Camp D100 v1.1
Camp D100 v1.1
Camp D100 v1.1
D100 Event
1 The party finds an Earth Elemental bound to the physical plane by ancient magic, trapped in torment near their campsite. The elemental pleads for its
release. Grateful for its release, the elemental grants each party member a boon related to its nature.
2 A tear in the fabric of the astral plane forms near the campsite, pulling the party in. If they enter they must navigate the astral currents and islands,
which can lead to encounters with astral beings, lost souls, and treasures that exist only in this plane.
3 A powerful spectre of the wilds visits the campsite, offering a pact: in exchange for acting as the spirit's champion in a conflict threatening the local
ecosystem, the party receives the ability to call upon the spirit's power.
4 The party discovers a wooden box buried by adventurers from a bygone era. Inside are trinkets of historical significance and a map leading to a
dungeon that has remained sealed since the capsule was buried.
5 Magical ley lines converge at the campsite for one night, amplifying magical abilities and allowing for higher level spells to be cast with ease.
However, this convergence attracts mages who seek to tap into the raw power.
6 Digging around the campsite uncovers a forgotten idol to an unknown deity. Offering tribute to the idol can summon the deity's avatar, who
requests to restore their forgotten worship, promising divine rewards upon completion.
7 An eldritch storm sweeps over the campsite, warping reality and unleashing strange creatures from beyond. Surviving the storm and repelling the
creatures is the immediate threat, but the storm's chaotic magic leaves lingering effects on the area.
8 A rare celestial alignment occurs directly above the campsite, opening a temporary gateway to a celestial plane. The party has a limited time to
explore this plane before the alignment shifts, closing the gateway.
9 A cairn near the campsite whispers ancient secrets and tales to those who listen closely. Each story reveals clues to lost locations within the world,
but some tales are cursed, leading to awakening dormant evils.
10 As the moon reaches its zenith, a mysterious market appears, accessible only to those who know its secret entrance near the campsite. This market,
run by fey and shadowy figures, offers rare goods and magical items not found in the mortal realm.
11 A woodland warden, an ancient guardian of the forest, approaches the campsite seeking help against a blight corrupting the woods. Eradicating the
blight with the warden's guidance rewards the party with enchanted woodland armour and weapons, crafted from the essence of the healed forest.
12 A mirage of an oasis appears around the campsite, complete with the sound of water and the scent of fresh fruit. Investigating the mirage leads the
party into a trap set by spirits testing their intentions.
13 A rare Frostfire Phoenix descends upon the campsite, seeking assistance to rebirth from its ashes. It's injured and unable to fully regenerate without
assistance. The party must quickly gather the necessary materials to soothe its wounds and aid in its rebirth.
14 An enchanted quill falls from the sky and lands in the party's campsite, capable of writing the truth of any spoken word onto parchment. Using the
quill reveals any spoken word that is a lie as it will only write spoken truth.
15 A rival bard challenges the party to a duel of stories and songs around the campfire. Winning the duel impresses a group of fey spectators who reward
the party with a magical instrument that can terrify.
16 A chalice filled with moonlight appears on a pedestal in the campsite. Drinking from the chalice grants direction from the god of darkness. However,
each vision comes with a cost, draining vitality or magical energy.
17 A massive boulder covered in glowing runes sits quietly near the campsite. Deciphering the runes activates a magical defence system around the
campsite, providing protection.
18 A ghostly lantern floats through the campsite, leading the party to a forgotten graveyard in the wild. Trapped souls beg for freedom from an ancient
curse haunting the graveyard.
19 In the morning, the party finds a sapling that wasn't there the night before, glowing softly in the first light of dawn. Touching the sapling induces vivid
hallucinations of a sacred grove under threat.
20 A silver fox visits the campsite, its hauntingly beautiful howl harmonising with the wind. Following it leads the party to an ancient shrine dedicated to
a deity of nature and beasts. The shrine bestows a blessing, granting the party speak with animals for a limited time.
