim it. However, they may also have information about the volcano's mysteries and dangers that could aid the party on their journey.
D10=2:A group of dwarves is attempting to create a legendary dwarven ale by letting it ferment in the heat of the volcano. However, their brew is attracting dangerous creatures and the party must protect the dwarves and their brewing operation.
D10=3:A hidden cave holds pools of still, superheated water.
D10=4:The party encounters a group of bugbears on the top of the volcano. They are carrying treasure back towards their lair. If they are attacked they will drop all of their treasure and run away.
D10=5:A group of 2d6 goblins is on the way to the volcano to make an offering to their fire god, hoping to be rewarded with gold and jewels by the gift of their lord. They are on their way to the dragon's cave because they have heard that there is plenty of treasure inside.
D10=6:A small, hot creek snakes its way between rocks.
D10=7:A small child is standing along the side of the road, holding his mother's hand. His mother is standing next to him and looks tired and hungry. If players approach, the child's mother will beg them for help. She and her son were traveling from one city to another when they were attacked by a dragon that destroyed their wagon and killed their horse. They have been walking for days and are trying to get back to their home city which is several days journey away. The mother will agree to do anything to get food and shelter for her son. She'll even be willing to do tasks around the party's camp or local tavern in exchange for food, warmth, and shelter for herself and her son.
D10=8:A group of 2d6 humans is on the way to the volcano to make an offering to their fire god, hoping to be rewarded with gold and jewels by the gift of their lord. They are on their way to the dragon's cave because they have heard that there is plenty of treasure inside. They are on their way to kill the dragon because they have heard that it is terrorizing a nearby village and must be stopped at all costs.
D10=9:The party stumbles upon a group of goblins who have been enslaved by a hostile fire elemental. The goblins beg for the party's help in defeating the fire elemental and freeing them from their enslavement.
D10=10:A sudden and powerful earthquake shakes the ground and reveals a previously hidden entrance to a cavern deep within the volcano. The party must brave the unknown dangers within to uncover the secrets and treasures that lie within.
d100 = 65
D10=1:A serpentine path leads the party into a hidden chamber filled with ancient, blood-orange glowing runes. These runes control a barrier holding a fire demon called Ignarok. Left unchecked, Ignarok could turn the entire region into a wasteland of fire. The runes can be used to bind or banish him permanently, but tampering with them improperly unleashes his flaming wrath upon the party.
D10=2:Pools of quicksand-like ash are a hidden danger.
D10=3:The vegetation is slowly reclaiming a lava flow.
D10=4:The party stumbles upon an abandoned mining camp within the volcano, filled with valuable gems and minerals. However, the camp is also home to a vengeful group of gnomes who were driven out by the miners and seek retribution.
D10=5:The party finds a group of dwarves mining within the volcano, trying to uncover the rich mineral deposits within. But their mining has angered the fire elementals who reside within the volcano, causing them to retaliate with fiery attacks.
D10=6:A lone dragonborn is meditating near a bubbling lava pool, chanting ancient words in draconic. They invite the party to join in their meditation and share their wisdom.
D10=7:You can see a green-skinned creature walking along the road. He has no legs and he walks on the ground with his arms like a hopping frog. His head is the size of two humans but he has big wide eyes that glow a red color. He is throwing little rocks at you and smiling. He calls out to you, asking for your name. He says that he already knows your name and he wants to know if you know his name. He wants you to call his name to show him that you know him. He has blue flames covering his arms and legs and his eyes glow bright red like a fire. He moves like a hopping frog. His name is Pu'Crud (the Undergrounder). He was once a great hero to the goblinoids but now he is a hero to all creatures of evil. He is also known as Burping-Pete, the green-skinned hero.
D10=8:A lava tube extends deep into the heart of the volcano.
D10=9:The air starts to smell strongly of sulfur.
D10=10:A peculiar rock formation catches your eye.
d100 = 66
D10=1:The party stumbles upon a tomb that is guarded by 2d6 undead creatures.
D10=2:The intense heat of the volcano suddenly gives way to an eerie chill. A swirling vortex emerges from the ash-laden skies, and from within materialize 2d4 ice elementals, their forms contrasting sharply with the surrounding inferno. They attack with icy fury, their touch freezing anything it encounters, threatening to extinguish your fiery resolve.
D10=3:Cries of some sort of animal are heard.
D10=4:Deep within the bowels of the volcano, ancient fire spirits have been awoken by the party's presence. They must pass a series of trials and puzzles set up by the spirits in order to continue on their journey.
D10=5:You see a group of 4d4 dwarves carrying ore buckets of lava to be smelted down for gold and other precious minerals.
D10=6:The vegetation is slowly reclaiming a lava flow.
D10=7:The party sees a group of 2d6+2 skeletons walking around the base of the volcano. If they get too close, they will see that they are the bones of their recently killed foes. The skeletons will attack them if they get too close.
D10=8:The party comes across a group of 1d6+2 tieflings who are performing a ritual at the base of the volcano. They are trying to appease the fiery spirits that inhabit the volcano, but if the party disturbs them, they will lash out with their powerful fire magic.
D10=9:The ground feels slightly spongy in places.
D10=10:You see a small goblin tribe running up the side of the volcano carrying bags of food on their backs. The tribesmen have determined that this is their kingdom due to their new found home with the resources found inside their new home.
d100 = 67
D10=1:A group of rival adventurers also seeking treasure from the volcano cross paths with the party. As they both vie for the same riches, they must decide whether to compete or join forces against the dangers ahead.
D10=2:As the party makes their way along a narrow cliffside path, a sudden gust of wind knocks them off balance and they almost fall into the lava below. If they look closely, they will see a group of 3d6+3 harpies perched on the top of the nearby cliffs, laughing at their misfortune.
D10=3:A group of 2d4+4 goblins are attacking a group of 2d4+4 humans. They are killing them and taking whatever items they can loot from their bodies. They may kill some of the humans and let the others go free after beating them up and stealing their belongings.
D10=4:One morning, the party rides into a village to buy supplies and gather information. During the day, they decide to leave the village to explore the forest. They are traveling through the forest when they are attacked by a group of bandits. The bandits will try to rob them, but may also try to kill them depending on the party's reactions.
D10=5: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.
D10=6:A small group of 3d4 dwarves from a dwarven treasure hunting guild are attempting to enter the volcano, but are being attacked by a group of goblins.
D10=7: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.
D10=8:A single bolt of lightning splits the sky momentarily.
D10=9:You find an old, extinguished campfire.
D10=10:The party encounters a group of 2d6+2 men dressed as Good Domain priests. The men are traveling along a different path, shouting, 'Praise the good domain!'
d100 = 68
D10=1: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.
D10=2:You see a group of 2d6+3 Hill Giants walking down the path towards you. If the party fights them, they will summon 2d4 additional Hill Giants to their aid.
D10=3:A gust of hot wind blows past you.
D10=4:You find a series of footprints leading into a fiery fissure.
D10=5:A scorching gust of wind carries the smell of brimstone.
D10=6:A group of fire newts has taken over a section of the volcano and are causing trouble for the nearby villages. The villagers offer a reward for anyone who can drive the newts out of the volcano.
D10=7:You see a large group of 2d6 goblins standing outside the door to the cave. They are chanting something. You notice that they are holding a large black cat by its neck. They are holding it right outside the entrance to a cave in the volcano.
