A complete D&D 5e random encounter table for volcano scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a volcano, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Volcano encounter table
d100 = 1
D4=1: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.
D4=2: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.
D4=3:A group of men are selling apples along the road. They have a large basket full of apples which they are selling for a reasonable price.
D4=4:You see a group of 4d4 dwarves carrying ore buckets of lava to be smelted down for gold and other precious minerals.
d100 = 2
D4=1:A section of the path ahead is covered in blackened ash.
D4=2:You see a lone wolf watching you warily.
D4=3: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.
D4=4:The air grows noticeably more humid.
d100 = 3
D4=1: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.
D4=2: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.
D4=3:As the party reaches the summit of the volcano, they see a large statue of a fire deity that seems to come alive and start roaming around the volcano. They must figure out a way to calm the deity before it causes destruction.
D4=4: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.
d100 = 4
D4=1:You find an old, scorched piece of cloth fluttering.
D4=2: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.
D4=3:A lone crow caws ominously from above.
D4=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.
d100 = 5
D4=1: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.
D4=2: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.
D4=3:You spot a fleeting shadow against the lava-lit sky.
D4=4: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.
d100 = 6
D4=1:Streams of vapor rise from cracks all around.
D4=2:As you navigate a precarious ledge, a veil of noxious gas envelopes you, revealing a hidden tribe of 1d6 fire giants atop a higher cliff. They send a volley of flaming boulders raining down upon you. Taking them head-on seems impossible; instead, you'll need to find a cunning way to navigate the treacherous terrain and survive their onslaught.
D4=3:A powerful sorcerer has taken up residence within the volcano and is using its energy to enhance their powers. The party may be approached by the local authorities to take down the sorcerer and restore balance to the region.
D4=4:As the party travels through a lava-filled cavern, they come across a trapped 1d6+1 efreeti who was captured by a rival genie. The efreeti promises to grant the party three wishes in exchange for their help in defeating its captor.
d100 = 7
D4=1:The party passes a small town on the road. One of the buildings has been burned down and the rest of the town looks like it is abandoned. The town has no people or animals.
D4=2:A group of 3d6 elves are riding horses down the side of the volcano. The horses are carrying something.
D4=3: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.
D4=4:As you crest a hill, you see a group of lizardmen dancing around a fire. One of them is wearing a strange helmet that looks like the head of a dinosaur.
d100 = 8
D4=1:Deep in the volcano's heart, a chasm glows with the light of liquid rock, across which a stone bridge creaks ominously. Guarding the bridge stands a single fire giant, accompanied by 2d6 hellhounds. The giant, armed with a massive magma mace, demands tribute or challenges the adventurers to cross. As the fight ensues, the bridge begins to tremble and crack from the weight and heat, threatening to plunge all into the lava below.
D4=2:An old, weathered map flutters in the wind.
D4=3:You find an old, abandoned mining cart.
D4=4:The party hears a loud roar coming from the mountain. If they examine its source, they will see a group of 2d6+2 dwarves fighting with a group of 3d4 giants on top of a nearby mountain. If the party does not step in and help, then the dwarves will be defeated in 4 rounds by the giants.
d100 = 9
D4=1:A powerful necromancer has raised an army of undead creatures and is attempting to harness the power of the volcano to create even more powerful undead abominations. The party must battle through the necromancer's minions and put a stop to his dark plans.
D4=2:A group of 3d6 adventurers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D4=3: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.
D4=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.
d100 = 10
D4=1:A rhino is charging at the party. An old man is riding on its back with a sword in his hand. He will attack the first person who gets in his way. The rhino will chase the parties until one of them dies.
D4=2:You see a group of 2d4+4 humans sitting around a campfire. They are sharing stories about their past adventures and how they became adventurers. A small group of goblins attack the party out of nowhere.
D4=3:You discover a fossilized creature embedded in the rock.
D4=4:A group of 1d4 men are looking for their lost sheep.
d100 = 11
D4=1: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?
D4=2:The smell of sulfur is overwhelming as you approach a vent.
D4=3:Some rocks here appear to have been cut with precision.
D4=4:A group of 2d4 elven warriors are walking through the forest on their way to a nearby city to search for weapons and supplies needed for their upcoming battle against an evil wizard who is proclaiming himself king in their land. They are traveling by horseback.
d100 = 12
D4=1:Suddenly, the ground gives way and the party falls into an underground lake of lava. They must swim for their lives and find a way to escape before they are burned alive.
D4=2: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.
D4=3:The shadows seem to dance independently of the light sources.
D4=4:A group of fire elementals are seen engaged in a fiery battle with a group of 1d4+1 water elementals within the volcano's magma chamber. The players must navigate through the dangerous battlefield to reach their destination.
d100 = 13
D4=1:The ground is littered with peculiar crystal formations.
