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D4 Wasteland Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for wasteland scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a wasteland, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Wasteland encounter table

d100 = 1

  1. D4=1:A group of half-orcs who are looking to settle down in a nearby inn and will try to get the party to join them at their table. The half-orcs will offer them food and drink and will try to sell them some items they have been carrying around with them.
  2. D4=2:In the heart of the wasteland, the adventurers uncover a hidden glade animated by soft, whispering winds. Resting in the meadow is Birani, an angelic being bound in chains of shadow, cast there by an ancient, festering evil in the nearby mountain. Birani entrusts the players with three twinkling stars to place on altars within the mountain temple. Each altar frees a part of her essence. With Birani unbound, she showers the Wasteland with star light, revitalizing it with her divine grace. In gratitude, ever so ethereal, she gifts the players an astral gem that allows them to call upon radiant starlight to vanquish darkness.
  3. D4=3:As you cross fields of petrified trees, their ashen bark crumbling like fragile glass, hostile vampiric plants attack, heavily camouflaged until too late. Unraveling their nature hints at a broader ecological collapse in the wasteland.
  4. D4=4:A human ranger named Terrickn is guarding the gate to the city of Neverwinter. He is a guard. He is standing on top of the gate and has a crossbow. You can tell that he is a ranger because he is wearing a hat and has a longbow. He will yell at you if you are within 100 ft. and he can see you. He will tell you to go back to Neverwinter. He will shoot at you if you don't leave. He will shoot you three times before he runs to get backup. He has a +4 proficiency bonus with a crossbow. He is wearing leather armor, the hat, and is carrying a dagger.

d100 = 2

  1. D4=1:A group of 2d6+1 gnolls is hunting a group of 2d6+1 goblins. The gnolls are tracking the goblins and have been following them for a while. The gnolls will catch up with the goblins after 3 hours. The gnolls are mounted on large hawks and are flying above the goblins (60 to 150 feet above), looking down at them while they are walking. The gnolls have trained hawks, which they use as flying mounts. The hawks are carrying a small bag of food on their back. The gnolls will try to attack the party with the hawks before attacking with their spears. The gnolls have been hunting for years and if they die, will be replaced with new gnolls who will continue to search for the goblins.
  2. D4=2:Two old women are fighting in front of a hill. They have staffs and daggers in their hands. They are screaming at each other. They are arguing about which of them will get to keep the hat of the dead person lying next to the one who is standing on top of the hill.
  3. D4=3:The players are hired by a wealthy merchant to retrieve a precious gem that was stolen from him by a group of thieves. The gem is currently in the possession of a group of griffon riders who use it to control the griffons. The players must find a way to steal the gem without alerting the griffon riders.
  4. D4=4:A small group of 2d6+3 dwarves are in a wagon on the road. The wagon is full of weapons and they are hunting for food.

d100 = 3

  1. D4=1:Piercing the stillness of the wasteland, players stumble upon a metallic structure jutting out from the ground—a relic of a bygone era. This ancient airship is frozen in time, overrun by hostile constructs. Restoring the airship to its former glory requires solving puzzles involving time magic and battling steely automatons.
  2. D4=2:Xanthar the giant owl is flying in circles over the party. If the party can get to him, he'll lead them to his home in one of these trees. If the party wants to ride him, he'll fight them.
  3. D4=3:While traveling through a dense forest, the players come across a group of 1d4+1 centaurs who are being attacked by a pack of 2d4+2 wolves. The centaurs ask for the party's help in fending off the wolves and offer a reward for their assistance.
  4. D4=4:As the sun sets, casting eerie long shadows across the wasteland, the players hear a haunting melody on the wind. Following the sound, they arrive at a camp of nomadic bards who have transformed an abandoned ruin into a bastion of music and joy. The bards, led by the charismatic Elara, reveal they are on a mission to revive the spirits of the land using their music, but they are being hunted by shadow wraiths. If the players protect the bards from a predawn wraith assault, Elara will compose a saga in their honor, granting them a powerful charm that echoes her music, dispelling fear and boosting morale in the darkest of times.

d100 = 4

  1. D4=1:The players come upon a grand, blood-red tapestry flapping in the wind, depicting the genocidal conquest of a tyrant king. Touching the tapestry brings forth 2d4 ghostly soldiers, duty-bound to spread their king’s terror once more.
  2. D4=2:Anne of the Rubles: High Level Wandering Mad Mage "She is speaking in tongues, wearing purple and wields a magic bottle." She will talk to anybody before attacking them. She can be convinced to go on adventures with the party.
  3. D4=3:A heavily armed orc is taking a bath. He has a set of armor and a set of weapons. He has 100 gold pieces and a magic potion. He is part of the orc tribe that lives in the area, but he wanders about the region.
  4. D4=4:Kreeg, a halfling-elf scout, his wife Ni'es, and their children and pets. They are riding a wagon pulled by a pair of mithril-hued elven horses. In the wagon are several cages filled with exotic pets. They are headed to the city of Bartlegaard so that the family may have a better life.

d100 = 5

  1. D4=1:The sound of battle can be heard from beyond a hill. The party can see, from the top of a hill, a farmer with a long white beard. He is fighting a group of about eight trolls and does not have much of a chance. The farmer is fighting because his son is in the cart behind him.
  2. D4=2:The wind carries the mournful howling of 3d6 bloodthirsty ghouls stalking a lone hermit who has hidden himself for decades in these wastes. The hermit holds knowledge of a hidden library filled with ancient texts. He will share directions to the library if rescued but warns of powerful, lingering anti-magic traps within.
  3. D4=3:A group of stranded travelers asks the players for help in repairing their broken-down vehicle. However, they soon realize that the travelers are actually dangerous criminals on the run and must decide whether to turn them in or help them escape.
  4. D4=4:At dusk, a group of five tieflings are engaged in philosophical debate on whether their ancestors chose damnation willingly. They propose the players enact a mock trial. Verdicts result in fiery summoning mishaps that either call forth infernal legions or celestial bureaucrats armed with heaps of paperwork.

d100 = 6

  1. D4=1:A group of 3d12+6 human fighters. The humans are ruled by a woman called Tanisi. Tanisi and her followers will try to convince the party to join her. If they refuse, they will attack the party. The fighters are mercenaries. She tries to hire the party to help her rule and the land around it.
  2. D4=2:Hazy mirages guide players to an oasis where a vengeful jinni was betrayed by mortal allies. The jinni offers power in exchange for justice or curses players with unending drought.
  3. D4=3:As you walk through a canyon, you hear chanting and see a group of robed figures standing in a circle around a fire. If you approach, they will invite you to join their ritual sacrifice. If you agree, they will attempt to sacrifice you to a demon. If you refuse, they will attack you with their dark magic.
  4. D4=4:You are suddenly surrounded by a thick, impenetrable fog. All sense of direction is lost, and strange voices can be heard whispering in the fog. The party must work together to find their way out of the fog and avoid the illusions and traps that are hidden within it.

d100 = 7

  1. D4=1:2d6 + 2d6 goblins are running away from the party. They are hiding behind bushes.
  2. D4=2:A group of 2d6+2 elves camping in the forest and trying to find food. The party can either help them or fight them.
  3. D4=3:The party comes across a small town that is being terrorized by a powerful curse. The townspeople believe that the curse is caused by a powerful ghost that haunts the nearby cemetery. The party must navigate through the cemetery and put the ghost to rest to break the curse and save the town.
  4. D4=4:The party finds a seemingly abandoned town, but upon exploring further, they discover that it is actually inhabited by a group of shapeshifting creatures. They must use their wits to figure out who is a friend and who is a foe.

d100 = 8

  1. D4=1:Strange, pulsating crystals grow from the ground, emitting a melodic hum that attracts wildlife and restless spirits. The hum relates to an arcane song needed to activate an old protective ward around the nearest settlement.
  2. D4=2:As the party enters a city, they notice that all the citizens are moving in slow motion. A powerful mage has cast a time-slowing spell on the entire city and is using this opportunity to steal priceless artifacts and treasures. Can the party stop the mage and return the city to normal time?
  3. D4=3:A group of adventurers, consisting of two members of each class, are mapping the jungle to the north-west. They are based out of a small tent in the woods, next to an ancient stone bridge over a river.They want to hire the party at three times the normal rate (90 gp per day person). But there's a catch. An ancient lich is thought to the in the area. They have magical weapons which can destroy certain types of zombies. Their adventures will lead them through the jungle until they reach a location that is populated with many ghouls.
  4. D4=4:Distant chanting grows louder as players approach a circle of hooded figures. The cultists are performing a dark ritual to summon an ancient demon. If the ritual is interrupted, 3d6 shadow demons will attack. If allowed to finish, only one emerges, but it’s considerably more powerful.

d100 = 9

  1. D4=1:Along a desolate path, players find 3d6 skeletal warriors eternally guarding their cursed treasure. A bitter betrayal in life binds them to this duty, and the players must break the cycle to claim the reward.
  2. D4=2:A group of 1d4+1 werewolves beseech the party for their help in breaking a curse that has kept them in their lycanthropic forms. The party must find a way to lift the curse or risk facing the wrath of the wild beasts.
  3. D4=3:A beautiful meadow where the air hums pleasantly with the buzz of bees tending into giant hives, guarded aggressively by 3d6 giant bees.
  4. D4=4:A group of 2d4+4 men and 2d4 women walking down the road. They have a wagon full of food and treasure. They are on the run from a group of 2d4+4 bandits chasing them down. The bandits are halfling sized but are extremely tough wastelands halflings.

d100 = 10

  1. D4=1:As you walk through the wasteland, the ground suddenly gives way and you fall into an underground cavern. In the dark, you can hear the sounds of creatures approaching – giant spiders. The party must navigate through the cavern and defeat the queen spider at the end to escape. If they succeed, they will find a hidden treasure hoard in the cavern.
  2. D4=2:3d6 giant ants. They talk, and they just want food. If they don't get adequate food, they will attack. Every third round, 1d6 additional giant ants will appear and join in the fight.
  3. D4=3:A perplexing riddle path guarded by sphinx-like creatures who offer safe passage only to those able to answer their impossibly intricate questions or entertain them with astonishing deeds.
  4. D4=4:A group of adventurers are arguing over a map, seemingly lost and frustrated. They can offer the party information about the area in exchange for food and water.

d100 = 11

  1. D4=1:You see a paladin who has been turned into a foul mutant. He is riding a giant lizard-wolf. He has 3d10 hit points. The Paladin was turned into a foul mutant by the lizard men who are chasing the paladin and are surrounding the paladin. The paladin is looking for treasures so he can save up enough money to give to his townspeople to build a temple for the lizard king. The lizard king was once a normal man, but was transformed into a foul mutant by a mage who was possessed by a spirit who can only be contained in a temple made by a true paladin.
  2. D4=2:A group of 1d8+1 dwarves are fighting with a group of bandits. The dwarves are stranded and are in need of help. They are unaware of the party until the party gets close to them.
  3. D4=3:As the players are traveling through a desert, they come across a group of friendly nomads who are being terrorized by a powerful sandstorm elemental. The player's weapons have no effect on the elemental, but they can use their wits and knowledge of the elements to defeat it.
  4. D4=4:A group of 4d6 elves on horseback are traveling through the desert. They are carrying longbows and have a pack-mule in tow behind them. They have been hunting for days and have come across nothing. They have not eaten in a month and need all the food that they can find. They will trade some of their food with the party if they feel that the party is trustworthy.

