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D6 Wasteland Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for wasteland scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  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 D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Wasteland encounter table

d100 = 1

  1. D6=1:A solitary alchemist pleads for help in stopping his creation, the result of betrayal by his once trusted student. The players must decide whether to aid the alchemist or confront the abomination on their own terms.
  2. D6=2:A mysterious fog envelops the players, causing them to lose their sense of direction. They must navigate through the fog, avoiding deadly traps and illusions, to find a way out and the source of the fog.
  3. D6=3: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.
  4. D6=4:You stumble upon a group of reanimated skeletons, working tirelessly to build a massive structure. Upon further investigation, the party realizes that the skeletons are building a temple to a forgotten deity, who may reward the party for helping finish the temple or punish them for interfering.
  5. D6=5:A derelict, once-grand carriage of unknown nobility stands at an angle. Inside, spectral figures are caught in an endless masquerade, begging for release by solving the riddle of their undying plight.
  6. D6=6:A floating garden made of bioluminescent plants and flowers drifts above the sands, supported by pods of levitating, giggling whisp-puffers. These ethereal jellyfish creatures demand the players undertake a whimsical quest to recover their lost ‘light seeds,’ lost to a pack of mischievous sand imps. The garden holds keys to unraveling an ancient celestial map that predicts the Wasteland’s mysterious celestial events.

d100 = 2

  1. D6=1:You stumble upon a group of giant ants who are building an intricate network of tunnels. If you watch them for a while, you notice they are using pieces of metal and gems to line their tunnels. If you help them gather more materials, they will share their stash with you.
  2. D6=2:1 tunnel worm
  3. D6=3:Twisted metal towers stand, remnants of a forgotten time. Their cores hum ominously, attracting 2d4 mutated beasts drawn towards their intoxicating energy. As the players approach, the towers sap their strength, doubling exhaustion rates and presenting a taxing moral choice: recovering ancient tech versus their own survival.
  4. D6=4:Players encounter a group of 1d4+2 adventurers hunting for food in a forest. The party can either help them or fight them.
  5. D6=5:Three cursed merchant ghosts haunt a crossroads demanding justice for their unjust deaths. The players can investigate the ancient crime or become part of the crossroads’ haunting ensemble.
  6. D6=6:A group of men are walking down the road and are looking for a place to settle down, as they heard that a town needs a blacksmith. They will attack the party if they don't have any food or treasure, and will also attack any townspeople they see while they're walking down the road. The men appear to be all over level 2-3, and are all wearing chainmail.

d100 = 3

  1. D6=1: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.
  2. D6=2:While exploring a dark cave, the party comes across a cursed sword embedded in a stone pedestal. The sword will whisper to whoever picks it up, convincing them to use it against their own party members. The party must figure out a way to break the curse before disaster strikes.
  3. D6=3: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.
  4. D6=4:The ground is scattered with lifelike stone statues of various creatures. Each statue weeps black tears. Approaching reveals a medusa on the hunt, searching for someone to end her immortal misery by reliving her tragic love story.
  5. D6=5:The party sees a skyship flying overhead. The skyship has the name "Passage of the Gods" on it. The ship is carrying a cargo of slaves. The slaves are being taken to a nearby mine.
  6. D6=6:Superciliously color-coded battalions of pixies prepare deadly mock warfare, complete with tiny siege engines. Redirect their energies for whimsical but potent magics or dismiss them, riling up swarms enacting defiant carnage.

d100 = 4

  1. D6=1:Traversing near an abandoned industrial complex, the players come across a spectral artificer named Keth who speaks of a wondrous device, the “Beacon of Dawn," crafted to repel malevolent spirits and cleanse curses but stolen by a ghoul lord. To reclaim it, the players brave the ghoul’s factory lair, overcoming traps and dark machinations. With the beacon restored and activated, an aurora-like light sweeps across the Wasteland, purifying corruption and invigorating the land. Keth imparts upon the players an enchanted toolkit, enhancing their ability to disable traps and create makeshift solutions for mortal peril.
  2. D6=2:A single mutant with a random mutation that has 2d10 hit points. The mutant will be fighting a group of wild dogs or 2d6+2 wolves. The mutant will not move while it's in the middle of fighting them. If the party fights the dog/wolf group, they can kill the mutant without it moving.
  3. D6=3:The party finds themselves trapped in a sandstorm where illusions of their greatest betrayals come to life. Each must battle their own nightmare or risk losing their sanity forever.
  4. D6=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.
  5. D6=5:A legendary and powerful dragon offers to teach the party certain dragon-based abilities, but only if they can complete a series of challenges and prove their worth as dragonkin.
  6. D6=6:A small group of 2d4+2 men dressed in robes, with hoods, are walking down the road.

d100 = 5

  1. D6=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. D6=2:The party sees a herd of 1d6+3 mastodons grazing on some plants. The mastodons are 40 feet tall and weigh 3 tons. The party can try to hide or make a run for it. If the party is spotted, the mastodons will attack them. The mastodons are carnivores and will attack the party and try to eat them. The mastodons have 100 hit points and are very aggressive. They have razor sharp tusks and will attack the party by ramming them with their heads. The mastodons can be tamed and trained by an expert.
  3. D6=3:Wandering mob of mutants
  4. D6=4:Ragged human tribesmen. There are 2d6 tribesmen and 10d10+20 tribeswomen with them.
  5. D6=5: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.
  6. D6=6:You find a cozy burrow with a smoking chimney, home to a family of 3d6 talking rabbits. They ask for help repelling a dragon set on devouring their enchanted lair.

d100 = 6

  1. D6=1:Ugly crones hanging on a tree by their hair. One of the crones is missing a leg and is smoking a pipe, the other is smoking a pipe and missing a leg.
  2. D6=2:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
  3. D6=3:You wander into a field of wildflowers, but as you reach out to pluck one, you realize they are actually tiny fairies. They swarm around you angrily and demand an offering in exchange for disturbing their home. If you give them a valuable item, they will bless you with good luck for the next 24 hours. If you refuse, they will attack you with their magic.
  4. D6=4:A group of talking animals, including a wise old owl and a sassy rabbit, have banded together to form a council to govern the wasteland. They ask the players to help them settle a conflict between two rival factions of animals.
  5. D6=5: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.
  6. D6=6:A company of 2d6+1 soldiers resting.

d100 = 7

  1. D6=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. D6=2:The players find an oasis that seems like a haven in the unforgiving Wasteland. However, it’s guarded by 3d6 deceitful spirits who offer sanctuary in exchange for a member of the party to serve them eternally.
  3. D6=3:While resting for the night, the players are approached by a ghostly figure who begs them to find their lost locket that was stolen by a group of bandits. The locket is said to contain the spirit's only connection to the living world and they will not rest until it is returned.
  4. D6=4:If the party opens the treasure chest, they will find a small stone tablet with an inscription from an unknown language. The tablet has no monetary value and no magical properties. The inscription, translated to common language, reads "You will never return from this passage, for you will walk into your own death."
  5. D6=5: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.
  6. D6=6:While navigating an abandoned fortress, players discover 3d8 traps set by a paranoid lord who feared betrayal from his own servants. They must outwit or disable these traps to uncover the fortress' hidden secrets.

d100 = 8

  1. D6=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. D6=2:A band of 1d8 goblins on pogo sticks bounds across the horizon. They claim they're in a hopping race to see who can find the legendary "Golden Pogo Stick." If the players help them, they might share a few pogo sticks and their hilariously bouncy tracking skills.
  3. D6=3: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.
  4. D6=4:Upon a shifting sand barrow, an old watchtower stands, once used to oversee the flow of a bygone empire. Its new occupants, 3d6 opportunistic raiders, have set up camp. Players must either negotiate for safe passage, revealing the raiders' desperate trading network struggles, or fight to reclaim the wealth hidden inside by the empire's ancient sorcerers.
  5. D6=5: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.
  6. D6=6:A patch of sunflowers taller than a man watches the horizon, their seeds granting night vision. However, the patch is patrolled by 2d4 blade-wielding plant minions.

d100 = 9

  1. D6=1:Brightly glowing fissures form patterns resembling old battle maps. Three earth elementals arise, driven by vengeance upon a traitorous general. Players can aid the elementals or face their stony wrath.
  2. D6=2: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.
  3. D6=3:As the party is crossing a bridge over a raging river, it suddenly collapses beneath them. They must make quick decisions to try and save themselves from the treacherous currents. If they are successful, they find themselves on a small island in the middle of the river that is inhabited by a group of friendly gnomes. The gnomes offer the party shelter and tell them about the hidden treasure that lies on the island. Will the party work with the gnomes to retrieve the treasure or betray them and take it for themselves?
  4. D6=4: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.
  5. D6=5:The party is caught in the middle of a war between two rival kingdoms, each seeking to control a powerful energy source hidden deep within the wasteland. The party must navigate the complex political landscape and choose a side, while also dealing with dangerous rebels and rogue factions.
  6. D6=6:You see a group of humans and desert elves fighting each other. The human group is riding in on horseback. The elven group is walking on foot. The horsemen are shooting arrows at the elves. The elves are throwing spells.

d100 = 10

  1. D6=1:An smoldering, half-buried forge manned by ghostly dwarves who eternally recreate their greatest acts of crafting. They require a specific rare metal only found within the Wasteland, offering bespoke arcane weaponry in trade.
  2. D6=2: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.
  3. D6=3:A group of gnomes are putting on a strange performance in the middle of the wasteland. They are actually conducting a secret ritual to summon a powerful demon, and they will do anything to keep their ritual a secret. Will the players intervene and stop the ritual, or let the demon be summoned?
  4. D6=4:You hear a strange noise from a nearby cave. Investigating the source of the sound, you find a group of kobolds playing a card game with a pile of treasure as the stakes. They become hostile if the party tries to take any of the treasure.
  5. D6=5:You meet an old crone along a flower-lined path, her recipes capable of brewing powerful potions if given rare ingredients protected by 2d6 hostile desert elementals.
  6. D6=6:A dragon has been terrorizing a nearby village, hoarding their livestock and demanding a tribute of gold every month. The villagers are poor and can't afford to keep paying the dragon. The players must either negotiate with the dragon or defeat it in battle to rid the village of its fear and restore peace.

d100 = 11

  1. D6=1:A village is in front of the party. This village is run by a group of 50 ghasts. They will attack the party. 2d10 of them are riding horses. The party can bribe and request some information. The ghasts will tell the party that they butcher everyone who comes through the village and sell the meat to a nearby town. They will tell the players that they have been here for almost 800 years and have been a very stable community. They have a population of 150 ghasts and 50 horses. They have been aware of a nearby magical underground city and have been studying it for a very long time.
  2. D6=2:A chest that looks like a normal chest. If it is opened, it will explode.
  3. D6=3:A group of people, who look like farmers, carrying sickles, scythes, and spears are coming from the Western Wastelands. Their symbols are that of the House of the Cannibal. The group is lead by a barbarian and the barbarians have killed their own friends and families. The group is currently on its way to Crowthorne. They are currently walking through the Western Wastelands, waiting to get attacked by a group that they are currently at war with. This group of barbarians will soon attack the party.
  4. D6=4:The party comes across a group of travelers, who have been tricked by a crooked merchant into buying fake magical items that do not work. The party can choose to help the travelers get their money back and confront the merchant, or they can take advantage of the situation and sell their own magical items to the travelers.
  5. D6=5: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.
  6. D6=6: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 = 12

  1. D6=1:You see a figure in the distance. It appears to be a dwarf sitting in a chair over a fire. It looks like he is shouting at you.
  2. D6=2:Players chance upon an abandoned clock tower manned by an automaton harboring a peculiar clockwork dragon as an assistant. Fixing their mechanisms might grant protective shielding or interfere wrongly, resulting in attacks from mechanized defenders.
  3. D6=3:You notice strange symbols carved into the walls of a cave, and as you investigate, you find yourself in a maze full of traps and puzzles. If you can make it to the center, you will find a legendary treasure guarded by a powerful sphinx. Can you outsmart the riddles and claim the treasure?
  4. D6=4:Bunch of trees and bushes ahead of you.
  5. D6=5:Up ahead, you see a group of 10 men/women walking in a group. They have all been beaten and they look very weak. Each of them has 5 gold coins underneath their clothes, but they are no longer conscious.
  6. D6=6:Three sun dogs

d100 = 13

  1. D6=1:A hobgoblin is riding on a rowboat with wheels that is pulled behind a donkey. The hobgoblin will look at the party and wave at them, then continue riding in the direction that he was going in.
  2. D6=2:The party sees a group of six hobgoblins. They are currently stealing a caravan of drow. It is unknown what they will do if they see the party.
  3. D6=3:The party sees a group of 1d4+2 black dragons flying overhead. They are headed towards a mountain range in the distance. They are 10 miles away from the party and are moving fast.
  4. D6=4:A troupe of skeletons finds themselves reanimated but missing key bones. They’re awkwardly polite and need assistance finding their kneecaps or elbow bones. Helping them might lead to uncovering a definitely not spooky treasure.
  5. D6=5:A group of 1d4+2 ratfolk who are helping other merchants or victims repair the damage caused by an attack from the remnants of the black dragonflight.
  6. D6=6: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.

