A complete D&D 5e random encounter table for volcano scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 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 D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Volcano encounter table
d100 = 1
D8=1:A pack of 1d8+3 lava drakes are seen flying around the base of the volcano. They are territorial and will attack anyone who gets too close to their nesting grounds.
D8=2:You come across a patch of scorched earth.
D8=3:A small geyser erupts in the distance.
D8=4:Standing amidst a volcanic vent, the group finds a sorrowful Efreeti lord who reminisces about his dominion lost to time and fire. Echoing with every breath, his narrative speaks of a unison between fire and human hearts now fractured. If the PCs can assuage his mourning and relight the fiery covenant his people once held with the land, they can gain an unshakable ally, though his volatile temperament means any slight may prove fatal.
D8=5:You find a recently abandoned campsite.
D8=6: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.
D8=7:A group of nomadic fire genasi who are searching for a new home appear before the party. They are desperate to find a safe place to settle, but the volcano's constant activity makes it difficult. The party must help find a solution for both the genasi and the volcano.
D8=8:A group of 2d4+4 goblins are practicing their fighting skills in front of a cave entrance. One of the goblins is a mid-level sorcerer.
d100 = 2
D8=1:You see a group of 2d4+2 elves beating up a group of 2d4 bandits. The bandits attack the party if they try to help the elves.
D8=2:You find a still-hot piece of meteorite.
D8=3:The landscape shifts underfoot as the volcano subtly churns.
D8=4:You find a lost amulet, slightly melted but still recognizable.
D8=5: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.
D8=6:A group of 2d6 gnomes are collecting rare gems that they find in the cave.
D8=7:A flock of birds flies away from the volcano in a panic.
D8=8: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.
d100 = 3
D8=1: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.
D8=2:The sky grows darker as you approach the volcano.
D8=3:A group of 2d4+4 goblins are in the area looking for a place to start a new goblin city. They will ask the players if they can start a new goblin city here and if they can help them with supplies and food. If players help them, goblins will help them in return in any way they can.
D8=4:A group of friendly fire elementals approaches the party and asks for their help in retrieving stolen artifacts from a nearby bandit camp. The party must navigate through the treacherous volcanic terrain and battle the bandits to recover the stolen items.
D8=5:You come across a peculiar gemstone partially buried in the ground.
D8=6:A section of the path ahead is covered in blackened ash.
D8=7:You see a group of fire elementals dancing and singing around a lava pool. They seem to be celebrating something, and the party can join in if they dare to get close enough to the lava.
D8=8:Rocks in this area have turned a strange, glassy texture.
d100 = 4
D8=1:As you ascend the volcano's slope, the ground trembles beneath your feet. Without warning, the earth splits open, releasing 3d6 magma mephits. These creatures cackle with glee as they fling molten rock and scalding steam towards you, testing your resolve and coordination as you struggle to maintain balance on the unstable surface.
D8=2:A faint, rhythmic pounding sound can be heard.
D8=3:A group of fire genasi are playing a game of lava surfing on the side of the volcano. They invite the party to join in on the fun, but the risk is high as the lava is constantly shifting. The reward, however, is great as the winner receives a wish from the genasi.
D8=4:A man named Samuel is walking toward the volcano. He is very mad about something. He has a magic sword of +2 in his hand. He will attack if provoked.
D8=5: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.
D8=6:The air buzzes with unseen energy.
D8=7:As the party walks through the woods, they see a group of 1d4+1 centipedes walking around. Suddenly, two centipedes start fighting each other. It appears that their fight is putting too much pressure on their nest and is shaking it apart. Soon after, a group of 2d6 centipedes will come out of the ground and fight each other.
D8=8:You hear an eerie, high-pitched whistle through the valleys.
d100 = 5
D8=1:A snake, its scales gleaming like molten metal, slithers past.
D8=2: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.
D8=3: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.
D8=4:While resting near the base of the volcano, the party is approached by a group of friendly magma oozes who seek their assistance in stopping a group of hostile fire elementals who have been polluting the volcano with their destructive magic.
D8=5:As the party travels along the side of the volcano, they see a group of 2d8+2 aarakocra flying in the distance. They are searching for a new nesting place, as their old one was destroyed by a recent volcanic eruption. They will ask the party for help in finding a suitable new home.
D8=6: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.
D8=7:As the party rests near the summit of the volcano, they are approached by a friendly rock gnome named Glimwick who asks for their help in retrieving a special mineral called blazestone, which can only be found deep within the volcano.
D8=8:You see an old man walking along the road. He looks lost and confused. He asks the players to help him find his way back home. He is actually a spy for an enemy nation and will try to get information from players if he can.
d100 = 6
D8=1:A small herd of wild animals forages nearby.
D8=2: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.
D8=3:You find an old, scorched piece of cloth fluttering.
D8=4:The party comes across an eccentric sorcerer who claims to be able to control the volcano's eruption. He offers to demonstrate his powers by summoning an eruption right in front of the party. Whether he is telling the truth or just putting on a show remains to be seen.
D8=5:As the party travels near the volcano, they come across a group of pilgrims on a spiritual journey. They invite the party to join them for a ritual at the edge of the volcano, where they pray for guidance from the fire spirits. If the party participates in the ritual, they may receive a vision or boon from the spirits.
D8=6: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.
D8=7: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.
D8=8:A light, eerie hum fills the air.
d100 = 7
D8=1: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.
D8=2:The players come across a powerful, ancient dragon tortoise who has made its home within the volcano. The dragon tortoise offers to guide the party through the dangerous terrain if they can answer its riddles correctly.
D8=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.
D8=4:You find scorch marks on a rock face.
D8=5:The air suddenly grows thin, and your vision blurs as 1d4 volcanic sphinxes descend from the heights above. These enigmatic creatures challenge you with riddles and infernal puzzles, their failure resulting in blistering punishment. Solving their conundrums is the only way to secure safe passage through this perilous stretch.
D8=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.
D8=7:Small pebbles clatter down a nearby slope.
D8=8:You find a broken helmet, half-melted in the heat.
d100 = 8
D8=1: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.
D8=2:A group of 2d4+4 humans are coming from the nearby village with a warrant for the arrest of a criminal. If the party comes across this group, they will be given an unusual reward of 1d6 prisoners of their choice (which they must take with them) and credit to the town for the capture of the criminal.
D8=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.
D8=4:A man is standing in the middle of the road with a sign that says, 'will work for food'.
D8=5: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.
D8=6:The terrain is littered with uncracked eggs of a mysterious origin.
D8=7:You see a large stone tower on top of a hill. It has been recently attacked and is burning.
D8=8:You find an old book with scorched pages.
d100 = 9
D8=1:The ground is warm to the touch in some places.
D8=2: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.
D8=3:A man named Jack is walking down the road. He is looking for work. He will tell the party about a nearby town that needs guards.
D8=4:A group of 2d4 + 2 dwarves lead a group of 4d12 + 24 mules through the forest on their way to a nearby city to trade their gold and silver for weapons and supplies needed for their upcoming battle against an evil wizard who is proclaiming himself king in their land. The mules are carrying extra supplies and weapons on top of the supplies that are being carried on the wagon.
D8=5:Scattered bones of ancient creatures lie about.
D8=6:A group of 2d6+1 guards are looking for a group of bandits that are hiding somewhere in the area. If the party comes across this group, they will be attacked.
D8=7:A group of humans are collecting rare plants from the lava fields. They plan to sell them at a local market.
D8=8:A jagged rock formation casts a long shadow.
d100 = 10
D8=1:The party is ambushed by a group of fire giants who are looking for a rare ore that can only be found within the volcano. The party must either fight the giants or find a way to negotiate with them peacefully.
D8=2:At the very peak of the volcano, the party finds the entrance to the lair of a powerful red dragon. Inside, they discover a group of 2d4+2 gnomes who have been captured and are being forced to work for the dragon. The party must either fight the dragon or find a way to free the gnomes without alerting the dragon.
D8=3: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.
D8=4:The ground gives way beneath the adventurers, sending them tumbling into a hidden magma chasm. Below, they discover a city of banished efreeti, ruled by a tyrannical sultan who seeks to harness the volcano’s power to reclaim his dominion in the Elemental Plane of Fire. The efreeti are beginning a perilous ritual; interrupting it might cause a catastrophic eruption or unleash the bound energies within their city.
D8=5:A group of 2d6+1 guards are looking for a group of bandits that are hiding somewhere in the area. If the party comes across this group, they will be attacked.
D8=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.
D8=7: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.
D8=8: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.
d100 = 11
D8=1: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.
D8=2:Rocks crumble and fall from a cliff above you.
D8=3: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.
D8=4:A group of fire giants are battling each other for control over a scorching hot pool in the volcano. The party must either choose a side to aid or find a way to stop the giants from destroying each other and the surrounding area.
D8=5:The ground is covered in fine volcanic ash.
D8=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.
D8=7:You see a group of 2d4 elves standing in a circle. They are chanting and singing quietly. A small gryphon is flying around them. It dissipates into thin air when it spots you.
D8=8:A man named Samuel is walking toward the volcano. He is very mad about something. He has a magic sword of +2 in his hand. He will attack if provoked.
d100 = 12
D8=1:While exploring the lava fields, the party comes across a group of friendly fire salamanders who are trying to escape from a group of fire giants who have captured them and are using their heat powers to power their forges. The players must choose whether to help the salamanders or leave them to their fate.
D8=2:The party comes across a group of peaceful fire genasi who have built a community near the volcano, using its powers to help them grow crops and create beautiful works of art. They may offer the party a place to rest and trade in the midst of their dangerous journey.
D8=3:During their ascent, the party comes across a group of 2d6+1 kenku who have taken up residence within the crevices of the volcano. They are skilled thieves and may try to steal from the party if given the opportunity.
D8=4:As the party travels through a narrow path, they come across a group of 1d4+1 mages in colorful robes surrounding a bubbling lava pool. They are experimenting with harnessing the power of the volcano and offer the party a chance to participate in their research.
D8=5:A powerful wizard has taken up residence inside the volcano, using its energy to cultivate a garden of dangerous and exotic plants. The party must navigate through the garden, avoiding the plants' deadly effects, in order to reach the wizard and potentially gain a powerful ally.
D8=6:You spot a small group of rabbits near a rocky outcrop.
D8=7: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.
D8=8:The party is caught in the middle of a large-scale battle between a group of powerful fire mages and a rival group of ice mages. The volcano is their chosen battleground, and the party may have to choose a side or try to put an end to the conflict.
d100 = 13
D8=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.
D8=2:A group of 1d4+1 nobles are watching over the volcano because they believe it is a portal to hell.
D8=3:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
D8=4:The party sees a group of 1d4+1 fire giants trying to tame a red dragon within the volcano. They are planning to use the dragon's power to control and conquer nearby villages and towns. Will the party intervene and stop their nefarious plans?
D8=5:A mysterious hooded figure approaches the party, offering to sell them a map that leads to a hidden treasure deep within the volcano's molten core. However, the figure may not be trustworthy and the map could lead the party into a deadly trap.
D8=6: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.
D8=7:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. They have no information about what's happening at the volcano, but they will fight the players if they are attacked.
D8=8:Entering a cathedral-like cave within the volcano, the adventurers witness a conclave of volcanic spirits called Magma Wisps, who guard the sacred Heart of the Volcano, a magical core pulsating with raw power. The wisps test intruders through a series of elemental trials; passing them earns the party their favor and the opportunity to wield the Heart's power. Failure results in being incinerated or imprisoned as a tortured spirit.
d100 = 14
D8=1:A plume of ash rises in the distance.
D8=2:The party sees a group of men dressed in metal armor. They are marching along the road.
D8=3: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.
D8=4:You find a patch of strange, heat-resistant flowers.
D8=5:A group of hobgoblins are patrolling the area. They are looking for signs of an invasion by a nearby tribe of orcs.
D8=6:Lava bubbles and magma flows hide a deep underground tunnel where a wyrm of molten rock resides. This wyrm is ancient and knowledgeable, holding secrets to subdue the volcano’s rage. The players must navigate through its intricate tunnels, avoiding deadly heat traps and lava flows, to parlay with the wyrm or retrieve its solitary hoard of volcanic gems.
D8=7: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.
D8=8:The party sees a group of 2d6 soldiers riding horses up the side of the volcano. The soldiers appear to be searching for something.
d100 = 15
D8=1: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.