d100 = 12

  1. D4=1:A group of friendly goblins ask for the party's help in retrieving a stolen artifact from a nearby fortress. In return, they offer valuable information and resources to aid the party in their journey.
  2. D4=2:A group of lizard men who are riding around the area searching for a group of humans who have stolen something from them. They have 2d4+2 lizard men and have captured 3d4+3 humans, who are tied up and are being used as hostages.
  3. D4=3:A group of 5 men, dressed in plain clothes and armed with wooden sticks, are walking through the forest. They are all orcs, but they are members of a tribe of nomads who are trying to survive the best they can. If the party attacks or tries to converse with them, they will attack first. They will try to take prisoners if they manage to catch the party.
  4. D4=4:A company of 3d6+6 ruffians.

d100 = 13

  1. D4=1:A group of 9d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  2. D4=2:A powerful merchant caravan offers to trade rare and valuable goods with the party, but they soon realize that the caravan leader is actually a dragon in disguise. The dragon offers even greater rewards if the party can protect the caravan on its journey through dangerous territory.
  3. D4=3:A river of quicksilver flows through the Wasteland, teeming with aquatic creatures of pure mercury that shimmer in the starlight. Crossing the river requires the assistance of 3d6 river guides, shape-shifters betting their transformation abilities on the party's success. Assisting the guides with their plight against an oppressive alchemical cult reveals an ancient pact and grants access to a hidden repository of powerful alchemical secrets.
  4. D4=4:A towering cactus grove, bristling with dark energy, stands as a gauntlet for travelers. Those who survive the attacks of 2d6 armature-touched needlefolk discover hidden messages carved by previous explorers, forming a map pointing to a hidden trove of ancient artifacts far from their current path.

d100 = 14

  1. D4=1:An exhausted ex-pirate airship captain offers his services in navigating perilous sand currents for a price, threading tales of hidden sky-islands rich with untouched treasure, if the party can endure his terrible yarns.
  2. D4=2:In the forest you see three men dressed in black robes. They have daggers and axes with them. Behind them, you see a man that has been picked up by a flying creature, who is wearing a black cape and holding a staff made from a branch that is glowing with electricty.
  3. D4=3:Scraps of a tapestry flutter in the wind, depicting a great beast bringing ruin. As players collect the pieces, they realize it foretells a prophecy of a reborn dragon queen seeking vengeance. Completing the tapestry summons an avatar of the beast.
  4. D4=4:You come across a group of pilgrims on their way to a holy site to worship a deific entity. However, they are being ambushed by a group of bandits. The party can choose to help fend off the attack or take advantage of the chaos to steal from both sides. However, if they choose to help, the deific entity may reward them with a powerful blessing.

d100 = 15

  1. D4=1:Beneath a mysteriously fluctuating aurora, players discover a stone circle surrounded by elemental guardians representing each phase of the moon. Successfully defeating these guardians and decoding lunar runes can bestow a lycanthropic blessing or curse that grants abilities tied to the moon phases.
  2. D4=2:A river of quicksilver flows through the Wasteland, teeming with aquatic creatures of pure mercury that shimmer in the starlight. Crossing the river requires the assistance of 3d6 river guides, shape-shifters betting their transformation abilities on the party's success. Assisting the guides with their plight against an oppressive alchemical cult reveals an ancient pact and grants access to a hidden repository of powerful alchemical secrets.
  3. D4=3:Ciropharch (half-man, half-leopard)
  4. D4=4:Cauldrons of fire burn all around the area, making it extremely hot. The party can't find any way to get past it.

d100 = 16

  1. D4=1:They stumble upon an abandoned arboretum, overtaken by corrupted nature. Lethal thorn vines attack intruders, controlled by a malevolent dryad who believes she is the last guardian of a dying world.
  2. D4=2:You encounter a group of displaced merfolk who have been forced onto land by a powerful sea monster. The merfolk ask for the party's help to reclaim their ocean home. If the party agrees, they will have to face numerous underwater challenges and battles before facing the sea monster.
  3. D4=3:As the party is traveling through the mountains, they come across a group of dwarves who have been trapped in a cave-in. The dwarves inform the party that their entire clan is trapped and they are the only ones who managed to escape. The party must navigate through the dangerous and unstable cave to rescue the dwarves.
  4. D4=4:The sky darkens as players approach a valley, locked in perpetual twilight. Trapped within are 1d4 twilight witches drawing power from the twilight, scheming to plunge the whole world into eternal dusk. Combat them or be bound to their twilight domain.

d100 = 17

  1. D4=1:You come across a small town that is obviously in the middle of being abandoned. There are a few houses in the middle of the town with smoke coming from chimneys. There is half-eaten food on the tables. There are bones scattered all over the ground.
  2. D4=2:A scout, named Wycool, will see the party. Wycool is a member of a team of adventurers, who have been camping out in the wilderness near the town. They have been camping out because they have been hired to deliver a message to the people in town. Wycool will offer the party 50gp a day if they escort him to the city. If attacked, Wycool will summon four more scouts who will follow them to the city.
  3. D4=3:You come across an abandoned temple with strange symbols etched into the walls. As you enter, you realize it is a temple to an ancient and forgotten deity. If you pay your respects and make an offering, you may gain a blessing from the deity. However, if you disrespect the temple, you may incur its wrath.
  4. D4=4:A group of 3d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.

d100 = 18

  1. D4=1:A crazed wizard appears out of thin air and demands that the party complete a quest for him. If they refuse or fail, he threatens to turn them into toads.
  2. D4=2:Travelers find a scorched, glass-like crater housing a shattered crystalline sphere emanating magical pulses. Examining it draws the attention of 2d4 crystal elementals who protect the relic from those who would misuse it. These events tie into a looming crystallomancer uprising in the horizon's shadows.
  3. D4=3:The party comes across a lone, injured traveler on the side of the road. As they approach to help, the traveler reveals himself to be a shape-shifting werewolf. If the party can help him find a cure, he promises to reveal the location of a long-lost werewolf pack with valuable resources and information.
  4. D4=4:An underground hot spring serves as a refuge for a brooding half-dragon who hides from bounty hunters. Combat or negotiation reveals the half-dragon's knowledge of dragon cult activities seeking to exploit underworld ley lines for their resurgence.

d100 = 19

  1. D4=1:As the players travel through a gloomy swamp, they encounter a tribe of 1d4+2 lizardfolk who are under a curse that transforms them into terrifying, monstrous versions of themselves. The players must lift the curse or risk facing the wrath of the cursed tribe.
  2. D4=2:The ground starts to shake. 2d6+3 percent of the rocks in the surrounding area fall from the mountain side and start to roll towards the party.
  3. D4=3:An eerie silence precedes a wave of nine skeletal creatures, driven by vengeful hatred against ancient graverobbers. Players must either unearth the truth or remain hounded.
  4. D4=4:A group of survivors beg for the players' help as they are being chased by a swarm of giant mutated bees. The players can choose to help or leave the survivors to their fate, but the bees are guarding a hidden hive filled with valuable honey and potions.

d100 = 20

  1. D4=1:The players stumble into a maze guarded by 2d4 minotaurs, once noble protectors turned by lies and deceit. Their fury turns on any who dare enter, seeking redemption through combat.
  2. D4=2:Amidst a wasteland of perpetual shadow punctuated by howling winds, players find the ruins of a fortress cursed by an ancient vampire lord. The lord’s phylactery lies hidden within, its sequences of blood-magic traps and undead sentinels only opening for those who showcase resilient will and daylight magic.
  3. D4=3:In a rare oasis, a grove of vibrant fruit trees stands, tended by 3d6 friendly dryads. The dryads offer food and shelter, but whispers suggest they’re protecting something—or someone—within the grove.
  4. D4=4:Nester, the scavenger (Gremlin), talks to the party. He can tell if they are telling the truth and can cast Charm Person on the party so they will like him. He is looking for food and will not harm them if they give him something that is edible.

d100 = 21

  1. D4=1:A desert scorpion of titanic proportions offers riddles and quests to the players, its eyes gleaming with mischief. This scorpion serves as a gatekeeper to an underground labyrinth where whimsical terrors and treasures lie. It promises clear guidance and the use of its potent venom as a weapon, provided that the players can answer its riddles truthfully and honor ancient pacts.
  2. D4=2:The cold stench of a ruined campsite reveals two vengeful wraiths who demand justice for a perceived betrayal. Players must correct the wrong or face eternal night terrors.
  3. D4=3:Excavations unveil an emperor's treasure chest protected by automatons. Surviving 2d6 automaton guards reveals unrivaled wealth and heretofore obscure history regarding diplomatic accords shifted by the now extinct empire's hands.
  4. D4=4:Cruel gossiping witches, four in number, cackle in an unnaturally thriving school of fish swimming through the air. Their potions grant aquatic powers for a day if flattered sufficiently; upsetting them transforms players into absurd hybrid creatures for a similar duration.

d100 = 22

  1. D4=1:Wandering Hill Giant. The party comes across a giant hill giant that is wandering around the plain.
  2. D4=2:A giant python slithers out of the sand and attacks the party. It has 2d20 hit points.
  3. D4=3:A picturesque shrine guarded by 1d8 mystical wolves devoted to a forgotten deity, who require a worthy offering to allow passage.
  4. D4=4:A small group of 1d4+2 dragonneer are approaching the party. The dragonneer have 2 riding dragons that they will fly on. The dragonneer group consists of 10 men from the kingdom of Perrin. They are coming to collect payment from the royal family for the supply of dragon eggs that were used for breeding. The dragonneer are well-armed and are highly skilled veterans. They will attack the party if they get close.

d100 = 23

  1. D4=1:You come across a group of travelers being attacked by a pack of wolves. After helping fend off the wolves, the travelers explain that they are on their way to a nearby temple to retrieve a stolen artifact. They offer to reward the party if they join them on their journey and help retrieve the artifact. Once at the temple, the party must navigate through traps and solve puzzles to retrieve the artifact from a group of bandits.
  2. D4=2:A traveling circus arrives in town, but they soon realize that the circus performers are actually cursed and transformed magical creatures. The party must lift the curse and help the performers break free from the control of the wicked ringmaster.
  3. D4=3:As the players camp for the night, a group of friendly trolls approach them, asking for help. Their leader has been captured by a group of bandits and they need the players' assistance to rescue him. In return, the trolls will reveal a shortcut that leads to a valuable treasure. However, the shortcut is filled with dangerous traps and hidden guardians.
  4. D4=4:A small, lush orchard untouched by the Wasteland promises a bounty of rare fruit. Eating one, however, places the consumer deep into a magical sleep.

d100 = 24

  1. D4=1:Several undead creatures are attacking a group of people. The undead creatures are zombies and skeletons that were created by a necromancer who is currently ruling an evil city. The necromancer has hired a group of adventurers to protect the region. The adventure group is good aligned.
  2. D4=2:The party finds themselves in a strange land with huge trees and a purple sky. The trees have gigantic leaves and they look like they are made out of silver. There are a lot of strange animals and insects in the environment.
  3. D4=3:The party comes across a river crossing guarded by a group of ogres, demanding a hefty toll to pass. However, hidden nearby is a group of trolls who are plotting to overthrow the ogres and claim the toll for themselves. The party must choose whether to help or hinder the trolls' plans.
  4. D4=4:A group of 2d4+2 djinn in the middle of an argument. One of them is named Abed (or Othman). The djinn are seeking a soul in order to save their own life. The party can help, not help, or be hired by one of the djinn to help them kill the other one. They will give the party 2d6x100 gold coins and will ask for their soul in exchange for their help. They are in the middle of the wasteland because a mortin summoned them here by accident. They have been in the wasteland for a long time and are looking for a guide to get them back. They will offer to take the party with them if they help them fight off the ghouls who live in the wasteland. They are not evil.