D4=2:A light, eerie hum fills the air.
D4=3:A group of 2d6 goblins are seen looting a broken wagon.
D4=4:A group of 1d4+1 of the local villagers are trying to hunt for food.
d100 = 14
D4=1: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.
D4=2:You find a cracked and blackened skull.
D4=3: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.
D4=4:A rhino is charging at the party. An old man is riding on its back with a sword in his hand. He will attack the first person who gets in his way. The rhino will chase the parties until one of them dies.
d100 = 15
D4=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.
D4=2:As the party reaches the top of the volcano, they are suddenly surrounded by a group of 1d6+2 drow who have been hiding in the shadows. They are searching for a rare mineral only found in the heart of the volcano and will do whatever it takes to get their hands on it.
D4=3:A series of small, connected craters pockmark the ground.
D4=4: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.
d100 = 16
D4=1:You hear bubbling sounds from a nearby lava flow.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 17
D4=1:You hear screams and see 2d6 gnolls carrying off a 2d6+2 travelers who have been captured by a band of slavers.
D4=2:The party comes across a small tower where a group of 2d4 wizards are creating an army of 1HD zombies (or skeletons if players are more powerful than level
D4=3:A large, ancient tree stands alone, resilient against the elements.
D4=4: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.
d100 = 18
D4=1:A column of smoke rises in the distance.
D4=2: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.
D4=3:The party comes across a group of 1d6+2 salamanders who are in search of a new leader after their previous one was killed by a group of adventurers. They may offer information or aid in exchange for a new leader.
D4=4: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.
d100 = 19
D4=1: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!
D4=2:A rough-hewn, obsidian portal leads deeper into the magma chamber, guarded by 1d4 balor demons. These titanic fiends, with their flame-wreathed whips and swords, stand as both a physical and moral challenge, seeking to corrupt or destroy any who seek passage. Intense heat, sulfurous fumes, and the echoes of malevolent laughter form a dangerous backdrop for this demonic confrontation.
D4=3:Volcanic stone arches form a natural gateway.
D4=4:The air grows thick with sulfur and heat as the party navigates narrow ledges. Lava begins to seep through cracks in the rock, creating rivers of fire. From the flames emerges a phoenix, reborn from the volcanic heat and searching for its new purpose. The majestic creature offers a test of wisdom and bravery; pass, and it will grant them a single wish or a powerful blessing. Fail, and they face its fiery wrath.
d100 = 20
D4=1: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.
D4=2:A large, blackened tree stands as a lone sentinel.
D4=3:A group of men and women are fighting over a treasure chest full of gold that someone found inside the volcano.
D4=4: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.
d100 = 21
D4=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.
D4=2:You find an old, extinguished campfire.
D4=3: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.
D4=4:The ground becomes increasingly fractured.
d100 = 22
D4=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.
D4=2:The party is suddenly attacked by a group of fire-breathing wyverns who have made their nest on the sides of the volcano. The party must fight for their lives or find a way to escape the flying beasts.
D4=3:You find a discarded tool embedded in the ground.
D4=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.
d100 = 23
D4=1: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.
D4=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.
D4=4:The party comes across a small tower where a group of 2d4 wizards are creating an army of 1HD zombies (or skeletons if players are more powerful than level
d100 = 24
D4=1: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.
D4=2: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.
D4=3:The party will see a group of 2d6 humans playing a game. They will attack the party if they get too close. They are actually a group of demons.
D4=4:Cries of some sort of animal are heard.
d100 = 25
D4=1: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.
D4=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?
D4=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.
D4=4:The ground is dotted with small craters.
d100 = 26
D4=1: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.
D4=2:A group of 2d6+2 orcs are scavenging a cave for treasure. They are not completely stupid and have been watching their surroundings. If they see adventurers approaching, they will hold their positions and wait to see what they're up to. They won't attack if they suspect a group of adventurers is simply passing through.
D4=3: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.
D4=4:While traveling through the volcano, the players come across a group of travelers who are stranded due to a sudden eruption. The travelers offer a reward for anyone who can help them escape the dangerous environment.
d100 = 27
D4=1:Beneath arches of blackened stone, the players come upon an enclave of Lava Golems (2d8+
D4=2: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.
D4=3: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.
D4=4:The party encounters a group of men who have been beaten and tied up by bugbears. They have been taken as slaves back to their lair. The party can free them if they want to.
d100 = 28
D4=1:A group of 2d6+1 elven warriors are returning to their elven tree fortress in the nearby mountains. They want to make sure that everyone in their village is safe.
D4=2:You hear bubbling sounds from a nearby lava flow.
D4=3:A group of traveling bards have been hired by a local lord to put on a show in his castle. They are in the process of scouting out a location to build their stage when they are attacked by a group of ogres.
