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stefwill c0ef70d7fe docs: add build spec, TODO, and encounter table sources
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The Game Master's Book of Random Encounters

Note: This file contains all random tables extracted from the book. 219 tables found across pages 1251 (legal/copyright pages 252259 skipped). Sections: Navigation Tables, One-Shot Adventures, Taverns/Inns/Shops/Guild Halls, Temples/Tombs/Crypts, The Great Outdoors, Homes/Hideouts/Labs/Lairs, Rooftops/Alleyways/Tunnels, Randomized Tables.


Navigation Tables

Random Location Generator

1d4 Location Section
1 Taverns, Inns, Shops & Guild Halls
2 Temples, Tombs & Crypts
3 The Great Outdoors
4 Homes, Hideouts, Labs & Lairs

One-Shot Adventures Selection

1d8 Adventure
1 Presto Change-O
2 Mother Knows Best
3 Special Delivery
4 An Actor's Life
5 Tomb of the Forgotten Paladin
6 Nature vs. Nurture
7 Too Deep Mine
8 The Portal Prison

One-Shot Adventures

Presto Change-O

FeatFest Gone Wild

1d8 Presto is attacked by...
1 A human who has become an Ageless Hag
2 A Flame-Spitting Toddler
3 A Shy Banshee
4 A Balding Werewolf
5 A Towering Halfling
6 An Acid Dwarf
7 A Stone-Fisted Brawler
8 GM's choice or roll 2d8

Hold's Helpers

1d6 Hold throws...
1 An enlarge potion at 1d4 rats
2 A potion at a spider's web — giant spider appears
3 A fireball 10 ft. ahead
4 Consumes a potion and disappears
5 A vial that collapses the wall, revealing a crocodile
6 Sets an acid trap

Large Potion Vats

1d4 The vat contains...
1 Potion of Levitation
2 Potion of Enlarging
3 Potion of Slow
4 Potion of Lycanthropy (→ werewolf/werebear/wererat/weretiger for 1d6 hours)

Barrel Wall

1d10 The barrel contains...
1 Powerful solvent, 2d6 acid damage
2 Powerful glue, DC 17 Strength to escape
3 Potion of levitation
4 Potion of confusion
5 Potion of minor healing (1d4+5 HP)
6 Potion of fear
7 Magical grease
8 Potion of blindness
9 Potion of haste
10 Potion of enfeeblement

Mother Knows Best

Cultist Clash — Whom Do the Cultists Serve?

1d6 The cultists serve...
1 Undarosh the Unclean (acid damage)
2 Mishtath the Flame Kissed (fire damage)
3 Argosh the Storm Bringer (force damage)
4 Candorath the Chill Touched (cold damage)
5 Gambon the Dream Stalker (psychic damage)
6 Malcore the Flesh Corruptor (necrotic damage)

Your Mother Should Know

1d6 Mother is...
1 The head cultist, planning to sacrifice a child
2 Transformed into a demon but maintains her consciousness
3 An entry-level cultist who used suggestion on herself
4 Killed by the ritual, beyond resurrection
5 Fighting alongside the party as a level 10 mage
6 Not Mother at all — a doppelganger

Mutt and Mate — Why Are They Angry?

1d6 They are fighting because...
1 Both loved the same lass named Marsha
2 Each insisted it was the other's turn to pay the tab
3 They disagree about who is more mighty
4 Both believe the other cheated at a drinking competition
5 Both believe the other got a larger inheritance
6 They simply love fighting

Random Demands

1d6 The cultists demand...
1 A humanoid foot
2 A comparable magical item
3 A brand-new song performed on the spot
4 A beloved weapon
5 A level 4 or higher spell scroll
6 A dragon's tooth

Cultist Meeting Room Variant

1d6 The cultists...
1 2d4 cultists + cult fanatic in the Welcome Area
2 1d6 cultists arguing with another 1d6
3 One cult fanatic who has arrived early
4 2d4 cultists + fanatic fleeing (roll on Sad Summoning)
5 Ritual Chamber full of 2d4 dead cultists with claw marks
6 2d4 cultists + fanatic actively summoning

Sad Summoning Table

1d8 Result
1 The summoning fails
24 Succeeds with 3 caveats (roll 3 times on Cult Caveat Table)
57 Succeeds with 2 caveats (roll 2 times on Cult Caveat Table)
8 Succeeds with 1 caveat (roll once on Cult Caveat Table)

Cult Caveat Table

1d20 The summoned creature...
1 Appears as a baby goat
2 Is a complete pacifist
3 Is easily distracted
4 Has 12 total HP
5 Can only communicate through song
6 Has 1 Intelligence
7 Is missing all its limbs
8 Lacks the ability to hear
9 Is unable to see
10 Only wants to go to the pub
11 Is afraid of humanoids
12 Is inside out and vulnerable to all damage
13 Is incredibly groggy (as the slow spell)
14 Refuses to move
15 Thinks the summoners are its foes
16 Takes half the damage it inflicts
17 Has arms for teeth and mouths for hands
18 Floats like a balloon (as levitate)
19 Is laughing hysterically
20 Has 0 Charisma

Special Delivery

Lady Izail's Minions

1d6 Lady Izail sends...
1 2d6 skeletons rising from the earth
2 One wight leading 1d4 skeletons
3 One cult fanatic and 1d4 cultists
4 4d6 hired goblins
5 6d4 kobolds
6 One zombie giant and two skeletons

Release the Hounds

1d6 What's released...
1 1d4 summoned hellhounds
2 A spined devil and two imps
3 An invisible stalker and 1d4 bandits
4 A Barlgura disguised as a blacksmith
5 1d6 hired thugs led by a berserker
6 1d4 hired assassins

Dockside Variant

1d6 The party encounters...
1 Two merrows attacking the dock
2 A sea hag in disguise
3 1d6 bandits with a bound figure
4 A panicked man + two giant octopuses
5 A lightning storm striking all metal objects
6 An angry water elemental

Wild Magic Storm (The Storm)

1d20 Effect
1 Lightning bolt strikes the nearest creature
2 A fated meteorite falls, striking 10-ft. area for 6d6 bludgeoning
3 Dozens of magical daggers fly in from the sea
4 A healing beam strikes the party, restoring 2d10 HP
5 A magic blizzard fills the area for 1 round
6 A magic drain hits the nearest caster (lose spell slots)
7 Magical vines spring from below, restraining all
8 A necrotic burst hits everyone in range
9 A unicorn appears on a rainbow above
10 A fire flurry sweeps through the area
11 Flowers fall from the sky
12 A wind of the damned wails through
13 A rare magical item washes ashore
14 A glittering portal appears briefly
15 A force pulse knocks everyone prone
16 A blink dog appears and assists for 1 round
17 A thunderclap deafens all in range for 1d4 rounds
18 A rain of riches (coins) falls from the sky
19 A blood mist fills the area, obscuring vision
20 Bodies shift — everyone swaps positions

Arcane Enchantment Inverter

1d4 Effect
1 Destruction Detonation: 6d8 force damage
23 Polymorph Ray: target becomes a cat
4 Radiant Energy Bomb: 4d8 radiant damage

An Actor's Life

Guilderoy's Island: A Surprising Paradise

1d20 The party discovers...
1 A menagerie with lions, tigers, and bears
2 An observatory with a magic telescope
3 A druid named Sandy
4 A pulley gondola
5 A massive gold-fruit tree
6 An invisible boat
7 A grotto with waterslides
8 A transmutation lab with furniture-people
9 A reflecting pool with a water weird
10 A statuary garden with ghosts
11 A lush garden with 2d4 scarecrows
12 A gaming field
13 A staircase leading to an airship dock
14 A private mining operation
15 An inert volcano (roll 1d20 daily; erupts on a 1)
16 A field of malevolent wildflowers (DC 15 Con save)
17 2d4 treants
18 A large silver dragon turned to stone
19 A banshee of a dead Guilderoy family member
20 An apiary with 2d4 bee swarms