D10=8:A distant, echoing howl fills the air.
D10=9:A lake of slow-moving lava reveals sunken ruins of an imperiled castle, where ghostly soldiers (2d
D10=10:The party comes across a small village that has been attacked by a group of bandits. The village elder will plead for the party's help to fight off the bandits who always seem to be one step ahead of the town's meager militia.
d100 = 69
D10=1:A group make their way down the side of the volcano on a rope ladder. They are moving at a medium pace and won't make it without help.
D10=2:A group of orcs dressed in leather armor and carrying spears approach the party. They are from the nearby orc fort and want to know why the party is here. They are peaceful and just want to know why the party is here. The orcs are here to stop the goblins from taking over the fort.
D10=3:You spot a small, rocky cave entrance.
D10=4:At the very heart of the volcano, you find a chamber of molten gold where 3d6 fire dwarves, exiled from their mountain homes, have built a kingdom. Their leader, a fierce and wise chieftain, demands a tribute of your most valuable possessions or a show of strength to prove your worth. Failing either test could result in them attacking with their fire-forged weapons and enchanted armor.
D10=5:A volcanic rock splits open to reveal a crystal inside.
D10=6:The heat dries out your skin, leaving it feeling tight.
D10=7:A group of 2d6 soldiers are standing guard at the base of the volcano. They are trying to keep people from going up the volcano. They tell the party that there has been an increase in demon activity at the top of the volcano, and that no one is allowed to go up there until further notice.
D10=8:The party hears a loud rumbling noise coming from the volcano. A moment later, a huge boulder comes flying out of the volcano. It lands near the party, then rolls down the mountain, destroying everything in its path.
D10=9:A group of men and women are fighting over a treasure chest full of gold that someone found inside the volcano.
D10=10:The ground around you trembles continuously.
d100 = 70
D10=1:A group of 2d6 orcs are searching the forest for food and water. If they see adventurers passing through, they will attack using their bows. They are not what you would consider a band of evil characters and just want to hunt for their supper.
D10=2:You see steam rising from a crack in the ground.
D10=3:The players see a group of 1d6+2 salamanders, fiery reptilian creatures, battling a pack of 2d6 fire slugs for territory within the volcano. The party can choose to help one side or try to mediate a peaceful resolution.
D10=4:The slopes of the volcano are dotted with sulfur vents and steam geysers. The players happen upon an ancient and disoriented fire elemental prince, banished from the Plane of Fire and losing control over his form. He is a wealth of knowledge but unpredictable. Helping him stabilize could earn a strong ally and valuable fire-related magic items, but angering him results in an uncontrollable rampage.
D10=5: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.
D10=6:A trickle of water flows down a rocky slope.
D10=7:A man named Samuel is trying to convince a group of people that there is gold in the volcano. Samuel has been trying to convince the people for years, but no one believes him because he has been wrong so many times before.
D10=8:A small tremor shakes the ground beneath you.
D10=9:The ground is dotted with small craters.
D10=10:A group of men are tied up together in a line at the top of the mountain. There is no one else around, so it looks like they made it up to the top on their own. When the party reaches them, they will shout for help and beg for food and water. They have been up here for 3d6 days and are very dehydrated.
d100 = 71
D10=1:The party comes across a group of dragonborn warriors who are on a pilgrimage to the fiery heart of the volcano to prove their bravery and gain the favor of their god. They may enlist the party's help on their quest or see them as obstacles to be defeated.
D10=2:Rocks crumble and fall from a cliff above you.
D10=3:A thick veil of smoke engulfs the party, obscuring their vision. As they press on, they realize they're surrounded by lava wyrmlings, the offspring of a colossal lava dragon who has claimed this area as its nesting ground. The wyrmlings are aggressive but inexperienced. Handling them without attracting their mother’s attention is a delicate and life-threatening task.
D10=4:The party comes across a group of survivors clinging onto a small section of land surrounded by molten lava. They are desperate for rescue and reveal there may be a secret underwater passageway to escape the volcano.
D10=5:The trail narrows to an unstable cliffside above a bubbling lava pit. Here, the party encounters a flame-wreathed harpy nest. These harpies use their enchanting song to draw adventurers into falling to their doom or directly into the lava. Collaborating with one harpy reveals the cursed relic they guard, but betrayal is constant, and combat may be unavoidable.
D10=6:As the party walks through the woods, they see a group of 1d4+1 centipedes walking around. Suddenly, two centipedes start fighting each other. It appears that their fight is putting too much pressure on their nest and is shaking it apart. Soon after, a group of 2d6 centipedes will come out of the ground and fight each other.
D10=7:The party comes across a group of 2d4+2 knights, dressed in full plate armor and wielding powerful swords. They introduce themselves as the Knights of the Volcano and offer to guide the party up the mountain, warning them of any dangers along the way.
D10=8:The party hears rumors of a powerful artifact hidden within the volcano that grants immense power to the wielder. However, they must navigate through treacherous terrain and fight against dangerous creatures to claim it.
D10=9:A powerful and elusive phoenix lives within the volcano and only appears once every hundred years. The party must find a way to earn its trust and acquire one of its legendary feathers, said to grant the power of resurrection.
D10=10:Strange, low-frequency hums emerge from deep within the volcano.
d100 = 72
D10=1: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.
D10=2:You find an old, abandoned mining cart.
D10=3:Nestled in a crater lies a small settlement of 3d6 salamanders, half-serpent, half-human fiery creatures known for their unparalleled control over flames. The salamanders have captured an elemental gem, which they use to control the flow of magma. The party must navigate through their scorching hot defenses to retrieve the gem and potentially save the settlement from destruction.
D10=4:A sudden, sharp tremor rattles the rocks around you.
D10=5:A lone dwarf appears, coughing and wheezing from the intense heat. They are determined to find a rare type of ore within the volcano for their blacksmithing business. They offer the party a generous reward for their help in locating it.
D10=6:The air is filled with the acrid scent of sulfur as you encounter a wounded red dragon, Sulfurakh, who pleads for aid against a cabal of pyromancer cultists attempting to siphon its power. Sulfurakh offers a portion of his hoard and his fiery breath as an ally in exchange for your assistance. The dragon proves to be an unpredictable but mighty ally, scorching the cultists to ash, though his primal ferocity sometimes spills over into friendly fire.
D10=7:You find a series of footprints leading into a fiery fissure.
D10=8:The party comes across a group of cursed individuals who have been transformed into lava creatures due to a powerful curse from a vengeful sorcerer. They plead for the party's help in lifting the curse and returning them to their human forms.
D10=9:The air starts to smell strongly of sulfur.
D10=10:A group of 6d6 gnomes are throwing a party in a large cave.
d100 = 73
D10=1:You see a man in a red cloak. He is looking for an animal known as a 'Volcano Phoenix.' It is a magical bird that resides in the volcano.
D10=2:Amid a sea of flowing lava stand statues of ancient heroes, still seemingly alive with flames flickering at their bases, each representing a sentinel spirit. Investigating these burning effigies draws the party into the narratives of sacrifices made to save realms from volcanic wrath. Partaking in the lore might endow the characters with sentinel blessings for infernal protection or consuming curses that require sagacity to overcome.
D10=3:The air feels heavy with a sense of anticipation.
D10=4:You hear the sudden squawk of a bird high above.
