## Plot
### Adventure Hooks [^dmg]
| Event |
| -------------------------------------- |
| Anniversary of a monarch's reign |
| Anniversary of an important event |
| Arena event |
| Arrival of a caravan or ship |
| Arrival of a circus |
| Arrival of an important NPC |
| Arrival of marching modrons |
| Artistic performance |
| Athletic event |
| Birth of a child |
| Birthday of an important NPC |
| Civic festival |
| Comet appearance |
| Commemoration of a past tragedy |
| Consecration of a new temple |
| Coronation |
| Council meeting |
| Equinox of solstics |
| Execution |
| Fertility festival |
| Full moon |
| Funeral |
| Graduation of cadets or wizards |
| Harvest festival |
| Holy day |
| Investiture of a knight or other noble |
| Lunar eclipse |
| Midsummer festival |
| Midwinter festival |
| Migration of monsters |
| Monarch's ball |
| New moon |
| New year |
| Pardoning of a prisoner |
| Planar conjunction |
| Planetary alignment |
| Priestly investiture |
| Procession of ghosts |
| Remembrance for soliders lost in war |
| Royal address or proclamation |
| Royal audience day |
| Signing of a treaty |
| Solar eclipse |
| Tournament |
| Trial |
| Violent uprising |
| Wedding or wedding anniversary |
| Concurrence of two events (roll twice) |
| Day of drunkenness |
| Wild boar hat festival |
| Robbery |
| Wrangling of rampaging beasts |
| Festival of kites |
| Floating lantern festival |
^hooks
### Dungeon Goals [^dmg]
| Goal |
| ------------------------------------------------------------------------------------------------- |
| Stop the dungeon's monstrous inhabitants from raiding the surface world. |
| Foil a villain's evil scheme. |
| Destroy a magical threat inside the dungeon. |
| Acquire treasure. |
| Find a particular item for a specific purpose. |
| Retrieve a stolen item hidden in the dungeon. |
| Find information needed for a special purpose. |
| Rescue a captive. |
| Discover the fate of a previous adventuring party. |
| Find an NPC who disappeared in the area. |
| Slay a dragon or some other challenging monster. |
| Discover the nature and origin of a strange location or phenomenon. |
| Pursue fleeing foes taking refuge in the dungeon. |
| Escape from captivity in the dungeon. |
| Clear a ruin so it can be rebuilt and reoccupied. |
| Discover why a villain is interested in the dungeon. |
| Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time. |
| Parley with a villain in the dungeon. |
| Hide from a threat outside the dungeon. |
| Roll twice more on this table. |
^dungeongoal
### Wilderness Goals
| Goal |
| ------------------------------------------------------------------------- |
| Locate a dungeon or other site of interest (roll on Dungeon Goals table.) |
| Assess the scope of a natural or unnatural disaster. |
| Escort an NPC to a destination. |
| Arrive at a destination without being seen by the villain's forces. |
| Stop monsters from raiding caravans and farms. |
| Establish trade with a distant town. |
| Protect a caravan traveling to a distant town. |
| Map a new land. |
| Find a place to establish a colony. |
| Find a natural resource. |
| Hunt a specific monster. |
| Return home from a distant place. |
| Obtain information from a reclusive hermit. |
| Find an object that was lost in the wilds. |
| Discover the fate of a missing group of explorers. |
| Pursue fleeing foes. |
| Assess the size of an approaching army. |
| Escape the reign of a tyrant |
| Protect a wilderness site from attackers. |
| Roll twice more. |
^wildgoal
### Urban chase complications
| Complication |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of difficult terrain. |
| A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. |
| A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone . |
| A maze of barrels , crates , or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain . |
| The ground beneath your feet is slippery with rain , spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone. |
| You come upon a pack of dogs fighting over food . Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and take 1d4 piercing damage , and the dogs count as 5 feet of difficult terrain. |
| You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. |
| A beggar blocks your way. Make a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. |
| An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn , the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6 + 1 piercing damage on a hit) . |
| You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
| No complication. |
^urbanchase
### Wilderness chase complications
| Complication |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush . On a failed check, the brush counts as 5 fee t of difficult terrain. |
| Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain. |