d100 = 25

  1. D4=1:A small group of rangers who are scouting out the area
  2. D4=2:The party will encounter a group of 2d6+2 orcs who are throwing rocks at a group of 2d6+2 gnomes who are hiding behind a rock. If the gnomes see the party, they will beg to be rescued. If the party helps them, they will follow behind them, to help them in the battle. If the party attacks the orcs, they will both be surprised. The orcs in this area are being controlled by the gnomes.
  3. D4=3:The players come across an ancient ruin that is rumored to hold powerful artifacts and treasure. However, they soon realize that the ruins are guarded by a powerful and vengeful guardian who will stop at nothing to protect its treasures.
  4. D4=4:A group of 3d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.

d100 = 26

  1. D4=1:There is a road that is being used by some merchants. The party will see a group of carts traveling. They can try to hitch a ride on the carts. They can also try to steal some things from the merchants.
  2. D4=2:Injured Human. The party comes across a human that has been injured by some creature.
  3. D4=3:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?
  4. D4=4:A group of 2d4+4 men and 2d4 women walking down the road. They have a wagon full of food and treasure. They are on the run from a group of 2d4+4 bandits chasing them down. The bandits are halfling sized but are extremely tough wastelands halflings.

d100 = 27

  1. D4=1:A group of nomads invites the players to join them in their yearly gathering. However, the players soon realize that this is no ordinary gathering and that the nomads are preparing for a bloodthirsty ritual sacrifice. Will they stop the nomads and save potential victims, or allow the ritual to continue?
  2. D4=2:The players come across a village that is under attack by a group of werewolves. The villagers have silver weapons, but they are vastly outnumbered. The players can either join in the fight and help the villagers or negotiate with the werewolves to find out what they want and possibly end the conflict peacefully. However, if the players fail to stop the werewolves, the entire village will be turned into werewolves themselves.
  3. D4=3:A group of scavengers have set up camp in an old, abandoned factory. They are armed and dangerous, and they will do anything to protect their stash of valuable resources. Can the players outsmart them and claim the resources for themselves?
  4. D4=4:An erratic snowstorm exposes a glowing ruin overlooked by wizardry towers where ice and arcane magic blend seamlessly. Frozen wizard traps and arcane guardians test the resolve of those who seek the knowledge of ice sorcery and the secrets that froze the entire region.

d100 = 28

  1. D4=1:Stumbling into an eerie bone orchard, players find an overly eager lich sowing “skeleton seeds”. Aid him for necromancer-aligned boons—or anger him, sending forty-one skeletal abominations on the prowl.
  2. D4=2:Mauled Creature. The party comes across an injured animal.
  3. D4=3:A large dragon flies over your head. You see the dragon breathing fire at another dragon!
  4. D4=4:A mysterious old woman appears on a crossroads, offering the party a choice of one of three different paths to take. Each path leads to a different adventure with its own rewards and dangers. Choose wisely.

d100 = 29

  1. D4=1:Amidst towering pillars of salt swept by gale-force winds, the remnants of an ancient sea deity’s temple can be found. The temple houses ancient tomes that can tame the wrath of sea and storm. Breaking into the inner sanctum requires overcoming the ancient sea guardians and deciphering riddles of sunken civilizations.
  2. D4=2:Two merchant siblings chase a waddling, oversized duck – one claims it's their lost “golden egg layer,” the other simply insists it's their dinner. Regardless, the duck is the smack-talking type and wants nothing more than a sunset nap.
  3. D4=3:A drought-ridden siren playing a melancholic tune on bone flutes beckons travelers to reveal their darkest fears in return for drought-ending secrets hidden in cryptic melodies.
  4. D4=4:A group of 1d10+3 wolves live in this area. If the party comes close enough, they will attack.

d100 = 30

  1. D4=1:An ancient, abandoned temple suddenly appears before the party, emanating a powerful aura of magic. As they explore the ruins, they discover a hidden chamber with a powerful artifact, but they must also face the wrath of the undead guardians that protect it.
  2. D4=2:A single mutant with a random mutation with 2d10 hit points. The mutant will be fighting a group of 1d4+1 humans and 1d4+1 minotaurs.
  3. D4=3:A man wearing a scarf asks the party for a ride to another city 50 miles away. The man is actually a thief who will steal from the party if they let him join.
  4. D4=4:Discovered hidden under an enormous dune are the remnants of a long-forgotten circus, haunted by 3d6 spectral performers. They may task players with solving their murder mystery that could unravel a web of deceit affecting multiple noble bloodlines through history.

d100 = 31

  1. D4=1:The players come across a village that is under attack by a group of werewolves. The villagers have silver weapons, but they are vastly outnumbered. The players can either join in the fight and help the villagers or negotiate with the werewolves to find out what they want and possibly end the conflict peacefully. However, if the players fail to stop the werewolves, the entire village will be turned into werewolves themselves.
  2. D4=2:Discover dusty manuscripts bound in the skin of the Wastelandologists—long-lost scholars. Proper deciphering, only via mind-warping rituals, may provide sagely insights or failure activates stringent protective curses.
  3. D4=3:You spot a group of 1d8+4 halflings frantically running away from a large swarm of giant bees. The halflings inform the party that their village is under attack by the bees and ask for their help. The party can choose to fight off the bees or attempt to negotiate with them, as the bees are actually under the control of a powerful druid who seeks revenge against the halflings for destroying their forest home.
  4. D4=4:Cracked earthen husks shifting bricks find an archaic blacksmith weaving magics in present daggers. Learning weapon craft from such smith heralds nagging whispers abut armory altering balance where kingdoms spanning planes collapse.

d100 = 32

  1. D4=1:A flock of 1d6+1 crows sitting on a tree.
  2. D4=2:A group of refugees, fleeing from a nearby war-torn city, crosses paths with the party. They are exhausted and desperate for help, but their presence attracts a group of ruthless bandits who are after their supplies.
  3. D4=3:A d3 skeletal wyverns circling an exposed mesa, their bones rattling melodiously. Among the skeletal remains, the party finds a bard’s instrument, which, when played, summons the ghost of an ancient minstrel seeking to finish his final performance.
  4. D4=4:Two dozen tumbleweeds shaped like skulls roll across the barren expanse, each one whispering ancient, forgotten names. If disturbed, they reveal tiny, mischievous pixies dwelling within, causing minor illusions to confuse the party.

d100 = 33

  1. D4=1:The party encounters a traveling bard who has been cursed by an evil witch. Every time he tries to sing or play an instrument, the notes turn into screams and cause physical harm to anyone within earshot. The players can choose to help lift the curse or leave the bard to suffer.
  2. D4=2:The wasteland’s rocky outcrop hides ten stone guardians animated by a vengeful geomancer—players can either free these constructs by ending the geomancer’s curse or face their relentless defense.
  3. D4=3:A wandering mob of 2d20 mutants that still have some original flesh. They are gathered in a group of about 40 yards across. They will attack the party if provoked.
  4. D4=4:A group of 2d6+2 goblins are in this area. They are trying to pick the pockets of a sleeping man. The sleeping man is a member of the party. The goblins will try to steal the party's items. The goblins will then run away.

d100 = 34

  1. D4=1:A phantom ship, seemingly crewed by undead sailors, sails through the sand. Boarding it initiates combat with 2d6 deckhands, but surviving party members might find the ship’s spectral captain knowledgeable of long-forgotten smuggling routes connecting hidden Wasteland enclaves.
  2. D4=2:You come across a small town that is being attacked by large myconids. They are taking children to enslave them. They are planning on raising them as food. If the myconids get the children, your party will be dealing with 80+ myconid slaves. Your party will have to kill the myconids to free the children.
  3. D4=3:A group of lizard men who are riding around the area searching for a group of humans who have stolen something from them. They have 2d4+2 lizard men and have captured 3d4+3 humans, who are tied up and are being used as hostages.
  4. D4=4:Howling gusts carry the desperate call of a vengeful air elemental whose child was slain. Players must find the murderer or face relentless wind storms.

d100 = 35

  1. D4=1:Irksome familiars abandoned by their mages run rampant. Capturing them might calm the arcane tides or letting them loose invites truly loopy magic fluctuations turning terrain hostile.
  2. D4=2:A giant metal hand protrudes from the ground, with sparks flying from its fingertips. If anyone touches it, they will be electrocuted and take damage. Upon further inspection, the hand is connected to a buried robot whose power source has malfunctioned. If the players can fix the power source, they can gain access to the robot's hidden stash of valuable items.
  3. D4=3:The party is approached by a village elder who begs for their help in finding a young girl who has gone missing in the nearby forest. However, upon reaching the girl, the party discovers she is actually a shape-shifting demon who has lured them into a trap. The party must use their wits to escape the demon's lair.
  4. D4=4:Players find a derelict ship's remains, haunted by five vengeful spirits of those who died of thirst. They seek justice against their past mutinous crew. Players must choose justice or obliteration.

d100 = 36

  1. D4=1:The party comes across a group of dragon hunters who have captured a dragon and are planning to sell its scales and teeth for a hefty profit. However, when the party intervenes, they discover the dragon is actually a shape-shifter who is under a curse. The party must find a way to break the curse and free the dragon from the hunters.
  2. D4=2:While traveling through a wasteland, the players come across a small village that seems abandoned. Upon further investigation, they discover that the villagers have all been turned into stone statues by a medusa who resides in a nearby cave. In order to break the curse, the players must defeat the medusa and find the antidote hidden in her lair. But beware, the cave is also home to giant spiders and other deadly creatures.
  3. D4=3:A party of six adventurers are looking for a magic belt that will allow them to bring peace to their kingdom. The belt has been stolen by a group of hobgoblins. The party has no allies. The party's leader is a male human. His name is John. The rest of the parties consist of a female half-orc, a male human, a male elf, a female elfish archer, and a female triton. They are 10 levels lower than your party due to the fact that they are still new adventurers. The hobgoblin king is a male hobgoblin. The hobgoblins camp is located on the other side of a nearby mountain range.
  4. D4=4:While exploring a network of underground tunnels, the party encounters a group of mind-controlling creatures known as Illithids. The Illithids offer the party a deal - help them capture and experiment on other intelligent beings, or face their wrath.

d100 = 37

  1. D4=1:A dragon the size of a dog asks for directions to the Mountain of Modesty where it's supposed to learn the value of humility. If pointed in the right direction, it may offer tiny but precious favors.
  2. D4=2:A lone, ragged figure walks the Wasteland, muttering to themselves. They speak of a town swallowed by curses and shadows. Following them reveals they are a death knight cursed to wander, and confronting them releases a horde of spectral villagers.
  3. D4=3:A human wizard named Q'klick is traveling to a small village known for producing wands. He is going to buy a new one. As the party is traveling, they meet Q'klick on the road. Q'klick is a bit eccentric and he likes to talk. He says that he is looking for wands because he is a bit less able than other wizards. In fact, he can only cast one type of spell. He has the power to create 3d8+12 lightning bolts each day to use as he pleases. Every one of the bolts is a different size and has a different level of power. Sometimes they will have a negative effect on him instead of the other creature. He is looking for a wand that will give him the power he wants without hurting him. He is looking for a wand that is not made from any of the trees that grow in the forest. He wants to look for a better wand. He is especially looking for the wand that was created by an elf named Youil. The wand was made from a piece of the magic tree in an ancient elvish city. He knows about the wand because he used to be a friend of Youil until Youil became a lich and started helping necromancers.
  4. D4=4:You see a group of men with evil eyes around a fire. They are looking at you suspiciously.

