Empty Rooms and Dungeon Features - D&D 5e Noncombat Dungeon Encounters
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Empty Rooms and Dungeon Features - D&D 5e Noncombat Dungeon Encounters

Duncan Thomson
A pair of scholarly bugbears are carrying a disassembled ornate chariot. They explain that with the right charms (or magic item) it can fly.

Noncombat Encounters for sea adventures for Dungeons and Dragons 5e. Tables for Noncombat Encounters for Empty Rooms and Dungeon Features.

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]

Empty Rooms and Dungeon Features

Empty rooms might be cursed, looted, recently vacated or unexplained. Use these encounters to put something there.

Tables, levers, shelves, art and torch brackets give a dungeon life and context. Use these features in a room or corridor.

From Dungeon Noncombat Encounters on DM's Guild.

Dungeon Noncombat Encounters on DM's Guild Noncombat Encounters Bundle

Empty Rooms - Dungeon Noncombat

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

1d20Noncombat Encounters - Empty Rooms
1 A visionary gargoyle artist likes to paint huge scenes and modify statues.
2 A pair of trolls buy and sell junk. Have many unusual objects and interested in spare items of the party and any stories behind them.
3 An excited goblin (or guard) is fan of a characters and wants autograph (or a memento). Gives info on area; or roll on Humanoid Inhabitants
4 A circle of runes has been made using powdered iron (or powdered iron). No signs of creatures, but there are recent wet footprints.
5 A hungry giant badger is trapped in a net and flees at first opportunity.
6 Several mercenary hobgoblins are playing skittles with skulls and pins of bone. Mistake group as some opponents they've been waiting for.
7 A gelatinous cube is marked with numbers 1 to 6, waiting to be rolled.
8 A pair of scholarly bugbears are carrying a disassembled ornate chariot. They explain that with the right charms (or magic item) it can fly.
9 A character receives a sending with family news, asking how they are.
10 There is an outcast acolyte sitting in misery. They bear a curse (as bestow curse) and everyone nearby is afraid that it is contagious.
11 A group of magmins are looking sad, trapped by circle of watery runes .
12 A pair of carrion crawlers feast on an ogre (or ape) corpse, which has a shiny amulet. They pay little attention to the party, fleeing if attacked.
13 A peaceful earth elemental is bound to assist any who enter the area.
14 A pair of duergar lovers have left their people to make a life here. Enthusiastic and adaptable, want to set up a workshop (or brewery).
15 Two rust monsters are roped to a wall, striving to reach a pile of iron.
16 A few kobolds are getting rides on a kindly ettin, who throws them up in the air and catches them in return for stories of faraway places.
17 A green (or bronze) dragon wyrmling trapped in a cage asks for help.
18 A magical knotted rope hangs from a wall hook. Hanging it from ceiling hook activates a rope trick. Only works in this room; or roll on Features
19 An ogre zombie is decorated as a tree, ordered to stay completely still.
20 A veiled medusa (or lamia) is an oracle, who offers truth and meaningful, deep answers on a graded pay scale. Delivered in a melodic manner.

Room and Passage Features - Dungeon Noncombat

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

1d20Noncombat Encounters - Room and Passage Features
1 A voice calls for help from inside a book (or chest), asking for release.
2 A wood golem (animated armor, doesn't fly, AC 14) turns into a chair when seen. Will become other wooden furniture as requested.
3 A door plays a jaunty tune for a minute when opened; or roll on Doors
4 At a writing desk a floating magical quill writes a history of the world.
5 A tapestry has a crowd of people on it, pointing at the sky. Any who look at the tapestry appear on it within a few rounds, in the crowd.
6 A tacky wall trophy, a stuffed shark (or elk) head, doesn't fit decor at all.
7 A hatrack has three hats. If one taken, a replacement appears in an hour.
8 An iron cauldron bears pictures of creatures cooking in it, emerging as skeletons. Writing notes that this is a replica of a magic cauldron.
9 A shelf contains a collection of jars. Each contains a different insect.
10 A grinning idol is home to a curious specter, who is easily frightened.
11 A simple shrine has two wooden statuettes of dedicated deity. Each is finely detailed with details of crafter on base, and how to contact them.
12 A chest of clothes, costumes for characters of a famous historic story.
13 A mirror contains a storm. Breaking mirror releases storm for 1 hour.
14 A bronze torch bracket has a minor enchantment, doubling burning duration of torches it holds. Only functions while attached to a wall.
15 Many iron spikes have been hammered into wall, making interesting art.
16 A table (animated object) tries to carry goblets of liquid without spilling.
17 An intelligent mimic (speaks Draconic, Goblin) is helpful to the group, becoming any object they need it to be. But unwilling to leave area.
18 A sign warns of traps, mold, shapechangers and oozes; or roll on Traps
19 A metal lever is covered in decorations, but seems only to open a door.
20 A lit brazier shows visions of nearby rooms, changing room every minute. Then one of the creatures in a vision looks back at watchers.

More D&D Encounters

From Dungeon Noncombat Encounters on DM's Guild.

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