d100 = 14

  1. D6=1:A group of 2d6+2 goblins are digging a ditch on the side of the road. The party can stop and ask them what they are doing. The goblins will say that they are digging a ditch to help farmers outside the city. The farmers are struggling with flooding because the river has flooded and is too wide for people to cross their fields to harvest. The goblins say that a farmer will pay them 1d4+1 gp for every day they help dig the ditch.
  2. D6=2:As the party travels through a dense forest, they come across a band of druids who are trying to protect a sacred grove from a group of loggers. The druids will enlist the party's help in stopping the loggers and protecting the grove.
  3. D6=3:The party will encounter a group of 1d4+1 bears walking around in their territory. If the party comes in contact with the bears, they will attack them.
  4. D6=4:A pair of competing stormcloud elementals argues over whose lightning bolts are flashier. They demand the players to judge a thunder-off. Dodge the display and the cloud’s whimsy might pay off in storm-related boons.
  5. D6=5:You see a big pile of sand that looks like it is moving towards you. The pile of sand is a rock giant. When you try to attack it, it attacks you. It has a huge boulder attack and a huge push attack that will push away any creature away from the rock giant. It has an earthquake attack which will make prone all creatures away from the rock giant at a distance of 200 ft.
  6. D6=6:Players find an inscription warning of vengeful hydra, mutated by wasteland secretions, awaiting vengeance for transgressions against its brood. Players face the hydra’s multiple heads.

d100 = 15

  1. D6=1: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.
  2. D6=2:A group of nomadic bards asks the party to help them retrieve their stolen magical instruments from a group of bandits. In return, they offer their powerful musical abilities to aid the party in their battles.
  3. D6=3:A group of 1d8+6 bandits are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
  4. D6=4: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.
  5. D6=5:As you wander through the wasteland, you notice a small figure crouched behind a rock. It turns out to be a goblin scavenger who is trying to hide from a group of larger goblins who have taken over his territory. He asks for your help in reclaiming his home and offers to share his hidden stash of treasures with you as a reward.
  6. D6=6: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 = 16

  1. D6=1:The players stumble upon a group of friendly goblins who are being hunted by an orc warlord. The goblins are skilled in tinkering and have created a powerful weapon that they will give to the players if they help them defeat the orc and his army. The weapon is an explosive goblin-made rocket that does 8d6 fire damage. Be careful though, as it has a chance to backfire and cause damage to the user.
  2. D6=2:A giant, mutated bunny hops into view, seemingly harmless at first. However, upon closer inspection, the players realize that it is not as friendly as it seems and is actually venomous. Can they defeat this strange creature or will they fall victim to its deadly poison?
  3. D6=3:A group of 2d4 armed men are riding on horse-back. They are looking for dangerous creatures. They will ask the party if they have encountered anything that is dangerous. They are part of an order of warriors who hunt down dangerous creatures. They were sent to hunt down a creature that has been killing off people in a nearby town. They have tracked the creature to the area that the party is in. They have been tracking the creature for 3 days.
  4. D6=4:Luminescent pathways light a hidden trail revealing a crystal cavern accessed only by folk wandering lost. Traversing its corridors sees players combatting 3d4 spectral miners who defend pure treasures since magical ages past.
  5. D6=5:In a cracked riverbed, the adventurers find a massive clockwork giant stuck in the silt, lamenting its misfortune in deeply philosophical prose. True freedom, it claims, can only be attained if the adventurers retrieve its missing mainspring from a crew of 2d4 elemental bandits fiercely defending their territory amidst an ancient quicksilver mine.
  6. D6=6:The party comes across a group of merchants selling rare and valuable magical items. However, as they make their purchase, they realize that the merchants are actually con artists, selling fake items and running off with the party's money. The party must track down the con artists and retrieve their money and stolen goods.

d100 = 17

  1. D6=1:A group of 1d6+3 adventurers who are in search of an ancient ruin where great treasure lies buried. They came across an ancient ruin not far from the party's location but have been unable to enter it because a rock slide blocked the entrance. The adventurers are looking for people who can clear out the rubble so that they can enter the ruin and explore it
  2. D6=2:Druidic tortoises with stone shells move ponderously, each carrying a fragment of an ancient map that foretells the path to an ever-shifting labyrinth within the Wasteland.
  3. D6=3:2d6 giants fighting with each other. If the party approaches, they will attack the party. The giants are fighting for territory near an old abandoned castle that could make a good wilderness fort.
  4. D6=4: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?
  5. D6=5:A strange, glowing plant grows in the middle of the wasteland. Upon closer inspection, the players discover that it has the power to heal any wounds and cure any ailments. However, it is fiercely guarded by a group of mutated creatures who do not want to share its healing powers.
  6. D6=6:Small Creature. The party comes across a small creature.

d100 = 18

  1. D6=1:On a cracked and glowing wasteland, the players find survivors of an ancient war who speak of a hidden vault. The vault is guarded by constructs programmed to betray whoever claims it, turning their greatest strengths against them.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The party comes across a group of merchants selling rare and valuable magical items. However, as they make their purchase, they realize that the merchants are actually con artists, selling fake items and running off with the party's money. The party must track down the con artists and retrieve their money and stolen goods.
  5. D6=5:While navigating sharp, shale ruins, players encounter a lone, weeping black dragon—impossibly vain and biting. She desperately wants critique on her theatrical performance. Help her and earn her questionable favor; offend her, and suffer her acidic wrath plus an entourage of six polarized kobolds.
  6. D6=6:The party is caught in the middle of a war between two rival kingdoms, each seeking to control a powerful energy source hidden deep within the wasteland. The party must navigate the complex political landscape and choose a side, while also dealing with dangerous rebels and rogue factions.

d100 = 19

  1. D6=1: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.
  2. D6=2:A small group of rangers who are scouting out the area
  3. D6=3:The party comes across a group of travelers who are searching for a legendary treasure hidden somewhere in the wasteland. They offer to team up with the party and split the treasure.
  4. D6=4:A few 1d6 wizened tortoises ponder the meaning of life over checkerboards. They seem wise and can offer sage advice if players prove their mettle in a game of checkers—or jest mightily enough.
  5. D6=5:Foul mutated lizard people and lizard men live in this area. A swarm of 1d8+8 dire rats are also in this area.
  6. D6=6:The party encounters an eerie, quiet village, shrouded by shadows and plagued by phantasms. The only living inhabitant, a wise old woman named Gerta, explains that the once-thriving village was cursed by a vengeful witch. The villagers now roam as tormented spirits, replaying their last sorrowful moments. Gerta tasks the players with retrieving a phoenix’s feather to kindle an eternal flame atop the old bell tower, to purify and free the spirits. Succeeding in their quest, the fire engulfs the village in a warm glow, cleansing the spirits and granting Gerta the peace she long awaited. In return, she bestows upon them enchanted lanterns that repel undead.

d100 = 20

  1. D6=1:The party discovers a small camp of survivors who have managed to thrive in the wasteland. They offer the party food and shelter, but seem suspicious of outsiders.
  2. D6=2:A mermaid-like entity of shifting sand glides gracefully, offering cryptic blessings to those who answer her challenges, such as retrieving an object from knowing quicksands without sinking.
  3. D6=3:All around you, you hear the eerie laughter of a madman. As you cautiously move forward, you see a crazed sorcerer dressed in rags, surrounded by a circle of bones. He is performing a ritual and will stop at nothing to achieve his end goal. The party must choose whether to intervene or let the sorcerer continue with his madness.
  4. D6=4: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.
  5. D6=5:A patrol of 2d4+3 soldiers and their mounts in the wilderness.
  6. D6=6:Street Walking Gnomes. The party encounters a small family of gnomes (1d4 gnomes and 1d4 gnomes) that are having a picnic in the middle of the road. The gnomes will try to push the party around. They make friends with food. They are friendly and kind when they are not being bothers. They have no gold on them. If made friends with food, the party will be able to get information about the village ahead and about the directions to go.

d100 = 21

  1. D6=1:A group of 2d4 armed men are riding on horse-back. They are looking for dangerous creatures. They will ask the party if they have encountered anything that is dangerous. They are part of an order of warriors who hunt down dangerous creatures. They were sent to hunt down a creature that has been killing off people in a nearby town. They have tracked the creature to the area that the party is in. They have been tracking the creature for 3 days.
  2. D6=2:A troop of 1d6+5 mounted soldiers and their mounts resting in the wilderness.
  3. D6=3:Witnessing a magical conflux as ley energies converge, creatures undergo unnatural evolution. Combatting evolved 3d8 wasteland creatures offers scientists’ notes detailing mutations spreading through various holds and probable epicenters.
  4. D6=4: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.
  5. D6=5:3d12+6 orc warriors with bows and arrows that are looking for food and water. The orcs will attack anyone they see.
  6. D6=6:The horizon is marked by a rusted, spherical contraption, an ancient war machine. It radiates malevolent energy, and getting too close activates its dormant defense system, 2d4 iron golems. It holds a map leading to a place of unspeakable power.

d100 = 22

  1. D6=1:The party sees a group of goblins. The goblins are wearing tunics but they have a dragon tattoo on the right side of their back. The party sees a ring of dragon scales on one of the goblins' finger.
  2. D6=2:A group of 2d6+2 giant ants are carrying a giant mushroom. The giant ants attack the party if they get too close. The party will be able to take the giant mushroom if they defeat the giant ants. The giant mushroom is magic. The mushroom has 1d6+1 uses. The party will be able to use the mushroom 5 times. Each use adds maximum health + 5, maximum armor + 3, and 1d6+1 damage to all attacks. The giant ants have never seen a human before and they do not know what to make of them. They will not attack before being attacked. The giant ants have a 1 in 6 chance of having the mushroom.
  3. D6=3: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.
  4. D6=4:Wurks, an ancient wizard, is trapped in an ancient tower that is stuck in a cross-dimensional rift. He is guarding a collection of powerful magic items.
  5. D6=5: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?
  6. D6=6:2d6+2 d20 zombies that are all over the road

d100 = 23

  1. D6=1: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.
  2. D6=2:As the party rests for the night, they are suddenly awoken by a swarm of giant bees attacking. After fending off the bees, they discover a nearby beekeeper whose bees were stolen by a group of goblins. The beekeeper offers to reward the party with honey and beeswax in exchange for retrieving their stolen bees and stopping the goblins from stealing again.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A group of 4d12 ghouls is riding a giant giant slug. The slug is carrying almost 10 times its weight. The party can make it out to be a giant slug with a cage on its back. The giant slug is 25 feet long. The party can try to kill off the ghouls before they attack them or wait until they attack them.
  6. D6=6: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 = 24

  1. D6=1:A small, spectral village miraculously appears at dusk. Each house is a hive of frenzied spirits bound by ritualistic sacrifice ages before. Investigating reveals gruesome rituals gone wrong, and failing to participate brings the wrath of 2d6 ghost villagers.
  2. D6=2:The party encounters a disheveled prophet on the top of a solitary dune, muttering about impending doom and a "dark shadow crossing the land." Her eyes glow with divine energy. If approached, she reveals a hidden underground temple—if ignored, her prophecies echo in their dreams, foreshadowing cursed futures.
  3. D6=3:A group of 1d4+1 halflings riding on their horses. They are hunting for food near the road and have lost their way.
  4. D6=4:The players are tasked by a group of dwarves to retrieve a precious gemstone that was stolen from their kingdom. The gem is currently in the possession of a powerful demon who is using it to power his army of demons. The players must defeat the demon and retrieve the gem before it's too late.
  5. D6=5:A group of 2d6+2 men dressed in green robes, are riding large turtles. They are carrying long spears with them. They are not wearing any armor. The leader of the group will tell you that they are in this area hunting Hulks and they will ask to join the party. If you accept them into the party, they will ask to see your weapons. They will ask if they could inspect your weapons. If you allow them to inspect your weapons, they will look for any magic items and if they find anything magical, they will try to steal the magic item from you. The group does not know if their leader is a bag of myrrh or not. If one of the turtles becomes lost on a road, the group will travel back in the direction they came from.
  6. D6=6:Gog and Magog, two giant boars with a group of3d6 giant badgers. The boars and badgers will attack the party if they are attacked or if they are near a dead boar. They will leave the party alone if they leave the boar alone. The boars and the badgers are from the wilds.

d100 = 25

  1. D6=1:Travelers come upon an eerie, desolate marketplace from ages past, where spectral vendors offer goods in exchange for memories or fragments of the soul. Engaging with them unveils a trade network disrupted by civil war in distant lands, and some wares are cursed or lead to visions of forgotten wars.
  2. D6=2:Faint blue lights can be seen from the distance. As the party gets closer, they see a stone tower rising out of the ground. The party will find 2d6 + 2 male elves inside the tower. The elves are dead and have no skin. Inside the tower will be a pile of gold and a pile of jewels. There will also be a scroll on the wall with a note. The note will explain that the elves were commanded to take their clothes off and sleep lin the tower until they died. The elves were sleeping in the tower while they were waiting for a demon to come and collect them. The demon will appear at the end of the note. It will be carrying a bag of the gold and jewels and will try to attack the party. It will have 2d6 hit points and will try to run away if it is injured badly. It will be escaping to a nearby swamp.
  3. D6=3:A decades-old feud between two rival clans, the Wolfsbane and the Bloodmoon, has turned the once peaceful village of Easthaven into a warzone. The party must choose a side and help broker a peace treaty, but not without facing deadly consequences.
  4. D6=4:You arrive in a town that is made from mud bricks from the nearby river. The town is surrounded by a small wall with a few trees planted on top of it. It is the home of about 100 elf farmers who are not very good at farming. They hire the best woodsmen to help them farm, but never learn to farm for themselves because every time they try, there are terrible storms that destroy their crops. It also does not help that as soon as they start to cultivate the land, carnivorous green dragons come out of the nearby forest and feed on the crops. They store up food in an underground keep, which is also filled with mud bricks. They have 9d8+6 green dragons which they befriended and made pets. The dragons do not eat the farmers because they feed them the magic mushrooms that they grow in the underground keep. The mushrooms are created by tiny sprites in magic jars. Since the dragons are giant reptiles, the farmers feed them huge worms. The farmers fear the dragons and only feed them once a week. Because of this, the dragons are looking for more food and are seeking new sources of food.
  5. D6=5: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.
  6. D6=6:Wagon train with a traveling dwarf merchant. He trades for rare and valuable things. The merchant will ask the party if they want to buy his wares. He has 2d4 potions for sale.