D10=5:A group of 2d6 kobolds is seen climbing up the side of the volcano. They have rope, spikes and lanterns with them. They are trying to steal unrefined gold.
D10=6:The sky darkens suddenly as ash clouds gather.
D10=7:The players are approached by a group of dwarves who have built a secret forge within the volcano's caldera. They ask for the party's help in retrieving a rare mineral that can only be found within the volcano in order to complete their latest masterpiece.
D10=8:You see a group of 1d10 goliaths making their way up the side of the volcano. They are on a spiritual pilgrimage and may offer a blessing or aid to the party in exchange for a small donation.
D10=9:As the party makes their way along a narrow cliffside path, a sudden gust of wind knocks them off balance and they almost fall into the lava below. If they look closely, they will see a group of 3d6+3 harpies perched on the top of the nearby cliffs, laughing at their misfortune.
D10=10:The party hears rumors of a powerful artifact hidden within the volcano that grants immense power to the wielder. However, they must navigate through treacherous terrain and fight against dangerous creatures to claim it.
d100 = 74
D10=1:The adventurers discover a hidden grotto near the volcano's summit, home to an ancient oracle who has turned to stone. This oracle's spirit, still bound to his petrified body, guards a prophecy regarding the volcano’s future. Unlocking the prophecy requires solving a series of complex fire-based puzzles and surviving attacks from the oracle’s flame-imbued guardians.
D10=2: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.
D10=3:You find the skeletal remains of a small animal.
D10=4:The party is attacked by a group of 2d8 lizard people. If you defeat them, you will gain access to a hidden chamber where they were planning their next attack.
D10=5:On the outskirts of the volcano, the party comes across a group of 1d8+4 lizardfolk who are desperately trying to save their eggs from a group of 2d6 hungry griffons who have made a nest nearby. The lizardfolk offer the party a hefty reward if they can drive away the griffons and protect their eggs.
D10=6:A group of 1d4+1 fire drakes are found nesting within the volcano. The party must either fight them off or sneak past them to reach their destination.
D10=7:A group of 3d4 giant wolves run around a bend in the trail. The wolves will attack if the party tries to interfere with them.
D10=8:You hear a faint, distant siren-like sound.
D10=9:A group of 4d4 fire elementals emerge from the volcano and attack.
D10=10:The party stumbles upon a massive lavaflow blocking their path. Inside the flow, they see the faint, fiery glow of an imprisoned fire titan, bound by magical chains forged by ancient wizards. Nearby runes hint at a prophecy of destruction if the titan were ever released. The players could absorb the titan’s power to gain fire abilities but at great risk of permanent harm. Releasing him might grant them an ally but only if they can appease his long-held rage.
d100 = 75
D10=1:A group of human bandits have been terrorizing the trade routes. Players must stop them before they cause too much damage.
D10=2:A group of lava elementals are in the middle of a heated argument over the best way to perform a traditional dance ritual. The party can choose to intervene and help settle the dispute or simply watch the spectacle from a safe distance.
D10=3: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.
D10=4:You see a bird fly up and disappear into the ash cloud.
D10=5:You find a relic of a lost civilization, half-buried in the ash.
D10=6: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.
D10=7:A group of 3d6 orcs 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.
D10=8:A mysterious figure approaches the party, offering to sell them a potion that will grant them temporary immunity to lava and fire. The potion could prove useful in their journey through the volcano, but its true effects may be unpredictable.
D10=9:The ash on the ground forms a nearly perfect circle.
D10=10:The party sees a group of 2d6 soldiers standing guard at the top of the volcano. They tell the party that there has been an increase in demon activity at the bottom of the volcano, and that no one is allowed to go down there until further notice.
d100 = 76
D10=1:Near a spiraling column of hot ash, a solitary fire nymph weeps over a molten grave marked by glowing runes. She mourns her star-crossed lover who was consumed by the fiery wrath of the volcano about an age ago. By meeting her and understanding the symbol beneath the lava, players will gain an insight into the bounds of love and loss, and a blessing to traverse the volatile hellscape with minimal harm.
D10=2:You find a petrified flower, delicate and intricate.
D10=3:Rising from the molten earth, a sentient lava golem, Pyros, implores your help in stopping an invasive fungal blight. Pyros offers his indomitable strength and fire immunity as an asset, able to carry party members over rivers of molten lava without harm.
D10=4:A group of 6d6 gnomes are throwing a party in a large cave.
D10=5:A crackling sound emerges from beneath the ground.
D10=6:You spot a nest of fire-wolves, their eyes glowing in the dark.
D10=7:While cautiously navigating a precarious path, the party encounters a stone giant sculptor who is attempting to carve out a fortress from the volcanic rock. He is guarded by a rock-and-magma creature he has animated to protect him. The giant offers to share ancient knowledge and a way to calm the volcano if persuaded diplomatically but attacks when met with aggression. Extreme caution and respect might turn this into a rewarding alliance.
D10=8:A small band of nomadic warriors have been tracking the interlopers and have decided to attack. They're coming from the direction of the plains, perhaps with a pack animal or two. If the players send a scout back toward the plains, he'll see them -- but they'll be upon him in a matter of seconds.
D10=9:A group of three men in metallic armor is riding horses. Two of them have swords and the third has a strange-looking harpoon gun. The horses have odd-looking metal armor on their legs. They say they are looking for bandits to capture and bring back to town for incarceration.
D10=10:The party comes across a mysterious figure standing at the edge of the volcano's crater. The figure is adorned in fiery red robes and claims to be a powerful fire mage seeking an apprentice. The party must decide whether to accept the offer or continue on their journey.
d100 = 77
D10=1:The sky takes on an orange hue from the volcanic activity.
D10=2:You notice that the ash has formed peculiar patterns on the ground.
D10=3:Mid-climb, the very air you breathe turns to fire as 1d6 phoenixes take flight around you, their cries echoing like the roar of the flames themselves. These majestic yet territorial birds swoop and dive, their fiery tails scorching anything they touch. Survival means navigating their dazzling but deadly speed and fiery assaults.
D10=4:A powerful sorcerer is seen standing near the mouth of the volcano, chanting and summoning powerful infernal beings to do his bidding. He offers to teach the party some of his secrets in exchange for a rare magical reagent that can only be found deep within the volcano.
D10=5:The ground opens to a hidden cavern filled with 1d4 obsidian warriors, their bodies fused with the fiery rock of the volcano. These ancient guardians move with surprising speed, wielding weapons that burn hotter than the sun. Their defensive formation is nearly unbreakable, forcing you into a battle of tactical precision and endurance.
D10=6:The party hears a loud rumbling noise coming from the volcano. A moment later, a huge boulder comes flying out of the volcano. It lands near the party, then rolls down the mountain, destroying everything in its path.
D10=7:The ash on the ground forms a nearly perfect circle.
D10=8:A group of 1d4+1 scavengers are spotted picking through the remains of a caravan that was destroyed by the volcano. They may offer valuable items in exchange for protection from the dangers within the volcano.
D10=9:A group of 2d6 soldiers are walking away from the volcano. They are talking about how bad the Old Goblin is. They say he smells like rotting meat and he is always angry about something.
D10=10:A flock of birds flies away from the volcano in a panic.
d100 = 78
D10=1:Scattered bones of ancient creatures lie about.
D10=2:A lone, twisted tree stands on the edge of a cliff.
D10=3:Dull red light glows from a cave entrance.