D4=4: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.
d100 = 29
D4=1: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.
D4=2: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.
D4=3:A geyser of lava spouts up and a small singing dragon emerges. She will then fly away, laughing like a mad demon.
D4=4:A group of 1d8 goblins is looking for people to attack and/or steal from.
d100 = 30
D4=1: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.
D4=2: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.
D4=3:The players witness a group of 1d4+1 magmin, fiery humanoids, arguing with a group of 1d6+2 fire drakes over territory and resources within the volcano. The party can choose to intervene or let them settle their own dispute.
D4=4: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.
d100 = 31
D4=1:A group of 4d12+4 goblins are marching in a group towards the goblins that want to join players to fight against the other goblins!
D4=2: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.
D4=3: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).
D4=4:A group of fire newts have discovered a powerful artifact within the volcano that can control the elements. They plan to use it to dominate the surrounding regions and the party must stop them before it's too late.
d100 = 32
D4=1: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.
D4=2:A man named John is walking toward the volcano. He has a magic sword of +2 in his hand. He will attack if provoked
D4=3:The ground is littered with shards of obsidian.
D4=1:The top of the volcano is home to a small tribe of dwarves who are excellent alchemists. They have created a giant beaker that is on top of the volcano and is filled with a strange red liquid. The dwarves will try to sell this liquid to players. If they buy it, they will realize it is highly flammable and can be used as a weapon against enemies.
D4=2:Mysterious runes glow faintly in the rock.
D4=3: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.
D4=4:Near the peak of the volcano, the party comes across a small village of 3d10+5 fire genasi who have been exiled from their homeland for being too rebellious. They have made a new home within the crater and may ask the party to help them in their quest to overthrow their rulers.
d100 = 34
D4=1:The shadow of the volcano looms large.
D4=2: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.
D4=3:A group of 1d8 dwarves are out digging for treasure. They have set up camp just outside the volcano's crater, near the entrance of a cave system full of treasure.
D4=4:As the volcano rumbles, you meet an elven ranger, Eldrin, who specializes in dealing with volcanic threats. Eldrin requests aid in rescuing his sister from a group of rogue fire sorcerers building an incendiary focus deep within the volcano. Eldrin’s skill with flame-resistant plants and superior tracking proves invaluable in navigating and surviving the searing hazards.
d100 = 35
D4=1:A strange, sulfurous fog rolls in.
D4=2:You see a merchant caravan. The merchant asks you if you need anything. He has a large selection of general goods.
D4=3: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.
D4=4:Pyroclastic clouds drift lazily near the peak.
d100 = 36
D4=1:You stumble upon an abandoned forge animated by a forge spirit named Brimstone, seeking vengeance against a cabal of pyromancer thieves. Brimstone offers elemental constructs and enchanted fire arms to assist you in storming the pyromancers’ stronghold.
D4=2:You find a cluster of dormant geysers.
D4=3:You find a piece of parchment with a charred edge.
D4=4:A group of 8 gnomes are arguing over which path leads to the volcano. They can be bribed.
d100 = 37
D4=1: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.
D4=2: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.
D4=3: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.
D4=4:A group of 2d6 goblins hide in the shadows. If the players approach, they will ambush the party.
d100 = 38
D4=1: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.
D4=2: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.
D4=3:A group of pilgrims are making their way towards the summit of the volcano to perform a ritual to appease the fire god that resides within. They will be willing to share what they know about the volcano's secrets with the party.
D4=4:A group of 3d6 orcs is setting up camp next to the trail, preparing to ambush a group of travellers on the road. The orcs are right in the middle of tying up their horses when the party appears.
d100 = 39
D4=1:A fire salamander approaches the party, requesting their help in retrieving a book that was stolen from its library by a group of kleptomaniac imps. The party must navigate through the imps' lair and retrieve the book, and in return, the salamander offers to teach them a powerful fire-based spell.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 40
D4=1:An eccentric wizard has built a tower on the side of the volcano and is using its energy to power his experiments. The party must navigate through his tower and deal with the strange and dangerous creatures he has created.
D4=2:Lingering near a fiery geyser is a coven of 2d3+1 hags, each with different elemental afflictions - fire, earth, and smoke. These hags are conducting a dark ritual to gain control over the volcano's heart, seeking to unleash unstoppable destruction. The adventurers must disrupt their ritual while combating their elemental curses, navigating a network of deadly traps and summoned fire creatures.
D4=3:A group of 2d6 elves are walking down the path towards you. If the party attacks them, they will summon 2d4 additional elves to their aid.
D4=4: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.
d100 = 41
D4=1:A group of fire salamanders have been terrorizing a nearby village, stealing their livestock and causing destruction. The villagers will offer a reward to anyone who can stop the salamanders and protect their homes.
D4=2:You see what appears to be an old altar, still warm to the touch.