d100 = 38

  1. D4=1:A hidden godling stirred from its slumber speaks in a tremulous voice, offering toys of celestial might in exchange for relics of old, warning the party of an impending cataclysm involving a mad sorcerer’s return.
  2. D4=2:Amidst the dunes, the players encounter a caravan of gypsy-like traders who speak in a dialect riddled with arcane phrases. They offer rare magical items in exchange for services, such as eliminating the nest of 2d4 wyverns harassing their kin. Engaging in commerce provides lore about longstanding rivalries between nomadic tribes.
  3. D4=3:The party encounters a rogue in the wild that is wandering around without a party. He is willing to join the party with food and treasure. He has no gold. If not provided with food and/or treasure he will fight the party. He has 7 hit points.
  4. D4=4:The party will come across a large gray stone structure sticking out of the ground. It appears as if it is unguarded.

d100 = 39

  1. D4=1:Amidst dust storms, a raving prophet in rags foresees doom unless players offer "holy reparations" involving improbable tasks. Assistance may avert alleged cataclysms, or bewitch the prophet to mark players for pursuit by a tribe of six sand giants.
  2. D4=2:In an area of magnetic disturbances, the players meet a deceiver promising swift passage. The waypoint is a trap, as 2d6 magnetic golems arise, demanding the players challenge their own moral compass.
  3. D4=3:Encountering a peculiar windmill run by an enigmatic wind deity, players may seek protection by negotiating through challenging trials. Passing these explores links to air elemental portals and ancient aviation artifacts scattered across wastelands.
  4. D4=4:2d6 + 2d6 goblins are standing next to a large fire. The party is about to meet them. They will be throwing bones in the fire.

d100 = 40

  1. D4=1:Foul mutated lizard people and lizard men live in this area. A swarm of 1d8+8 dire rats are also in this area.
  2. D4=2:Four of the largest white wolves ever seen in the area are chasing a red deer. The wolves are sick and tired of being stuck in the same place for the last few days. They are having a fight with the deer because they can't catch it.
  3. D4=3:Rusting metal structures groan as three iron golems, the remnants of a bygone fortress, emerge with vengeance against the descendants of those who dismantled them. Players must decide to calm their ire or dismantle them further.
  4. D4=4:The players encounter a band of robed travelers huddled around an ornate mirror showing reflections of another dimension where their wishes come true. These 2d8 Reflections are mirror-bound souls seeking release from their crystalline prison. Players are tempted to bargain with these souls, risking becoming reflections themselves. Success reveals places of hidden power entwined with their deepest desires, though at a cost.

d100 = 41

  1. D4=1:The players stumble upon a ruined library guarded by 3d6 spectral scholars. Uncovering ancient texts reveals a truth so dangerous it could destabilize the region, but can the players resist the lure of using this knowledge?
  2. D4=2:A giant troll is chasing a group of terrified villagers. The party must decide whether to fight the troll or try to calm it down.
  3. D4=3:Ciropharch (half-man, half-leopard)
  4. D4=4:Along a desolate path, players find 3d6 skeletal warriors eternally guarding their cursed treasure. A bitter betrayal in life binds them to this duty, and the players must break the cycle to claim the reward.

d100 = 42

  1. D4=1:The sound of fighting and screaming is heard from a distance. A party of 1d4+1 goblins is attacking a party of 4d10+2 men and 2d6+2 women. They are surrounded by the goblins, who are using a net to keep them held in place. The party is being attacked by 2d4+2 goblins with long bows. They are being shot at from a distance. If a party member is hit by an arrow and dies, the rest of the party will have to run away, making the goblins chase after them into the woods. They are firing at what they believe to be the leader of the party. The leader of the goblin group is a halfling sized goblinoid. He is mainly wearing studded leather armor and is dual wielding a short sword and a quarter staff. He is riding on a giant wolf, which he has tamed using magic. The goblinoid has a wand with a few charges left in it. He has a pouch with a few small diamonds in it. He has a pouch with a few small emeralds in it.
  2. D4=2:A group of humans is on the road. They are being attacked by a group of wolves. The wolves are trying to eat them.
  3. D4=3:A group of 2d6+2 humans wearing long beards and carrying clubs and spears are on their way to Crowthorne. They are on their way to help rebuild Crowthorne after it was destroyed by the undead barbarian hordes. They need help, but they can't pay the players for assistance. The barbarian undead's loot is up for grabs, though.
  4. D4=4:You see a group of 2d4+2 ghouls and zombies eating the remains of a meal on the side of the road. They attack if the party gets close.

d100 = 43

  1. D4=1:The party encounters a group of cultists who are performing a ritual to summon a demon. The party must stop them before it's too late.
  2. D4=2:Vultures and wormtails. This hex area contains a large amount of vultures (1d8) feeding on the bodies of 1d20+10 wormtails. The bodies are at least a few days old. If the party approaches this area, there is a 10% chance that the vultures will detect the party and will attack them and the party will have to fight for its life.
  3. D4=3:On a desolate path, they discover a locket revealing the last moments of a queen betrayed by her inner circle. Following the clues, they stumble upon a curse that threatens to resurrect those same betrayers.
  4. D4=4:A towering cactus grove, bristling with dark energy, stands as a gauntlet for travelers. Those who survive the attacks of 2d6 armature-touched needlefolk discover hidden messages carved by previous explorers, forming a map pointing to a hidden trove of ancient artifacts far from their current path.

d100 = 44

  1. D4=1:You hear the sound of rushing water and discover a hidden oasis in the middle of the desert. The oasis is guarded by a group of sphinxes who will quiz the party with riddles before granting them access to the waters.
  2. D4=2:A single mutant with a random mutation with 2d10+1 hit points. The mutant will be fighting a group of 1d4+1 humans.
  3. D4=3:The party will see a young boy that is wearing a blue cape and is wearing a blue helmet. He will be riding a horse and he will be willing to talk to the party. His name is J. D. Dinkledink Jr. He is looking for his father, J. D. Dinkledink. He is willing to pay for information about his father.
  4. D4=4:In the forest you see three men dressed in black robes. They have daggers and axes with them. Behind them, you see a man that has been picked up by a flying creature, who is wearing a black cape and holding a staff made from a branch that is glowing with electricty.

d100 = 45

  1. D4=1:While crossing a rickety bridge, the players are attacked by a group of 1d4+2 vicious bird-like creatures known as griffins. The players must either defeat the griffins or find a way to safely cross the bridge while under attack.
  2. D4=2:A large stone golem sneezes. If players do not say gazundheit, the golem will attack in a rage. (Effects as Barbarian rage...)
  3. D4=3:The players find a semi-sentient flatbread loaf manufactured by an ancient bread mage. It's rolling around offering sagely carb-loaded wisdom. Eating it results in unnaturally vivid dreams about bread and hidden culinary treasures.
  4. D4=4:A caravan of exotic entertainers is trapped by a swirling sandstorm of magical nature. Helping them escape reveals their leader, a sorcerer hiding among the dancers to escape from an assassin's guild. They offer enchanted instruments laced with sorcery and details about the guild's hidden lair.

d100 = 46

  1. D4=1:A rare sighting of a whimsically mustachioed rock golem teaches mime lessons. It offers performance tips in exchange for help finding a larger rock stage. Joining the charades could grant performance based skill boosts.
  2. D4=2:A human ranger named Terrickn is guarding the gate to the city of Neverwinter. He is a guard. He is standing on top of the gate and has a crossbow. You can tell that he is a ranger because he is wearing a hat and has a longbow. He will yell at you if you are within 100 ft. and he can see you. He will tell you to go back to Neverwinter. He will shoot at you if you don't leave. He will shoot you three times before he runs to get backup. He has a +4 proficiency bonus with a crossbow. He is wearing leather armor, the hat, and is carrying a dagger.
  3. D4=3:Players find a shattered mirror that speaks in riddles, promising to show their deepest desires. As they peer into it, they see an alternate future where they each become twisted versions of themselves. Breaking the mirror releases 1d6 mirror fiends, intent on taking those dark futures.
  4. D4=4:Ragged human tribesmen. There are 2d6 tribesmen and 10d10+20 tribeswomen with them.

d100 = 47

  1. D4=1:A group of 3d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  2. D4=2:A group of 2d6+2 blue-skinned humanoids with 8 tentacles each are hunting a deer. It's a large deer, not a normal deer.
  3. D4=3:A group of 1d6+5 pests are living in the desert. If the party approaches, they will attack the party with bows and arrows. The party is attacked by 3d6 giant ants.
  4. D4=4:A group of nomadic traders passes by, their camels loaded down with goods. They are willing to trade with you, but everything they have is vastly overpriced. If you try to bargain with them, they will become offended and may even attack you for trying to cheat them.

d100 = 48

  1. D4=1:An angry dragon is terrorizing a nearby village, but upon closer inspection, the party discovers that it's actually a shape-shifting wizard who was cursed by an evil witch. They must help break the curse to stop the dragon attacks.
  2. D4=2:A group of 1d4+1 small children and 1d4+1 adults are running in the opposite direction of the party. They are being chased by 1d6+2 half-ogres. The half-ogres will not attack the party unless they are attacked first.
  3. D4=3:A large crater in the ground holds a strange, glowing pool of liquid. It seems to have healing properties, but also has a side effect of causing hallucinations.
  4. D4=4:Piercing the stillness of the wasteland, players stumble upon a metallic structure jutting out from the ground—a relic of a bygone era. This ancient airship is frozen in time, overrun by hostile constructs. Restoring the airship to its former glory requires solving puzzles involving time magic and battling steely automatons.

d100 = 49

  1. D4=1:A city made entirely of bones, haunted by the playful spirits of 4d4 restless children, emerges unexpectedly. These ghosts, led by a spectral pied piper, test the players with whimsical yet eerie puzzles that require childlike reasoning to solve. Success leads to an underground vault of forgotten relics from an ancient, whimsical yet deadly kingdom that fell due entirely to the whims of its childish rulers.
  2. D4=2:The party stumbles upon a caravan transporting a dangerous and highly sought-after prisoner. The prisoner's cult followers are attempting to free them, and the party must protect the caravan and its valuable cargo.
  3. D4=3:Xargol, a grey humanoid creature with blue eyes, is fighting a group of boars. Grey humanoid creature needs help badly! (Gauntlet announcer voice...)
  4. D4=4:Pterodactyl flying overhead

d100 = 50

  1. D4=1:In the middle of a dusty road, you come across a functioning vending machine full of strange and exotic potions. However, the machine is ancient and broken, and each potion has a chance of producing a random effect when consumed. Will you take the risk and try to claim some powerful potions, or will you move on?
  2. D4=2:The players stumble upon a group of travelers who have been cursed with eternal bad luck by a vengeful witch. The players can choose to help them lift the curse or take advantage of their misfortune to gain some loot.
  3. D4=3:A gentle stream runs through the Wasteland, its banks lined with golden reeds. The water holds curative powers, but bathing in it summons 3d6 aggressive nixies.
  4. D4=4:Under a sky brooding with volcanic ash, players find a sea of obsidian and lava pits. Amid the searing heat lies a dragon’s lair fully preserved in molten rock, protected by fire elementals and magma golems. Surviving the heat and defeating the guardians grants access to treasures and hidden fire lore.

d100 = 51

  1. D4=1:A flock of crows with metallic feathers and fiery eyes hover near a carcass. Upon closer inspection, the birds recite dark prophecies about each party member, sparking paranoia or unveiling secret strengths.
  2. D4=2:An enormous, broken mirror portal emits an eerie hum. Entering it transports players to a dark reflection of the Wasteland, where shadow creatures mimic their every move. Destroying the portal awakens the shadow version of themselves, seeking to replace them in the real world.
  3. D4=3:1 tunnel worm
  4. D4=4:A titanic turtle, moving slowly across the desert, carries an entire whimsical, miniature kingdom on its back, replete with a castle and townsfolk. The kingdom’s rulers offer players a chance to join their court in exchange for aiding against 2d4 predatory wyvern riders that attempt constant raids. Being welcomed into their court unveils intricacies of broader world conspiracies affecting the balance of magic and power in the Wasteland.