d100 = 26

  1. D6=1:The party comes across a traveler who has been cursed to transform into a different creature every full moon. They must find the source of the curse and break it before the traveler transforms again and becomes a dangerous threat to himself and others.
  2. D6=2:You come across a man sitting in the road holding a long black feather. He has no eyes but can see with his mind. Someone put out an eye for each mile that he could see, but he can still see. The party can give him an eye to replace the one that was burned out and he will ask them if they are hungry. If they are, he will offer them food but they will only be meat from animals that they have killed (if they don't kill him first).
  3. D6=3:The party encounters a trio of friendly 1d4+1 treants who are on a mission to protect the forest from a group of loggers. The players must choose whether to aid the treants in their cause or side with the loggers and potentially gain riches from the sale of the forest's resources.
  4. D6=4:A churning blood-red river blocks your path. The ferryman, a hooded figure with raven eyes, demands payment in memories or favors. Denying the bargain awakens river guardians who assail you with psychically-induced terror.
  5. D6=5:Under a sky filled with raining meteors, each with a burning tail of magical energy, players find the remains of an old observatory. Its inhabitants, ethereal star-gazers, have left behind cryptic star maps leading to a meteorite imbued with celestial magic. Touching it, however, triggers cosmic visions and guardian golems of celestial iron.
  6. D6=6:Xargol, a grey humanoid creature with blue eyes, is fighting a group of boars. Grey humanoid creature needs help badly! (Gauntlet announcer voice...)

d100 = 27

  1. D6=1:They find a merchant with a flying carpet that only hovers an inch above the ground and strictly refuses to go higher. Convincing the merchant to part with this stubborn vehicle involves a lot of creative selling points or pratfalls.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The players encounter a prophet who speaks of doom. As they protect him from 2d6 raiders, they must decipher his warnings of betrayal within their own ranks.
  5. D6=5: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.
  6. D6=6:In an area of constant sandstorms, the players discover a gnomish inventor creating a machine of great power. His former allies seek its secret, having betrayed him for their gain. Choosing sides has massive consequences.

d100 = 28

  1. D6=1:A desolate graveyard of rusted swords and broken shields stands as a stark reminder of a war long fought. A spectral knight, leading a phantasmal army, demands blood vengeance against a living bloodline. Players must choose to right the ancient feud or face constant ambushes.
  2. D6=2:Zebban the Mad is in the wasteland. He is a very old sorcerer who is insane. He doesn't want to be attacked. He is just trying to make his way to the town of Everfallen with his staff, his seven trained chickens, and his wagon full of things to sell. He will talk to the party if they approach him. He will be very excited and happy that the party is talking to him. He likes any kind of talking. If the party is rude to him or tries to attack him, he will scream at them and blast them with a bolt of lightning. He has a +4 sorcerer of lightning bolt ability. He is wearing robes, a hat, and has a magic staff. His staff is used for protection from enemies as well as a tool to summon his seven chickens. If the party attacks him, they will fight to the death. If they talk to him, they can possibly trick him into leaving the area and not coming back. He needs to go to town so he can restock his stock of magic items.
  3. D6=3:The party comes across an old stone gate that has been destroyed.
  4. D6=4:The players come across a massive field of glassy sand twisted into fantastical shapes, each resembling an ancient dragon’s claw. This unique vista is a result of a dragon’s fiery breath that petrified the sand eons ago. As they traverse the area, they are ambushed by 2d4 glassteel golems, enchanted constructs created by ancient dragon worshipers. The players must choose to fight or decipher a series of glowing rune puzzles to deactivate the guardians.
  5. D6=5:A wandering scarecrow offers them directions—no strings attached! However, it only knows landmarks defined by the birds that mockingly circle its tattered hat. Figure out what “The Big Blue Yonder” and “That Smelly Spot” mean.
  6. D6=6: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.

d100 = 29

  1. D6=1:On the horizon lies a vast rust-colored plain, with skeletal remains of massive creatures scattered about. Excavating them may provoke 2d6 lurking necromancers salvaging marrow for dark rituals aiming to summon an arch-demon. Sparing one necromancer reveals their fear of impending celestial retribution.
  2. D6=2:You come across a man sitting in the road holding a long black feather. He has no eyes but can see with his mind. Someone put out an eye for each mile that he could see, but he can still see. The party can give him an eye to replace the one that was burned out and he will ask them if they are hungry. If they are, he will offer them food but they will only be meat from animals that they have killed (if they don't kill him first).
  3. D6=3:Three sun dogs
  4. D6=4:Veiled in sandstorms and haunted by whispers of ancient arcane tongues, an enormous underground cave system unravels before the players. This cave is home to earth elementals safeguarding a powerful geomantic artifact. Piecing together scattered artifacts and glyphs is key to mastering the earth’s energy.
  5. D6=5:A group of 1d6+2 friendly bugbears is being chased by a larger group of hostile orcs. The bugbears ask for the party's help to defeat the orcs, and in return, they will reveal the location of a hidden treasure.
  6. D6=6:Occult gatherings marked by crystalline effigies refound from abandoned city hubs. Sentient creatures harboring ancient memories rise as 1d8 crystal guardians delivering omens, largely foretelling calamities looming fateward towards ruins.

d100 = 30

  1. D6=1:A group of 2d4+5 wolves will arrive to help the party fight off any monsters that attack them, but they will want 20% of everything that the party finds in their adventures.
  2. D6=2:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  3. D6=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. D6=4:A troop of 1d6+5 mounted soldiers and their mounts resting in the wilderness.
  5. D6=5:3d6+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.
  6. D6=6:An old witch stirring a pot. Two giant frogs are hanging on a nearby tree. She will attack the party if they look at the frogs or mention them.

d100 = 31

  1. D6=1: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.
  2. D6=2:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  3. D6=3:High-pitched wails echo through a fog-laden marshland oddly out of place in this arid terrain. The wails belong to banshees guarding an arcane relic capable of manipulating life and death. Withstanding their banshee screams and overcoming the wraiths is key to gaining control over the relic.
  4. D6=4: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.
  5. D6=5:A bizarre, howling night-tide beast prowls the dry riverbed, its cries resonating with deep, almost familiar melancholy. Catching a glimpse inside its den reveals long-forgotten relics of a forgotten civilization.
  6. D6=6:While traveling through a mountain pass, the players encounter a group of 1d4+2 snow elves who have been driven from their homes by a harsh winter. The players must help them find a new home or face the wrath of the vengeful snow elves.

d100 = 32

  1. D6=1:You arrive in a town that is made from mud bricks from the nearby river. The town is surrounded by a small wall with a few trees planted on top of it. It is the home of about 100 elf farmers who are not very good at farming. They hire the best woodsmen to help them farm, but never learn to farm for themselves because every time they try, there are terrible storms that destroy their crops. It also does not help that as soon as they start to cultivate the land, carnivorous green dragons come out of the nearby forest and feed on the crops. They store up food in an underground keep, which is also filled with mud bricks. They have 9d8+6 green dragons which they befriended and made pets. The dragons do not eat the farmers because they feed them the magic mushrooms that they grow in the underground keep. The mushrooms are created by tiny sprites in magic jars. Since the dragons are giant reptiles, the farmers feed them huge worms. The farmers fear the dragons and only feed them once a week. Because of this, the dragons are looking for more food and are seeking new sources of food.
  2. D6=2: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.
  3. D6=3:The barren wasteland ahead of the party is covered in ruins. The ruins are in a very good state. Inside them are 2d4+4 skeletons and 2d4 zombies. The ruins are a citadel that was destroyed in a war. The party can raid any of the buildings to find some treasure, but they will come across more of the undead which were once people living there.
  4. D6=4:An ever-burning bonfire in the middle of a barren plain reveals itself to be a refinery for extracting the essence of souls. Operated by 1d6 flame-dancing faeries, these ruthless entrepreneurs harvest the souls of the unwary. They tempt players with infernal contracts promising immortality and power. Breaking these contracts incurs the wrath of 3d6 fiery wraiths, who seek to reclaim their master's investment.
  5. D6=5:A group of friendly centaurs invite the party to their village for a feast and games. However, they are secretly hiding something that they don't want the party to find out.
  6. D6=6:You come across a lone traveler in need of help – they explain that they are searching for a mythical creature said to grant wishes. If the party agrees to help, they must navigate through treacherous terrain and face dangerous creatures to reach the creature. However, when they finally reach it, they discover that the creature is not what it seems and has an ulterior motive for granting wishes.

d100 = 33

  1. D6=1:2d6 giants fighting with each other. If the party approaches, they will attack the party. The giants are fighting for territory near an old abandoned castle that could make a good wilderness fort.
  2. D6=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. D6=3: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.
  4. D6=4:The party finds a group of kobolds digging holes and moving rocks into place in the ground. The kobolds are digging a gigantic hole. The hole is about 40 feet deep and 40 feet wide. The kobolds are digging it for the fun of it and for the money. There are about 10 of them. If the party attacks them the kobolds will run away and bury themselves in the ground. The party can find them and kill them if they dig them up. They will come back if the party leaves.
  5. D6=5:While traveling through a mountain pass, the players encounter a group of 1d4+2 snow elves who have been driven from their homes by a harsh winter. The players must help them find a new home or face the wrath of the vengeful snow elves.
  6. D6=6:You hear heavy pounding steps coming from the direction of the cave. If you look inside you will see a wolf with a hammer. The wolf is pounding on an anvil. He is a smith and has been hammering away for hours. A stream runs right by his cave and is the source of his water used for the forge. If the characters watch him long enough, he will finish with his hammer and then go to the stream to drink. If they offer him food or help, he will eagerly accept their help. He is a very friendly and helpful person. He is in charge of making weapons and armor for the tribe of wolves in the hills.

d100 = 34

  1. D6=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. D6=2: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.
  3. D6=3: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.
  4. D6=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.
  5. D6=5:Three sun dogs
  6. D6=6:A group of talking animals, including a wise old owl and a sassy rabbit, have banded together to form a council to govern the wasteland. They ask the players to help them settle a conflict between two rival factions of animals.

d100 = 35

  1. D6=1:Players chance upon an abandoned clock tower manned by an automaton harboring a peculiar clockwork dragon as an assistant. Fixing their mechanisms might grant protective shielding or interfere wrongly, resulting in attacks from mechanized defenders.
  2. D6=2: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.
  3. D6=3:A group of 1d12+2 survivors walks by. They say that they have just come from the Temple and that it is filled with undead and demons. If the party wants to go there, they will give them a map to get there. They will be willing to trade for food. They are willing to fight for their food.
  4. D6=4:The party sees a horde of 1d4+2 red dragons flying overhead. The dragons are moving very fast in a north-eastern direction. They are headed towards a mountain range. The dragons are 10 miles away from the party and are moving fast.
  5. D6=5:A dust devil or mini-tornado that looks like a giant dust devil. It looks like it will only travel a short distance and then die out.
  6. D6=6: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.

d100 = 36

  1. D6=1:A group of scavengers is rummaging through a pile of junk in the middle of the wasteland. They seem friendly enough, but they are always on edge and paranoid. They are searching for valuable items to sell or trade.
  2. D6=2:A group of 4d10+5 goblin archers are firing arrows at a cottage. The party is able to help the people inside by shooting at the goblins. There is a small chance that there is a piece of jewelry in the cottage worth d6x10 gold pieces.
  3. D6=3:Stones weep from an otherwise mundane cliff, forming a trickling stream said to be sacred. Ghosts arising from its edge plead for the retrieval of enchanted runestones to lay their spirits eternally to rest.
  4. D6=4:An oasis of thorny brambles conceals a hermit alchemist who speaks only in riddles. Solving his riddles earns the party potions of unpredictable effects, ranging from a temporary third arm to unparalleled cooking skills.
  5. D6=5:A troupe of skeletons finds themselves reanimated but missing key bones. They’re awkwardly polite and need assistance finding their kneecaps or elbow bones. Helping them might lead to uncovering a definitely not spooky treasure.
  6. D6=6:Players encounter an injured goliath in the woods. A group of bandits captured him, drugged him, and left him for dead.

d100 = 37

  1. D6=1:Monumental pillars of bone rise from the earth, some still adorned with scraps of flesh. A sudden dust storm kicks up, and when it clears, players find themselves surrounded by 1d8 boneclaws, driven mad by ancient sorcerer wars.
  2. D6=2:A cold, still night reveals an abandoned mineshaft emanating eerie light. Finding stolen goods triggers alarms, awakening 3d6 vengeful spirits. Resolving their unrest divulges mining lore and hints at deep tunnels connecting realms long separated.
  3. D6=3:As the party is resting for the night, they are approached by a group of nomadic halflings who offer to entertain them with music and storytelling in exchange for a warm meal. The halflings regale the party with tales of legendary heroes and epic battles, but as the night goes on, the party begins to realize that some of the stories may not be entirely true...
  4. D6=4:A stone tablet bears the marks of eleven vengeful ancestors seeking redress for an ancient slight. Players choose whether to help them find peace or suffer their furious haunt.
  5. D6=5:2d20 orcs, who are running away from a group of 2d10+30 humans. If they are attacked, they will fight. The party can try to help their side or the other side or both sides by attacking the other side or by staying out of it.
  6. D6=6:A derelict, once-grand carriage of unknown nobility stands at an angle. Inside, spectral figures are caught in an endless masquerade, begging for release by solving the riddle of their undying plight.