21 A perfectly still, mirror-like lake reflects not the world around it but an alternate reality. Interacting with the reflection can alter perspectives and
change the visible reality to another.
22 A tree struck by lightning and turned to ash stands near the campsite. Investigating the tree uncovers a hidden compartment within its base,
containing a magical artefact that controls fire but requires a blood sacrifice to be activated.
23 The northern lights unusually appear in the sky above, painting it with vibrant colours. This celestial event enhances magical abilities, allowing spells
cast under its light to have unexpected effects.
24 A stone that weeps a constant stream of crystal-clear water is found near the campsite. Drinking from the water heals wounds and cures diseases.
25 A perfect circle of luminescent mushrooms springs up around the campsite. Entering the circle at midnight transports the party to a fey realm. They
may return with blessings or curses based on their behaviour in the fey lands and who they interact with.
26 A painter finds the campsite, offering to paint the party's portraits. These paintings capture not just their likenesses but also a dream or aspiration of
each character, granting insight or inspiration that can help them achieve a personal goal.
27 Nearby, a secluded grove plays back the echoes of conversations held within its bounds, from years or even centuries past. Listening carefully may
reveal secrets, but may also reveal benign chatter.
28 Strange orbs of multicoloured light appear around the campsite, moving in intricate patterns. Following the lights leads the party to a hidden clearing
where they discover a magical ritual in progress, conducted by sprites seeking to protect the forest.
29 A local healer approaches the camp, seeking specific herbs that can be found in the surrounding area. They offer a trade for the party's assistance,
offering to hand over healing potions for their assistance.
30 During the night, a swarm of glimmering, magical fireflies envelops the campsite. Catching one grants a tiny, luminescent companion that can
illuminate dark places or reveal invisible writings, but only for a short time before it must return to the wild.
31 Shadowy figures emerge from the darkness, mimicking the movements of the party members. These living shadows are the manifestation of a
powerful curse cast by a vengeful shadow mage.
32 An invisible barrier surrounds the campsite due to a residual magical effect from a nearby ley line. To deactivate the barrier and allow freedom of
movement, the party simply needs to perform a ritual to dispel the lingering magical influence.
33 The stones scattered around the campsite emit melodic tones when struck, creating a harmonious symphony. Playing the stones in the correct
sequence of getting higher in tone unlocks a hidden chamber beneath the earth, containing a cache of gold.
34 A rare Moonshadow Deer, a creature of pure shadow and starlight, crosses the campsite. Tracking the deer leads the party to a hidden grove
bathed in moonlight, where they find a Moonwell that can enchant items with shadow magic.
35 The party finds a lost explorer trapped in a magical snare. Once freed, he shares the location of an ancient ruin he was searching for, promising a
share of the loot if the party can help him retrieve an artefact from within.
36 A clearing filled with large, luminescent crystals is discovered near the campsite. These crystals can store spells cast into them, releasing the spell at
a trigger chosen by the caster. However, using the crystal in this manner destroys it after one use.
37 An enigmatic hermit approaches the campsite, offering to read the party's fortune in exchange for a share of some food. The fortunes are complete
lies and the hermit will eat as much food as possible then leave.
38 In the dead of night, the sounds of a battle fill the air, and ghostly apparitions of ancient warriors appear, reenacting a long-forgotten conflict.
Investigating this phenomenon may reveals a magic weapon buried for centuries on this battlefield.
39 A small meteor shower rains down on the area around the campsite, leaving behind meteoric iron, a rare material. This material can be forged by the
best trained forge smithies into armour or weapons.
40 A celestial observatory appears overnight, its towering spires reaching towards the stars. Exploring the observatory reveals a network of telescopes
and celestial charts, allowing the party to uncover the secrets of the cosmos and gain celestial guidance for their journey.
41 At midnight, a nearby patch of earth blooms into a radiant garden of nocturnal flowers that only open under the moonlight. These rare flowers can
be used to brew potent healing potions or serve as components for powerful sleep and dream spells.