D8=2:The party is approached by 2d6 goblins who are part of a larger band that made the mistake of attacking a nearby village. They are on their way to the volcano to make an offering to the fire god, hoping to be rewarded with gold and jewels by the gift of their lord. The party can either help them or not. If they help them, they will be able to convince them to take them to the dragon's cave. The goblins will then betray them as they bring them inside.
D8=3: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.
D8=4:You feel a faint, almost imperceptible vibration beneath your feet.
D8=5:The party comes across a group of travelers who are searching for a rare mineral that can only be found within the volcano. They may ask the party to help them locate it or offer to buy any that the party has already collected.
D8=6:A large, flat rock seems to vibrate under your touch.
D8=7: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.
D8=8: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 = 16
D8=1:A mysterious figure in a black cloak stands at the mouth of the volcano, offering a deal to anyone brave enough to accept. The deal could lead to great rewards or dire consequences.
D8=2:A group of friendly fire giants has set up a trading post at the entrance of the volcano, offering rare and valuable goods from their journeys. The party can choose to do business with them or continue on their quest.
D8=3: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.
D8=4:The party comes across a small camp of 1d4+1 adventurers who have claimed a portion of the volcano as their own. They offer to share their food and shelter in exchange for help fighting off a pack of nearby lava wolves.
D8=5:A snake, its scales gleaming like molten metal, slithers past.
D8=6:You see a group of 5d4 goblins running up the side of the volcano carrying boxes and crates. These boxes and crates contain rare and exotic fruits and vegetables not known in your part of the world.
D8=7: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.
D8=8: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.
d100 = 17
D8=1:Near the volcano’s crater, where the ground is too hot to touch, the spectral form of a pyromancer in torment appears, encircled by 3d6 fire wisps. The mage narrates his tale of misguided ambition that led to the eruption catalyzing his demise. Purifying his soul could earn players powerful pyrokinetic spells or forbidden knowledge but aiding him might also invite unanticipated repercussions from protective entities who sought to trap him there forever.
D8=2:A group of fire giants have built a massive forge within the volcano where they create powerful weapons and armor. They may be willing to trade their goods with the party if they can prove themselves worthy enough.
D8=3:You find a series of footprints leading into a fiery fissure.
D8=4:A mysterious hooded figure approaches the party, offering to sell them a map that leads to a hidden treasure deep within the volcano's molten core. However, the figure may not be trustworthy and the map could lead the party into a deadly trap.
D8=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.
D8=6: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.
D8=7:Volcanic rock walls have veins of glowing minerals.
D8=8:A cult of druids are celebrating a particular occasion by holding a ritual atop the volcano. If the players do not stop them, the druids will summon a powerful earth elemental to protect them.
d100 = 18
D8=1:A group of three men in metallic armor is riding horses. Two of them have swords and the third has a strange-looking harpoon gun. The horses have odd-looking metal armor on their legs. They say they are looking for bandits to capture and bring back to town for incarceration.
D8=2:As the party travels along the side of the volcano, they see a group of 2d8+2 aarakocra flying in the distance. They are searching for a new nesting place, as their old one was destroyed by a recent volcanic eruption. They will ask the party for help in finding a suitable new home.
D8=3:The party passes a small town on the road. One of the buildings has been burned down and the rest of the town looks like it is abandoned. The town has no people or animals.
D8=4:The air suddenly grows thin, and your vision blurs as 1d4 volcanic sphinxes descend from the heights above. These enigmatic creatures challenge you with riddles and infernal puzzles, their failure resulting in blistering punishment. Solving their conundrums is the only way to secure safe passage through this perilous stretch.
D8=5: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.
D8=6:You glimpse a distant silhouette that quickly vanishes.
D8=7:You hear the distant roar of a dragon.
D8=8:The party comes across a group of friendly fire zombies who are simply trying to survive in the harsh environment of the volcano. They offer to help the party in exchange for some food and a promise not to attack them.
d100 = 19
D8=1:You hear a distant, rolling thunder-like sound.
D8=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.
D8=3:An ancient temple dedicated to the fire god lies at the peak of the volcano, but it is guarded by a powerful dragon who sees anyone who approaches as a trespasser. The party must either sneak past the dragon or face its fiery wrath.
D8=4: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.
D8=5:A man wearing plate armor with a star engraved on his chest plate walks up to them. He tells them that they are not welcome here and he even threatened to kill them if they entered the building he is standing in front of. He tells the party that this is the headquarters of The Knights of the Holy Star. He will attack anyone who does not leave immediately.
D8=6:A group of pilgrims are making their way towards the summit of the volcano to perform a ritual to appease the fire god that resides within. They will be willing to share what they know about the volcano's secrets with the party.
D8=7: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.
D8=8:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
d100 = 20
D8=1: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.
D8=2:As they approach The Observatory, players see a group of 2d4+1 men in white robes. They are waving a flag which says "This land is yours." They walk up and ask the party why they are invading their land and state that they should turn back and leave. They will give them one more chance to turn back and if they refuse, they will attack and attempt to kill the party.
D8=3:A hot, dry wind blows from the direction of the volcano.
D8=4:A group of 1d8+3 salamanders have been enslaved by a powerful red dragon who has used them to build a massive fortress inside the volcano. The salamanders may offer to help the party overthrow the dragon in exchange for their freedom.
D8=5:A man is sitting on the side of the road, crying and wailing. He is wearing rags and has no shoes on his feet. If players approach, he will tell them his story. He was a wealthy merchant until a dragon killed his wife and destroyed his home and business. He has been traveling through the area, trying to get away from the dragon and start a new life somewhere else. He has been traveling for weeks and has run out of food and money. He is so scared that he is willing to do anything to get away from the dragon and the area where it has been terrorizing people for months.
D8=6:The party encounters a series of petrified statues near an ancient magma pool, each looking like a warrior in pain. They soon realize it's the work of a malformed medusa whose mere glance can turn flesh into molten stone. The medusa is guarding a treasure trove of volcanic jewels and artifacts, but defeating her requires strategy, finesse, or a way to bypass her deadly gaze.
D8=7:A lone ranger has built a small camp near the base of the volcano, claiming to be searching for a rare herb that only grows in the volcano's ashes. The party can choose to help him find the herb or investigate his true intentions.
D8=8: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.
d100 = 21
D8=1:You find a series of crude drawings on a rock face.
D8=2:You see a man in a red cloak. He is looking for an animal known as a 'Volcano Phoenix.' It is a magical bird that resides in the volcano.
D8=3:The air vibrates with the power of the volcano.
D8=4:The path winds through a series of basalt columns, only to dead-end at a magma river. As you approach, 2d8 magma serpents rise from the lava, their bodies boiling with intense heat. Crossing this natural barrier becomes a deadly game of outmaneuvering these serpents or finding an alternative route.
D8=5:A group of druids have set up a temporary camp near the volcano to study the effects of the volcanic activity on the surrounding environment. They are hesitant to interact with outsiders, but may be persuaded to help the party if they prove to be respectful of nature.
D8=6:A small cavern emits a strange glow.
D8=7:The heat dries out your skin, leaving it feeling tight.
D8=8:Echoes of ancient, faint chanting can be heard around.
d100 = 22
D8=1:A steam vent hisses nearby.
D8=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.
D8=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.
D8=4: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.
D8=5:You see a group of 2d6 orcs attacked by a group of 2d6 giants. The orcs are not being attacked by the giants because they are orcs, but because they look down upon them for not being strong enough to fight smaller orcs.
D8=6:You find scorch marks on a rock face.
D8=7:Near a spiraling column of hot ash, a solitary fire nymph weeps over a molten grave marked by glowing runes. She mourns her star-crossed lover who was consumed by the fiery wrath of the volcano about an age ago. By meeting her and understanding the symbol beneath the lava, players will gain an insight into the bounds of love and loss, and a blessing to traverse the volatile hellscape with minimal harm.
D8=8:Deep within the bowels of the volcano, ancient fire spirits have been awoken by the party's presence. They must pass a series of trials and puzzles set up by the spirits in order to continue on their journey.
d100 = 23
D8=1:A small cavern emits a strange glow.
D8=2:The party sees a merchant who is desperate to find a lost chest full of money that he was transporting but was robbed off of by bandits. He needs the money back or else he'll go bankrupt. He'll offer you any amount of money you ask for if you help find the chest or bring him back his money, but be warned that he's a greedy man so he may try to trick you into giving him more money than he lost or even demand everything you own! It may take some convincing or even threats before he gives up any information about what happened or where you can find his money, but if you can get him to cooperate then this quest can have any number of endings depending on how long it takes to find his money or if you can even find it at all!
D8=3: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.
D8=4:The party finds a group of 1d4+1 tiefling miners who are gathering rare minerals from the volcano to sell to a wealthy merchant. They may be willing to part with a few of their valuable findings for a fair price or a favor.
D8=5:One morning, the party rides into a village to buy supplies and gather information. During the day, they decide to leave the village to explore the forest. They are traveling through the forest when they are attacked by a group of bandits. The bandits will try to rob them, but may also try to kill them depending on the party's reactions.
D8=6:You hear a loud, echoing boom from the depths of the volcano.
D8=7: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?
D8=8:A group of men is walking down the road, singing songs and telling stories. They will invite the players to join them.
d100 = 24
D8=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.
D8=2: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.
D8=3:The vegetation becomes increasingly sparse.
D8=4:The party hears a strange noise coming from a nearby lake. If they examine it, they will see that it is a group of 4d4+2 druids holding their hands above the water in an attempt to calm one of the local trout who is about to be eaten by a group of 2d6+2 dragon-like fish.
D8=5: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.
D8=6:A mysterious temple is discovered at the base of the volcano, dedicated to the ancient fire deity worshipped by the nearby tribes. Inside, the party must solve puzzles and defeat guardians to uncover the secrets of the temple and the volcano.
D8=7:A man named Samuel Jones is walking down the road on his way back to his home city after visiting a nearby city. He is wearing good clothing and has several bags of groceries and fruit hanging from each arm and a large sack of grain slung over his shoulder. He is walking slowly, watching out for kobolds and goblins that might be hiding in the nearby brush or tall grasses or trees. If players approach him, he will ask them if they have seen any kobolds or goblins hiding in the nearby area. He is hoping to avoid an encounter with them on his way home.
D8=8: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.
d100 = 25
D8=1:The party is caught in the middle of a battle between two rival dragon lords who both claim the volcano as their territory. Will the party choose a side or try to broker a peace treaty between the two warring dragons?
D8=2:The party comes across a group of one hundred soldiers from a nearby city-state. They are in the process of searching for a thief who stole a valuable item from their city. They will offer to pay the party handsomely if they can recover the item.
D8=3:Suddenly, a whirlwind of hot ash and ember engulfs you, and from this inferno emerges 3d4 infernal harpies. Their hypnotic songs lure you towards the lava flows, and their claws are as sharp as their melodies. Resisting their charm and breaking their formation is key to surviving their deadly serenade.
D8=4:A lone crow caws ominously from above.
D8=5: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.
D8=6:A group of 2d4+4 goblins are in the area looking for a place to start a new goblin city. They will ask the players if they can start a new goblin city here and if they can help them with supplies and food. If players help them, goblins will help them in return in any way they can.
D8=7:A group of 1d4+1 bandits are in the area looking for a way to make money by stealing
D8=8:The sun appears somewhat dimmed due to ash clouds.
d100 = 26
D8=1:A group of brave adventurers are trying to clear the area of evil creatures.
D8=2:A subterranean river of lava flows silently below ground.
D8=3:The sky takes on an orange hue from the volcanic activity.
D8=4:You see a group of people sitting around a campfire, singing songs and telling stories. They will invite the players to join them.
D8=5:A princess has been captured by a powerful fire elemental and is being held captive inside the volcano. The party must brave its dangers to rescue her and return her safely to her kingdom.
D8=6:As the party travels through the nearby village, they witness a heated argument between a group of villagers and a group of druids who are trying to stop the villagers from sacrificing animals to appease the volcano god. How will the party handle this ethical dilemma?
D8=7: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.
D8=8: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 = 27
D8=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.
D8=2:You see a man sitting on the side of the road, crying and wailing. He is wearing rags and has no shoes on his feet. If players approach, he will tell them his story. He was a wealthy merchant until a dragon killed his wife and destroyed his home and business. He has been traveling through the area, trying to get away from the dragon and start a new life somewhere else. He has been traveling for weeks and has run out of food and money. He is so scared that he is willing to do anything to get away from the dragon and the area where it has been terrorizing people for months.