d100 = 38

  1. D6=1:Abandoned alchemical equipment lies strewn across an open plain. The alchemist's spectral form lingers, mumbling of a great experiment gone awry. Any attempt to use the equipment releases 2d6 acid spirits bound by the alchemist’s failed experiment.
  2. D6=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. D6=3:The players encounter a chained giant who pleads for release, warning of a greater betrayal against their realm. Breaking his bonds may either forge a powerful ally or unleash a deadly adversary.
  4. D6=4:An oasis of thorny brambles conceals a hermit alchemist who speaks only in riddles. Solving his riddles earns the party potions of unpredictable effects, ranging from a temporary third arm to unparalleled cooking skills.
  5. D6=5: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?
  6. D6=6:While exploring a ruined city, the players are ambushed by a group of thieves. After defeating them, the players find a map in their possession. The map leads to a hidden treasure in a dangerous dungeon. However, the thieves were not the original owners of the map and the real owners will come looking for it. The players must choose whether to keep the treasure or return it to its rightful owners.

d100 = 39

  1. D6=1:An oasis of thorny brambles conceals a hermit alchemist who speaks only in riddles. Solving his riddles earns the party potions of unpredictable effects, ranging from a temporary third arm to unparalleled cooking skills.
  2. D6=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. D6=3:The crackling fires and scent of ambush reveal nine revenge-driven salamanders avenging the pollution of their lava lake by rogue alchemists. Players can purify the lake or risk becoming dust.
  4. D6=4:2d20 orcs, who are running away from a group of 2d10+30 humans. If they are attacked, they will fight. The party can try to help their side or the other side or both sides by attacking the other side or by staying out of it.
  5. D6=5: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.
  6. D6=6:The sky darkens as players encounter a swath of storm-touched land where 2d6 animated skeletons march tirelessly. Bringing them peace reveals they were cursed soldiers protecting a mystic map to ancient stormcaller shrines, where weather-warping spells remain potent.

d100 = 40

  1. D6=1:The party will see a large and sturdy castle in the distance. Around the castle, there is a small town made up of 1d12+3 peasants.
  2. D6=2:Manic assortments of wind-up atrocities belonging to a mad gnome inventor are left amid the barren flats; engage or escape as they comically self-implode, scattering perilously enchanted shrapnel.
  3. D6=3: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.
  4. D6=4:You sense a spell has been cast upon you. Looking around you notice a group of 2d6+2 dwarves dressed in colorful outfits surrounding you. It is not clear whether they are trying to help you or attack you. If you speak with one of them, he tells you that he is a Dwarf Wizard and wants to study magic with you and teach you how to cast magic spells. If you refuse his offer, he will attack you. The dwarves are not aligned with any specific side or faction, however they have a friendly relationship with the Dwarves of Morodin.
  5. D6=5:A group of nomadic bards asks the party to help them retrieve their stolen magical instruments from a group of bandits. In return, they offer their powerful musical abilities to aid the party in their battles.
  6. D6=6:Witnessing a magical conflux as ley energies converge, creatures undergo unnatural evolution. Combatting evolved 3d8 wasteland creatures offers scientists’ notes detailing mutations spreading through various holds and probable epicenters.

d100 = 41

  1. D6=1:A stone golem that carries am offensive magical item like a Wand of Fire or Wand of Magic Missiles, depending on level of the party. (Or mood of the DM.)
  2. D6=2: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.
  3. D6=3:A group of 5d6 brigands are riding on horseback through the highway. They are wearing black armor and holding crossbows. They will attack any party they come across. They are part of a large army that is gathering information on other groups of brigands.
  4. D6=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.
  5. D6=5:If you walk through a grove of ancient trees, you encounter an old man tending a small garden of herbs. The hermit offers tea and wisdom, but warns of an approaching army of orcs.
  6. D6=6:A group of 2d6+2 dwarves hunting for food in the forest. The party can either help them or fight them.

d100 = 42

  1. D6=1:The players encounter a debating team of 2d6 cockatrices arguing about crossing roads. Each side is dead-set (pun intended) on winning. Mediation might earn an unlikely alliance and perhaps an amusing pseudo-intellectual cockatrice professor.
  2. D6=2: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.
  3. D6=3:Ugh. A giant amoeba or eel-like creature in a lake that is 2d20 feet long, and is 8 feet wide. There may be a small chest on one end. The amoeba will attack any humans who try to get close to it. It may be looking for a mate. The chest may have a puzzle on it which one of the party must solve. A PC can attempt to solve the chest puzzle. The DM will decide if the puzzle is solvable. The puzzle may be "a circle and two half-circles with a number in the middle and large curved arms radiating out from the number". The number is 456. The eel creature has a random mutation and has a random mutation with a random mutation. It has a tentacle attack with 4d8 damage. It will also have a random special attack and a random special defense.
  4. D6=4: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.
  5. D6=5:A single mutant with a random mutation with 2d10+1 hit points. The mutant will be fighting a group of 1d4+1 humans.
  6. D6=6:The party sees a group of nine ogres. They are drinking beer and are laughing as they tell stories. It is unknown what they will do if they see the party.

d100 = 43

  1. D6=1:A troupe of traveling kobold entertainers with heavily-armored mimics as props enact hilariously tragic plays. One mimic carries a vital clue required for a pivotal decision about an impending Wasteland event.
  2. D6=2:A flock of 1d6+1 crows sitting on a tree.
  3. D6=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. D6=4:A trio of talking mechanical weasels, each claiming to embody a different cardinal sin, seeks aid after getting trapped in the Wasteland trying to rob a celestial vault. Offering gears and magical widgets, they propose navigating them past the vault’s automated angelic sentries while switching their sins to virtues. Each weasel’s redemption or demise drastically alters their valuable rewards.
  5. D6=5:The party sees a horde of 1d4+2 red dragons flying overhead. The dragons are moving very fast in a north-eastern direction. They are headed towards a mountain range. The dragons are 10 miles away from the party and are moving fast.
  6. D6=6: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 = 44

  1. D6=1:A group of d6+1 farmers in the wilderness, returning from the fields.
  2. D6=2:A group of 1d4+4 bugbears are riding overland in carts and carriages. They are heading toward a non-desert region to the south. They will not attack unless attacked.
  3. D6=3: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.
  4. D6=4:Characters hear a cackle and see a phantom parade led by an old, cranky archmage on a magically animated throne, demanding applause for his "splendid illusions". Failure to humor him results in a magnificent “fireworks” display—too real to be fun, summoning ten mischievous imps.
  5. D6=5:In the distance, you see a massive tower made entirely out of scrap metal and debris. As you explore, you realize it is actually a home for a group of giant mutants who worship a powerful deity of destruction. If you can prove yourself in battle, they may offer you a chance to join them.
  6. D6=6:A mysterious figure approaches the players, offering them a deal. They will give the players a location of a hidden oasis in the desert if they agree to retrieve a valuable artifact for them. The artifact is located in a temple guarded by powerful undead creatures. Will the players risk their lives for a chance at finding a hidden oasis in the barren wasteland?

d100 = 45

  1. D6=1:Past a wasteland of cracked and barren ground stands an ethereal garden perpetually shrouded in a mist of arcane energies. This garden blooms with nightshade flowers guarded by shadowy specters. Engaging with the garden’s enchanted fauna and flora can reveal cures to ancient poisons and the secret to dark healing.
  2. D6=2:A flying stone golem named Gary Goyle. He's got a few levels in mage and can cast spells. Tough armor class.
  3. D6=3:In the middle of a dried basin, you find an ancient obelisk half-sunk into the earth, covered in strange runes. The air sizzles with latent magic. Approaching it without the proper incantation triggers a fiery explosion and summons two beholders. The choice to decipher the runes or flee is critical. Exploring the runes might reveal a broader conspiracy about a forgotten magic war.
  4. D6=4: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?
  5. D6=5:The wasteland suddenly ends, replaced by a strange, circular oasis untouched by time. An eternal twilight hangs over this domain ruled by an enigmatic moon goddess, whose approval requires courage and compassion displayed in trials against dark serpents and guardians of the twilight grove.
  6. D6=6:A group of 2d4 armed men riding on horse-back. They are traveling to the nearby town. They are tired and hungry. They are looking for a place to rest for the night. The party can use the town as a base of operations to further explore the area.

d100 = 46

  1. D6=1:A colossal empty suit of armor, walking without a wearer, roams the wasteland, leaving trails of life-sapping dust. This armor is empowered by a trapped djinn acting as its soul. The djinn, once a whimsical trickster of tremendous renown, offers aid in reshaping reality in return for freedom from its forged prison. Players must first battle 3d6 vengeful specters guarding the suit, remnants of those it has defeated and absorbed.
  2. D6=2:A group of 1d4+4 merchants are riding overland in carts and carriages. They are heading toward a town called Bridgewater. The merchants are carrying cargo of stone and metal goods (or trade goods). They will trade goods if given some (or help).
  3. D6=3:The party will encounter a group of 1d4+2 peasants walking to the nearest town. They are going to town to see the king and to try to complain about the current situation. They have been attacked by a large pack of wolves that have killed some of their people.
  4. D6=4:A crystal-clear pool reflects the sky perfectly, a haven for weary travelers. Drinking from it can heal wounds, but it also draws the attention of 1d8 harpies seeking to protect its purity.
  5. D6=5: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.
  6. D6=6:You arrive in a town that used to have 600 inhabitants before the apocalypse. Most of the people are dead or turned into zombies or skeletons. The walls and keep are still standing, but they are made of plaster and wood. The lower levels of the keep were a dungeon, which has now been overrun by orcs. The orcs were still able to use magic before the world fell apart. The orcs were able to cast a spell that allowed them to keep very large monsters stored in magic jars. These large monsters still make up part of their population as well as the orc's population. The orcs are vicious and use large wyverns, giant spiders, dire wolves and chimeras as mounts. They have 12d8 large monsters that they keep in magic jars.

d100 = 47

  1. D6=1:Whispers in the night air lead players to a circle of twisted trees, where spirits of wrongfully executed witches demand justice. Players must put the vengeful spirits to rest legitimately or become haunted by their misdeeds.
  2. D6=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. D6=3:A group of 1d6+2 friendly bugbears is being chased by a larger group of hostile orcs. The bugbears ask for the party's help to defeat the orcs, and in return, they will reveal the location of a hidden treasure.
  4. D6=4: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.
  5. D6=5:You come across a lone traveler in need of help – they explain that they are searching for a mythical creature said to grant wishes. If the party agrees to help, they must navigate through treacherous terrain and face dangerous creatures to reach the creature. However, when they finally reach it, they discover that the creature is not what it seems and has an ulterior motive for granting wishes.
  6. D6=6: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 = 48

  1. D6=1:A group of 1d8+1-sized coyotes that are sneaking up on a group of 2d6+2-sized lizard men who are trying to defend the lizard king. If the coyotes attack the lizard men, the lizard men will fight back.
  2. D6=2:Whispering dunes lead players to four chained spectres, condemned for a stolen honor. Players can restore their honor by retrieving ancient stolen goods or end the medieval haunt.
  3. D6=3: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.
  4. D6=4:The party sees a skyship flying overhead. The skyship has the name "Passage of the Gods" on it. The ship is carrying a cargo of slaves. The slaves are being taken to a nearby mine.
  5. D6=5:In the twilight hours, the players encounter 3d6 somber, capricious demi-harpies who sing melodies that warp reality. These ancient beings control gateways to alternate, whimsical versions of the Wasteland where fantastical elements thrive, swapping mundane details for bewildering enhancements. They challenge the players to a musical duel or offer insight into hidden realms within the sandy desolation, each choice affecting the broader tapestry of their quest.
  6. D6=6: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.

d100 = 49

  1. D6=1:VILLAGE. The party comes across a village that has been destroyed by a giant. The giant was on a rampage and destroyed everything in its path. The giant is gone now, but the village is destroyed.
  2. D6=2: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.
  3. D6=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. D6=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.
  5. D6=5: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.
  6. D6=6:2d6+2 giant ants

d100 = 50

  1. D6=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. D6=2: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.
  3. D6=3:Troll
  4. D6=4:Under a sky filled with raining meteors, each with a burning tail of magical energy, players find the remains of an old observatory. Its inhabitants, ethereal star-gazers, have left behind cryptic star maps leading to a meteorite imbued with celestial magic. Touching it, however, triggers cosmic visions and guardian golems of celestial iron.
  5. D6=5:Giant spider with a human body, who are called the spiders of the gods
  6. D6=6:Stumbling upon a lone, half-buried temple, players encounter eight shadow-wraiths hungering for vengeance. They were betrayed monks seeking to reclaim their honor. Players can either cleanse the temple or become part of the wraith collection.

d100 = 51

  1. D6=1:Players encounter a group of 1d4+2 adventurers hunting for food in a forest. The party can either help them or fight them.
  2. D6=2: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.
  3. D6=3:The party finds a diseased uncle of the king. He's had an easy life, but he has been sick for a long time. He is blind and has many servants to help him.
  4. D6=4:Via a treacherous cliffside path, your party faces near-continuous small avalanches. Rocks shift eerily, like being manipulated by some unseen force. As you ascend, you are confronted by three stone giants whose territory you've trespassed upon.
  5. D6=5:The players encounter an abandoned, intricately carved wooden theater that comes to life with vivid, animated performances inspired by their own past exploits. The puppeteer is a solitary animate marionette longing for new stories, tempting the players into a surreal play that can alter their destinies. The challenge lies in guiding the narrative to a victorious conclusion while avoiding 2d8 whimsical spirit-puppets enforcing the script’s hazardous twists.
  6. D6=6:A giant sandstorm approaches, bringing with it deadly winds and blinding sand. The party must race against the storm to find shelter or risk getting lost in the wasteland.