| You run through a swarm ofinsects (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against yo~.; (+3 to hit; 4d4 piercing damage on a hit). |
| A stream, ravine, or rock bed blocks you r path . Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. |
| Make a DC 10 Constitution saving throw . On a fai lec save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end ofyour turn. While blinded in this way, your speed is halved. |
| A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment.On afailed save, youfall1d4 x 5feet, taking 1d6 bludgeoning damage per 10 feet falle n as normal, and land prone. |
| You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 "Equipment," ofthe Player's Handbook for rules on escaping a net. |
| You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. |
| Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On ~ failed save, you take 1d10 slashing damage. |
| A creature ind igenous to the area chases after you . The DM chooses a creature appropriate for the terrain. |
| No complication |
| No complication |
| No complication |
| No complication |
| No complication |
| No complication |
| No complication |
| No complication |
| No complication |
| No complication |
^wildernesschase
## Setting
### Weather [^dmg]
| Temperature | Wind | Precipitation |
| --------------------------------------- | ------ | ---------------------------- |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | None | None |
| Normal for the season | Light | Light rain or light snowfall |
| Normal for the season | Light | Light rain or light snowfall |
| `dice: 1d4`x4 deg. C colder than normal | Light | Light rain or light snowfall |
| `dice: 1d4`x4 deg. C colder than normal | Light | Light rain or light snowfall |
| `dice: 1d4`x4 deg. C colder than normal | Light | Light rain or light snowfall |
| `dice: 1d4`x4 deg. C hotter than normal | Strong | Heavy rain or heavy snowfall |
| `dice: 1d4`x4 deg. C hotter than normal | Strong | Light rain or light snowfall |
| `dice: 1d4`x4 deg. C hotter than normal | Strong | Light rain or light snowfall |
^weather
### Time Warp [^dmg]
| d20 | Difference |
| --- | ------------------- |
| 1 | Days become minutes |
| 2 | Days become minutes |
| 3 | Days become hours |
| 4 | Days become hours |
| 5 | Days become hours |
| 6 | Days become hours |
| 7 | No change |
| 8 | No change |
| 9 | No change |
| 10 | No change |
| 11 | No change |
| 12 | No change |
| 13 | No change |
| 14 | Days become weeks |
| 15 | Days become weeks |
| 16 | Days become weeks |
| 17 | Days become weeks |
| 18 | Days become months |
| 19 | Days become months |
| 20 | Days become years |
^timewarp
### Traps
#### Trap Trigger
| Trigger |
| -------------------------------- |
| Stepped on (floor, stairs) |
| Moved through (doorway, hallway) |
| Touched (doorknob, statue) |
| Opened (door, treasure chest) |
| Looked at (mural, arcane symbol) |
| Moved (cart, stone block) |
^trigger
#### Trap damage severity
| Damage severity | Save DC | Attack Bonus | Level 5-10 |
| --------------- | ------- | ------------ | ---------- |
| Setback | 10-11 | +3 to +5 | 2d10 |
| Setback | 10-11 | +3 to +5 | 2d10 |
| Dangerous | 12-15 | +6 to +8 | 4d10 |
| Dangerous | 12-15 | +6 to +8 | 4d10 |
| Dangerous | 12-15 | +6 to +8 | 4d10 |
| Deadly | 16-20 | +9 to +12 | 10d10 |
^severity
#### Trap Effects
| Effect |
| -------------------------------------------------------------------------------------------------------------------- |
| _Magic Missiles_ shoot from a statue or object |
| _Magic Missiles_ shoot from a statue or object |
| _Magic Missiles_ shoot from a statue or object |
| _Magic Missiles_ shoot from a statue or object |
| Collapsing staircase creates a ramp that deposits characters into a pit at its lower end |
| Collapsing staircase creates a ramp that deposits characters into a pit at its lower end |
| Collapsing staircase creates a ramp that deposits characters into a pit at its lower end |
| Ceiling block falls, or entire ceiling collapses |
| Ceiling block falls, or entire ceiling collapses |
| Ceiling block falls, or entire ceiling collapses |
| Ceiling lowers slowly in locked room |
| Ceiling lowers slowly in locked room |
| Chute opens in floor |
| Chute opens in floor |
| Clanging noise attracts nearby monsters |
| Clanging noise attracts nearby monsters |
| Touching an object triggers a _disintegrate_ spell |
| Touching an object triggers a _disintegrate_ spell |
| Touching an object triggers a _disintegrate_ spell |
| Door or other object is coated with contact poison |
| Door or other object is coated with contact poison |
| Door or other object is coated with contact poison |
| Door or other object is coated with contact poison |
| Fire shoots out from wall, floor, or object |
| Fire shoots out from wall, floor, or object |
