A complete D&D 5e random encounter table for volcano scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a volcano, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Volcano encounter table
d100 = 1
D6=1: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.
D6=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.
D6=4:You notice unusual mineral deposits on the rock surfaces.
D6=5:The party is hired by a village to investigate the sudden disappearance of their chief. The only clue is a mysterious note that mentions the volcano and its connection to a powerful and ancient artifact.
D6=6:The party comes across a group of treasure hunters who have been trapped in a cave-in caused by the volcano's eruption. They offer to share their loot if the party can help them escape.
d100 = 2
D6=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.
D6=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).
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 3
D6=1: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.
D6=2:The party comes across a group of treasure hunters who have been trapped in a cave-in caused by the volcano's eruption. They offer to share their loot if the party can help them escape.
D6=3: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?
D6=4: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.
D6=5: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.
D6=6:While resting in a nearby cave, the party is attacked by a group of rock creatures who have accidentally fallen from the wall of the volcano. Will the party survive the unexpected ambush?
d100 = 4
D6=1:You see a campfire ahead. It's a group of drunk mercenaries. They are singing songs about their battles and their heroics.
D6=2:A plume of ash rises in the distance.
D6=3:The party sees a group of 2d6 men dressed in leather armor, carrying bows and swords. They have dark skin and wear black hoods over their heads. They tell the party that they're searching for the evil that has been going on in the area.
D6=4: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.
D6=5:You find a petrified flower, delicate and intricate.
D6=6:The air smells faintly of sulfur.
d100 = 5
D6=1: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.
D6=2:As the party rests for the night, they are visited by 1d6+2 fire sprites who have taken a liking to the group. They may offer to assist the party in their journey with their fire magic and mischievous nature, but their help may also come with unintended consequences.
D6=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 give the players information about where to find a treasure.
D6=4:You come across a hot spring emitting a gentle, inviting heat.
D6=5:A group of cultists worshipping a powerful fire deity have set up camp within the volcano and are performing a ritual to summon the deity. The party must decide whether to intervene and stop the ritual or let it play out.
D6=6: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.
d100 = 6
D6=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.
D6=2:The party notices a group of 4d4+2 elves entering a nearby cave.
D6=3:A sudden, sharp tremor rattles the rocks around you.
D6=4: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.
D6=5:A group of 1d8+3 mind flayers have set up a hidden lair within the volcano. They have used their psionic powers to bend the will of several fire giants, who now serve as their protectors. The mind flayers seek to control the volcano and the surrounding lands for their own sinister purposes.
D6=6:A plume of ash rises in the distance.
d100 = 7
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:The sky takes on an orange hue from the volcanic activity.
D6=5:A steam vent hisses nearby.
D6=6:A group of men and women are fighting over a treasure chest full of gold that someone found inside the volcano.
d100 = 8
D6=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.
D6=2: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.'
D6=3:The ground feels gritty underfoot due to a fine layer of ash.
D6=4: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 paladin 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.
D6=5: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.
D6=6:A lone cactus stands defiant in the harsh landscape.
d100 = 9
D6=1:You find an abandoned campsite with charred remains of tents.
D6=2:As the party rests for the night near the volcano, they are visited by a friendly 1d4+1 fire elemental who offers to share its wisdom and knowledge with them. It warns them of imminent danger in the volcano and may even offer to assist them in their journey.
D6=3: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.
D6=4: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.
D6=5:The air starts to smell strongly of sulfur.
D6=6:A group of humans is traveling through the area. The group has a few donkeys with them. The group looks tired and beat up. One of the donkeys is carrying a large sack. If players approach, the group will act nervous and start talking about how dangerous the area is. If players keep talking to the group, one of the men will mention how they were traveling through the area and were attacked by a dragon. One of the donkeys was killed, and one of the men was injured. The injured man is being carried by another man. The bag is full of stolen treasure from a nearby ruin. The men are trying to get rid of the treasure without getting caught by the city guard.
d100 = 10
D6=1: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.
D6=2: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.
D6=3:You come across an unusually smooth rock surface.
D6=4: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.
D6=5:You come across a patch of scorched earth.
D6=6: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.
d100 = 11
D6=1:A small tremor causes pebbles to rain down.
D6=2:A group of 2d6 ruffians are attacking a caravan. They are trying to rob it. The players can help the caravan, help the ruffians, or stay out of it entirely.
D6=3:A fire elemental emerges from the volcano, but instead of attacking, it starts dancing to a catchy tune. The party can either join in or try to communicate with the elemental to see why it's being so friendly.
D6=4: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.
D6=5:A group of 1d8+3 mind flayers have set up a hidden lair within the volcano. They have used their psionic powers to bend the will of several fire giants, who now serve as their protectors. The mind flayers seek to control the volcano and the surrounding lands for their own sinister purposes.
D6=6: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.
d100 = 12
D6=1:A warm breeze carries the faint sound of distant rumbling.
D6=2: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.
D6=3:A group of warriors is camped out in the middle of the road. They are protecting something.
D6=4:A large, winged creature flies overhead. It circles back around and dives downwards towards a group of 2d6 goblins below.
D6=5: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.
D6=6:You hear a faint, distant siren-like sound.
d100 = 13
D6=1:A sudden, sharp tremor rattles the rocks around you.
D6=2:Halfway up the volcano, the party spots a group of 1d4+1 firbolgs gathering herbs and plants that only grow in the heat of the volcano. They will ask the party to help them collect the ingredients for healing potions and may reward them with some of the potions in return.
D6=3:Echoes of ancient, faint chanting can be heard around.
D6=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.
D6=5:A group of 3d6 goblins are running away from something. As the players get closer, they see the goblins are running away from a group of 2d6 giant spiders that are chasing them. The spiders will attack anyone who gets too close to their territory.
D6=6:A single, steaming fumarole stands in your path.
d100 = 14
D6=1: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.
D6=2:The ground rumbles slightly under your feet.
D6=3:A loud rumble echoes from beneath the ground.
D6=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.
D6=5:A rocky spire juts out, defying gravity.
D6=6: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.
d100 = 15
D6=1: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.