d100 = 52

  1. D6=1:A group of 2d4 nymphs that are welcoming the party to their land. They don't trust unfamiliar people. They may be willing to give the party directions to their village and the promise of safe passage through their land.
  2. D6=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. D6=3: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.
  4. D6=4:A group of 2d4 armed men are riding on horse-back. They are looking for dangerous creatures. They will ask the party if they have encountered anything that is dangerous. They are part of an order of warriors who hunt down dangerous creatures. They were sent to hunt down a creature that has been killing off people in a nearby town. They have tracked the creature to the area that the party is in. They have been tracking the creature for 3 days.
  5. D6=5:While traveling through a barren wasteland, the party stumbles upon a small village hidden within a massive crater. The villagers live off the mutated plants and creatures within the crater, but they are fiercely protective of their home.
  6. D6=6:A group of 2d4+5 wolves will arrive to help the party fight off any monsters that attack them, but they will want 20% of everything that the party finds in their adventures.

d100 = 53

  1. D6=1:Crypt. The party will come across some dwarven crypts. They will see that they are being used by a group of kuo-toa. The party can go through the crypts and come up the other side of them. They will emerge onto an open plain that is used by the kuo-toa. The party can sneak around the kuo-toa or attack them.
  2. D6=2:As the players travel through a radioactive area, they stumble upon a strange cult worshiping a glowing orb. The cultists believe that the orb will grant them eternal life, but in reality, it will turn them into mindless zombies. The players must either destroy the orb or defeat the leader of the cult to save them. Be warned, the leader is a powerful necromancer with an army of undead at his disposal.
  3. D6=3:A group of 9 rabbits and a swarm of 2d6x3 spiders are fighting. If the party intervenes, they can either help the rabbits or help the spiders. The spiders will not attack the party if they help the spiders. The spiders will attack the party if they help the rabbits.
  4. D6=4: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.
  5. D6=5:A group of 1d4+4 merchants are riding overland in carts and carriages. They are heading toward a town called Bridgewater. The merchants are carrying cargo of stone and metal goods (or trade goods). They will trade goods if given some (or help).
  6. D6=6:While seeking shelter from a storm, players uncover a hidden bunker occupied by 1d8 survivors of a great betrayal. They beg players for aid, but the players must decide whether to intervene or risk revealing the bunker’s location to outside threats inadvertently.

d100 = 54

  1. D6=1: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.
  2. D6=2: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.
  3. D6=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. D6=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.
  5. D6=5:An ethereal rainbow bridge appears momentarily spanning a ravine. Crossing it grants a blessing that lasts till sundown but also attracts the jealousy of a nearby giant.
  6. D6=6: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.

d100 = 55

  1. D6=1:A rancorous Genie imprisoned in a crumbling statue bequeaths grudging boons to those who manage to amuse him, each gift warped by his grim sense of humor.
  2. D6=2:A waterless waterfall hides a cavern filled with pocketed dimensions visualized through polished mirrors. Twin gargoyles, protectors of enchanted mirrors, reveal scheme-in-progress by illusionists manipulating market trade under guise.
  3. D6=3: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.
  4. D6=4:A mighty oak tree stands alone, its form twisted by dark magic. Carving into it to access its secrets releases 2d6 treants twisted into cruelty.
  5. D6=5:You encounter a group of traveling performers who put on a show for you. Roll a d20 to see how good the performance is. On a 1-10, it's terrible and you are disappointed, but on an 11-20, it's amazing and you are entertained for hours. They may even offer you a chance to join their troupe if you have any performing talents.
  6. D6=6: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.

d100 = 56

  1. D6=1:Crystalline vultures circle overhead, drawn by the party’s stored magic items which they’ve learned to consume, causing misunderstandings and allegiances with other Wasteland dwellers who covet such things.
  2. D6=2:As you set up camp for the night, you start to hear strange noises and see flickers of light in the distance. It turns out to be a group of mischievous sprites who are playing tricks on you. If you can catch them, they may offer you a valuable magical item as a peace offering.
  3. D6=3: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.
  4. D6=4:Mule carts with caravan drivers on the road. The drivers are asking for directions to the nearest village. They are heading south on the road.
  5. D6=5:A howling storm haunts the area where an ancient mage stormed and was wronged. His spectral form demands players punish traitorous apprentices or face unending storms.
  6. D6=6:As acidic rain falls, players come across a grotesque, twisted forest of petrified trees. At its heart is a sinister alchemist's laboratory that continues to emanate foul magic. Aberrant creatures guard the perimeter, and players must solve alchemical puzzles to neutralize residual toxic magic and gain powerful potions.

d100 = 57

  1. D6=1:Your camp near an ancient battlefield is disturbed by spectral echoes of the past. These ghost armies reenact their final moments and attack any who disturb their ritual. Guided by an oracle’s skeletal remains, interpreting these fragments could reveal hidden treasure or forbidden knowledge.
  2. D6=2:20 ghouls
  3. D6=3: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.
  4. D6=4:A hollowed-out tree emits a pulsating glow. Upon closer inspection, the pulsing light is due to a swarm of 2d4 fireflies whispering warnings of a great war between giant insect swarms and humanoid factions. Disturb them and they summon a deadly goliath beetle.
  5. D6=5:An unnatural quiet settles over the area. Shadows seem to move on their own, forming grotesque, shifting shapes. A powerful shadow dragon is using the Wasteland as its hunting ground and stalks the players, attacking only when they are most vulnerable.
  6. D6=6: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.

d100 = 58

  1. D6=1:The party will find the top of a tower sticking out of the ground. The tower is 30 feet tall and made of stone. The entrance to the tower leads to a stone staircase that goes down 100 feet. The party will find two fungi men and two fungi women. They will die in their sleep. The party can search the tower and find a skeleton half buried inside the tower. The skeleton will be in a pile of gold coins. There will be a letter on the skeleton that explains that they were hired to guard the tower. They were previously servants of an evil wizard. The wizard will have been dead for five years. The wizard has a tomb that can be found at the bottom of the stairs. The tomb will have a magic sword, magic ring, and magic staff. The magic sword will have a +3 enchantment. The magic ring will have a +2 attack bonus. The magic staff will be a very powerful staff that will cast magic missile. It will have a +4 attack bonus.
  2. D6=2: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.
  3. D6=3:Hidden amidst the dunes, the players encounter a chimera chained by a formerly trusted friend. Freeing the beast means unraveling the betrayal and facing the conspirators behind it.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:While exploring a seemingly abandoned mine, the players come across a group of miners who have been trapped by a large rockslide. The miners have been surviving on meager rations, but they are running low on food and water. The players must either clear the rockslide or find another way out of the mine before the miners run out of supplies.

d100 = 59

  1. D6=1:A group of 4d6+2 goblins riding on large hyenas are crossing the desert. They are wearing tribal masks and carrying small throwing daggers. They will attack the party unless they are attacked first. They have been captured by a larger tribe of goblins. They will trade gold with the party if they free them from their captors.
  2. D6=2:On a night lit only by twin moons, your party encounters a spectral caravan traveling a ghostly road. They offer knowledge, cursed bargains, or lead you deeper into wasteland madness. Their leader claims to be a lost prince, hinting at a long-forgotten bloodline.
  3. D6=3: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?
  4. D6=4:You see a foul mutant giant dragon. It has 480 hit points and will be flying in the direction of the party and then land on a mountain about a thousand feet from the party before flying away. It doesn't stop...
  5. D6=5:A churning blood-red river blocks your path. The ferryman, a hooded figure with raven eyes, demands payment in memories or favors. Denying the bargain awakens river guardians who assail you with psychically-induced terror.
  6. D6=6:The players are invited to parley by a peace-broker who turns out to be duplicitous. Suddenly, 2d4 unseen assassins attack, prompting the players to unravel the network of betrayal while defending themselves.

d100 = 60

  1. D6=1:Skirting around a crumbling fortress, your party hears the cries of captives. As you investigate, you must navigate a deadly minefield. Solving the captives' plight reveals they hold knowledge of an underground cult destabilizing the nearby region with dark rituals.
  2. D6=2:In a region of permafrost lit by the pale glow of phosphorescent crystals, players discover an abandoned wizard’s tower encased in ice. The arcane experiments within continue autonomously, protected by icy constructs. To gain access to the arcane library, players must disable deadly traps and dispel guardian enchantments.
  3. D6=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. D6=4:Giant snake
  5. D6=5:A traveling merchant approaches the party, offering to sell them a map to a rumored hidden treasure. However, upon closer inspection, the party realizes the map is actually a cleverly disguised trap, set by a rival merchant looking to get rid of his competition. How will the party handle this deceitful encounter?
  6. D6=6:Amid verdant cyclones rise statuesque fishers of souls, pulled into unknown shores upon levy storms. Defending from 2d8 captured souls uncovers divine discourse on cyclic ends wafting from ephemeral borders nearby.

d100 = 61

  1. D6=1: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.
  2. D6=2:A pack of feral dogs are fighting over a bone in the middle of the road. They ignore the party until one of the dogs gets spooked and attacks.
  3. D6=3:A collapsing mine reveals three vengeful stone spirits seeking justice against those who disturbed their rest. Players must navigate through the haunted mines either to calm or combat the spirits.
  4. D6=4:A company of 1d4+2 soldiers traveling the road.
  5. D6=5:Players uncover a scorched earth marking a battlefield long forgotten. Five vengeful fire spirits seek retribution from the descendants of those who bound them. Players must reignite their honor or suffer burns.
  6. D6=6:The party sees a group of six hobgoblins. They are currently stealing a caravan of drow. It is unknown what they will do if they see the party.

d100 = 62

  1. D6=1:Spectral war horses, led by an over-enthusiastic undead jouster, challenge the players to a “timeless tourney.” Accepting the duel means facing six heavily-armed skeletal knights, winning grants you "Knight of the Barren Order" status—complete with an official-sounding but meaningless title.
  2. D6=2:In the heart of the Wasteland, the players encounter a giant hourglass embedded into the ground, with sand swirling inside it. They quickly realize that time flows differently around it, causing them to age rapidly or regress to childhood randomly. The hourglass is guarded by 2d4 temporal wraiths, who feed on the time energy. Maesters from a distant city once used it for experiments, but now it serves as a twisted relic.
  3. D6=3:The players find a legendary sword embedded in a cracked stone, said to belong to a fallen hero. As they attempt to claim it, 2d4 sand wraiths appear, revealing themselves as the hero's former comrades, jealous of his glory and seeking vengeance for his betrayal.
  4. D6=4:The party will find the top of a tower sticking out of the ground. The tower is 30 feet tall and made of stone. The entrance to the tower leads to a stone staircase that goes down 100 feet. The party will find two fungi men and two fungi women. They will die in their sleep. The party can search the tower and find a skeleton half buried inside the tower. The skeleton will be in a pile of gold coins. There will be a letter on the skeleton that explains that they were hired to guard the tower. They were previously servants of an evil wizard. The wizard will have been dead for five years. The wizard has a tomb that can be found at the bottom of the stairs. The tomb will have a magic sword, magic ring, and magic staff. The magic sword will have a +3 enchantment. The magic ring will have a +2 attack bonus. The magic staff will be a very powerful staff that will cast magic missile. It will have a +4 attack bonus.
  5. D6=5:The party sees a large stone beetle. It will attack the party if they come too close. It will try to burrow through the ground and hit the party from behind. If the party starts killing it, it will burrow down into the ground, wait a minute so it doesn't get hurt, and then rise up and attack the party again.
  6. D6=6:Within a perpetual storm of eerie green fog, players stumble upon an ancient battlefield where spectral warriors eternally battle. These spirits show interest only in worthy challengers capable of defeating their ethereal champions. Victory may grant a boon of martial prowess or insights into forbidden battle magics.

d100 = 63

  1. D6=1:A massive, mutated creature appears on the horizon, decimating everything in its path. The players must find a way to defeat this monstrous beast or risk becoming its next meal.
  2. D6=2:A desolate graveyard of rusted swords and broken shields stands as a stark reminder of a war long fought. A spectral knight, leading a phantasmal army, demands blood vengeance against a living bloodline. Players must choose to right the ancient feud or face constant ambushes.
  3. D6=3:A group of 2d6+6 humans are riding overland in carts and carriages. They are under a white flag of truce. They are unarmed. They are from a pacifist religious order. They are headed to a town called Catawba (or Ashur). They are seeking the party to help them perform a ritual to get out of the wasteland.
  4. D6=4:In the middle of a deserted wasteland, you come across a small village inhabited by half-orcs. The half-orcs seem friendly, but as the party interacts with them, they realize that something is off – the half-orcs are all clones of the same person. The party must uncover the secret behind the cloning process and put a stop to it before it spreads.
  5. D6=5:A group of cursed witches demand the party's help in finding a powerful artifact that can lift their curse. However, they must also fend off the evil sorcerer who cursed them in the first place.
  6. D6=6:In the heart of a dead city, the party discovers a group of sentient robots who have gained self-awareness. They are seeking a new purpose and will follow the party if they prove themselves worthy allies.

d100 = 64

  1. D6=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. D6=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. D6=3:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
  4. D6=4:In the Wasteland's heart, an ancient altar presents a choice: gain power or learn a dark secret. The players encounter 3d6 treacherous guardians whose loyalties are paid in blood.
  5. D6=5:A rolling dice of 2d6 rogue die mimics creatures makes for an accidental yet hilarious combat encounter. Each number causes truly bizarre effects, like a rain of flowers or a gust of giggles.
  6. D6=6:An empty lakebed becomes an impromptu arena where two groups of d6 animated brooms fight for the title of "Lord Sweeper." Help either side, and the brooms reciprocate by tidying up everything—even if in a combat situation.