42 The party discovers a mysterious contract written in infernal script near the campsite. Signing the contract unwittingly binds them to a devil's service,
requiring them to fulfil a series of tasks or risk damnation. Breaking the contract requires finding and defeating the devil responsible.
43 A circle of runes appears around the campsite, trapping the party inside with a summoned creature. The creature, though initially hostile, is bound to
answer three questions truthfully if subdued.
44 A distraught commoner approaches the campsite, seeking help in finding a missing loved one. Investigating the disappearance leads the party to
confronting dangers lurking in the nearby wilderness.
45 A thick, magical fog rolls into the campsite, obscuring sight beyond a few feet. Navigating through the fog leads the party to a fey crossroads,
where paths to different planes of existence momentarily align, offering shortcuts to distant lands.
46 A massive, ancient tree at the campsite bears carvings of names and messages from travellers long gone. Adding their own names to the tree causes
it to reveal a hidden compartment containing items left by those who have passed before.
47 The campsite is attacked by a group of desperate bandits seeking food, supplies, or coin. Defending the campsite from the raiders earns the gratitude
of the nearby villagers and may lead to opportunities for heroism or rewards.
48 A devil disguised as a beguiling traveller seeks shelter at the campsite, claiming to be pursued by enemies. Allowing the devil to stay may lead to the
party becoming unwitting pawns in its schemes.
49 A spectral soldier appears at the campsite, bound by unresolved duty. He seeks the party's help to deliver a message to his descendant, leading them
to a nearby town where a hidden cache of ancient masks are buried.
50 The party wakes to find the campsite suspended in mid-air, 10 feet off the ground, surrounded by a floating forest of trees and vegetation. Gravity
seems to have shifted, causing the entire landscape to defy normal physics. Exiting the gravity pool will send them back to the ground.
51 A mesmerising aurora appears in the night sky above the campsite, swirling and twirling in intricate patterns. The aurora's lights descend to the
ground, inviting the party to join in a surreal dance that transcends space and time.
52 A sudden, unseasonable frost covers the area around the campsite, causing frost-bloom flowers to grow. These flowers have the power to freeze or
preserve anything, offering unique alchemical opportunities.
53 The horizon surrounding the campsite begins to melt like wax, distorting the landscape into surreal shapes and colours. The area the campsite has
been set up has flowers emitting plumes of hallucinogenic vapours.
54 The party finds an intricate web of dreamcatchers hanging between the trees, which traps them in a shared dream if they sleep nearby. Navigating
the dream reveals personal fears or desires.
55 A tree struck by lightning near the campsite becomes a conduit for electrical energy. Harvesting parts of the tree can create powerful weapons or
artefacts that will be imbued with the power of thunder.
56 A sentient, roaming, rolling stone enters the campsite, seeking companionship. It does not speak, but possesses the ability to locate magical ores.
57 A strange, ornate trunk is found abandoned near the campsite. Opening it releases a swarm of magical, animated puppets that perform a play
depicting a historical event.
58 Strange plantlike creatures, called Archons, made of light emerge from the darkness surrounding the campsite, illuminating the night with their
surreal beauty. Observing and interacting with these luminous fauna reveals hidden messages within their radiant forms.
59 A rain of multicoloured droplets falls from the sky, painting the world in surreal hues and shades. Each droplet contains a fragment of memory or
emotion, allowing the party to experience a kaleidoscope of sensations as they journey through the colourful deluge.
60 An eccentric herbalist visits the campsite, challenging the party to find a rare plant in the surrounding area by dawn. Success in this botanical hunt
rewards them with a selection of potent potions.
61 A crystal meteorite crashes near the campsite, embedding itself into the earth. Investigating the site, the party discovers the crystal has unique
magical properties that allow the wielder to read minds.
62 Streams of shimmering stardust descend from the night sky, filling the air with surreal light and magic. Bathing in the celestial cascade grants the party
temporary enhancements to their abilities, imbuing them with cosmic strength and resilience.