D6=2:A powerful efreeti has taken up residence in the caldera of the volcano and is using its powers to control the fire elementals in the area. The players must either defeat the efreeti or find a way to negotiate with it to stop its destructive actions.
D6=3: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.
D6=4:The party encounters a group of 1d6+2 fire witches who have created a powerful barrier around the volcano to prevent anyone from entering. They will only let the party pass if they can solve a riddle or perform a task for them.
D6=5: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.
D6=6: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.
d100 = 16
D6=1: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.
D6=2:A group of 4d4 giant spiders is attacking a number of 3d6 orcs at their camp site, breaking open their cauldrons and spilling the contents
D6=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.
D6=4:Scattered bones of ancient creatures lie about.
D6=5:Reaching the lip of an active crater, the party beholds a grand obsidian altar upon which rests a magical, ever-burning sword. This artifact has been guarded by a tribe of lava dwarves who worship the volcano as a god. They believe that anyone who tries to claim the sword will bring about the volcano’s wrath. A fight with skilled dwarven berserkers and their fire-infused constructs ensues if persuasion fails.
D6=6: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 = 17
D6=1:Sturdy grasses cling tenaciously to the rocky terrain.
D6=2: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!
D6=3: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.
D6=4: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.
D6=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.
D6=6:A flock of birds flees the area suddenly.
d100 = 18
D6=1: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 give the players information about where to find a treasure.
D6=2: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.
D6=3: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.
D6=4:The ground is dotted with small craters.
D6=5:Strange, low-frequency hums emerge from deep within the volcano.
D6=6:A group of warriors is camped out in the middle of the road. They are protecting something.
d100 = 19
D6=1:A geyser of lava spouts up and a small singing dragon emerges. She will then fly away, laughing like a mad demon.
D6=2:The party finds a group of 1d4+1 fire drakes, small but powerful dragons, guarding a hoard of treasure within the volcano. The drakes will only let the party take some of the treasure if they share some of their own stories and knowledge about the world outside the volcano.
D6=3:A group of 3d6 dwarves and 2d6 orcs are fighting each other over a small piece of land that is near the top of the volcano. If players get too close, they will attack them as well.
D6=4:As the party traverses through a narrow pass, they are ambushed by a group of 2d6+3 goblins who have built a hidden stronghold among the rocks. The goblins offer a truce and ask for the party's assistance in defending their lair from a larger threat.
D6=5: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.
D6=6: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.
d100 = 20
D6=1:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
D6=2: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.
D6=3: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.
D6=4:Embraced by lava flows that pulse like a heartbeat, an aged phoenix awaits rebirth upon its nest of scorched bones. It speaks in a language of grief, eyes reflecting centuries of loss. Within the nest, skeletal remains of heroes who once called this place home whisper tales of a forgotten era. Assisting the phoenix in its rebirth might teach players about the cycles of life and death, and grant them access to ancient spells of renewal.
D6=5:A group of 2d6+1 humans from a nearby town are gathering supplies for an expedition that they are leading into the volcano in search of the treasure of a dead dragon lord. They are looking for magical items made of gold, silver, and onyx. They also seek gems in all colors, especially red, blue, yellow, and green. They will tell the party if they ask that they have been gathering supplies for this mission for several months.
D6=6:A sudden, sharp tremor rattles the rocks around you.
d100 = 21
D6=1:You come across a patch of scorched earth.
D6=2: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.
D6=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.
D6=4: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.
D6=5:Molten rocks are ejected from a nearby fissure.
D6=6:The ground is littered with peculiar crystal formations.
d100 = 22
D6=1:A group of 2d6 rust monsters are seen walking down a path. They are looking for iron.
D6=2:You find a patch of vibrant, heat-resistant plants.
D6=3:Strange, low-frequency hums emerge from deep within the volcano.
D6=4:A group of men is walking down the road, singing songs and telling stories. They will invite the players to join them.
D6=5: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.
D6=6:The party meets a lost elf named Lars, who is dressed like a wizard. He is actually an illusion created by a group of goblins, who will attack when the players get close enough.
d100 = 23
D6=1:A section of rock wall is covered in peculiar carvings.
D6=2:The party discovers a hidden hot spring at the base of the volcano. While it offers a much-needed respite from their journey, they soon realize that the water has healing properties and may be valuable to sell or use in their travels.
D6=3: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.
D6=4:You hear a distant, rolling thunder-like sound.
D6=5: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.
D6=6: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.
d100 = 24
D6=1:The party comes across a group of fire-resistant creatures who are competing in a dangerous race around the outer rim of the volcano. They invite the party to join in on the race, but it soon becomes apparent that this is not just a friendly competition.
D6=2:You find a series of small, interconnected lava tubes.
D6=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.
D6=4: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.
D6=5:A single, steaming fumarole stands in your path.
D6=6:The party comes across a traveling merchant who claims to have a drink that can cool the flames of the volcano. However, the merchant may not be as trustworthy as he seems and the drink may have unexpected consequences.
d100 = 25
D6=1:The party stumbles upon a secret laboratory within the volcano, where a mad alchemist is conducting experiments with volcanic minerals and elements, hoping to create the ultimate powerful magic potion. But his experiments have caused dangerous creatures to be unleashed within the volcano. Can the party stop him and his creations?
D6=2: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.
D6=3:The landscape is dotted with the petrified remains of ancient flora and fauna.
D6=4:The party is hired by a village to investigate the sudden disappearance of their chief. The only clue is a mysterious note that mentions the volcano and its connection to a powerful and ancient artifact.
D6=5: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.
D6=6: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.
d100 = 26
D6=1:A group of 2d4+4 goblins are practicing their fighting skills in front of a cave entrance.
D6=2: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.
D6=3:You spot a small, rocky cave entrance.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 27
D6=1:A path leads through a cavern where 1d8+2 lava oozes seep from the walls and floor, their touch as deadly as any dragon's flame. These amorphous blobs leave a trail of molten rock in their wake, and their attacks can set both the environment and the adventurers ablaze. The party must deal with the oozes while traversing unstable ground that shifts and melts beneath them.