d100 = 65

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:In a blasted plain littered with bones, players face a vengeful spirit of a betrayed warlord commanding 2d6 spectral warriors. Freeing his restless soul means settling centuries-old betrayals.
  4. D6=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.
  5. D6=5:The players are deceived by a young maiden who turns out to be a dangerous lich manipulating them through glamors. Her motives stem from ancient vendettas and long-forgotten betrayals.
  6. D6=6:The sound of drums can be heard in the distance. A group of 1d8 Goblins are dancing in a circle around an evil human cleric named The Giggler. He is a very short human with a gap in his front teeth. He is holding out his hands and muttering an ancient language. A red glow can be seen in his eyes. He is speaking to his dark god, Zernac, and he is asking for power to destroy the party.

d100 = 66

  1. D6=1:A cold, still night reveals an abandoned mineshaft emanating eerie light. Finding stolen goods triggers alarms, awakening 3d6 vengeful spirits. Resolving their unrest divulges mining lore and hints at deep tunnels connecting realms long separated.
  2. D6=2: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.
  3. D6=3:Players encounter a group of 1d4+2 merchants trying to sell their goods to other merchants or victims who have been injured in the recent attack from the remnants of the black dragonflight.
  4. D6=4:Nix, a man of great wit and cunning who is hiding out in the woods in a secret treehouse by a stream. He is using the stream for water and the treehouse for shelter.
  5. D6=5: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.
  6. D6=6:A group of 2d6+3 men dressed in suits of armor are carrying a chariot with two horses in it and they are trying to get through the crowd. A huge crowd of people want to stop the men because they believe that the men are merchants who are trying to sell a stolen crown that belongs to their king. They believe that their king was the person who was going to give the crown to the merchants.

d100 = 67

  1. D6=1:A chest that looks like a normal chest. If it is opened, it will explode.
  2. D6=2:The party comes across a group of cursed, undead knights roaming the wasteland. They ask for the party's help in finding a powerful wizard who can lift their curse, but they must also face the wrath of their former king who cursed them in the first place.
  3. D6=3:A crystal-clear lake in the Wasteland lures you into its tranquil beauty. Beneath its surface, 2d4 water elementals guard a secret, ancient temple.
  4. D6=4:Decrepit archways conceal the remains of six treacherous mages cursed into vengefulness. Players may seek to break their magic thrones’ control or challenge a deep magic riddle.
  5. D6=5:A company of 2d6+1 soldiers resting.
  6. D6=6:A single mutant with a random mutation with 2d10+1 hit points. The mutant will be fighting a group of 1d4+1 humans.

d100 = 68

  1. D6=1:A massive sandstorm suddenly appears, making visibility and travel nearly impossible. The party must find shelter and wait out the storm, but they soon realize they are not alone as they hear howls and growls in the distance. If they can survive the night, they may uncover the source of the storm and put an end to it.
  2. D6=2:A churning blood-red river blocks your path. The ferryman, a hooded figure with raven eyes, demands payment in memories or favors. Denying the bargain awakens river guardians who assail you with psychically-induced terror.
  3. D6=3:Crossing an ancient battlefield, players are suddenly enveloped by ghostly figures reenacting a betrayal that led to a kingdom’s fall. By intervening in the spectral drama, they may learn of an ongoing plot against their own world.
  4. D6=4: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.
  5. D6=5:A troop of 2d6+1 mounted soldiers and their mounts resting in the wilderness.
  6. D6=6: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.

d100 = 69

  1. D6=1: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.
  2. D6=2:As the sky darkens, echoes of vengeful chants lead to seven vengeful ghost monks. They seek their stolen sacred texts. Players can recover these texts or face ghostly wrath.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A small group of 2d4+2 men dressed in robes, with hoods, are walking down the road.
  6. D6=6:On a cracked and glowing wasteland, the players find survivors of an ancient war who speak of a hidden vault. The vault is guarded by constructs programmed to betray whoever claims it, turning their greatest strengths against them.

d100 = 70

  1. D6=1: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.
  2. D6=2:As the party rests for the night, they hear the distant cry of a dragon. But when they investigate, they find a small gnome making dragon noises and trying to scare away intruders from its makeshift home.
  3. D6=3:INVISIBLE TREE. The party comes across a tree that is invisible. The tree will attack the party if they come too close. The tree is invisible because it is invisible. It will not attack the party if they stay away from the tree.
  4. D6=4:The wailing of the wind brings the vengeful cry of a banshee who lost her children to slavers. Players can avenge her sorrow or flee from her relentless screeching.
  5. D6=5:ZOMBIE TREE. The party comes across a tree that is full of zombies. The zombies attack the party if they come too close. The zombies are in the tree because they are in the tree. They will not attack the party if they stay away from the tree.
  6. D6=6:A band of hobgoblin poets mounts a raid for literary inspiration, attempting to "acquire" mystic verses from the party’s spellbooks and scrolls. Their leader insists on a battle of wits over a standard skirmish.

d100 = 71

  1. D6=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. D6=2:Thunder rolls, but not from the sky—the ground shudders underfoot. Massive footsteps herald the approach of 2d4 ogres, their leader brandishing a divine relic stolen from a fallen temple. Engaging them could liberate the relic but invokes the ire of the temple’s formerly guardian spirit, now a cursed destroying force.
  3. D6=3:2d6+2 dwarfs are walking across the desert. They are dressed in robes and have goggles covering their eyes. They are traveling from a nearby city to study the effects of the location on magic.
  4. D6=4:While navigating salt flats, fierce wind traps visibility to zero. Mirages blend into reality, creating eldritch predators out of the environment itself. You uncover a scattered, partially-buried relic whose mysterious nature holds a powerful curse or boon.
  5. D6=5:An enormous, opaque crystal stands in the middle of a barren plain, radiating a malevolent aura. Touching it provokes visions of a future cataclysm where cities are swallowed by the earth. It's guarded by 2d4 earth elementals who react violently to any attempt to move the crystal.
  6. D6=6:A small group of rangers who are scouting out the area

d100 = 72

  1. D6=1:A storm of vibrant, multicolored sands sweeps across the Wasteland, each grain imbued with a fragment of ancient sorcery. As the players try to find shelter, they are approached by 2d4 sandshapers, humanoid beings able to manipulate the sands at will. These sandshapers offer to guide the party through the storm in exchange for a favor: retrieve a stolen artifact from a distant kingdom under constant siege from disguised djinn posing as benevolent rulers.
  2. D6=2:You are being chased by 1d10+4 lizard men in flying gondolas. The lizard men have a population of 100,000,000 underground nearby The lizard men were once normal humans, but were transformed into lizard-people by a powerful mage. And they reproduced. A lot. They're moving above ground because they're running out of space under the ground.
  3. D6=3:You see a foul mutant warrior with one human hand and one giant claw coming out of the middle of its chest. The mutant attacks the party with its giant claw and it is almost impossible to hit him. If a player can use an action point to attack him in a different part of his body, they will discover that his one hand is a vulnerable target. If the players don't destroy his one hand, they will be attacked by him again until they destroy his hand. If they do destroy his hand, he will run.
  4. D6=4:A group of 1d10+3 ogres carrying 1d8+3 wagons full of fun stuff to sell are bumping into other people in the crowd because their wagons are so big. The people they bumped into aren't very happy at all. They want revenge. The ogres aren't very happy with the people they bumped into. They want revenge.
  5. D6=5: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.
  6. D6=6:The adventurers find a windblown hut made of glass bottles, inhabited by an eccentric sand sculptor obsessed with creating living golems from the Wasteland's sand dunes. To perfect his art, he needs "Soul Sand," which can only be found in the belly of a great wyrm that has been haunting this region. He promises to craft a powerful sentient ally from sand if they can bring him the material.

d100 = 73

  1. D6=1:A group of 1d10+3 wolves live in this area. If the party comes close enough, they will attack.
  2. D6=2:A group of 2d6+2 goblins are digging a ditch on the side of the road. The party can stop and ask them what they are doing. The goblins will say that they are digging a ditch to help farmers outside the city. The farmers are struggling with flooding because the river has flooded and is too wide for people to cross their fields to harvest. The goblins say that a farmer will pay them 1d4+1 gp for every day they help dig the ditch.
  3. D6=3: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.
  4. D6=4:Scattered remnants of an ancient, forgotten civilization lay buried under the sand, guarded by a sorrowful warden spirit named Thorlin. The players uncover his tomb, learning that Thorlin awaits champions destined to recover the fragments of a broken artifact – the ‘Sphere of Dreams’ – scattered across treacherous landscapes. Reassembling the Sphere will scour the land of its haunting visions and rekindle Thorlin’s purpose. Repaired, the Sphere radiates warmth, revitalizing the desert into fertile land. Thorlin rewards them with dream-infused amulets that shield against mental intrusions and allow the wearers to communicate with dreams.
  5. D6=5: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.
  6. D6=6:A group of 5d6+2 dwarves wearing mining helmets are walking through the ruins of an old city. They are carrying mining picks. They are planning to extract minerals and precious jewels from the city ruins. They are willing to trade with any party that is willing to help them in their search for valuable ore.

d100 = 74

  1. D6=1:Upon a wind-swept rise, the players come upon a rift that leads to a spectral realm, merging wraith-like beings with the mortal world. There they meet Eilanna, a seer trapped between realities, bearing messages of hope and warning. She reveals the rift is a tear caused by a dark experiment and can only be closed by uniting three enchanted relics scattered far across the wasteland. Should they succeed, sealing the rift will protect both realms from imminent calamity. Eilanna, now free to wander the realms, leaves them with 'The Veil of Visions,' a mystical item granting precognitive insights at pivotal moments.
  2. D6=2:A traveling merchant offers the party a rare and valuable item, but it turns out to be cursed. Now they must find a way to break the curse before it's too late.
  3. D6=3:An abandoned temple is hidden deep in the woods. Inside, the party will find ancient relics and treasures, but also face dangerous traps and puzzles.
  4. D6=4:Homeless people
  5. D6=5:O'ber, a male dwarf, is standing by the road looking for work as a heavy duty laborer. He is in extremely good physical shape. He has a great axe he is willing to sell for 10 gp that he says is magical. It's not, but it's well made.
  6. D6=6:A group of friendly centaurs invite the party to their village for a feast and games. However, they are secretly hiding something that they don't want the party to find out.

d100 = 75

  1. D6=1:A group of 2d8 humans is trying to collect a bounty on a group of 7d8 lizard men who have been killing people in this area. The lizard men are willing to fight with anyone so that they can keep their land.
  2. D6=2:Grogs, 2d4+2 fighting griffons, are circling the party and making it difficult for the party to move. The griffons are difficult to hit and have dark vision.
  3. D6=3:In the middle of a dried basin, you find an ancient obelisk half-sunk into the earth, covered in strange runes. The air sizzles with latent magic. Approaching it without the proper incantation triggers a fiery explosion and summons two beholders. The choice to decipher the runes or flee is critical. Exploring the runes might reveal a broader conspiracy about a forgotten magic war.
  4. D6=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.
  5. D6=5: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.
  6. D6=6: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 = 76

  1. D6=1:The players come across an old, abandoned circus camp. Upon exploration, they discover that the performers were actually a group of powerful sorcerers who used their performances as a cover for their magical experiments. What secrets and dangers await inside the circus tents?
  2. D6=2:The sand reveals the skeletal remains of a fallen titan—once a divine guardian—now a tomb littered with cultists worshipping an inky black idol. Confronting them invites divine wrath, touching the idol calls forth a celestial dreadnought.
  3. D6=3:An ethereal, shimmering mirage reveals a flourishing oasis with a single, lonely bard singing odes to a dried-up watering hole. Accepting his offer for a drink leads to either oral histories of the deceased, or ambush by a band of twelve leprous bandits out for blood.
  4. D6=4:Faint cries of pain draw players to a pit filled with writhing roots. Five vengeful dryads are trapped and demand the party punish the loggers who cut down their sacred grove. Players must decide whether to seek out the culprits or deal with the dryads' wrath.
  5. D6=5: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.
  6. D6=6:3d20 skeletons

d100 = 77

  1. D6=1:A company of 1d4+2 soldiers and their mounts marching along the road.
  2. D6=2:Misty, the druid, is in the forest. She is trying to avoid a group of three scouts that are traveling through the woods. She will try to avoid them by hiding in trees and covering herself with leaves. Misty is friendly and has no gold. If she is discovered by the scouts, she will try to run away and avoid them. If she is caught by the scouts she will try to offer herself as a slave to them.
  3. D6=3:A band of eight skeletal bandits, the restless spirits of a betrayed caravan, rise from the dust, seeking revenge on any living beings they encounter. Their leader, still clutching a bloodstained ledger, demands vengeance against the world that wronged them. Players can either put the spirits to rest, find the betrayal's culprits, or become the next entries in the ledger.
  4. D6=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.
  5. D6=5:A company of 2d6+1 soldiers resting.
  6. D6=6:The party stumbles upon a village where all the inhabitants have been turned into stone by a medusa. However, there is one survivor, a blind man who has been warned about the medusa by a local oracle. The man begs the party to help him defeat the medusa and break the curse on the village.

d100 = 78

  1. D6=1:A band of hobgoblin poets mounts a raid for literary inspiration, attempting to "acquire" mystic verses from the party’s spellbooks and scrolls. Their leader insists on a battle of wits over a standard skirmish.
  2. D6=2:A small group of 3d4+2 giant ants are sitting high in the trees.
  3. D6=3:A small group of tentacle monsters are attacking a town. They attack anyone who gets in the way, since they aren't able to talk. The tentacle monsters are looking for something important to them. They are attacking the town because the town is close by where the items were stolen.
  4. D6=4: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.
  5. D6=5:A group of 2d6+2 humans are herding sheep on the sides of the road. If asked, they explain they are taking the sheep to market.
  6. D6=6: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 = 79

