A complete D&D 5e random encounter table for wasteland scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 799 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a wasteland, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Wasteland encounter table
d100 = 1
D8=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.
D8=2:A group of 4d4+4 Ratman Warriors are running through the forest. They are looking for a very important item that they have recently misplaced. They will offer the party an item of equal value in exchange for helping them find their item. The item is a metallic pendulum with a life-sized tree etched on it. They are looking for this item because it was stolen from them by a group of giggling humanoids with purple skin.
D8=3: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.
D8=4:A small group of 2d4+2 men dressed in robes, with hoods, are walking down the road.
D8=5:A black, oily river snakes through the Wasteland. Dead fish with humanoid faces float on its surface. Attempting to cross it summons 1d6 corrupted water elementals and leaves those who do with haunting dreams of a world drowned in darkness.
D8=6: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.
D8=7: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.
D8=8:Beneath a mysteriously fluctuating aurora, players discover a stone circle surrounded by elemental guardians representing each phase of the moon. Successfully defeating these guardians and decoding lunar runes can bestow a lycanthropic blessing or curse that grants abilities tied to the moon phases.
d100 = 2
D8=1:A patrol of rangers traveling on the road.
D8=2:A wandering magician who keeps getting lost between dimensions pops up, asking for herbal tea and offering unusually odd but effective magic stones as rewards for proper brewing.
D8=3: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.
D8=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.
D8=5:The players encounter a scorching windstorm carrying the vengeful whispers of banished fire spirits. They demand the return of their sacred relic, stolen by wizard mercenaries. Failure to comply results in scorching retribution.
D8=6:You see a fog coming from the distance. The fog is moving closer. You notice that the fog is moving against the wind. As the fog grows closer, you see that it is a moving mass of fire. The fire mass is getting closer and closer. The fire mass is open minded and if attacked, it will fight back. It is seeking to burn down all the towns and forests nearby. It will attack anyone who gets in its way. As it gets closer, it becomes clear that it is a giant mass of fire and fire serpents. They are moving towards Crowthorne and they are looking to burn down all of Crowthorne as well.
D8=7:Players encounter a lone, aged dwarf, claiming his kin’s greed ruined a wasteland city. Demanding retribution, he offers a dangerous alliance. Ignoring him invites dwarf-crafted nightmares.
D8=8:A cursed wasteland shrine guarded by six guardian spirits demands players decide the fate of travelers seeking refuge there. Denying their retribution invokes a terrible curse.
d100 = 3
D8=1:A series of glowing glyphs draw the party into a forgotten crypt. The crypt is cursed, and any spoken word within turns into dark whispers that summon 1d8 shadows bound to a forgotten necromancer seeking his next apprentice.
D8=2:Scraps of a tapestry flutter in the wind, depicting a great beast bringing ruin. As players collect the pieces, they realize it foretells a prophecy of a reborn dragon queen seeking vengeance. Completing the tapestry summons an avatar of the beast.
D8=3: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?
D8=4:A group of 2d4 dwarves are sitting by the side of the road, drinking and singing songs
D8=5: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.
D8=6:The party meets an eccentric yak clad in ceremonial armor who introduces himself as the Grand Vizier and claims to be cursed to roam the wasteland until he finds "The Great Relic of Undoing." This relic supposedly exists in the boiling depths of a nearby sulfur swamp, guarded by a tribe of 3d4 fire-infused frogmen who speak in riddles and require spectacular, quirky deeds to allow passage.
D8=7:Two old men are standing at the side of the road in a rundown hut. They are hoping for water and food and will share their water and food if given some.
D8=8:2d4 hobgoblins are pulling a wagon across the bridge. The caravan will stop at the bridge because it is too long for the bridge. They see the hobgoblin pulling their wagon and will invite them to their wagon so they can share stories.
d100 = 4
D8=1: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.
D8=2:A band of 2d6 would-be heroes lies slain, except for one survivor who claims they were betrayed by an internal mole. As the party investigates, they must decide who to trust and whether the survivor’s tale is even true.
D8=3:A group of nomadic healers, known as the Wandering Hands, offer to heal any ailments or injuries the players may have in exchange for a valuable possession or a favor. However, their healing methods involve strange and sometimes painful treatments.
D8=4:A river of quicksilver flows through the Wasteland, teeming with aquatic creatures of pure mercury that shimmer in the starlight. Crossing the river requires the assistance of 3d6 river guides, shape-shifters betting their transformation abilities on the party's success. Assisting the guides with their plight against an oppressive alchemical cult reveals an ancient pact and grants access to a hidden repository of powerful alchemical secrets.
D8=5: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.
D8=6:Unexpectedly, you see a huge creature standing along the side of the road. It is 5 times taller than you. You must pass by him in order to continue. If you speak to him, it will tell you that it eats and kills every creature that goes by. He has not eaten for a long time. The creature will give you the option of giving him a small creature and will then take it and eat it. When you attack the creature, you find that he has 12,000 hit points and it heals 20 hit points every 3 rounds. The creature will attack you when you go by and then heal himself. He has the following attacks. A huge claw attack. An acid spit attack that has a hit range of 60ft and deals 3d10 damage. Some ranged acid mini-missiles that deal 1d10 damage. A big breath attack of acid that covers a 200 ft. area. Every creature in this area will take 1d100x10 damage. This creature will run away when he loses 500 hit points.
D8=7:Napping lizardmen.
D8=8:The party stumbles upon a small village that has been taken over by a group of 1d4+2 goblin bandits. The villagers are being held hostage and the party must find a way to defeat the bandits and rescue the innocent hostages.
d100 = 5
D8=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.
D8=2:The party will see a black and white striped tower in the distance. They will see that it is damaged. The tower is surrounded by a moat. It takes the party 15 minutes to reach the tower. They see that the top of the tower is missing and it seems to be inhabited by a group of 2d6+2 ghouls. The party can try to get into the tower without waking them. If they do wake them, they will attack the party.
D8=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.
D8=4:A group of 2d6 human merchants is walking over a hill toward the party. The party is about to meet them. They will be carrying carts.
D8=5:An unnatural fog conceals a valley wherein three harpies mourn their slain matron. They blame all outsiders and will curse any who fail their test of sympathy and skill in dealing with the matron’s spirit, which seeks revenge on the world for its end.
D8=6: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.
D8=7: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.
D8=8: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.
d100 = 6
D8=1:Amidst towering pillars of salt swept by gale-force winds, the remnants of an ancient sea deity’s temple can be found. The temple houses ancient tomes that can tame the wrath of sea and storm. Breaking into the inner sanctum requires overcoming the ancient sea guardians and deciphering riddles of sunken civilizations.
D8=2:While traveling through a wasteland, the players come across a small village that seems abandoned. Upon further investigation, they discover that the villagers have all been turned into stone statues by a medusa who resides in a nearby cave. In order to break the curse, the players must defeat the medusa and find the antidote hidden in her lair. But beware, the cave is also home to giant spiders and other deadly creatures.
D8=3:A group of 2d6+4 human hunters who are camped in a small cave and are hunting for food.
D8=4:In the middle of a dusty road, you come across a functioning vending machine full of strange and exotic potions. However, the machine is ancient and broken, and each potion has a chance of producing a random effect when consumed. Will you take the risk and try to claim some powerful potions, or will you move on?
D8=5:The players encounter a thorn-covered pathway guarded by eight vengeful spirits of deceived guardians. They may seek to right the guardians’ deception or be wounded by their wrath.
D8=6: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.
D8=7:A perilous gorge holds traces of ancient, shattered weapons. They pulse with residual battle magics, bringing statues to life and placing magic traps in your path. These weapons might be remnants of a war between now-legendary figures.
D8=8:As the party enters a city, they notice that all the citizens are moving in slow motion. A powerful mage has cast a time-slowing spell on the entire city and is using this opportunity to steal priceless artifacts and treasures. Can the party stop the mage and return the city to normal time?
d100 = 7
D8=1:A dense swarm of dust mites suddenly fills the air, each bite carrying a painful toxin that induces a hallucinatory state. The mirages created have you fighting shadows and allies alike, rendering teamwork essential. There is a rotting, massive insect carcass nearby; discovering its origin might hold the key to these pests.
D8=2:Outposts deserted mark ancient trader routes where barter deals shifted terennial dominions. Surviving 3d8 remnants of necromantic overtures reveals divesting enemies plundering territories, diverging near pastures embracing hope.
D8=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.
D8=4:While traveling through a desolate wasteland, the party is stopped by a group of mutated creatures known as the Harvesters. The Harvesters are scavengers who take whatever they want, and they have set their sights on the party's valuable supplies.
D8=5:Four of the largest white wolves ever seen in the area are chasing a red deer. The wolves are sick and tired of being stuck in the same place for the last few days. They are having a fight with the deer because they can't catch it.
D8=6:The players encounter a tribe of cannibals who have been driven mad by the harsh conditions of the wasteland. They offer the players a deal: they will provide them with valuable information and resources, but in return, they must bring them a live human or humanoid to feast on.
D8=7: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.
D8=8:The players come across a village that is under attack by a group of werewolves. The villagers have silver weapons, but they are vastly outnumbered. The players can either join in the fight and help the villagers or negotiate with the werewolves to find out what they want and possibly end the conflict peacefully. However, if the players fail to stop the werewolves, the entire village will be turned into werewolves themselves.
d100 = 8
D8=1: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.
D8=2: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.
D8=3:A black dragon flies over head and the party hears the screams of 2d6+2 human farmers that have been captured by the dragon and is about to eat them for dinner. The party can try to stop the dragon or help it eat the farmers faster.
D8=4:A petrified dragon clutches a crystal ball, showing visions of a great betrayal that led to its undoing. Solving the mystery may grant the party untold power—or curse them with the same fate.
D8=5:They find an ominous stone altar, blackened by fire and surrounded by scorched earth. Upon offering a drop of blood, they're shown fleeting images of a warlock council planning to plunge the world into darkness. Refusing the altar’s call summons a fire demon.
D8=6: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.
D8=7: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.
D8=8:A field of lavender covers an ancient graveyard where playful ghosts seek companionship—and reluctantly, open conflicts to entertain themselves.
d100 = 9
D8=1:In a vast expanse of crimson sand, an area constantly plagued by lightning strikes, ancient elemental forges emerge from the dunes. These forges are run by fire and lightning giants who can smith weapons imbued with elemental fury, provided the players bring them rare ore and withstand the gauntlet of trials by fire and lightning.
D8=2:War drums beat rhythmically in the distance. Following them reveals spectral warriors in endless combat, re-living their last battle against an invading army. Helping one side bestows rewards in life, but eternal haunting from the opposing faction.
D8=3:A company of 1d6+3 monks traveling in the wilderness.
D8=4:From ash dunes emerges a troupe of dragonkin thespians misinterpreting their roles—staged as saviors and demagogues. Humor their performances or face confusion spells encouraging improvisation with a dangerous edge.
D8=5: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.
D8=6: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.
D8=7: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.
D8=8:A small group of 2d4 hobgoblins are rushing towards the party because they were sent to get information on the party. The hobgoblins are guarding 2d4 prisoners who are tied up (one is an elf and one is a dwarf, Moved by the hobgoblins).
d100 = 10
D8=1:The players come across a dying sage who speaks of a vengeful lich threatening to wake ancient evils. Players can save a village marked for destruction or face a world changing foe.
D8=2: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.
D8=3:Following the harsh cries of buzzards, players find five cursed soldiers who converted into vengeful undead, attacking anyone who resembles their enemies. Players must break their curse or join their tale.
D8=4:A picturesque shrine guarded by 1d8 mystical wolves devoted to a forgotten deity, who require a worthy offering to allow passage.
D8=5:Amid a wasteland of endlessly undulating dunes and sudden sinkholes, players find an extraordinary gem-studded cavern. Here, a dragon made of crystal and sand mankind's ancient seismic tomb rests. Deciphering the geological riddles within these tombs grants knowledge for geomantic manipulation and valuable treasures.
D8=6: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.
D8=7: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.
D8=8:You see a small village of lizard men trying to build a tower over their village.
d100 = 11
D8=1: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.
D8=2:A portal appears in front of the players, leading to a parallel dimension filled with riches and treasures. However, upon closer inspection, they realize that the dimension is controlled by a powerful and greedy dragon who will stop at nothing to protect its hoard.
D8=3:The air crackles with static as three vengeful storm elementals besiege the players, seeking revenge for their captured kin. Players must retrieve their kin for a thunderous respite.
D8=4: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.
D8=5:The party will come across a large gray stone structure sticking out of the ground. It appears as if it is unguarded.
D8=6:The second entryway leads to an area with a small pond. In front of the pond, the party finds a hidden treasure chest. The chest is guarded by a 2d6+2 leeches. If you attack the leeches they will all come out of the pond and attack the party. They have 10 hit points each and live in the water.
D8=7: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.
D8=8:A group of people are sitting in front of a tavern and eating breakfast. The people are complaining about how they were robbed by a group of goblins in the night. The people are also talking about how they saw dragons flying over their village last night and how they thought they saw a group of undead at a nearby graveyard.
d100 = 12
D8=1:A very old human is sitting by the side of the road, holding a set of scrolls. If asked, he will say that he is named Erasmus and is the last surviving wizard in this region. He has been studying the surrounding area for five years and is trying to build up his power to search for a treasure that is buried somewhere in the region. He has come across a magical portal that he believes leads to the location of the treasure.
D8=2:3d20 skeletons
D8=3:Players stumble upon a mystical well guarded by a vengeful water nymph. The nymph demands the sacrifice of those who polluted her waters. Players must purify the waters or suffer severe curses.
D8=4: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.
D8=5:You see a group of men with evil eyes around a fire. They are looking at you suspiciously.
D8=6:A group of 5 men, dressed in plain clothes and armed with wooden sticks, are walking through the forest. They are all orcs, but they are members of a tribe of nomads who are trying to survive the best they can. If the party attacks or tries to converse with them, they will attack first. They will try to take prisoners if they manage to catch the party.
D8=7:A powerful necromancer is raising an undead army and the players are tasked with stopping them before it's too late. Along the way, they may encounter undead creatures and traps meant to stop them.
D8=8:In the heart of a zone rumored to drain life and hope, the players come upon a cemetery where an enigmatic, stoic figure stands vigil over a newly disturbed grave. Introducing himself as Arvid, a revenant knight seeking redemption, he tells of a lich who has tethered him and his comrades' souls to this place. By retrieving the lich's phylactery from its hidden lair and destroying it, the players will free Arvid and his brethren. In gratitude, Arvid entrusts them with his ancient, rune-etched shield, capable of protecting against necrotic energies and inspiring courage in the those who bear it.
d100 = 13
D8=1: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.