D4=3: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.
D4=4:You hear the low growl of the volcano waking up.
d100 = 42
D4=1:An overgrown path winds through rocky terrain.
D4=2: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.
D4=3:The party stumbles upon a group of pyromaniac gnomes who are conducting experiments with fire and lava. The gnomes may ask the party to participate in their experiments or see them as test subjects to be used.
D4=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.
d100 = 43
D4=1: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.
D4=2:The air feels heavy with a sense of anticipation.
D4=3:A group of 2d4 goblin hunters are chasing a group of 2d6 giant elk down the trail. If the giant elk get away, they will run into a herd of 3d4 giant elk and 2d6 giant deer.
D4=4:An old mining pickaxe lies abandoned near the trail.
d100 = 44
D4=1:A mysterious portal flickers before you, revealing a realm of volcanic wasteland. An astral deva named Seraphiel, sent to cleanse the land of corruption, asks for your help in closing the portal and defeating the fire demons emerging from it. Seraphiel's radiant power and aura of protection bolster the party significantly.
D4=2:At the brink of a boiling geyser, the mournful figure of a fire witch appears, her form tempered by the tears of her forgotten kin. She weaves a story of betrayal and regret that sundered her bond to elemental fire. Restoring her magical balance might earn players unique fire-laden spells or cursed flames, each with its own storied past and power.
D4=3:You see a group of 2d4+4 humans sitting around a campfire. They are sharing stories about their past adventures and how they became adventurers. A small group of goblins attack the party out of nowhere.
D4=4:Rocks crumble and fall from a cliff above you.
d100 = 45
D4=1:A traveling circus has set up camp on the slopes of the volcano, offering a variety of dangerous and death-defying performances. The party can choose to partake in the entertainment or continue on their journey.
D4=2:Lava rocks make the path difficult to walk on.
D4=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.
D4=4:A powerful efreeti is found near the crater of the volcano, causing mayhem and destruction. It appears to be controlling the volcano and must be defeated in order to prevent a catastrophic eruption.
d100 = 46
D4=1:A small, hot creek snakes its way between rocks.
D4=2:The ground feels unusually warm to the touch.
D4=3:While trekking through a fiery terrain, the party comes across a stranded group of adventurers who have run out of supplies. They offer to share valuable information about the volcano and its inhabitants in exchange for some food and water.
D4=4: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.
d100 = 47
D4=1:Along a barren ridge of the volcano, the party spots a group of 1d4+1 salamanders who are locked in a fierce battle with a giant magma elemental. The party must choose to either help the salamanders or the elemental.
D4=2:A group of 1d8 goblins is looking for people to attack and/or steal from.
D4=3:A large, flat rock seems to vibrate under your touch.
D4=4:An elven ranger and her pet wolf are walking through the forest in search of food and water. They are traveling and taking care of themselves. They will offer help to a group of adventurers, but will not be able to do much for them. They are heading south to the plains.
d100 = 48
D4=1:The plants you encounter seem to be thriving despite the harsh conditions.
D4=2:A ghostly figure is seen running up the volcano. A moment later, it runs back down. If the party approaches, they will see a dwarf running up and down the volcano. He is a member of a dwarven treasure hunting guild. His name is Beldor Bronzebeard. He is searching the volcano for a lost dwarven treasure trove.
D4=3: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.
D4=4: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.
d100 = 49
D4=1:Ash falls gently from the sky, dusting your clothes.
D4=2:The party stumbles upon a hidden temple within the volcano dedicated to a powerful fire deity. The temple is guarded by 1d6+2 fire cultists who see the party as intruders and attack.
D4=3: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.
D4=4:You come across a patch of scorched earth.
d100 = 50
D4=1: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.
D4=2:You come across a pool of bubbling lava.
D4=3:A group of 2d6 lizardmen led by a lizardman shaman are camped out in a small depression in the path.
D4=4: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.
d100 = 51
D4=1: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. They will attack any groups that look like they might be after their sheep and threaten to bust up anyone who interferes with them getting their sheep back.
D4=2: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.
D4=3:Ash clouds obscure the distant horizon.
D4=4:The smell of burning wood wafts through the air.
d100 = 52
D4=1:An angry spirit of a dwarf is trapped inside the volcano. It wants to be released.
D4=2: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.
D4=3: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.
D4=4: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?
d100 = 53
D4=1:Deep within a hidden volcanic cavern, you encounter a slumbering fire giant king guarded by 2d6 flame golems. The king stirs in his sleep, and any noise might wake him, resulting in a deadly confrontation. Careful, quiet navigation through the chamber is essential to avoid rousing the giant and his formidable guards.
D4=2:A column of smoke rises in the distance.