  1. D6=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. D6=2:Ragged human tribesmen. There are 2d6 tribesmen and 10d10+20 tribeswomen with them.
  3. D6=3:Beneath the lifeless land blows a hot, sulfurous wind revealing an open rift crackling with energy. Studying the rift attracts 2d6 planar devourers seeking to harness energy from both sides. These creatures carry maps leading to similar unstable locales within the Wasteland.
  4. D6=4:The party stumbles upon a village where all the inhabitants have been turned into stone by a medusa. However, there is one survivor, a blind man who has been warned about the medusa by a local oracle. The man begs the party to help him defeat the medusa and break the curse on the village.
  5. D6=5:The players come upon a vast, glistening crystal cavern buried beneath the sand. Within, they find 1d8 trapped conduits of ancient energy: beings who once roamed the Wasteland freely but were imprisoned by envious deities. These conduits offer great power but come with dire warnings. If released, their return will reignite an age-old conflict with the deities, bringing newfound chaos to the land.
  6. D6=6:The players come across a massive field of glassy sand twisted into fantastical shapes, each resembling an ancient dragon’s claw. This unique vista is a result of a dragon’s fiery breath that petrified the sand eons ago. As they traverse the area, they are ambushed by 2d4 glassteel golems, enchanted constructs created by ancient dragon worshipers. The players must choose to fight or decipher a series of glowing rune puzzles to deactivate the guardians.

d100 = 80

  1. D6=1:A relentless dust storm reveals a caravan of haunted automaton traders selling curious trinkets made of sand and bone. They refuse payment in gold, demanding “memories” instead.
  2. D6=2: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.
  3. D6=3:Your camp near an ancient battlefield is disturbed by spectral echoes of the past. These ghost armies reenact their final moments and attack any who disturb their ritual. Guided by an oracle’s skeletal remains, interpreting these fragments could reveal hidden treasure or forbidden knowledge.
  4. D6=4:2 lizardmen
  5. D6=5:The party encounters a man that is in his prime. He is looking for food and supplies. He will ask for food and supplies if he comes across the party. The man is an experienced traveler and has been through many dangerous areas in the wild.
  6. D6=6:The players stumble upon the remnants of an old laboratory, filled with strange and powerful experiments. Will they risk delving deeper into the lab in search of powerful artifacts or leave it be and continue on their journey?

d100 = 81

  1. D6=1:As the players approach a large, foreboding castle, they are confronted by a group of 2d4+2 knights who accuse them of being spies for their enemies. The players must prove their innocence or face imprisonment in the castle's dungeon.
  2. D6=2:A group of 4 cavemen driving 3 cavewomen in front of them toward a cave. They are hunting for female cavepeople for their own cave. They are looking for women to mate with. The cavemen are strong and tough with good fighting and leadership skills. They know how to be stealthy on the battlefield. The cavewomen are medium sized and are very strong, but weak in magic. They will try to fight back if given the chance. The cavemen can be males or females. The caveman's cave is 50 feet in diameter and 20 feet tall. Their cave is 3 miles north of their current location. They are hunting in a radius of 1 mile around their cave. The cavemen have a 1 in 10 chance of seeing the party during the hunt.
  3. D6=3:As the players travel through an abandoned city, they hear the faint sound of a piano playing. Following the sound leads them to a lone survivor, playing haunting melodies on a grand piano in the middle of the ruined streets. The survivor offers the players a trade - their most precious possession in exchange for a memory of their choice.
  4. D6=4:A field of lavender covers an ancient graveyard where playful ghosts seek companionship—and reluctantly, open conflicts to entertain themselves.
  5. D6=5:You encounter a young shepherd leading 2d6 odd-looking sheep over the barren hills. The sheep are actually illusions protecting the shepherd from lurking wyvern raiders.
  6. D6=6: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.

d100 = 82

  1. D6=1:As they journey through a cursed forest, the players come across an enchanted pool that is guarded by a group of 1d4+2 dryads. The dryads offer the players a chance to cleanse themselves of any curses or ailments in exchange for a small favor.
  2. D6=2: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.
  3. D6=3:The party sees a group of five elves. They are traveling to another city to purchase food supplies. It is unknown what they will do if they see the party.
  4. D6=4:A cackling wind carries two crazed owlbears, driven to vengeance by the loss of their offspring. Players must navigate the delicate balance of assisting the owlbears or eliminating the threat.
  5. D6=5:A group of cultists has taken over an abandoned temple and is using dark magic to summon an ancient evil. The players must stop the summoning ritual and defeat the cultists before it's too late.
  6. D6=6:Cross-eyed lion

d100 = 83

  1. D6=1: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.
  2. D6=2:In a barren expanse, the players unearth a buried library, its entrance guarded by ghostly librarians bound to their duty. Among the tomes and scrolls, they find records of a once-flourishing city that was consumed by a foul plague, turning its populace into vengeful spirits. The librarians offer the players a choice to retrieve an ancient artifact, a chalice of divine light, from the heart of the city. By doing so, they could purify the spirits and release their souls. Should they succeed and bring the chalice back, the librarians will grant access to a vast wealth of lost knowledge and powerful spells, enriching their journey beyond imagination.
  3. D6=3:A band of 1d8 goblins on pogo sticks bounds across the horizon. They claim they're in a hopping race to see who can find the legendary "Golden Pogo Stick." If the players help them, they might share a few pogo sticks and their hilariously bouncy tracking skills.
  4. D6=4:A group of gnomes are putting on a strange performance in the middle of the wasteland. They are actually conducting a secret ritual to summon a powerful demon, and they will do anything to keep their ritual a secret. Will the players intervene and stop the ritual, or let the demon be summoned?
  5. D6=5:Hitchhiking is not illegal. You come across a family of farmers in a large wagon with their horses. The man riding in the back is young and looks nervous. He has a machete strapped to his waist. He tells you that he had been banished from town for stealing food and is heading home to his family. He would like to share what food he has.
  6. D6=6:The party comes across a group of merchants selling rare and valuable magical items. However, as they make their purchase, they realize that the merchants are actually con artists, selling fake items and running off with the party's money. The party must track down the con artists and retrieve their money and stolen goods.

d100 = 84

  1. D6=1:A group of 1d4+1 dwarves riding on their horses. They are hunting for food near the road and have lost their way.
  2. D6=2:The crackling fires and scent of ambush reveal nine revenge-driven salamanders avenging the pollution of their lava lake by rogue alchemists. Players can purify the lake or risk becoming dust.
  3. D6=3: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.
  4. D6=4:The party hears chilling screams and finds an orphanage besieged by a haunt of spectral children trapped between this world and the next. The children’s caretaker, the ghostly Sister Marigold, pleads for aid, explaining that they remain bound because of a nearby cursed obelisk. The players must battle through ranks of undead to shatter the obelisk. With its destruction, the children's spirits ascend, and Sister Marigold grants the players an amulet that wards against curses and blesses them with inspiring visions of a future reclaimed from despair.
  5. D6=5: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.
  6. D6=6:You sense a spell has been cast upon you. Looking around you notice a group of 2d6+2 dwarves dressed in colorful outfits surrounding you. It is not clear whether they are trying to help you or attack you. If you speak with one of them, he tells you that he is a Dwarf Wizard and wants to study magic with you and teach you how to cast magic spells. If you refuse his offer, he will attack you. The dwarves are not aligned with any specific side or faction, however they have a friendly relationship with the Dwarves of Morodin.

d100 = 85

  1. D6=1:It is pouring down rain, but you see a small group of 3d4 humanoids running in your direction. They jump into a boat and row across the river. Look away and they are gone.
  2. D6=2:The sound of drums can be heard in the distance. A group of 1d8 Goblins are dancing in a circle around an evil human cleric named The Giggler. He is a very short human with a gap in his front teeth. He is holding out his hands and muttering an ancient language. A red glow can be seen in his eyes. He is speaking to his dark god, Zernac, and he is asking for power to destroy the party.
  3. D6=3:A powerful and ancient tree offers to share its wisdom and secrets with the party, but only if they can gather rare and specific ingredients from the most dangerous places in the wasteland for its powerful healing elixir.
  4. D6=4:As you wander through the wasteland, you notice a small figure crouched behind a rock. It turns out to be a goblin scavenger who is trying to hide from a group of larger goblins who have taken over his territory. He asks for your help in reclaiming his home and offers to share his hidden stash of treasures with you as a reward.
  5. D6=5: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.
  6. D6=6:A towering monolith of pure black, etched deep with sigils unseen before, draws black ooze creatures—1d8 sentinels testing all branded by its touch. Triumph gives players insight into sigil origins, leading to hidden sealing points veiled.

d100 = 86

  1. D6=1:A group of 2d6 mutants who attack the players. They are covered in hair, have extremely large noses and very large ears. They are all missing their thumbs and forefingers, but have developed claws on the other one. They also have large, infectious boils on their skin. The leader will tell the players that they are survivors of an outbreak of these mutations. He will explain that they are fleeing from a group of people who are hunting them down and killing all of the mutants. The group he is leading is the group which has mutated next.
  2. D6=2:Camping ground. The party finds a camping ground with a group of tents. The tents are unoccupied. The party may camp here for free.
  3. D6=3:A group of 1d4+2 half-orcs and 3d6-1 wolves. They are fighting with a group of 1d4+3 half-elves and 1d4+3 humans. The half-orcs are trying to convert the half-elves and humans to their religion of the half-orcs. They will not attack the party unless attacked.
  4. D6=4: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.
  5. D6=5:Abandoned alchemical equipment lies strewn across an open plain. The alchemist's spectral form lingers, mumbling of a great experiment gone awry. Any attempt to use the equipment releases 2d6 acid spirits bound by the alchemist’s failed experiment.
  6. D6=6:In the sky, you see a woman dressed in white clothes flying to the side. Her clothes are torn and she she appears to have been attacked by some sort of flying creature. If you are flying, you will see that 3d6 creatures are flying next to her. Her clothes will fall to the ground, and her necklace will fall into the forest, not far from you.

d100 = 87

  1. D6=1:ZOMBIE TREE. The party comes across a tree that is full of zombies. The zombies attack the party if they come too close. The zombies are in the tree because they are in the tree. They will not attack the party if they stay away from the tree.
  2. D6=2:You encounter a pack of wild dire wolves, but upon closer look, you realize that they are actually werewolves. The werewolves offer a deal – if the party can defeat their pack leader in single combat, they will leave the area and the party alone. However, if they lose, they will become members of the pack.
  3. D6=3:The players are hired by a powerful wizard to retrieve a magical staff from a powerful witch who has been terrorizing the surrounding villages. The witch is cunning and has created many traps in her lair, but the staff has the power to control the weather and can be a useful tool for the players.
  4. D6=4:A group of cursed travelers crosses paths with the players. They are stuck in a never-ending loop, constantly reliving the same day over and over again. Can the players break the curse and help the travelers escape their cruel fate?
  5. D6=5: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.
  6. D6=6:Upon a shifting sand barrow, an old watchtower stands, once used to oversee the flow of a bygone empire. Its new occupants, 3d6 opportunistic raiders, have set up camp. Players must either negotiate for safe passage, revealing the raiders' desperate trading network struggles, or fight to reclaim the wealth hidden inside by the empire's ancient sorcerers.

d100 = 88

  1. D6=1:You see a group of 20 orcs and 2d6+10 humans charging down on you. If attacked, the orcs will fight the party and the humans will flee.
  2. D6=2:Two old men, named Turin and Ashwyn, travel from town to town, and from village to village, to spread the news of a nearby, recently found dungeon. They tell rich and poor alike, but are especially eager to tell people who are good with swords, spears or bows. They offer a reward of 1gp a day to any adventurers willing to fight the bugs, spiders and small dragons, who made their home in the unnamed dungeon. The dungeon is currently being attacked by a host of adventurers, because the dungeon had been sealed by a powerful warlock. The warlock is now dead, so the dungeon is no longer sealed. It is, however, filled with the remains of many adventurers. It is rumored that the dungeon is filled with wealth. The dungeon is located to the south-east of town, in the middle of a grassy plain, between a pond of poisonous water and a forest. The pond is next to an old palace, which is home to a host of evil frogs and rats. The palace, which is made of marble and glass, is surrounded by a moat of rancid, and poison water. The palace has many open windows and broken bridges. If a character rings the doorbell and asks the guard, they will be shown the way to an underground entrance, unless they have been involved in the dungeon's recent battles. If the party finds that the underground entrance has been destroyed, they will have to go on a long quest to find the key which unlocks the door. if the adventurers decide to search for the key, it can be found in the treasure there, one key for every adventurer who wishes to enter the dungeon. The key should be hidden in an obscure location, such as in another room in the dungeon. The party should be given something like mood lighting or a relatively comfortable bed to encourage them to rest for four hours so that their maximum hit points will be increased for when they fight in their first battles in the dungeon. If a party member dies in battle, a mausoleum should be constructed at the top of a nearby hill to be used as a memorial for the member. The DM should stress that adventurers who do not rest will not be able to defeat the monsters they encounter.
  3. D6=3: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.
  4. D6=4:A group of 2d6+2 wolves live in this area. They are a fairly friendly group and will not attack unless provoked.
  5. D6=5:Baglar the Giant Spider. Baglar is a giant spider that has a power attack and a special poison spit that causes violent convulsions and almost instant death unless a magic user is able to heal the victim within roughly 10 minutes.
  6. D6=6:A mirage leads to skeletal cactus-men dancing in eerie synchrony around a wizard petrified in rock. Sever the curse to earn invaluable elemental knowledge; fail, and outrageous prickles summon three elemental beings for an onslaught.