| Fire shoots out from wall, floor, or object |
| Fire shoots out from wall, floor, or object |
| Touching an object triggers a _flesh to stone_ spell |
| Touching an object triggers a _flesh to stone_ spell |
| Touching an object triggers a _flesh to stone_ spell |
| Floor collapses or is an illusion |
| Floor collapses or is an illusion |
| Floor collapses or is an illusion |
| Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing |
| Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing |
| Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing |
| Floor tiles are electrified |
| Floor tiles are electrified |
| Floor tiles are electrified |
| _Glyph of warding_ |
| _Glyph of warding_ |
| _Glyph of warding_ |
| _Glyph of warding_ |
| Huge wheeled statue rolls down corridor |
| Huge wheeled statue rolls down corridor |
| Huge wheeled statue rolls down corridor |
| _Lightning bolt_ shoots from wall or object |
| _Lightning bolt_ shoots from wall or object |
| _Lightning bolt_ shoots from wall or object |
| Locked room floods with water or acid |
| Locked room floods with water or acid |
| Locked room floods with water or acid |
| Darts shoot out of an opened chest |
| Darts shoot out of an opened chest |
| Darts shoot out of an opened chest |
| Darts shoot out of an opened chest |
| A weapon, suit of armor, or rug animates and attacks when touched (see "Animated Objects" in the _Monster Manual_) |
| A weapon, suit of armor, or rug animates and attacks when touched (see "Animated Objects" in the _Monster Manual_) |
| A weapon, suit of armor, or rug animates and attacks when touched (see "Animated Objects" in the _Monster Manual_) |
| Pendulum, either bladed or weighted as a maul, swings across the room or hall |
| Pendulum, either bladed or weighted as a maul, swings across the room or hall |
| Pendulum, either bladed or weighted as a maul, swings across the room or hall |
| Hidden pit opens beneath characters. `dice: 1d4`: If 4, black pudding or gelatinous cube fills the bottom of the pit |
| Hidden pit opens beneath characters. `dice: 1d4`: If 4, black pudding or gelatinous cube fills the bottom of the pit |
| Hidden pit opens beneath characters. `dice: 1d4`: If 4, black pudding or gelatinous cube fills the bottom of the pit |
| Hidden pit opens beneath characters. `dice: 1d4`: If 4, black pudding or gelatinous cube fills the bottom of the pit |
| Hidden pit opens beneath characters. `dice: 1d4`: If 4, black pudding or gelatinous cube fills the bottom of the pit |
| Hidden pit floods with acid or fire |
| Hidden pit floods with acid or fire |
| Hidden pit floods with acid or fire |
| Locking pit floods with water |
| Locking pit floods with water |
| Locking pit floods with water |
| Scything blade emerges from wall or object |
| Scything blade emerges from wall or object |
| Scything blade emerges from wall or object |
| Scything blade emerges from wall or object |
| Spears (possibly poisoned) spring out |
| Spears (possibly poisoned) spring out |
| Spears (possibly poisoned) spring out |
| Spears (possibly poisoned) spring out |
| Brittle stairs collapse over spikes |
| Brittle stairs collapse over spikes |
| Brittle stairs collapse over spikes |
| _Thunderwave_ knocks characters into a pit or spikes |
| _Thunderwave_ knocks characters into a pit or spikes |
| _Thunderwave_ knocks characters into a pit or spikes |
| _Thunderwave_ knocks characters into a pit or spikes |
| Steel or stone jaws restrain a character |
| Steel or stone jaws restrain a character |
| Steel or stone jaws restrain a character |
| Stone block smashes across hallway |
| Stone block smashes across hallway |
| Stone block smashes across hallway |
| _Symbol_ |
| _Symbol_ |
| _Symbol_ |
| Walls slide together |
| Walls slide together |
| Walls slide together |
^effect
### Notable feature of settlement
| Trait |
| ------------------------------------------ |
| Canals in place of streets |
| Massive statue or monument |
| Grand temple |
| Large fortress |
| Verdant parks and orchards |
| River divides town |
| Major trade center |
| Headquarters of a powerful family or guild |
| Population mostly wealthy |
| Destitute, rundown |
| Awful smell (tanneries, open sewers) |
| Center of trade for one specific good |
| Site of many battles |
| Site of a mythic or magical event |
| Important library or archive |
| Worship of all gods banned |
| Sinister reputation |
| Notable library or academy |
| Site of important tomb or graveyard |
| Built atop ancient ruins |
^notabletrait
## Encounters
### Sea
| Encounter |
| ---------------------------------------------------------------------------- |
| Ghost ship |
| Friendly and curious bronze dragon |
| Whirlpool `dice: 1d4`: If 4, it's a portal to the Elemental Plane of Water I |
| Merfolk traders |
| Passing warship (friendly or hostile) |