D8=2:You see a baby vulture feeding on a dead miner. It looks up at you with its big round eyes, but doesn't run away. You know it's in heat and will attack anyone who is near it.
D8=3:The party will encounter a group of 2d6+2 orcs who are throwing rocks at a group of 2d6+2 gnomes who are hiding behind a rock. If the gnomes see the party, they will beg to be rescued. If the party helps them, they will follow behind them, to help them in the battle. If the party attacks the orcs, they will both be surprised. The orcs in this area are being controlled by the gnomes.
D8=4:A bizarre geyser erupts, covering the wasteland in a magical mist that turns anyone inhaling it into a temporary telepathic with randomly broadcast thoughts. This leads to awkward revelations and temporary alliances with rivals.
D8=5: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.
D8=6:Wandering upon an ancient bathhouse, players discover a group of 3d8 slaves freed from their captors, seeking guidance. The slaves possess hidden tattoos leading to a secret haven, an underground resistance breaking chains of tyranny forced upon their kindred.
D8=7:Wandering across molten lands, the players find an iron fortress built by a mad inventor. As they explore, 3d6 mechanical guardians test their resolve, revealing the inventor’s fear-fueled betrayal of his own creations.
D8=8: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.
d100 = 14
D8=1: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.
D8=2:A lone giant tortoise slowly moves across the cracked earth, grass growing miraculously in a perfect square on its back. Upon closer examination, the grass conceals a tiny village of gnomes who are seeking a lost relic that can control the weather. They beg for help, explaining the relic is currently in the possession of 3d6 mutant ash rats that dwell within the labyrinthine wreck of a pre-cataclysmic city.
D8=3:An obsidian altar across the ravine attracts three angry spirits longing for restitution from their unfulfilled rituals. Players must restore the power or quell the spirits forcefully.
D8=4:A group of 1d4+6 goblins are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
D8=5:A mysterious old woman appears on a crossroads, offering the party a choice of one of three different paths to take. Each path leads to a different adventure with its own rewards and dangers. Choose wisely.
D8=6: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.
D8=7:2d10 giant rats
D8=8:Lizards, 10d10 lizardmen and 2d6 lizardlords. They are looking for the party. They have been tracking the party ever since they left the village. The lizard have been following the party ever since they left the village. They can also track by smell and know the party location. The lizardmen will attack the party. The lizardmen are lead by a sorcerer of level 22. The lizardmen are powerful. The lizardmen are looking for the party because they have heard where the party is headed. They want to use the party to get the King and the queen. The lizardmen want the king and queen so they can create an army of lizardmen and rule the kingdom. They want to take over most of the known world.
d100 = 15
D8=1: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.
D8=2:A crystal-clear lake in the Wasteland lures you into its tranquil beauty. Beneath its surface, 2d4 water elementals guard a secret, ancient temple.
D8=3: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.
D8=4: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.
D8=5:A group of 2d6+2 bandits are hiding in the bushes. They are a group of bandits that are trying to steal the gold. They will try to ambush the party if they see them. A party of 3d6+2 goblins are also hiding in the bushes. They are a group of goblins that are trying to steal the girls. They will try to ambush the party if they see them.
D8=6:2d6 + 2d6 goblins are running toward the party. They are hiding behind bushes.
D8=7: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.
D8=8:An obsidian altar across the ravine attracts three angry spirits longing for restitution from their unfulfilled rituals. Players must restore the power or quell the spirits forcefully.
d100 = 16
D8=1:A mysterious fog descends upon the players as they journey through a cursed forest. Within the fog, they encounter a spectral figure who challenges them to a game of riddles. If they succeed, they may receive a reward, but failure could have dire consequences.
D8=2:A group of goblins &1d6+1 bugbears that are after a party member. They eat people alive but they aren't subtle and wont ambush the party. They will attack the party and try to take prisoners back to their tribe.
D8=3:The party stumbles upon a group of goblins trying to pass off a stolen dragon egg as their own. The mother dragon is flying overhead, searching for her lost egg. If the party intervenes and returns the egg to the mother, she may reward them with a valuable treasure. If not, the party will have to face the wrath of an angry dragon.
D8=4:The party will encounter a group of 5 black-robed figures emerging from the sand and approaching the party. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
D8=5:3 lizardmen in the distance attacking a herd of 16 cattle. They will not attack the party unless the party is chasing them down into their territory.
D8=6:As you cross fields of petrified trees, their ashen bark crumbling like fragile glass, hostile vampiric plants attack, heavily camouflaged until too late. Unraveling their nature hints at a broader ecological collapse in the wasteland.
D8=7: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.
D8=8:A group of 1d6 + 1d6 soldiers with blue armor and blue flags are standing in front of the party. They are looking for the party. They are going to arrest the party because of a crime they committed in a nearby town.
d100 = 17
D8=1:Knee-deep in shifting sands, weary adventurers stumble upon the shattered remnants of a battlefield haunted by 2d6 restless spirits bound by ancient oaths. Dispelling the ghosts uncovers relics and symbols from a long-forgotten alliance between kingdoms now at odds, inciting wonder about buried diplomacy beneath their feet.
D8=2:The party finds themselves in a strange land with huge trees and a purple sky. The trees have gigantic leaves and they look like they are made out of silver. There are a lot of strange animals and insects in the environment.
D8=3:Three warlocks styled as fashion critics emerge, severed heads on belts, wielding staves that project psychotic fashion critiques. Humor them for magical garments with quirky enchantments, or reject them and face spell flings aiming to “redecorate” players’ appearances in grotesque styles.
D8=4:A temple is located in a forest. The temple is being attacked by a pack of wolves. The wolves are attacking all the people inside the temple. The temple is a church. Many families hide inside the church.
D8=5: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.
D8=6: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.
D8=7:A thick, toxic fog envelops your party, reducing visibility to near-zero. Whispered voices and ghostly apparitions seem to drift in and out of sight. Suddenly, spectral figures attack, their very touch draining your life force. Solving the mystery of the fog requires delving into ancient lore about a cursed, vengeful spirit.
D8=8:The party sees 2d4+1 peasants on the road. In the wilderness, they encounter 2d4+2 peasants.
d100 = 18
D8=1: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.
D8=2:Along a desolate path, players find 3d6 skeletal warriors eternally guarding their cursed treasure. A bitter betrayal in life binds them to this duty, and the players must break the cycle to claim the reward.
D8=3:Ciropharch (half-man, half-leopard)
D8=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.
D8=5:3d4+1 humanoids on horseback riding in the direction opposite of you. They wear long robes with hoods.
D8=6: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.
D8=7:A giant, mutated creature terrorizes a small village and the players are asked to put an end to its rampage. As they journey to confront the beast, they discover that it was the result of a mad alchemist's experiments gone wrong.
D8=8:A group of 1d6+2 halflings who are traveling in caravans to trade with nearby towns
d100 = 19
D8=1:A group of 1d4+4 bugbears are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
D8=2:The players encounter a tribe of cannibals who have been driven mad by the harsh conditions of the wasteland. They offer the players a deal: they will provide them with valuable information and resources, but in return, they must bring them a live human or humanoid to feast on.
D8=3:Horse-bound Merchant. The party comes across a merchant on the plain leading a horse.
D8=4:A towering, ominous figure stands in the middle of the wasteland, staring down at the party. As they approach, they realize it is a reanimated giant skeleton, controlled by a necromancer hiding in the shadows.
D8=5:A group of smugglers offers to lead the party to a hidden and valuable treasure in exchange for their help in delivering a shipment of illegal goods. However, as the party gets closer to the treasure, they realize the smugglers are actually part of a band of thieves who plan to double-cross the party and take the treasure for themselves.
D8=6: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.
D8=7:A desolate village ahead seems abandoned. Scanning houses reveal 3d6 husk-like humanoids tethered to immense, black stones by glowing chains, begging for release. Acceding to their pleas beckons foul, nightmarish demonic entities, summoned from the underworld in retaliation. The choice stands between compassion and survival.
D8=8: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.
d100 = 20
D8=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.
D8=2:A small band of nomadic merchant men are traveling down a road in covered carts. They are heading toward a town called Bridgewater. They will not attack unless attacked.
D8=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.
D8=4: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.
D8=5:A group of 1d6+2 travellers in an oxcart.
D8=6: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.
D8=7:A tentacle creature is lurking in a nearby river.
D8=8: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 = 21
D8=1:Ragged human tribesmen. There are 2d6 tribesmen and 10d10+20 tribeswomen with them.
D8=2:The party sees a spider living on a rock in the middle of a lake on one side of the road. The size of the spider is 20 feet from head to claws and has 240 hit points. It will attack the party if it is attacked, and it will attack any creature that comes close to it. After defeating the spider, the party will discover that it has a black pearl worth 100 gold coins on it.
D8=3: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.
D8=4:The party will encounter a group of 5 black-robed figures emerging from the sand and approaching the party. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
D8=5:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?
D8=6:A group of sentient mushrooms have taken over an old farm and are offering their healing abilities to anyone who can help them defend their home against a group of aggressive trolls. Will the players help the mushrooms or side with the trolls?
D8=7:Buried in wasteland sands, an ancient bell tolls as a vengeful summons. Three death knights demand players atone for their ancient crimes or endure their bloody clemency.
D8=8:War drums beat rhythmically in the distance. Following them reveals spectral warriors in endless combat, re-living their last battle against an invading army. Helping one side bestows rewards in life, but eternal haunting from the opposing faction.
d100 = 22
D8=1: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.
D8=2: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.
D8=3:The party sees a large ogre who's about to attack a lizard. If the party joins in, the lizard will fight with them, but will probably die in the process.
D8=4:Primed to infernal theatrics, three devilkin reinterpret legendary adventurers as bumbling fools. Participating profits with spell-tactics against fiends, refusing evokes retaliatory infernal miseries unleashed as malevolent imps.
D8=5:You see a foul mutant giant dragon at a distance. It has 2d20+100 hit points and will be flying from the east to the west. It is either really curious and looking for something or it's looking for someone to eat. It slowly flies in the direction of the party. The party can try to hide or attack the dragon. The dragon will fly past the party or land to get a closer look. If the party kills the dragon, they find one of the following. A bag of gold coins. A ring of protection +1. A sword +1 with a broken handle. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
D8=6:Traveling through a wasteland of petrified trees, the party hears a distant, haunting melody. Investigating, they find an eccentric bard who claims to be the reincarnation of a dragon trapped in human form. He needs their help to recover three ancient dragon scales hidden within the maw of a fallen colossus, guarded by 2d4 mischievous gremlins, all the while picking apart their motives and fears with unsettling honesty.
D8=7: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.
D8=8:You see 2d4 evil-looking humans being chased by a giant t-rex. They are from the evil human kingdom in the north. The t-rex is from the good human kingdom in the east.
d100 = 23
D8=1:The party encounters a traveling bard who has been cursed by an evil witch. Every time he tries to sing or play an instrument, the notes turn into screams and cause physical harm to anyone within earshot. The players can choose to help lift the curse or leave the bard to suffer.
D8=2:Blistered, cracked earth suddenly yields to a hidden hatch leading below into a secret refuge from ages long past, overrun with 2d8 goblin squatters who know half-wild rumors of buried worm paths connecting different hidden wasteland conclaves. Goblins might trade access for aid ridding their home of a primordial curse.
D8=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.
D8=4: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.
D8=5:The ground trembles as two earthshaker beetle swarms, driven by vengeance, hunt travelers resembling luminaries who ravaged their hives. Players can placate the beetles or squash their hopes.
D8=6:A group of 1d10+3 wolves live in this area. If the party comes close enough, they will attack.
D8=7: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.
D8=8:A petrified dragon clutches a crystal ball, showing visions of a great betrayal that led to its undoing. Solving the mystery may grant the party untold power—or curse them with the same fate.
d100 = 24
D8=1: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.
D8=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.
D8=3:A caravan of merchants offers to trade valuable goods in exchange for protection on their journey through the wasteland. However, they may be carrying a dark secret that could put the players in danger.
D8=4:A desolate road suddenly becomes alive with the presence of 2d6 spectral highwaymen who pelt insults and illusory projectiles at the party. These spirits were once part of an ill-fated theatrical troupe cursed for mocking a powerful sorcerer. They need the adventurers to redeem their souls by performing the play correctly on a desolate mountain stage guarded by ice-breathing drakes.
D8=5:A mighty dragon appears, offering protection for a steep price. Discovering the dragon's true intentions reveals it as a self-serving traitor to nature, and battling it becomes a test of their mettle.
D8=6:I don't like the idea of a zombie tree, so instead I would have the party come across a tree that is growing zombies. They are sentient and can climb out of the tree and attack the party.
D8=7:A cloud of toxic gas approaches the party, forcing them to quickly find shelter. They must work together to cover their mouths and navigate through the hazmat-covered wasteland.
D8=8: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.
d100 = 25
D8=1: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.
D8=2:A group of thieves are looking for some jewelry that was lost in this area. They are willing to trade some of their treasure with the party if the party can find the lost jewelry for them.
D8=3: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.
D8=4:Strange, pulsating crystals grow from the ground, emitting a melodic hum that attracts wildlife and restless spirits. The hum relates to an arcane song needed to activate an old protective ward around the nearest settlement.
D8=5:Earthquakes reveal an underground chasm that burrows into the Wasteland like a sprawling, twisting ant farm. Inside, 3d6 colossal ant-centaurs, guardians of the labyrinth, challenge the intruders through games of strategy and riddles. Winning their favor grants players a map revealing ancient, forgotten trade routes and secret oases hidden deep within the Wasteland’s expanse.
D8=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.
D8=7:A rare sighting of a whimsically mustachioed rock golem teaches mime lessons. It offers performance tips in exchange for help finding a larger rock stage. Joining the charades could grant performance based skill boosts.
D8=8:A group of quick-witted thieves challenges the party to a series of riddles and puzzles. If the party can solve them all, they will be rewarded with a valuable treasure. However, if they fail, the thieves will take any valuable items the party has with them.
d100 = 26
D8=1: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.
D8=2:A band of 2d6 would-be heroes lies slain, except for one survivor who claims they were betrayed by an internal mole. As the party investigates, they must decide who to trust and whether the survivor’s tale is even true.
D8=3:The party comes across an old stone gate that has been destroyed.
D8=4:The rotten smell of acid is coming from around the corner. The party can see a group of kobolds about to throw a vial of acid at them.
D8=5:They stumble into a field littered with the remnants of spell shields, ancient battles fought between titanic sorcerers. The field is under the watch of arcane, sentient weaponry bolted on pillars, each demanding arcane knowledge to passage—those who fail, combat.
D8=6: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.
D8=7: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.