D8=3:The ground is scattered with colorful pebbles.
D8=4:You see a small goblin tribe running up the side of the volcano carrying bags of food on their backs. The tribesmen have determined that this is their kingdom due to their new found home with the resources found inside their new home.
D8=5:The party hears a strange noise coming from a nearby lake. If they examine it, they will see that it is a group of 4d4+2 druids holding their hands above the water in an attempt to calm one of the local trout who is about to be eaten by a group of 2d6+2 dragon-like fish.
D8=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.
D8=7: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.
D8=8:The party is caught in the middle of a large-scale battle between a group of powerful fire mages and a rival group of ice mages. The volcano is their chosen battleground, and the party may have to choose a side or try to put an end to the conflict.
d100 = 28
D8=1:A group of 2d6+1 guards are looking for a group of bandits that are hiding somewhere in the area. If the party comes across this group, they will be attacked.
D8=2:A series of stepping stones lead across a bubbling lava flow.
D8=3: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.
D8=4:The sky darkens as 1d8 ash wraiths materialize around you, their ethereal forms composed of swirling volcanic debris. Their touch drains warmth and life, bringing a coldness even amidst the searing heat of the volcano. Their incorporeal nature forces you to find creative solutions to banish these otherworldly foes.
D8=5:A group of 2d6+3 men are camping in front of the entrance of the volcano. They are all dressed in full armor and are carrying a variety of weapons. They are arguing about what should be done about the increasing number of demon attacks on the area. One man says that more soldiers need to be sent out, two others say that more guards need to be stationed at the entrances of the volcano, and two more say that a daring assault on the demon's lair is needed.
D8=6:You find a patch of strange, glowing moss.
D8=7:As the party rests at the base of the volcano, a gnome approaches them with a strange contraption in hand. He introduces himself as a tinkerer and offers to sell the party one of his experiments, a flaming bottle that has the power to explode on impact. The catch? The party has to test it out on a nearby fire elemental.
D8=8:A group of 2d4+2 orcs are in the area looking for a place to start a new orc city. They will ask if they can start a new orc city here and if they can help them with supplies and food. If players help them, orcs will help them in return in any way they can.
d100 = 29
D8=1: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.
D8=2:A flock of birds flies away from the volcano in a panic.
D8=3:You find an abandoned campsite with charred remains of tents.
D8=4:A group of ten berserkers are charging towards you. They're headed by a man with a battleaxe as big as he is. He's shouting, 'Blood! Blood! Blood!'
D8=5:The party comes across a group of 2d8+4 gnomes who have set up a temporary base camp on the side of the volcano. They are conducting experiments and collecting samples to better understand the effects of volcanic activity on the surrounding area. They offer the party some of their findings in exchange for protection from any hostile creatures.
D8=6:You spot a hawk diving towards something on the ground.
D8=7:A group of 2d6 dwarves are searching for an ancient treasure that is hidden in the volcano. They'll offer to hire the party as guards.
D8=8:A fissure in the ground vents steam intermittently.
d100 = 30
D8=1:As they approach a cave near the base of the volcano, they see a group of 2d6 goblins playing a game. The goblins are playing a game of chance. If the players approach, the goblins will ask them to have a few turns of dice with them. If a player takes a turn, the goblins will attack, but if the players refuse, the goblins will ask for a gold piece for the dice. If players refuse to pay them, they will attack.
D8=2:A group of 1d6 fire giants are spotted on the outskirts of the volcano, preparing to climb up and claim the rare minerals for themselves. The party must either fight them off or negotiate for a fair share of the minerals.
D8=3:A group of 6d6 gnomes are throwing a party in a large cave.
D8=4:The party hears a song coming from the top of a nearby mountain. If they follow it, they will see a group of 1d8+1 druids dancing in a circle. They are using magic to hide themselves in an attempt to appease a nearby volcano.
D8=5:The party sees a group of 2d6 soldiers riding horses up the side of the volcano. The soldiers appear to be searching for something.
D8=6:Pyroclastic clouds drift lazily near the peak.
D8=7:A lone butterfly flits by.
D8=8:A group of 2d6 humans are lurking in the forest near the top of the volcano. They appear to be looking for something or someone. They will attack anyone who gets too close to their territory.
d100 = 31
D8=1:A rocky spire juts out, defying gravity.
D8=2:The air grows noticeably more humid.
D8=3:While exploring the crater of the volcano, the party comes across a group of lava elementals that are fighting to protect their territory from an invading army of salamanders. Will the players choose a side or try to negotiate a peaceful resolution?
D8=4: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.
D8=5:A small herd of wild animals forages nearby.
D8=6:Amidst a field of steaming rocks, a solitary fire drake mourns beside the magma-shrouded remains of its mate, fiercely guarding an egg that radiates immense heat. The drake's silence speaks volumes of sorrow and unfulfilled promises. If characters can manage to aid the drake in ensuring the egg’s safe hatching, they might gain trust and a loyal drake ally, though failure may result in the drake's fiery vengeance.
D8=7: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.
D8=8:A lone butterfly flits by.
d100 = 32
D8=1:The air grows thicker, making it harder to breathe.
D8=2:As the party travels up the slopes of the volcano, they encounter a mysterious and deadly mist that seems to be made of fire. They must find a way to navigate through it or risk getting seriously burned.
D8=3:Ash-covered branches crack underfoot.
D8=4: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.
D8=5:Amidst a field of smoking cinders, a group of 1d6+4 magma mephits surround a solitary, vine-covered statue of a grief-stricken goddess. These mephits, once guardians of a verdant, now-lost paradise, make a sorrowful pilgrimage here every year to keep the memory of their sanctuary alive. Discovering why and aiding them in a ritual to restore a part of their lost garden may reward players with potent relics from an age unremembered.
D8=6: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.
D8=7: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.
D8=8:A powerful sorcerer has taken up residence within the volcano and is using its energy to enhance their powers. The party may be approached by the local authorities to take down the sorcerer and restore balance to the region.
d100 = 33
D8=1: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.
D8=2:The players come across a small hot spring amidst the lava flows within the volcano. But as they approach, they realize it is guarded by a giant fire elemental who sees anyone entering the water as a threat. Will the players brave the heat to enjoy the relaxing waters or face the fury of the elemental?
D8=3: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.
D8=4:A group of pilgrims is climbing the volcano in search of a mythical temple that is said to offer great rewards to those who survive its trials. The party can choose to join in the quest or try to dissuade the eager pilgrims from their dangerous journey.
D8=5: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.
D8=6:While exploring a lava tube, the party comes across a group of steam mephits who are fighting against a group of magmin over territory. The party must either choose a side or find a way to peacefully resolve the conflict.
D8=7: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.
D8=8:A lone butterfly flits by.
d100 = 34
D8=1: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.
D8=2:A group of 2d6 wild dogs are hunting in the area. They will attack the party if they get too close.
D8=3:As the party is climbing the steep sides of the volcano, they accidentally awaken a nest of giant wyverns who have made their home near the summit. The players must either flee or try to defeat the wyverns before they are all devoured.
D8=4:The party comes across a group of 1d6+1 goliaths who have set up a makeshift village on the side of the volcano. They are preparing for a major volcanic eruption and are urging the party to leave the area immediately, warning them of the dangers to come.
D8=5: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.
D8=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.
D8=7:A group of pilgrims is climbing the volcano in search of a mythical temple that is said to offer great rewards to those who survive its trials. The party can choose to join in the quest or try to dissuade the eager pilgrims from their dangerous journey.
D8=8:As the players near the entrance of the volcano, they are ambushed by a pack of 3d6 fire snakes, who have been tainted by the volcanic magic and are now more powerful than normal.
d100 = 35
D8=1: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.
D8=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.
D8=3:A cult of druids are celebrating a particular occasion by holding a ritual atop the volcano. If the players do not stop them, the druids will summon a powerful earth elemental to protect them.
D8=4: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.
D8=5:A man named Jack is walking down the road. He is looking for work. He will tell the party about a nearby town that needs guards.
D8=6: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.
D8=7:Strange, luminescent fungi grow in the darker recesses.
D8=8:Nearing the volcano’s peak, you encounter a tribe of 3d4 kobolds, their eyes glinting with both fear and malice. They have a trap-laden fortress built into the rock, and as you approach, they spring an array of ingenious but lethal devices designed to incinerate intruders. Ingenious countermeasures will be required to bypass or dismantle their deadly defenses.
d100 = 36
D8=1:The vegetation is slowly reclaiming a lava flow.
D8=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.
D8=3:The party encounters a group of 3d6+1 wizards huddled together in intense conversation. As the party approaches, the wizards beckon them over and offer to demonstrate their latest spell - a way to harness the energy of the volcano and channel it into a powerful burst of flame.
D8=4: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.
D8=5: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.
D8=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.
D8=7:A group of drunk dwarf mercenaries are shouting at each other. They are waiting for the cook to finish fixing their food.
D8=8:The party hears a loud rumbling noise coming from the volcano. A moment later, a huge boulder comes flying out of the volcano. It lands near the party, then rolls down the mountain, destroying everything in its path.
d100 = 37
D8=1:A trio of 1d4+1 dao, powerful genies who control earth and fire, appear before the party. They have sensed an imbalance in the volcano's power and offer their help in restoring balance in exchange for a favor.
D8=2:The sky takes on an orange hue from the volcanic activity.
D8=3:Navigating the rocky terrain, you encounter a band of mercenary hellhounds. Their leader, Ashemane, offers a temporary alliance to take down a shared enemy—a pyrohydra devastating their territory. The hellhounds prove fierce and loyal, their infernal flames adding a new layer of intensity to the battles.
D8=4:The party discovers a group of 1d4+1 fire mephits causing chaos within the volcano. They may choose to help stop the chaos or join in on the mayhem and reap the rewards.
D8=5:A group of rogue dwarves have set up a black market at the base of the volcano, selling illegal and dangerous items. However, business has slowed down as of late due to a rival gang of duergar encroaching on their territory. The party is hired to eliminate the competition and will be rewarded with a cut of the profits.
D8=6: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.
D8=7:A group of 2d6+1 men are arrested and are being escorted to be questioned by the local authorities due to a recent murder that occurred near the area.
D8=8:A group make their way down the side of the volcano on a rope ladder. They are moving at a medium pace and won't make it without help.
d100 = 38
D8=1:The party hears a song coming from the top of a nearby mountain. If they follow it, they will see a group of 1d8+1 druids dancing in a circle. They are using magic to hide themselves in an attempt to appease a nearby volcano.
D8=2:Ash clouds obscure the distant horizon.
D8=3:A rocky spire juts out, defying gravity.
D8=4: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.
D8=5:The air grows thicker, making it harder to breathe.
D8=6:The party comes across a group of one hundred soldiers from a nearby city-state. They are in the process of searching for a thief who stole a valuable item from their city. They will offer to pay the party handsomely if they can recover the item.
D8=7:The party finds a group of dwarves mining within the volcano, trying to uncover the rich mineral deposits within. But their mining has angered the fire elementals who reside within the volcano, causing them to retaliate with fiery attacks.
D8=8:As you crest a hill, you see a group of lizardmen dancing around a fire. One of them is wearing a strange helmet that looks like the head of a dinosaur.
d100 = 39
D8=1: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.
D8=2: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.
D8=3: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.
D8=4:You see a group of 5d4 goblins running up the side of the volcano carrying boxes and crates. These boxes and crates contain rare and exotic fruits and vegetables not known in your part of the world.
D8=5:A group of 2d6 orcs are searching the forest for food and water. If they see adventurers passing through, they will attack using their bows. They are not what you would consider a band of evil characters and just want to hunt for their supper.
D8=6:A group of men are walking along the road. They are carrying a coffin. The coffin is covered with a white cloth. The men look solemn, as if they are attending a funeral.
D8=7: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.
D8=8:A faint, coppery smell fills the air.
d100 = 40
D8=1:A light, eerie hum fills the air.
D8=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.
D8=3:A group of 2d6 bandits are looking for a lost horse. They will ask the party if they know where it is. If players tell them, they will attack them and steal their horses.
D8=4:A lone dragonborn is meditating near a bubbling lava pool, chanting ancient words in draconic. They invite the party to join in their meditation and share their wisdom.
D8=5:The party finds a group of adventurers who have been turned to stone by a powerful medusa living inside the volcano. They must find a way to defeat the medusa and restore their fellow adventurers to their original form.