The Play's the Thing

1d6 The evening's performance is...
1 The Drowning of Mert the Merman (features a water weird in a tank)
2 A Drow and a Dalmatian (features a trained mastiff named Jacobi)
3 Less Talk More Ale (features a massive greatsword prop)
4 Four Kings of Fallorun (features a hypnotic pattern light show)
5 Brown Bear Black Bear Bugbear (features bugbear costume with 2d4 claws)
6 Flames on the Breeze (features a wooden dragon with a breath weapon)

Tomb of the Forgotten Paladin

The Talking Sword

1d6 The sword is...
1 Upbeat and optimistic
2 Wise-cracking and blunt
3 Genuinely unpleasant
4 Timid and shy with a furious temper
5 A total know-it-all
6 Absolutely fabulous

Bald Rock Clearing Variant

1d6 The clearing contains...
1 2d6 skeletons + a minotaur skeleton
2 A dryad who summons 1d4 owlbears / 1d4 giant boars / 1d4 giant badgers
3 2d4 cultists + cult fanatic performing a ritual
4 4d4 twig blights + 1d4 vine blights + 1d4 needle blights
5 A raging cyclops circling the altar
6 A manticore building its nest

Tomb Traps

1d6 The trap is...
1 A hidden doorway with 1d4 swarms of undead rats
2 A hidden glyph: DC 13 Dex save or 2d6 fire damage
3 A tripwire: DC 13 Dex save or 1d6 acid damage
4 A pressure plate: poison gas, DC 10 Con save or 1d6 poison damage
5 A loose stone making a ticking noise
6 A translucent barrier: DC 10 Con save or 1 exhaustion

Tomb Hallways Variant

1d6 The hallway contains...
1 Five mimics disguised as treasure chests
2 A pit with 1d4 skeletons at the bottom
3 Long-dead adventurers who rise as 1d6 zombies
4 A series of 1d6 pressure trap spears
5 A gelatinous cube
6 A ghast hiding in a pile of bones

Nature vs. Nurture

Investigation Check — Townspeople Found

DC Townspeople Located
15 1d4 townspeople
610 1d6 townspeople
1115 2d6 townspeople
1620 3d6 townspeople
20+ 4d6 townspeople

Encounter Variant: Roll on Through

Charisma (Persuasion) DC Chance of Peaceful Passage
15 0%
610 25%
1115 50%
1620 75%
20+ 100%

Too Deep Mine

Trouble Below

Roll 1d6 each round in the mine.

1d6 Hazard
1 Poison Gas: 30-ft. radius, DC 14 Con save or 2d6 poison damage
2 Magma Burst: 30-ft. radius, DC 14 Dex save or 2d6 fire damage
3 Acid Spray: 30-ft. radius, DC 14 Dex save or 2d6 acid damage
4 Lightning Blasts: 30-ft. radius, DC 14 Dex save or 2d6 force damage
5 Magical Darkness: 30-ft. radius, lasts 2 rounds
6 Terrifying Scream: DC 14 Wis save or 2d6 psychic damage + frightened

Too Deep Mine Variant

1d6 The party encounters...
1 1d4 angry salamanders
2 A stone giant
3 2d4 phase spiders
4 2d4 hook horrors
5 A chimera
6 1d4 ropers

The Portal Prison

Portal Effects

All effects deal 3d6 psychic damage plus the listed effect on a failed DC 17 save.

1d10 Effect Save
1 Blindness Constitution
2 Madness/confusion Wisdom
3 Deafness Constitution
4 Pain: 4d8 necrotic damage Constitution
5 Stupidity/feeblemind Intelligence
6 Lethargy/slow Wisdom
7 Curse/bane Charisma
8 Rage/crown of madness Wisdom
9 Change in form/polymorph (→ CR 1 creature) Wisdom
10 Reduction/reduce Constitution

Falique's Uniques

1d12 Item
1 Traveling Hole Punch (Wondrous, RARE, 500gp)
2 Hairshirt of Healing (Wondrous, RARE, 500gp)
3 Marble of Slipping (Wondrous, COMMON, 80gp)
4 Vest of Solar Power (Wondrous, UNCOMMON, 300gp)
5 Chef's Knife (Wondrous, UNCOMMON, 250gp)
6 Immediate Anchor (Wondrous, RARE, 700gp)
7 Shades of Night (Wondrous, UNCOMMON, 120gp)
8 Ocarina of Inspiration (Wondrous, VERY RARE, 2,000gp)
9 Nimble Hand Wraps (Wondrous, RARE, 800gp)
10 Earth Rumble Boots (Wondrous, VERY RARE, 3,000gp)
11 Stampede in a Bottle (Wondrous potion, VERY RARE, 500gp)
12 Pocketwatch Wizard (Wondrous, VERY RARE, 2,800gp)

Stampede in a Bottle — Type of Stampede

1d6 The stampede is...
1 A herd of cats: 6d6 slashing damage
2 A battery of elk: 8d10 bludgeoning damage; knocked prone on failed save
3 A fleet of bats: 8d4 slashing damage; blinded for 1 turn on failed save
4 3050 feral hogs: 8d8 bludgeoning damage; carried 15 ft. in direction of stampede on failed save
5 A cavalcade of giant spiders: 4d6 piercing; DC 13 Con save or 2d6 poison + poisoned
6 A tornado of sharks: 10d6 slashing; on failed save, additional 2d6 as shark latches onto a limb

Taverns, Inns, Shops & Guild Halls

The Not Hostel

Residents

1d4 The Not Hostel is...
1 ...nearly empty, but only because there's a dead half-orc rotting in one of the bunks
2 ...full with one body for each bed
3 ...packed with one body per bed plus a group of musicians sleeping beneath a few bunks
4 ...overflowing with an extra 3d10 gnomes and halflings buddying up with other bunkmates

Variant Encounter (Optional)

1d6 The party...
1 ...must contend with 3d4 drunk goblins
2 ...must endure the sounds of an angry half-orc dictating a letter for his ex to a terrified halfling
3 ...sees a trio of gnomes playing dice with a berserker who keeps losing, and isn't pleased
4 ...is confronted by a surly dwarf who says they are in his bunk
5 ...finds a hole in the floor, from which scampers 3d4 swarms of rats
6 ...walks in on an all-out brawl between two gangs of 2d4 bugbears over who has to bunk with whom

The Two Doors Tavern

Dividing Sign Table

Roll a 1d6 to determine the sign's message.

1d6 Left-siders Right-siders
1 The Pointy-Eared All Others
2 5 ft. or fewer More than 5 ft.
3 Locals Out-of-towners
4 Wizards, Mages, Magicky-types Blades, Bows, Brawlers
5 Devout Depraved
6 What do they call you? AM What do they call you? NZ

Random Revels

Roll 3d6 for three consecutive contests, played in any order.

1d6 "Tonight's revels will be..."
1 "...arm wrestling!" Two challengers face off using consecutive contested Strength (Athletics) checks. A winner is determined after three high rolls in a row.
2 "...dodging this ball!" Three challengers from each side alternate throwing a stuffed sheep's bladder at one another (contested ranged attack vs. Dexterity save). A failed save is a hit, eliminating that player. Last team standing wins.
3 "...an ale guzzling contest!" Each side chooses one challenger to consume five ales in a row, making five Constitution checks — highest total wins. At the end of the contest, all participants must make a DC 15 Constitution save to determine their level of inebriation for the rest of the night.
4 "...trivia of the obscure!" Three random questions are presented to both sides one at a time — the side that determines the answer first (contested Intelligence History check) is declared the winner.
5 "...giant boar taming!" One representative from each side must face off against a giant boar — which magically appears in the center of the tavern room — and attempt to ride it. Longest time (consecutive Dexterity or Strength checks against DC 15) wins. A DC 17 Wisdom (Animal Handling) check offers advantage on the checks.
6 "...a battle of instruments!" Three representatives from each side must perform their favorite tune (contested group Charisma [Performance] check) using the lute, flute and a shawm hanging on the wall.