| Pirate ship (hostile) |
| Pirate ship (hostile) |
| [[Clovis Concord]] [[Zhelezo]] looking for pirates |
| A [[ttrpgs/The Slayers Five/The Myriad]] ship that has sustained heavy damage and is asking for help |
| Merchants - [[Magical food]] |
| Merchants - [[Magical food]] |
| Blink harpies |
| Sunken ship with treasure |
| Longship crewed by hostile berserkers |
| Hostile griffons or harpies |
| floating trapped chest with residuum |
| Sahuagin boarding party |
| Sahuagin boarding party |
| Sahuagin boarding party |
| Sahuagin boarding party |
| Sahuagin boarding party |
| NPC in the water (clinging to floating debris from falling off a skyship) |
| Sea monster (dragon turtle or kraken) |
^sea
### Undersea
| Encounter |
| ------------------------------------------------------------------------------------------------------------------------------------------ |
| Sunken ship covered in barnacles `dice: 1d4`: If 4, ship contains treasure |
| Nothing |
| Sunken ship with reef sharks (shallow water) or hunter sharks (deep waters) circling around it. `dice: 1d2`: If 2, ship contains treasure. |
| Bed of giant oysters. `dice: 1d%`: On 100, this oyster has a giant 5,000 gp pearl inside. |
| Underwater steam vent. `dice: 1d4`: If 4, vent is a portal to the Elemental Plane of Fire. |
| Sunken ruin (uninhabited) |
| Sunken ruin (inhabited or haunted) |
| Sunken statue or monolith |
| Friendly and curious giant sea horse |
| Patrol of friendly merfolk |
| Patrol of hostile merrow (coastal waters) or sahuagin (deep waters) |
| Enormous kelp bed (roll again to see what's hidden in the kelp bed) |
| Undersea cave (empty) |
| Undersea cave (sea hag lair) |
| Undersea cave (merfolk lair) |
| Undersea cave (giant octopus lair) |
| Undersea cave (dragon turtle lair) |
| Bronze dragon searching for treasure |
| Storm giant walkign on the ocean floor |
| Sunken treasure chest. `dice: 1d4`: If 4, it contains something of value (treasure). |
^undersea
### Urban
| Encounter |
| -------------------- |
| Nothing |
| Animals on the loose |
| Announcement |
| Brawl |
| Bullies |
| Companions |
| Contest |
| Corpse |
| Draft |
| Drunk |
| Fire |
| Found trinket |
| Guard harassment |
| Pickpocket |
| Procession |
| Protest |
| Runaway cart |
| Shady transaction |
| Spectacle |
| Urchin |
^urban
### Arctic (5-10)
| Encounter |
| ------------------------------------------------------------------------------------------------------------------------- |
| 2 saber-toothed tigers |
| 2 saber-toothed tigers |
| 2 saber-toothed tigers |
| 2 saber-toothed tigers |
| 2 saber-toothed tigers |
| 1d4 half-ogres |
| 1d4 half-ogres |
| 1d3+1 brown bears |
| 1d3+1 brown bears |
| 1d3+1 brown bears |
| 1d3 polar bears |
| 1d3 polar bears |
| 1d3 polar bears |
| 1d3 polar bears |
| 1d3 polar bears |
| 2d4 berserkers |
| 2d4 berserkers |
| 2d4 berserkers |
| 2d4 berserkers |
| 2d4 berserkers |
| a half-orc druid tending to an injured polar bear. if the characters assist the druid, she gives them a vial of antitoxin |
| a half-orc druid tending to an injured polar bear. if the characters assist the druid, she gives them a vial of antitoxin |
| a half-orc druid tending to an injured polar bear. if the characters assist the druid, she gives them a vial of antitoxin |
| a half-orc druid tending to an injured polar bear. if the characters assist the druid, she gives them a vial of antitoxin |
| a half-orc druid tending to an injured polar bear. if the characters assist the druid, she gives them a vial of antitoxin |
| 2d8 scouts |
| 2d8 scouts |
| 2d8 scouts |
| 2d8 scouts |
| 2d8 scouts |
| 2d4 ice mephits |
| 2d4 ice mephits |
| 2d4 ice mephits |
| 2d4 ice mephits |
| 2d4 ice mephits |
| 2d6+1 zombies aboard a galleon trapped in ice. Searching the ship yields 2d20 days of rations |
| 2d6+1 zombies aboard a galleon trapped in ice. Searching the ship yields 2d20 days of rations |
| 2d6+1 zombies aboard a galleon trapped in ice. Searching the ship yields 2d20 days of rations |
| 2d6+1 zombies aboard a galleon trapped in ice. Searching the ship yields 2d20 days of rations |
| 2d6+1 zombies aboard a galleon trapped in ice. Searching the ship yields 2d20 days of rations |
| 1 manticore |
| 1 manticore |
| 1 manticore |
| 1 manticore |
| 1 manticore |
| 2d6+3 orcs |
| 2d6+3 orcs |
| 2d6+3 orcs |
| 2d6+3 orcs |
| 2d6+3 orcs |
| 1d6+2 ogres |
| 1d6+2 ogres |
| 1d6+2 ogres |
| 2d4 griffons |
| 2d4 griffons |
| 1d4 veterans |
| 1d4 veterans |
| 1 bandit camptain with 1 druid, 1d3 berserkers, and 2d20+5 bandits |
| 1 bandit camptain with 1 druid, 1d3 berserkers, and 2d20+5 bandits |
| 1 bandit camptain with 1 druid, 1d3 berserkers, and 2d20+5 bandits |
| 1d4 hours of extreme cold (DMG) |
| 1d4 hours of extreme cold (DMG) |
| 1d4 hours of extreme cold (DMG) |