D8=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.
D8=7: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.
D8=8: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.
d100 = 41
D8=1: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.
D8=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.
D8=3:As the party travels through the volcano, they come across a group of lava dwarves who are fiercely defending their home against a group of rival dwarves who seek to claim the volcano for themselves. The players must choose a side or try to broker a peace between the two factions.
D8=4:Beneath arches of blackened stone, the players come upon an enclave of Lava Golems (2d8+
D8=5:A group of 2d6+2 goblins and a hobgoblin are planning to find the stairs down from the mountains that the party is using to enter the volcano. The goblins were hired by the hobgoblin to find the stairs. When they find a group of adventurers who are going down the stairs, they will attack. The goblins will hide while the hobgoblin goes out and confronts the party. If the party is able to kill the hobgoblin, the goblins will come out of hiding and attack.
D8=6:The party sees a group of 2d6 soldiers riding horses down the side of the volcano. The soldiers appear to be carrying something on their horses.
D8=7: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.
D8=8:The air vibrates with the power of the volcano.
d100 = 42
D8=1:The intense heat of the volcano suddenly gives way to an eerie chill. A swirling vortex emerges from the ash-laden skies, and from within materialize 2d4 ice elementals, their forms contrasting sharply with the surrounding inferno. They attack with icy fury, their touch freezing anything it encounters, threatening to extinguish your fiery resolve.
D8=2:A group of goblinoids are running away from something, yelling at you to get out of their way! They are being chased by a group of 2d4+4 Green-Skins (aka Green Gobs).
D8=3:The ground is covered in fine volcanic ash.
D8=4:A section of rock wall is covered in peculiar carvings.
D8=5:The party comes across a lava river flowing from the volcano. They must navigate through the treacherous currents and avoid the dangerous creatures that lurk beneath the fiery surface. If they succeed, they will find a hidden chamber with valuable treasure.
D8=6:A pack of dire bears have made their den near the volcano and have been causing chaos in the surrounding area. The party must either find a way to coexist with the bears or defeat them before they cause further destruction.
D8=7:The party is attacked by a group of 3d4 orcs who are accompanied by a tribe of 4d8 wildlings.
D8=8:A group of 1d6+2 aarakocra are flying near the top of the volcano, collecting rare minerals and gems from the lava flows. They offer the party a chance to join them in their risky but profitable venture.
d100 = 43
D8=1:You see a man sitting on the side of the road, crying and wailing. He is wearing rags and has no shoes on his feet. If players approach, he will tell them his story. He was a wealthy merchant until a dragon killed his wife and destroyed his home and business. He has been traveling through the area, trying to get away from the dragon and start a new life somewhere else. He has been traveling for weeks and has run out of food and money. He is so scared that he is willing to do anything to get away from the dragon and the area where it has been terrorizing people for months.
D8=2:A group of drakes has set up a nest near the volcano, causing trouble for travelers and nearby villages. The party must find a way to either drive the drakes out or negotiate with them to prevent further conflicts.
D8=3:Pyroclastic clouds drift lazily near the peak.
D8=4:The party sees a group of 2d8 giant lizards moving around the base of the volcano. If they get too close to their nest, then they will attack.
D8=5:You find a series of small, interconnected lava tubes.
D8=6: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.
D8=7:The walls of the volcanic cavern begin to smoke and then the ground beneath the players begins to rumble. They must escape!
D8=8:Amidst a river of lava stands a lone fire monk, Master Ignatius, who requests your aid in rescuing his kidnapped apprentices from a band of lava sorcerers. In return, Master Ignatius offers his profound martial prowess and fire ki techniques.
d100 = 44
D8=1:You find a charred piece of metal on the ground.
D8=2: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.
D8=3:The party comes across a group of cursed individuals who have been transformed into lava creatures due to a powerful curse from a vengeful sorcerer. They plead for the party's help in lifting the curse and returning them to their human forms.
D8=4:The players come across a wounded dragonborn warrior who has been banished from his tribe due to his inability to control his fire breath. He begs the party to help him retrieve a powerful magical item that he believes will cure him of his affliction. Will the party help him or turn him away?
D8=5:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. The players can get information about what's happening by listening to the soldiers.
D8=6:Mysterious runes glow faintly in the rock.
D8=7:The sky darkens suddenly as ash clouds gather.
D8=8:You hear the distant sound of rolling rocks.
d100 = 45
D8=1:You find a lost amulet, slightly melted but still recognizable.
D8=2:A group of 2d4 dwarves are walking through the forest on their way to the mountains to search for gold and silver needed for their upcoming battle against an evil wizard who is proclaiming himself king in their land. They are traveling on foot with their supplies on a horse-drawn wagon.
D8=3:As the party weaves its way through an area with vast, ominous cracks in the ground, they inadvertently awaken a slumbering earth elemental titan that was resting after a massive confrontation with a fire titan. The volatile truce between the two could be exploited, or the adventurers might negotiate with them for powerful earth-based artifacts to counterbalance the fire’s influence.
D8=4:The party discovers a temple dedicated to a powerful deity of fire deep within the volcano. However, it is guarded by a group of fire-worshipping cultists who will stop at nothing to protect their sacred place.
D8=5:A group of 2d6 hobgoblins are standing by the path with weapons. They are testing the party to see if they are worthy to pass.
D8=6:A group of lava elementals are fighting off a swarm of fire ants that are trying to invade their territory. The party can choose to help one side or the other, or even try to negotiate a truce between the two.
D8=7:A sudden quake reveals a hidden antechamber filled with the bones of long-forgotten fire giants. Here resides a lamia enchantress who controls fire elementals within her service, guarding her trove of charred magical tomes and ancient cerulean crystals. The lamia offers aid for secret knowledge they possess or tries to charm them into servitude.
D8=8:A steam vent hisses nearby.
d100 = 46
D8=1:You see a group of 2d6 orcs attacked by a group of 2d6 giants. The orcs are not being attacked by the giants because they are orcs, but because they look down upon them for not being strong enough to fight smaller orcs.
D8=2:A small band of nomadic warriors have been tracking the interlopers and have decided to attack. They're coming from the direction of the plains, perhaps with a pack animal or two. If the players send a scout back toward the plains, he'll see them -- but they'll be upon him in a matter of seconds.
D8=3:You find a warm rock, perfect for sitting and resting.
D8=4:A group of 4d4 fire elementals emerge from the volcano and attack.
D8=5: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!
D8=6:A group of fire newts has taken over a section of the volcano and are causing trouble for the nearby villages. The villagers offer a reward for anyone who can drive the newts out of the volcano.
D8=7:You find a bridge of obsidian spanning a river of molten lava. Guarding it are 3d8 azer warriors, mechanical yet infused with eternal flame. These guardians demand a show of strength or intellect to pass. Whether it's besting them in combat or solving their riddles, your path forward demands skill and wit.
D8=8:A madman is walking along the road. He points to the sky, shouts and then walks into the woods screaming.
d100 = 47
D8=1:A group of 2d4 dwarves are walking through the forest on their way to the mountains to search for gold and silver needed for their upcoming battle against an evil wizard who is proclaiming himself king in their land. They are traveling on foot with their supplies on a horse-drawn wagon.
D8=2:Amidst a field of fumaroles, the adventurers find themselves surrounded by 2d6 fire elementals, amorphous beings born of the earth’s inner fury. The elementals are guardians of a deep magma pool which serves as the portal to an elemental plane of fire. Battling the elementals while avoiding the scalding emissions from the fumaroles poses a grueling challenge.
D8=4: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.
D8=5: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.
D8=6: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.
D8=7:During their ascent, the party comes across a group of 2d6+1 kenku who have taken up residence within the crevices of the volcano. They are skilled thieves and may try to steal from the party if given the opportunity.
D8=8:As the ground shakes beneath your feet, a small tribe of fire-resistant kobolds led by a charismatic elder named Silegtag emerges from a hidden lava tube. They offer to guide you through the treacherous landscape in exchange for help in recovering a stolen totem from a band of fire giants. Along the way, Silegtag proves to be a witty and strategic thinker, leading to some clever ambushes and traps.
d100 = 48
D8=1:Strange, low-frequency hums emerge from deep within the volcano.
D8=2:You find a trail of paw prints leading into the distance.
D8=3:A group of drunks are sitting around a hot fire. They are singing drinking songs and laughing loudly. They will offer you drinks, but you will only get drunk if you accept.
D8=4:You see a large stone tower on top of a hill. It has been recently attacked and is burning.
D8=5:The sun appears somewhat dimmed due to ash clouds.
D8=6: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.
D8=7: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.
D8=8:A group of 2d4 dwarves are standing around near a small campfire. They are very friendly and say hello to the party. The dwarves know the locals from their travels in town and have been told about you by them.
d100 = 49
D8=1:During their ascent, the party comes across a group of 2d6+1 kenku who have taken up residence within the crevices of the volcano. They are skilled thieves and may try to steal from the party if given the opportunity.
D8=2:A group of fire bats has taken up residence in a cave near the volcano, terrorizing the local villagers. The party must venture into the cave and find a way to either drive the bats out or make peace with them.
D8=3:A flock of fire hawks suddenly swoops down on the party, attacking them with fiery talons and screeching cries. As they fight off the birds, they may find a mysterious fire egg that could hatch into a powerful companion.
D8=4:The party comes across a small tower where a group of 2d4 wizards are creating an army of 1HD zombies (or skeletons if players are more powerful than level
D8=5:Lava rains from the sky as a mighty salamander warlord, Zarathrax, arrives, fleeing from a battalion of celestials. Zarathrax implores your aid in overthrowing their leader, a tyrannical armed angel of flame. In exchange, he offers salamander warriors and mastery over liquid heat in combat.
D8=6:A group of 10 minor fire demons are fighting each other over a small piece of land that is near the top of the volcano. If the party gets too close, they will attack them as well.
D8=7:The party sees a lone figure sitting on the edge of the volcano, seemingly meditating and unbothered by the intense heat. If they approach, they will find a powerful sorcerer who has come to meditate and commune with the fiery spirits of the volcano.
D8=8: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.
d100 = 50
D8=1:A group of men is walking down the road, singing songs and telling stories. They will invite the players to join them.
D8=2:An Age of Worms adventure hook: The party finds a dwarven tribe in the hills. They are looking for their god, who has been missing for over a century, after which they plan to kill off all humans in the region. If the party can locate their god for them, they will offer to help the party in any way they can for a year, including teaching them about dwarves, building stone buildings for them, giving them quantities of high quality ale, building walls for them, et cetera.
D8=3:Sturdy grasses cling tenaciously to the rocky terrain.
D8=4:A sudden quake reveals a hidden antechamber filled with the bones of long-forgotten fire giants. Here resides a lamia enchantress who controls fire elementals within her service, guarding her trove of charred magical tomes and ancient cerulean crystals. The lamia offers aid for secret knowledge they possess or tries to charm them into servitude.
D8=5:The terrain becomes increasingly rugged and uneven.
D8=6: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.
D8=7:A whispering wind seems to carry messages through the rocks.
D8=8:Players cross paths with a group of humanoids who are on the run from a group of 4d12+20 goblins. The humanoids decide to join players and fight together against the goblin horde. The humanoids are actually good and they know the goblins are evil and shouldn't be living!
d100 = 51
D8=1:You see a group of 4d4 dwarves carrying ore buckets of lava to be smelted down for gold and other precious minerals.
D8=2: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.
D8=3:The party comes across an intricately carved stone door deep within the volcano. If they can solve the riddle guarding it, they may uncover a hidden treasure.
D8=4:A group of three men in metallic armor is riding horses. Two of them have swords and the third has a strange-looking harpoon gun. The horses have odd-looking metal armor on their legs. They say they are looking for bandits to capture and bring back to town for incarceration.
D8=5:In the depths of the volcano, the party discovers a hidden temple dedicated to the goddess of fire. The temple is guarded by a group of 1d6+2 azer who may offer to share their knowledge and wisdom with the party in exchange for a favor.
D8=6:A mysterious figure approaches the party, offering to sell them a potion that will grant them temporary immunity to lava and fire. The potion could prove useful in their journey through the volcano, but its true effects may be unpredictable.
D8=7:As the party rests near the volcano, they are approached by a group of kobolds who claim to have valuable information about a nearby dragon's treasure hoard. However, the kobolds are actually leading the party into an ambush by the dragon itself.