D10=4:As you ascend the volcano's slope, the ground trembles beneath your feet. Without warning, the earth splits open, releasing 3d6 magma mephits. These creatures cackle with glee as they fling molten rock and scalding steam towards you, testing your resolve and coordination as you struggle to maintain balance on the unstable surface.
D10=5:A group of bears are seen eating a deer.
D10=6: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.
D10=7:The temperature suddenly drops a few degrees.
D10=8:The party wanders by a large pool of bubbling lava. There is a smell coming from a pool of lava near the center of the volcano. The party decides to investigate and sees a red dragon sleeping in the lava. The dragon will soon enter a dream where it has no control over its actions. The party will have to solve a series of puzzles to get the dragon out of its dream before the dragon remains in its dream and starves to death. If they are able to wake up the dragon they will be able to convince the dragon to help them reach the top of the volcano. The dragon is not able to carry the entire party, but it can carry one of them up to the peak. If they try to wake up the dragon without solving the puzzles, the dragon will attack. It starts with a lance attack, if that misses it will use its breath weapon, and if that misses it will take to the air and attack with claw and tail. The dragon is not able to hold on to anyone who is not standing on the ground. If a PC is successfully grabbed by the dragon, he will try to pull them off the ground and into his mouth. He will continue to try grabbing at the PC until it hits him. If he fails in grabbing him, he will fly up into the air and dive down at him. The party will have an opportunity to escape as the dragon flies away from them, or try to use his head as a battering ram to break through one of the walls of the lava cave (like breaking down a door).
D10=9:The party comes across a small camp near a stream where a group of 2d6+2 dwarves and 2d6+2 humans are being attacked by a group of 2d4+2 ogres (additional ogres will appear each round until all ogres that were attacking have been defeated... or until all other party members have been killed).
D10=10:As the party gets closer to the summit of the volcano, they are faced with extremely high temperatures. They must find a way to survive the intense heat or risk becoming severely dehydrated.
d100 = 79
D10=1:A pack of dire bears have made their den near the volcano and have been causing chaos in the surrounding area. The party must either find a way to coexist with the bears or defeat them before they cause further destruction.
D10=2:An animal's skeleton lies half-buried in ash.
D10=3:A trail of smoke leads the party to a nearby cave, where they encounter a group of 2d4+1 red dragons guarding a large hoard of treasure. The dragons will challenge the party to a series of challenges in order to prove themselves worthy of the treasure.
D10=4:The party hears a loud roar coming from the volcano. If they examine its source, they will see a group of 1d4+1 giant lizards running towards the party. It appears that they will attack them if they get too close to their nest.
D10=5: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.
D10=6:A group of bears are seen eating a deer.
D10=7:The volcanic terrain shifts as a magma giant rises, introducing himself as Thorgarn, protector of the elemental balance. He seeks aid in vanquishing a rogue efreeti who destabilizes the volcano. Thorgarn’s monumental strength and connection to the earth and fire elements aid you against formidable enemies.
D10=8:The party hears a loud crash from just up ahead. They discover a group of 1d4 halflings who lead a herd of horses from their stable every day to graze around the volcano's peak. This will be the first time they have seen any monsters! If the players help, they can head back to the stable at any time and rest for free for as long as they like! If they don't help them, then perhaps later on in their adventure they will meet up with them again and perhaps form an alliance with them!
D10=9:Up ahead, you see a group of 2d6 dwarves digging in the mountainside. They are searching for rubies and gold ore. You see a group of 2d10+2 of their brethren standing guard. They are asking everyone that passes by if they have seen any suspicious characters. If players approach the mine, they will hire the party to take down the bandits camped out nearby. They have been attacked several times during the night by the local goblins who think the dwarves have a lot of treasure. The dwarves will pay the party for their services.
D10=10:A distant, low rumble echoes through the mountains.
d100 = 80
D10=1:A group of 2d6 goblins are in the area looking for a place to start a new goblin city. They will attack anyone they see.
D10=2:Footprints of a fire elemental are burned into the ground.
D10=3:The party comes across a group of cursed individuals who have been transformed into lava creatures due to a powerful curse from a vengeful sorcerer. They plead for the party's help in lifting the curse and returning them to their human forms.
D10=4:You come across a natural amphitheater of volcanic rock.
D10=5:The party sees a group of 1d6+2 duergar emerging from a hidden entrance in the side of the volcano. They are searching for a legendary weapon said to be located within the volcano and are willing to do whatever it takes to claim it. However, they may also have information about the volcano's mysteries and dangers that could aid the party on their journey.
D10=6:While navigating the steep and treacherous slopes of the volcano, the party comes across a group of daredevil adventurers trying to break the record for the fastest ascent of the volcano. Will the party join in on the competition or help them safely reach the summit?
D10=7:A group of rogue dwarves have set up a black market at the base of the volcano, selling illegal and dangerous items. However, business has slowed down as of late due to a rival gang of duergar encroaching on their territory. The party is hired to eliminate the competition and will be rewarded with a cut of the profits.
D10=8:You find an old fire pit with signs of recent activity.
D10=9:Amidst a field of fumaroles, the adventurers find themselves surrounded by 2d6 fire elementals, amorphous beings born of the earth’s inner fury. The elementals are guardians of a deep magma pool which serves as the portal to an elemental plane of fire. Battling the elementals while avoiding the scalding emissions from the fumaroles poses a grueling challenge.
D10=10:At the heart of the volcano rests a shrine dedicated to a long-forgotten fire deity. Guarding this sacred place are 2d4 phoenix, majestic birds of flame that rise from death anew. The adventurers must face not only the phoenix's fiery wrath but also decipher ancient runes and solve complex riddles to appease the deity and avoid wrathful retribution in the form of an eruption.
d100 = 81
D10=1:The ground beneath you feels somewhat hollow.
D10=2:A group of skeletons are seen walking down the path, looking for treasure.
D10=3:The party is tasked with retrieving a sacred relic from a temple located within the volcano. But they must first pass a series of trials, each one testing their strength, willpower, and connection to the element of fire.
D10=4:The ground is scattered with colorful pebbles.
D10=5:You come across a peculiar gemstone partially buried in the ground.
D10=6:You see a fire imp darting between the rocks.
D10=7:As the party rests near the summit of the volcano, they are approached by a friendly rock gnome named Glimwick who asks for their help in retrieving a special mineral called blazestone, which can only be found deep within the volcano.
D10=8:The players come across a group of elementals (fire, earth, air, water) who are in the midst of a heated argument over who has the most power within the volcano. They will challenge the party to a series of elemental-themed puzzles or tasks to prove their worth.
D10=9: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.
D10=10:A shipwrecked pirate captain has built a makeshift shelter near the volcano and is desperately trying to repair his ship before it's too late. The party can choose to help him repair his ship or take advantage of his misfortune and steal his treasure.
d100 = 82
D10=1:You find a shattered weapon surrounded by congealed lava.
D10=2: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.
D10=3:A large, ancient tree stands alone, resilient against the elements.
D10=4:A group of fire giants have built a massive forge within the volcano where they create powerful weapons and armor. They may be willing to trade their goods with the party if they can prove themselves worthy enough.
D10=5:You find an abandoned campsite with charred remains of tents.
D10=6:The party sees a lone figure sitting on the edge of the volcano, seemingly meditating and unbothered by the intense heat. If they approach, they will find a powerful sorcerer who has come to meditate and commune with the fiery spirits of the volcano.