d100 = 52

  1. D4=1:The party will come across a large gray stone structure sticking out of the ground. It appears as if it is unguarded.
  2. D4=2:A band of 2d6 would-be heroes lies slain, except for one survivor who claims they were betrayed by an internal mole. As the party investigates, they must decide who to trust and whether the survivor’s tale is even true.
  3. D4=3:A group of lizard men who are stealing food from a nearby village. They have 2d6+2 lizard men. The barn is filled with 20 sacks of wheat, 20 sacks of barley, 100 cabbages, 200 carrots, and 20 bales of hay. The lizard men have tied up the farmers and have taken their money and food.
  4. D4=4:A mysterious figure in a hooded cloak approaches the players and asks for their assistance in retrieving a valuable artifact from a nearby dungeon. However, not everything is as it seems, and the players may be walking into a trap.

d100 = 53

  1. D4=1:As the party is traveling through a desert, they come across a large oasis filled with lush vegetation and crystal-clear water. However, as they take a closer look, they realize that the oasis is actually a mirage created by a powerful djinni who enjoys toying with travelers. Will the party try to defeat the djinni and claim the oasis for themselves, or try to strike a deal with it?
  2. D4=2:The players come across an ancient ruin that is rumored to hold powerful artifacts and treasure. However, they soon realize that the ruins are guarded by a powerful and vengeful guardian who will stop at nothing to protect its treasures.
  3. D4=3:Heart-shaped stones that pulse with inner light lead to an eccentric old mage living in an underground burrow, claiming each stone is a petrified heart of past heroes needing liberation.
  4. D4=4:A company of 1d4+2 soldiers and their mounts marching along the road.

d100 = 54

  1. D4=1:The party comes across a traveling group of gypsies, led by a fortune teller who claims to be able to predict the future. However, upon closer inspection, the party realizes that the fortune teller is using magic to manipulate their predictions to trick unsuspecting travelers. The party must uncover the truth and stop the fortune teller from deceiving others.
  2. D4=2:Mob of 3d4 zombies trying to get at a baby that is hiding in a tree. The baby is really a disguised guardian.
  3. D4=3:The players find a council of elemental spirits arguing vigorously about the fate of the Wasteland’s future. Each spirit holds dominion over different whimsical phenomena, such as sparkling dew or ethereal winds that sing. Mediation or choosing sides in their disputes provides powerful, ephemeral blessings, depending on the element’s reverence, impacting broader world climates and magical currents.
  4. D4=4:You hear the sound of rushing water and discover a hidden oasis in the middle of the desert. The oasis is guarded by a group of sphinxes who will quiz the party with riddles before granting them access to the waters.

d100 = 55

  1. D4=1:As the party ventures through the wasteland, they come across a stone tower with a large, yawning mouth carved into the front. The tower seems to pulse with an eerie energy, and anyone who approaches too closely will be pulled into it. Once inside, they will find themselves in a maze of twisting corridors, with strange creatures lurking around every corner. The goal is to make it to the top of the tower, where a powerful sorcerer resides. If the party can defeat the sorcerer, they will be rewarded with a powerful magic item.
  2. D4=2:A band of mysterious metal men are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.
  3. D4=3:Wandering upon an ancient bathhouse, players discover a group of 3d8 slaves freed from their captors, seeking guidance. The slaves possess hidden tattoos leading to a secret haven, an underground resistance breaking chains of tyranny forced upon their kindred.
  4. D4=4:They find an ominous stone altar, blackened by fire and surrounded by scorched earth. Upon offering a drop of blood, they're shown fleeting images of a warlock council planning to plunge the world into darkness. Refusing the altar’s call summons a fire demon.

d100 = 56

  1. D4=1:Grag the Crocodile : Grag is a huge crocodile that lives in an underground cave. Grag has 2d6+2 hit points, +3 hit points per experience level, and has an attack with +4 damage which causes the victim to suffer from nightmares for a few weeks after the attack. If the victim does not receive magical healing, they will gain -1 intelligence, -1 wisdom and -1 dexterity for each experience level of the Crocodile. Grag will try to escape through a nearby river.
  2. D4=2:Through the oppressive haze of the Wasteland, the players find an ancient oasis, guarded by the ghost of a serene nymph, Aisling. Her ethereal tears overflow the streams, keeping the oasis alive but severely draining her essence. She reveals that a malicious spirit imprisoned deep within a submerged cavern keeps her bound with a curse. Resolving to help, the players dive into the treacherous waters, confronting the deep-dwelling menace. Upon breaking Aisling's curse, they rejuvenate the oasis, which thereafter becomes a crucial lifeline for lost wanderers. Aisling rewards them with water imbued with healing properties and the ability to breathe underwater.
  3. D4=3:The players come across a village that is under attack by a group of werewolves. The villagers have silver weapons, but they are vastly outnumbered. The players can either join in the fight and help the villagers or negotiate with the werewolves to find out what they want and possibly end the conflict peacefully. However, if the players fail to stop the werewolves, the entire village will be turned into werewolves themselves.
  4. D4=4:A group of thieves are looking for some treasure that was lost in this area. If the party can find the treasure, they will trade some of their treasure with the party if they find it.

d100 = 57

  1. D4=1:The party stumbles upon a group of goblins trying to pass off a stolen dragon egg as their own. The mother dragon is flying overhead, searching for her lost egg. If the party intervenes and returns the egg to the mother, she may reward them with a valuable treasure. If not, the party will have to face the wrath of an angry dragon.
  2. D4=2:The players come across a traveling merchant who specializes in rare and exotic animal parts. However, upon closer inspection, they realize that some of the animals are still alive and are being cruelly treated. Will the players intervene or turn a blind eye?
  3. D4=3:Amidst a field of cracked bones, two revenants rise, enacting revenge against any who pass. Players must atone or destroy these tortured spirits.
  4. D4=4:At a waterless harbor, old ships splintering into sand hide treasures below—portions showcasing ghostly sailors who linger as 2d4 ship-bound revenants. Freeing their tied spirits yields manifests chronicling ancient trade and conspiracy across these stifled lands.

d100 = 58

  1. D4=1:A group of d6+1 farmers in the wilderness, returning from the fields.
  2. D4=2:While traversing a mountain pass, the party is confronted by a group of warring goblin tribes. The party must navigate their way through the conflict and choose which tribe to side with in order to continue their journey.
  3. D4=3:The players stumble upon the aftermath of a battle, with dying soldiers from a once noble cause begging for aid. Suddenly, a group of 2d4 shadowy, twisted assailants emerge from the sand, seeking to finish what they started. In their last moments, the soldiers reveal they were betrayed by those they trusted most.
  4. D4=4:A patrol of brigands in the road.

d100 = 59

  1. D4=1:A group of 1d4+6 giant ants are in a section of forest, looking for food and water. They are looking for a town to settle in. If the party approaches, they will attack the party unless food and water is provided or they are given no choice but to fight the party.
  2. D4=2:At a crossroads of cracked earth and twisted metal, the party encounters a giant, rainbow-hued cocoon suspended between two skeletal trees. Inside, a phantasmal voice calls for help. Approaching with caution, the players meet Seraphina, a celestial being trapped by a dark curse. To free her, they must recover three enchanted crystals held by marauding night hags. Once liberated, Seraphina’s transformation into a radiant butterfly-like creature blesses the Wasteland with a shower of rejuvenating light, causing greenery to spontaneously blossom and offering the players a boon of celestial protection.
  3. D4=3:Two old men are standing at the side of the road in a rundown hut. They are hoping for water and food and will share their water and food if given some.
  4. D4=4:You see a large Great Wyrm Red Dragon fighting four drow with spider like wings. There are five drow (without wings) on horses shooting arrows at the dragon. The dragon has 640 hit points. The dragon is eating one of the drow that it killed previously and is having difficulty maintaining his hold on its meal. There are three more drow (without wings) standing behind the war party and casting spells at the dragons. There is a small wagon loaded with loot in front of the war party. The war party will ask the party if they want some fresh meat. The party can respond that they do not want any meat (or they can ask if they want to trade but they will not get any meat).

d100 = 60

  1. D4=1:The distant sound of muted roars leads players to six tortured wyverns whose eggs were stolen by a ruthless enemy. They demand their blood returned. Players can attempt to retrieve the eggs or be marked as prey by the grieving parents.
  2. D4=2:A jackal, who is very aggressive and will attack any person it sees.
  3. D4=3:The party stumbles upon a group of goblins trying to tame a mutated giant rat. The goblins seem terrified of the rat, but also don't want to give up their potential mount.
  4. D4=4:Strolling charlatans, ten in number, flaunt hand-painted maps guaranteeing "hidden treasures just beyond the hollow hills.” Believing them takes players on wild goose chases ending amongst poisonous quicksand or venomous snake pits.

d100 = 61

  1. D4=1:An ancient clockwork dragon lies half-buried beneath shifting sands, its eyes flickering back to life upon the players’ approach. Rusted gears awaken, unleashing a bound army of clockwork minions. Bizarrely whimsical messages and hints are hidden within the dragon's mechanisms, leading to an ancient workshop where the blueprint of a legendary magical airship awaits those who can unlock its intricate puzzles.
  2. D4=2:A wagon full of men dressed in robes,
  3. D4=3:A flock of crows with metallic feathers and fiery eyes hover near a carcass. Upon closer inspection, the birds recite dark prophecies about each party member, sparking paranoia or unveiling secret strengths.
  4. D4=4:A series of glowing glyphs draw the party into a forgotten crypt. The crypt is cursed, and any spoken word within turns into dark whispers that summon 1d8 shadows bound to a forgotten necromancer seeking his next apprentice.

d100 = 62

  1. D4=1:A disguised nymph claiming kinship offers guidance through the Wasteland in return for a peculiar object held by each adventurer, revealing her connection to the ruling council of a nearby forgotten oasis.
  2. D4=2:Xanthar the giant owl is flying in circles over the party. If the party can get to him, he'll lead them to his home in one of these trees. If the party wants to ride him, he'll fight them.
  3. D4=3:The players come across a traveling merchant who specializes in rare and exotic animal parts. However, upon closer inspection, they realize that some of the animals are still alive and are being cruelly treated. Will the players intervene or turn a blind eye?
  4. D4=4:You see a grey statue holding two objects. One of the objects is a magical sword. The other one is an ankh. One of them is cursed and will kill you at random. The other one will cure you of any disease or illness that you have. If you go near the statue, it will attack you. The statue has 120 hit points. It is immune to all magic. It is immune to physical attacks. The only way to defeat it is to get to one of the objects and use it. The statue will not say which object is cursed and will not allow you to get to either of them. It has the following attacks. A big rock hand attack which deals 3d10 damage to the entire party. A big rock hand attack which will try to pick up a creature and throw it.

d100 = 63

  1. D4=1:While traveling through a desolate wasteland, the party is stopped by a group of mutated creatures known as the Harvesters. The Harvesters are scavengers who take whatever they want, and they have set their sights on the party's valuable supplies.
  2. D4=2:The party encounters a loner in the forest that is in his prime. He is looking for treasure. If attacked, he will run as far as he can. He does not want to fight a group of people at once. If kept for ages 3-4 he will set up traps for the party. If kept for ages 5+ he will lay in wait for and ambush the party when they go camping.
  3. D4=3:A notorious pirate captain offers to enlist the party's help in finding a long-lost treasure buried on a cursed island. The party must navigate through treacherous waters infested with dangerous sea creatures and solve the island's deadly puzzles to reach the treasure.
  4. D4=4:A band of mysterious androids are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.