D6=2:A group of tiefling cultists has set up a camp at the base of the volcano, performing dark rituals and attempting to summon a powerful devil. The party must stop the ritual before it is too late and deal with the aftermath of the devil's entrance into the material plane.
D6=3: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.
D6=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.
D6=5:2d10 cultists of Zan worshiping in the Volcano attack! They are warriors one level lower than the party.
D6=6:The party hears a song that sounds like it is being sung by a child, but it is very high-pitched and will likely cause the players to cover their ears. If they do not, they will hear a male voice in their head, saying 'mommy'. If the players do not stop the singing, then their ears will begin to bleed until they do. The song is coming from a banshee tied tot he volcano.
d100 = 28
D6=1:A group of 2d6 druids are seen praying at the base of the volcano. They are attempting to summon a divine being from the depths of the volcano.
D6=2:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
D6=3: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.
D6=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.
D6=5:As the players approach a small village, they see a man standing outside of his house. He is holding a large mirror in his hands. He is looking into the mirror, and mumbling to himself. He does not notice the players at first. If the players talk to him, he will tell them that he was looking into the mirror to see if his wife was cheating on him.
D6=6:A group of 1d4 guards are walking down the road. They are talking about a kobold attack on the local barracks last night. They are going to try and capture the kobold responsible for the attack.
d100 = 29
D6=1:You find an old, scorched piece of cloth fluttering.
D6=2: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.
D6=3: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.
D6=4:A gust of hot wind blows past you.
D6=5:You come across a bubbling hot spring.
D6=6:A group of 2d6+2 dwarves from the dwarven city of Steelhall are on a quest to find a sacred artifact that was stolen from them. They are angry and bitter about having to seek help from these explorers. They are also very talkative and friendly. They carry a map with them, which shows where the cave is where the sacred object is hidden.
d100 = 30
D6=1:A small cavern emits a strange glow.
D6=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.
D6=3:A fissure in the ground vents steam intermittently.
D6=4: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.
D6=5:You disturb a colony of fire beetles nesting in the ground.
D6=6:A light, eerie hum fills the air.
d100 = 31
D6=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.
D6=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.
D6=3: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.
D6=4:Suffused in the glow of embers, 1d12 magma-born dwarves meticulously carve the names of lost kin into the volcanic walls. These crafted mementos tell a story of pride and recognition, a tribute to their brethren who perished in mining collapses or volcanic eruptions. By aiding them, the characters can learn about the price of hubris and gain access to the dwarves' vast stores of volcanic riches, but condemning their work could find them besieged by vengeful spirits.
D6=5:A group of brave adventurers are trying to clear the area of evil creatures.
D6=6:A group of 2d6+2 dwarves from the dwarven city of Steelhall are on a quest to find a sacred artifact that was stolen from them. They are angry and bitter about having to seek help from these explorers. They are also very talkative and friendly. They carry a map with them, which shows where the cave is where the sacred object is hidden.
d100 = 32
D6=1: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.
D6=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.
D6=3:In a cavern where stalagmites and stalactites glow with a lurid internal luminescence, 2d4 Ash Zombies shuffle monotonously, trying to rebuild a model of their lost kingdom out of volcanic rock and dust. Their short-lived efforts signal a tale of a kingdom consumed by fire from within. Understanding their plight and helping restore some part of their once-glorious realm might grant insight into overcoming internal fractures within the group itself.
D6=4: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.
D6=5: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.
D6=6:A group of 1d8 dwarves are out digging for treasure
d100 = 33
D6=1:A natural archway made of cooled lava stands ahead.
D6=2:A group of bears are seen eating a deer.
D6=3:A group of 1d8 goblins is looking for people to attack and/or steal from.
D6=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.
D6=5:A light drizzle of ash starts to fall.
D6=6:A group of 1d10 members of the Black Guard will stop you and question your right to be here. They will demand to see your papers. The players must convince them they are adventurers, not spies.
d100 = 34
D6=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.
D6=2: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.
D6=3: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.
D6=4:A group of 4d4 giant spiders is attacking a number of 3d6 orcs at their camp site, breaking open their cauldrons and spilling the contents
D6=5: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.
D6=6: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?
d100 = 35
D6=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.
D6=2:A group of goblins have just been hired by a duke to assassinate a rival duke. If the party comes across this group, they will be attacked.
D6=3: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.
D6=4:A group of 2d6+2 kobolds are hunting in the mountains with their wolves.
D6=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.
D6=6: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.
d100 = 36
D6=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.
D6=2:You come across a deep, narrow fissure filled with hot air.
D6=3: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.
D6=4: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.
D6=5:You see a campfire ahead. It's a group of drunk mercenaries. They are singing songs about their battles and their heroics.
D6=6:You find a cluster of dormant geysers.
d100 = 37
D6=1: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.
D6=2: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.
D6=3:As the party ascends the volcano's slopes, they come across a group of fire-infused creatures known as "lava beasts." These creatures are extremely aggressive and must be dealt with quickly if the party wishes to move forward.
D6=4:A pair of fire-breathing dragons have made their lair in the lava tubes of the volcano. They have been terrorizing nearby villages and the party must either slay them or find a way to peacefully coexist.
D6=5:The terrain becomes increasingly rugged and uneven.
D6=6: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 = 38
D6=1:A crocadile lazes in a river near the top of the volcano. It will attack anyone who approaches.
D6=2:Strange whispers seem to come from the very ground.
D6=3:An eerie, otherworldly glow emanates from a nearby cave.
D6=4:As the party reaches the summit of the volcano, they are granted an audience with an ancient fire dragon who has inhabited the volcano for centuries. The dragon has a task for the party in exchange for valuable treasure.
D6=5: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.
D6=6:A group of 2d6+2 travelers that are camping out by the crater at the base of the volcano are camping by a cursed pool of fire. The water is not just any ordinary water. Once a player steps in the water, they will start to feel a burning sensation everywhere on their body and they will find it hard to breathe. They must get out of the pool quickly.
d100 = 39
D6=1:A rocky spire juts out, defying gravity.
D6=2:The party comes across a wounded fire giant, who shares the location of a powerful magical artifact hidden within the volcano. However, the giant's tribe is also on the hunt for the artifact and will not take kindly to outsiders looking for it.