D8=8: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.
d100 = 27
D8=1:While wandering through the desert, the players stumble upon a group of 1d4+1 nomads who are guarding a mystical oasis. The players must earn the nomads' trust in order to gain access to the oasis and its life-sustaining waters.
D8=2:In a ravine shaded even in high sun, disorienting echoes mask approaching dangers. At its end, a nesting colony of wyverns guard treasures and corpses alike. Finding a way through requires deft planning to avoid airborne assaults.
D8=3:A wagon full of men dressed in robes,
D8=4:The party stumbles upon a small hidden bunker that is inhabited by a group of nomadic traders. They offer to trade with the party and give them information about the surrounding area.
D8=5:The players cross paths with a wandering knight, seeking vengeance on a rival who poisoned their homeland. The knight requests aid; refusal draws the wrath of their undying rage.
D8=6:A herd of wild horses grazes in a verdant field. Capturing one may provide a swift mount, but risks an encounter with 1d4 territorial centaurs.
D8=7:A lone female human is running through the desert. She is dressed to impress in a light blue dress with a sash. She is carrying a backpack with some food and gold coins. She will come up to the party and ask for some help. She will not attack anyone. She will try to bargain with the party by offering the gold coins she has and some food. She's a rogue on the run from the law. Her name is Scout. Long red hair, braided. Smart-ass attitude. Standard stats should work.
D8=8:Stumbling upon a ruined monastery, you hear ghostly hymns sung by 3d6 spectral monks with a dire prophecy about an impending demon horde.
d100 = 28
D8=1:The ground trembles as two earthshaker beetle swarms, driven by vengeance, hunt travelers resembling luminaries who ravaged their hives. Players can placate the beetles or squash their hopes.
D8=2:A crazed hermit living in the wasteland is convinced that he is a powerful wizard. He will offer to teach the players his "magic" in exchange for food, supplies, and protection. In reality, he is just a regular human with a vivid imagination. However, some of his "spells" might actually work due to his strong belief in his abilities.
D8=3:A group of thieves are looking for some treasure that was lost in this area. If the party can find the treasure, they will trade some of their treasure with the party if they find it.
D8=4:A sandstorm forces the players to seek refuge in a creepy, dilapidated shrine. Whispers of old gods echo within the walls, offering obscure and potentially dangerous knowledge in exchange for a life-altering service. Denying the shrine's call leads to 1d8 shadowy figures attacking.
D8=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.
D8=6:Under the starlit wasteland, the players discover a circle of stones haunted by five vengeful ancestor spirits. They demand restitution for their descendants’ disgrace or spread dread.
D8=7:A troupe of 3d6 zombie jesters, once entertainers for a long-gone kingdom, go through their routines automatically. They’re harmless and more comedic than frightening. Bringing them closure maybe involves finding their ‘comedic scripts’ buried nearby.
D8=8:You see a foul mutant giant dragon. It has 120 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...
d100 = 29
D8=1:A band of 1d4+3 gnomes named The Mighty Gnome Rangers are on their way to the Temple. They are hoping that the party will let them join them and help fight off the enemy. The Mighty Gnome Rangers will give the party a reward for joining them in their quest.
D8=2: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.
D8=3:A dragon has made its lair in a nearby mountain, terrorizing the surrounding villages. The party must find a way to either defeat or negotiate with the dragon in order to restore peace to the region.
D8=4:Jorthus the rat, a traveling rat. He loves companionship and loves to eat whatever is nearby.
D8=5:A group of 1d6+2 travellers in an oxcart.
D8=6: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.
D8=7:On the edge of an abyssal chasm, players encounter four vengeful earth spirits lamenting their home’s ruin. Players must either help restore the land or face relentless seismic strife.
D8=8:A group of thieves are looking for some treasure that was lost in this area. If the party can find the treasure, they will trade some of their treasure with the party if they find it.
d100 = 30
D8=1:A seemingly abandoned windmill sits atop a hill, with its blades turning lazily. Inside, 1d6 specters haunt the structure, guarding a powerful magical artifact.
D8=2:Excavations unveil an emperor's treasure chest protected by automatons. Surviving 2d6 automaton guards reveals unrivaled wealth and heretofore obscure history regarding diplomatic accords shifted by the now extinct empire's hands.
D8=3:The party will see a large wagon and horses moving slowly down the road. There is a group of 1d4+4 human bandits that are guarding the wagon. There is a merchant in the wagon and he has 1d4+4 servants with him. The merchant has a small amount of treasure and he has some items for trading to the local town.
D8=4:As the players are traveling through a desert, they come across a group of friendly nomads who are being terrorized by a powerful sandstorm elemental. The player's weapons have no effect on the elemental, but they can use their wits and knowledge of the elements to defeat it.
D8=5:Rognuk, a 2-3 foot tall troll, is wandering the desert. He is pretty hungry. He will flee if any of the party approach. If attacked, he lets out an ear-piercing scream. The party will be attacked by 1d3 giant sand snakes that emerge from the sand.
D8=6:A group of 2d6+2 centaurs is running down the road. They are in a hurry and do not want to talk to the party. They will engage in combat if challenged.
D8=7:You come across a man in a large feathery hat and a long cloak. He sits in front of a large tent next to a campfire. If asked, he will tell you that he is a fortune teller. He will ask you to sit down and tell you your future. If asked, he will ask for food and drink.
D8=8:A small swarm of intellectually superior rats, having conquered their own micro-city built of bone, tests players' strategic minds. Aiding them in "political disputes" secures tactical wisdom, resisting draws mechanical war-mice, numbering twenty-five.
d100 = 31
D8=1: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.
D8=2: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.
D8=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.
D8=4:The party sees 2d4+1 peasants on the road. In the wilderness, they encounter 2d4+2 peasants.
D8=5:The cold stench of a ruined campsite reveals two vengeful wraiths who demand justice for a perceived betrayal. Players must correct the wrong or face eternal night terrors.
D8=6:As the party sets up camp for the night, they are ambushed by a pack of giant wolves. However, upon closer inspection, the wolves are actually werewolves under the control of a powerful necromancer. The party must defeat the necromancer and break the hold he has over the werewolves.
D8=7:The party is ambushed by a group of 2d4+1 bandits who are led by a skilled and intelligent half-orc. The players must either defeat the bandits or potentially make a deal with the half-orc for their release.
D8=8: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.
d100 = 32
D8=1:A group of 1d8+3 dwarves are repairing a small wheeled cart that has broken down. They travel through this area every month to pick up the easiest metals and minerals to mine. They have been doing this for about 150 years and it takes about 3 months for them to complete their yearly journey. They are a rough and tough bunch of dwarves who are not afraid to get their hands dirty. They are usually armed with a pickax, a hammer, a dagger, and sometimes 1d4 throwing hammers.
D8=2:A shimmering, spectral library appears out of nowhere, filled with books that emit ghostly whispers. Reading them reveals truths too horrifying to bear. Each book read brings closer an attack by 2d4 haunted librarians, guardians of forbidden knowledge.
D8=3:You encounter a charred, empty village reeking of sulfur and brimstone. Scattered papers hint at alchemical experiments gone wrong. As you investigate, portals to the infernal realms flicker open, releasing imps and devils tied to the alchemists’ tragic hubris.
D8=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?
D8=5:Pterodactyls
D8=6:A large pile of gold coins on the road and dented suit of armor. It's a mimic!
D8=7:Camping ground. The party finds a camping ground with a group of tents. The tents are unoccupied. The party may camp here for free.
D8=8: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.
d100 = 33
D8=1:A dragon has made its lair in a nearby mountain, terrorizing the surrounding villages. The party must find a way to either defeat or negotiate with the dragon in order to restore peace to the region.
D8=2:This is a magical fish hatchery. If you follow the stream, you will come to a lake. There are fish in the lake that you can take.
D8=3:The party will see a black and white striped tower in the distance. They will see that it is damaged. The tower is surrounded by a moat. It takes the party 15 minutes to reach the tower. They see that the top of the tower is missing and it seems to be inhabited by a group of 2d6+2 ghouls. The party can try to get into the tower without waking them. If they do wake them, they will attack the party.
D8=4:Ralamp, a halfling mage, is wearing a shield and leather armor and holding his hand out to the party. He is looking for help and is willing to pay extremely well for it. He is trying to find a trapdoor spider. He will pay the party 200 silver pieces per spider head that the party brings back. He isn't willing to risk the party's lives. He will handle the fighting with his magic. He is going to use the spider corpse to summon a demon. A Trapdoor Spider, a small, curious, and very vicious arachnid. It lives underground in thickly webbed burrows, which it spins out of silk. The spider is a black-bodied creature with a pale stripe running down its back and a slender, pointed abdomen. It has eight eyes, two on each side of its head.
D8=5:In the forest you see three men dressed in black robes. They have daggers and axes with them. Behind them, you see a man that has been picked up by a flying creature, who is wearing a black cape and holding a staff made from a branch that is glowing with electricty.
D8=6:There is a small village near the players. They can go to this village. The village is safe.
D8=7: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.
D8=8:A caravan of merchants offers to trade valuable goods in exchange for protection on their journey through the wasteland. However, they may be carrying a dark secret that could put the players in danger.
d100 = 34
D8=1:An obsidian altar across the ravine attracts three angry spirits longing for restitution from their unfulfilled rituals. Players must restore the power or quell the spirits forcefully.
D8=2:A group of 2d4+2 men are looking for food. They will attack the party if they don't get any food or gold from the party.
D8=3:A group of d6+1 farmers in the wilderness, returning from the fields.
D8=4:As the party wanders through a deserted village, they are approached by a ghost who begs for their help in solving the mystery of their death. The party must gather clues and confront the culprit before the ghost can finally rest in peace.
D8=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.
D8=6:Trees petrified by a millennia-old curse erupting with hidden life reveal enchanted seeds capable of growing into powerful allies or transportous plants leading to unexplained Wasteland enclaves.
D8=7:A young boy is out in the wilderness looking for his dad.
D8=8: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.
d100 = 35
D8=1:The players hear tales of an indestructible beast roaming the wasteland. They find the monster, only to realize it’s a guardian betrayed and abandoned by its creator, now seeking revenge against all wanderers.
D8=2:20 ghouls
D8=3:I don't like the idea of a zombie tree, so instead I would have the party come across a tree that is growing zombies. They are sentient and can climb out of the tree and attack the party.
D8=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.
D8=5:The players cross paths with a wandering knight, seeking vengeance on a rival who poisoned their homeland. The knight requests aid; refusal draws the wrath of their undying rage.
D8=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.
D8=7:A giant lizard is eating a dead horse again the side of the road. He eats it until it is completely gone.
D8=8:1d10+1 giant rats
d100 = 36
D8=1:A group of 1d6+2 halflings who are traveling in caravans to trade with nearby towns
D8=2:You see a foul mutant giant dragon. It has 120 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...
D8=3: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.
D8=4:The party is ambushed by a group of bandits, but they soon realize that the bandits are actually shape-shifting doppelgangers in disguise. These doppelgangers are stealing identities and plots of land for a mysterious and powerful mastermind.
D8=5:A caravan of merchants offers to trade valuable goods in exchange for protection on their journey through the wasteland. However, they may be carrying a dark secret that could put the players in danger.
D8=6:Dung Beetles. The party sees a hill with 1d8 dung beetles digging holes and burrowing. If the party goes closer to the hill, the beetles will attack them. They have 20 hit points and will burrow away if they are injured.
D8=7:A petrified dragon clutches a crystal ball, showing visions of a great betrayal that led to its undoing. Solving the mystery may grant the party untold power—or curse them with the same fate.
D8=8: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.
d100 = 37
D8=1:4 gnolls
D8=2:A gentle stream runs through the Wasteland, its banks lined with golden reeds. The water holds curative powers, but bathing in it summons 3d6 aggressive nixies.
D8=3:A large pack of mutated rats scurry out from behind a pile of rubble and attack the party. The rats are strangely organized and seem to be defending a hidden nest.
D8=4:Pterodactyl flying overhead
D8=5:Yzack started to look around and a giant rat was two feet away from him. The giant rat was reaching out to the goblin with its long claws. The giant rat had large, nasty teeth and a mouth large enough to take a man's hand in. It was a large rodent with an unusual musk. It had two short, fat legs, two tiny arms, and a large head. It had a long, thin tail.
D8=6: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.
D8=7:Elusive spirit foxes of sand, exiling visitors who fail to respect their realm, guide those who show compassion to treasures hidden by their ethereal ancestors.
D8=8: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.
d100 = 38
D8=1:The players come across a tribe of peaceful, nature-loving creatures who are being attacked by a group of poachers. Will they defend the creatures and their home or ignore their plight?
D8=2: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.)
D8=3: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.
D8=4:A flock of 1d6+1 crows sitting on a tree.
D8=5:Xanthar is flying overhead, and will circle the party for 1d4 hours. After that, he will fly away, never to return. He won't attack anyone.
D8=6: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.
D8=7: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.
D8=8:The third entryway leads to a large cavern that contains a pool with a glowing blue liquid in it. The liquid will heal the party for 1d4+4 hit points if they drink from it, but it will also turn them into a horse for 1d6 days.
d100 = 39
D8=1:A wandering mob of 2d20 mutants that still have some original flesh. They are gathered in a group of about 40 yards across. They will attack the party if provoked.
D8=2:The party crosses paths with a group of 1d4+2 paladins on a holy crusade against a powerful demon. They may be recruited to aid in the fight and potentially gain powerful allies.
D8=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.
D8=4:You see a small village of lizard men trying to build a tower over their village.
D8=5:Discovering a bottomless well, your attempts to draw water bring forth a wraith-like creature. Its touch freezes life around it, and the well itself holds complex mechanical secrets leading to a hidden underground base of a forgotten faction.
D8=6:You stumble upon a group of adventurers who are trapped in quicksand. They need the party's help to get out.
D8=7:You come across a group of travelers who are being ambushed by a group of werewolves. Will the party help them or let them fend for themselves?
D8=8:As dusk falls, players come across a wandering bard who sings of a tragic betrayal. Her song is magical, revealing hidden truths about the wasteland and hinting at a powerful faction's intrigue.
d100 = 40
D8=1: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.
D8=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.
D8=3: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.
D8=4:A mighty dragon appears, offering protection for a steep price. Discovering the dragon's true intentions reveals it as a self-serving traitor to nature, and battling it becomes a test of their mettle.
D8=5:A caravan of exotic entertainers is trapped by a swirling sandstorm of magical nature. Helping them escape reveals their leader, a sorcerer hiding among the dancers to escape from an assassin's guild. They offer enchanted instruments laced with sorcery and details about the guild's hidden lair.
D8=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.
D8=7:A group of d6+1 hunters walking in the wilderness. In the woods, the party encounters a group of 2d6+2 peasants.