The Big Little Bar

Variant Encounter (Optional)

1d6 The party sees...
1 ...a half-orc berserker, concerned by his suddenly small size, who goes into a rage and riots
2 ...a group of 2d4 rotund dwarves picking a fight with 1d4 newly small half-elves
3 ...a halfling wild magic sorcerer surges, causing everyone in the room to double in size before screaming like a woman possessed (note: she is)
4 ...a miniature suit of armor adorning the wall springs to life as a small helmed horror
5 ...a trio of figures at the bar remove their hoods, revealing themselves to be miniaturized scarecrows
6 ...a tap behind the bar starts to seep a mysterious yellowish substance, the start of an ochre jelly assault

The Wounded Rogue

Guild Contracts — Appetizers

Roll 1d10 to assign at random.

1d10 Contract
1 A noblewoman wants to help her husband's mistress find a new home, possibly 6 ft. underground. Maybe with room for him as well. —100gp for one, 300gp for both
2 A local farmer is convinced his neighbor has cursed his field and wants revenge. —45gp
3 The town cheesemonger wants his thieving brother-in-law turned into Swiss. —90gp
4 The proprietor of the Righteous Ale House wants to rough up her business rival at the Golden Apple, whom she believes is using underhanded methods to steal customers. —50gp
5 A mysterious benefactor is paying to have a vial of an unknown substance tipped into the drinking water barrels of the Eastern Guard Barracks. No questions asked, no traces left. —250gp
6 Two brothers have put a hit out on one another in order to lay full claim to their father's inheritance. The current bid is 85gp, though you may be able to play them off each other to the tune of 200gp.
7 A large group of young pickpockets have pooled their resources to ensure the street thief they work for finds himself penniless or worse. —22gp
8 An anonymous donor will pay a divine sum to the soul brave enough to hide three sacks of bones in a nearby temple of life. —186gp
9 One of the region's most prominent philanthropists has been bilking his own charity for years. Do some good by bringing the truth to light, or dispense your own brand of justice. —241gp
10 In the town square is a statue of a woman named Philomena Morgen. People think she's great, but she was actually the worst. Her granddaughter wishes for it to be defaced or destroyed. Bonus points (and pay) for style. —45gp, triple if the job causes a major fuss. She would have hated that.

Guild Contracts — Mains

Roll 1d10 to assign at random.

1d10 Contract
1 The serfs of an iron-handed liege lord have unionized and pooled their resources, wanting to claim what's owed to them in both blood and lands. Death to the bourgeoisie! —1,245gp
2 The Crown Prince of a rival kingdom wants his fiancé, the Crown Prince of this kingdom, to have a horrific and fatal accident immediately following their wedding day next week. Must be no trace of foul play. —3,000gp
3 A noble is looking for assistance in "removing" a village of druids, pixies and giants that have taken up residence in his forest. —850gp
4 An acolyte wants an entire worth of clerics and paladins put down for what she believes are heretical practices occurring among her order's leadership. —1,000gp in rare artifacts and artwork
5 A soldier who spent 15 years in prison for desertion is ready to exercise revenge on the corrupt general who forced him out. —785gp and access to rare and powerful military weaponry
6 Several wealthy benefactors are interested in the complete destruction of the seat of power in this city. It should seem as though this event has been perpetrated by a supernatural or extraplanar force. —3,400gp (double if it results in a war)
7 There's a hermit in a cave nearby. Some think he's a druid. We think he's a brass dragon. Whatever he is, the merchants want him gone. —645gp, plus whatever's in the cave
8 One of our special clients will pay you 100gp for every innocent life you take from the time you agree to this contract until the following sunrise.
9 From the client: "Please kill my dad. Please make it public. Please make him squeal. P.S.: My dad is a god." —6,800gp
10 A suspected rakshasa is masquerading as a minister. Take him out. Not once: forever. —4,745gp

Temple Bar

Variant Encounter (Optional)

1d6 The party encounters...
1 ...a priest of Fairguun from another part of the realm who has arrived at Temple Bar following a months-long pilgrimage and is viewing the space with a pained look in his eye
2 ...a group of 2d4 city guards arriving to address an indecency complaint, which the bar owners refuse to pay
3 ...a drunk patron knocking over a statue of Fairguun, which smashes into the floor, unveiling a crypt with 2d4 rising skeletons
4 ...three "high priestesses" of Temple Bar who challenge select members of the party to a dance contest
5 ...an assassin hired by one of the city's more devout nobles who will attempt to poison the drinks at Temple Bar in order to put them out of business
6 ...a lecherous dwarf who calls himself "Cleric of the New Fairguun" overtly offering to help anyone within earshot with all their fertility needs

The Wide-Eyed Willow

Variant Encounter (Optional)

1d6 What's happening at the Wide-Eyed Willow?
1 A surly-looking half-orc has been taking up an entire table on his own for nearly three hours but has yet to place an order. He refuses to budge.
2 Mink and Wink, two pixies who work with Ruby, emerge from their home within the willow tree and begin teasing customers in line.
3 An elven female asks the party if they wouldn't mind watching her bag for a moment while she deals with something outside. The bag contains a green faerie dragon that takes the opportunity to escape.
4 Two druids, their faces obscured by masks, stride through the willow tree and into the café, demanding Ruby hand over her recipe for Cold Brew or deal with the consequences.
5 A group of four young, tragically hip humans notice the adventurers and can be overheard making fun of their attire.
6 A budding author working on his manuscript while finishing his fourth Cold Brew of the day excitedly solicits true stories of derring-do from the adventurers, offering 10gp for each provable story (max 100gp).

The Red Herring

Variant Encounter (Optional)

1d6 The party...
1 ...learns the teleportation circle in the kitchen has been commandeered by a band of 2d6 lizardfolk intent on looting the inn
2 ...hears screams echoing from the bathhouse as a water weird begins to overwhelm a wealthy patron
3 ...overhears a conversation between two merchants in the private lounge getting heated, as one challenges the other to a duel
4 ...is oblivious to a highly skilled charlatan slinking through the parlor, picking the pockets of every man she encounters (DC 17)
5 ...sees an unctuous guest at the bar bragging about his last visit to the Red Herring, where his request to dine on unicorn tartare was fulfilled
6 ...meets a traveling gladiator who arrived with his entourage and demands to sit at the table (or stay in the room) where the party has positioned themselves

Mini Market

Variant Encounter (Optional)

1d6 The party sees...
1 ...a baby orc who wandered from its family
2 ...1d4 bullywugs who want to trade mud for gold
3 ...a pig that takes a liking to the party
4 ...a yochlol disguised as a female drow, browsing for jars
5 ...a tiny jug filled with blue liquid — and a marid
6 ...an angry bull that despises fine china

Variant Storage Space

Warehouse Height

1d4 The ceiling of this warehouse is...
1 20 ft. high
2 40 ft. high
3 60 ft. high
4 80 ft. high

Warehouse Contents

1d20 The majority of the crates, sacks and/or barrels here contain...
1 Beer and wine
2 Fine fabrics
3 Beans
4 Grain
5 Unprocessed ore
6 Luggage
7 A necromancer's clones
8 Frozen meats
9 Wax figures of nobles throughout history
10 Parchment
11 Glass containers of various sizes
12 Flour
13 Pickled vegetables
14 Medicinal herbs
15 Spices from a far-off land
16 Oil-based paint
17 Organs and pelts from creatures of all types
18 Cheese
19 Sporting goods
20 GM's choice

Warehouse Security

1d6 The warehouse is guarded by...
1 ...2d4 mastiffs and doors with the alarm spell
2 ...2d4 veterans and doors with glyphs of hold person
3 ...2d4 gladiators and 1d4 death dogs
4 ...2d4 guards and 1d4 blink dogs
5 ...2d4 scouts and an anti-magic field
6 ...2d4 conscripted azers and 1d4 direwolves

The Dream Archive

The Dream Table

When a character looks into the Dream Pool, they name a target, then make a roll based on alignment (Good: d10; Neutral: d8; Evil: d6). A character led here by a deity may add 1d4 to this roll.