| 1d4 hours of extreme cold (DMG) |
| 1d4 hours of extreme cold (DMG) |
| 1 young remorhaz |
| 1 young remorhaz |
| 1 young remorhaz |
| 1 orc Eye of Gruumsh with 1d6 orogs and 2d8+6 orcs |
| 1 orc Eye of Gruumsh with 1d6 orogs and 2d8+6 orcs |
| 1 orc Eye of Gruumsh with 1d6 orogs and 2d8+6 orcs |
| 1 orc Eye of Gruumsh with 1d6 orogs and 2d8+6 orcs |
| 1 revenant |
| 1 revenant |
| 1 revenant |
| A howl that echoes over the land for 1d3 minutes |
| A howl that echoes over the land for 1d3 minutes |
| A howl that echoes over the land for 1d3 minutes |
| A howl that echoes over the land for 1d3 minutes |
| A howl that echoes over the land for 1d3 minutes |
| 1d3 mammoths |
| 1d3 mammoths |
| 1 young white dragon |
| 1 young white dragon |
| 2d4 winter wolves |
| 2d4 winter wolves |
| 1d6+2 yetis |
| 1d6+2 yetis |
| 1d2 frost giants |
| 1d2 frost giants |
| 1d3 werebears |
| 1d3 werebears |
| 1d4 trolls |
| 1d4 trolls |
| 1 abominable yeti |
| 1 abominable yeti |
| 1 remorhaz |
| 1 remorhaz |
| 1 roc |
| 2d4 young remorhaz |
^arctic
### Coastal (5-10)
| Encounter |
| -------------------------------------------------------------------------------------------------------------------- |
| Wandering pet merchants |
| Group of misguided young ruffians trying to steal to make their way |
| 3d6 pteranodons |
| Giant Hawk that turns out to be a wounded druid that was shot down by a hunter |
| 2d4 scouts |
| 1d6+2 sahuagins |
| 1d6+2 sahuagins |
| 1 sea hag |
| [[Aro]] |
| 1d4+1 giant toads |
| 3d6 sahuagins |
| 3d6 sahuagins |
| 3d6 sahuagins |
| 3d6 sahuagins |
| 3d6 sahuagins |
| 2d6 giant eagles |
| 2d6 giant eagles |
| 2d6 giant eagles |
| 2d6 giant eagles |
| 2d6 giant eagles |
| A pseudodragon chasing gulls through the air |
| A pseudodragon chasing gulls through the air |
| A pseudodragon chasing gulls through the air |
| A pseudodragon chasing gulls through the air |
| A pseudodragon chasing gulls through the air |
| 1d2 druids |
| 1d2 druids |
| 1d2 druids |
| 1d2 druids |
| 2d4+1 giant toads |
| 2d4+1 giant toads |
| 2d4+1 giant toads |
| 1 commoner singing a dirge (day only) or 1 banshee (night only) |
| 1 commoner singing a dirge (day only) or 1 banshee (night only) |
| 1 commoner singing a dirge (day only) or 1 banshee (night only) |
| A stoppered bottle containing an illegible note and half buried in the sand |
| A stoppered bottle containing an illegible note and half buried in the sand |
| A stoppered bottle containing an illegible note and half buried in the sand |
| A stoppered bottle containing an illegible note and half buried in the sand |
| A stoppered bottle containing an illegible note and half buried in the sand |
| 3 sea hags |
| 3 sea hags |
| 3 sea hags |
| 1d8+1 harpies |
| 1d8+1 harpies |
| 1d8+1 harpies |
| 1d4 plesiosaurus |
| 1d4 plesiosaurus |
| 1d4 plesiosaurus |
| 1d4 plesiosaurus |
| 1d4 manticores |
| 1d4 manticores |
| 1d4 manticores |
| 2d4 ogres |
| 2d4 ogres |
| 2d4 ogres |
| 1d10 griffons with riders |
| 1d10 griffons with riders |
| 1d10 griffons with riders |
| 1d10 griffons with riders |
| A battle at sea between two galleons |
| A battle at sea between two galleons |
| A battle at sea between two galleons |
| A battle at sea between two galleons |
| A battle at sea between two galleons |
| 1d4+3 merrow |
| 1d4+3 merrow |
| 1d4+3 merrow |
| 1d4+3 merrow |
| 1d4+3 merrow |
| A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, 2d12 bandits, all searching for buried treasure |
| A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, 2d12 bandits, all searching for buried treasure |
| A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, 2d12 bandits, all searching for buried treasure |
| A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, 2d12 bandits, all searching for buried treasure |
| A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, 2d12 bandits, all searching for buried treasure |
| A severed humanoid hand tangled in a net |
| A severed humanoid hand tangled in a net |
| A severed humanoid hand tangled in a net |
| A severed humanoid hand tangled in a net |
| A severed humanoid hand tangled in a net |
| 1 water elemental |
| 1 water elemental |
| 1 cyclops |
| 1 cyclops |
| 1d4 banshees (night only) |
| 1d4 banshees (night only) |
| 2d4 veterans |
| 2d4 veterans |
| 1 young bronze dragon |
| 1 young bronze dragon |
| 1d3 cyclops |
| 1d3 cyclops |
| 1d3 cyclops |
| 1 young blue dragon |
| 1 young blue dragon |
| 1 sahuagin baron with 1d3 sahuagin priestesses and 2d8 sahuagin |
| 1 djinni |
| 1 roc |
| 1 marid |
| 1 storm giant |
^coastal
### Desert (5-10)
### Forest (5-10)
| Encounter |
| ------------------------------------------------------------------------------------------------------------------------------------------- |
| 2d4 vine blights |
| 2d6 hobgoblins or 2d6 orcs |