D6=3: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.
D6=4:You find an old, extinguished campfire.
D6=5: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.
D6=6: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 = 40
D6=1:The party is offered a rare and valuable volcanic rock by a group of magma mephits. The rock is said to have magical properties and can only be found deep within the volcano. However, it's up to the party to determine if the offer is too good to be true.
D6=2:You find a still-hot piece of meteorite.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 41
D6=1:You feel a faint, almost imperceptible vibration beneath your feet.
D6=2:A strong sulfuric smell fills the air as the party approaches a group of 3d6+1 salamanders who are guarding a secret underground tunnel system. They will challenge the party and only allow them to pass if they solve their puzzle riddles.
D6=3:You find a cluster of dormant geysers.
D6=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.
D6=5: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.
D6=6:A group of 1d4+1 bandits are in the area looking for a way to make money by stealing from the locals.
d100 = 42
D6=1: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.
D6=2:The party comes across a giant, ancient volcano god who has awoken from its slumber due to the increasing volcanic activity. The god demands offerings from the party or it will unleash its wrath upon them and the nearby villages.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:As the adventurers approach the summit, they find themselves in a vast and smoking plain where two fire titans are locked in an epic, age-old battle. Their long conflict has shaped the land and created instabilities within the volcano. Helping one titan could shift the balance of power, affect natural elements profoundly, or thrust the adventurers into perilous middle-ground diplomacy.
d100 = 43
D6=1: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.
D6=2:The party hears a loud roar and sees a huge 1d4+1 t-rex emerge from the top of the volcano. The volcano has been its home for centuries and it will fiercely protect it from any invaders. The party must either defeat the t-rex or find a way to appease it in order to continue their journey.
D6=3: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.
D6=4:The walls of the volcanic cavern begin to smoke and then the ground beneath the players begins to rumble. They must escape!
D6=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.
D6=6:A group of 3d6+1 fire elementals are having a feast near the base of the volcano. They invite the party to join them, but if the party declines, the elementals may become hostile and attack.
d100 = 44
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=5:A group of 2d6 bandits are robbing a group of traders. One is a mid-level wizard.
D6=6:The shadows seem to dance independently of the light sources.
d100 = 45
D6=1:You come across a bubbling hot spring.
D6=2:A group of 2d6+2 orcs and 2d6+2 goblins attack the party. They are on their way to attack a village. They want to divide their forces and attack at the same time to increase their chances of success.
D6=3:A thick fog of ash rolls in, reducing visibility.
D6=4: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.
D6=5:Ash-covered branches crack underfoot.
D6=6: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 = 46
D6=1: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.
D6=2: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.
D6=3:You come across a group of terrified travelers who were caught in a volcanic eruption. They plead for the party's help in rescuing their friend who was swept away by the lava flow. If the party is successful, they will receive a powerful magical item as a token of gratitude.
D6=4:A group of drunk dwarf mercenaries are shouting at each other. They are waiting for the cook to finish fixing their food.
D6=5: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.
D6=6:You see a group of men dressed in armor who talk to themselves. They say things such as, 'Woe unto the non-believers.'
d100 = 47
D6=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.
D6=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.
D6=3:You find a broken cartwheel with scorch marks.
D6=4:You find a pool of dark, viscous liquid.
D6=5:A pack of 2d6 wolves is traveling along the path. They will attack if the party attacks them first.
D6=6:Bored and lonely, a wyrmling wizard is hoping to find someone to play with. The wyrmling will try to hire the party to retrieve a special magic item trinket that is located in a nearby cave. The cave is guarded by a basilisk. The wizard won't mention this fact.
d100 = 48
D6=1:A group of goblins and a hobgoblin have been terrorizing the area, stealing supplies and killing livestock.
D6=2: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.
D6=3: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.
D6=4:You find a series of crude drawings on a rock face.
D6=5: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.
D6=6: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.
d100 = 49
D6=1:You see an NPC approach the party and say something in a loud voice in a language you don't understand. He starts screaming at you, telling you that you killed his entire village and that now he will have to kill you all for revenge. He then pulls out a sword and charges at you. His name? Leroi Jerkins...
D6=2:The party is offered a rare and valuable volcanic rock by a group of magma mephits. The rock is said to have magical properties and can only be found deep within the volcano. However, it's up to the party to determine if the offer is too good to be true.
D6=3:You find a warm rock, perfect for sitting and resting.
D6=4: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.
D6=5:A group of 1d6+2 efreeti are found in a heated dispute with a powerful genie. The party must choose a side or attempt to reason with both parties for a peaceful resolution.
D6=6: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 = 50
D6=1:Sturdy grasses cling tenaciously to the rocky terrain.
D6=2: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.
D6=3:While exploring the area, the party comes across a small cave filled with glowing crystals. As they approach, they realize that the crystals are actually living creatures with an intelligence level equal to a child's. They are extremely curious and friendly, but will become hostile if provoked.
D6=4:A group of 4d12 soldiers is moving down the mountain side on foot, heading back to town after a long week of searching for survivors.
D6=5:A group of 2d6 bandits hide in the brush. If players get close, they will attack.
D6=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.
d100 = 51
D6=1:The party encounters a group of 1d6+2 fire witches who have created a powerful barrier around the volcano to prevent anyone from entering. They will only let the party pass if they can solve a riddle or perform a task for them.
D6=2:A group of eight men with spears and shields are standing in the middle of the path. They are wearing odd-looking metal armor and are talking about their last battle.
D6=3:A group of bugbears are torturing an old hermit who lives on top of the volcano. If they are attacked, they will drop him and run away. The party can talk to him if they want to. He has lived here for many years and knows much about the history of this place. He can tell the party how many bugbears are in the small lair on top of the volcano and about the treasure which is stored there.
D6=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.
D6=5: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.
D6=6: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.
d100 = 52
D6=1:A distant, low rumble echoes through the mountains.
D6=2: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.
D6=3:A group of 3d6 men are standing around in the middle of the road with signs that say, 'low wages'. They are trying to convince people to join their union. If players ask, they can get information about the volcano and about the goblins who live in the area.