d100 = 64

  1. D4=1:Beneath an eclipse, the players witness 1d4 celestial beings locked in combat after a grave betrayal. Deciding whom to support might alter the heavens themselves or damn the region to shadow.
  2. D4=2:Stalked by predatory 2d6 sand lions, the players find refuge in a shrine which, upon investigation, is dedicated to an ancient deity of prosperity. Surviving the lions garners more about a secret lore-preserving sect maintaining knowledge across desolation.
  3. D4=3:Worgs, 3d4+3. They will run away from the party. If they are attacked, they will fight.
  4. D4=4:A group of 1d6+2 half-orcs that are hunting for food in the forest.

d100 = 65

  1. D4=1:An unusual, mushroom-filled cave can be found, its luminescence bright yet unholy. No living creatures are found inside, only evolving myconids twisted by dark magic who offer cryptic warnings of a corrupt archdruid bent on summoning an army from below ground.
  2. D4=2:A group of 1d4+2 dwarves who are digging up a whole lot of treasure hidden in a lair and are also putting giant lizards to sleep while they are digging.
  3. D4=3:While crossing a rickety bridge, the players are attacked by a group of 1d4+2 vicious bird-like creatures known as griffins. The players must either defeat the griffins or find a way to safely cross the bridge while under attack.
  4. D4=4:A troop of 2d6+2 mounted soldiers and their mounts marching along the road.

d100 = 66

  1. D4=1:As you walk through the wasteland, the ground suddenly gives way and you fall into an underground cavern. In the dark, you can hear the sounds of creatures approaching – giant spiders. The party must navigate through the cavern and defeat the queen spider at the end to escape. If they succeed, they will find a hidden treasure hoard in the cavern.
  2. D4=2:A scavenger’s desperate cries draw players to a wounded figure; they reveal they were set upon by a band of revenant snake-men seeking vengeance upon all living. Players can protect the scavenger, track down their assailants, or abandon them at their peril.
  3. D4=3:A timeworn talisman on a broken pedestal pulses with unnatural energy. Touching it swaps the minds of the adventurers within their bodies, while the talisman’s curse alerts 1d6 mindflayers seeking to harvest the confusion.
  4. D4=4:The players are approached by a group of desert nomads who offer to trade with them. They have rare and valuable items such as spices, silks, and precious gems. However, their leader is gravely ill and they need a rare flower that only grows in a dangerous jungle infested with deadly creatures. Will the players risk their safety for a chance at rare goods?

d100 = 67

  1. D4=1:While resting at a campsite, the players are ambushed by a group of 2d4+1 trolls who are notorious for stealing from travelers. The players must either fight the trolls or make a deal to retrieve a stolen artifact for them in exchange for their safety.
  2. D4=2:Echoing feverish whispers reveal a cavern containing three tormented ancestors. They offer ancient secrets for avenging their dishonor, else their madness spreads to the players.
  3. D4=3:Tiefling on the Road. The party comes across the burning wreckage of a cart. There is a 3 foot tall black-skinned tiefling that is on fire. He will be pleading to a god. The tiefling has 60 hit points and can be killed. If he is killed, he is nothing special. If he is not killed, he will beg the party to kill him. He knows the following information. He is looking for his love, Yshar. She is taking part in a magical duel with a witch that is under control of an evil wizard. The witch's name is Mariam. The magical duel will go on as long as the witch is under the control spell. The tiefling's name is Faheem. He is immortal because of a magical experiment. He is not from this plane. He has lived for over 2000 years. He is looking for Yshar who is trying to find a way to destroy the witch who is under control of the evil wizard. He was going to steal a weapon from the witch's lair to help her with her battle. The weapons are magical and make a loud screech whenever it is used. Yshar can only use one of the weapons. The party should use Faheem to find the witch and Yshar.
  4. D4=4:An outsider cult schedules a secret ceremony on castaway lands. Helping or hindering initiates who perform hexful rituals spills details about a hidden court of shadows intending insidious enchantments to sway power imbalances.

d100 = 68

  1. D4=1:A group of 2d6+2 halflings riding on large war pigs are wandering through the desert. They carry iron shields and have swords strapped to their backs. They are searching for a new place to settle down in. They will trade gold and food with the party if they agree to set up a halfling settlement near them.
  2. D4=2:The party discovers a group of friendly displacer beasts that have been enslaved by a group of dark wizards. The displacer beasts have been forced to perform in a traveling circus, and the party must decide whether to help them escape or leave them to their fate.
  3. D4=3:All around you, you see nothing but death. Skeletons lie strewn in all directions, some unacquainted with death, while others are holding their friend's skeletons. Massive undead ravens, who died at the same time as the skeletal creatures, sometimes bring them food.
  4. D4=4:The party comes across an abandoned mine with rumors of a valuable gem hidden deep within. However, when they enter the mine, they are greeted by a colony of hostile doppelgangers who have taken on the appearance of the miners. The party must use their skills of observation to determine who is real and who is a doppelganger in order to find the coveted gem.

d100 = 69

  1. D4=1:The party discovers a group of survivors living in a utopian society, protected by a powerful force field. The survivors offer the party shelter and supplies, but their seemingly perfect society may have a dark and twisted secret.
  2. D4=2:A patrol of brigands in the road.
  3. D4=3:A company of 1d4+2 soldiers and their mounts marching along the road.
  4. D4=4:A group of nomadic healers, known as the Wandering Hands, offer to heal any ailments or injuries the players may have in exchange for a valuable possession or a favor. However, their healing methods involve strange and sometimes painful treatments.

d100 = 70

  1. D4=1:Amidst the bones of a long-dead dragon, an oasis of corruption festers. Here exists a coven of 3d4 witches weaving chaos spells. Neutralizing them or participating in their rituals glean knowledge about celestial cycles governing the rise and fall of Wasteland horrors.
  2. D4=2:Flickering flames seen in the distance reveal a traveling pyromancer’s camp struggling with a magical wildfire. Helping control the blaze or fighting the 3d4 burning salamanders could earn the party trust and information on a growing fire elemental cult manipulating weather patterns across the Wasteland.
  3. D4=3:A beautiful grove hides a family of 3d4 unicorns. They offer their mane’s hair for luck but demand a quest to disperse a local harpy nest.
  4. D4=4:A band of mysterious androids are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.

d100 = 71

  1. D4=1:The party sees a spider living on a rock in the middle of a lake on one side of the road. The size of the spider is 20 feet from head to claws and has 240 hit points. It will attack the party if it is attacked, and it will attack any creature that comes close to it. After defeating the spider, the party will discover that it has a black pearl worth 100 gold coins on it.
  2. D4=2:A group of lizard men who are stealing food from a nearby village. They have 2d6+2 lizard men. The barn is filled with 20 sacks of wheat, 20 sacks of barley, 100 cabbages, 200 carrots, and 20 bales of hay. The lizard men have tied up the farmers and have taken their money and food.
  3. D4=3:A group of 2d6 brownies are walking over a hill toward the party. The party is about to meet them. They will be carrying sacks of Wizard Weed from the North Kursh Mountains and are wanting to barter. They're sooooo hungry.
  4. D4=4:Hulking Brutes. A group of 2d6 hulking brutes are traveling across the desert. They will attack the party if they meet them. They are carrying clubs. They are from the city of Locksmith's Crossing.

d100 = 72

  1. D4=1:A strange, colorful fog overtakes the party, causing them all to hallucinate and see their greatest fears and desires. They must navigate through the fog and try to distinguish what is real and what is not.
  2. D4=2:The party finds a group of sickly looking children. They have sores on their face and body. They look like they haven't eaten for a long time.
  3. D4=3:A timeworn talisman on a broken pedestal pulses with unnatural energy. Touching it swaps the minds of the adventurers within their bodies, while the talisman’s curse alerts 1d6 mindflayers seeking to harvest the confusion.
  4. D4=4:A great tree in the wasteland offers shade and fresh fruit, guarded by a nurturing dryad and her 1d8 wolf companions. Attempting to cut it down will trigger their wrath.

d100 = 73

  1. D4=1:The party comes across a town on fire and filled with people who are trying to put out the fires. A group of warriors are attacking the small town, burning houses and killing innocent people. These warriors are from the House of the Cannibal. The people of the town do not know what to do. They will try to stop anyone who tries to help them. The warriors used to live in a town in the Western Wastelands, but they were driven out. They are angry because they have lost their homes and families. They now live in the mountains and have gathered their forces together to take over their previous town.
  2. D4=2:Strange, floating orbs hover silently above the land, expelling divine energy each seeking beings to fulfill their last wish. Accepting or rejecting this responsibility could bring divine favor or invite spiritual calamities manifested as 1d8 celestial avengers.
  3. D4=3:Players find an ancient obelisk guarded by five vengeful spirits seeking to reclaim lost heirlooms. They compel players to bear the burden of their quest or endure ethereal torment.
  4. D4=4:A man wearing a cloak approaches the party. He is a bandit and will challenge the party to a feint. If the party succeeds, the bandit will not attack. If they fail, the man will attack. He starts with a +2 short sword.

d100 = 74

  1. D4=1:You see a huge hole that is 10 ft wide and 3000 ft deep. It looks like a crater into hell. You can see rips in the ground and small objects flying up out of the hole.
  2. D4=2:A shimmering oasis appears before the party, seemingly out of nowhere. The water is crystal clear, and the trees surrounding it are lush and verdant. However, the oasis is an illusion created by a group of 3d6 mirage shifters, creatures that feed on emotions. If the players see through the illusion and confront the shifters, they discover that the mirage conceals a portal to an ancient fey garden full of bizarre plant life and whimsical creatures.
  3. D4=3:They encounter a colossal tortoise shell half buried in the ground. Inside, it's adorned with ancient tribal markings that speak of a time when nature spirits walked the earth. Disturbing the resting place of the spirits awakens 1d6 spectral hunters.
  4. D4=4:You see a single, large tree in the distance. As you approach, you notice that the tree is made entirely out of bones. There is a symbol carved into the trunk that seems to be pulsing with dark energy. If anyone gets too close, the bones will animate and attack. The symbol must be destroyed in order to stop the bones from moving.

d100 = 75

  1. D4=1:A gathering of unusual cacti forms a natural amphitheater where desert spirits hold a debate on existential despair. Joining or disrupting the debate can influence local spiritual activities, positively or negatively.
  2. D4=2:Wandering Hill Giant. The party comes across a giant hill giant that is wandering around the plain.
  3. D4=3:A group of 1d10+2 vultures circle around the party, but they will not attack. Usually no one can tell what they want, but if someone happens to know how to communicate with birds, they can find out that they need help finding 2d4 pieces of meat for their baby vultures before they can hunt for food for themselves again.
  4. D4=4:The players encounter a powerful mage trapped by his own spells after being betrayed by his apprentice. Freeing him risks their own safety but promises great rewards—or dire consequences.

d100 = 76

  1. D4=1:Piercing the stillness of the wasteland, players stumble upon a metallic structure jutting out from the ground—a relic of a bygone era. This ancient airship is frozen in time, overrun by hostile constructs. Restoring the airship to its former glory requires solving puzzles involving time magic and battling steely automatons.
  2. D4=2:A wagon full of men dressed in robes,
  3. D4=3:A group of 3d4 humans are walking toward the party. The humans are dressed in robes and have goggles covering their eyes. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
  4. D4=4:A patrol of brigands in the road.