| 2d4 apes or 2d4 satyrs |
| 1d3 will-o'-wisps |
| 1d4 swarms of poisonous snakes |
| 1 orc Eye of Gruumsh with 12d2 orogs and 1d8+2 orcs |
| 1d3 constrictor snakes or 1d4 tigers |
| 1 goblin boss with 3d6 goblins |
| 1 faerie dragon (any age) |
| 1 brown bear or 1d6+2 black bears |
| 1d4 giant boars |
| 1d4 giant boars |
| 1d4 giant boars |
| 1d8+1 giant spiders |
| 1d8+1 giant spiders |
| 1 lizardfolk shaman with 2d4 lizardfolk |
| 1 lizardfolk shaman with 2d4 lizardfolk |
| 1d10 giant toads |
| 1d4 ankhegs |
| 1d3 awakened trees (day) or 1 banshee (night) |
| A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven. |
| A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven. |
| A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven. |
| A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven. |
| A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven. |
| 1 couatl |
| 1d4 ogres or 1d6+2 half-ogres |
| 1d4 ogres or 1d6+2 half-ogres |
| 1 gnoll pack lord with 1d4+1 giant hyenas |
| 1 gnoll pack lord with 1d4+1 giant hyenas |
| 1d6 wererats |
| 1d6 wererats |
| 1d4 gricks |
| 1d8+1 yuan-ti purebloods |
| 1d6 pegasi |
| An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour. |
| An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour. |
| An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour. |
| An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour. |
| An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour. |
| 1d6+2 dryads |
| 1d6+2 dryads |
| ad4 giant elk |
| 1d8+1 harpies |
| 1 bandit captain with 1 druid and 1d6+5 bandits |
| 1 bandit captain with 1 druid and 1d6+5 bandits |
| 2d4 dire wolves |
| 2d4 dire wolves |
| 2d4 bugbears |
| 2d4 bugbears |
| 2d4 centaurs |
| 2d4 centaurs |
| 3d10 blink dogs |
| 3d10 blink dogs |
| 1d4 owlbears |
| 1d4 owlbears |
| 1d8+1 berserkers |
| 1d8+1 berserkers |
| 1d3 green hags |
| 1d3 green hags |
| A clear pool of water with 1d6 sleeping animals lying around its edge |
| A clear pool of water with 1d6 sleeping animals lying around its edge |
| A clear pool of water with 1d6 sleeping animals lying around its edge |
| A clear pool of water with 1d6 sleeping animals lying around its edge |
| A clear pool of water with 1d6 sleeping animals lying around its edge |
| 1d4 werewolves |
| 1d4 werewolves |
| 1 werebear |
| 1 werebear |
| 1d8+1 ettercaps |
| 1d8+1 ettercaps |
| 2d10 elk |
| 2d10 elk |
| 1d4 veterans |
| 1d4 veterans |
| An old tree with a wizened face carved into the trunk |
| An old tree with a wizened face carved into the trunk |
| An old tree with a wizened face carved into the trunk |
| An old tree with a wizened face carved into the trunk |
| An old tree with a wizened face carved into the trunk |
| 1d4 wereboar |
| 2d4 displacer beast |
| 1d4 shambling mound |
| 1 hobgoblin captain with 3d10 hobgoblins and 4d12 goblins |
| 1 yuan-ti abomination |
| 1d8+1 phase spiders |
| 1d4 trolls |
| 2d4 yuan-ti malisons |
| 1 oni |
| 1d4 unicorns |
| 1d6+2 weretigers |
| 1 young green dragon |
| 1d4 gorgons |
| 1d6+2 gnoll fangs of Yeenoghu |
| 1 treant |
| 1d4 revenants |
| 1 grick alpha with 1d6+1 gricks |
| 1d4 giant apes |
| 1 guardian naga |
| 1 adult gold dragon |
^01dfa7
### Grassland (5-10)
### Hill (5-10)
| Encounter |
| --------------------------------------------------------------------------------------------------------------- |
| 1d4 pegasi or 1d3 perytons |
| 1d6 + 2 giant goats |
| 1 manticore |
| 1d8+1 gnolls or 1d8+1 hobgoblins |
| 1d4 lions |
| 1d6+2 worgs |
| 1d4 brown bears |
| 3d6 axe beaks |
| 1 half-ogre with 2d6 orcs |
| 2d10 winged kobolds |
| 1 goblin boss with 1d4 dire worlves and 2d6 goblins |
| 1 goblin boss with 1d4 dire worlves and 2d6 goblins |
| 1d6 giant elk |
| 1d8+1 giant eagles |
| 1d8+1 giant eagles |
| 1d4 phase spiders |
| 1d4 phase spiders |
| 1 gnoll pack lord with 22d4 giant hyenas |
| 1 gnoll pack lord with 22d4 giant hyenas |
| 2d4 hippogriffs |
| 15-foot-tall stone statue of dwarf warrior that has been tipped over on its side |
| 15-foot-tall stone statue of dwarf warrior that has been tipped over on its side |
| 15-foot-tall stone statue of dwarf warrior that has been tipped over on its side |
| 15-foot-tall stone statue of dwarf warrior that has been tipped over on its side |
| 15-foot-tall stone statue of dwarf warrior that has been tipped over on its side |
| 2d4 orogs |
| 2d4 orogs |
| 1d4+1 griffons |
| 1d4+1 griffons |
| 1d6+2 harpies |
| 1d6+2 harpies |
| 1 orc Eye of Gruumsh with 2d6+3 orcs |
| 1 orc Eye of Gruumsh with 2d6+3 orcs |
| 1d4+3 giant boars |
| 1d4+3 giant boars |
| A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in |
| A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in |
| A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in |
| A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in |