d100 = 89

  1. D6=1:Mute family. The party can encounter a small family of 4d2 mudmen.
  2. D6=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. D6=3:An old skeleton holding a rusty sword. His name is Rusty, and he's not evil. A hag cursed him, and he's just trying to make a living. He asks to be hired by the party.
  4. D6=4:Ugly brownish purple goblins are walking around this area. There are 1d4+1 goblins in this group. They are just walking around. They are not doing anything. They are not attacking. They are not running away. They are not going anywhere. They are just walking around. They look at the party and look at each other. The goblins are carrying small spears and have leather armor. They are also carrying small backpacks with a few rations in them.
  5. D6=5:You encounter a young shepherd leading 2d6 odd-looking sheep over the barren hills. The sheep are actually illusions protecting the shepherd from lurking wyvern raiders.
  6. D6=6:There is a small sphere of darkness on the ground. It looks like an empty hole.

d100 = 90

  1. D6=1:The players come across a group of villagers who have been cursed with a wasting disease. They are looking for a cure and believe that an alchemist living in the nearby mountains might have the answer. The alchemist agrees to create an antidote, but he needs rare ingredients that can only be found in a nearby dungeon guarded by powerful magical creatures.
  2. D6=2:A group of cultists has taken over an abandoned temple and is using dark magic to summon an ancient evil. The players must stop the summoning ritual and defeat the cultists before it's too late.
  3. D6=3:The party sees a group of 1d6+1 human pilgrims that are from villages far from the party. They are all walking around in circles, but they do not see the party because they are blinded by the magical belt that they wear. They have been walking around like this for days and do not know where they are going. They have been walking since they were young and are very old now. There is a 1 in 6 chance that they will not see the party when they pass by and a 5 in 6 chance that they will see the party and ask them if they see anything.
  4. D6=4:Pterodactyls fly overhead. There is a volcano up ahead.
  5. D6=5:2d6 giants fighting with each other. If the party approaches, they will attack the party. The giants are fighting for territory near an old abandoned castle that could make a good wilderness fort.
  6. D6=6:LINT FLIES. If the party sees lint flies in the air, it is a sign that the ground is riddled with shiny objects that can be found by searching. A creature can dig up a shovel full of dirt and find a rock, coin, or gem worth 1d10 gp.

d100 = 91

  1. D6=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. D6=2:A troop of 2d6+2 mounted soldiers marching along the road.
  3. D6=3:A group of 2d6+2 lizard men. They stand on 2 legs at the edge of a stream. They are drinking water from the stream.
  4. D6=4:A wandering bard offers to perform for the party, but his songs have a mysterious and supernatural effect on the listeners. As the party becomes entranced by the music, they are transported to a parallel universe where they must solve puzzles and face challenges in order to return to their own world.
  5. D6=5:A group of five harpies, mourning the death of their queen, seek vengeance on travelers. Players must address the root of their grief to avoid further brutal encounters.
  6. D6=6:An ancient, decrepit windmill stands alone, housing a clockwork construct driven mad by solitude. It desperately wants to entertain with its rusty puppet show, which contains cryptic clues to a long-forgotten pact between humans and fey.

d100 = 92

  1. D6=1:If the party opens the treasure chest, they will find a small stone tablet with an inscription from an unknown language. The tablet has no monetary value and no magical properties. The inscription, translated to common language, reads "You will never return from this passage, for you will walk into your own death."
  2. D6=2: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.
  3. D6=3:At the heart of a nightmarish stretch of desolate land, known for whispers of ghosts and shadows that move unbidden, the players encounter a solitary willow tree that seems older than time itself. Beneath it, a forlorn dryad named Lysandra weeps. She is the guardian of a hidden underground spring, the last source of pure water for miles. She tells of a long-forgotten hero whose skeletal remains rest beneath the tree, tormented by an eternal curse. If the players can lift the hero's curse – by defeating a shadowy revenant – Lysandra will open the spring to them and heal their wounds, both physical and emotional. As the waters flow, wildflowers bloom, planting a new hope in the land.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A young boy is out in the wilderness looking for his dad.

d100 = 93

  1. D6=1: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.
  2. D6=2:Q'ran the Raider is in the wilderness. He is a human with a brown cloak and a large sword, who is usually accompanied by a group of 4d10+5 orcs and 2d10 dwarfs. He will attack any party he sees unprovoked. If the party is attacked by Q'ran and his group, it will be a bloody fight if they can't get away.
  3. D6=3: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.
  4. D6=4:The players see a group of merchants transporting a mysterious artifact. They are being attacked by bandits and are in desperate need of help. If the players successfully fend off the bandits, the merchants will reward them with a map leading to a hidden treasure. However, the map is cursed and will reveal the true nature of the artifact, which is an ancient and powerful weapon that has the potential to destroy the world.
  5. D6=5:Four hobgoblins, loudly lambasting their king's idiotic policies, offer bounties for ludicrously minor acts against their regime. Feeding on their rebellion might yield support in coin or arms, refusing draws punitive strikes by ten loyalist hobgoblins.
  6. D6=6:A giant mutated scorpion blocks the party's path, its stinger dripping with a deadly poison. To make things worse, it seems to have a strange glint in its eye, almost as if someone else is controlling it.

d100 = 94

  1. D6=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. D6=2:A group of 6d6 armed men riding on horses. They are traveling to a nearby town. They are tired and hungry. They are looking for a place to rest for the night. The town is about 6 days travel from where the party is.
  3. D6=3:A group of 2d4+4 humanoid mutants that still have some original flesh. They are walking in from the south. They will attack the party if provoked.
  4. D6=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.
  5. D6=5:Following a trail of desiccated bodies, players find a titanic bone construct built by the vengeance-driven skeletons of betrayed laborers. Players can dismantle the structure or redirect its wrath.
  6. D6=6:A group of thieves offers to join forces with the players and pull off a daring heist on a nearby wealthy settlement. However, the heist may not go as smoothly as the players hope it will, and they may end up on the wrong side of the law.

d100 = 95

  1. D6=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. D6=2:The players stumble upon an abandoned wagon loaded with rubber anvils. No one is entirely sure why they exist, but they make for excellent, if unexpected, projectiles. Anyone lifting one over their head risks bouncing themselves right off their feet.
  3. D6=3:A hidden spring bubbles with sparkling water, offering respite. However, 2d4 ghouls rise from the nearby soil to guard their ancient resting grounds.
  4. D6=4:Two old women are standing by the side of the road. They are two of three sisters living in a little hut a half days travel from the road. One of the old women is very sick. They are seeking medical attention. They will share their food and water.
  5. D6=5: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.
  6. D6=6:The party will encounter a group of 1d4+1 wolves who are trying to hunt some rabbits. If the party comes in contact with the rabbits, the wolves will attack.

d100 = 96

  1. D6=1:As the party is resting in a tavern, a group of 5d10 drunken sailors stumble in. They challenge the party to a drinking contest and bet their ship on the outcome. If the party wins, they gain ownership of the ship and its crew, but if they lose, they must pay a hefty fine or face the consequences.
  2. D6=2: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.
  3. D6=3:The party hears a woman crying out for help. The woman is the daughter of a powerful warlord who has been kidnapped by a group of raiders. They are taking her to their castle in order to force her father to pay gold and jewels for her ransom.
  4. D6=4:The group stumbles upon a fragile bridge expanded over a toxic, bubbling chasm. A lone hermit guarding the bridge speaks cryptically of doom unless appeased with a divine token. Failure to offer one results in 2d4 winged serpent attacks.
  5. D6=5:In the shadowy ruins of an outpost, players find the tortured spirits of six soldiers. They seek vengeance on a deserter who betrayed them. Players can either deliver vengeance or negotiate the spirits’ rest.
  6. D6=6:The party comes across a large, dilapidated castle with a single tower still standing tall. As they explore, they realize that the tower houses a powerful wizard who has been banished there by a rival wizard. The wizard offers the party a deal – in exchange for freeing him from his imprisonment, he will teach the party powerful spells. However, freeing him will not be an easy task, as the tower is guarded by powerful golems.

d100 = 97

  1. D6=1: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.
  2. D6=2:Whispering dunes lead players to four chained spectres, condemned for a stolen honor. Players can restore their honor by retrieving ancient stolen goods or end the medieval haunt.
  3. D6=3:Rusted weapons and armor scatter the ground, remnants of a long-forgotten battle. As players investigate, the items animate into 2d6 weapon sprites. Talking to the sprites reveals they were once proud warriors, now cursed to forever guard their forgotten tomb.
  4. D6=4: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.
  5. D6=5:You wander into a field of wildflowers, but as you reach out to pluck one, you realize they are actually tiny fairies. They swarm around you angrily and demand an offering in exchange for disturbing their home. If you give them a valuable item, they will bless you with good luck for the next 24 hours. If you refuse, they will attack you with their magic.
  6. D6=6:Traversing near an abandoned industrial complex, the players come across a spectral artificer named Keth who speaks of a wondrous device, the “Beacon of Dawn," crafted to repel malevolent spirits and cleanse curses but stolen by a ghoul lord. To reclaim it, the players brave the ghoul’s factory lair, overcoming traps and dark machinations. With the beacon restored and activated, an aurora-like light sweeps across the Wasteland, purifying corruption and invigorating the land. Keth imparts upon the players an enchanted toolkit, enhancing their ability to disable traps and create makeshift solutions for mortal peril.

d100 = 98

  1. D6=1: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.
  2. D6=2:Zada, a female halfling, is sitting near the road which you are traveling. She is wounded. She will tell you how she was attacked by two dragons while traveling. One of the dragons swooped down and attacked her. The other dragon attacked her wagon. The dragon killed her horse with a blast of fire. She fell off of the wagon and was injured. Two members of her party were injured and were the first to be attacked. One was burned. The other was badly hurt by a claw attack. The other six members of her party were killed by the fire blast. The dragon took the bodies and flew off. The two were left to survive. She had her weapons with her. A halberd. A mace. A shield. A warhammer. A dagger. She has been injured. She will be at this location for 3 days. She will not be able to do anything for the next two days. She will be able to guide you to where the dragon took the bodies and injured others. There is a 100% chance that the dragon will be at its lair. It is 300 miles away. You can help her, or let her fend for herself.
  3. D6=3:An old and wise human woman named Greetings is sitting by the road looking for travelers to give a message to. She is waiting for someone, but she cannot remember who. She will say that she is lost and will ask if she can follow the party to their town. She will say that she has a reward for the party for delivering her message. She will try to get the party to trust her and follow her to her home. She will say that her home is just over the hill, but the journey will take about 3 days. She will encourage the party to stay at her home, but once the party arrives at her home, it will be empty and she will run away and disappear into thin air. If a PC searches her home, they will find a journal written about her and about a half mile away from her home, there is a grave that says: "So long Greetings."
  4. D6=4:A group of 1d6+2 ogres riding on horseback and looking for food. They will try to kill anyone they encounter.
  5. D6=5:As the party rests for the night, they hear strange whispers coming from the nearby trees. Upon further investigation, they discover a group of treefolk being terrorized by a black dragon that has taken over their forest. The treefolk plead for the party's help in defeating the dragon and reclaiming their home.
  6. D6=6:2 hill giants

d100 = 99

  1. D6=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. D6=2:The party encounters an inexplicably eerie calm, split open by a glowing chasm revealing dimensions hidden between realms. Maneuvering through it involves confronting ancient divinity, acting both wondrous and terrible, granting divine power, or unleashing interdimensional horrors.
  3. D6=3:A haunted grove conceals eight dryads seeking retribution against an encroaching villain. Players must choose to protect nature or face its wrath.
  4. D6=4:Ruins scatter across the sands, marked by the sprawling marks of a colossal creature fallen from divine heights. Inspecting the ruins wakes divine echoes—the wrathful tranquility is shattered by 3d6 celestial servants enforcing their broken master's will.
  5. D6=5: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.
  6. D6=6:All around you, you see what appears to be a massive flock of birds flying in circles. However, upon closer inspection, you realize that these are not birds, but rather bats – thousands of them – all circling around a point in the air above you. If the party tries to approach, the bats will attack as one huge swarm, forcing the party to defend themselves. If the party is able to defeat the bats, they will find a small magic crystal at the center of where the bats were circling, emitting a faint glow.

d100 = 100

  1. D6=1:Cauldrons of fire burn all around the area, making it extremely hot. The party can't find any way to get past it.
  2. D6=2:At ancient telepathic obelisks, mystic guardians impose games of mental endurance. Succeed, earning resilience from psychic attacks, or falter, inviting punishment via thought-infused aberrations emerging to wreak cerebral havoc.
  3. D6=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. D6=4:The party is ambushed by a group of mind flayers who have been kidnapping travelers and using their brains as a source of power. However, the mind flayers are only pawns in a larger scheme orchestrated by a powerful telepathic being who plans to use the stolen brains to take over the world. The party must stop the mastermind and save the prisoners before it's too late.
  5. D6=5:Players encounter a group of 1d4+2 merchants trying to sell their goods to victims who have been injured in the recent attack from the remnants of the black dragonflight. The merchants are riding large battle war-horses that are loaded down with crates filled with food, water, and other supplies.
  6. D6=6:A group of thieves offers to join forces with the players and pull off a daring heist on a nearby wealthy settlement. However, the heist may not go as smoothly as the players hope it will, and they may end up on the wrong side of the law.

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, D4, D8, D10.

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

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