D4=3:The party comes across a trio of 1d4+1 gnome tinkerers who are constructing a large, clockwork machine on the side of the volcano. They are searching for a rare mineral deep within the volcano to power their machine, and will pay a handsome sum for any help the party can provide. However, their tinkering has made the volcano unstable and could potentially cause a catastrophic eruption.
D4=4:You find a bridge of obsidian spanning a river of molten lava. Guarding it are 3d8 azer warriors, mechanical yet infused with eternal flame. These guardians demand a show of strength or intellect to pass. Whether it's besting them in combat or solving their riddles, your path forward demands skill and wit.
d100 = 54
D4=1: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.
D4=2:You find a broken cartwheel with scorch marks.
D4=4:A group of skeletons are seen walking down the path, looking for treasure.
d100 = 55
D4=1:While exploring within the volcano, the party stumbles upon a small group of 1d4+1 fire salamanders who are trying to protect their eggs. The players can either fight the creatures or try to reason with them to acquire one of the eggs.
D4=2:A large, winged creature flies overhead. It circles back around and dives downwards towards a group of 2d6 goblins below.
D4=3:A loud roar echoes through the mountains as the party approaches the volcano. Suddenly, a monstrous fire giant emerges from the volcanic crater, wielding a massive flaming hammer. The party must defeat the giant to continue their journey.
D4=4: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.
d100 = 56
D4=1:A group of fire genasi are playing a game of lava surfing on the side of the volcano. They invite the party to join in on the fun, but the risk is high as the lava is constantly shifting. The reward, however, is great as the winner receives a wish from the genasi.
D4=2:You come across a deep, narrow fissure filled with hot air.
D4=3: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.
D4=4: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.
d100 = 57
D4=1:A group of 2d6 goblins are playing a game of throwing rocks at each other. If the players approach, they will attack.
D4=2:An old, weathered map flutters in the wind.
D4=3: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.
D4=4: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.
d100 = 58
D4=1:A light mist begins to fall from the sky.
D4=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?
D4=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.
D4=4:A group of 3d6 elves are riding horses down the side of the volcano. The horses are carrying something.
d100 = 59
D4=1:An old, weathered map flutters in the wind.
D4=2:Streams of vapor rise from cracks all around.
D4=3:The path ahead is blocked by a sudden rockslide, revealing a cavernous hole leading deep into the volcano's heart. Descending, you find yourself in a dimly lit chamber surrounded by 3d6 salamanders, their serpentine forms glowing with internal heat. They hiss menacingly, guarding a hidden treasure that might be your only hope of survival in this fiery domain.
D4=4: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.
d100 = 60
D4=1:The ground beneath you feels strangely spongy and warm.
D4=2: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.
D4=3:As you navigate a precarious ledge, a veil of noxious gas envelopes you, revealing a hidden tribe of 1d6 fire giants atop a higher cliff. They send a volley of flaming boulders raining down upon you. Taking them head-on seems impossible; instead, you'll need to find a cunning way to navigate the treacherous terrain and survive their onslaught.
D4=4:The party stumbles upon a tomb that is guarded by 2d6 undead creatures.
d100 = 61
D4=1: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.
D4=2:You hear an eerie, high-pitched whistle through the valleys.
D4=3:You find an old, extinguished campfire.
D4=4: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.
d100 = 62
D4=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.
D4=2:Hidden away in a corner of the volcano is a group of fire elementals who have been banished by their kind for being too peaceful. They ask the party for help in reclaiming their home and proving themselves to their fellow elementals.
D4=3:Players cross paths with a group of humanoids who are on the run from a group of 4d12+20 goblins. The humanoids decide to join players and fight together against the goblin horde. The humanoids are actually good and they know the goblins are evil and shouldn't be living!
D4=4: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 = 63
D4=1:The ground is warm to the touch in some places.
D4=2:Small stones pelt down from the sky along with ash.
D4=3: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.
D4=4: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 = 64
D4=1:A group of 2d6+2 halflings are on a quest to find a sacred object that has been stolen from their god by an evil halfling god named Mornin' O'Brian. If asked what they're doing on this trail, they will tell the truth, but they will not say that they're searching for a holy artifact. They are all very friendly and talkative. They are carrying a map with them, which shows where the cave is where the sacred object is hidden.
D4=2:A group of warriors is camped out in the middle of the road. They are protecting something.
D4=3:The temperature suddenly drops a few degrees.
D4=4: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.
d100 = 65
D4=1: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.
D4=2:A man named Samuel Jones is walking down the road on his way back to his home city after visiting a nearby city. He is wearing good clothing and has several bags of groceries and fruit hanging from each arm and a large sack of grain slung over his shoulder. He is walking slowly, watching out for kobolds and goblins that might be hiding in the nearby brush or tall grasses or trees. If players approach him, he will ask them if they have seen any kobolds or goblins hiding in the nearby area. He is hoping to avoid an encounter with them on his way home.