D8=8:As the party rests at the base of the volcano, they are awakened by a group of 2d4+2 sneaky shadow dragons who have been watching them from a distance. The dragons challenge the party to a game of riddles and puzzles, promising treasures for those who succeed.
d100 = 52
D8=1:As you approach the volcano’s caldera, an unsettling chant echoes through the air. Emerging from a hidden crevice, 1d4 volcano cultists clad in robes of molten red engage in a dark ritual. They summon a fire elemental, 1d8, to aid them, and the battle becomes a desperate race to disrupt their incantations before their powers overwhelm you.
D8=2: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.
D8=3:A group of dwarves is attempting to create a legendary dwarven ale by letting it ferment in the heat of the volcano. However, their brew is attracting dangerous creatures and the party must protect the dwarves and their brewing operation.
D8=4:A subterranean river of lava flows silently below ground.
D8=5:As the party travels through the lava tunnels, they are approached by a friendly fire giant who needs help defeating a powerful lava elemental that is terrorizing their tribe.
D8=6:The ground around you trembles continuously.
D8=7:You spot a fleeting shadow against the lava-lit sky.
D8=8:While searching for a way to reach the volcano's peak, the party comes across a series of ancient stone pillars that form a magical portal. The portal leads to an otherworldly realm filled with powerful fire creatures.
d100 = 53
D8=1:A gnome with a large wooden box approaches the party and offers to sell them something. If they ask what it is, he will say it's an expensive magical item. It's really just a cheap necklace made of wooden beads.
D8=2:A lone drow appears, wearing a mask and dark robes. They are searching for a specific type of volcanic ash for a ritual to summon a powerful demon. They offer the party a reward for helping them find it.
D8=3: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.
D8=4:You see distant plumes of ash rise from a secondary vent.
D8=5: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.
D8=6:You find a cracked and blackened skull.
D8=7: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.
D8=8:Amidst a sea of magma pools, the translucent image of a long-forgotten king stands beside spectral soldiers and noble advisors, all victims to a volcanic purge. Their spectral sorrow speaks of a cataclysmic betrayal that shifted the balance of power in their times. By delving into this king’s lost tale and vows to right ancient wrongs, they might uncover tomes of forgotten tactics etched in magma or bring once-forgotten royalty back to power.
d100 = 54
D8=1:A small tremor causes pebbles to rain down.
D8=2:A group of 2d6+3 guards are standing in front of a small village. They are being paid to protect the village against bandits and monsters. Their patrols have ranged farther and farther away from the village recently. They have not returned.
D8=3:A small, hot creek snakes its way between rocks.
D8=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.
D8=5:As the party rests near the summit of the volcano, they are approached by a friendly rock gnome named Glimwick who asks for their help in retrieving a special mineral called blazestone, which can only be found deep within the volcano.
D8=6:An earthquake rocks the volcano, causing massive chunks of rock to fall from the sky. The party must race to shelter before they are crushed.
D8=7:The party encounters a group of 3d6+1 wizards huddled together in intense conversation. As the party approaches, the wizards beckon them over and offer to demonstrate their latest spell - a way to harness the energy of the volcano and channel it into a powerful burst of flame.
D8=8: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.
d100 = 55
D8=1:The intense heat of the volcano suddenly gives way to an eerie chill. A swirling vortex emerges from the ash-laden skies, and from within materialize 2d4 ice elementals, their forms contrasting sharply with the surrounding inferno. They attack with icy fury, their touch freezing anything it encounters, threatening to extinguish your fiery resolve.
D8=2:The sky takes on an orange hue from the ash.
D8=3: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.
D8=4:You hear an eerie, high-pitched whistle through the valleys.
D8=5:As the ground trembles beneath your feet and the air thickens with ash, a procession of 2d6 charred skeletons emerges from the lava flow, carrying the still-scorched remnants of treasured artifacts. These skeletal figures seem not aggressive, but rather mournful, seeking to return belongings to their resting places disturbed by eruptions. Helping them might unveil the history and tragic past of this volcanic region, but disturbing them could unleash their fiery wrath.
D8=6:A distant, low rumble echoes through the mountains.
D8=7: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.
D8=8: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.
d100 = 56
D8=1:A group of 2d6 soldiers are walking toward the volcano. They are talking about how beautiful the sunset is. The players can get information about what's happening by listening to the soldiers.
D8=2:As the party travels deeper into the volcano, they begin to hear loud stomping and growling coming from above them. The source? A group of 1d4+1 giant magma elementals on a rampage.
D8=3:The party encounters a coven of witches. They are preparing to cast a spell to summon a demon.
D8=4:You see an NPC approach the group of humans and ask if they are looking for any work. The NPC is looking for a group to help him look for his lost companion somewhere up in the mountains.
D8=5:The players come across a wounded dragonborn warrior who has been banished from his tribe due to his inability to control his fire breath. He begs the party to help him retrieve a powerful magical item that he believes will cure him of his affliction. Will the party help him or turn him away?
D8=6:You hear a faint, distant siren-like sound.
D8=7: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.
D8=8: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.
d100 = 57
D8=1:A trio of 1d4+1 dao, powerful genies who control earth and fire, appear before the party. They have sensed an imbalance in the volcano's power and offer their help in restoring balance in exchange for a favor.
D8=2:A light drizzle of ash starts to fall.
D8=3:A group of 3d4 giant wolves run around a bend in the trail. The wolves will attack if the party tries to interfere with them.
D8=4:A group of dwarves is attempting to create a legendary dwarven ale by letting it ferment in the heat of the volcano. However, their brew is attracting dangerous creatures and the party must protect the dwarves and their brewing operation.
D8=5: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.
D8=6:While resting at the base of the volcano, the party is attacked by a pack of fiery hell hounds. These intelligent creatures have taken an interest in the party's magical items and will stop at nothing to claim them for themselves.
D8=7:Inside the volcano, the party comes across a tribe of fire elementals who are at war with a tribe of water elementals. The party must choose a side, and their decision will have lasting consequences on the balance of nature near the volcano.
D8=8:The party comes across a group of 2d4+2 goblins who have been expelled from their tribe and are now living in a cave on the side of the volcano. They are looking for a new leader and will ask the party to help them prove their strength and worthiness.
d100 = 58
D8=1:The distant sound of a rockslide reaches your ears.
D8=2:A group of 2d6 kobolds is seen climbing up the side of the volcano. They have rope, spikes and lanterns with them. They are trying to steal unrefined gold.
D8=3:The party comes across a group of 2d8 dwarves who are carefully excavating a section of the volcano's side. They tell the party that they are searching for a lost artifact rumored to grant invulnerability to fire.
D8=4:A strange, sulfurous fog rolls in.
D8=5: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.
D8=6:The party sees a group of 2d8 ogres lounging around a bubbling hot spring. They are enjoying the heat and relaxing, but if the party disturbs them, they will quickly turn hostile and attack.
D8=7:A group of 2d6 dwarves are searching for an ancient treasure that is hidden in the volcano. They'll offer to hire the party as guards.
D8=8: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.
d100 = 59
D8=1:A man is sitting on the side of the road, crying and wailing. He is wearing rags and has no shoes on his feet. If players approach, he will tell them his story. He was a wealthy merchant until a dragon killed his wife and destroyed his home and business. He has been traveling through the area, trying to get away from the dragon and start a new life somewhere else. He has been traveling for weeks and has run out of food and money. He is so scared that he is willing to do anything to get away from the dragon and the area where it has been terrorizing people for months.
D8=2: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!
D8=3: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.
D8=4:A group of 2d6+1 elven warriors are returning to their elven tree fortress in the nearby mountains. They want to make sure that everyone in their village is safe.
D8=5: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.
D8=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.
D8=7:Near the caldera’s ridge, 2d6+2 molten guardians chant in ancient tongues, their voices like embers crackling through the eternal night. Shielding the remains of a forgotten sage, they seek to unlock the wisdom buried deep within the volcanic heart. Helping them might yield tome portions written in sacred flames that unveil mysteries lost to volcanic cataclysm but might also instigate the ire of caretaking spirits.
D8=8: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 = 60
D8=1:Your reflection seems distorted in a pool of still lava.
D8=2:You stumble upon an ancient oracle named Voryth who dwells within the heart of the volcano. She foresees a great calamity unless the balance of fire and earth is restored. Her prophecies guide you, while her magical constructs provide both protection and strength in the face of cataclysmic foes.
D8=3: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.
D8=4:As the party climbs the volcano, they come across a beautiful oasis surrounded by lush vegetation. The oasis is guarded by a group of 3d6+1 water genasi who have taken up residence there to escape the harsh environment of the volcano. They may offer to share their bounty with the party.
D8=5: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.
D8=6:The party comes across a group of peaceful fire genasi who have built a community near the volcano, using its powers to help them grow crops and create beautiful works of art. They may offer the party a place to rest and trade in the midst of their dangerous journey.
D8=7:Strange and mutated creatures, born from the intense heat and radiation of the volcano, now roam the surrounding area. The party must learn to navigate through this dangerous and unpredictable new ecosystem.
D8=8: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.
d100 = 61
D8=1: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.
D8=2: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.
D8=3: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.
D8=4: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.
D8=5:Strange, luminescent fungi grow in the darker recesses.
D8=6:Amidst a sea of magma pools, the translucent image of a long-forgotten king stands beside spectral soldiers and noble advisors, all victims to a volcanic purge. Their spectral sorrow speaks of a cataclysmic betrayal that shifted the balance of power in their times. By delving into this king’s lost tale and vows to right ancient wrongs, they might uncover tomes of forgotten tactics etched in magma or bring once-forgotten royalty back to power.
D8=7: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.
D8=8:Two human male barbarians stalk through the lava fields. They are on a holy quest to destroy the volcano.
d100 = 62
D8=1: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.
D8=2:The air feels heavy with a sense of anticipation.
D8=3:A group of 3d6 sorcerers are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D8=4:The ground shifts slightly under your weight.
D8=5:The players come across a small village. As they approach, they see a group of villagers surrounding a large mirror that is sitting outside of one of the buildings.
D8=6:A group of 3d6 dwarves have set up an outpost in the mountainside, directly below the volcano's crater. They're searching for magical items, hoping to find something incredible. If the players do not help them, they will attack.
D8=7:Cries of some sort of animal are heard.
D8=8:A massive boulder comes tumbling down the side of the volcano and threatens to crush the party. They must either find a way to outrun the boulder or use their strength and skills to stop it from reaching them.
d100 = 63
D8=1:A giant eagle attacks the party. It's a pet of a giant named Grognak.
D8=2:A man wearing plate armor with a star engraved on his chest plate walks up to them. He tells them that they are not welcome here and he even threatened to kill them if they entered the building he is standing in front of. He tells the party that this is the headquarters of The Knights of the Holy Star. He will attack anyone who does not leave immediately.
D8=3:The party is attacked by a group of 3d4 werewolves.
D8=4:Deep within the bowels of the volcano, ancient fire spirits have been awoken by the party's presence. They must pass a series of trials and puzzles set up by the spirits in order to continue on their journey.
D8=5: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.
D8=6:The party finds a group of fire genasi refugees who have been banished from their homeland due to their elemental heritage. They seek a new place to call home and may ask the party for assistance.
D8=7:The party stumbles upon a hidden passage within the volcano that leads to an underground hot spring. The hot spring is a popular spot for nearby creatures to relax and unwind, but it is being threatened by a group of fire creatures. The party must intervene to protect the peaceful hot spring or risk angering the powerful creatures.
D8=8: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.
d100 = 64
D8=1:A group of drunk dwarf mercenaries are shouting at each other. They are waiting for the cook to finish fixing their food.
D8=2:A group of 2d6+1 goblins are approaching players. They are holding up their swords, as if they are surrendering. They are actually going to attack! As they say, "Surrender or die!"
D8=3:A group of fire genasi are playing a game of lava surfing on the side of the volcano. They invite the party to join in on the fun, but the risk is high as the lava is constantly shifting. The reward, however, is great as the winner receives a wish from the genasi.
D8=4: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.
D8=5:A princess has been captured by a powerful fire elemental and is being held captive inside the volcano. The party must brave its dangers to rescue her and return her safely to her kingdom.
D8=6:A light, eerie hum fills the air.
D8=7:A group of skeletons are seen walking down the path, looking for treasure.
D8=8:The landscape is dotted with skeletal remains of animals.
d100 = 65
D8=1:A red dragon has been spotted flying in the sky above the volcano.