D6=4:A caravan is being attacked by 2d4 hobbes! They are led by a hobbe chieftain. The caravan is carrying weapons, food, and supplies. *Hobbe = Dire Hobbit.
D6=5: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.
D6=6:The PCs come upon a group of natives -- perhaps 2d6 of them -- pulling a heavily-laden wagon down a hillside toward the valley floor. They're paying no attention to the lava flow; they're trying to escape. The wagon is filled with treasure, enough to make the PCs rich, but they'd better hurry if they want to catch up with them before it's too late.
d100 = 53
D6=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.
D6=2: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.
D6=3:A few small villages dot the landscape below the volcano. These are simple places of wooden houses that won't hold up well to the lava flow, and there isn't much in them to steal that's worth anything. However, in the middle of one of the villages stands a suit of armor -- very large armor for a human -- with a sword strapped to it. If the PCs remove the sword from its straps, nothing bad will happen (it's only stuck), and it will do decent damage in combat.
D6=4:As the party approaches a series of houses, they see a man with a sign asking for directions. If players approach him and ask for directions, he will ask for directions to a nearby city. If players ask him for directions, he will say he is from out of town and is trying to find his friend's house. He will lead the players to an abandoned building and flee as soon as he can not see them. It will take him five minutes to appear again in a different location and ask for directions to the same area. He will leave them for dead if he is able to run away. If players attack him, he will flee into one of the nearby buildings.
D6=5: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.
D6=6: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.
d100 = 54
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:As the party travels through a narrow tunnel inside the volcano, they are ambushed by a group of 1d6+2 duergar who have set up an ambush in hopes of capturing slaves.
D6=5:The ground is littered with peculiar crystal formations.
D6=6:While resting in a nearby cave, the party is attacked by a group of rock creatures who have accidentally fallen from the wall of the volcano. Will the party survive the unexpected ambush?
d100 = 55
D6=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.
D6=4:The players see an elderly wizard on the edge of the volcano, muttering to himself and frantically scribbling something in a notebook. If they approach, he will ask for their help in deciphering an ancient runic language that he believes will reveal the secrets of the volcano. However, tinkering with ancient runes can have dangerous consequences.
D6=5:Strange, low-frequency hums emerge from deep within the volcano.
D6=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.
d100 = 56
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A group of 2d6 goblins are playing a game of throwing rocks at each other. If the players approach, they will attack.
D6=5: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.
D6=6:A sudden gust of hot wind brushes past you.
d100 = 57
D6=1: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.
D6=2:A bridge forged from molten rock and hardened obsidian crosses a vast chasm. Halfway across, you’re ambushed by 2d6 magma trolls, their regenerative capabilities enhanced by the very lava that flows beneath you. You must use both might and strategy to knock them into the chasm or find a way to bypass their relentless assault.
D6=3:In a secluded area of the volcano, the party encounters a man who claims to have found a secret entrance to the lair of a powerful demon who dwells within the volcano. He will offer to share the knowledge with the party if they help him retrieve an artifact from the demon's hoard.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 58
D6=1:The party notices a group of 4d4+2 elves entering a nearby cave.
D6=2: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.
D6=3: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.
D6=4:Some rocks here appear to have been cut with precision.
D6=5: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.
D6=6: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.
d100 = 59
D6=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.
D6=2: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).
D6=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.
D6=4: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.
D6=5: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.
D6=6:The party encounters a coven of witches. They are preparing to cast a spell to summon a demon.
d100 = 60
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A group of giant fire beetles are riding giant centipedes through the area.
D6=5:A traveling merchant has set up shop on the side of the volcano, selling rare and exotic goods from all over the realm. However, the merchant is actually a disguised dragon who may offer the players a deal they can't refuse.
D6=6:A cloud of steam obscures your vision for a moment.
d100 = 61
D6=1: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.
D6=2:A group of fire beetles has been terrorizing a nearby village, and the villagers offer a bounty for their elimination. However, the party soon finds out that the beetles are being controlled by a powerful wizard, and they must find a way to break the wizard's control before they can defeat the beetles.
D6=3: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.
D6=4:The party encounters a coven of witches. They are preparing to cast a spell to summon a demon.
D6=5:You find a cluster of dormant geysers.
D6=6:A monk and a barbarian are fighting off four goblins on the side of the trail. The goblins have beaten the monk unconscious and put a serious dent in the barbarian's armour. The barbarian finally fells one of the beasts. The others flee, leaving their weapons and treasure behind.
d100 = 62
D6=1:The party comes across a group of gnomes who are attempting to build a hot air balloon to fly over the volcano. They need the party's help in collecting materials and navigating through the treacherous winds that surround the volcano.
D6=2:A group of brave adventurers are trying to clear the area of evil creatures.
D6=3:A mysterious figure known as "The Lava Witch" appears before the party and offers them a deal. In exchange for a precious gem, she will grant them powerful fire-based magic abilities. However, the gem is heavily guarded by a dragon and other creatures, making the quest a dangerous one.
D6=4: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.
D6=5:An ancient dragon has been sleeping peacefully inside the volcano for centuries, but the recent volcanic activity has awakened it. The party must either find a way to calm the dragon or defeat it before it wreaks havoc on the nearby towns and villages.
D6=6:The ground beneath you feels unusually brittle.
d100 = 63
D6=1: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.
D6=2: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.
D6=3:A group of 3d6 men are standing around in the middle of the road with signs that say, 'low wages'. They are trying to convince people to join their union. If players ask, they can get information about the volcano and about the goblins who live in the area.
D6=4:The skies above darken with thick clouds of volcanic ash. Lightning crackles around the mountainous peaks, signaling the approach of a storm over the volcano. This storm awakens the roosting roc, a giant bird whose wings create thunderclaps and whose feathers crackle with electrical energy. Defeating or outwitting the roc provides access to its nest, laden with valuable artifacts and its most recent prey's treasures.
D6=5: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.
D6=6:A light drizzle of ash starts to fall.
d100 = 64
D6=1: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.
D6=2:You find a series of crude drawings on a rock face.
D6=3: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.
D6=4:The party discovers an ancient volcano cult that has been living within the volcano for generations, worshipping a powerful fire deity. They may be friendly towards outsiders, but their rituals and customs may seem bizarre to the party.