D4=3:A large, flat rock seems to vibrate under your touch.
D4=4:A cult of druids are celebrating a particular occasion by holding a ritual atop the volcano. If the players do not stop them, the druids will summon a powerful earth elemental to protect them.
d100 = 66
D4=1:A series of stepping stones lead across a bubbling lava flow.
D4=2: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.
D4=3: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.
D4=4:The PCs see a lizard man climbing up the cliffs of the volcano. He is injured and bleeding. His name is Grun. He is a scout for a lizard man tribe. The lizard man tribe is planning to attack the towns and cities that are in the valley below the volcano.
d100 = 67
D4=1: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.
D4=2:A group of 3d6 women are walking along the road with a wagon full of chickens. The chickens are being sold at an egg market in a nearby town.
D4=3:A group of men is walking down the road, talking about a battle that they were in recently. One of them is injured. They will ask for help with the injured man. If players help them, they will become enemies later on in the story.
D4=4: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.
d100 = 68
D4=1: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.
D4=2:A natural hot spring lies ahead, inviting but scalding.
D4=3:An old sign warns of unstable ground.
D4=4:The area around the volcano is unusually cold this time of year. A large white dragon has been seen in the area. The dragon is looking for a place to hibernate until spring.
d100 = 69
D4=1: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.
D4=2: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.
D4=3:An old, weathered map flutters in the wind.
D4=4:An old mining pickaxe lies abandoned near the trail.
d100 = 70
D4=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.
D4=2: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.
D4=3:You find a charred piece of metal on the ground.
D4=4: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.
d100 = 71
D4=1:As the party travels through the nearby village, they witness a heated argument between a group of villagers and a group of druids who are trying to stop the villagers from sacrificing animals to appease the volcano god. How will the party handle this ethical dilemma?
D4=2:A flock of birds flies away from the volcano in a panic.
D4=3:You find an old, worn-out sign warning of volcanic activity.
D4=4: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.
d100 = 72
D4=1: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.
D4=2:A group of goblins have been raiding the area and leaving behind signs of their presence. The party sees signs of a recent attack, but no goblins are present.
D4=3: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.
D4=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.
d100 = 73
D4=1: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.
D4=2:The vegetation becomes increasingly sparse.
D4=3:You glimpse a distant silhouette that quickly vanishes.
D4=4:You notice that some of the rocks are magnetic.
d100 = 74
D4=1:Small pebbles clatter down a nearby slope.
D4=2: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.
D4=3:A powerful and ancient fire mage has made the volcano their home and has been using its power to control and manipulate the nearby region. The party must stop them before their nefarious plans come to fruition.
D4=4:The sound of a waterfall can be heard nearby. A small cave is nestled in the mountainside near the waterfall. Inside the cave is a small underground lake filled with 2d10+10 kuo-toa hiding in the water as well as a giant crab that has been beating on the walls of the cave in an attempt to escape.
d100 = 75
D4=1: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.
D4=2:K'Sorak, a dracolisk, takes up residence in the volcano. He is a member of the Red Dragon tribe of Krells. He has been hiding out in the volcano after being banished from the dragon tribe for some unmentioned crime. He is evil and has been killing people who travel too close to the volcano and then eating them.
D4=3:You find a map that appears to lead to an underground chamber.
D4=4: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.
d100 = 76
D4=1:You see an NPC approach the group of humans and ask if they are looking for any work. The NPC is looking for a group to help him look for his lost companion somewhere up in the mountains.
D4=2:Deep in the volcano's heart, a chasm glows with the light of liquid rock, across which a stone bridge creaks ominously. Guarding the bridge stands a single fire giant, accompanied by 2d6 hellhounds. The giant, armed with a massive magma mace, demands tribute or challenges the adventurers to cross. As the fight ensues, the bridge begins to tremble and crack from the weight and heat, threatening to plunge all into the lava below.
D4=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.
D4=4:A rockslide blocks your path.
d100 = 77
D4=1: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?
D4=2:A hidden passageway leads into the heart of the volcano.
D4=3:A rocky spire juts out, defying gravity.
D4=4:As the party reaches the top of the volcano, they are suddenly surrounded by a group of 1d6+2 drow who have been hiding in the shadows. They are searching for a rare mineral only found in the heart of the volcano and will do whatever it takes to get their hands on it.
d100 = 78
D4=1: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.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 79
D4=1:Along a barren ridge of the volcano, the party spots a group of 1d4+1 salamanders who are locked in a fierce battle with a giant magma elemental. The party must choose to either help the salamanders or the elemental.
D4=2:The sky takes on an orange hue from the ash.
D4=3:You see a group of men dressed in armor who talk to themselves. They say things such as, 'Woe unto the non-believers.'