D8=2:A river of molten rock flows into a subterranean aquatic cavern. Within, a kraken of fire and magma slumbers, awakened and angered by any disturbance. Its lair is strewn with shipwrecks, treasure, and relics from past victims who dared to venture too close. The kraken’s tentacles can strike from anywhere in the cavern, making it a deadly and pervasive threat.
D8=3:Hissing steam rises from a pool of water.
D8=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.
D8=5:A group of humanoids are fighting over a human corpse. The humanoids are orcs, ogres, and goblins. The orcs, ogres, and goblins are arguing over who gets to eat the human corpse.
D8=6:A hot, dry wind blows from the direction of the volcano.
D8=7: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.
D8=8:A pack of 2d10+2 wolves has been seen in the area. They are looking for food since their usual hunting grounds have been covered in a recent snowstorm.
d100 = 66
D8=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.
D8=2: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.
D8=3:The party is attacked by a group of 3d4 werewolves.
D8=4:The party discovers a hidden temple at the base of the volcano, dedicated to a powerful fire deity. The temple is currently being guarded by a group of fire-resistant monks who may offer the party protection and healing in exchange for their help in defending the temple.
D8=5:K'Sorak, a dracolisk, takes up residence in the volcano. He is a member of the Red Dragon tribe of Krells. He has been hiding out in the volcano after being banished from the dragon tribe for some unmentioned crime. He is evil and has been killing people who travel too close to the volcano and then eating them.
D8=6:A group of fire mephits, bored with their lives in the elemental planes, have made a game of tormenting the creatures that live near the volcano. The party must navigate through a series of traps and puzzles set up by the mephits in order to reach the mephits' leader and put an end to their mischief.
D8=7:A rocky spire juts out, defying gravity.
D8=8:The party comes across a group of travelers who are searching for a rare mineral that can only be found within the volcano. They may ask the party to help them locate it or offer to buy any that the party has already collected.
d100 = 67
D8=1: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.
D8=2:The party comes across a small tower where a group of 2d4 wizards are creating an army of 1HD zombies (or skeletons if players are more powerful than level
D8=3:You encounter a creature made entirely of lava.
D8=4:A volcanic storm brews above, sending down rains of ash and fire. In this chaos, the party encounters 1d4 efreeti, malevolent genies of fire, who seek to enslave mortals and dominate the material plane. These efreeti have summoned a firestorm elemental, adding a titanic being of living flame into the fray. The adventurers must outmatch both the strength and cunning of the efreeti while surviving the turbulent, fiery storm.
D8=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.
D8=6:As you venture deeper, a pack of volcanic wolves led by a dire alpha named Emberfang intercepts you. Emberfang seeks aid against a demonic legion headed for their sacred grounds. The volcanic wolves' speed and flame-coated fangs become crucial assets.
D8=7:The intense heat of the volcano suddenly gives way to an eerie chill. A swirling vortex emerges from the ash-laden skies, and from within materialize 2d4 ice elementals, their forms contrasting sharply with the surrounding inferno. They attack with icy fury, their touch freezing anything it encounters, threatening to extinguish your fiery resolve.
D8=8: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.
d100 = 68
D8=1:You hear a loud, echoing boom from the depths of the volcano.
D8=2:As the party travels through a narrow path on the side of the volcano, they are ambushed by 1d6+2 goblins who have taken refuge in the caves along the path. The goblins have laid traps and are led by a cunning goblin boss who will stop at nothing to defeat the party.
D8=3:A dragonborn sorcerer approaches the party, seeking aid in retrieving a special ingredient from the boiling lava of the volcano for a powerful spell. In return, the sorcerer promises a great reward and a potential alliance.
D8=4:A group of men and women are arguing about whether or not there are dragons inside the volcano or not, and if there are dragons, how many there are, what color they are, and if they're friendly or not.
D8=5:You find a naturally formed bridge of cooled lava.
D8=6:As the party travels through the lava tunnels, they are approached by a friendly fire giant who needs help defeating a powerful lava elemental that is terrorizing their tribe.
D8=7:At the peak of the volcano, the party finds a hidden temple dedicated to the fire god. Inside, they face a series of challenges and must prove their worth in order to meet the god and ask for its favor.
D8=8:A lava tube extends deep into the heart of the volcano.
d100 = 69
D8=1:A powerful and ancient fire mage has made the volcano their home and has been using its power to control and manipulate the nearby region. The party must stop them before their nefarious plans come to fruition.
D8=2:The distant sound of a rockslide reaches your ears.
D8=3:A whispering wind seems to carry messages through the rocks.
D8=4:The party comes across a group of travelers who are searching for a rare mineral that can only be found within the volcano. They may ask the party to help them locate it or offer to buy any that the party has already collected.
D8=5:The party is attacked by a group of 2d8 lizard people. If you defeat them, you will gain access to a hidden chamber where they were planning their next attack.
D8=6:An old, weathered map flutters in the wind.
D8=7: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.
D8=8: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.
d100 = 70
D8=1:The party sees a group of 2d6+2 soldiers standing on top of a nearby mountain. If they are within 30' of the mountain, they will hear a loud voice. It will ask them what they want and will ask them to leave. If the party does not leave, then it will attack them.
D8=2:The path ahead is blocked by a large boulder. Perhaps the players can push it out of the way.
D8=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.
D8=4:The players come across a small village. As they approach, they see a group of villagers surrounding a large mirror that is sitting outside of one of the buildings.
D8=5:A group of 2d6 kobolds is seen climbing up the side of the volcano. They have rope, spikes and lanterns with them. They are trying to steal unrefined gold.
D8=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.
D8=7: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.
D8=8:You notice steam venting from a nearby hillside.
d100 = 71
D8=1: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.
D8=2:The intense heat of the volcano suddenly gives way to an eerie chill. A swirling vortex emerges from the ash-laden skies, and from within materialize 2d4 ice elementals, their forms contrasting sharply with the surrounding inferno. They attack with icy fury, their touch freezing anything it encounters, threatening to extinguish your fiery resolve.
D8=3:The ground quakes violently and before you know it, a fissure opens, unveiling a vast underground network inhabited by duergar miners extracting rare minerals. Their leader, King Thorek, seeks aid against an army of advancing lava elementals. In exchange, King Thorek offers finely crafted dwarven armor and weapons. The duergar’s brute strength combined with their subterranean tactics create a formidable force.
D8=4:While exploring the lava fields, the party comes across a group of friendly fire salamanders who are trying to escape from a group of fire giants who have captured them and are using their heat powers to power their forges. The players must choose whether to help the salamanders or leave them to their fate.
D8=5:The ground feels unusually warm to the touch.
D8=6:A large, blackened tree stands as a lone sentinel.
D8=7:The landscape is dotted with skeletal remains of animals.
D8=8:A group of 2d6 elves are walking down the path towards you. If the party attacks them, they will summon 2d4 additional elves to their aid.
d100 = 72
D8=1:An oddly shaped rock formation stands alone.
D8=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.
D8=3:A group of 2d6+2 orc scouts are in the area looking for a place to start a new orc city. They will ask if the players have seen any humans in the area. If players tell them about the nearby human city, they will ask them if they can get them in and if they can get them out. If players help them, orcs will help them in return in any way they can.
D8=4: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.
D8=5:You see a group of 2d6 giants attempting to break open the door to the cave.
D8=6:You find an abandoned campsite with charred remains of tents.
D8=7:You spot a fleeting shadow against the lava-lit sky.
D8=8:In the heart of the volcano, the party comes across a powerful red dragon who claims to be the ruler of the volcano. They must decide whether to try and defeat the dragon or make a deal with it to gain access to its hoard of treasure.
d100 = 73
D8=1:You find a piece of parchment with a charred edge.
D8=2:A distant, low rumble echoes through the mountains.
D8=3:A group of dwarves is attempting to create a legendary dwarven ale by letting it ferment in the heat of the volcano. However, their brew is attracting dangerous creatures and the party must protect the dwarves and their brewing operation.
D8=4: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.
D8=5:Strange runes and symbols are etched into the walls of the volcano, emanating powerful magic. The party must decipher the meaning and purpose of these symbols, which could lead to great discoveries or dangerous consequences.
D8=6:The volcano erupts. All within 60' radius take 1d10 points of damage per round. An ancient dragon, who has made her lair in the volcano, will attack the party if they try to escape by climbing over the rim of the crater.
D8=7:A group of 1d4+1 aarakocra are seen flying near the caldera of the volcano, trying to rescue their companion who has been captured by a tribe of fire newts. They will ask the party to help them in their daring rescue mission.
D8=8:A group of three men in metallic armor is riding horses. Two of them have swords and the third has a strange-looking harpoon gun. The horses have odd-looking metal armor on their legs. They say they are looking for bandits to capture and bring back to town for incarceration.
d100 = 74
D8=1: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.
D8=2:A group of pilgrims are making their way towards the summit of the volcano to perform a ritual to appease the fire god that resides within. They will be willing to share what they know about the volcano's secrets with the party.
D8=3:A rock formation looks strangely like a creature watching you.
D8=4: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.
D8=5:You see an NPC approach the group of humans and ask if they are looking for any work. The NPC is looking for a group to help him look for his lost companion somewhere up in the mountains.
D8=6:The party comes across a lava river flowing from the volcano. They must navigate through the treacherous currents and avoid the dangerous creatures that lurk beneath the fiery surface. If they succeed, they will find a hidden chamber with valuable treasure.
D8=7:You encounter an eccentric fire sage named Pyria who requests help in retrieving a stolen guardian spirit from a demon cult. Pyria’s extensive knowledge of fire spells and rituals enhances your party's magical capabilities, turning the tide against demonic forces.
D8=8:A group of 2d6+3 guards are standing in front of a small village. They are being paid to protect the village against bandits and monsters. Their patrols have ranged farther and farther away from the village recently. They have not returned.
d100 = 75
D8=1:You see a group of men carrying large wooden shields, two to each man, shields that are as big as the man is who is carrying it. They are shouting as they walk, 'Away with the evil!'
D8=2: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.
D8=3:A plume of ash rises in the distance.
D8=4:The party must save a group of city guards from a siege by 2d6 ghouls. They will be grateful for your help and give you a magic item if you save them.
D8=5: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.
D8=6:A mysterious figure appears before the party, offering them a deal - they can have any wish they desire, but in exchange, they must cause a massive eruption in the volcano. Will the party risk the lives of innocent villagers for their own gain?
D8=7:The players come across a group of elementals (fire, earth, air, water) who are in the midst of a heated argument over who has the most power within the volcano. They will challenge the party to a series of elemental-themed puzzles or tasks to prove their worth.
D8=8: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.
d100 = 76
D8=1:A group of men and women are trying to dig a hole in the side of the volcano. The men and women are trying to dig their way into the volcano.
D8=2: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.
D8=3:As the party travels deeper into the volcano, they begin to hear loud stomping and growling coming from above them. The source? A group of 1d4+1 giant magma elementals on a rampage.
D8=4:One morning, the party rides into a village to buy supplies and gather information. During the day, they decide to leave the village to explore the forest. They are traveling through the forest when they are attacked by a group of bandits. The bandits will try to rob them, but may also try to kill them depending on the party's reactions.
D8=5:As the party travels along a narrow path on the side of the volcano, they come across a group of fire imps playing a game of catch with a flaming rock. If the players join in and win, the imps will grant them a wish. But if they lose, they must give up something of equal value to the imps.
D8=6:A group of traveling actors have been hired by a local lord to put on a show in his castle. They are scouting out a location to build their stage when they are attacked by a group of goblins.
D8=7:Caught in a curtain of falling embers, the characters stumble upon a chasm where 3d6 salamanders sing a haunting dirge, dedicated to the memory of a fallen elemental lord. Their song is said to be a ritual to preserve the integrity of the volcanic soul itself. Participating respectfully might earn them the right to be insulated from the harshest of volcanic conditions or the power to commune with the very essence of the planet itself.
D8=8:A powerful storm has brewed over the volcano, causing lightning to strike the mountain and creating dangerous conditions for the party. They must navigate through the treacherous weather while also dealing with any other obstacles.
d100 = 77
D8=1: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.
D8=2: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.
D8=3:A group of 2d6 men are looking for a lost sheep. They will ask for directions to the volcano.
D8=4: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.
D8=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.
D8=6:You see distant plumes of ash rise from a secondary vent.
D8=7:A group of 3d4 giant wolves run around a bend in the trail. The wolves will attack if the party tries to interfere with them.