D10=7:A group of 3d6 dwarves 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.
D10=8:The party comes across a group of fire giants who are having a competition to see who can throw a boulder the farthest into the lava. If the players join in and win, the giants will grant them safe passage through their territory. But if they lose, they must face the wrath of the giants.
D10=9:A group of firenewts, native to the volcanic region, are in conflict with a tribe of azers over resources. The party must either help one side or try to find a peaceful resolution.
D10=10:A group of 3d12+3 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.
d100 = 83
D10=1:The ground feels unusually warm to the touch.
D10=2:A small group of haggard adventurers is found sheltering in a cave near the base of the volcano. They tell the party that they were exploring the volcano when they accidentally unleashed a powerful, ancient lava demon. The party must decide whether to help the adventurers defeat the demon or flee for their lives.
D10=3:The party comes across a group of 2d8 dwarves who are carefully excavating a section of the volcano's side. They tell the party that they are searching for a lost artifact rumored to grant invulnerability to fire.
D10=4:You hear distant chanting growing louder as you draw near to a group of salamanders conducting a ritual around a massive, glowing magma crystal. The salamanders’ leader, Prince Lazanith, seeks aid in appeasing the erupting volcano spirit, Brynathar. In return, Prince Lazanith offers enchanted obsidian weapons and his tribe's lava-forged might to aid you in upcoming battles.
D10=5:The party hears rumbling and the ground begins to shake as a massive 1d4+1 group of umber hulks burst through the side of the volcano. These savage beasts have been burrowing through the molten rocks to escape their underground kingdom and are now looking for new territory to claim.
D10=6:The volcano is actually an entrance to a portal. It leads to a plane of the Abyss. The entrance is guarded by demons, and a wave of demons will come out of the portal every hour.
D10=7:A lava tube extends deep into the heart of the volcano.
D10=8:As the party rests near the base of the volcano, they are suddenly attacked by a group of 1d6+1 fiery harpies who have made their nests in the nearby rocks. The party must fend them off and find shelter before the harpies return with reinforcements.
D10=9:A small group of 3d4 dwarves from a dwarven treasure hunting guild are attempting to enter the volcano, but are being attacked by a group of goblins.
D10=10:A fallen tree trunk is completely charred and hollow.
d100 = 84
D10=1:A lone dwarf appears, coughing and wheezing from the intense heat. They are determined to find a rare type of ore within the volcano for their blacksmithing business. They offer the party a generous reward for their help in locating it.
D10=2:A powerful fire elemental is wreaking havoc around the volcano, burning everything in its path. The party must figure out a way to stop it before it destroys the surrounding area.
D10=3:In the depths, you discover a tribe of lava trolls, surprisingly intelligent and led by a shaman named Mogrim. Mogrim seeks allies to repel a fire giant invasion threatening their underground sanctum. The lava trolls’ regenerative abilities and molten strength greatly bolster the party’s combat readiness.
D10=4:The ground around you trembles continuously.
D10=5:Hot spring pools bubble near you.
D10=6:You find a series of footprints leading into a fiery fissure.
D10=7:As the party travels through a tunnel within the volcano, they are ambushed by 1d8 rogue fire elementals who were hired by a rival adventuring party to eliminate them.
D10=8:A light, eerie hum fills the air.
D10=9:An animal's skeleton lies half-buried in ash.
D10=10:Deep inside the fiery veins of the volcano, a group of 2d6+4 ember druids weave solemn songs of a paradise turned to slag. Each song reverberates with sorrows untold, praying for a change to bring back greenery burned alive. Helping them revive some parts of this living history might gift players with herblore of unmatched potency that is imbued with flames of rejuvenation.
d100 = 85
D10=1:You encounter an eccentric fire sage named Pyria who requests help in retrieving a stolen guardian spirit from a demon cult. Pyria’s extensive knowledge of fire spells and rituals enhances your party's magical capabilities, turning the tide against demonic forces.
D10=2:A group of 1d4 fire drakes approach the party, curious and intrigued by their presence in the volcano. They are willing to offer information and assistance in exchange for a tasty meal.
D10=3:The party is caught in the middle of a large-scale battle between a group of powerful fire mages and a rival group of ice mages. The volcano is their chosen battleground, and the party may have to choose a side or try to put an end to the conflict.
D10=4:You hear a faint, distant siren-like sound.
D10=5:A massive boulder comes tumbling down the side of the volcano, narrowly missing the party. They soon discover that it was pushed by a group of aggressive rock creatures who are protecting their territory.
D10=6:The party sees a group of 2d6 soldiers standing guard at the top of the volcano. They tell the party that there has been an increase in demon activity at the bottom of the volcano, and that no one is allowed to go down there until further notice.
D10=7:Near the caldera’s ridge, 2d6+2 molten guardians chant in ancient tongues, their voices like embers crackling through the eternal night. Shielding the remains of a forgotten sage, they seek to unlock the wisdom buried deep within the volcanic heart. Helping them might yield tome portions written in sacred flames that unveil mysteries lost to volcanic cataclysm but might also instigate the ire of caretaking spirits.
D10=8:The party comes across a group of fire giants who are having a competition to see who can throw a boulder the farthest into the lava. If the players join in and win, the giants will grant them safe passage through their territory. But if they lose, they must face the wrath of the giants.
D10=9:You see a cave in the mountain. You can see 2d6+5 goblinoids with huge smiles on their faces. They run out of the cave looking for you to make friends with you.
D10=10:As the ground shakes beneath your feet, a small tribe of fire-resistant kobolds led by a charismatic elder named Silegtag emerges from a hidden lava tube. They offer to guide you through the treacherous landscape in exchange for help in recovering a stolen totem from a band of fire giants. Along the way, Silegtag proves to be a witty and strategic thinker, leading to some clever ambushes and traps.
d100 = 86
D10=1:As you approach the volcano’s caldera, an unsettling chant echoes through the air. Emerging from a hidden crevice, 1d4 volcano cultists clad in robes of molten red engage in a dark ritual. They summon a fire elemental, 1d8, to aid them, and the battle becomes a desperate race to disrupt their incantations before their powers overwhelm you.
D10=2:The party encounters a group of cursed individuals who are doomed to live in the volcano for eternity. They offer to trade treasures they have collected over the years in exchange for their freedom, but the party must decide if the trade is worth the risk.
D10=3:You find a lost amulet, slightly melted but still recognizable.
D10=4:A jagged rock formation casts a long shadow.
D10=5:A group make their way down the side of the volcano on a rope ladder. They are moving at a medium pace and won't make it without help.
D10=6:A group of lava elementals are in the middle of a heated argument over the best way to perform a traditional dance ritual. The party can choose to intervene and help settle the dispute or simply watch the spectacle from a safe distance.
D10=7:The PCs encounter a group of dead travelers. It appears they've been torn apart by some wild animal. Something like "giant dogs" or "giant wolves" might be appropriate, but feel free to improvise.
D10=8: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.
D10=9:The party encounters a wounded dragon who has sought refuge within the volcano. It appears to be poisoned and asks for the party's help in locating the cure before it's too late.