D8=8:You encounter a group of rogue spellcasters who are practicing their magic by summoning elemental creatures to attack each other. They offer to let you join in on the fun and test your spells against theirs. If you succeed, they may even offer to teach you a new spell.
d100 = 41
D8=1:A group of 1d6+1 goblins are in this area. They are running away from a group of 1d4+1 lizard men. The lizard men are chasing the goblins and will kill them if they catch them. The goblins are carrying small backpacks with a few rations in them.
D8=2:A powerful merchant caravan offers to trade rare and valuable goods with the party, but they soon realize that the caravan leader is actually a dragon in disguise. The dragon offers even greater rewards if the party can protect the caravan on its journey through dangerous territory.
D8=3:A giant chessboard, etched into the sand by cyclopean hands, becomes animated as players step onto it. Spectral knights and whimsical, living chess pieces demand the party play a high-stakes game where each move brings life or death. Winning the game, with the help of magical constructs that reveal secret strategies, involves uncovering hidden passages beneath the board leading to buried treasures.
D8=4: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.
D8=5:Nomadic sorcerers armed with illusions mask fleeing realms shifting beneath desolated grounds. Intervention reveals a cache of magical trinkets heralding danger posed by dragging sub-terrestrial realms closer to surface worlds vulnerable to powerful beings breaking free.
D8=6:In the middle of nowhere, a vibrant masquerade ball is held suddenly and without warning, presided over by 1d12 masked nobles whose faces shift to match the players’ worst fears. The nobles claim to be remnants of an old, whimsical court fated to wander the Wasteland. Joining the ball can reveal hidden strengths and transform weaknesses but risks players becoming permanent participants in this eternal dance.
D8=7:2d10 giant ants
D8=8: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.
d100 = 42
D8=1:A group of 4d4+4 Ratman Warriors are running through the forest. They are looking for a very important item that they have recently misplaced. They will offer the party an item of equal value in exchange for helping them find their item. The item is a metallic pendulum with a life-sized tree etched on it. They are looking for this item because it was stolen from them by a group of giggling humanoids with purple skin.
D8=2: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.
D8=3: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.
D8=4:A group of goblins &1d6+1 bugbears that are after a party member. They eat people alive but they aren't subtle and wont ambush the party. They will attack the party and try to take prisoners back to their tribe.
D8=5:Nomadic sorcerers armed with illusions mask fleeing realms shifting beneath desolated grounds. Intervention reveals a cache of magical trinkets heralding danger posed by dragging sub-terrestrial realms closer to surface worlds vulnerable to powerful beings breaking free.
D8=6:A trio of 3d10 sardonic cacti discuss philosophy and the pointlessness of fruitless land existence. Convincing them to think more optimistically and blossom might earn useful (if prickly) additional firepower in a tight situation.
D8=7: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.
D8=8:The party witnesses a brutal battle between two rival gangs fighting for control of a valuable resource in the wasteland. They must choose a side to help or try to mediate a truce.
d100 = 43
D8=1:Nomadic sorcerers armed with illusions mask fleeing realms shifting beneath desolated grounds. Intervention reveals a cache of magical trinkets heralding danger posed by dragging sub-terrestrial realms closer to surface worlds vulnerable to powerful beings breaking free.
D8=2:You stumble upon a group of adventurers who are trapped in quicksand. They need the party's help to get out.
D8=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.
D8=4: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.
D8=5:1 tunnel worm
D8=6:You find a quaint, abandoned cottage surrounded by thriving berry bushes. The bushes are whispered to be cursed by a witch, tables turned into 3d6 aggressive shrubs upon picking.
D8=7:The ground starts to shake. 2d6+3 percent of the rocks in the surrounding area fall from the mountain side and start to roll towards the party.
D8=8:A small band of nomadic merchant men are traveling down a road in covered carts. They are heading toward a town called Bridgewater. They will not attack unless attacked.
d100 = 44
D8=1: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.
D8=2:Giant Man-Eating Vulture. If a party member gets eaten by the vulture, he or she will be turned into a vulture. The vulture has a +1 attack bonus, but it has no armor class bonus. The vulture has 8d6 hit points.
D8=3:2d10 giant ants
D8=4:As players set up camp, a nearby boulder starts singing bawdy tavern songs. It’s actually a bard cursed into stone form. If entertained properly, it will play along and give valuable tips about the terrain—or offer off-key support in battle.
D8=5: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.
D8=6: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?
D8=7:A group of 1d6+2 goblins riding on horseback and looking for food. They will try to kill anyone they encounter.
D8=8:A group of drow are seeking an artifact that would allow them to steal something valuable. They are willing to trade some of their items with the party if the party can help them get the item which they seek.
d100 = 45
D8=1:You sense a presence in the distance. A group of 1d6+4 marauders are hiding behind a tree and will attack the party when they get close enough.
D8=2:A violent electrical storm lights up the sky with jagged bolts. At the heart of the storm, players discover a floating island crackling with arcane energy, inhabited by an ancient Arcane Sphinx. The Sphinx offers knowledge but only to those who successfully answer riddles intertwined with elemental magic.
D8=3:2d6 + 2d6 goblins are running toward the party. They are hiding behind bushes.
D8=4: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.
D8=5:The party encounters a village with 1d6 houses and 1d6 shops. Some people are outside of the village and are not willing to talk to strangers. The locals are afraid of strangers. The parties will be asked if they are of a local clan, if they are not, they will an asked to leave the village immediately. They may also be attacked by the locals. There is a 2 in 6 chance that a local will recognize the party as strangers and could try to pick a fight with a different group of locals. Fighting between the two will break out. If a fight breaks out, all members of the party will fight, except for the people that are in the group that the fight broke out with.
D8=6: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.
D8=7:3 lizardmen in the distance attacking a herd of 16 cattle. They will not attack the party unless the party is chasing them down into their territory.
D8=8:A group of 2d6+2 elves camping in the forest and trying to find food. The party can either help them or fight them.
d100 = 46
D8=1:The third entryway leads to a large cavern that contains a pool with a glowing blue liquid in it. The liquid will heal the party for 1d4+4 hit points if they drink from it, but it will also turn them into a horse for 1d6 days.
D8=2:A solitary well blazes with cursed flames, controlled by a vengeful fire spirit. Players are tasked with retrieving a stolen artifact, or risk being engulfed in agony.
D8=3:A desolate village ahead seems abandoned. Scanning houses reveal 3d6 husk-like humanoids tethered to immense, black stones by glowing chains, begging for release. Acceding to their pleas beckons foul, nightmarish demonic entities, summoned from the underworld in retaliation. The choice stands between compassion and survival.
D8=4:A group of 1d4+1 wisps can be seen floating above the road. As they get closer to the party, they float away and disappear. The wisps will appear again and fade away a little later. This happens for one day in the morning.
D8=5:3d12+6 orc warriors with bows and arrows that are looking for food and water. The orcs will attack anyone they see.
D8=6:A scout, named Wycool, will see the party. Wycool is a member of a team of adventurers, who have been camping out in the wilderness near the town. They have been camping out because they have been hired to deliver a message to the people in town. Wycool will offer the party 50gp a day if they escort him to the city. If attacked, Wycool will summon four more scouts who will follow them to the city.
D8=7: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.
D8=8:A floating island covered in frost drifts across the burning sands, home to a clan of 4d4 snow elementals. This frigid haven shifts climates abruptly, creating whimsical, unpredictable weather patterns in its wake. Convincing the elementals to guide them involves navigating the dreamlike trials of the Great Frost Oracle, unlocking the secret to an ancient prophecy they’ve guarded zealously.
d100 = 47
D8=1:A strange, glowing meteorite falls from the sky and lands nearby. Upon investigation, the players discover that the meteorite is composed of a valuable and rare material. Will they risk taking it with them or leave it behind?
D8=2:The party will see a hill that is full of dragon eggs. A dragon will be guarding the eggs. The dragon is a baby dragon that has grown to be the size of an adult dragon. The dragon will be on top of the hill. The dragon will be angry because it thinks that someone has been taking its eggs.
D8=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.
D8=4:You see a group of 2d6+2 men dressed in red robes, carrying long spears with them. They are not wearing any armor. They will pass by without saying anything. After they pass by, you see a group of 2d6+2 women dressed in green robes, carrying long spears with them. They will pass by without saying anything. Then you see a group of 2d6+2 women dressed in red robes, carrying long spears with them. They will pass by without saying anything. After they pass by, you see a group of 2d6+2 men dressed in red robes, carrying long spears with them. They will pass by without saying anything. If the party stops and watches this group, they will circle the party, then leave.
D8=5:The party comes across a group of bandits who are trying to rob a family of travelers. The family is outnumbered and outmatched, but they refuse to give in to the bandits' demands.
D8=6:A bashful basilisk camouflaged as a giant pebble seeks help to escape a zealous cult desiring its petrifying gaze for foul rituals. It promises safety only if participants avoid direct eye contact.
D8=7:You see a foul mutant beast clawing its way out of the ground. It's a mix between a mole and a gill-man. It has red eyes, claws, and spiked arms. It's very dangerous. It can burrow through the ground, pop up, and attack.
D8=8:A group of 1d6+2 humans camping in a cave. The humans are looking for food and are starving.
d100 = 48
D8=1:Heart-shaped stones that pulse with inner light lead to an eccentric old mage living in an underground burrow, claiming each stone is a petrified heart of past heroes needing liberation.
D8=2:A group of humans trying to get rid of the elves. A group of 2d6+2 humans are chasing a group of 2d6+2 wasteland elves. The humans are trying to kill the wasteland elves so they can take over their kingdom. The elves are trying to get away from the humans. The party can try to help one of them by attacking the other.
D8=3:You are walking through a barren wasteland, when you suddenly realize you have been transported to an entirely different dimension. Everything is made out of candy, and you are attacked by a group of vicious gingerbread men. If you can navigate your way back to the portal, you return to your original dimension with a handful of magical candy.
D8=4: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.
D8=5:A giant, mutated creature terrorizes a small village and the players are asked to put an end to its rampage. As they journey to confront the beast, they discover that it was the result of a mad alchemist's experiments gone wrong.
D8=6:A group of 2d6+2 goblins riding on horseback are riding through the desert. They are wearing ceremonial tribal masks and carrying a large flag made of animal skin and bones. They are searching for a new place to set up their tribe. They will trade gold and food with the party if they agree to live near them.
D8=7: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.
D8=8:3d6+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.
d100 = 49
D8=1: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.
D8=2:A manticore is flying above the party. The manticore is the servant of an evil sorceress named Cerdwyn. She is extremely tall, about twice the size of an elf. She is dressed in black robes and she has large black wings. She has a large pair of dragon horns. She is riding on a large black and red dragon that is named Demon. She is carrying and evil bow and will fire down arrows at the party while her manticore circles above the party. The manticore will fly away after the sorceress dies and will head north towards her lair.
D8=3: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.
D8=4:A black, oily river snakes through the Wasteland. Dead fish with humanoid faces float on its surface. Attempting to cross it summons 1d6 corrupted water elementals and leaves those who do with haunting dreams of a world drowned in darkness.
D8=5:A jackal, who is very aggressive and will attack any person it sees.
D8=6:A family of 1d8 overly ambitious kobolds prides itself on building the "World’s Tallest Sandcastle." They desperately need engineering tips and buckets. Help them, and save them from their own catastrophic creative endeavors.
D8=7:The players cross paths with a wandering knight, seeking vengeance on a rival who poisoned their homeland. The knight requests aid; refusal draws the wrath of their undying rage.
D8=8:The players are approached by a group of elves who are searching for a missing artifact that can restore balance to the elements. The artifact is currently in the possession of an evil wizard who is using its powers for his own gain. The players must either defeat the wizard or find a way to retrieve the artifact without engaging in battle.
d100 = 50
D8=1:The party comes across a group of travelers who have been cursed to constantly swap bodies with each other. The travelers plead for the party's help in breaking the curse, but the party must also figure out how to protect themselves from being affected by the curse as well.
D8=2:A group of 2d4+1 dragons fly overhead, chasing each other. One of the dragons is carrying a group of 2d6+2 lizardmen riding a large winged lizard. The Lizardmen are dropping things into the dragon's path and slowing it down. They will stop once they reach a mountain range.
D8=3:There is a small sphere of darkness on the ground. It looks like an empty hole.
D8=4:A group of 2d6 + 1d6 humans are walking over a hill toward the party. The party is about to meet them. They will be carrying baskets. The humans are going to a nearby town. There are 2d6 + 2d6 rabbits in their baskets.
D8=5:As a sandstorm rages with relentless fury, players encounter a tribe of nomadic spellcasters who harness the storm’s power for protection and offense. They guard an ancient artifact of immense power supposedly buried in the sands. The artifact can turn the tide of war but challenges include deciphering ancient runes and withstanding elemental trials of wind, earth, fire, and water.
D8=6: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.
D8=7: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.
D8=8:A group of stranded travelers ask for the party's help in finding their lost ship. However, this may not be an ordinary ship as it is rumored to hold great treasures and dangerous secrets.
d100 = 51
D8=1:This is a group of elven cat people. They will try to kill and kidnap people who are not members of their race.
D8=2: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.
D8=3:A group of 4d4+4 Ratman Warriors are running through the forest. They are looking for a very important item that they have recently misplaced. They will offer the party an item of equal value in exchange for helping them find their item. The item is a metallic pendulum with a life-sized tree etched on it. They are looking for this item because it was stolen from them by a group of giggling humanoids with purple skin.
D8=4:A thick, unnatural mist rolls over the cracked earth. Soon, the players find themselves surrounded by glowing green fungi that emit a faint, haunting melody. Touching the fungi induces hallucinations and reveals glimpses of a far-off war between titanic gods.
D8=5:Hiding by the road are 1d20 vermin. They will attack and surprise the party.
D8=6:The party will encounter a group of 2d6+2 orcs who are throwing rocks at a group of 2d6+2 gnomes who are hiding behind a rock. If the gnomes see the party, they will beg to be rescued. If the party helps them, they will follow behind them, to help them in the battle. If the party attacks the orcs, they will both be surprised. The orcs in this area are being controlled by the gnomes.
D8=7:You encounter a group of displaced merfolk who have been forced onto land by a powerful sea monster. The merfolk ask for the party's help to reclaim their ocean home. If the party agrees, they will have to face numerous underwater challenges and battles before facing the sea monster.
D8=8:A group of 4d6 elves on horseback are traveling through the desert. They are carrying longbows and have a pack-mule in tow behind them. They have been hunting for days and have come across nothing. They have not eaten in a month and need all the food that they can find. They will trade some of their food with the party if they feel that the party is trustworthy.
d100 = 52
D8=1: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.