63 A renowned beast tamer approaches the camp and offers to train the party's animal companions, granting them extraordinary abilities. They are
writing a book and need more animals to train for their research.
64 A mysterious clockwork mechanism materialises near the campsite, its gears and cogs spinning in perfect harmony. Interacting with the timeless
clockwork transports the party, for a few moments, to a surreal realm where the entire universe is created of mechanics
65 A small radiant prism appears in the centre of the campsite, refracting light into a dazzling array of colours and patterns. Looking through the prism
reveals hidden perspectives, allowing the party to see the world in a surreal new light.
66 The party’s campsite is caught in the path of the Wild Hunt, a spectral chase led by a fey lord.
67 A statue in the campsite area is cursed, trapping the soul of a previous adventurer. Breaking the curse frees the adventurer, which is easily done by
destroying the statue. But the trapped soul will insist not to destroy the statue due to its beauty.
68 An eruption of raw magical energy bursts forth from the ground, engulfing the campsite in a surreal maelstrom of arcane power. The fabric of
reality begins to warp and deteriorate and will destroy everything if the party cannot get away quick enough.
69 A herd of gentle forest creatures grazes near the campsite, unperturbed by the presence of the party.
70 An explosion rocks the nearby woods, leading the party to a frantic alchemist whose experiment has gone awry, creating a sentient, wandering
potion.
71 A dying bard stumbles into the campsite, entrusting the party with his magical lute before passing away. The lute can summon an ethereal audience
that grants boons for performances that please them.
72 The party finds a dragon's egg hidden near their campsite, watched over by a protective dragon mother. The dragon will not allow the party near the
egg and will be protective of its lair.
73 The party find a mysterious puzzle box adorned with infernal symbols. Solving the puzzle reveals a hidden compartment containing a devil's treasure.
However, unlocking the box also releases a devil trapped within, who is grateful at being released.
74 A friendly but mysterious cat wanders into the campsite, seemingly drawn to the party's presence. If treated kindly, the cat is revealed to be a familiar
belonging to a nearby wizard.
75 A skilled fisherman approaches the party, offering to teach them the art of angling in exchange for assistance with a particularly elusive catch
rumoured to inhabit a nearby river's depths.
76 The party wakes to find their campsite duplicated nearby, but everything in the duplicate camp, including the fire, is a mimic. Defeating them yields a
cache of items swallowed by the mimics over the years.
77 An ancient obelisk, activated by the light of the full moon, reveals the entrance to an underground crypt. Inside, the party finds a relic that can control
undead.
78 A powerful elemental guardian inhabits a river next to camp, protecting its waters from harm. Earning the guardian's favour through offerings or
deeds allows safe passage through its domain, while angering it invites combat.
79 A seemingly ordinary book left at the campsite opens a portal to a wandering merchant. The merchant unveils a collection of mysterious potions.
Sampling the potions may grant temporary boons or unexpected side effects.
80 The party discovers a hidden garden belonging to a reclusive herbalist who possesses the knowledge to craft a potion of rare power. In exchange for
their help against a blight affecting her plants, she offers to make them each a dose.
81 A lost child stumbles into the campsite, claiming to have escaped from goblin kidnappers. Deciding to rescue the other captives leads the party to a
hidden goblin stronghold filled with treasure.
82 A group of commoners come to the camp to share tales of a local legend said to inhabit the area.
83 Villagers gather at the campsite, seeking refuge from unjust taxation by corrupt officials. The party can choose to intervene on behalf of the villagers,
negotiating with the authorities or confronting the oppressors to seek justice and restore peace to the community.
84 A skilled craftsman or craftswoman approaches the campsite, requesting assistance in gathering rare materials. Helping the artisan leads to the
creation of unique items tailored to the party's needs.
85 The campsite is cursed by a devil's malevolent magic, causing flames to burn endlessly without fuel and scorching everything in their path. Breaking
the curse requires finding and confronting the devil responsible.