D10=10:Hissing steam rises from a pool of water.
d100 = 87
D10=1:Amid a sea of flowing lava stand statues of ancient heroes, still seemingly alive with flames flickering at their bases, each representing a sentinel spirit. Investigating these burning effigies draws the party into the narratives of sacrifices made to save realms from volcanic wrath. Partaking in the lore might endow the characters with sentinel blessings for infernal protection or consuming curses that require sagacity to overcome.
D10=2:A light, eerie hum fills the air.
D10=3:The party encounters a group of travelers who are lost and running low on supplies. They offer to trade some of their precious items for food and water. But are they really as desperate as they seem?
D10=4:A group of 2d6 men are walking down the road. They are wearing rags and carrying makeshift weapons and tools. They are looking for work or trying to get away from something in a nearby city or region.
D10=5:A large, winged creature flies overhead. It circles back around and dives downwards towards a group of 2d6 goblins below.
D10=6:The party comes across a group of friendly fire zombies who are simply trying to survive in the harsh environment of the volcano. They offer to help the party in exchange for some food and a promise not to attack them.
D10=7:A small cavern emits a strange glow.
D10=8:A group of firenewts have been worshipping a mysterious entity within the volcano, offering sacrifices to appease it. The party must stop them before they make a catastrophic mistake.
D10=9:The players will see an old man selling apples and pumpkins. He will tell the players that his apples are special and that they are good for keeping demons away. He will ask the players if they want to buy any. If they say "yes", he will attack the players with a large pumpkin. The pumpkin bursts into flames and becomes a fire elemental.
D10=10:A lava tube extends deep into the heart of the volcano.
d100 = 88
D10=1:The smell of burning wood wafts through the air.
D10=2:Strange, glowing insects hover near the hot springs.
D10=3:A group of 2d6 goblins are sitting around a fire, roasting a wild boar that they caught. If players get too close, they will attack.
D10=4:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. The players can get information about what's happening by listening to the soldiers.
D10=5:A group of salamanders are seen battling against a group of frost giants at the base of the volcano. The party must decide which side to aid in the conflict or perhaps they can find a way to make peace between the two factions.
D10=6:A band of human bandits are hiding in a cave. They rob caravans that are heading to the city.
D10=7:The party comes across a group of 1d6+2 firenewts, who are skilled miners and have built a thriving community deep within the volcano. They offer the party a warm welcome and trade opportunities.
D10=8: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.
D10=9:You hear a loud noise and see a giant boulder hurtling down the mountain towards the valley. It's coming straight towards you. Let the players roll some dice to determine who, if anyone, tries to get out of the way.
D10=10:During their ascent, the party comes across a group of 2d6+1 kenku who have taken up residence within the crevices of the volcano. They are skilled thieves and may try to steal from the party if given the opportunity.
d100 = 89
D10=1:You find a naturally formed bridge of cooled lava.
D10=2:The party is caught in the middle of a battle between two rival dragon lords who both claim the volcano as their territory. Will the party choose a side or try to broker a peace treaty between the two warring dragons?
D10=3:A group of 3d6 orcs 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.
D10=4:As the party approaches an abandoned building, they see a group of 2d6 guards posted on either side of the door. A man in plate and chainmail armor approaches the party and tells them to turn back. He states that if they value their lives they should leave as soon as possible and that they themselves are not welcome here unless they are members of the church. The leader of the guards is wearing plate and chainmail armor with a star engraved on the chest plate. The guards will attack anyone who does not leave.
D10=5:A lone human bard is standing on a cliff near the volcano, playing a mournful tune on his lute. When approached, he reveals that his lover was taken by the fire giants who dwell within the volcano. He will ask the party to help him rescue her.
D10=6:The volcano suddenly erupts, causing a rain of burning rocks to fall down on the party. Roll 5d6 damage per player.
D10=7: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.
D10=8:The party stumbles upon a group of volcanic creatures known as molten giants, who are preparing for their annual mating ritual. However, the ritual attracts the attention of a powerful dragon who sees the party as a threat to its territory.
D10=9:A flock of fire hawks suddenly swoops down on the party, attacking them with fiery talons and screeching cries. As they fight off the birds, they may find a mysterious fire egg that could hatch into a powerful companion.
D10=10:An old dragon slayer and her apprentice are seen making their way towards the volcano. They are on a quest to defeat the dragon that resides within, but they may need the party's help to do so.
d100 = 90
D10=1:A powerful and immortal fire elemental offers the party a chance at eternal life and power, but in exchange, they must pledge their allegiance and serve as its minions for eternity. Will the party accept this tempting offer or risk facing the wrath of the elemental?
D10=2:A group of 2d6 dwarves are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D10=3:You see a small goblin tribe running up the side of the volcano carrying bags of food on their backs. The tribesmen have determined that this is their kingdom due to their new found home with the resources found inside their new home.
D10=4:The party comes across a group of 2d4 dwarves with pick axes and shovels going from one location to another in search of ore deposits. The dwarves act very friendly but they will attack if threatened or attacked.
D10=5:You hear the distant sound of rolling rocks.
D10=6:A group of 3d12+3 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.
D10=7:A lizard darts across your path and disappears into a crack.
D10=8:The party comes across a small camp of 1d4+1 adventurers who have claimed a portion of the volcano as their own. They offer to share their food and shelter in exchange for help fighting off a pack of nearby lava wolves.
D10=9:A group of 4d4 fire elementals emerge from the volcano and attack.
D10=10:You find a hot rock that is too hot to touch.
d100 = 91
D10=1:The players are approached by a group of dwarves who have built a secret forge within the volcano's caldera. They ask for the party's help in retrieving a rare mineral that can only be found within the volcano in order to complete their latest masterpiece.
D10=2:As the party travels through the rocky terrain, they spot a group of 2d6 dwarves mining for rare minerals near the base of the volcano. They are looking for help in defending their mine from other creatures that also desire the valuable resources.
D10=3:Players come across an abandoned camp with a campfire still smoldering. On the ground are several human bones, gnawed at by animals, and a large collection of human skulls stacked on one side of the camp, as if someone had been collecting them for some reason.
D10=4:A group of 2d6 goblins are seen looting a broken wagon.
D10=5:A group of nomadic fire genasi who are searching for a new home appear before the party. They are desperate to find a safe place to settle, but the volcano's constant activity makes it difficult. The party must help find a solution for both the genasi and the volcano.
D10=6:A gnome wizard named Evergood has set up camp near the volcano's peak. He will offer to cast a free 'Arcane Eye' spell on any player who can get one on him. The spell creates a small floating orb in their opponents' heads, allowing them to hear their thoughts. If the players don't accept, he will attack them instead for being ungrateful.
D10=7:The players discover an entrance into the volcano via a tunnel that leads directly into the center of the crater. This tunnel leads to an underground civilization known as the Fire Giants.
D10=8:Caught in a curtain of falling embers, the characters stumble upon a chasm where 3d6 salamanders sing a haunting dirge, dedicated to the memory of a fallen elemental lord. Their song is said to be a ritual to preserve the integrity of the volcanic soul itself. Participating respectfully might earn them the right to be insulated from the harshest of volcanic conditions or the power to commune with the very essence of the planet itself.
D10=9:You see a procession of ghostly figures moving solemnly along a path.
D10=10: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.
d100 = 92
D10=1:Amidst a field of steaming rocks, a solitary fire drake mourns beside the magma-shrouded remains of its mate, fiercely guarding an egg that radiates immense heat. The drake's silence speaks volumes of sorrow and unfulfilled promises. If characters can manage to aid the drake in ensuring the egg’s safe hatching, they might gain trust and a loyal drake ally, though failure may result in the drake's fiery vengeance.