D8=2:2 Orcs and 2 giants are trying to take a treasure chest. They will stop the party and ask for help but are actually after the treasure. The party can kill the giants and take their stuff, let them have it, or help them have it. The treasure is a chest of gold coins.
D8=3:The players find a rift in reality, guarded by 2d6 twisted echo-knights who betray the laws of nature itself. To close the rift, they must conquer their own reflections—twisted versions of themselves.
D8=4: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...
D8=5:An unusual, mushroom-filled cave can be found, its luminescence bright yet unholy. No living creatures are found inside, only evolving myconids twisted by dark magic who offer cryptic warnings of a corrupt archdruid bent on summoning an army from below ground.
D8=6:Beneath a sky torn by lightning, an unusual groaning fills the air, leading to a rock outcrop inhabited by a hermit claiming divination through the opening skies. They speak of future calamities and the rising of an age-old tyrant known only through fevered stories.
D8=7: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.
D8=8:A lone goblin sitting under a tree. He is smiling and chuckling to himself. The goblin will say to the party that he is sitting under a tree and it's good to be alive. The goblin will ask the party what they were doing and ask how their day was. He's friendly and looking for work. His name is Snot-Gob.
d100 = 53
D8=1:A group of 2d10+12 humanoids are trying to get out of the wasteland. They are a band of bohemian gypsies. They know that they need a special ritual to get out of the wasteland. They will give the party 2d8x100 gold coins if they help them.
D8=2:This is a tree that has been struck by lightning and is standing on the ground - still standing. It is a quarterstaff. If you water this staff, it will produce fruit that is edible.
D8=3:The party finds a seemingly abandoned town, but upon exploring further, they discover that it is actually inhabited by a group of shapeshifting creatures. They must use their wits to figure out who is a friend and who is a foe.
D8=4:Halfway through the forest, the party will discover a hidden cave. The three entryways are guarded by a pair of wolves and a pair of dire wolves. The wolves are eager to attack the party and will attack the party if they get close enough. If they kill the party, they will devour their bodies, leaving the bones behind.
D8=5: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.
D8=6:Near a stagnant oasis, four corrupted water elementals lash out, avenging their pollution by ancient alchemists. Purifying the oasis grants elemental gratitude; failure means facing their vengeful wash.
D8=7: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.
D8=8:The party stumbles upon a group of goblins using strange, advanced technology (for a fantasy setting) to dig a massive pit in the earth. Upon closer inspection, the party realizes that the pit leads to an underground facility filled with even more advanced technology, guarded by powerful robots. The party must choose whether to try and take the technology for themselves or destroy it to prevent it from falling into the wrong hands.
d100 = 54
D8=1:You see a foul mutant giant dragon at a distance. It has 2d20+100 hit points and will be flying from the east to the west. It is either really curious and looking for something or it's looking for someone to eat. It slowly flies in the direction of the party. The party can try to hide or attack the dragon. The dragon will fly past the party or land to get a closer look. If the party kills the dragon, they find one of the following. A bag of gold coins. A ring of protection +1. A sword +1 with a broken handle. A bag of jewels. A lute for a bard which can be used as a magic instrument by anyone trained in the skill.
D8=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.
D8=3:Echoing howls reveal a den of four vengeful ghouls driven to madness by a shaman’s cruelty. Players are tasked with defeating the shaman or face the relentless ghoul attacks.
D8=4:A group of goblins have set up a toll booth on a bridge that the party needs to cross. They demand a ridiculous amount of payment or else they will attack.
D8=5: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.
D8=6:At the center of a serene pond is an ancient, glowing sword. Retrieving it requires besting 3d6 water serpents intertwined in an intricate dance.
D8=7: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?
D8=8: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.
d100 = 55
D8=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.
D8=2:The earth here churns alive showcasing forsaken battle scars touched by time. Ghosts of myriad fallen clash endlessly. Resolving their torment obtains artifacts connected to old empires converging for a reckoning as foretold in ancient texts.
D8=3:3d20 skeletons
D8=4:A giant chessboard, etched into the sand by cyclopean hands, becomes animated as players step onto it. Spectral knights and whimsical, living chess pieces demand the party play a high-stakes game where each move brings life or death. Winning the game, with the help of magical constructs that reveal secret strategies, involves uncovering hidden passages beneath the board leading to buried treasures.
D8=5:Pterodactyl flying overhead
D8=6: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.
D8=7:Amid the lifeless crags, a colossal skeletal dragon languishes, bereft of life but animated by cursed, ancient magic. It guards a celestial relic – the Heart of Celestia. The players learn from a dying hermit that the dragon was once a stalwart protector, turned into an undead sentinel by a malevolent lich. If they can purify the Heart and lay the dragon's bones to eternal rest, the surrounding lands will experience a surge of growth and vitality. The dragon's spirit, freed at last, will gift the players a dragonbone charm that heightens their senses and offers guidance through the shadow-laden paths.
D8=8:A gleaming sword, unmistakably legendary, juts from the heart of an ancient, petrified colossus. Removing the sword brings powerful abilities but also summons the colossus's ghost legion, cursed to guard their fallen king.
d100 = 56
D8=1:A group of 2d4+2 dwarves are on their way to reclaim their ancestral home from an evil dragon who has taken up residence there. They offer to pay the players handsomely if they help them defeat the dragon and reclaim their home.
D8=2: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.
D8=3:The party sees a giant pool of water about 100 feet in diameter. It has magic properties. This pool will heal any creature that drinks from it. If a player drinks from it, it will heal 100 hit points.
D8=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.
D8=5:Uls, the orcish cleric, is encountered in the wild. He has lost his way while traveling through the wilderness. He is currently looking for a village to get food and supplies. He will approach the party and try to ask them to help him get to his destination. He will be helpful to the party. If not provided with food and/or treasure, he will try to kill the party. Uls has 21 hit points. He will try to run away after he takes 15 points or after 3 rounds of fighting.
D8=6:Eru (Fool), the heir of an ancient and forgotten god, is on his journey to find his father's old temples and to lay them to rest. He is a very helpful person, but once he is off on his own, he can't be found. He will move towards the party with his pet, a black panther named Ish (Justice). If the party helps him, he will help them any way that he can.
D8=7:A group of 1d4+2 orcs is hiding out in the woods. They are on a raiding mission. They are looking for specific things. They are unaware of the party until the party enters the woods.
D8=8: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.
d100 = 57
D8=1:Wandering across molten lands, the players find an iron fortress built by a mad inventor. As they explore, 3d6 mechanical guardians test their resolve, revealing the inventor’s fear-fueled betrayal of his own creations.
D8=2: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.
D8=3: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.
D8=4:Ciropharch (half-man, half-leopard)
D8=5:The players come across a dune that seems to be telling jokes. Yes, it's a jokebook that got caught in a minor sandstorm and developed its own comedic routine. Every laugh can heal one hit point, but too many jokes might literally cause death by laughter.
D8=6:Yodar the Minotaur is in the wilderness. He is walking around, looking for something to do. He will attack any party that he sees. He has 2d10 hit points. When he is defeated he will drop 2d6 gems and 1d4 bottles of healing potion. He wears chainmail and a helm. He carries a war club.
D8=7: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.
D8=8:A charming pig farm stands alone, its inhabitants welcoming. The pigs, however, are wereswine that transform and attack anyone who lingers till nightfall.
d100 = 58
D8=1:A party of scruffy men and women dressed in green robes are traveling across the plains. They are saying an ancient prayer to Bremmera and are traveling to the nearest city to tend to the sick and wounded there.
D8=2:The players stumble upon an abandoned circus, with eerie music still playing from the old speakers. As they explore, they find that the circus performers have been turned into undead creatures by a vengeful necromancer. Will the players put an end to the cursed circus or join in on the twisted show?
D8=3:A group of 4d10+20 wolves traveling in the wilderness.
D8=4:The party will see a pack of 3d4+1 wolves. They will be sleeping in the woods. They are the wolves that attacked a farm nearby.
D8=5: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.
D8=6:Along a desolate path, players find 3d6 skeletal warriors eternally guarding their cursed treasure. A bitter betrayal in life binds them to this duty, and the players must break the cycle to claim the reward.
D8=7:A small tribe of humans that have been attacked by something. They have been attacked by a giant giant spider.
D8=8:Strange, pulsating crystals grow from the ground, emitting a melodic hum that attracts wildlife and restless spirits. The hum relates to an arcane song needed to activate an old protective ward around the nearest settlement.
d100 = 59
D8=1:A group of 1d6+1 goblins are in this area. They are drinking water from a small stream.
D8=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.
D8=3:The party comes across a small town that is being terrorized by a powerful curse. The townspeople believe that the curse is caused by a powerful ghost that haunts the nearby cemetery. The party must navigate through the cemetery and put the ghost to rest to break the curse and save the town.
D8=4:Echoing howls reveal a den of four vengeful ghouls driven to madness by a shaman’s cruelty. Players are tasked with defeating the shaman or face the relentless ghoul attacks.
D8=5:You come across an old hobbit’s picnic. He invites you to join him but warns that 2d4 nearby bugbears have been eyeing his food.
D8=6: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.
D8=7:You sense a faint magical aura emanating from the ground. Investigating further, you discover a buried cache of magical items. However, as you attempt to dig them up, you realize that they are cursed and will require a powerful dispel magic spell to remove the curse.
D8=8:A patch of eerie, luminescent fungus spreads across the ground in random swirls, releasing an intoxicating scent. It attracts critters that look like animated root vegetables, which offer dubious advice with grandiose flair.
d100 = 60
D8=1:As the party is traveling through the mountains, they come across a group of dwarves who have been trapped in a cave-in. The dwarves inform the party that their entire clan is trapped and they are the only ones who managed to escape. The party must navigate through the dangerous and unstable cave to rescue the dwarves.
D8=2:War drums beat rhythmically in the distance. Following them reveals spectral warriors in endless combat, re-living their last battle against an invading army. Helping one side bestows rewards in life, but eternal haunting from the opposing faction.
D8=3:Worgs, 3d4+3. They will run away from the party. If they are attacked, they will fight.
D8=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.
D8=5:A headless forlorn titan wanders blindly; its fists cause tremors but possess pouches holding centuries of Wasteland lore and epics, its final decree etched meticulously inside.
D8=6:A violent electrical storm lights up the sky with jagged bolts. At the heart of the storm, players discover a floating island crackling with arcane energy, inhabited by an ancient Arcane Sphinx. The Sphinx offers knowledge but only to those who successfully answer riddles intertwined with elemental magic.
D8=7:A strange force causes the party to become lost in a labyrinthine maze, filled with traps and illusions. The party must find their way out and defeat the powerful being who put them there in the first place.
D8=8: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?
d100 = 61
D8=1:3d6+3 guards from the village in the mountains are on patrol. The guards are walking on the road and are not concerned about what is going on. They are walking to the village. If the party asks, they will say that the village has been attacked by goblins and that the village is now empty (the guards just don't know it yet). The reason that the guards are walking around is because the village is empty, and the guards are thinking about what is going on. The guards are all human and have swords and shields. Some of the guards might have armor. The guards will not attack unless they are attacked. If any of the party members attack the guards in any way, there is a 5 in 6 chance that they will go back to the village to get more soldiers. If they return with more soldiers, they will attack the party.
D8=2:J. D. Dinkledink is a goblin that is holding up a house that is on fire. He is looking for a magic sword. He will reward the party for finding it. The sword is in a secret compartment under the floorboards. He will ask the party to search the house. He will pay the party 1 gold piece per magic item they find. He will ask the party to put out the fire. He will pay the party 10 gold pieces if they put out the fire.
D8=3:A golden wheat field, an unusual sight in the Wasteland, waves gently in the breeze. 2d4 hidden scarecrows animate to challenge intruders and protect the field’s secrets.
D8=4: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.
D8=5:A mysterious fog descends upon the players as they journey through a cursed forest. Within the fog, they encounter a spectral figure who challenges them to a game of riddles. If they succeed, they may receive a reward, but failure could have dire consequences.
D8=6:Foul mutated lizard people and lizard men live in this area. A swarm of 1d8+8 dire rats are also in this area.
D8=7:Encountering a line of fifty despondent townsfolk awaiting an imaginary bus—with a quack alchemist as the driver—players must decide to either play along or expose the fraud. Help them shatter illusions for healing herbs, or refuse, facing hallucinogenic traps.
D8=8: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.
d100 = 62
D8=1:There is a small sphere of darkness on the ground. It looks like an empty hole.
D8=2:2d6 + 2d6 goblins are running toward the party. They are hiding behind bushes.
D8=3: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.
D8=4:You come across a group of pilgrims on their way to a holy site to worship a deific entity. However, they are being ambushed by a group of bandits. The party can choose to help fend off the attack or take advantage of the chaos to steal from both sides. However, if they choose to help, the deific entity may reward them with a powerful blessing.
D8=5:A company of 1d6+3 monks traveling in the wilderness.
D8=6:Players see a group of 2d6+2 peasants walking in the wilderness. On the road, they encounter a group of 2d4+1 travelers, who are not lost.
D8=7: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.
D8=8:Cracked earthen husks shifting bricks find an archaic blacksmith weaving magics in present daggers. Learning weapon craft from such smith heralds nagging whispers abut armory altering balance where kingdoms spanning planes collapse.
d100 = 63
D8=1:A portal appears in front of the players, leading to a parallel dimension filled with riches and treasures. However, upon closer inspection, they realize that the dimension is controlled by a powerful and greedy dragon who will stop at nothing to protect its hoard.
D8=2: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.
D8=3:The party stumbles upon a group of goblins using strange, advanced technology (for a fantasy setting) to dig a massive pit in the earth. Upon closer inspection, the party realizes that the pit leads to an underground facility filled with even more advanced technology, guarded by powerful robots. The party must choose whether to try and take the technology for themselves or destroy it to prevent it from falling into the wrong hands.
D8=4:Nomadic sorcerers armed with illusions mask fleeing realms shifting beneath desolated grounds. Intervention reveals a cache of magical trinkets heralding danger posed by dragging sub-terrestrial realms closer to surface worlds vulnerable to powerful beings breaking free.
D8=5: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.
D8=6:Over the hills you hear a loud rumbling noise. If you look at the top of the hill you will see a large boulder rolling down. It will roll over rocks and anything it comes in its way. You will have to find a way to stop it before it destroys the village or city.
D8=7:A small band of nomadic merchant men are traveling down a road in covered carts. They are heading toward a town called Bridgewater. They will not attack unless attacked.
D8=8:A caravan of exotic entertainers is trapped by a swirling sandstorm of magical nature. Helping them escape reveals their leader, a sorcerer hiding among the dancers to escape from an assassin's guild. They offer enchanted instruments laced with sorcery and details about the guild's hidden lair.
d100 = 64
D8=1: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.
