## 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