D8=8:The party finds a hidden cave within the volcano that is home to a group of ice elves living in exile. They have been cursed to live in the sweltering heat of the volcano and are desperate for help to break the curse.
d100 = 78
D8=1:A rock formation looks strangely like a creature watching you.
D8=2:A fissure in the ground vents steam intermittently.
D8=3:Strange, glowing insects hover near the hot springs.
D8=4:A faint, coppery smell fills the air.
D8=5: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.
D8=6:A group of pilgrims are making their way towards the summit of the volcano to perform a ritual to appease the fire god that resides within. They will be willing to share what they know about the volcano's secrets with the party.
D8=7:One morning, the party rides into a village to buy supplies and gather information. During the day, they decide to leave the village to explore the forest. They are traveling through the forest when they are attacked by a group of bandits. The bandits will try to rob them, but may also try to kill them depending on the party's reactions.
D8=8: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.
d100 = 79
D8=1: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.
D8=2:The smell of sulfur is overwhelming as you approach a vent.
D8=3:A group of men huddle together, talking about a battle that they were in recently. One of them is injured. They will ask for help with the injured man. If players help them, they will become friends later on in the story.
D8=4:A plume of ash rises in the distance.
D8=5:The party finds a group of 1d4+1 lava goblins who have been banished from their tribe. They may offer to help the party in exchange for being allowed back into their tribe.
D8=6: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.
D8=7:A group of 2d6 gnomes are collecting rare gems that they find in the cave.
D8=8:The volcano erupts. All within 60' radius take 1d10 points of damage per round. An ancient dragon, who has made her lair in the volcano, will attack the party if they try to escape by climbing over the rim of the crater.
d100 = 80
D8=1:You find an old, scorched piece of cloth fluttering.
D8=2: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.
D8=3: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.
D8=4:A small herd of deer stares at you from a distance.
D8=5:A powerful sorcerer is using the heat and power of the volcano to amplify his spells and wreak havoc on the nearby villages. The party must infiltrate his lair and put an end to his destructive plans.
D8=6:You find a forgotten warning etched into stone.
D8=7: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.
D8=8:The party comes across a group of 1d6+1 goliaths who have set up a makeshift village on the side of the volcano. They are preparing for a major volcanic eruption and are urging the party to leave the area immediately, warning them of the dangers to come.
d100 = 81
D8=1: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.
D8=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.
D8=3: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.
D8=4:As the ground shakes beneath your feet, a small tribe of fire-resistant kobolds led by a charismatic elder named Silegtag emerges from a hidden lava tube. They offer to guide you through the treacherous landscape in exchange for help in recovering a stolen totem from a band of fire giants. Along the way, Silegtag proves to be a witty and strategic thinker, leading to some clever ambushes and traps.
D8=5:You spot a fleeting shadow against the lava-lit sky.
D8=6:A red dragon has been spotted flying in the sky above the volcano.
D8=7:A group of aarakocra (bird-like humanoids) have built their nest within the volcano's caldera. They will warn the party of a coming danger from the heart of the volcano and beg for their assistance in stopping it.
D8=8:The party comes across a young red dragon who is sick and dying from a mysterious ailment. Its breath is no longer fiery, but rather icy and it has retreated to the volcano for the heat to try and heal itself. The party must either help cure the dragon or face a vengeful adult dragon when it regains its strength.
d100 = 82
D8=1: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.
D8=2: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.
D8=3: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.
D8=4:You notice the ground is covered in cracked lava.
D8=5:Within the heart of the volcano, the party finds a hidden city ruled by a powerful dragon. The city is home to 1d4+1 dragonborn who may offer the party shelter and resources in exchange for completing a task for the dragon.
D8=6:Two men named Fred and Henry are trying to convince a group of people that there is a dragon inside the volcano. Fred and Henry are selling tickets to see the dragon.
D8=7:A faint, rhythmic pounding sound can be heard.
D8=8:While exploring the lava tunnels beneath the volcano, the party comes across a group of friendly lava elementals who offer to help them navigate the treacherous terrain. The elementals may also have valuable information about the volcano's secrets.
d100 = 83
D8=1:The party stumbles upon a tomb that is guarded by 2d6 undead creatures.
D8=2:A ghostly figure is seen running up the volcano. A moment later, it runs back down. If the party approaches, they will see a dwarf running up and down the volcano. He is a member of a dwarven treasure hunting guild. His name is Beldor Bronzebeard. He is searching the volcano for a lost dwarven treasure trove.
D8=3:The party comes across a group of dragonborn warriors who are on a pilgrimage to the fiery heart of the volcano to prove their bravery and gain the favor of their god. They may enlist the party's help on their quest or see them as obstacles to be defeated.
D8=4:As the ground trembles beneath your feet and the air thickens with ash, a procession of 2d6 charred skeletons emerges from the lava flow, carrying the still-scorched remnants of treasured artifacts. These skeletal figures seem not aggressive, but rather mournful, seeking to return belongings to their resting places disturbed by eruptions. Helping them might unveil the history and tragic past of this volcanic region, but disturbing them could unleash their fiery wrath.
D8=5:Near the volcano’s crater, where the ground is too hot to touch, the spectral form of a pyromancer in torment appears, encircled by 3d6 fire wisps. The mage narrates his tale of misguided ambition that led to the eruption catalyzing his demise. Purifying his soul could earn players powerful pyrokinetic spells or forbidden knowledge but aiding him might also invite unanticipated repercussions from protective entities who sought to trap him there forever.
D8=6:A pack of 1d8+3 lava drakes are seen flying around the base of the volcano. They are territorial and will attack anyone who gets too close to their nesting grounds.
D8=7:As the party travels through a narrow path on the side of the volcano, they are ambushed by 1d6+2 goblins who have taken refuge in the caves along the path. The goblins have laid traps and are led by a cunning goblin boss who will stop at nothing to defeat the party.
D8=8: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.
d100 = 84
D8=1:A mad gnome has built a mechanical contraption that can harness the power of the volcano and control its eruptions. The party must stop the gnome before they accidentally cause a catastrophic eruption that could destroy the surrounding villages.
D8=2:The acrid smoke of the volcano parts to reveal an ancient dragon, 1d2 in number, nestled in a lava pool. This colossal creature slumbers but has keen senses; one false step could awaken it. You must stealthily navigate around the beast, avoiding any sound or disturbance that may rouse it and invoke its fiery rage.
D8=3:A massive boulder comes tumbling down the side of the volcano and threatens to crush the party. They must either find a way to outrun the boulder or use their strength and skills to stop it from reaching them.
D8=4: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.
D8=5:A gnome wizard named Evergood has set up camp near the volcano's peak. He will offer to cast a free 'Arcane Eye' spell on any player who can get one on him. The spell creates a small floating orb in their opponents' heads, allowing them to hear their thoughts. If the players don't accept, he will attack them instead for being ungrateful.
D8=6: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.
D8=7:The PCs see a group of gnomes arguing over a map. The gnomes are trying to decide which route to take when they try to enter a cavern at the top of the volcano. The gnomes are lost and trying to find their way back home.
D8=8: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 = 85
D8=1:The players come across a waterfall of lava within the volcano, which leads to an underground chamber. In the chamber, they discover a phoenix egg, pulsating with volcanic energy. If hatched, the phoenix will owe its life to the party and will help them in their future endeavors.
D8=2: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.
D8=3:The ground trembles and cracks, revealing a chasm filled with 3d6 magma mephits clambering to the surface. These impish creatures, born of molten rock, are playful but deadly, hurling globs of scalding lava and cackling madly as they try to draw the party into their fiery domain. As the battle rages, the heat becomes unbearable, requiring Constitution saves to avoid exhaustion.
D8=4:The party discovers a hidden temple at the top of the volcano, devoted to an evil fire god. As they explore, they come across cultists performing a dark ritual and must stop them before it's too late.
D8=5: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.
D8=6:A rocky spire juts out, defying gravity.
D8=7: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.
D8=8:As the party rests near the base of the volcano, they are suddenly attacked by a group of 1d6+1 fiery harpies who have made their nests in the nearby rocks. The party must fend them off and find shelter before the harpies return with reinforcements.
d100 = 86
D8=1:A group of 2d6+2 bandits are in the area looking for a place to hideout and not be bothered by the local soldiers. They will attack the players if they see them or anyone else.
D8=2: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.
D8=3:The party finds a sentient fire elemental trapped within a crystal at the core of the volcano. It begs the party to break the crystal and set it free. However, doing so may have unforeseen consequences.
D8=4:You notice unusual mineral deposits on the rock surfaces.
D8=5:The walls of the volcanic cavern begin to smoke and then the ground beneath the players begins to rumble. They must escape!
D8=6:You find an old, extinguished campfire.
D8=7:You see a group of people sitting around a campfire, singing songs and telling stories. They will invite the players to join them.
D8=8:A man named Samuel Jones is walking down the road on his way back to his home city after visiting a nearby city. He is wearing good clothing and has several bags of groceries and fruit hanging from each arm and a large sack of grain slung over his shoulder. He is walking slowly, watching out for kobolds and goblins that might be hiding in the nearby brush or tall grasses or trees. If players approach him, he will ask them if they have seen any kobolds or goblins hiding in the nearby area. He is hoping to avoid an encounter with them on his way home.
d100 = 87
D8=1:A group of 2d6+1 elven warriors are returning to their elven tree fortress in the nearby mountains. They want to make sure that everyone in their village is safe.
D8=3:A man named Jebediah Johnstone is walking along the road. He is carrying a large satchel and he looks worried and troubled.
D8=4:You find scorch marks on a rock face.
D8=5:A mysterious portal flickers before you, revealing a realm of volcanic wasteland. An astral deva named Seraphiel, sent to cleanse the land of corruption, asks for your help in closing the portal and defeating the fire demons emerging from it. Seraphiel's radiant power and aura of protection bolster the party significantly.
D8=6:You come across a peculiar gemstone partially buried in the ground.
D8=7:Mid-climb, the very air you breathe turns to fire as 1d6 phoenixes take flight around you, their cries echoing like the roar of the flames themselves. These majestic yet territorial birds swoop and dive, their fiery tails scorching anything they touch. Survival means navigating their dazzling but deadly speed and fiery assaults.
D8=8:The party comes across a group of 2d8+4 gnomes who have set up a temporary base camp on the side of the volcano. They are conducting experiments and collecting samples to better understand the effects of volcanic activity on the surrounding area. They offer the party some of their findings in exchange for protection from any hostile creatures.
d100 = 88
D8=1:The party comes across a group of halfling merchants who are selling a variety of goods from exotic lands. However, they are running low on their most valuable product, a spice that can only be found in the depths of the volcano. The party can either join them in their dangerous expedition or find a way to retrieve the spice on their own.
D8=2:You see a group of men in odd-looking capes and robes walking down a path. They appear to be in pain and are staggering around as if they're drunk, but they're not holding any drinking vessels or anything else.
D8=3:A group of druids have set up a temporary camp near the volcano to study the effects of the volcanic activity on the surrounding environment. They are hesitant to interact with outsiders, but may be persuaded to help the party if they prove to be respectful of nature.
D8=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.
D8=5:You find a lost amulet, slightly melted but still recognizable.
D8=6:A loud rumbling noise can be heard as the party approaches the volcano. Suddenly, a massive boulder comes flying out of the crater and crashes down into the ground near the party, narrowly missing them. If they investigate the crater, they will find a group of 1d6+1 hill giants having a competition to see who can throw the farthest.
D8=7: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.
D8=8: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.
d100 = 89
D8=1:While exploring the volcano, the party comes across a group of dwarves who have set up a mining operation inside the volcano. They may ask the party to help them mine for rare minerals or warn them of the dangers that lurk within the volcano.
D8=2:A flock of fire hawks suddenly swoops down on the party, attacking them with fiery talons and screeching cries. As they fight off the birds, they may find a mysterious fire egg that could hatch into a powerful companion.
D8=3:You see a group of 4d4 dwarves carrying ore buckets of lava to be smelted down for gold and other precious minerals.
D8=4:A powerful battle between a fire giant and a red dragon erupts as the party is passing through the volcano. The players can either choose to intervene and gain favor with one of the two parties or stay out of the fight and continue on their journey.
D8=5:The ground beneath your steps sounds hollow.
D8=6: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.
D8=7:Mysterious runes glow faintly in the rock.
D8=8: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.
d100 = 90
D8=1:A group of men are arguing over something. One man looks like he is about to punch the other man. The other man has his hands up in defence, but he is preparing to fight back if he has to.