Roll Result
2 or lower Personal nightmare. A vision evoking the viewer's darkest fear. DC 20 Wisdom saving throw. On a failed save, the viewer takes 6d6 psychic damage, or half on a success, and is frightened of the Dream Pool. Additionally, the viewer does not gain the regular benefits of a long rest for 1d4 days.
34 No vision. The viewer sees only their reflection. The voice in their mind suggests they "look again, without looking so hard." If they roll again, they will see no vision. If they choose to walk away, a dream will be revealed as if they'd seen it in the pool.
5 or higher A dream is revealed. The player sees a vision of the most recent dream of the person they named as part of this ritual. Roll on the Vision Table.

The Vision Table

1d100 The target is...
1 ...bathing in a pool of blood, surrounded by corpses — a smile on their face
2 ...running as fast as they can, pursued by an unseen force, their eyes wide with panic
3 ...leading a crowded tavern in a rousing rendition of "The Followers of Flume" and cementing themselves as one of the greatest bards of all time
4 ...enjoying a meal as the only guest at the head of a long table, which never seems to end, the food piled high and slowly beginning to rot
5 ...staring up at a burning pyre, watching the flames lick at a charred body until it falls to ash
6 ...opening a beautifully wrapped gift. Their face holds a child's innocence and wonder
7 ...floating on their back down a wide river. The distant thundering of a waterfall drawing nearer and nearer
8 ...playing with several puppies, laughing as they jump around and nibble on their fingers
9 ...scraping their bloody fingers across the walls of a prison cell, scribbling in a forgotten language
10 ...fishing by a tranquil lake. A large, green dragon sits with them and watches
11 ...continuously filling out stacks of neverending paperwork piled high upon their desk
12 ...riding a horse through a dark forest, whipping it faster and faster as they chase their quarry
13 ...walking through a darkened crypt, weaving in and out of the massive caskets until they stop in front of one with an open lid
14 ...kneeling atop a sheer, obsidian tower while a storm rages around them
15 ...gazing up blankly at a dead tree. Hanging from its gnarled branches are several bodies
16 ...praying in an empty temple until their god comes forth and gives them guidance on their path
17 ...sitting on a throne and staring into a dark abyss. Tears of joy run down their face as shadows spring forth from the pit to drag them in
18 ...holding a plucked chicken, offering it feebly to a group of starved, knife-wielding children
19 ...small — smaller than a grain of sand — and trapped inside the eye of a celestial
20 ...aware that you are watching their dreams. The player may choose to have a conversation with the dreamer
21 ...covered in a thick goo, struggling to breathe, as their loved ones look on laughing
22 ...holding an ebony dagger, repeating the name "Ella" and stabbing the air as their voice grows hoarse
23 ...standing behind you, looking over your shoulder into the dream pool, and is not amused
24 ...attending a holy ceremony, where they are suddenly cripped by the need to vomit
25 ...calmly looking out a window as screams emanate from a nearby dwelling
26 ...carousing among the stars with ethereal fey creatures, their voice a thunderclap
27 ...staring into a portal to another realm, as a creature of immense power stares back
28 ...desperately trying to peel off their own face, a tome in Abyssal open at their feet
29 ...arguing with a goat about the deeper meaning of life as the goat stoicly gazes back
30 ...enjoying a ticklish warmth between their thighs until they look down into a sea of glowing eyes
31 ...clutching the necklace they always wear, as shadows swirl in and out of view
32 ...gambling all they possess, despite the cards in their hand all being blank
33 ...casually discussing the events of the day while slowly roasting on a spit
34 ...planning the execution of their betrothed
35 ...careening down the side of a rainbow
36 ...kissing the succubus that dwells in their closet
37 ...emerging from a dark forest, dragging the head of a dead lycanthrope. Their own head is missing
38 ...all alone, all alone, all alone, forever alone
39 ...drenched in sweat, trembling atop the highest building around, holding a small raven's feather
40 ...on the back of a tiny horse, leading a vast army
41 ...hammering away at a blacksmith's forge, crafting an ornate mace
42 ...pouring over the entrails of a slaughtered calf, and pulling out a beautifully cut emerald
43 ...carving a name you don't recognize into the floorboards of a house you've seen before
44 ...wrapped in furs, controlling a deadly blizzard
45 ...glowing with radiant light, enveloped by love
46 ...starving within the stomach of a giant beast
47 ...skipping across an open ocean, leaping over the waves, racing for the horizon
48 ...moaning and swaying in time to a drum beating on a distant continent
49 ...hurling fireballs into a rockstrewn canyon as they scream your name in anguish
50 ...following a spectral voice down a dark corridor, their breathing growing ever more ragged
51 ...savoring the last drop of wine from the last bottle aboard a ship at the edge of the world
52 ...wearing a crown made of teeth and sharpened bone, climbing out of a hole filled with devils
53 ...giving birth to a beautiful baby eel
54 ...being dragged through town beneath the floating body of a dragon set on destruction
55 ...picking their teeth with a giant's greatsword
56 ...opening an elegantly carved trunk, admiring the village of pixies trapped inside
57 ...convinced a bugbear is truly a cursed prince
58 ...invisible, and loving every minute of it
59 ...incapable of dreaming
60 ...staring into a well, aging one year each second
61 ...bargaining with an empyrean, and winning
62 ...suffering through their third day in a harpy's nest
63 ...commanding a legion of kobolds, who cackle in glee at the word "SOON"
64 ...putting away their armor, their padding, their topshirt, their skin, their organs, their bones
65 ...cursed to teach a troglodyte to dance
66 ...haunted by visions of the night they were forced to kill someone innocent
67 ...infatuated with their reflection
68 ...the guest of honor at a vampire wedding
69 ...entertaining a sphinx, who asks them a favor
70 ...one of a hydra's seven snarling heads
71 ...a ghost haunting their own home, terrorizing their own family for want of a warm embrace
72 ...mocking a vision of themselves from the past, teasing, "You gave the seeds away for a song."
73 ...poring over scrolls that speak of an ancient treasure beneath their doorstep
74 ...being carried like a martyr through the town market by an army of giant spiders
75 ...chained in a damp dungeon, screaming without making a sound
76 ...gliding with their limbs completely stiff and still, across an incredibly long drawbridge toward a crumbling black castle
77 ...sitting in a leafless tree, laughing maniacally as they pick a buzzard's carcass clean
78 ...falling from the sky with no sign yet of the ground below, shouting "Fly! Fly! C'mon, fly!"
79 ...keeping watch over a flock of sheep, who suddenly bare fangs and attack
80 ...peering into a pool in a library almost exactly like this one, your name on their lips
81 ...laughing uproariously while drinking ale in a tavern full of rotting corpses
82 ...trapped within a portrait of themselves, watching as admirers stare in silent reverence
83 ...escorted in a sedan chair held aloft by cats on their hind legs, as a kitten feeds them sardines
84 ...raining over the continent as a violent storm
85 ...hiding behind the curtains in a wealthy merchant's bedroom as his wife explains why she's still in bed at noon
86 ...struggling to keep their head above water as ocean waves crash around them, a ship's lamp receding into the distance
87 ...on horseback charging toward an orc horde, who scatter into dust upon first contact
88 ...dead, and always has been
89 ...strolling through an open battlefield, as arrows and battleaxes fly past without consequence
90 ...begging in the street for a crust of bread, before cursing your name and swearing vengeance
91 ...buried in the scabbard of a great warrior mage, quietly aching to be unsheathed, hungry for the taste of an enemy's blood
92 ...soaring over the forest and deep into the nearest mountain range, a pulsing gold light spurring them on as a voice whispers "Find me."
93 ...overlooking a gathered populace from a balcony, their speech suddenly inscrutable
94 ...looking back at you, shouting "PLEASE — I'm trapped here. Please kill me!"
95 ...counting their gold piece by piece, before swallowing each one
96 ...diligently gardening in a desert, each sprout and flower withering in the oppressive sunlight
97 ...hurriedly carving themselves out of stone, as their shadow begins to shift and slip away
98 ...celebrating their newfound immortality by raising a poisoned glass, as the demon they unleashed devours what's left of their family
99 ...butchering a hog into ever smaller pieces
100 ...carving the names of each member of your party inside a simple wooden bowl

Caravan Bazaar

Shops — Who Is at Each Tent?