D4=4:The constant sound of bubbling comes from nearby.
d100 = 80
D4=1:You find a recently abandoned campsite.
D4=2:The unique and eerie beauty of volcanic formations surrounds you.
D4=3:The party comes across a group of 2d4+2 goblins who have been expelled from their tribe and are now living in a cave on the side of the volcano. They are looking for a new leader and will ask the party to help them prove their strength and worthiness.
D4=4:Three giant apes attack the party.
d100 = 81
D4=1:The smell of sulfur is overwhelming as you approach a vent.
D4=2:The party encounters a group of 2d4 goblins who are watching over a collection of mounted human heads.
D4=3: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.
D4=4:A group of 2d4 thieves are waiting for the party to get near the top of the volcano so that they can rob them. They will attack as soon as the party reaches the top.
d100 = 82
D4=1:A colossal rumble shakes the volcano, and from a fissure in the ground, 2d4 lava hydras rear their multiple heads, each snapping maw dripping with molten rock. Each head can regrow if severed, presenting you with the challenge of outsmarting these regenerating beasts before their unending assault overwhelms you.
D4=2: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.
D4=3:Two old men are walking away from the volcano. They are talking about how bad the Old Goblin is. They say he has yellow eyes and he is always angry about something.
D4=4:A group of 1d4 dwarves and a dwarf priest are digging a new passage into the mountain. They have been working for 1d4 weeks, and they will not stop until they find gold! The dwarves are looking for treasure. They will attack the party if they find out about the gold! The party can join in on the digging and get rich! The dwarves will give the party 1d6 gems per week worked, but they won't tell them how to find the treasure until they have worked for at least 1d6 weeks!
d100 = 83
D4=1: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.
D4=2:You find a patch of strange, heat-resistant flowers.
D4=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.
D4=4:A group of 2d4 elven warriors are walking through the forest on their way to a nearby city to search for weapons and supplies needed for their upcoming battle against an evil wizard who is proclaiming himself king in their land. They are traveling by horseback.
d100 = 84
D4=1:A crocadile lazes in a river near the top of the volcano. It will attack anyone who approaches.
D4=2:The sky takes on an orange hue from the ash.
D4=3:A mysterious portal flickers before you, revealing a realm of volcanic wasteland. An astral deva named Seraphiel, sent to cleanse the land of corruption, asks for your help in closing the portal and defeating the fire demons emerging from it. Seraphiel's radiant power and aura of protection bolster the party significantly.
D4=4:A steam vent hisses nearby.
d100 = 85
D4=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.
D4=2:A geyser of lava spouts up and a small singing dragon emerges. She will then fly away, laughing like a mad demon.
D4=3:A man named Samuel Jones is walking down the road on his way back to his home city after visiting a nearby city. He is wearing good clothing and has several bags of groceries and fruit hanging from each arm and a large sack of grain slung over his shoulder. He is walking slowly, watching out for kobolds and goblins that might be hiding in the nearby brush or tall grasses or trees. If players approach him, he will ask them if they have seen any kobolds or goblins hiding in the nearby area. He is hoping to avoid an encounter with them on his way home.
D4=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.
d100 = 86
D4=1: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.
D4=2:While exploring the volcano, the party comes across a magical hot spring that has the power to heal any injuries or ailments. However, this healing comes at a price as the hot spring is guarded by a powerful fire elemental who demands a sacrifice before allowing anyone to use its powers.
D4=3: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.
D4=4: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.
d100 = 87
D4=1:Strange, low-frequency hums emerge from deep within the volcano.
D4=2:The path ahead is blocked by a large boulder. Perhaps the players can push it out of the way.
D4=3:As the party journeys through the volcano, they come across a portal to the Elemental Plane of Fire. They must navigate through the chaotic and fiery landscape to retrieve a powerful magical artifact.
D4=4: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 = 88
D4=1: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.
D4=2:The players come across a group of 1d6+2 fire giants and their pet magma golem, who are trying to harness the volcanic energy to create a powerful weapon. The party must stop them before the weapon is completed and falls into the wrong hands.
D4=3: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.
D4=4:The party comes across a group of lava men who have been living in the volcano for centuries. They are currently facing a dilemma - their source of lava is slowly disappearing and they need the party's help to find a new source before their race goes extinct.
d100 = 89
D4=1: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.
D4=2:The ground shifts slightly under your weight.
D4=3:You find a perfectly round stone, unusually heavy for its size.
D4=4: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.
d100 = 90
D4=1:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. They have no information about what's happening at the volcano, but they will fight the players if they are attacked.
D4=2: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!
D4=3:A cult of druids are celebrating a particular occasion by holding a ritual atop the volcano. If the players do not stop them, the druids will summon a powerful earth elemental to protect them.
