A helmed horror is a messenger with a sack. Tries to communicate that they need to find a nearby inhabitant, for who they have a delivery.
Noncombat Encounters for sea adventures for Dungeons and Dragons 5e. Tables for Noncombat Encounters for Passages and Doors.
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]
Tunnels, Corridors and Doors
Cramped or narrow, sloped or level, passages link sections together. Some hold secret doors, inscriptions or encounters.
Doors have confounded many adventurers. Use these to replace a normal door or for the entrance to a dungeon area.
From Dungeon Noncombat Encounters on DM's Guild.
Passages and Corridors - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Passages and Corridors | |
---|---|---|
1 | A runed stone sphere rolls along the floor, pushed by a crawling claw. | |
2 | A helmed horror is a messenger with a sack. Tries to communicate that they need to find a nearby inhabitant, for who they have a delivery. | |
3 | A restless ogre guards a wall, sure it has a secret door; or roll on Doors | |
4 | Two magic mouths are in an eternal loop. One asks a question, that the other answers, with a question of its own, starting the process again. | |
5 | A pile of soot (or ashes) forms into an arrow (or a message) for group. | |
6 | A few passive skeletons with tools are shoring up tunnels (or digging new one), directed by a workaholic priest. The priest flees if attacked. | |
7 | A helpful invisible stalker offers to carry a light source for the group. | |
8 | Two adventurers, a veteran and a priest are trying to work out how to get a valuable but heavy cabinet out of the area. Currently tying a rope to it. | |
9 | Sounds of a flute float in, seemingly from a hooded lantern on the floor. | |
10 | A group of rat adventurers search for a rat idol sacred to their god. An awakened giant rat, two wererats, a rat druid and a goblin with rat familiar. | |
11 | An energetic goblin rides a crude homemade sled, pulled by giant rats. | |
12 | A cautious spy searches for secrets and weaknesses. An enemy of the current inhabitants, who proposes an exchange of findings with group. | |
13 | A stone golem attacks a wall with a pick, intent on making a new tunnel. | |
14 | A hungry raven (or parrot) carries a wand of wonder (or wand of fear) in it's beak. Will activate wand if they get scared or don't get fed. | |
15 | An exhausted assassin searches for a secret door they are sure is nearby. | |
16 | A pair of ogre zombies pull a laden wagon (or sled) up a passage and won't be distracted by anything. Including being attacked. | |
17 | There is an explosion nearby. All that is left there is unconscious mage. | |
18 | 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; or roll on Traps | |
19 | An injured (or poisoned) scout (or drow) asks for aid escaping the area. | |
20 | A docile giant lizard is feasting on a giant rat corpse. It has a studded brass collar with a name written in Draconic and Undercommon. |
Doors - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Doors |
---|---|
1 | A door with a face gives a huge toothy smile when anyone comes near. |
2 | A pair of dancing cultists try to commune with a demon said to be in this reflective door. Friendly and unworried by distorted reflections. |
3 | A mastiff tries to lead group to nearby door, whining (or growling) at it. |
4 | A mat of welcoming (rug of smothering) loudly greets those entering through the door it's beside, helping creatures as best it can. |
5 | A doorway has remains of a door, replaced with a ripped green curtain. |
6 | A warded door has a petty glyph of warding, which triggers a suggestion to "take a bath in the nearest liquid" (or other trivial suggestion). |
7 | A door has been spiked shut, and a corpse hangs from it as a warning. |
8 | A doorway with a metal frame responds to the emotions of those who pass through it, glowing colors reflecting their state of mind. |
9 | A skeleton is opening and closing a door, last command it was given. |
10 | A cursed veteran is trapped by a closed door, under a cruel geas where they can't open doors. Requests someone open a door for them. |
11 | A door has been torn apart, then badly repaired with planks and rags. |
12 | A talking door is a gargoyle remade (or punished) into a door. It speaks Common and is rude, asking all the wrong (or personal) questions. |
13 | A pot of paint is beside a door, which crudely depicts a nearby monster. |
14 | An ornate door has a stained glass window, with intricate detail. There are clues (or warnings) about nearby area in the pictures. |
15 | A secret door opens, revealing a tiled temple lit by ghostly flames. |
16 | A mischievous spirit (poltergeist) ties a rope to a door handle. (or balances a bucket of liquid on a door). Known for playing door pranks. |
17 | A sad specter doesn't realize it's dead, hopelessly trying to open a door. |
18 | A secret door isn't hard to find, but verbally asks for a riddle to be solved for it to open. The riddle changes each time from a total of six. |
19 | A blood trail leads to a secret door, where a pair of bloated stirges lie. |
20 | A polite wight requests help in opening a portal (or warded door), which needs a living creature to trigger it. Tells them what lies beyond if asked. |
More D&D Encounters
From Dungeon Noncombat Encounters on DM's Guild.
If you liked these there are D&D Generators at Chaos Gen, a monthly random tools Newsletter and an instagram of Random Tables.