1d20 This tent is operated by...
1 ...a human blacksmith
2 ...a human bookseller
3 ...a gnomish jeweler
4 ...an elven antiquities dealer
5 ...a halfling locksmith
6 ...a half-elf fletcher/bowmaster
7 ...a human butcher
8 ...a human baker
9 ...a gnomish candlestick maker
10 ...a halfling mapmaker
11 ...a half-orc tattoo artist
12 ...a human fruit merchant
13 ...a human sketch artist
14 ...a dwarven cheesemonger
15 ...a human healer for hire
16 ...a tiefling arcane artifact merchant
17 ...an elven woodworker
18 ...a half-elf beastmaster
19 ...a human vegetable farmer
20 ...a human furniture dealer

Variant Encounter — The Communal Oak (Optional)

1d6 The party sees...
1 ...a group of 2d4 hired thugs attacking from the trees, killing a merchant before trying to escape
2 ...a dire wolf break loose from its cage at a beastmaster's tent and begin growling near the Communal Oak
3 ...nothing, as an expert pickpocket (+15 to sleight of hand) takes advantage of the party at GM discretion
4 ...a starving xorn erupt from the earth beneath the Bazaar, menacing a gem merchant and pleading for "delicious stones"
5 ...a band of 2d4 goblin raiders gallop in on hungry wolves looking to menace the entire market
6 ...a djinni released from a small box among the relics of an antiquities dealer who is displeased with its captor. Roll 1d20: on 18, the djinni grants 1 wish; on 19, 2 wishes; on 20, 3 wishes

Peerless Potions

Mind the Bottles

Each time an adventurer passes down an aisle, they must make a Dexterity (Acrobatics) check.

DC Result
15 1d4 bottles fall off the shelf and break
614 One bottle slips, but the player can make a DC 15 Dexterity save to prevent it from breaking
15+ No bottles fall

Did You Find It?

An adventurer seeks a specific potion via Intelligence (Investigation) check.

DC Potion Rarity
10 Common Potion
15 Uncommon Potion
20 Rare Potion
25 Very Rare Potion
30 Legendary Potion

Gant's Alchemy Emporium

Variant Encounter (Optional)

1d6 The party finds...
1 ...a glob of black pudding that reveals itself if the barrels are inspected
2 ...a basilisk, lurking in the water near the tunnel. Gant sells an oil which can cure petrified adventurers for 50gp.
3 ...a water elemental guarding the tunnel gate, non-hostile unless provoked
4 ...2d4 skeletons, which rise from the floor of the cellar if a creature interacts with the furnace
5 ...a minotaur skeleton, which rises from the floor if a creature interacts with the furnace
6 ...a mimic, which is indistinguishable from the other barrels in the basement

Mage You Look

Glenn's Form — Type

1d4 Glenn is a...
1 Celestial
2 Fey
3 Fiend
4 Roll again

Glenn's Form — Animal

1d6 Glenn is a...
1 Crab
2 Frog
3 Hawk
4 Spider
5 Weasel
6 Bat

The Steamy Smithy

Variant Encounter — The Blacksmith Shop (Optional)

1d6 The party finds...
1 ...a belligerent customer and his 1d4 friends trying to return a sword Esme didn't make
2 ...the forge flaring up as a fire elemental bursts forth from its coals
3 ...1d4 flying swords on the wall springing to life, the work of a saboteur bent on destroying Esme's business
4 ...Esme feeling generous and offering half off labor for all custom merchandise, provided the materials are paid for or supplied
5 ...a panicked guard demanding enough pikes to battle a rampaging hill giant lumbering toward the shop
6 ...a flock of 1d4 cockatrices menacing the forge looking for something to eat

Variant Encounter — The Bathhouses (Optional)

1d6 The party finds...
1 ...a crafty pickpocket has pilfered the gear locked in the changing rooms
2 ...signs of violence emanate from within one of the bathhouses, as a group of 2d4 hot-tempered thugs battle one another
3 ...the heat in the bathhouse rising and feel the door is barred from without — the work of a crawling claw
4 ...1d4 kuo-toa and 1 kuo-toa whip, part of an exploratory party, bursting through the stone floor of one of the bathhouses
5 ...three of the bathhouse's fine cotton towels are actually rugs of smothering, planted at the Steamy Smithy by a rival business owner
6 ...two hooded figures in the bathhouse who are jackalweres in disguise, hoping to sneak off with a lone traveler

The Nightmare Market

Variant Encounter — Deals With the Dead (Optional)

1d6 The party encounters...
1 ...a banshee beneath the gibbets at the market's heart, crooning a gentle melody. She is a soothsayer among the dead and is willing to trade a vision of a character's next moment of mortal peril in return for the memory of their greatest loss. This vision will allow the character to twist out of the way and survive on 1 HP the next time an attack reduces them to 0 HP.
2 ...a silent wraith watching them approach, remaining motionless until they reach its stall. It gestures with one arm toward the collection of bottled memories on the table before it, each carefully labelled with a title and previous owner. "The Day I Died, Merineous Ghorsk," "A Knight's Shame, Sir Dmitri Pellirian" and "Buried Treasure, Captain Murk" leap out. The wraith then wordlessly draws attention to a sign attached to the side of the stall. "These memories are carefully curated. One may be purchased for the price of two."
3 ...a ghoul with a predilection for fingers who keeps a large bucket of rings beside his stall. While disappointed they aren't interested in his famous "Finger Food," he is happy to trade the entire bucket (about 100gp worth of regular rings and one magical ring of protection) in exchange for just a little bite — one of their fingers should do.
4 ...an enticing smell that leads to a short queue in front of a hulking, hooded figure stirring a large pot filled with a thick, red liquid. As they wait, they realize they recognize the man in front of them. He is a local nobleman, and he looks very hungry indeed.
5 ...the ghost of their most recently slain humanoid foe is working behind a stall. The spirit appears to have no recollection of them, but is willing to part with memories identifying their allies still within the city so long as they take a special memory to give to their young daughter.
6 ...the sound of a quarrel leading toward one of the market's entrances. A corpse lies at the feet of a solidly built revenant who is protesting that the dead human had "too little life to give." Nevertheless, the price was paid, and the adjudicating specter states the revenant must honor its side of the deal and give the dead man one of its eyes. The eye, containing a single use of the revenant's Vengeful Glare, will belong to the corpse if it animates via any means before the end of the night, otherwise it will revert to the revenant. The eye could be stolen if the party can make the corpse stir long enough to claim it.