D6=5: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.
D6=6:A fissure in the ground vents steam intermittently.
d100 = 65
D6=1: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!
D6=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.
D6=3: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.
D6=4:You see steam rising from a crack in the ground.
D6=5:The ground feels slightly spongy in places.
D6=6:An overgrown path winds through rocky terrain.
d100 = 66
D6=1: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.'
D6=2:A giant eagle attacks the party. It's a pet of a giant named Grognak.
D6=3:A tribe of 1d4+1 fire-throwing kobolds ambush the party, mistaking them for intruders. The party must either fight them off or prove their peaceful intentions.
D6=4:A group of 2d6 wolves smell blood and think that the party has injured one of their pack members. They will attack with claws and fangs.
D6=5: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.
D6=6: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.
d100 = 67
D6=1:You see two dwarves arguing over a piece of land with a geothermal hot spring. One claims it as their ancestral home, while the other wants to harness its power for their forge. The party must help them come to a peaceful resolution or risk a deadly altercation.
D6=2: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.
D6=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.
D6=4: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.
D6=5:The party sees a group of 1d4+1 drakes soaring above the volcano. Suddenly, one of them dives towards the party, recognizing them as adventurers and hoping to join them on their journey. If the party accepts, the drake will prove to be a valuable ally in battle.
D6=6:Amidst the bubbling lava flows, you encounter a band of resilient firenewts, skilled in pyrokinetic arts. Their chieftain, Ebonflicker, offers a truce and alliance to combat a marauding hydra that threatens their territory. The firenewts’ pyrokinetic blasts and lava manipulation turn the tide in many a confrontation with the hydra’s heads.
d100 = 68
D6=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.
D6=2: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.
D6=3: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.
D6=4:In a cavern where stalagmites and stalactites glow with a lurid internal luminescence, 2d4 Ash Zombies shuffle monotonously, trying to rebuild a model of their lost kingdom out of volcanic rock and dust. Their short-lived efforts signal a tale of a kingdom consumed by fire from within. Understanding their plight and helping restore some part of their once-glorious realm might grant insight into overcoming internal fractures within the group itself.
D6=5: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.
D6=6:A military patrol is trying to find and stop an army of kobolds that has been causing trouble in the local area by attacking caravans and taking their supplies and riches to feed their king who has been growing more and more arrogant and powerful every day.
d100 = 69
D6=1: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.
D6=2:The party comes across a group of 1d12+5 kobolds who are worshipping a giant red dragon that has made its lair inside the volcano. They offer to guide the party into the dragon's lair in exchange for treasure or magical items.
D6=3:Steam rises from a small pond ahead.
D6=4:You encounter a creature made entirely of lava.
D6=5: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.
D6=6:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
d100 = 70
D6=1:An old, weathered map flutters in the wind.
D6=2:A group of 1d6+2 druids are gathered around an ancient tree that grows near the volcano. They are performing a ritual in order to soothe the volcanic energy and prevent a catastrophic eruption. Will the party join in and help the druids?
D6=3:A burning bush, still on fire but not consumed.
D6=4:The party is hired by a village to investigate the sudden disappearance of their chief. The only clue is a mysterious note that mentions the volcano and its connection to a powerful and ancient artifact.
D6=5: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.
D6=6:As the party travels along the edge of the volcano, they see a group of 1d4+2 hobgoblins trying to push a large wooden cart filled with ore up the steep incline. They are struggling and cursing at each other, but if the party offers to help, they will gratefully accept and offer them a reward for their assistance.
d100 = 71
D6=1: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.
D6=2:A group of cultists worshipping a powerful fire deity have set up camp within the volcano and are performing a ritual to summon the deity. The party must decide whether to intervene and stop the ritual or let it play out.
D6=3:You find a series of footprints leading into a fiery fissure.
D6=4:Volcanic rock walls have veins of glowing minerals.
D6=5:As the party approaches a series of houses, they see a man with a sign asking for directions. If players approach him and ask for directions, he will ask for directions to a nearby city. If players ask him for directions, he will say he is from out of town and is trying to find his friend's house. He will lead the players to an abandoned building and flee as soon as he can not see them. It will take him five minutes to appear again in a different location and ask for directions to the same area. He will leave them for dead if he is able to run away. If players attack him, he will flee into one of the nearby buildings.
D6=6:While exploring the caldera of the volcano, the party comes across a crystal clear lake. However, the lake is actually a portal to the elemental plane of fire and anyone who enters may be trapped there unless they find a way to return.
d100 = 72
D6=1:You hear echoing laughter, but see no one around.
D6=2: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.
D6=3: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?
D6=4:A group of 1d4+1 druids are meditating near the edge of the volcano. They are trying to commune with the spirit of the volcano and prevent its eruption. They will ask the party to aid them in their task.
D6=5:A stream of molten rock flows like a river down the slope.
D6=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.
d100 = 73
D6=1: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.
D6=2:While exploring the volcano, the party comes across a band of goblin miners who have dug too deep and accidentally released a swarm of fiery, lava-dwelling creatures. The party must protect themselves and the goblins from this new threat.
D6=3: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.
D6=4: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.
D6=5:You hear the sounds of drums and chanting coming from within the volcano. As you get closer, you realize that a tribe of fire giants live within the volcano and they are holding a sacrificial ceremony for their god, a powerful fire elemental. The players must either try to stop the ceremony or find a way to appease the elemental so it does not attack them.
D6=6: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.
d100 = 74
D6=1: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.
D6=2: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.
D6=3:The party sees a group of 1d4+1 drakes soaring above the volcano. Suddenly, one of them dives towards the party, recognizing them as adventurers and hoping to join them on their journey. If the party accepts, the drake will prove to be a valuable ally in battle.
D6=4:Streams of vapor rise from cracks all around.
D6=5:The scent of charred wood lingers in the air.
D6=6:The party comes across a group of 1d12+5 kobolds who are worshipping a giant red dragon that has made its lair inside the volcano. They offer to guide the party into the dragon's lair in exchange for treasure or magical items.
d100 = 75
D6=1:A traveling merchant has set up shop on the side of the volcano, selling rare and exotic goods from all over the realm. However, the merchant is actually a disguised dragon who may offer the players a deal they can't refuse.
