Crypts, Mines, Vaults & Temples. D&D 5e Noncombat Dungeon Encounters
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Crypts, Mines, Vaults & Temples. D&D 5e Noncombat Dungeon Encounters

Duncan Thomson
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.

Dungeon Noncombat Encounters on DM's Guild Noncombat Encounters Bundle

Tombs and Crypts - Dungeon Noncombat

passages | doors | empty rooms | features | fringes | traps | humanoids | loners | tombs | mines | vaults | temples

1d20Noncombat Encounters - Tombs and Crypts
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

1d20Noncombat Encounters - Mines
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

1d20Noncombat Encounters - Vaults
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

1d20Noncombat Encounters - Mines
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.

Dungeon Noncombat Encounters on DM's Guild Noncombat Encounters Bundle

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