Variant Guild Hall

Guild

1d20 This is the hall for the Esteemed Guild of...
1 Alchemists and apothecaries
2 Armorers, locksmiths and finesmiths
3 Brewers, distillers and vintners
4 Calligraphers, scribes and scriveners
5 Carpenters, roofers and plasterers
6 Cartographers, surveyors and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gem-cutters
11 Leatherworkers, skinners and tanners
12 Masons and stonecutters
13 Painters, limners and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, pewterers and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers and bowyers

Upkeep

1d4 The space appears to be...
1 Thrifty. The guild spends very little on furnishings or decorations within its hall
2 Vandalized. The hall has been set upon by someone(s) intending to send a message
3 Well-appointed. The fixtures and trappings suggest a fair amount of bartering and trade led to its upstanding appearance
4 Over-the-top. An opulent atmosphere where craftsmanship meets a bottomless budget

Guild Leader

1d4 The head of this guild is...
1 Corrupt. More interested in the coin than the craft, this leader has let power go to their head
2 Humble. This individual would prefer to be left to their craft rather than bureaucracy
3 Charismatic. Unafraid to boast about the benefits of the guild or the quality of its work
4 Drunk. No matter the time of day, you're likely to find this leader deep into their cups, even as they handle guild business

The Town Tailor

Variant Encounter (Optional)

1d6 The party...
1 ...sees a disgruntled noble and his 1d4 attendants refusing to pay Hugh for a recent order
2 ...discovers 1d4 giant badgers have burrowed into one of the changing rooms
3 ...hears screaming as an invisible stalker arrives to attack Hugh at the behest of a demented mage for whom Hugh refused to create a robe
4 ...eventually learns Hugh inadvertently wove a long-dormant family curse (roll on the Curse Table on pg. 248) into the next garment he sells
5 ...sees 1d4 kenku storm the shop and begin stripping most of the display garments of their finery, pocketing the riches
6 ...sees 1d6 of the display garments in the shop window spring to life (adjusted animated armor stats, AC 14, HP 22), attempting to force themselves on the party out of a magical desire to be worn

The Community Meeting Hall

Variant Encounter (Optional)

1d10 The gathered villagers are discussing...
1 ...how the town youths have been using the message cantrip for illicit purposes and it has to stop
2 ...Old Nellie's daughter who has eloped with the local lord to become his mistress
3 ...that the Reddick family's bull and the Urif family's cow are having a calf and neither can agree over who will own it
4 ...the travelling tinker in the town who has been accused of stealing 3 chickens, but he claims his inventions did it
5 ...a local supposed witch who is stealing the stray cats in town to use in her "dark rituals." She is, in fact, just feeding them
6 ...one of the largest apothecary chains in the land coming to the village, which some fear will put the local hedgewitch out of business
7 ...Young Ygritte, who goes missing for a couple of days each month. The town elders have determined her absences coincide with the full moon
8 ...the soothsayer who has predicted the village will fall to cropblight unless they pay him 100gp to get rid of the "bad spirits" plaguing their fields
9 ...that Perrin boy who has developed magical powers, giving anyone he touches bad dreams
10 ...nothing at all. Silence reigns in the old hall as the entire village gathers in a circle to stare at a frightened young man in the center. Each of the villagers holds a heavy rock in their hand.

Temples, Tombs & Crypts

Sunken Temple

Variant Encounter (Optional)

1d6 The party...
1 ...feels a rush of panic wash over all within the temple as 3d4 quipper swarms rush through the rooftop opening searching for a meal
2 ...watches as 2d4 sahuagin and 1 sahuagin priestess dive into the temple and attempt to destroy the altar
3 ...a tactical group of 3d4 merrow surround the temple, menacing anyone who attempts to leave
4 ...feels a horrible wave of fear surging through the temple as the shadow of an ancient aboleth blocks much of the light from above
5 ...sees a cleric within these walls accidentally summon 1d4 water elementals they cannot control
6 ...hears a horrible, gurgled cry erupting from one of the acolytes here, as she holds up the pieces of a broken holy artifact. It becomes very clear very quickly that the magic that allowed residents to breathe within this underwater space has been removed.

The Temple of the Fall

Variant Encounter (Optional)

1d6 The party encounters...
1 ...worshipers, in accordance with their traditions, preparing to cut the rope of a "True End" explorer who has decided he's gone far enough and is screaming to be pulled back up
2 ...a man desperately seeking his daughter, who was last seen wandering into the temple doors
3 ...the massive beast that lurks beneath the temple beginning to crawl out of its burrow, after centuries of slumber
4 ...a woman begging her betrothed not to attempt to leap across the chasm in an effort to impress her father
5 ...worshipers transfixed by the hole, who begin slowly walking off the edge one by one
6 ...authorities actively searching for a master assassin who is hiding among the temple's faithful

The Hall of Many Gods

Variant Encounter (Optional)

1d6 The party...
1 ...hears a heated exchange between followers of disparate gods that has come to blows
2 ...is nearby when a group of 3d4 bandits posing as holy men are making their way into the Hall, with plans to steal all they can
3 ...sees a deva perched atop the shelter at the center of the crossroads in the guise of a falcon, asking the party if they require aid
4 ...sees a swirling black cloud pouring out of an altarroom, announcing the presence of a raging glabrezu
5 ...is caught off guard when a flaming wagon packed with barrels of pitch speeds toward the crossroads, its horses fleeing the 3d4 worg-riding goblins on their heels
6 ...sees a wounded cleric dragging himself along the crossroads, angrily refusing aid from all passersby

The Bone Fields

Mind Portal Manipulation

Roll 1d20 and add the modifier of your choice (Intelligence, Wisdom, or Charisma).

Roll Result
15 You see nothing within the portal, but the moment you exit you are blinded for 3d6 days
610 You see the current thoughts of the monarch but are unable to influence them in any way
1115 You can access all of the monarch's memories but are unable to influence them in any way
1620 You can access all of the monarch's memories and can modify one sequence of events, as in the modify memory spell
20+ You can access all of the monarch's memories and can author as many as three new ones, which will be incorporated into their thoughts as though they were their own

Variant Encounter (Optional)

1d6 The party finds...
1 ...1d4 shadow demons emerging from within the piles of bones and encircling the party
2 ...one nalfeshnee and 1d4 quasits attempting to move the gargantuan skull at the center of the field
3 ...a gust of wind carrying stacks of bone, which begin to form into 5d6 skeletons
4 ...a bone devil emerging from the rubble, seemingly hungry for flesh
5 ...2d4 drow and one drow priestess of Lolth searching the Bone Fields for an artifact of great cultural significance
6 ...a skeletal stone giant emerging from behind a dune, charging the party with an oversized jawbone in his hand

The Sun Temple

Variant Encounter (Optional)

1d6 The party discovers...
1 ...a war of words between an acolyte of Pelor and a knight of Lathander getting out of hand, with one holding the other over the side of one of the balconies in the Rising Room until he recants his disrespectful tone
2 ...a flock of 2d4 harpies descending on the solarium, their collective weight threatening to crack one of its glass panels
3 ...a band of 2d4 cultists who support a dark demonic force storming the temple and attempting to dismantle the gyrolens
4 ...a group of 2d4 bandits and their bandit captain disguised as worshippers attempting to raid the Rising Room while the 3d4 pilgrims there are settling in for an evening's rest
5 ...the gyrolens malfunctioning, seemingly taking on a mind of its own, swirling around, firing focused sunlight at random. The gyrolens is resistant to all damage, has 150 total HP (its six lenses have 25 each, with each one damaged removing 1d8 from the sunbeam's power), and makes one attack with its sunbeam lens for 12d8 radiant damage on a failed DC 16 Constitution save. A DC 20 Intelligence check will shut it down, as will relentlessly pummeling it.
6 ...a griffon rider losing control of its mount, crash-landing through the solarium. The griffon — understandably upset — begins to wreak havoc within the temple.

Variant Temple

Dominion

1d6 The deity worshipped here has dominion over...
1 Life
2 Death
3 War
4 Nature
5 Trickery
6 Light

General Atmosphere

1d4 This space appears to be...
1 ...Reverent. This is a hallowed and sacred temple. Quiet and serene if a bit stuffy, stepping into the temple feels like standing in the presence of something divine.
2 ...Welcoming. A convivial atmosphere, replete with smiling faces and warm salutations, walking through this temple's halls is akin to visiting a friendly bar as opposed to a stuffy commune.
3 ...Cloistered. Siloed off from the rest of civilization, either by choice or as a result of unique geography, those who worship here are devoted to their god and blissfully unaware of much else.
4 ...Jaded. A bitterness hangs in the air, as doubt and frustration permeate every aspect of temple life. Though there are plenty here who worship their god, many do so out of habit or fear rather than true devotion.