D6=2:The party comes across a large crystal at the edge of a lava pool. As they approach it, they hear a faint voice coming from within. The crystal is actually a captured efreeti, and the party has the chance to either free the efreeti or use it to grant them a single wish.
D6=3:You find a shattered weapon surrounded by congealed lava.
D6=4:A steam vent hisses nearby.
D6=5:From a fissure erupts a plume of smoke, and within it, 1d4 volcanic wyverns take flight. These draconic beasts dive and weave through the smoky sky, attacking with incendiary breath and razor-sharp talons. Engaging them in aerial or ranged combat while avoiding their devastating swoops requires both skill and strategy.
D6=6: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.
d100 = 76
D6=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.
D6=2: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!
D6=3: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.
D6=4:A rift in reality has opened at the top of the volcano, causing strange and dangerous creatures to pour out into the surrounding area. The party must find a way to close the rift before it engulfs the land in chaos.
D6=5:Smoke rises from a small fissure in the ground.
D6=6:A giant, fire-breathing chicken appears and demands tribute from the party in the form of gold or treasure. If the party refuses, they must face the wrath of the fiery fowl.
d100 = 77
D6=1:A group of miners seeks the party's help in clearing out a section of the volcano that has been taken over by a group of hostile magma mephits. The miners offer a reward for the party's assistance.
D6=2:You find a cracked and blackened skull.
D6=3: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.
D6=4: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.
D6=5:A family of elves has been camping in the area for the past five days. They have just become aware of your presence and are afraid that you are bandits.
D6=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.
d100 = 78
D6=1: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.
D6=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.
D6=3:A small group of goats stands on a rocky precipice.
D6=4: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.
D6=5: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.
D6=6:A monk and a barbarian are fighting off four goblins on the side of the trail. The goblins have beaten the monk unconscious and put a serious dent in the barbarian's armour. The barbarian finally fells one of the beasts. The others flee, leaving their weapons and treasure behind.
d100 = 79
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=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.
D6=6:The party comes across a group of fire-based creatures known as "pyricorns" who are fiercely guarding a treasure hoard. The party must get past them without getting burned or perhaps they can find a way to talk their way into a share of the treasure.
d100 = 80
D6=1:Rocks in this area have turned a strange, glassy texture.
D6=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.
D6=3:The air starts to smell strongly of sulfur.
D6=4: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.
D6=5:Scattered bones of ancient creatures lie about.
D6=6: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.
d100 = 81
D6=1:On a steep incline of the volcano, the party finds a lone orc who appears to have been banished from his tribe. He is desperately trying to climb back up and prove his worth to his people. He may offer to join the party if they help him reach the top.
D6=2:As the party nears the summit of the volcano, they encounter a powerful red dragon who claims the volcano as its territory. The dragon will offer the party a truce if they can retrieve a rare gem from deep within the volcano for its hoard.
D6=3:A steam vent hisses nearby.
D6=4:A group of 2d8+2 lizardfolk are setting up traps along the path leading to the volcano. They will attack the party if they get too close, believing them to be invaders.
D6=5: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.
D6=6:A peculiar rock formation catches your eye.
d100 = 82
D6=1: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.
D6=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.
D6=3:The local smithy at the base of the volcano is having a fire sale before the volcano erupts. The smith has been working on a great sword that has taken him over 10 years to complete. The party will notice the smith's tools and tools in various stages of completion all over the shop.
D6=4:The smell of burning wood wafts through the air.
D6=5: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.
D6=6:You find a perfectly round stone, unusually heavy for its size.
d100 = 83
D6=1:A large hole in the ground is smoking. You smell sulphur. Suddenly, a small dragon flies out of the hole and lands on a boulder nearby. The dragon has an angry look on its face. It flies towards you.
D6=2:A powerful druid who has been studying the effects of the volcano's eruptions on the surrounding environment enlists the party's help in stopping the constant eruptions that are wreaking havoc on the land.
D6=3: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.
D6=4:A patch of wildflowers clings to life on a rocky outcrop.
D6=5: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.
D6=6:An animal's skeleton lies half-buried in ash.
d100 = 84
D6=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.
D6=2: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.
D6=3: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?
D6=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.
D6=5:You spot a small group of rabbits near a rocky outcrop.
D6=6: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...
d100 = 85
D6=1:You see a large stone tower on top of a hill. It has been recently attacked and is burning.
D6=2: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.
D6=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.
D6=4:The party is summoned by a powerful deity who resides within the volcano. They are tasked with retrieving a powerful gem from a group of rogue priests who have stolen it and are planning to use its power to control the volcano and its inhabitants.
D6=5: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.
D6=6: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 = 86
D6=1:You notice that some of the rocks are magnetic.
D6=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.
D6=3: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.
D6=4:A lone cactus stands defiant in the harsh landscape.
D6=5:You find a series of footprints leading into a fiery fissure.
D6=6: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 = 87
D6=1:You sense a strange presence in the air. You can feel the presence of evil, even though you cannot see it. The presence is not malicious and it seems that it is trying to reach out to you, but it seems to not be able to reach you.
D6=2:A madman is walking along the road. He points to the sky, shouts and then walks into the woods screaming.
D6=3:Journeying through a series of lava tubes, the adventurers encounter 1d6+1 magma gorgons - beasts with molten metal hides and eyes that can petrify with a glance. Their lair is fraught with obsidian statues of previous adventurers. Each step is perilous as heat distortion and sudden toxic gas bursts create an environment where vigilance is paramount to survival.
D6=4: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.
D6=5:A group of humans are collecting rare plants from the lava fields. They plan to sell them at a local market.
D6=6: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.
d100 = 88
D6=1: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.
D6=2:The party discovers a hidden hot spring at the base of the volcano. While it offers a much-needed respite from their journey, they soon realize that the water has healing properties and may be valuable to sell or use in their travels.
D6=3:The moonlight reveals hidden patterns in the volcanic rock.
D6=4:You find a shattered weapon surrounded by congealed lava.
D6=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.