86 A druid approaches the camp, seeking help to defend an ancient grove from loggers. Success in this endeavour earns the party a permanent blessing
from the nature spirits.
87 A phantom campfire appears a short distance from the party's camp. Investigating it leads them to the ghost of a lost adventurer who seeks them to
defeat them so that their soul can move on.
88 An object crashes near the campsite, embedding itself in the earth. It is actually an alien craft, containing a map to a strange device hidden away. The
device writhes with tentacles and adorned with strange letters. When activated it wraps around a beings chest and torso providing it medium armour.
89 At night, the trees around the campsite whisper an ancient prophecy, revealing the foretold bearer of the garden shield. This giant will rise and defeat
those who mean the forest harm.
90 A travelling merchant stops by the camp, offering goods. Among their wares is a cursed object that, once touched, binds them to an ancient temple
deep in the wilds.
91 Upon waking, the party finds a set of mysterious, glowing footprints leading away from their campsite. The tracks lead to a wounded unicorn in need
of assistance, hidden deep within the forest.
92 The sounds of music and celebration lead the players to discover a local festival taking place in a nearby village or clearing. Participating in the festival's
games, contests, and rituals could provide fun character moments, rewards, and the chance to bond with the local community.
93 Commoners living out on the wild report strange occurrences and ghostly sightings at their homesteads. Investigating the haunted reveals a tragic
past and a cult who prey on the lonely while outside city walls.
94 A deity messenger appears in a dream to one of the adventurers, offering cryptic advice.
95 Commoners travelling along the road near the camp, are ambushed by a band of ruthless brigands, leaving them defenceless and in need of
assistance. The noise from the attack will draw the attention of the adventurers.
96 The players overhear a secret meeting taking place nearby between members of a cult.
97 A severe drought threatens the livelihoods of farmers near the campsite, leading to food shortages and water rationing. The party are approached
for help by farmers seeking out alternative water sources or negotiating trade deals to provide relief to the drought-stricken community.
98 The party finds a wounded animal near their campsite. Healing and aiding the creature earns them a magical item that the animal will lead them to,
or bring them, once it is healed.
99 The players encounter two lovers from feuding families meeting secretly near their camp. The lovers ask for the players' help to escape and start a
new life together.
100 A group of local fey creatures, attracted by the merriment and warmth of the campsite, invites the players to a midnight game of hide and seek. For
each fey they find, they will receive more gold.
I would like to send a special thanks to all the following for your additional support in bringing this list to life:
Magnus Pryer, Madcap Magician, samelsaid, Michele, John Fighterman, Danny Mendoza, Derek, Sophie Freestone, Philipp, Duncan Gibson, Rhel
ná, DecVandé, Bspear, Cindy Retzer, Anonymous, Christopher Woodham, DerGrueneTee, Ione Hunter, Katharine Pyke, Justin Andrews, Michael,
Andrew Highton, Adrien COMBET, Bram Staats, Zach Armstrong, Ashley Hukill, Nathan Angus, chris.realgames, Tim Barone, TheSnakeyGamer,