D4=4:You sense a strong presence of elemental magic and feel drawn to a nearby cave entrance. Inside, you find a group of 1d10+3 fire giant shamans performing a ritual to summon a powerful fire elemental who will wreak havoc in the surrounding areas. The party must either stop the ritual or defeat the fire elemental before it's too late.
d100 = 91
D4=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.
D4=2:You see an NPC approach the group of humans and ask if they are looking for any work. The NPC is looking for a group to help him look for his lost companion somewhere up in the mountains.
D4=3:A lizard darts across your path and disappears into a crack.
D4=4:A group of 1d4+1 aarakocra are seen flying near the caldera of the volcano, trying to rescue their companion who has been captured by a tribe of fire newts. They will ask the party to help them in their daring rescue mission.
d100 = 92
D4=1: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.
D4=2:A traveling circus has set up camp on the slopes of the volcano, offering a variety of dangerous and death-defying performances. The party can choose to partake in the entertainment or continue on their journey.
D4=3:The party finds a hidden cavern filled with lava and molten gold. However, it is guarded by a powerful lava elemental who sees the treasure as its own and will not let anyone take it.
D4=4:You see a group of 2d6 giants attempting to break open the door to the cave.
d100 = 93
D4=1: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?
D4=2: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.
D4=3: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.
D4=4:A flock of 2d6 smoking birds, with fiery feathers and glowing eyes, fly overhead. They are thought to be harbingers of doom and their appearance signals a change in the volcano's activity.
d100 = 94
D4=1:A group of hobgoblins are patrolling the area. They are looking for signs of an invasion by a nearby tribe of orcs.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 95
D4=1:Climbing a jagged escarpment, your party feels the sting of heated arrows whizzing past. A hidden band of 2d6 ashen archers, their skin adapted to the scalding environment, rain down projectiles coated in volcanic poison. You'll need quick reflexes and strategic movement to avoid their deadly accuracy and close the distance to neutralize the threat.
D4=2:A fire salamander approaches the party, requesting their help in retrieving a book that was stolen from its library by a group of kleptomaniac imps. The party must navigate through the imps' lair and retrieve the book, and in return, the salamander offers to teach them a powerful fire-based spell.
D4=3:A group of 2d6 adventurers are climbing up the side of the volcano. They are trying to find an ancient treasure that is hidden deep within it.
D4=4: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.
d100 = 96
D4=1:As the party travels through a lava-filled cavern, they come across a trapped 1d6+1 efreeti who was captured by a rival genie. The efreeti promises to grant the party three wishes in exchange for their help in defeating its captor.
D4=2:A group of humans are collecting rare plants from the lava fields. They plan to sell them at a local market.
D4=3:You come across a patch of scorched earth.
D4=4:The party comes across a group of fire newts who are building a shrine to their fire deity. They offer to guide the party to a secret entrance to a powerful sorcerer's tower inside the volcano, where they can find rare magical artifacts. However, the newts have their own agenda and may turn on the party at any time.
d100 = 97
D4=1:The party is caught in a sudden earthquake caused by a nearby eruption and must find a way to escape the collapsing tunnels and caves. If they are successful, they may find valuable treasures and artifacts that have been uncovered by the disaster.
D4=2:A sudden, sharp tremor rattles the rocks around you.
D4=3:You find a still-hot piece of meteorite.
D4=4: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.
d100 = 98
D4=1:A small cavern emits a strange glow.
D4=2:In the heart of the volcano, the party comes across ancient ruins of an ancient civilization that worshipped fire and lava. They may find valuable artifacts and information, but they must be careful of any trapped guardians that may still be protecting the ruins.
D4=3:Amidst the ashen landscape lies a molten river, across which stands a ruined stone bridge. Guarding the bridge are 2d4 fire giants, their skin hot to the touch and eyes burning with hatred for intruders. They challenge the party to a trial by combat, and should the adventurers succeed, they must solve a complex puzzle of moving stone tiles to cross safely. Failure will lead to a fiery plunge into the river below.
D4=4: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.
d100 = 99
D4=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.
D4=2: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?
D4=3: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.
D4=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.
d100 = 100
D4=1: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.
D4=2:You see a group of fire elementals dancing and singing around a lava pool. They seem to be celebrating something, and the party can join in if they dare to get close enough to the lava.
D4=3:Strange runes and symbols are etched into the walls of the volcano, emanating powerful magic. The party must decipher the meaning and purpose of these symbols, which could lead to great discoveries or dangerous consequences.
D4=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.
Use this table with the rest of Doungim's D&D 5e toolkit
A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Other dice tiers for the volcano: D1, D6, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
Share
Scan to open Volcano encounters (d4) on your phoneScannable QR code encoding the URL https://www.doungim.com/dnd/encounters/volcano/d4. Point a phone camera at this code to open the Volcano encounters (d4) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.