d100 = 77

  1. D4=1:Four of the largest white wolves ever seen in the area are chasing a red deer. The wolves are sick and tired of being stuck in the same place for the last few days. They are having a fight with the deer because they can't catch it.
  2. D4=2:Knee-deep in shifting sands, weary adventurers stumble upon the shattered remnants of a battlefield haunted by 2d6 restless spirits bound by ancient oaths. Dispelling the ghosts uncovers relics and symbols from a long-forgotten alliance between kingdoms now at odds, inciting wonder about buried diplomacy beneath their feet.
  3. D4=3:A sudden cold sweeps the desert—a hellish frost. Amidst the biting air, the players find a frostbitten gnome warlock fearing a dark prophecy about "the frozen ones." He burdens them with a divine task which, if rejected, foreshadows famine and death.
  4. D4=4:The party comes across a traveling group of gypsies, led by a fortune teller who claims to be able to predict the future. However, upon closer inspection, the party realizes that the fortune teller is using magic to manipulate their predictions to trick unsuspecting travelers. The party must uncover the truth and stop the fortune teller from deceiving others.

d100 = 78

  1. D4=1:The party finds a group of travelers, all members of different humanoid races, who are searching for a way to reverse their curse and return to their true forms. They enlist the party's help in finding the elusive witch who cursed them.
  2. D4=2:A mummified adventurer with a parchment pinned to his chest containing dire prophecies and a plea to uncover an ancient Warlord’s arsenal buried nearby, rumored to be defended by traps and undead sentinels.
  3. D4=3:A sand storm that comes out of nowhere. It lasts 1d4 hours. The wind is so strong that everyone must roll a saving throw or be knocked over or lose their balance. On a successful saving throw, they are knocked over. They also lose dexterity points. Everyone must make a saving throw or be blinded for 1d4 hours. Also, their visibility is cut in half. Their vision is reduced to 5 feet. The dust storms continue for 1d4 hours. Anyone outside the dust storm must roll a saving throw or be blinded for 1d4 hours.
  4. D4=4:The faint echoes of slave chains lead players to ten phantoms demanding justice against their captors. Players can disrupt the rings of slavery or confront restless spirits.

d100 = 79

  1. D4=1:Nine hovering crystals, surreally moving as a whole, eerily chorus hymns to “The Missing Deity of the Depths.” Indulge them for glints of otherworldly power or mock them, and evoke a terrible echo of monstrous apparitions.
  2. D4=2:A mysterious portal opens up in the middle of the wasteland, emitting a strange, otherworldly energy. The party can choose to step through the portal and explore a parallel dimension filled with strange creatures and powerful beings, but they must find their way back before the portal closes and traps them there forever.
  3. D4=3:A group of 1d6+2 goblins riding on horseback and looking for food. They will try to kill anyone they encounter.
  4. D4=4:Whispering winds carry the scent of rot and sulfur. The air shimmers, revealing hidden burns on the landscape that outline a gigantic dragon’s carcass. Within this outline roam 2d8 ember spirits, souls caught in eternal torment after a catastrophic battle.

d100 = 80

  1. D4=1:Crimson vortexes of swirling sand reveal an ancient and apparently malfunctioning clockwork oracle. It claims to foresee end-time events with only minimal calibration. Tinker with it correctly for forewarnings of local dangers or botch it, activating hostile guardian constructs numbering five.
  2. D4=2:The players find a carnival tent fluttering in the wind, vibrant and out of place in the desolate Wasteland. Inside, a spectral ringmaster welcomes them to the Midnight Circus. They are offered a choice: partake in various whimsical yet deadly games for magical rewards or face the 2d8 haunted, twisted carnival performers who haven't seen outsiders for centuries. Winning the games wins their freedom and the ringmaster's enigmatic favor.
  3. D4=3:A mysterious traveler greets the party and offers to trade with them. The traveler has a collection of unique items, including a rare magical weapon, but the price is steep.
  4. D4=4:Giant human bones are scattered around you.

d100 = 81

  1. D4=1:Nester, the scavenger (Gremlin), talks to the party. He can tell if they are telling the truth and can cast Charm Person on the party so they will like him. He is looking for food and will not harm them if they give him something that is edible.
  2. D4=2:Players encounter an injured goliath in the woods. A group of bandits captured him, drugged him, and left him for dead.
  3. D4=3:All around you, you see nothing but death. Skeletons lie strewn in all directions, some unacquainted with death, while others are holding their friend's skeletons. Massive undead ravens, who died at the same time as the skeletal creatures, sometimes bring them food.
  4. D4=4:Night engulfs the dunes, revealing faintly glowing phantasms recollecting their divine quests. Engaging them carefully or dispelling these phantasms brings knowledge of divine relics at a high risk—their mournful wails attracting 2d4 celestial wolverines.

d100 = 82

  1. D4=1:In a dark, ominous cave, the players encounter a young dragon who is guarding a hoard of treasure. The dragon is initially hostile, but if the players are able to outsmart or befriend it, they may be able to claim some treasures for themselves.
  2. D4=2:A small, lush orchard untouched by the Wasteland promises a bounty of rare fruit. Eating one, however, places the consumer deep into a magical sleep.
  3. D4=3:The party will see a pack of 3d4+1 wolves. They will be sleeping in the woods. They are the wolves that attacked a farm nearby.
  4. D4=4:Amidst the cracked earth and withering dust storms, the players catch sight of a rare, glowing oasis. However, the shimmering water is guarded by four elemental spirits. Each spirit demands a toll to pass. Refusal results in a bitter battle, and the water turns to toxic sludge if taken without permission.

d100 = 83

  1. D4=1:A group of barbarians are attacking a group of humans. The humans are members of an evil tribe. The barbarians are saving a group of captured humans.
  2. D4=2:You see a large Great Wyrm Red Dragon fighting four drow with spider like wings. There are five drow (without wings) on horses shooting arrows at the dragon. The dragon has 640 hit points. The dragon is eating one of the drow that it killed previously and is having difficulty maintaining his hold on its meal. There are three more drow (without wings) standing behind the war party and casting spells at the dragons. There is a small wagon loaded with loot in front of the war party. The war party will ask the party if they want some fresh meat. The party can respond that they do not want any meat (or they can ask if they want to trade but they will not get any meat).
  3. D4=3:Eru (Fool), the heir of an ancient and forgotten god, is on his journey to find his father's old temples and to lay them to rest. He is a very helpful person, but once he is off on his own, he can't be found. He will move towards the party with his pet, a black panther named Ish (Justice). If the party helps him, he will help them any way that he can.
  4. D4=4:D3 playful poltergeists possessing remnants of ancient armor call out challengers to games, the stakes high as they offer rare, non-corporeal knowledge on neighboring wasteland factions.

d100 = 84

  1. D4=1:The party comes across a group of travelers, all wearing strange symbols on their cloaks, who are in search of a powerful artifact hidden within a nearby temple. They offer to team up with the party in exchange for a share of the treasure.
  2. D4=2:A caravan of 3d8 mechanical ostriches stumbles upon the party, each carrying half-mad alchemists trying to find the perfect formula for "Liquid Luck." Their most recent batch has caused all the ostriches to grow preposterously large ears, giving them the ability to eavesdrop from miles away, and now rival guilds are closing in. The alchemists need help to escape or negotiate a truce, offering some experimental elixirs for assistance.
  3. D4=3:Crimson vortexes of swirling sand reveal an ancient and apparently malfunctioning clockwork oracle. It claims to foresee end-time events with only minimal calibration. Tinker with it correctly for forewarnings of local dangers or botch it, activating hostile guardian constructs numbering five.
  4. D4=4:A lone goblin sitting under a tree. He is smiling and chuckling to himself. The goblin will say to the party that he is sitting under a tree and it's good to be alive. The goblin will ask the party what they were doing and ask how their day was. He's friendly and looking for work. His name is Snot-Gob.

d100 = 85

  1. D4=1:The ruins of a long-lost civilization rest beneath fragrant rose bushes. Digging reveals forgotten lore, watched by 3d6 protective stone golems.
  2. D4=2:A group of 3d6+3 hobgoblins riding horses are riding towards the party at full speed. They are carrying short bows with them. They will attack anyone who gets close enough to them. They are all wearing chainmail armor and carrying short swords with them.
  3. D4=3:A group of 2d4 dwarves are sitting by the side of the road, drinking and singing songs
  4. D4=4:You come across a group of 2d6+2 dwarves, which you originally confused for humans. They are camped in a small cave and are hunting for food because they are trapped in the valley. They have been trapped in a valley since winter and they cannot go anywhere. They cannot leave the valley or they will most likely die. The valley is filled with monsters that await them outside the valley. Many of the dwarves are sick and are on the brink of death. The dwarves don't think that they can survive the winter. If the party arrives too late, all the dwarves will be dead.

d100 = 86

  1. D4=1:A group of d20+10 orc warriors wandering the fields, chanting.
  2. D4=2:A powerful and cunning goblin king challenges the party to a game of wits. If the party can outsmart the goblin king, they may earn his respect and gain access to his vast hoard of stolen treasures.
  3. D4=3:Pterodactyl flying overhead
  4. D4=4:You notice a strange glow in the distance, and as you approach, you see a group of floating orbs that are actually sentient creatures. They offer to grant you a wish in exchange for a favor, but be careful, as their definition of a wish may not be the same as yours.

d100 = 87

  1. D4=1:In a vast expanse of crimson sand, an area constantly plagued by lightning strikes, ancient elemental forges emerge from the dunes. These forges are run by fire and lightning giants who can smith weapons imbued with elemental fury, provided the players bring them rare ore and withstand the gauntlet of trials by fire and lightning.
  2. D4=2:A buddy group of 6 goblins and 4 giant scorpions are on their way to attack the Pujala village. They are hiding in bushes and surrounding trees. They're dangerous when provoked and have over 2 dozen potions at their disposal. They won't go easy.
  3. D4=3:A blazing comet impact illuminates a nearby valley with lunar magic, flattening a swath of the wasteland and revealing a triton metropolis buried beneath the sands. Uncovering the technology and magic of these lost tritons invites diving into the ruins protected by water elementals and unpredictable tides of ancient magic.
  4. D4=4:A company of 2d6+1 soldiers resting.

d100 = 88

  1. D4=1:A group of 2d6+2 blue-skinned humanoids with 8 tentacles each are hunting a deer. It's a large deer, not a normal deer.
  2. D4=2:The sound of drums echoes through the night as the players come across a tribe of 1d6+1 lizardfolk performing a ritual to summon a powerful storm. The players must decide whether to stop the ritual or take shelter and face the consequences of the storm.
  3. D4=3:A group of 2d6+2 bugbears are trying to ambush the party. The bugbears are intent on attacking the party on their way from A to B to take treasure from them. They have plenty of resources to ambush the party. They have a camp where they sleep at night. They have 2d6+2 hit points. They are level 1+ and are armed with javelins and a shield each.
  4. D4=4:The party sees a cloud of dust in the distance. When they approach it, they see a caravan of 1d8+5 oxcarts. The caravan is led by a half-elf merchant.

d100 = 89

  1. D4=1:While traveling through a swamp, the players come across a tribe of lizardfolk who are being terrorized by a powerful witch. The witch has cursed their leader, turning him into a mindless giant lizard. The players must either break the curse or defeat the witch to save the tribe.
  2. D4=2:A pack of giant mutated rats, called Skulker Rats, are scavenging for scraps in a ruined city. They are aggressive and will attack the party if they get too close.
  3. D4=3:The party sees a skeletal corpse hanging in the trees. 1d6 zombies are around it. The corpse is hanging around a huge stone structure. It'll take some time to cut it down from the tree. The structure looks like a stone tower, but it's huge. It's made of stone bricks, and a torched doorway is on the face of the building. The doorway appears to be sealed.
  4. D4=4:A scout, named Wycool, will see the party. Wycool is a member of a team of adventurers, who have been camping out in the wilderness near the town. They have been camping out because they have been hired to deliver a message to the people in town. Wycool will offer the party 50gp a day if they escort him to the city. If attacked, Wycool will summon four more scouts who will follow them to the city.