D10=2:The volcanic terrain darkens as shadows rise, coalescing into the form of a shadow drake, Karavel. She seeks vengeance against a fire elemental that destroyed her brood. Though inherently distrustful, Karavel offers her stealth and shadowy breath to assist you, making for a formidably unpredictable ally.
D10=3:A group of men and women are arguing about whether or not there is a treasure chest full of gold somewhere inside the volcano, and if so, where it is located inside the volcano.
D10=4:A group of 2d6 hobgoblins are standing by the path with weapons. They are testing the party to see if they are worthy to pass.
D10=5: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.
D10=6:A group of 2d6+2 rascals (fierce kobolds with +2 Hit Dice and better fighting skills) are living on the side of the volcano. They are looking to do some damage to the local village or town. They are not particularly stealthy and if approached by the players, they will tell them that it was just a prank. They will not put up a fight if the players attack them.
D10=7:Two men are fighting over a woman. The men are drunk. One of the men calls the other a 'scoundrel'.
D10=8:The party comes across a group of 1d4+1 lizardfolk who have created an intricate system of tunnels within the volcano. They are seeking a powerful artifact hidden deep within the volcano and will offer guidance and information to the party in exchange for their help.
D10=9:reenact their final, doomed stand against the encroaching inferno. Their ethereal forms whisper forgotten battle hymns, and discovering the relics of their struggle could grant the players powerful wartime artifacts that speak volumes of valor, duty, and tragic fallibility.
D10=10:The air grows thicker, making it harder to breathe.
d100 = 93
D10=1:As the party travels through a tunnel within the volcano, they are ambushed by 1d8 rogue fire elementals who were hired by a rival adventuring party to eliminate them.
D10=2:An Age of Worms adventure hook: The party finds a dwarven tribe in the hills. They are looking for their god, who has been missing for over a century, after which they plan to kill off all humans in the region. If the party can locate their god for them, they will offer to help the party in any way they can for a year, including teaching them about dwarves, building stone buildings for them, giving them quantities of high quality ale, building walls for them, et cetera.
D10=3:A group of 3d6 adventurers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D10=4:The party stumbles upon a group of 1d8+1 blind monks who claim to have the ability to sense and harness the power of the volcano. They are able to walk on the molten lava unharmed and may offer to teach the party their techniques in exchange for a favor.
D10=5:A volcanic rock splits open to reveal a crystal inside.
D10=6:The volcanic terrain darkens as shadows rise, coalescing into the form of a shadow drake, Karavel. She seeks vengeance against a fire elemental that destroyed her brood. Though inherently distrustful, Karavel offers her stealth and shadowy breath to assist you, making for a formidably unpredictable ally.
D10=7: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.
D10=8:The party finds a group of fire genasi refugees who have been banished from their homeland due to their elemental heritage. They seek a new place to call home and may ask the party for assistance.
D10=9:The ground ahead is littered with jagged volcanic rocks.
D10=10:Bats fly out of a nearby cave, disturbed by your presence.
d100 = 94
D10=1:An attack party of 4d4 goblins is carrying the rotting body of a man. They are fleeing from someone or something. If they get away, they will take the body and hide in a forest cave nearby.
D10=2:You find a broken cartwheel with scorch marks.
D10=3:A brass dragon appears on the rim of the crater. He was sleeping in his lair when the volcano erupted and is now searching for survivors.
D10=4:A group of treasure hunters believes there is a hidden chamber deep in the volcano that contains untold riches. They offer to split the loot with the party if they help them navigate through the dangerous terrain.
D10=5:A group of 2d6 mercenaries are looking for work. They will ask the party to escort them to a local city known as 'The City of Thieves.'
D10=6:A group of 2d6 orcs are searching the forest for food and water. If they see adventurers passing through, they will attack using their bows. They are not what you would consider a band of evil characters and just want to hunt for their supper.
D10=7: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.
D10=8:A group of humans are collecting rare plants from the lava fields. They plan to sell them at a local market.
D10=9:An ogre is seeking revenge on a nearby village for killing his family. He is kidnapping villagers and bringing them back to his cave to eat them.
D10=10:An ancient, dormant volcano has become home to 4d8 magma-infused undead, skeletons with bones of obsidian and eyes of ember. They rise from the ground with a chilling, fiery aura that has raised the temperature around them. As the battle rages, the intense heat starts to blister and burn any unprotected flesh.
d100 = 95
D10=1:The adventurers find themselves on the edge of a massive caldera where streams of molten lava converge into a churning lake. Rising from this lake is an undead skeletal dragon, its bones blackened from ages of volcanic exposure and magic. It guards relics that belonged to a fire sorcerer who once tried to harness the volcano's power. Obtaining these artifacts requires battling through intense heat, toxic gases, and the dragon’s dark magic.
D10=2:You find a hot rock that is too hot to touch.
D10=3:You stumble upon a makeshift village at the base of the volcano, inhabited by a peaceful tribe of fire giants. They offer the party food and shelter, but they seem to be hiding something. If the party is able to gain their trust, they will be rewarded with a powerful fire elemental ally.
D10=4:A group of 2d6+2 goblins and a hobgoblin are planning to find the stairs down from the mountains that the party is using to enter the volcano. The goblins were hired by the hobgoblin to find the stairs. When they find a group of adventurers who are going down the stairs, they will attack. The goblins will hide while the hobgoblin goes out and confronts the party. If the party is able to kill the hobgoblin, the goblins will come out of hiding and attack.
D10=5:The shadow of the volcano looms large.
D10=6:The party stumbles upon a hidden entrance to an underground dwarven city, built deep within the heart of the volcano. The dwarves are suspicious of outsiders and may not take kindly to the party's presence.
D10=7:A group makes their way down the side of the volcano on a rope ladder. They are moving at a fast pace and will attack anyone who tries to assist them.
D10=8: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.
D10=9:You stumble upon a petrified tree.
D10=10:A group of 2d6 dwarves are standing guard at the top of the volcano. They tell the party that they are here looking for a dwarven treasure trove that was lost many years ago.
d100 = 96
D10=1:Strange, low-frequency hums emerge from deep within the volcano.
D10=2:A group of 2d6+2 bandits are in the area looking for a place to hideout and not be bothered by the local soldiers. They will attack the players if they see them or anyone else.
D10=3:The party is attacked by a group of 2d8 lizard people. If you defeat them, you will gain access to a hidden chamber where they were planning their next attack.
D10=4:The party hears a song coming from the top of a nearby mountain. If they follow it, they will see a group of 1d8+1 druids dancing in a circle. They are using magic to hide themselves in an attempt to appease a nearby volcano.
D10=5:A loud rumble echoes from beneath the ground.
D10=6:The party hears rumbling and the ground begins to shake as a massive 1d4+1 group of umber hulks burst through the side of the volcano. These savage beasts have been burrowing through the molten rocks to escape their underground kingdom and are now looking for new territory to claim.
D10=7:The party comes across a group of 1d6+2 firenewts, who are skilled miners and have built a thriving community deep within the volcano. They offer the party a warm welcome and trade opportunities.
D10=8:The party hears the beautiful and haunting song of an 1d6+1 aasimar who is perched on the top of the volcano. She seeks to calm the raging fire within the volcano and protect the surrounding lands, but she needs the party's help in doing so.