D8=2: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.
D8=3:A small group of 2d4 hobgoblins are rushing towards the party because they were sent to get information on the party. The hobgoblins are guarding 2d4 prisoners who are tied up (one is an elf and one is a dwarf, Moved by the hobgoblins).
D8=4:The party sees a large ogre who's about to attack a lizard. If the party joins in, the lizard will fight with them, but will probably die in the process.
D8=5: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.
D8=6:A group of 2d6+4 human hunters who are camped in a small cave and are hunting for food.
D8=7:An emaciated wastelander seeks aid in avenging his village decimated by marauding orcs. Players can assist for a greater cause or ignore him, inviting karmic consequence.
D8=8:You come across a peaceful village, where the inhabitants are actually talking animals. They offer to tell you a story in exchange for supplies, and if you listen closely, you may learn a valuable lesson or even a secret about the wasteland.
d100 = 65
D8=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.
D8=2:A towering cactus grove, bristling with dark energy, stands as a gauntlet for travelers. Those who survive the attacks of 2d6 armature-touched needlefolk discover hidden messages carved by previous explorers, forming a map pointing to a hidden trove of ancient artifacts far from their current path.
D8=3:Under a sky brooding with volcanic ash, players find a sea of obsidian and lava pits. Amid the searing heat lies a dragon’s lair fully preserved in molten rock, protected by fire elementals and magma golems. Surviving the heat and defeating the guardians grants access to treasures and hidden fire lore.
D8=4: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?
D8=5:An emaciated wastelander seeks aid in avenging his village decimated by marauding orcs. Players can assist for a greater cause or ignore him, inviting karmic consequence.
D8=6:A group of 1d4+2 gnomes who are performing maintenance on a bridge and who are telling the party to keep an eye out for thieves who may be trying to steal their gold coins that were left behind by other workers.
D8=7: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.
D8=8:The party sees a group of halflings, one is riding a large horse and leading a small donkey, who are riding towards them. The halflings will tell the party that they need a ride. The party will ask them where they are going. The halflings will say that they are going home, but do not want to tell the party where that is, because they want to go their own way. If the party helps them, they will give the party a bowl of stew. If the party does not help them, they will ask how to get out of the forest. If the party does not give them correct directions, they will tell the party that they have seen them before and that they do not trust them. The halflings are on their way back home, but they do not tell the party where they are from. If they get any supplies, they are going to take it back.
d100 = 66
D8=1:A man wearing a cloak approaches the party. He is a bandit and will challenge the party to a feint. If the party succeeds, the bandit will not attack. If they fail, the man will attack. He starts with a +2 short sword.
D8=2:The party sees a desert halfling named Bargist Bagtopple strolling down a road. He isn't doing anything but walking around. He appears to be very fit. His skin is a tan color and he has brown eyes and hair. His armor has a plumed helmet that covers his entire head. He is wearing a large red cape with the words "Giant Killer" written in yellow ink on the back side. He is casually holding a large spear and will say hi to the party. If he is attacked, he will fight to the death. He will run off if he is losing. He will attack if the party kills too many citizens in the nearby villages. If the party defeats him, they can loot his body for 1d8x100 gold pieces, 1d6+1 gems, and a random magic item. His name is Bargist, but he is referred to as "The Giant Killer" because he has defeated every single giant that he has run into. He has killed 3 giants in the past week.
D8=3:The wind carries the mournful howling of 3d6 bloodthirsty ghouls stalking a lone hermit who has hidden himself for decades in these wastes. The hermit holds knowledge of a hidden library filled with ancient texts. He will share directions to the library if rescued but warns of powerful, lingering anti-magic traps within.
D8=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.
D8=5:As the party enters a city, they notice that all the citizens are moving in slow motion. A powerful mage has cast a time-slowing spell on the entire city and is using this opportunity to steal priceless artifacts and treasures. Can the party stop the mage and return the city to normal time?
D8=6:The party sees a giant pool of water about 100 feet in diameter. It has magic properties. This pool will heal any creature that drinks from it. If a player drinks from it, it will heal 100 hit points.
D8=7:A group of 2d4+2 men are looking for food. They will attack the party if they don't get any food or gold from the party.
D8=8:A trio of desert gnolls is pranking travelers by pretending to be menacing yet hilariously blunder constantly in an endearing manner. Correcting them might make them loyal comedic minions.
d100 = 67
D8=1:A shrouded merchant offers players precious water in exchange for "vengeance-for-hire." He was betrayed by his last escorts, now living comfortably in a nearby outpost. Should the players accept and succeed, they’ll find the merchant dead upon return, with strangers accusing them of foul play.
D8=2:A band of nomadic merchants, known as the Dustwind Caravans, offer their wares to the party. They have rare and unique items from all over the wasteland, but they are notorious for their high prices and dishonesty.
D8=3:A group of 1d6+5 human highwaymen are riding overland in carts and carriages. They are heading toward a town called Bridgewater. They will not attack unless attacked.
D8=4: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.
D8=5:A group of 1d10+2 spiders will attack the party if they come close to the spiders' webs.
D8=6:A patrol of rangers traveling on the road.
D8=7:Yodar the Minotaur is in the wilderness. He is walking around, looking for something to do. He will attack any party that he sees. He has 2d10 hit points. When he is defeated he will drop 2d6 gems and 1d4 bottles of healing potion. He wears chainmail and a helm. He carries a war club.
D8=8:A band of mysterious androids are traveling down the road, looking for a town. They will attack the party if they aren't cautious, as they walk down the road, looking for a town. They appear to be humanoid and will attack the party with spells and attacks if they are provided with no food or treasure and/or attacked.
d100 = 68
D8=1:Giant snake
D8=2: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.
D8=3: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.
D8=4:Discovered hidden under an enormous dune are the remnants of a long-forgotten circus, haunted by 3d6 spectral performers. They may task players with solving their murder mystery that could unravel a web of deceit affecting multiple noble bloodlines through history.
D8=5:A ravaged battlefield soaked in restless souls confronts the players. Exploring the desolate land uncovers divine scripts forecasting a god-war retake. Disturb any artifact or script, and awaken the land's remaining, dormant 3d6 celestial sentries.
D8=6: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.
D8=7: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.
D8=8:2d10 giant rats
d100 = 69
D8=1:A group of nomadic traders offers the party a chance to trade for rare and exotic goods from distant lands. However, they must also navigate through a treacherous maze of traps and illusions set up to protect the traders' valuable treasures.
D8=2: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.
D8=3:Amidst ancient monoliths, players are invited to a ceremonial feast by 2d4 masked figures. The feast is a trap, revealing the guests to be future subjects of a dark experiment stemming from betrayal.
D8=4:In the distance, you hear the sweet notes of a flute. Following the music leads you to a serene glade where a half-elf bard performs before 1d8 enchanted animals. The melody hides a message about nearby dangers.
D8=5:A vast, seemingly endless sea of sand is dotted with giant skeletal remains of long-dead titans. Among the bones, strange ghostly lights float, leading the party deeper into the wasteland. These lights are actually soul wisps trapped by a powerful necromancer’s curse. In the midst of the bones, a phantom concert is taking place, with ghostly musicians playing eerie yet beautiful tunes. The necromancer's servants, 3d6 bone knights, stand vigilant, ready to defend this haunting spectacle.
D8=6: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.
D8=7:An eccentric Grammarian Wizard riding a giant inkblot offers the party a quest to retrieve the sacred Apostrophe of Unity from a haunted library shaping reality using wrong sentence structures. Dangerous, misplaced punctuation marks transformed into mimic mouthfuls of malevolence lurk within. If successful, he offers scrolls that can reshape battles through semantics.
D8=8:A group of stranded travelers ask for the party's help in finding their lost ship. However, this may not be an ordinary ship as it is rumored to hold great treasures and dangerous secrets.
d100 = 70
D8=1: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.
D8=2:2d6+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.
D8=3:An old man on a donkey with a cart full of scrolls and potions. He is looking for someplace to settle down.
D8=4: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.
D8=5:Sharp, cold winds cut through the barren landscape, carrying the distant, echoing cries of children. Following the sound leads to a cluster of frozen bodies, clutching each other in a last embrace. Players must contend with 2d4 ice elementals that spring to life from the permafrost.
D8=6:A group of goblins have set up a toll booth on a bridge that the party needs to cross. They demand a ridiculous amount of payment or else they will attack.
D8=7:A mutant men with snake heads and eyes on their heads is crying over a body that is laying in the middle of the road. The body has no eyes.
D8=8: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.
d100 = 71
D8=1:A dragon has made its lair in a nearby mountain, terrorizing the surrounding villages. The party must find a way to either defeat or negotiate with the dragon in order to restore peace to the region.
D8=2: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.
D8=3:Giant human bones are scattered around you.
D8=4:A strange, glowing meteorite falls from the sky and lands nearby. Upon investigation, the players discover that the meteorite is composed of a valuable and rare material. Will they risk taking it with them or leave it behind?
D8=5:Amid the lifeless crags, a colossal skeletal dragon languishes, bereft of life but animated by cursed, ancient magic. It guards a celestial relic – the Heart of Celestia. The players learn from a dying hermit that the dragon was once a stalwart protector, turned into an undead sentinel by a malevolent lich. If they can purify the Heart and lay the dragon's bones to eternal rest, the surrounding lands will experience a surge of growth and vitality. The dragon's spirit, freed at last, will gift the players a dragonbone charm that heightens their senses and offers guidance through the shadow-laden paths.
D8=6:A group of 2d10+2 gnolls are standing. They will attack the first non-gnolls they see. Their 2d4 armored war dogs will arrive on round 4 of combat.
D8=7:A group of 12 dwarves traveling in a convoy of six wagons. They are heading towards the ancient city of Dudar to trade some weapons. They have one spell caster with them, a magic user. If a friendly conversation is started, the wizard will explain that their leader was killed by a giant snake a few days ago and they are having trouble finding a new leader. They will take any good leadership candidates with them.
D8=8:A stone circle in a clearing attracts 2d4 doves, who coo softly, creating a sense of calm. Disturbing the circle reveals a hidden entrance to a smuggler’s den populated by bandits.
d100 = 72
D8=1:Grag the Crocodile : Grag is a huge crocodile that lives in an underground cave. Grag has 2d6+2 hit points, +3 hit points per experience level, and has an attack with +4 damage which causes the victim to suffer from nightmares for a few weeks after the attack. If the victim does not receive magical healing, they will gain -1 intelligence, -1 wisdom and -1 dexterity for each experience level of the Crocodile. Grag will try to escape through a nearby river.
D8=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.
D8=3:A traveling merchant has food and supplies. The party can buy them if they have money. The merchant is currently taking a break. If the party steals his stuff, he will get angry and fight the party.
D8=4:The party is going to meet a merchant who is looking for a specific item. If the party takes this merchant to the location of this item, the merchant will pay the party 1gp per level per member. If the item is obtained, the merchant will pay the party 1gp per level per member. The NPC will not be in the party. The NPC will only give them directions to go to the item. The item is a magic ring that once belonged to a king. This king was killed by the party. The ring has the power to control animals. The party tried to take the ring before, but they had to fight monsters to get it. The ring is now in the possession of a shepherd. The shepherd owns a flock of 15 sheep. The shepherd has the ring tied around his neck.
D8=5:A pack of feral dogs has tracked the players' scent and is now circling them, growling and baring their teeth. The players must use their wits and skills to subdue the dogs without harming them or being harmed themselves.
D8=6: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.
D8=7:The players are approached by a group of desert nomads who offer to trade with them. They have rare and valuable items such as spices, silks, and precious gems. However, their leader is gravely ill and they need a rare flower that only grows in a dangerous jungle infested with deadly creatures. Will the players risk their safety for a chance at rare goods?
D8=8:The party comes across a lone, injured traveler on the side of the road. As they approach to help, the traveler reveals himself to be a shape-shifting werewolf. If the party can help him find a cure, he promises to reveal the location of a long-lost werewolf pack with valuable resources and information.
d100 = 73
D8=1:A group of 1d4+1 halflings riding on their horses. They are hunting for food near the road and have lost their way.
D8=2: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.
D8=3: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.
D8=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.
D8=5:A powerful fire giant has taken residence in the ruins of an ancient temple, demanding tribute from the nearby villages. The party must defeat the giant and reclaim the temple for the rightful guardians.
D8=6: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.
D8=7:These are snakes the size of wolves. They will attack the party and attempt to eat the party's gold. If the party is noncombatant, the snakes will attempt to eat them and eat their gold. If the party is weak, the snakes will eat them.
D8=8:A shimmering, spectral library appears out of nowhere, filled with books that emit ghostly whispers. Reading them reveals truths too horrifying to bear. Each book read brings closer an attack by 2d4 haunted librarians, guardians of forbidden knowledge.
d100 = 74
D8=1:Halfway through the forest, the party will discover a hidden cave. The three entryways are guarded by a pair of wolves and a pair of dire wolves. The wolves are eager to attack the party and will attack the party if they get close enough. If they kill the party, they will devour their bodies, leaving the bones behind.
D8=2:A group of 1d4+1 dwarves riding on their horses. They are hunting for food near the road and have lost their way.
D8=3:A strange old woman wearing tattered clothes and a pointed hat is sitting on the side of the road. She offers to sell the party a potion that can grant them the ability to speak with animals for a limited time.
D8=4:A giant, mutated creature terrorizes a small village and the players are asked to put an end to its rampage. As they journey to confront the beast, they discover that it was the result of a mad alchemist's experiments gone wrong.
D8=5:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
D8=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.
D8=7:A bashful basilisk camouflaged as a giant pebble seeks help to escape a zealous cult desiring its petrifying gaze for foul rituals. It promises safety only if participants avoid direct eye contact.
D8=8:A portal appears in front of the players, leading to a parallel dimension filled with riches and treasures. However, upon closer inspection, they realize that the dimension is controlled by a powerful and greedy dragon who will stop at nothing to protect its hoard.
d100 = 75
D8=1:As a sandstorm rages with relentless fury, players encounter a tribe of nomadic spellcasters who harness the storm’s power for protection and offense. They guard an ancient artifact of immense power supposedly buried in the sands. The artifact can turn the tide of war but challenges include deciphering ancient runes and withstanding elemental trials of wind, earth, fire, and water.
D8=2: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.
D8=3:A small group of 2d4+2 gnomes are riding in a wagon pulled by a donkey. They are heading in the direction of a small town on the other side of the bridge.
D8=4: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.
D8=5:The party comes across a group of knights who have been cursed and turned into undead creatures. The knights plead with the party to help lift their curse, but they must first face the powerful necromancer who cursed them.