Brian Lucier, Payton, Robert Kranson, jakuehner, Michael Richardson, Jozath, RHR, Joelle, David Bowie, Alexis Lenington, Devon K., Jonathan
Gerolami, Ryan wellman, Dai, Siarha, Isabell von Essen, Lexi G, James Fetzner, Dean Charette, John Weaver, Nessie Mediva, Garry Prose, Holly,
Chris zarnosky, Laura, Rachel Blackthorne, Nathaniel Rayner, Ellen Friend, Cody Greenhalgh, Tacie Himelrightgilou.y, Max Blaschke, DB, Joshua
Evans, Keegan Riley, Arthur Wholly, Michael Walsh, crguardian, Sam Armitage, M4leph1st0, Maxine Luckett, Nathan Strauss, Björn, Rose, Dark
Lord Potato, Steven Sobotta, Alex MacCumber, Luc Rowe, Dana Novak, Craig Oliver, Zach Seigel, John Yorston, i0m, Robin, Kevin Livingston, Nick
Lung, HeavensRevenge, Joseph Lucas, Sielle, Jason C Taylor, Calvin, Koi-Ko, Isaac Sandaljian, Terry Huddy, Delaney, Trey Bridenbaker, Ian porter,
John Hein, 大ㄐㄐ, Doodles, Lara Harker, Sean D. Evans, Kevin Großjohann, Kayla, Venras, xaosbob, sh0ut, Derek Locke, Willian Nunes, DAnG
Panda, Billy, Gary Richardson, David Redner, RadianceGuardians890, Dyster, Stacy Hams, Xander Roper, Arknsanktuary, Lukas Polansky,
lunarised, Justin Offermann, Indiana Florent-Saill, Luca Turina, Dustin Kurtz, William Young, Zara, Angel Mandugaro, Travis Levi Tosta, Sean,
Frederik Nicolaj Hansen, Garrett Chapin, Joseph MacAndrews, Sybil Collas, Olivia Binding, Jared Strickland, Victor Haerinck Jr, Ólafur Óskar
Egilsson, Richard Anderson, TT McGee, Anthony Juan, Raziel042, Sean Cotter, Soul Sword, Daniel Bobst, Jake, Hahro, Tinsley Hyde, Dorsey
Larsen, Frazier, Brandon Gibson, Piotr Kulągowski, Hondo82, Wade Gerald Sullivan, Walter Sherman, Brian Coker, M. Otter, Colin Houser, Gareth
Hogan, Eli Nyght, Andrew McDonald, Skymarks, Xan Perez, Jamahl, Russelldus, Evelyn Ring, Joaquín García González, Dom mcc, Anthony
Martinez, Cameron Veitch, Lynn Gerena, Andreas Rocha, Captain, Derek Griffis, Dean Hickey, Valkea, Patrick Clark, Rob Brooks, Heidi Ruby Miller,
Fred Stranahan, cgasink, Michael B, Michael Paulick, Sam Davis, Michael T. Moon, Sam Taylor, Christina B, T Cox, Dr. Mary C Crowell, Harvey
Moreno, James McGinnis, Catherine Krueger, Tyler Malo, john west, Sean, Azteca-Sol, MoronBro, Adam Little, triplzero, John Griffis, Greywolfe,
Mowse Brews, Maxim, Julie Knight, Andrew B. Carper, Andy Nero Mclellan, Michael Schwab, Niclas Bay, Dakota Neilsen, Kevin Pagliarini, Kostadis
Roussos, Spyridon Panagiotopoulos, Jason Quistorff, Daniel Lowe, Baraqijal, Himalaya, Henrik Lindblom, Lukas Dominic Moser, Sem Kuijer,
anthony goldsworthy, Denise Atwood, Hunter Lindsey, TheTrueMaverick, Dean Johnson, Jason V, Jacob Colebank, Matthew J. Hunter, Andreas
Ettengruber, Brad Fox, Arcapone, Jacob Luedeman, ARC88, Robert Häuber, Kazemizuho backing Party Panda Pirates, Alexandr, Danny Awalt Jr.,
Susannah Kervin, Nooka Sharps, William Pike, Brian Jordan-Dean, Chichy, Kelly Budd, Bosca Davide, Paul Fiedler, clearshot01, Daniel Kunishige,
Rachel, Steven Larson, Mark, Wumby Flappy, Nick McCabe, Theresa Bailey, E.T., Joe, Sky Lozano, Connor Neidig, Brent Sullivan, John Rogers,
Brandon Keim, Amanda Santana, Doron, Kendra Hosseini, Ian Johnstone, Matthew McCan, Aaron hamilton, Gattling Gun Grizzly, Dale Davis,
Logan, Ayu, Vanessa, Kurt Piersol, Jon Fakballs, Kenny Furchner, Parker H, Sabina Walter, Mert, Aubrey Smith, Nicolas Fischer, Jand2562, David
Hudak, AllickJ