Upkeep

1d4 The temple is...
1 ...Spartan. This temple is practically bare, its occupants wearing simple robes in an effort to focus their attention where it belongs.
2 ...Desecrated. Crumbling and battered, the worshippers here are working to rebuild as an act of devotion.
3 ...Well-appointed. Comfortable though not extravagant, the temple features fixtures and surfaces that wouldn't be out of place in the home of a noble.
4 ...Opulent. A space suitable for royalty as much as divinity, from the tapestries to the statuary to the spotless floors, nearly everything in the temple looks outrageously expensive.

Nobles' Tomb

Cursed Goods

Anyone who removes items from this crypt will fall under a baleful curse. Roll 1d4 to determine which curse takes effect.

1d4 The player(s)...
1 ...lose 1d6 hit points from their total HP each day until the curse is removed
2 ...are menaced by the spirits of the fallen family, causing disadvantage on all attack rolls until the curse is removed
3 ...are under the effects of the bane spell until the curse is removed
4 ...fall under a curse as outlined on the Curses table on pg. 248

Variant Encounter (Optional)

1d6 The party sees...
1 ...2d6 noble zombies shuffling around inside the tomb. They seem hungry.
2 ...1d4 ghosts encouraging the party to avenge their family — but can't recall what happened to them
3 ...a bearded devil waiting to make a deal with a noble. He is growing impatient.
4 ...a group of 1d6 grave robbers currently battling a hungry troll
5 ...the slick walls of the tomb are actually 2d4 grey oozes lying in wait
6 ...a pseudodragon sitting quietly by the grave of its former master, and can be convinced to join the party with a DC 17 Wisdom (Animal Handling) check

The Ice Tomb

Variant Encounter (Optional)

1d6 The party discovers...
1 ...evidence that a young remorhaz has been feasting on the corpses here
2 ...a sleeping yeti
3 ...2d6 ice mephits emerging from the walls
4 ...1d4 poltergeists that swirl around the chamber
5 ...a wight clawing at a body in the wall
6 ...a pack of 1d4 winter wolves

Commoner Crypt

Variant Encounter (Optional)

1d6 The party encounters...
1 ...a stirring among the pile of bones is a mix of 1d4 rat swarms and 1d4 zombies
2 ...a group of 2d6 skeletons rise and begin menacing the party
3 ...a pair of shadows stalk the party from the darker corners of the crypt
4 ...a mud mephit wallowing in a pile of dirt near the bone pile is a harbinger of the arrival of 3d4 more of them
5 ...a scream from within the crypt echoes off its walls as a woman is being buried alive under the bones by 3d4 bandits
6 ...a horrible buzzing heralds the arrival of a chasme, a demon trapped within the walls of this crypt

Town Graveyard

Variant Encounter (Optional)

1d6 If the sun has set...
1 ...a group of 2d4 bandits are attempting to rob a grave
2 ...a necromancer and her 2d4 undead minions are systematically ripping up gravestones
3 ...1d6 will-o'-wisps hover among the gravestones
4 ...a pile of grave dirt is actually a shambling mound
5 ...2d4 mummies emerge from one of the mausoleums and start chasing anyone nearby
6 ...four ghosts float among the gravestones and mausoleums. One is hostile. One will aid the adventurers. Two will only attack if provoked.

The Great Outdoors

Campfire Cove

Variant Encounter (Optional)

1d6 The party sees...
1 ...a small trio of owlbear cubs wandering to the shoreline. Their mother isn't far behind.
2 ...3d4 bandits posing as merchants willing to trade with the party before stealing all their stuff
3 ...2d4 ettercaps silently investigate the creatures disturbing their carefully hidden (DC 18 Investigation) webs
4 ...an ettin lumbers into the cove for water. One of its heads appears to be asleep.
5 ...a scouting party of 2d4 merrow creep onto the shore to investigate the noises emanating from camp
6 ...a massive tidal wave washes onto the cove, pulling any in the party who don't succeed on a DC 15 Strength saving throw into the sea

Possibility Park

Exploring the Maze

1d4 The party finds at the center of the maze...
1 The walls of this maze are teeming with life, and are themselves alive. Any time a creature turns a corner in the maze, roll 1d6. On a 1, the creature must succeed on a DC 12 Strength (Athletics) saving throw or be grappled by vines attempting to pull them into the shrubbery.
2 At the center of this maze is a blind man who offers to read the palms of each member of the party for 1sp. He will tell them each one truth about their future, at GM discretion.
3 The center of the maze features a portal to another realm (at GM discretion) and can be activated with a successful DC 20 Intelligence (Arcana) check.
4 Anyone who walks in this maze but does not reach its center is cursed, and will find themselves at the entrance to the maze each dawn, their body inexplicably drawn to complete it.

Variant Encounter (Optional)

1d6 The party sees...
1 ...a group of 1d4 phase spiders menacing the pagoda near the fishing pond
2 ...a small boy drowning in the pond, where's he's being circled by a hungry crocodile
3 ...a bulette bursting from the ground and wreaking havoc throughout the park
4 ...2d4 insect swarms swirling outward from the park's two forest areas, announcing an angry dryad's presence
5 ...a park visitor tossing an apple core into the pond, offending the water weird that dwells there. It attacks.
6 ...1d4 ghouls emerging from within the hedge maze and terrorizing the park

Oakville Harbor House

Variant Encounter (Optional)

1d6 The party encounters...
1 ...1d4 shambling mounds beneath the ground around the tree waiting for anyone who gets too close
2 ...2d6 villagers with torches menacing the tree with claims that it "ate our babies"
3 ...a coven of three green hags yelling at the tree, demanding the babies they are certain are hidden within
4 ...a troll shambling along in the woods near the tree looking for food
5 ...a single pixie struggling to push the back end of a particularly chunky baby through the lower door of the tree
6 ...a hunting party of 2d4 centaurs pursuing a giant elk, driving it directly toward the party

Cliffside Crawl

Cave Entrance

1d4 The cave leads to...
1 ...a treasure cache
2 ...a bandit hideout with 2d4 bandits and one bandit captain
3 ...a creature's lair
4 ...a portal to another plane of existence

Variant Encounter (Optional)

1d6 The party encounters...
1 ...a group of 2d4 bandits assaulting a merchant and his pull-cart
2 ...a large bulette erupting between party members, surprising them as they walk along the path
3 ...a hidden manticore leaping from the rocks above to attack the party
4 ...two hill giants who throw rocks at the party from a superior vantage point at the top of the cliff
5 ...a lone hermit carrying a glaive and shambling along the path — an oni in disguise
6 ...1d4 perytons, which assault the party from their cliffside nests

Treetop Village

Village Residents

1d6 Who dwells in this village?
1 A group of 1d4 druids who have vowed to protect the creatures in the forest
2 2d4 would-be scouts who use the village as an outpost during training
3 A group of 4d4 halflings who've taken to the trees to avoid the beasts that dwell below
4 A tribe of 3d4 orcs who use the elevated position to prey on any creatures that pass below
5 A group of 3d4 human children, orphans from a far-off village that was razed by bandits
6 A group of 3d4 bandits who impose a tax of 10gp for anyone wishing to travel in "their woods"

Variant Encounter (Optional)

1d6 At Treetop Village...
1 ...a group of 2d4 gnoll riders on giant hyenas charge over a hill, hungry for fresh meat
2 ...the party has been standing near 1d4 shambling mound(s)
3 ...1d4 werewolves leap into the clearing beneath the platforms
4 ...1d4 goblins, led by a hobgoblin captain, sneak through the forest on patrol
5 ...the party finds itself between a mother owlbear and her two cubs
6 ...a hungry giant constrictor snake stalks the party from among the foliage

Fishing Pier

Encounter Variant — Appearance (Optional)

1d4 The pier is...
1 Foggy. Visibility is hard to come by as a thick fog hangs over the water and the surrounding marsh, heavily obscuring the entire area.
2 Flooded. A heavy rain (which, at GM discretion, can be ongoing) has caused much of the marshland to flood. All the land in the area is difficult terrain as mud and knee-high water make each step a slog.
3 Sunny and Still. It's bright here, as beams of sunlight stream through the trees. It's also quiet — perhaps too quiet.
4 Frozen. The water in the pond as well as the creek has frozen through and is dense enough for most medium creatures to stand on. At GM discretion, roll 1d6 each time a creature is on the ice, with the creature plunging through the ice on a roll of 6, suffering 1d6 cold damage for each turn they remain in the icy water.