D10=9:A group of 2d6+1 men are arrested and are being escorted to be questioned by the local authorities due to a recent murder that occurred near the area.
D10=10:You see a group of 2d6 giants attempting to break open the door to the cave.
d100 = 97
D10=1:A light, eerie hum fills the air.
D10=2:The party must save a group of city guards from a siege by 2d6 ghouls. They will be grateful for your help and give you a magic item if you save them.
D10=3:As the party rests near the base of the volcano, they are approached by a group of fire giant merchants. They offer unique and rare goods, but at a steep price.
D10=4:A group of 1d6+2 dwarves are found trapped within a collapsed tunnel in the volcano. They may offer a reward if the party can help them escape.
D10=5:A lone human bard is standing on a cliff near the volcano, playing a mournful tune on his lute. When approached, he reveals that his lover was taken by the fire giants who dwell within the volcano. He will ask the party to help him rescue her.
D10=6:A group of 1d4+2 elven archers are out hunting. They will not attack unless attacked first. If attacked, they will likely warn the attacking party that they do not appreciate being attacked. If the attacking party does not leave, they will fight.
D10=7:The mouth of a long-cooled lava tube leads into the chamber where a lich kneels amidst 2d8 eternal flames. The lich chants softly, bound by the curse of a broken promise made eons ago. His guardians, spectral warriors forever enslaved, murmur tales of honor and betrayal. Choosing to confront or collaborate with the lich could unravel layers of ancient human sorrows and unveil hidden caches of long-lost knowledge.
D10=8:The party hears a strange noise coming from a nearby lake. If they examine it, they will see that it is a group of 4d4+2 druids holding their hands above the water in an attempt to calm one of the local trout who is about to be eaten by a group of 2d6+2 dragon-like fish.
D10=9:A group of 1d8 goblins is looking for people to attack and/or steal from.
D10=10:The smell of sulphur is very strong. A small, ancient dragon is flying towards you. It attacks the party.
d100 = 98
D10=1:A dwarven chef approaches the party, offering to cook them a delicious meal using ingredients he gathers directly from the volcano. The party must decide whether to trust the chef's skills or risk getting food poisoning.
D10=2:As the party gets closer to the summit of the volcano, they are faced with extremely high temperatures. They must find a way to survive the intense heat or risk becoming severely dehydrated.
D10=3:You see a group of 2d4+2 elves beating up a group of 2d4 bandits. The bandits attack the party if they try to help the elves.
D10=4:The party encounters a crazed wizard who has set up a laboratory on the edge of the volcano's crater. He claims to be conducting experiments on harnessing the power of the volcano but refuses to let anyone into his lab. The party must navigate through his traps and puzzles to discover the truth of his intentions.
D10=5:The party hears rumors of a powerful artifact hidden within the volcano that grants immense power to the wielder. However, they must navigate through treacherous terrain and fight against dangerous creatures to claim it.
D10=6:From the shadows of a charred forest near the volcano’s base, you are ambushed by 2d6 cinder ghouls, undead beings wreathed in flames. Their touch siphons your life force, adding an element of horror and urgency as you fend them off while trying to avoid the burning foliage that threatens to ignite around you.
D10=7:Light refracts off ash particles, creating an eerie glow.
D10=8:An intense and sudden rainstorm drenches the land, creating steam clouds that obscure vision and footing. Emerging from the steam is an elder magma cyclops, a behemoth with a single, burning eye capable of incinerating anything it gazes upon. The cyclops guards a portal to the Plane of Fire, sealed by ancient guardians. Entering the portal reveals new realms filled with elemental dangers and opportunities.
D10=9:A large, ancient tree stands alone, resilient against the elements.
D10=10:Steam rises from a small pond ahead.
d100 = 99
D10=1:You see a group of seven men and women wearing red robes with hoods that cover their faces. They're carrying sacks on their shoulders and they're headed towards the nearby hills.
D10=2:The air feels heavy with a sense of anticipation.
D10=3:A powerful sorcerer has taken up residence in the volcano and is using its magical properties to enhance their spells. The party may choose to either ally with the sorcerer or take them down and claim their powerful artifacts for themselves.
D10=4:A seemingly innocuous pool of lava suddenly surges, revealing 2d6 lava golems emerging from its depths. These hulking behemoths, formed from molten rock, lumber towards you with burning fists, each step shaking the ground. Outsmarting these destructive titans requires more than brute strength; it's a test of agility and quick thinking.
D10=5:A group of 2d4 dwarves are standing around near a small campfire. They are very friendly and say hello to the party. The dwarves know the locals from their travels in town and have been told about you by them.
D10=6:A tribe of 3d4 goliaths have made their home on the side of the volcano, seeking its extreme climate as a way to test their strength and endurance. They may challenge members of the party to a contest of physical prowess.
D10=7:You notice unusual mineral deposits on the rock surfaces.
D10=8:A group of 2d6 men are gathered around a campfire. The men are singing songs and drinking ale. Players can join in on their fun or they can go on their way.
D10=9:A group of salamanders are seen battling against a group of frost giants at the base of the volcano. The party must decide which side to aid in the conflict or perhaps they can find a way to make peace between the two factions.
D10=10:The party comes across a group of fire giants who are having a competition to see who can throw a boulder the farthest into the lava. If the players join in and win, the giants will grant them safe passage through their territory. But if they lose, they must face the wrath of the giants.
d100 = 100
D10=1:The party smells the delicious aroma of cooking meat and follows their noses to a group of friendly fire giants who invite them to a feast. However, the party soon realizes that they are not the only guests and must compete in a series of challenges to earn their food.
D10=2:Lava rocks make the path difficult to walk on.
D10=3: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.
D10=4:In the depths of the volcano, the party discovers a hidden temple dedicated to the goddess of fire. The temple is guarded by a group of 1d6+2 azer who may offer to share their knowledge and wisdom with the party in exchange for a favor.
D10=5:A group of 2d6 dwarves patrol the area. They are looking for a lost horse. The horse is actually a magic horse named Thunder. The dwarves will ask for the horse, and if players give it to them, the dwarves will attack.
D10=6:The party comes across a long-abandoned dwarven stronghold within the volcano. It is said to hold ancient treasures and powerful artifacts, but is guarded by 1d6+2 fire elementals.
D10=7:You hear faint singing coming from the top of the volcano. As you approach, you see a group of harpies perched on the edge, their sweet voices luring unsuspecting travelers to their doom. The party must use all of their wits to avoid falling prey to the harpies' seductive song.
D10=8:While traversing the volcano, the party comes across a primordial elemental, trapped and wounded by a group of evil sorcerers. The elemental promises great rewards if the party can free it and help it exact its revenge.
D10=9:A group of 2d6+1 humans are on the path leading to the volcano. They are singing songs and telling jokes. They are traveling on foot and carrying supplies on their backs. If the party approaches, they will ask the party if they would like to join them, as they are making their way up to the volcano to start a new village.
D10=10:The party hears a loud crash from just up ahead. They discover a group of 1d4 halflings who lead a herd of horses from their stable every day to graze around the volcano's peak. This will be the first time they have seen any monsters! If the players help, they can head back to the stable at any time and rest for free for as long as they like! If they don't help them, then perhaps later on in their adventure they will meet up with them again and perhaps form an alliance with them!
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