D8=6:Players see a group of 2d6+2 peasants walking in the wilderness. On the road, they encounter a group of 2d4+1 travelers, who are not lost.
D8=7:The party stumbles upon a large oasis, with crystal-clear water and an abundance of lush vegetation. However, as they approach, they realize that the oasis is not as it seems – it is actually a mirage created by a group of illusionists living in the area. The illusionists will try to trick the party and steal their belongings, using their illusion magic to create hidden traps and obstacles.
D8=8:The players encounter a strange, floating platform in the middle of the wasteland. Upon stepping on it, they are transported to a mysterious realm where they must compete in various challenges to earn powerful rewards.
d100 = 76
D8=1:Crimson vortexes of swirling sand reveal an ancient and apparently malfunctioning clockwork oracle. It claims to foresee end-time events with only minimal calibration. Tinker with it correctly for forewarnings of local dangers or botch it, activating hostile guardian constructs numbering five.
D8=2:As you are traveling, you see a group of giant ants moving in a straight line towards a nearby settlement. Upon closer inspection, you realize they are under the control of an evil druid who plans to use them as an army to take over the town. The party must come up with a plan to stop the ants and defeat the druid before it's too late.
D8=3:While traveling through a canyon, the party hears the distant sound of drums and chanting. As they get closer, they realize it is a group of goblins performing a ritual to summon an ancient earth elemental. The party must choose whether to stop the ritual and save the canyon, or let the elementals wreak havoc and take their chances on finding loot among the goblin tribe.
D8=4:A roving band of wild centaurs appears, equipped with bows and spears. They challenge you to a race, and if you win, they will give you a rare magical item. If you lose, they will rob you and leave you stranded in the wasteland.
D8=5:A giant troll is chasing a group of terrified villagers. The party must decide whether to fight the troll or try to calm it down.
D8=6:A herd of roaming stone elementals moves sluggishly towards an ancient obelisk, drawn by a strange resonance. The obelisk holds an inscription, requiring arcane knowledge to decipher its hidden prophecy about a lost kingdom.
D8=7: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.
D8=8:You see a foul mutant walking around an abandoned city. He is looking for food. When the party approaches he asks for an apple to eat. If the party meets his demand, he tells them that he serves a powerful sorcerer. The sorcerer frequently sends him out to find food as there is not much in this city. If players approach the sorcerer's tower in the city, the sorcerer will notice them, and the sewer creature will show up and tell the sorcerer they are good, and then try to bite them. The sorcerer will tell them to leave or they will be killed. If they attack the sorcerer they will be attacked by the foul mutant and a group of 1d4 rats.
d100 = 77
D8=1: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.
D8=2: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.
D8=3:A group of 1d10+2 vultures circle around the party, but they will not attack. Usually no one can tell what they want, but if someone happens to know how to communicate with birds, they can find out that they need help finding 2d4 pieces of meat for their baby vultures before they can hunt for food for themselves again.
D8=4:A group of 2d6 human peasants is walking over a hill toward the party. The party is about to meet them. They will be carrying baskets.
D8=5:The party is ambushed by a group of frenzied monsters who are under the control of a crazed wizard's twisted experiments. The party must defeat the monsters and put an end to the wizard's dangerous practices.
D8=6:Amidst crumbling ruins, the party encounters a lone knight who claims his comrades turned on him. He asks for help to reclaim a stolen relic, only for the players to discover it was he who was the real traitor, now cursed by his own past actions.
D8=7:Strange, pulsating crystals grow from the ground, emitting a melodic hum that attracts wildlife and restless spirits. The hum relates to an arcane song needed to activate an old protective ward around the nearest settlement.
D8=8:A band of four emaciated druids beseech the heroes to help plant the “last seed of the Wasteland.” Planting it results in a cornucopia of wriggling, carnivorous plants that swiftly devour everything in sight—the druids flee, leaving chaos and sentient root vegetables.
d100 = 78
D8=1:Encountering a line of fifty despondent townsfolk awaiting an imaginary bus—with a quack alchemist as the driver—players must decide to either play along or expose the fraud. Help them shatter illusions for healing herbs, or refuse, facing hallucinogenic traps.
D8=2: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.
D8=3:Two old men, named Hans and Gerhard, are riding a dilapidated raft down the river. They are of mixed blood, as can be seen from their greenish-brown skin and their yellow eyes. They are both goblins, but have nothing to do with any goblin tribe or group.
D8=4:A group of 1d6+2 travellers in an oxcart.
D8=5: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.
D8=6:An enormous, broken mirror portal emits an eerie hum. Entering it transports players to a dark reflection of the Wasteland, where shadow creatures mimic their every move. Destroying the portal awakens the shadow version of themselves, seeking to replace them in the real world.
D8=7:The earth here churns alive showcasing forsaken battle scars touched by time. Ghosts of myriad fallen clash endlessly. Resolving their torment obtains artifacts connected to old empires converging for a reckoning as foretold in ancient texts.
D8=8:A group of d6+1 peddlers standing in front of a large tent, selling their wares.
d100 = 79
D8=1:A group of giant spiders are blocking the only path through a mountain pass. However, upon closer inspection, the spiders are being controlled by a powerful druid who has gone mad with power. The party must figure out a way to defeat the druid and lift the control over the spiders.
D8=2:A field of black roses grows out of an expanse of cracked earth. Each step closer fills the air with whispers of lost loves and forgotten dreams. Touching the roses summons 1d4 dream wraiths who seek to trap players in endless slumber.
D8=3:A group of 1d4+3 trolls are laying in wait behind the trees down the road and will attack the party.
D8=4:You come across a large cat creature with orange fur and a large horn. It is sleeping in the middle of the road. You can see its breath. It is colder outside than usual. You see a small house with smoke coming from the chimney. There is a small hand print on the house.
D8=5: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.
D8=6:While traveling through a desolate wasteland, the party is stopped by a group of mutated creatures known as the Harvesters. The Harvesters are scavengers who take whatever they want, and they have set their sights on the party's valuable supplies.
D8=7: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.
D8=8:The players come across a village that is under attack by a group of werewolves. The villagers have silver weapons, but they are vastly outnumbered. The players can either join in the fight and help the villagers or negotiate with the werewolves to find out what they want and possibly end the conflict peacefully. However, if the players fail to stop the werewolves, the entire village will be turned into werewolves themselves.
d100 = 80
D8=1:A group of 2d6+2 bandits that are trying to rob 2d6+2 farmers.
D8=2:While wandering through the desert, the party comes across a lost caravan. The survivors beg for the party's help in recovering their stolen goods and defeating the bandits who attacked them. However, the bandits are actually undercover guards from a nearby kingdom, trying to stop smugglers from crossing their borders. The party must decide who to trust and how to handle the situation.
D8=3:You stumble upon a group of goblins who are standing around a large cauldron. As you get closer, you realize that they are making a stew out of various animal parts and scraps. If you approach them, they will offer you a bowl of their stew. If you accept, roll a d20. On a 1-10, the stew is disgusting and will make you sick. On an 11-20, it is surprisingly delicious and gives you a temporary boost to your strength and endurance.
D8=4:A lone, tattered scarecrow stands in the middle of a field of corn. As the party approaches, they realize it is actually a powerful druid who was cursed by an evil wizard. They must help break the curse before the druid turns on them.
D8=5: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.
D8=6:Amidst a salt flat, an ancient prophecy reveals that betrayal is woven into their fate. They encounter 1d6 prophecy students whose changing allegiances test the players' own trust in each other.
D8=7:Xargol, a grey humanoid creature with blue eyes, is fighting a group of boars. Grey humanoid creature needs help badly! (Gauntlet announcer voice...)
D8=8: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 = 81
D8=1:The ground starts to shake. 2d6+3 percent of the rocks in the surrounding area fall from the mountain side and start to roll towards the party.
D8=2:A mirage shifts into a towering citadel, nothing more than a spiritual echo of a divine sanctuary. Spirits of the ancient guardians offer glimpses of arcane cataclysms but repel those failing their tests as 2d8 spectral warriors in a shadow realm.
D8=3:A group of five black-robed figures emerge from the sand and approach the party. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
D8=4:A group of lizard men who are near a group of humans who have stolen something from them. The lizard men are looking for their stolen items and are trying to get them back before their enemy does something else with the items.
D8=5:At a crossroads marked by wavering, heat-twisted signposts, the team is ambushed by 3d6 nomadic sandshifters who can blend perfectly into the environment. A half-buried relic at the site promises lost treasures if unearthed, but the excavation could attract a large sentient sandstorm, lead by an eccentric elemental longing to sculpt the adventurers into sand statues for its ever-growing gallery.
D8=6: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."
D8=7: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.
D8=8: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.
d100 = 82
D8=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.
D8=2: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.
D8=3:They stumble into a field littered with the remnants of spell shields, ancient battles fought between titanic sorcerers. The field is under the watch of arcane, sentient weaponry bolted on pillars, each demanding arcane knowledge to passage—those who fail, combat.
D8=4:You come across a group of friendly kobolds who are in the middle of constructing a large, elaborate trap. Upon questioning, they reveal that they are trying to capture a giant troll that has been terrorizing their clan. The party can choose to help the kobolds catch the troll or aid the troll in escaping. Either decision will have consequences.
D8=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.
D8=6:A troop of 2d6+2 mounted soldiers marching along the road.
D8=7:A roving band of wild centaurs appears, equipped with bows and spears. They challenge you to a race, and if you win, they will give you a rare magical item. If you lose, they will rob you and leave you stranded in the wasteland.
D8=8: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 = 83
D8=1:A group of 1d10+2 spiders will attack the party if they come close to the spiders' webs.
D8=2:A thick, unnatural mist rolls over the cracked earth. Soon, the players find themselves surrounded by glowing green fungi that emit a faint, haunting melody. Touching the fungi induces hallucinations and reveals glimpses of a far-off war between titanic gods.
D8=3: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.
D8=4: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.
D8=5:You come across a group of 2d6+2 dwarves, which you originally confused for humans. They are camped in a small cave and are hunting for food because they are trapped in the valley. They have been trapped in a valley since winter and they cannot go anywhere. They cannot leave the valley or they will most likely die. The valley is filled with monsters that await them outside the valley. Many of the dwarves are sick and are on the brink of death. The dwarves don't think that they can survive the winter. If the party arrives too late, all the dwarves will be dead.
D8=6:3d20 skeletons
D8=7: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.
D8=8:They find the ruins of an ancient temple, where glass shards litter the ground, each holding a fragment of souls. Gathering the shards brings insight into a grand celestial conflict, attracting the anger of 2d8 soul reapers protecting the shards.
d100 = 84
D8=1:As a sandstorm rages with relentless fury, players encounter a tribe of nomadic spellcasters who harness the storm’s power for protection and offense. They guard an ancient artifact of immense power supposedly buried in the sands. The artifact can turn the tide of war but challenges include deciphering ancient runes and withstanding elemental trials of wind, earth, fire, and water.
D8=2: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.
D8=3:The party is ambushed by a group of bandits, but they soon realize that the bandits are actually shape-shifting doppelgangers in disguise. These doppelgangers are stealing identities and plots of land for a mysterious and powerful mastermind.
D8=4:The party discovers a group of survivors living in a utopian society, protected by a powerful force field. The survivors offer the party shelter and supplies, but their seemingly perfect society may have a dark and twisted secret.
D8=5:Strange and whimsical, an upside-down forest sprouts from the sky, with roots hanging above and the canopy brushing against the sand below. Each floating tree contains a pocket dimension where whimsical creatures, such as 3d6 winged leprechauns, dwell. The gravity shifts within each tree, creating an ever-changing maze. Amidst this topsy-turvy setting, players must navigate to retrieve a divine fruit that heals all ailments but is guarded by elusive, trickster spirits.
D8=6: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.
D8=7: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.
D8=8:A buddy group of 6 goblins and 4 giant scorpions are on their way to attack the Pujala village. They are hiding in bushes and surrounding trees. They're dangerous when provoked and have over 2 dozen potions at their disposal. They won't go easy.
d100 = 85
D8=1:Amidst a salt flat, an ancient prophecy reveals that betrayal is woven into their fate. They encounter 1d6 prophecy students whose changing allegiances test the players' own trust in each other.
D8=2:A rolling hill flocked with deer, each whispering warnings of dangerous fey who hunt anyone disturbing the harmony.
D8=3: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.
D8=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?
D8=5:A group of 1d10+2 spiders will attack the party if they come close to the spiders' webs.
D8=6:The players cross paths with a wandering knight, seeking vengeance on a rival who poisoned their homeland. The knight requests aid; refusal draws the wrath of their undying rage.
D8=7: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.
D8=8:A hidden spring bubbles with sparkling water, offering respite. However, 2d4 ghouls rise from the nearby soil to guard their ancient resting grounds.
d100 = 86
D8=1:A group of 2d4+4 ghouls attacking a group of 2d10+12 humans. The ghouls are under a Command spell from an evil priest (neutral). The party can try to get rid of the evil priest by using a charm spell and then they can either leave or help the ghouls.
D8=2: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.
D8=3:A strange, glowing meteorite falls from the sky and lands nearby. Upon investigation, the players discover that the meteorite is composed of a valuable and rare material. Will they risk taking it with them or leave it behind?
D8=4:The sound of battle can be heard from beyond a hill. The party can see, from the top of a hill, a farmer with a long white beard. He is fighting a group of about eight trolls and does not have much of a chance. The farmer is fighting because his son is in the cart behind him.
D8=5:A group of farmers are being terrorized by a group of trolls, who have been stealing their livestock. The farmers offer a reward for taking care of the trolls.
D8=6:A troop of 2d6+2 mounted soldiers and their mounts marching along the road.
D8=7:The party stumbles upon a large oasis, with crystal-clear water and an abundance of lush vegetation. However, as they approach, they realize that the oasis is not as it seems – it is actually a mirage created by a group of illusionists living in the area. The illusionists will try to trick the party and steal their belongings, using their illusion magic to create hidden traps and obstacles.
D8=8: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.
d100 = 87
D8=1:The players encounter a strange, floating platform in the middle of the wasteland. Upon stepping on it, they are transported to a mysterious realm where they must compete in various challenges to earn powerful rewards.
D8=2: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?
D8=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.
D8=4:A large pile of gold coins on the road and dented suit of armor. It's a mimic!
D8=5:A small group of 2d4 hobgoblins are rushing towards the party because they were sent to get information on the party. The hobgoblins are guarding 2d4 prisoners who are tied up (one is an elf and one is a dwarf, Moved by the hobgoblins).
D8=6: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.
D8=7:2d20 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.
D8=8:A powerful storm forces the party to seek shelter in an old, dilapidated mansion. They soon realize that the mansion is home to a coven of hags who seek to trap and devour the party.
d100 = 88
D8=1:A large pile of gold coins on the road and dented suit of armor. It's a mimic!
