A few commoners led by a greedy berserker mine a strange material. There's a limited amount, but their mysterious employer pays well.
Noncombat Encounters for dungeon adventures for Dungeons and Dragons 5e. Tables for Noncombat Encounters for Tombs & Crypts, Mines, Vaults and Temples & Holy Sites.
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]
Four Dungeon Types
Tombs and crypts - some places of the dead are built to allow visitors to pay respects. In others only wards, spirits and guardians await.
Mines - any dungeons are abandoned or still worked mines, subject to collapses. May connect to another complex or caves.
Vaults - Some dungeons are designed to keep something safe, often from long ago. Places of traps, secrets and eternal guardians.
Temples and Religious Sites - A place of veneration for a deity or other entity. It could have active worshipers or a presence waiting for new sacrifices.
From Dungeon Noncombat Encounters on DM's Guild.
Tombs and Crypts - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Tombs and Crypts |
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1-2 | A goblin scholar (priest without spellcasting, History +4) gives a guided tour of the tombs, pointing out various bits of interest. |
3-4 | A giant bat (or raven) has caught a wing (or foot) in a trap. In distress but keeps looking in same direction, away from group; or roll on Traps |
5-6 | A floating light is a helpful spirit (will-'o-wisp) meant to guide visitors. |
7-8 | An elderly acolyte is meant to welcome visitors (or watch over spirits). Have been expecting a replacement for years but no-one has arrived. |
9-10 | A slightly glowing black pudding is possessed by a spirit (specter) and communicates by changing its form into letters or runes. |
11-12 | Tiny coffins are stacked in a pile. Each empty but marked with a name. |
13-14 | A swarm of bats forms into a humanoid shape, then a written message. Waits for a reply, but turns back into swarm to flee if attacked. |
15-16 | A raving ghoul is chained securely. Eats scraps and gives prophecies. A sign beside it reads "feed the beast, receive your future". |
17-18 | A lonely poltergeist speaks through a lit brass lamp; or roll on Features |
19-20 | Six giant fire beetles perform a strange dance, possessed by a nearby spirit. Will avoid bright light and retreat to nearest area of darkness. |
Mines - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Mines |
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1-2 | A restless lizardfolk needs to go to surface. Looking for someone to look after a giant lizard, who can smell out gems and metals. |
3-4 | Several dwarf warriors try to follow a map. They are in the wrong mine. |
5-6 | A distraught cultist has visions of disaster and ruin they can't explain. Carry a stained map with parts of mine marked out; or roll on Loners |
7-8 | A half-full mine cart has been left at the top of a slope with rails. |
9-10 | A few commoners led by a greedy berserker mine a strange material. There's a limited amount, but their mysterious employer pays well. |
11-12 | An ogre constantly sings mining songs, encouraging all to join in. |
13-14 | A few duergar with mining tools search for ore (or gems). Willing to offer money or share maps in exchange for good information. |
15-16 | A wooden sign warns of rockfalls (or dangerous gas pockets) |
17-18 | A group of tired acolytes led by a priest seek safe place to rest. Told of an area they can practice heretical religion in peace. or roll on Fringes |
19-20 | Under an old collapse is a miner's corpse, with a heavy pick and map. |
Vaults - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Vaults |
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1-2 | A few animated weapons (flying swords) put on a performance for people who come in. Love to do encores, seek attention and applause. |
3-4 | A skeleton drags a chain around the area, repeating the same symbol. |
5-6 | A pressure plate opens a hatch, releasing poisonous gas. But the gas has lost its potency, merely smelling sweet (or foul); or roll on Traps |
7-8 | Two animated armors argue in spectral voices over who is the shinier. Paranoid about becoming dirty, looking for people to polish them. |
9-10 | A sphinx will let them pass if they listen to some of its terrible poetry. |
11-12 | A static illusion of a legendary figure is being admired by several flying swords. If disturbed they reenact a famous story involving the figure. |
13-14 | A wight is obsessed with lanterns and how they are made. Has a collection of them and asks if group will sell any or find them more. |
15-16 | A mixture of skulls sing a complex symphony, then a discordant mess. |
17-18 | A shelf has books written by a planeswalking modron. Catalog in detail many boring planar measurements and quantities; or roll on Features |
19-20 | A lazy gargoyle (speaks Common) challenges them for the password. They've forgotten real one so anything will work, becoming new one. |
Temples and Holy Sites - Dungeon Noncombat
passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples
1d20 | Noncombat Encounters - Mines |
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1-2 | A guardian naga (or spirit naga) claims to be a divine oracle, answering a question in return for a service to the deity respected here. |
3-4 | A thin priest is an impostor here, seeing group as way to further aims. |
5-6 | A bowl decorated with a religious scene has a collection of ripe (or moldy) fruit. Underneath fruit is a clue about area. or roll on Features |
7-8 | An enchanted holy book reads itself aloud. If interrupted, starts again at the start of last section. Speaks four languages, using last it heard. |
9-10 | A pair of skeletons dance around area. Gesture for group to join in |
11-12 | A group of charmed acolytes are obsessed with a cloaked mirror. Dare anyone to look upon divinity, risking the gaze of whatever lurks inside. |
13-14 | An ancient ghost is afraid of holy symbols, but also strangely attracted to them. No memories of who they are, but there are clues in vicinity. |
15-16 | A few cultists try to befriend group. They have big plans for this place. |
17-18 | A knight and commoners bear a relic, arriving here as pilgrims. But the temple is not what they expected; or roll on Humanoid Inhabitants |
19-20 | A helmed horror sentry shows them to a shrine (or door) in the temple. They are surprised when it stats to glow if group approaches. |
More D&D Encounters
From Dungeon Noncombat Encounters on DM's Guild.
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