A gargoyle has lost faith with it's reason for being here. Now seeks opportunities in the wider world, asking visitors about famous temples.
Noncombat Encounters for dungeon adventures for Dungeons and Dragons 5e. Tables for Noncombat Encounters for Dungeon Fringes and Wards and Traps.
5e Noncombat encs - all | 200 creatures | city | dungeon | undercity | sea | underdark
D&D Dungeon - all | cave encs | dungeon noncombat | ruins encs | sewer encs | trinkets | underdark encs
[art by Critical-Hit]
Near an Entrance and Wards and Traps
Near the edges of a dungeon can be found visitors, intruders, outcasts, sentries and creatures who don't venture in deeper.
Traps and wards are usually deadly or scary. These ones don't really harm much. Also has encounters related to them.
From Dungeon Noncombat Encounters on DM's Guild.
Fringes and Near an Entrance - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Fringes and Near an Entrance |
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1 | An enterprising hobgoblin breaks up a stone statue, to sell its parts to a collector (or nearby monster). Has a mule (or giant lizard) for carrying. |
2 | A wall has rude messages and crude drawings by denizens and visitors. |
3 | A priest of a healing god serves penance for an act of violence. Heal any in need and interested in serving a suitable group; or roll on Loners |
4 | An architect commoner makes diagrams and notes for a special project. |
5 | A robed minotaur (or gnoll) in spectacles is deeply engaged in reading a book, titled "A Guide to Chaos and Numerology". Waves characters by. |
6 | A mephit (any type) offers to carry a torch. Reliable but loves to talk. |
7 | A goblin has a map to a treasure here, that it got from a cousin. Wants to hire someone to guard them. Sadly apart from first part, map is trash. |
8 | A troglodyte carries a sack of bat guano, to fulfill contract with a mage. |
9 | A gargoyle has lost faith with it's reason for being here. Now seeks opportunities in the wider world, asking visitors about famous temples. |
10 | Several agitated geese (vultures) honk loudly, seeking a way out (or in) . |
11 | A contrary berserker was tricked into coming here by a rival, told of a secret tavern that doesn't exist. Searching for the Hole in the Wall. |
12 | A kobold tries to hire mercenaries, but can only pay with trail rations. |
13 | A peaceful ghost doesn't attack, but needs to carry torches for people to eventually find its rest. Has a history connected with the dungeon. |
14 | A few gaunt ogres reject violence, seeking work as builders and laborers. |
15 | A veteran has lost everything except their weapons (AC 13). Ready to do whatever it takes to recover, starting with working for a character. |
16 | A dirty noble is diseased and outcast, warning group not to come near. |
17 | An imp has several written contracts for the souls of dungeon inhabitants. Will try to trade them with richest looking character. |
18 | A mule bearing coin sacks munches on a feed bag; or roll on Passages |
19 | Newbie ill-equipped adventurers scout area for their callous, powerful patron. Two guards, noble, acolyte, thug and cultist. Likely to die quickly. |
20 | A careful cult fanatic scouts area, using stealth and bribery as needed. |
Traps and Wards - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Room and Passage Features |
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1 | A pressure plate inflates a large ball, which is decorated as a beholder. |
2 | Steps that become a sloping passage (or a chute) are triggered by a pressure plate. Being used as a slide by freethinking goblins (or pixies) |
3 | Local inhabitants use a pit trap as storage. Lots of clothes and furniture. |
4 | An eye-catching lever is a talking mimic, who gives advice on local area. |
5 | A noisy cat (or badger) is caught in a pit (or animal trap). They are an animal messenger, taking a message to a nearby leader. |
6 | A sign warns of traps, murderous killers, deadly oozes, and adventurers. |
7 | A pressure plate drops a swarm of insects from a hatch, but all are dead. |
8 | A gnome thug is rearming a trap. Calmly continues working when seen, pointing to a "people working" sign. Happy to show how trap works. |
9 | A giant fire beetle eats a humanoid corpse, that died of a poison dart. |
10 | A metal lever closes (or opens) a nearby door, but also makes it glow. |
11 | A glyph of warding activates a professional illusion, advertising potions of an alchemist from a nearby city. Includes a promotional code. |
12 | A sign warns of slippery floors, bad smells and disintegration traps. |
13 | A portcullis is triggered by a pressure plate, but all its bars are bent. |
14 | A group of kobolds are constructing an elaborate trap from a kit. They are confused and request help understanding convoluted instructions. |
15 | A weird (or bloody) bone lever only turns on and off a continual flame. |
16 | A potted shrieker is ignored by all, as passing beasts keep triggering it. |
17 | A impish stone statue has a magic mouth that triggers when anyone passes. It warns that intruders enter at own risk (or should bring gifts). |
18 | A tripwire drops a bunch of flowers and a marriage proposal. |
19 | A pit trap has been left open, filled with water and a few model boats. |
20 | A hardworking guard (or skeleton) is puts up wooden signs for the area beyond. The signs warn intruders to keep out and beware of the sentry. |
More D&D Encounters
From Dungeon Noncombat Encounters on DM's Guild.
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