| A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in |
| 1d3 green hags |
| 1d3 green hags |
| 1d4 werewolves |
| 1d4 werewolves |
| 1d6+2 ogres |
| 1d6+2 ogres |
| 1 hobgoblin captain with 2d8 hobgoblins |
| 1 hobgoblin captain with 2d8 hobgoblins |
| 1 bandit captain with 3d6 bandits |
| 1 bandit captain with 3d6 bandits |
| 1 chimera |
| 1d4 ettins |
| 1d4 ettins |
| 1d4 ettins |
| 1d4 ettins |
| 1 chimera |
| 1 chimera |
| 1 chimera |
| 1d6+2 veterans with 2d6 berserkers |
| 1d6+2 veterans with 2d6 berserkers |
| 1d6+2 veterans with 2d6 berserkers |
| 1d6+2 veterans with 2d6 berserkers |
| An abandoned wooden hut |
| An abandoned wooden hut |
| An abandoned wooden hut |
| 1 galeb duhr |
| 1 galeb duhr |
| 1 galeb duhr |
| 1 galeb duhr |
| 1 bulette |
| 1 bulette |
| 1 bulette |
| 1 bulette |
| 1 wyvern |
| 1 wyvern |
| 1 wyvern |
| 1 wyvern |
| 2d6+10 goats with 1 herder (tribal warrior) |
| 2d6+10 goats with 1 herder (tribal warrior) |
| 2d6+10 goats with 1 herder (tribal warrior) |
| 1d3 hill giants |
| 1d3 hill giants |
| 2d4 wereboars |
| 2d4 wereboars |
| 1d4 revenants |
| 1d4 revenants |
| 1d2 gorgons |
| 1d2 gorgons |
| 1d8+1 gnoll fangs of Yeenoghu |
| 1d8+1 gnoll fangs of Yeenoghu |
| 1d4 cyclops |
| 1d4 cyclops |
| 1d4 cyclops |
| 1 young red dragon |
| 1 young red dragon |
| 1 young red dragon |
| 1d4 stone giants |
| 1d4 stone giants |
| 1d3 young copper dragons |
| 1 roc |
^hill
### Mountain (5-10)
### Swamp (5-10)
### Underdark (5-10)
| Encounter |
| --------------------------------------------------------------------------------------- |
| 3d6 swarms of bats |
| 1d4 giant spiders or 1d4 giant toads |
| 1 mimic |
| 2d4 gray oozes |
| 2d10 orcs or 3d6 troglodytes |
| 3d6 grimlocks |
| 1d6+2 magma mephits |
| 1 goblin boss with 2d4 goblins |
| 2d4 darkmantles |
| 2d8+1 drow |
| 2d10 piercers |
| 1d4 minotaur skeletons |
| 3d6 deep gnomes |
| 3d6 deep gnomes |
| 1 druid with 1 polar bear (cave bear) |
| 3d6 orcs |
| 3d6 orcs |
| 1 bone naga |
| 2d6 bugbears |
| 2d6 bugbears |
| Luminescent fungi growing on the walls of a moist cave, filling it with dim light |
| Luminescent fungi growing on the walls of a moist cave, filling it with dim light |
| Luminescent fungi growing on the walls of a moist cave, filling it with dim light |
| Luminescent fungi growing on the walls of a moist cave, filling it with dim light |
| Luminescent fungi growing on the walls of a moist cave, filling it with dim light |
| 2d4 specters |
| 1d12+4 shadows |
| 1d3 gibbering mouthers |
| 4d4 hobgoblins |
| 4d4 hobgoblins |
| 1d4 carrion crawler |
| 1d4 carrion crawler |
| 1 black pudding |
| 1 black pudding |
| 1d4 ochre jellies |
| A patch of mold that appears yellow when light is directed toward it |
| A patch of mold that appears yellow when light is directed toward it |
| A patch of mold that appears yellow when light is directed toward it |
| A patch of mold that appears yellow when light is directed toward it |
| A patch of mold that appears yellow when light is directed toward it |
| 1d4 nothics |
| 2d8+1 gas spores |
| 2d8+1 gas spores |
| 1d3 gelatinous cubes |
| 1d3 gelatinous cubes |
| 1 ghost |
| 1 flameskull |
| 2d8 duergar |
| 2d8 duergar |
| 1 wraith |
| 1 umber hulk |
| 1 xorn |
| 1d6+2 dwarf hunters searching for trolls |
| 1 hobgoblin captains with 3d10 hobgoblins |
| 1 roper |
| 1 kuo-toa monitor with 1d4 kuo-toa whips and 1d8+1 kuo-toa |
| 1d3 water weirds |
| 1d4 ghasts with 1d10 ghouls |
| 1 otyugh |
| A merchant caravan consisting of 1 drow mage, 2 drow elite warriors, and 2d10 quaggoths |
| A merchant caravan consisting of 1 drow mage, 2 drow elite warriors, and 2d10 quaggoths |
| 1d4 wights |
| 1d4 doppelgangers |
| 2d8 fire snakes |
| 1d4 spectators |
| 1 orc Eye of Gruumsh with 1d4 orogs and 2d10+3 orcs |
| 1d3 vampire spawn |
| 1d4 hook horrors or 1d4 minotaurs |
| 3d6 quaggoth spore servants |
| 1d3 grells |
| 1d3 grells |
| 1d6+1 intellect devourers |
| 1d10 gargoyles |
| 1 beholder zombie |
| 1 quaggoth thonot with 2d4 quaggoths |
| 1 quaggoth thonot with 2d4 quaggoths |
| 1d6 ettins or 1d4 trolls |
| 1d8+1 phase spiders |
| 1 fomorian or 1d3 cyclops |
| 1d4 earth elementals |
| 3d6 ogres |
| 1d4+1 chuuls |
| 1d10 hell hounds |
| 1d3 drow elite warriors |
| 1d4 chimeras |
| 1d4 salamanders |
| 1 cloaker |
| 2d4 wights |
| 1d4 drider |
| 1 fire giant |
| 1 grick alpha with 2d4 gricks |
| 1 mind flayer arcanist |
| 1d4 drow mages |
| 1 spirit naga |
| 1d4 mind flayers |
| 1 behir |
| 1 aboleth |
| 1 dao or 1 stone giant |
| 1 beholder |
^underdark
### Plants (Tome of Beasts I and II)
| Plant | Source | CR |
| ----------------------- | -------------- | --- |
| Corpse Flower | | |
| Cactid | ToB p.50 | 3 |
| Cavelight Moss | ToB p.53 | 4 |
| Child of the Briar | ToB p.56 | 1 |
| Frostveil | ToB p.207 | 4 |