D8=2:A group of 3d6 orcs have set up an outpost in the mountainside, directly below the volcano's crater. They're searching for magical items, hoping to find something incredible. If the players do not help them, they will attack.
D8=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.
D8=4:While searching for a way to reach the volcano's peak, the party comes across a series of ancient stone pillars that form a magical portal. The portal leads to an otherworldly realm filled with powerful fire creatures.
D8=5: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.
D8=6: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.
D8=7:A colossal rumble shakes the volcano, and from a fissure in the ground, 2d4 lava hydras rear their multiple heads, each snapping maw dripping with molten rock. Each head can regrow if severed, presenting you with the challenge of outsmarting these regenerating beasts before their unending assault overwhelms you.
D8=8: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.
d100 = 91
D8=1: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.
D8=2:A brass dragon appears on the rim of the crater. He was sleeping in his lair when the volcano erupted and is now searching for survivors.
D8=3:A powerful sorcerer has taken up residence within the volcano and is using its energy to enhance their powers. The party may be approached by the local authorities to take down the sorcerer and restore balance to the region.
D8=4:Along a barren ridge of the volcano, the party spots a group of 1d4+1 salamanders who are locked in a fierce battle with a giant magma elemental. The party must choose to either help the salamanders or the elemental.
D8=5:A group of 3d6 goblins is setting up camp next to the trail. Their camp is strewn with human prisoners who are being guarded by two goblins who are keeping watch from a nearby tree. If a party member comes close, one goblin will start an arrow towards him.
D8=6:You stumble upon a seemingly abandoned dwarven forge, nestled within a volcanic cavern. However, it soon becomes clear that the site is far from deserted. 3d6 animated magma constructs, remnants of the forge’s magical safeguard, attack intruders with searing blades and molten hammers.
D8=7: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.
D8=8:You see a group of men carrying large wooden shields, two to each man, shields that are as big as the man is who is carrying it. They are shouting as they walk, 'Away with the evil!'
d100 = 92
D8=1:A group of pilgrims are making their way towards the summit of the volcano to perform a ritual to appease the fire god that resides within. They will be willing to share what they know about the volcano's secrets with the party.
D8=2: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.
D8=3:Deep within a lava tube, the party discovers a hidden forge operated by 2d10 azers. The azers, fiery dwarf-like beings, are crafting powerful weapons and armor for an unknown master. They will defend their forge with fierce dedication, wielding blazing hammers and sending eruptions of flame toward any who dare to interrupt their work.
D8=4:A group of 2d4 thieves are waiting for the party to get near the top of the volcano so that they can rob them. They will attack as soon as the party reaches the top.
D8=6:A rumbling sound and a bright light can be seen in the distance. The players will see a large cloud of dust rising up into the air. The sound is caused by a large number of goblins running towards the party, yelling at them to get out. The goblins are trying to escape the volcano. Players will see the volcano erupt while they are fighting the goblins.
D8=7: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.
D8=8:The volcanic terrain darkens as shadows rise, coalescing into the form of a shadow drake, Karavel. She seeks vengeance against a fire elemental that destroyed her brood. Though inherently distrustful, Karavel offers her stealth and shadowy breath to assist you, making for a formidably unpredictable ally.
d100 = 93
D8=1:A group of aarakocra (bird-like humanoids) have built their nest within the volcano's caldera. They will warn the party of a coming danger from the heart of the volcano and beg for their assistance in stopping it.
D8=2:A group of 2d4+4 goblins are attacking a group of 2d4+4 humans. They are killing them and taking whatever items they can loot from their bodies. They may kill some of the humans and let the others go free after beating them up and stealing their belongings.
D8=3:The air feels heavy with a sense of anticipation.
D8=4:The sound of dripping water echoes within a cave.
D8=5:Deep inside the fiery veins of the volcano, a group of 2d6+4 ember druids weave solemn songs of a paradise turned to slag. Each song reverberates with sorrows untold, praying for a change to bring back greenery burned alive. Helping them revive some parts of this living history might gift players with herblore of unmatched potency that is imbued with flames of rejuvenation.
D8=6:A group of 1d4+1 nobles are watching over the volcano because they believe it is a portal to hell.
D8=7:In a quiet alcove, just outside the main crater, a lone fire giant sits hunched over, staring at an ancient, half-melted relic — a token from a lost love. His monumental sorrow reverberates through the surrounding magma pools, causing them to bubble in unnatural rhythm. Approaching him may reveal stories of love lost to the volcano’s unforgiving flames, and offering solace or assistance could earn his guarded friendship and perhaps crucial insights into navigating the fiery depths.
D8=8:Volcanic stone arches form a natural gateway.
d100 = 94
D8=1:A trickle of water flows down a rocky slope.
D8=2:The path winds through a series of basalt columns, only to dead-end at a magma river. As you approach, 2d8 magma serpents rise from the lava, their bodies boiling with intense heat. Crossing this natural barrier becomes a deadly game of outmaneuvering these serpents or finding an alternative route.
D8=3:carrying sculptures of their fallen creators; these golems seek to place the likenesses into a sanctified molten shrine. The characters’ decision to assist or interfere will determine if they gain access to lost magical techniques used only by the greatest of the ancient sorcerers or if they will awaken golem sentinels from their volcanic slumber.
D8=4: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.
D8=5:A lone human bard is standing on a cliff near the volcano, playing a mournful tune on his lute. When approached, he reveals that his lover was taken by the fire giants who dwell within the volcano. He will ask the party to help him rescue her.
D8=6:As you ascend, you come across an ancient library carved into the volcano’s rockface. The eldritch tomes within are guarded by 1d6 flame wraiths, remnants of the mages who once studied there. These spectral entities will test your knowledge and resolve, offering clues to the volcano’s secrets but demanding a fight if disturbed improperly.
D8=7:An oddly shaped rock formation stands alone.
D8=8:You see a group of men dressed in armor who talk to themselves. They say things such as, 'Woe unto the non-believers.'
d100 = 95
D8=1:An ancient temple dedicated to the fire god lies at the peak of the volcano, but it is guarded by a powerful dragon who sees anyone who approaches as a trespasser. The party must either sneak past the dragon or face its fiery wrath.
D8=2:Inside the volcano, the party comes across a tribe of fire elementals who are at war with a tribe of water elementals. The party must choose a side, and their decision will have lasting consequences on the balance of nature near the volcano.
D8=3:A jagged rock formation casts a long shadow.
D8=4: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.
D8=5: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.
D8=6:You see a dragon's shadow flying behind you, but you cannot see the dragon. Your sword is glowing and you can feel its magical power. A magic weapon is trying to guide you to victory!
D8=7:Rising from the molten earth, a sentient lava golem, Pyros, implores your help in stopping an invasive fungal blight. Pyros offers his indomitable strength and fire immunity as an asset, able to carry party members over rivers of molten lava without harm.
D8=8:The smell of burning wood wafts through the air.
d100 = 96
D8=1: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.
D8=2:A group of 2d6 dwarves are sitting around, telling stories about their adventures. If players get too close, they will ask them to leave.
D8=3:A group of six men in black robes with chains around their necks are chanting something while walking down the path. As they walk, they chant louder and louder, until they collapse to the ground, unconscious. It's not clear if they're dead or not.
D8=4:The party comes across a group of fire elementals who are in the middle of a competition to see who can build the tallest tower using molten lava. They may ask the party to join in on the fun or see them as obstacles to be defeated.
D8=5:You stumble upon a seemingly abandoned dwarven forge, nestled within a volcanic cavern. However, it soon becomes clear that the site is far from deserted. 3d6 animated magma constructs, remnants of the forge’s magical safeguard, attack intruders with searing blades and molten hammers.
D8=6:A group of 2d6 dwarves patrol the area. They are looking for a lost horse. The horse is actually a magic horse named Thunder. The dwarves will ask for the horse, and if players give it to them, the dwarves will attack.
D8=7:A group of 2d6 bandits are looking for a lost horse. They will ask the party if they know where it is. If players tell them, they will attack them and steal their horses.
D8=8:A group of warriors is camped out in the middle of the road. They are protecting something.
d100 = 97
D8=1:A group of goblins have been raiding the area and leaving behind signs of their presence. The party sees signs of a recent attack, but no goblins are present.
D8=2:A group of 2d6 men are gathered around a campfire. The men are singing songs and drinking ale. Players can join in on their fun or they can go on their way.
D8=3:A group of 2d6 goblins hide in the brush. If players get close, they will attack.
D8=4: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.
D8=5: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.
D8=6:A loud rumbling noise can be heard as the party approaches the volcano. Suddenly, a massive boulder comes flying out of the crater and crashes down into the ground near the party, narrowly missing them. If they investigate the crater, they will find a group of 1d6+1 hill giants having a competition to see who can throw the farthest.
D8=7: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.
D8=8:A wooden cage sits at the base of a large tree. The cage is locked. Inside the cage is a large spider. The spider is asleep. If players try to open the cage, the spider will wake up and attack them.
d100 = 98
D8=1: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.
D8=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.
D8=3:You find a cluster of dormant geysers.
D8=4:The party hears a song coming from the top of a nearby mountain. If they follow it, they will see a group of 1d8+1 druids dancing in a circle. They are using magic to hide themselves in an attempt to appease a nearby volcano.
D8=5: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?
D8=6: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.
D8=7:As the party travels through a narrow path, they come across a group of 1d4+1 mages in colorful robes surrounding a bubbling lava pool. They are experimenting with harnessing the power of the volcano and offer the party a chance to participate in their research.
D8=8:A wooden cage sits at the base of a large tree. The cage is locked. Inside the cage is a large spider. The spider is asleep. If players try to open the cage, the spider will wake up and attack them.
d100 = 99
D8=1:Nestled in a crater lies a small settlement of 3d6 salamanders, half-serpent, half-human fiery creatures known for their unparalleled control over flames. The salamanders have captured an elemental gem, which they use to control the flow of magma. The party must navigate through their scorching hot defenses to retrieve the gem and potentially save the settlement from destruction.
D8=2:A traveling circus has set up camp on the slopes of the volcano, offering a variety of dangerous and death-defying performances. The party can choose to partake in the entertainment or continue on their journey.
D8=3: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.
D8=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.
D8=5:As the adventurers traverse the rocky terrain, they come across an intricate stone door half-buried in volcanic ash. This ancient dwarven smelting forge is on the verge of being consumed by a lava flow. Inside, a group of duergar defends their subterranean mine, guarded by fire golems and lava-born creatures. The forge holds blueprints and unfinished magical weapons that could prove invaluable, but the duergar don’t intend to give them up easily.
D8=6:While exploring the volcano, the party comes across a magical hot spring that has the power to heal any injuries or ailments. However, this healing comes at a price as the hot spring is guarded by a powerful fire elemental who demands a sacrifice before allowing anyone to use its powers.
D8=7: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.
D8=8:A flock of birds flees the area suddenly.
d100 = 100
D8=1:A group of 2d6+3 men are camping in front of the entrance of the volcano. They are all dressed in full armor and are carrying a variety of weapons. They are arguing about what should be done about the increasing number of demon attacks on the area. One man says that more soldiers need to be sent out, two others say that more guards need to be stationed at the entrances of the volcano, and two more say that a daring assault on the demon's lair is needed.
D8=2: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.
D8=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.
D8=4:The ground gives way beneath the adventurers, sending them tumbling into a hidden magma chasm. Below, they discover a city of banished efreeti, ruled by a tyrannical sultan who seeks to harness the volcano’s power to reclaim his dominion in the Elemental Plane of Fire. The efreeti are beginning a perilous ritual; interrupting it might cause a catastrophic eruption or unleash the bound energies within their city.
D8=5:A mysterious portal flickers before you, revealing a realm of volcanic wasteland. An astral deva named Seraphiel, sent to cleanse the land of corruption, asks for your help in closing the portal and defeating the fire demons emerging from it. Seraphiel's radiant power and aura of protection bolster the party significantly.
D8=6:While climbing the volcano, the party is ambushed by a group of 2d4 fire elementals disguised as rocks. The heat emanating from their bodies makes it difficult for the party to escape without getting burnt.
D8=7:A group of drunk dwarf mercenaries are shouting at each other. They are waiting for the cook to finish fixing their food.
D8=8:A lava tube extends deep into the heart of the volcano.
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Other dice tiers for the volcano: D1, D4, D6, D10.
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