d100 = 90

  1. D4=1:A group of 2d4+2 dwarves are on their way to reclaim their ancestral home from an evil dragon who has taken up residence there. They offer to pay the players handsomely if they help them defeat the dragon and reclaim their home.
  2. D4=2:A group of 1d6+5 human highwaymen are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
  3. D4=3:As you make your way through a narrow canyon, you are suddenly ambushed by a group of rock creatures. The party must navigate through the treacherous terrain and defeat the creatures to escape. If they succeed, they will find a valuable gem mine hidden within the canyon walls.
  4. D4=4:Stumbling upon a ruined monastery, you hear ghostly hymns sung by 3d6 spectral monks with a dire prophecy about an impending demon horde.

d100 = 91

  1. D4=1:The party sees a large ogre who's about to attack a lizard. If the party joins in, the lizard will fight with them, but will probably die in the process.
  2. D4=2:A wandering magician who keeps getting lost between dimensions pops up, asking for herbal tea and offering unusually odd but effective magic stones as rewards for proper brewing.
  3. D4=3:Across a serene meadow is a babbling brook. Drinking its water temporarily enhances one's strength, but 1d6 lurking pixies will play dangerous pranks on those who overindulge.
  4. D4=4:A group of 2d6+2 orks are trying to ambush the party from behind a rock. When they get close, the orks reveal themselves. The orks are on their way to help defend against an army of 1d4+1 zombies that are coming in from a different direction.

d100 = 92

  1. D4=1:3d6+3 guards from the village in the mountains are on patrol. The guards are walking on the road and are not concerned about what is going on. They are walking to the village. If the party asks, they will say that the village has been attacked by goblins and that the village is now empty (the guards just don't know it yet). The reason that the guards are walking around is because the village is empty, and the guards are thinking about what is going on. The guards are all human and have swords and shields. Some of the guards might have armor. The guards will not attack unless they are attacked. If any of the party members attack the guards in any way, there is a 5 in 6 chance that they will go back to the village to get more soldiers. If they return with more soldiers, they will attack the party.
  2. D4=2:A group of lizard men who are stealing food from a nearby village. They have 2d6+2 lizard men. The barn is filled with 20 sacks of wheat, 20 sacks of barley, 100 cabbages, 200 carrots, and 20 bales of hay. The lizard men have tied up the farmers and have taken their money and food.
  3. D4=3:As you travel through a dense forest, you notice a group of silhouettes moving through the trees. It turns out to be a band of skilled thieves who live in a hidden tree house. They offer to teach you their ways and share their loot with you, but only if you can pass a test of thievery.
  4. D4=4:As a sandstorm rages with relentless fury, players encounter a tribe of nomadic spellcasters who harness the storm’s power for protection and offense. They guard an ancient artifact of immense power supposedly buried in the sands. The artifact can turn the tide of war but challenges include deciphering ancient runes and withstanding elemental trials of wind, earth, fire, and water.

d100 = 93

  1. D4=1:A scout, named Wycool, will see the party. Wycool is a member of a team of adventurers, who have been camping out in the wilderness near the town. They have been camping out because they have been hired to deliver a message to the people in town. Wycool will offer the party 50gp a day if they escort him to the city. If attacked, Wycool will summon four more scouts who will follow them to the city.
  2. D4=2:A traveling merchant has food and supplies. The party can buy them if they have money. The merchant is currently taking a break. If the party steals his stuff, he will get angry and fight the party.
  3. D4=3:At the edge of a sulfur field, the players find a wounded phoenix revealing an ancient betrayal that caused its plight. Helping it exact vengeance could alter the balance of the region but risks drawing the ire of a hidden faction.
  4. D4=4:Amid howling gale-driven sand, a mirage reveals an oasis surrounded by towering obelisks. These obelisks house a coven of air elementals manipulating the winds. Defeating the elementals in aerial combat opens the doorway to secrets of controlling the skies and meteorological arcane arts.

d100 = 94

  1. D4=1:Chained to a toppled pillar lies a vengeful elemental bound by a power-hungry mage. The elemental offers knowledge for aiding its vengeance or promises endless upheaval.
  2. D4=2:An unnervingly cheerful bard singing about apocalypses past innocently offers his services. Accept, and his optimism proves infectious, offering an uncanny morale boost. Refuse, and his songs take a dark turn, drawing a horde of thirty maddened and musically entranced orcs.
  3. D4=3:A group of goblins &1d6+1 bugbears that are after a party member. They eat people alive but they aren't subtle and wont ambush the party. They will attack the party and try to take prisoners back to their tribe.
  4. D4=4:A giant sandworm bursts out of the ground and attacks the group, drawn by the vibrations of their footsteps. If you defeat it, you notice a glint of metal in its stomach. Upon further inspection, it is a powerful weapon that can only be wielded by someone with immense strength.

d100 = 95

  1. D4=1:Lizards, 10d10 lizardmen and 2d6 lizardlords. They are looking for the party. They have been tracking the party ever since they left the village. The lizard have been following the party ever since they left the village. They can also track by smell and know the party location. The lizardmen will attack the party. The lizardmen are lead by a sorcerer of level 22. The lizardmen are powerful. The lizardmen are looking for the party because they have heard where the party is headed. They want to use the party to get the King and the queen. The lizardmen want the king and queen so they can create an army of lizardmen and rule the kingdom. They want to take over most of the known world.
  2. D4=2:You stumble upon a group of adventurers who offer to join forces against their common enemy – a powerful necromancer who has created an army of undead. The party must navigate through the necromancer's stronghold and defeat him to save the land from his dark reign.
  3. D4=3:An exiled prince dies in the players' arms, whispering of a royal conspiracy. His traitorous siblings seek the players’ heads in retribution, guided by merciless golems programmed to terminate all perceived threats.
  4. D4=4:A group of 2d6 black bears is walking over a hill toward the party. The party is about to meet them. They will be carrying something. They are returning home.

d100 = 96

  1. D4=1:As the party travels through a barren desert, they come across a hidden city ruled by a powerful medusa. The medusa offers to trade valuable information with the party, but they must first complete a dangerous task for her.
  2. D4=2:A petrified forest lies eerily silent, its stone trees covered in strange runes. These runes speak of betrayal within an ancient royal family. Disturbing one tree releases 1d4 petrified nobles, cursed to attack any who learn their secret.
  3. D4=3:They stumble upon a sprawling graveyard where the gravestones bear the names of their own ancestors. Defiling any grave here harbors the wrath of the spirits within, who reveal the tragic downfalls of their lineage.
  4. D4=4:As a sandstorm rages with relentless fury, players encounter a tribe of nomadic spellcasters who harness the storm’s power for protection and offense. They guard an ancient artifact of immense power supposedly buried in the sands. The artifact can turn the tide of war but challenges include deciphering ancient runes and withstanding elemental trials of wind, earth, fire, and water.

d100 = 97

  1. D4=1:A scavenger’s desperate cries draw players to a wounded figure; they reveal they were set upon by a band of revenant snake-men seeking vengeance upon all living. Players can protect the scavenger, track down their assailants, or abandon them at their peril.
  2. D4=2:The air grows thick with ash as an ashen storm approaches. Within the storm, the ghostly figures of an ancient pyromancer’s victims seek vengeance, led by their flaming skeletal leader. Seeking shelter here awakens their wrath.
  3. D4=3:A man in black robes is standing on the side of the road. He will approach the party and tell them about a rumor he heard about a neighboring tribe that worships a demon god. He will give the party 300 gold if they investigate the tribe and tell him if they are worshiping demons.
  4. D4=4:While navigating a canyon, you're pursued by a pack of twelve dire wolves. Their cunning leader uses echoes and shadows for ambushes. In the cliffside, a hidden village may offer sanctuary or betray you, depending on how you handle their paranoia and aggression.

d100 = 98

  1. D4=1:A group of goblins have set up a toll booth on a bridge that the party needs to cross. They demand a ridiculous amount of payment or else they will attack.
  2. D4=2:A group of 2d8+4 kobolds is having a heated argument over a mysterious object. As the party gets closer, the kobolds stop arguing and turn their attention to them. The object turns out to be a magical artifact that can summon a powerful being, but at a great cost. Will the party take the risk and use the artifact, or leave it with the kobolds?
  3. D4=3:Amidst ancient monoliths, players are invited to a ceremonial feast by 2d4 masked figures. The feast is a trap, revealing the guests to be future subjects of a dark experiment stemming from betrayal.
  4. D4=4:A nomadic camp sits disturbingly empty, save for petrified figures and cryptic celestial runes carved into their bodies. Unraveling the mystery slowly reveals inevitable divine retribution yet offers hidden knowledge of a brewing spiritual uprising.

d100 = 99

  1. D4=1:You come across a group of 2d6+2 dwarves, which you originally confused for humans. They are camped in a small cave and are hunting for food because they are trapped in the valley. They have been trapped in a valley since winter and they cannot go anywhere. They cannot leave the valley or they will most likely die. The valley is filled with monsters that await them outside the valley. Many of the dwarves are sick and are on the brink of death. The dwarves don't think that they can survive the winter. If the party arrives too late, all the dwarves will be dead.
  2. D4=2:A picturesque shrine guarded by 1d8 mystical wolves devoted to a forgotten deity, who require a worthy offering to allow passage.
  3. D4=3:The party stumbles upon a small village that seems to be stuck in a perpetual state of autumn. The villagers are all friendly and welcoming, but they seem to never age and have an eerie aura about them. The party soon discovers that the village is cursed by a powerful witch who feeds on the life force of the villagers. Will the party break the curse and save the villagers, or will they succumb to the witch's dark magic?
  4. D4=4:Greetings, strangers. I am a gnome and I have been living in this cave for the last three months. I am trying to stay away from the Big Bad One. I am on a quest to find the Ring of Regeneration. The Big Bad One is after me. I have been bitten by the Big Bad One. I have been robbed by the Big Bad One. I have lost my food source. I have lost my money. I need medicine for my bite. My wound is infected. I need someone to help me. I have a dagger. I have a short sword. I have a bow and arrows. I wear studded leather armor. I have a broadsword. I have silver earrings worth 50 gold pieces. I have an emerald bracelet worth 70 gold pieces.

d100 = 100

  1. D4=1:Group of 2d4 lizardmen picking through the bones of a dead dragon. This dragon was killed by another party of adventurers. It was a black dragon.
  2. D4=2:A group of humans who have been mutated to look like dinosaurs because they were transported by a magic device which was a side effect of a magic experiment being done. They are not evil, but they are looking for work because they may have gotten some type of disease from the magic experiment. If they are helped by the party, they will gladly join the party and fight with them until they can cure themselves.
  3. D4=3:A powerful merchant caravan offers to trade rare and valuable goods with the party, but they soon realize that the caravan leader is actually a dragon in disguise. The dragon offers even greater rewards if the party can protect the caravan on its journey through dangerous territory.
  4. D4=4:Strange, floating orbs hover silently above the land, expelling divine energy each seeking beings to fulfill their last wish. Accepting or rejecting this responsibility could bring divine favor or invite spiritual calamities manifested as 1d8 celestial avengers.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the wasteland: D1, D6, D8, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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