| Mi-Go | ToB | 5 |
| Mindrot Thrall | ToB | 3 |
| Morphoi | ToB | 1/2 |
| Mycolid, Deathcap | ToB | 4 |
| Ravenala | ToB | 5 |
| Tendril Puppet | ToB | 2 |
| Treant, Weeping | ToB | 6 |
| Vesiculosa | ToB | 11 |
| Vine Lord | ToB | 7 |
| Vine Troll Skeleton | ToB | 9 |
| Barometz | ToB II p. 38 | 6 |
| Bulbous Violet | ToB II p. 53 | 1 |
| Carnivorous Sod | ToB II p. 57 | 1 |
| Crimson Shambler | ToB II p. 73 | 1/2 |
| Dancing Foliage | ToB II p. 79 | 4 |
| Fleshdreg | ToB II p. 152 | 5 |
| Fungi, Boomer | ToB II p. 157 | 1/2 |
| Fungi, Ophio | ToB II p. 157 | 7 |
| Fungi, Pixie's Umbrella | ToB II p. 158 | 1/8 |
| Fungi, Shiftshroom | ToB II p. 159 | 1/4 |
| Fungi, Strobing | ToB II p. 160 | 4 |
| Garlicle | ToB II, p. 162 | 1 |
| Hydra, Bloom | ToB II, p. 207 | 6 |
| Kelp Eel | ToB II, p. 227 | 10 |
| Peat Mammoth | ToB II, p. 293 | 10 |
| Pine Doom | ToB II, p. 295 | 9 |
| Stone Creeper | ToB II, p. 339 | 1 |
| Swamp Lily | ToB II, p. 342 | 7 |
| Treant, Mangrove | ToB II, p. 350 | 7 |
| Viiret | ToB II, p. 361 | 3 |
^tobplants
### Monster motivations
| Motivation |
| --------------------------- |
| Find a sanctuary |
| Find a sanctuary |
| Conquer the dragon |
| Conquer the dragon |
| Conquer the dragon |
| Seek an item in the dungeon |
| Seek an item in the dungeon |
| Seek an item in the dungeon |
| Slay a rival |
| Slay a rival |
| Slay a rival |
| Hide from enemies |
| Hide from enemies |
| Recover from a battle |
| Recover from a battle |
| Avoid danger |
| Avoid danger |
| Seek wealth |
| Seek wealth |
| Seek wealth |
^motivation
[^dmg]: Mearls, M. et al. (2014). _Dungeons & dragons: Dungeon master's guide_. Wizards of the Coast, LLC.
[^donjon]: _Fantasy random generator_. Retrieved in June 2021 from https://donjon.bin.sh/fantasy/random/#type=npc
### Combat Outs
| Out |
| --------------------------------------------------- |
| Constructs disabled |
| Summoned creatures unsommoned |
| Brutes sacrifice health for damage |
| Villains surrender and become quest givers |
| Monsters flee |
| Aberrant monsters explode |
| Truce negotiated |
| Puzzle solved |
| Powerful weapon unleashed |
| Followers sacrifice themselves while leader escapes |
| Cavern collapses |
| Villain teleports explosively |
| NPC rescued |
| Item stolen |
| PCs flee from an overwhelming force |
| Gods intervene |
| Minions betray villain |
| Guards break it up |
| The true villain shows up |
| The true purpose reveals the battle as a ruse |
^outs
## Ships
### Ship Names
| Adjective | Noun |
| ------------ | --------- |
| Beautiful | Adventure |
| Bilious | Barnacle |
| Bold | Brawler |
| Cold | Devil |
| Dandy | Dragon |
| Dawn | Gem |
| Drunken | Flower |
| Fiery | Jester |
| Furious | Kraken |
| Grinning | Leviathan |
| Intrepid | Mermaid |
| Jolly | Prince |
| Misty | Princess |
| Rambunctious | Revenge |
| Bawdy | Banshee |
| Red | Saber |
| Royal | Shark |
| Salty | Tide |
| Sinful | Treasure |
| Twilight | Victory |
| Zealous | Wanderer |
| Pride of the | Lucidian |
| Lucky | Leper |
| Storm of the | Sorcerer |
^shipname
### Ship Purpose
| Purpose |
| --------- |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Cargo |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Passenger |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Fishing |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Military |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Piracy |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Mercenary |
| Ghost |
| Ghost |
| Ghost |
| Ghost |
| Ghost |
^shippurpose
### Ship disposition
| Disposition |
| ---------------------- |
| Diseased |
| Emergency |
| Help with purpose |
| Mutiny |
| Trading |
| No special disposition |
| No special disposition |
| No special disposition |
| No special disposition |
| No special disposition |
^shipdisposition
### Ship Type
| Ship |
| ------------ |
| Rowboat |
| Rowboat |
| Rowboat |
| Rowboat |
| Rowboat |
| Rowboat |
| Rowboat |
| Rowboat |
| Rowboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Keelboat |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Longship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Sailing ship |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Galley |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
| Warship |
^shiptype
## Random ideas
| Idea |
| ------------------------------------------------------------------------------------------------- |
| Hidden civilization under a self-imposed quarantine they don't know ended centuries ago |
| The party has lost a day of their memory and start in a fight |
| Party must play different characters from the past |
| Party must jäger machines that have different abilities |
| Boss can redirect damage to their minions, but don't tell the party this. Let them figure it out. |
^randomideas