D8=2:A young boy is out in the wilderness looking for his dad.
D8=3:A patch of eerie, luminescent fungus spreads across the ground in random swirls, releasing an intoxicating scent. It attracts critters that look like animated root vegetables, which offer dubious advice with grandiose flair.
D8=4:The players come across a large, ancient tree that emits a strange aura. Upon touching the tree, they are transported to a mysterious alternate dimension where they must complete a series of challenges to return to their own world.
D8=5: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.
D8=6:Players encounter an injured goliath in the woods. A group of bandits captured him, drugged him, and left him for dead.
D8=7:A group of 1d4+1 halflings riding on their horses. They are hunting for food near the road and have lost their way.
D8=8:A small group of 3d4+2 giant ants are sitting high in the trees.
d100 = 89
D8=1:The party stumbles upon a rogue wizard who is causing chaos in the nearby town with his unstable magic experiments. They must stop the wizard before he destroys the town, but they must also be careful not to get caught in his powerful spells.
D8=2:A troop of 1d6+5 mounted soldiers marching along the road
D8=3:2d10 giant rats
D8=4:Crimson vortexes of swirling sand reveal an ancient and apparently malfunctioning clockwork oracle. It claims to foresee end-time events with only minimal calibration. Tinker with it correctly for forewarnings of local dangers or botch it, activating hostile guardian constructs numbering five.
D8=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.
D8=6: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.
D8=7:The players stumble upon an abandoned circus, with eerie music still playing from the old speakers. As they explore, they find that the circus performers have been turned into undead creatures by a vengeful necromancer. Will the players put an end to the cursed circus or join in on the twisted show?
D8=8:A young boy is out in the wilderness looking for his dad.
d100 = 90
D8=1:A group of towns people are asking for help from a small village outside of Crowthorne. A group of 6 barbarians have marched into their village and have started killing people. The barbarians do not talk and they do not say what they are seeking. The barbarians have killed all of their families and friends. The barbarians are attacking anyone who gets in their way.
D8=2:Chained to a toppled pillar lies a vengeful elemental bound by a power-hungry mage. The elemental offers knowledge for aiding its vengeance or promises endless upheaval.
D8=3:All around you, you see nothing but death. Skeletons lie strewn in all directions, some unacquainted with death, while others are holding their friend's skeletons. Massive undead ravens, who died at the same time as the skeletal creatures, sometimes bring them food.
D8=4:Jorthus the rat, a traveling rat. He loves companionship and loves to eat whatever is nearby.
D8=5:The players find a council of elemental spirits arguing vigorously about the fate of the Wasteland’s future. Each spirit holds dominion over different whimsical phenomena, such as sparkling dew or ethereal winds that sing. Mediation or choosing sides in their disputes provides powerful, ephemeral blessings, depending on the element’s reverence, impacting broader world climates and magical currents.
D8=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.
D8=7: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.
D8=8:A single humanoid rat with a pair of wings that are the same size as its torso. It is carrying a spear and using it to throw rocks at a herd of goats. If party attacks the rat, it will fly straight up into the sky, then attack from the top. If party does not attack, it will fly away. It will not attack the party. It will only attack the goats. It will not attack the party if it sees the party has a pet animal following them.
d100 = 91
D8=1:A line of unusual egg-shaped stones rolling alongside the party expands into a ravaging pack of massive roc chicks searching for their vanished parents, their cries attracting ambivalent giants.
D8=2:A crazed hermit living in the wasteland is convinced that he is a powerful wizard. He will offer to teach the players his "magic" in exchange for food, supplies, and protection. In reality, he is just a regular human with a vivid imagination. However, some of his "spells" might actually work due to his strong belief in his abilities.
D8=3: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.
D8=4:The players are approached by a group of desert nomads who offer to trade with them. They have rare and valuable items such as spices, silks, and precious gems. However, their leader is gravely ill and they need a rare flower that only grows in a dangerous jungle infested with deadly creatures. Will the players risk their safety for a chance at rare goods?
D8=5: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.
D8=6: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.
D8=7:The party sees a river that is covered in a thick green algae. There are no fish in the river.
D8=8: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.
d100 = 92
D8=1:A company of 2d6+1 soldiers and their mounts resting in the wilderness.
D8=2: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.
D8=3:In the heart of a zone rumored to drain life and hope, the players come upon a cemetery where an enigmatic, stoic figure stands vigil over a newly disturbed grave. Introducing himself as Arvid, a revenant knight seeking redemption, he tells of a lich who has tethered him and his comrades' souls to this place. By retrieving the lich's phylactery from its hidden lair and destroying it, the players will free Arvid and his brethren. In gratitude, Arvid entrusts them with his ancient, rune-etched shield, capable of protecting against necrotic energies and inspiring courage in the those who bear it.
D8=4:A patrol of 2d4+2 mounted soldiers resting in the wilderness.
D8=5: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.
D8=6:A river of quicksilver flows through the Wasteland, teeming with aquatic creatures of pure mercury that shimmer in the starlight. Crossing the river requires the assistance of 3d6 river guides, shape-shifters betting their transformation abilities on the party's success. Assisting the guides with their plight against an oppressive alchemical cult reveals an ancient pact and grants access to a hidden repository of powerful alchemical secrets.
D8=7: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.
D8=8: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 = 93
D8=1:A flock of 2d6+2 ravens flying in the sky.
D8=2:Amidst crumbling ruins, the party encounters a lone knight who claims his comrades turned on him. He asks for help to reclaim a stolen relic, only for the players to discover it was he who was the real traitor, now cursed by his own past actions.
D8=3:The players encounter a tribe of cannibals who have been driven mad by the harsh conditions of the wasteland. They offer the players a deal: they will provide them with valuable information and resources, but in return, they must bring them a live human or humanoid to feast on.
D8=4:The players encounter a powerful mage trapped by his own spells after being betrayed by his apprentice. Freeing him risks their own safety but promises great rewards—or dire consequences.
D8=5:Shrouded in shadows, six revenants hover around a desecrated altar, seeking vengeance on those who corrupted it. Players can cleanse the altar or become the revenants’ next targets.
D8=6: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.
D8=7:The players come across a lone traveler being pursued by a group of rampaging orcs. Will they help the traveler escape or leave them to fend for themselves?
D8=8:Ralamp, a halfling mage, is wearing leather armor and holding his hand out to the party. He is looking for help and is willing to pay extremely well for it. He is trying to find a mutant cyclops. He will pay the party 206 gold pieces per cyclops head that the party brings back.
d100 = 94
D8=1:Troll
D8=2:A caravan of 2d6 desperate merchants beseeches the players for an escort through bandit-infested terrain. Along the way, it becomes clear that one of the merchants holds a secret which could spell doom for them all—a secret he is willing to betray everyone else to protect.
D8=3:Players find a cursed waterway leading to an underground labyrinth filled with 3d4 treacherous elementals. Solving its puzzles and surviving its traps reveal a world-shattering truth kept hidden by betrayals long forgotten.
D8=4: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.
D8=5:DRAGON EGGS. The party comes across a nest full of dragon eggs. The eggs are all over the place. The eggs are all over the place because they are all over the place. They will not attack the party if they stay away from the nest.
D8=6:The party sees a group of halflings, one is riding a large horse and leading a small donkey, who are riding towards them. The halflings will tell the party that they need a ride. The party will ask them where they are going. The halflings will say that they are going home, but do not want to tell the party where that is, because they want to go their own way. If the party helps them, they will give the party a bowl of stew. If the party does not help them, they will ask how to get out of the forest. If the party does not give them correct directions, they will tell the party that they have seen them before and that they do not trust them. The halflings are on their way back home, but they do not tell the party where they are from. If they get any supplies, they are going to take it back.
D8=7: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.
D8=8: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.
d100 = 95
D8=1: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.
D8=2:A group of 2d6+2 goblins riding on horseback are riding through the desert. They are wearing ceremonial tribal masks and carrying a large flag made of animal skin and bones. They are searching for a new place to set up their tribe. They will trade gold and food with the party if they agree to live near them.
D8=3:A group of 2d6 brownies are walking over a hill toward the party. The party is about to meet them. They will be carrying sacks of Wizard Weed from the North Kursh Mountains and are wanting to barter. They're sooooo hungry.
D8=4:Along a cracked and dry riverbed, you discover strange metal shards embedded in the sand. Extracting them awakens a buried ancient warforged sentinel and its drone companions, who judge your actions as hostile. This post-apocalyptic soldier reveals snippets of history about an ancient machine war.
D8=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.
D8=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.
D8=7: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.
D8=8:An eccentric Grammarian Wizard riding a giant inkblot offers the party a quest to retrieve the sacred Apostrophe of Unity from a haunted library shaping reality using wrong sentence structures. Dangerous, misplaced punctuation marks transformed into mimic mouthfuls of malevolence lurk within. If successful, he offers scrolls that can reshape battles through semantics.
d100 = 96
D8=1:You see a small cabin. There are many pieces of paper covering the walls. You see stick figures with numbers on them. A small female halfling sits at the table. She is a scribe of great wisdom. The pieces of paper represent the locations of nodes of power that run through the area. She keeps track of them. What they do while they are in her cabin is a mystery. She will tell you where each of the nodes are. She will allow you to use her maps and to copy them onto your own for a small fee. If you give her a gift of coins or gems, she will be more than willing to let you take the maps with you.
D8=2:Up ahead, you see a two headed giant walking into the forest. It is wearing a brown robe and is carrying a staff made from a very large branch. The giant's heads are speaking to each other in a strange language (an elven language). By the giant, you see a chest filled with yellow pears. The giant is minding its business and doesn't notice the party.
D8=3:A perilous gorge holds traces of ancient, shattered weapons. They pulse with residual battle magics, bringing statues to life and placing magic traps in your path. These weapons might be remnants of a war between now-legendary figures.
D8=4:A sandstorm forces the players to seek refuge in a creepy, dilapidated shrine. Whispers of old gods echo within the walls, offering obscure and potentially dangerous knowledge in exchange for a life-altering service. Denying the shrine's call leads to 1d8 shadowy figures attacking.
D8=5:A grumpy ogre tries to bury a treasure chest that giggles and wriggles every time he digs. He finally gives up and leaves it, but the players will have to persuade the enchanted, ticklish chest to cough up its contents: a cache of prank items.
D8=6: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."
D8=7: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.
D8=8:A group of five black-robed figures emerge from the sand and approach the party. If asked, they will explain that they are traveling from a nearby city to study the effects of the location on magic.
d100 = 97
D8=1: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.
D8=2:3d4+1 humanoids on horseback riding in the direction opposite of you. They wear long robes with hoods.
D8=3:While wandering through the desert, the players stumble upon a group of 1d4+1 nomads who are guarding a mystical oasis. The players must earn the nomads' trust in order to gain access to the oasis and its life-sustaining waters.
D8=4:Howling gusts carry the desperate call of a vengeful air elemental whose child was slain. Players must find the murderer or face relentless wind storms.
D8=5:A group of 2d6+4 human hunters who are camped in a small cave and are hunting for food.
D8=6: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.
D8=7: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?
D8=8:A mysterious and ancient race known as the Deep Dwellers emerges from the depths of the ocean. They seek to reclaim the surface world and will stop at nothing to achieve their goal, including wiping out any who stand in their way.
d100 = 98
D8=1:Players encounter a group of 1d4+2 fortune tellers traveling through the wilderness. Most are on foot while one is on an oxcart loaded with a large number of tarot cards and a few crystal balls.
D8=2:A dragon the size of a dog asks for directions to the Mountain of Modesty where it's supposed to learn the value of humility. If pointed in the right direction, it may offer tiny but precious favors.
D8=3:Amid flattened dunes, traces of broken civilization lie—forgotten libraries renowned for otherworldly tomes. Interacting carefully within invisible barriers draws attention from 2d6 bound phantoms linked across epochs.
D8=4:Unexpectedly, you see a huge creature standing along the side of the road. It is 5 times taller than you. You must pass by him in order to continue. If you speak to him, it will tell you that it eats and kills every creature that goes by. He has not eaten for a long time. The creature will give you the option of giving him a small creature and will then take it and eat it. When you attack the creature, you find that he has 12,000 hit points and it heals 20 hit points every 3 rounds. The creature will attack you when you go by and then heal himself. He has the following attacks. A huge claw attack. An acid spit attack that has a hit range of 60ft and deals 3d10 damage. Some ranged acid mini-missiles that deal 1d10 damage. A big breath attack of acid that covers a 200 ft. area. Every creature in this area will take 1d100x10 damage. This creature will run away when he loses 500 hit points.
D8=5:A gentle stream runs through the Wasteland, its banks lined with golden reeds. The water holds curative powers, but bathing in it summons 3d6 aggressive nixies.
D8=6:As the party travels through a barren desert, they come across a hidden city ruled by a powerful medusa. The medusa offers to trade valuable information with the party, but they must first complete a dangerous task for her.
D8=7:A group of d6+1 farmers in the wilderness, returning from the fields.
D8=8:A mysterious and ancient race known as the Deep Dwellers emerges from the depths of the ocean. They seek to reclaim the surface world and will stop at nothing to achieve their goal, including wiping out any who stand in their way.
d100 = 99
D8=1: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.
D8=2: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.
D8=3:You see a group of men with evil eyes around a fire. They are looking at you suspiciously.
D8=4: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.
D8=5:A troop of 1d6+5 mounted soldiers and their mounts resting in the wilderness.
D8=6:A group of 2d6+2 bandits that are trying to rob a small traveling party.
D8=7: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.
D8=8:A group of 4d6+2 goblins riding on large hyenas are starting a war with another tribe of goblins. They have been raiding their village for the last 10 days. They are searching for their enemies in hopes to finish them off once and for all.
d100 = 100
D8=1: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.
D8=2:A rare sighting of a whimsically mustachioed rock golem teaches mime lessons. It offers performance tips in exchange for help finding a larger rock stage. Joining the charades could grant performance based skill boosts.
D8=3:A group of lizard men who are fleeing from the lizard king and are heading west. They have 2d6+2 lizard men, who are being chased by 3d3+3 lizard men.
D8=4: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.
D8=5:A troop of 2d6+2 mounted soldiers and their mounts marching along the road.
D8=6:Players find a derelict ship's remains, haunted by five vengeful spirits of those who died of thirst. They seek justice against their past mutinous crew. Players must choose justice or obliteration.
D8=7:A group of 1d4+1 small children and 1d4+1 adults are running in the opposite direction of the party. They are being chased by 1d6+2 half-ogres. The half-ogres will not attack the party unless they are attacked first.
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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, D6, D10.
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