D6=6:A group of 1d4+1 druids are meditating near the edge of the volcano. They are trying to commune with the spirit of the volcano and prevent its eruption. They will ask the party to aid them in their task.
d100 = 89
D6=1: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.
D6=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.
D6=3: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.
D6=4:You find scorch marks on a rock face.
D6=5:The party hears a loud roar and sees a huge 1d4+1 t-rex emerge from the top of the volcano. The volcano has been its home for centuries and it will fiercely protect it from any invaders. The party must either defeat the t-rex or find a way to appease it in order to continue their journey.
D6=6:In the midst of a volcanic eruption, the party must find a way to escape the fire and molten lava that threatens to engulf them. Perhaps an ancient tunnel system or a powerful spell can save them.
d100 = 90
D6=1:The party comes across a bubbling hot spring within the volcano. They may choose to stop and rest, gaining a temporary boost to their health and energy. But beware, there may be dangerous creatures lurking within the water.
D6=2: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.
D6=3: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.
D6=4:A group of fire beetles has been terrorizing a nearby village, and the villagers offer a bounty for their elimination. However, the party soon finds out that the beetles are being controlled by a powerful wizard, and they must find a way to break the wizard's control before they can defeat the beetles.
D6=5:A group of 2d6 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.
D6=6:Thunderous roars echo as you meet a wounded flame drake named Auryon, seeking revenge against a fire elemental lord. Auryon’s kin were slaughtered, and she offers her fire-breath and flight in exchange for justice. Her scorching wrath becomes a powerful, albeit volatile, addition.
d100 = 91
D6=1:Deep within the volcano, the party finds a powerful sorcerer who claims to have tamed the fiery spirits within the volcano. They may offer to teach the party powerful fire magic in exchange for a favor.
D6=2: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.
D6=3:The volcano has a 1 in 10 chance of erupting mid-game, dealing 1d6 damage per round to anyone who is standing near it.
D6=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.
D6=5:A group of fire mephits have made a home inside the volcano and have been causing mischief in the surrounding area. The party must either find a way to get rid of them or deal with the consequences of their pranks.
D6=6: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.
d100 = 92
D6=1: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.
D6=2: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.
D6=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).
D6=4:A man is standing in the middle of the road with a sign that says, 'will work for food'.
D6=5:A group of 2d6 men are looking for a lost sheep. They will ask for directions to the volcano.
D6=6:You find a recently abandoned campsite.
d100 = 93
D6=1:A geyser of lava spouts up and a small singing dragon emerges. She will then fly away, laughing like a mad demon.
D6=2: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.
D6=3:A group of 2d6 wild dogs are hunting in the area. They will attack the party if they get too close.
D6=4: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!
D6=5:The party stumbles upon a tomb that is guarded by 2d6 undead creatures.
D6=6: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.
d100 = 94
D6=1:You see a lone wolf watching you warily.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A pair of fire-breathing dragons have made their lair in the lava tubes of the volcano. They have been terrorizing nearby villages and the party must either slay them or find a way to peacefully coexist.
d100 = 95
D6=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.
D6=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.
D6=3:A group of 2d8 orcs is seen riding down the road on horses. The horses have metal armor on their legs. They are talking about how they killed and captured a group of adventurers.
D6=4:A sudden, sharp tremor rattles the rocks around you.
D6=5: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.
D6=6: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.
d100 = 96
D6=1: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.'
D6=2: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.
D6=3:The party is hired by a village to investigate the sudden disappearance of their chief. The only clue is a mysterious note that mentions the volcano and its connection to a powerful and ancient artifact.
D6=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.
D6=5:The party comes across a group of gnomes who are attempting to build a hot air balloon to fly over the volcano. They need the party's help in collecting materials and navigating through the treacherous winds that surround the volcano.
D6=6: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.
d100 = 97
D6=1:Cries of some sort of animal are heard.
D6=2: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.
D6=3:You find a discarded tool embedded in the ground.
D6=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.
D6=5:Your reflection seems distorted in a pool of still lava.
D6=6:A stream of molten rock flows like a river down the slope.
d100 = 98
D6=1:The sky grows darker as you approach the volcano.
D6=2:As the party travels through a network of caves near the volcano, they come across a group of dwarves who are trapped by a cave-in. The dwarves hold valuable information about a nearby ancient dragon's hoard, and the party must rescue them in order to learn its location.
D6=3:A glowing gem is embedded in a blackened rock.
D6=4:A madman is walking along the road. He points to the sky, shouts and then walks into the woods screaming.
D6=5:As the party takes a rest at the base of the volcano, they are visited by a mischievous fire sprite who offers to guide them through the treacherous terrain in exchange for a favor.
D6=6: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.
d100 = 99
D6=1:A distant, low rumble echoes through the mountains.
D6=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.
D6=3:A steam vent hisses nearby.
D6=4:As the party ascends a steep volcanic path, tremors shake the ground beneath them. Suddenly, an ancient red dragon bursts from a nearby lava pool, molten rock cascading from its scales. It lets out an ear-splitting roar, challenging the intruders to a duel. If the players can manage to outwit or defeat the dragon, they might discover its hoard; a hidden cave filled with gold, jewels, and ancient artifacts guarded by magma mephits.
D6=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.
D6=6:Echoes of ancient, faint chanting can be heard around.
d100 = 100
D6=1:A group of 2d6 demons are standing in front of the party and will tell them to surrender, as they have been following them for days and just wanted to talk. The party will deny the request, and the demons will attack.
D6=2:A strong sulfuric smell fills the air as the party approaches a group of 3d6+1 salamanders who are guarding a secret underground tunnel system. They will challenge the party and only allow them to pass if they solve their puzzle riddles.
D6=3:A mysterious, cloaked figure appears to the party and offers to show them a secret path to the heart of the volcano where a rare and valuable gem lies. However, the figure's true motives may not be as altruistic as they seem.
D6=4:A group of 1d4+1 fire elementals have been enslaved by a powerful fire mage, who uses them for his own gain. The party must choose to either free the elementals or use them to their advantage.
D6=5: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!
D6=6:A group of 1d8 goblins is looking for people to attack and/or steal from.
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, D4, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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