Variant Encounter (Optional)

1d6 The party finds...
1 ...a man teaching his son how to fish. The boy catches something — something big (a hunter shark) — which promptly tugs him into the water
2 ...a small island offshore that appears to be moving slowly toward the dock. It is, in reality, a plesiosaurus making its way to shore to investigate the creatures now in its territory
3 ...a small jug tied to the dock with a bit of twine. Opening the jug releases a merid.
4 ...a troop of 2d4 lizardfolk on patrol through the low grass by the river. They are hungry.
5 ...a nest of 2d4 harpies observe the party from the tree by the pier, attacking if they look weak
6 ...a small boat by the dock is actually an oversized mimic with 102 hit points, awaiting its next victim

Smuggler's Cove

Encounter Variant — Shifting Tides (Optional)

1d6 The water level is currently...
1 Low tide
23 Mid tide, rising
4 High tide
56 Mid tide, receding

Variant Encounter (Optional)

1d6 The party sees...
1 ...a group of 1d6 bandits and their captain, Crook-Eyed Molly, arriving to pick up some loot
2 ...a banshee behind one of the grotto's rocky cliffs about to release a terrifying scream
3 ...1d4 basilisks slink out from behind a collection of humanoid statues within the grotto
4 ...1d6 sahuagin and their priestess emerge from the depths, approaching the shoreline
5 ...1d4 merrow menacing the exit through the tidal cave
6 ...two water elementals swirl in the sea within the grotto

The High Docks

Variant Encounter (Optional)

1d6 The party sees...
1 ...a small tribe of 3d4 troglodytes emerging from beneath the carriage house. They make quick work of the horses before turning their filthy claws on the filthy rich.
2 ...a blue and a red slaad under the control of a shadowy figure leap off the city wall and into the crowded dock below for a surprise attack
3 ...an assassin leap off a docked boat as screams from its 4d6 passengers carry across the water. An overturned bowl of poisoned punch is also a powerful acid that's eating a hole straight through the vessel's floor.
4 ...two angry air elementals descending on the High Docks, unsettling a lifted dock carrying 2d6 passengers on their way to the city wall
5 ...a powerful surge of dark energy erupting from one of the docked ships as a summoned barlgura crashes onto the dock. The 1d4 cultists aboard the ship gasp in glee.
6 ...1d4 helmed horrors drop from above and immediately begin a strategic assault against Sheeva, seeking revenge on behalf of a snubbed noble

The Low Docks

Variant Encounter (Optional)

1d6 The party finds...
1 ...a fight breaking out between two crews of 2d4 sailors, both trying to land their boat at the same time
2 ...a boat carrying a once-caged chimera slamming into the dock, its crew dead, the beast very much alive
3 ...the illusory image of an aboleth laired nearby sullying the water at the Low Docks, causing a panic-induced stampede of 6d6 commoners
4 ...a boat full of commoners that turns out to be a band of 2d6 kobolds hoping to steal some cargo onshore
5 ...a war party of 2d4 sahuagin and their sahuagin baron attacking from the depths
6 ...two mischievous peasant children arguing about who gets to open the iron flask they lifted off a traveling stranger. When they uncork it, a mezzoloth appears, willing to do their bidding for one hour.

Pit Trapped Trail

Variant Encounter (Optional)

1d6 The party must face...
1 ...1d6 lizardfolk and 1 lizardfolk shaman who seem mostly interested in stealing weapons (to defend their village against an invasive species)
2 ...1d6 orcs and 1 orc war chief who are seeking revenge on any elves traveling the road as part of a decades-old feud
3 ...1d6 bandits and 1 bandit captain who are just in it for the money and will flee if the tide turns against them
4 ...1d6 hobgoblins and 1 hobgoblin captain who want hostages for a parlay with a nearby town
5 ...1d6 gnolls and 1 gnoll pack lord who are interested in meat. Any meat. Your meat.
6 ...1d6 goblins who happened upon the trap and did their best to set it but are now unsure of how to carry on

The Boundless Ravine

Variant Encounter (Optional)

1d6 The party sees...
1 ...nothing, if they don't pass a DC 15 Wisdom (Perception) check. Otherwise they notice the group of 2d4 bugbears and one hobgoblin waiting to ambush them on the cave side of the cliff.
2 ...a hill giant emerging from the cave. It asks in broken Common if they "know the wordpass."
3 ...a motley crew of 3d4 bandits who just want to tell the adventurers that they're big fans
4 ...the shape of a massive beast soaring closer to the bridge as a manticore swoops in to attack
5 ...a trio of magmin leaping from a crack in the mountain, before chasing them across the rope bridge
6 ...a pile of armor moving near the cave entrance, as if being dragged deeper inside, and there's the sound of a man screaming "Help...help me, please," all the illusory work of a hungry otyugh

Panning Creek

Searching for Gold

Each time a creature searches for gold in this creek, roll 1d10. On an odd number, nothing happens. On an even number, they've found 1gp-worth of gold ore. On a 10, they fall victim to the Prospector's Curse — their bond changes to "I will do anything for gold — anything at all," and their alignment changes to chaotic evil. This can only be reversed by greater restoration, wish, or remove curse.

Variant Encounter (Optional)

1d6 The party finds...
1 ...a dead prospector and a sack of ore worth 68gp
2 ...the stalactites hanging above them are 2d4 piercers ready to ambush them
3 ...a roper disguised as a stalactite
4 ...2d4 deep gnomes who will try to scare the party into thinking the area is haunted
5 ...4d4 goblins who try to catch the party off guard
6 ...an earth elemental tired of being pickaxed

The Sister Springs

Encounter Variant — Overall Ambiance (Optional)

1d4 The Sister Springs are...
1 ...commercialized. There's a massive hot springs resort built around the springs. The food is nice enough but the décor is tacky. It costs 4gp per night for a room and 3sp to enter the hot springs.
2 ...holy. The Sister Springs is the site of a temple built in tribute to the three dragon sisters (or any deity at GM discretion).
3 ...untouched. The Sister Springs remain free from development and are difficult to locate.
4 ...occupied. The Sister Springs is home to an ancient gold dragon named Mercuriel who has sought the peace and solitude of the old mountains and healing waters of the springs in her final years.

Encounter Variant — Blessings of the Springs (Optional)

1d8 The waters grant...
1 ...resistance to bludgeoning, piercing and slashing damage from nonmagical attacks
2 ...an increased speed of 10 ft.
3 ...a hardened skin (+1 to AC)
4 ...an increase to maximum HP (4d4)
5 ...1d4 added to all attack rolls and saving throws
6 ...resistance to fire
7 ...the ability to reroll any skill check once per day
8 ...the ability to breathe dragon's fire in a 15-ft. cone once per short rest (3d6 fire damage)

Waterrise Cavern

Riding the River

A group of four or more must succeed on a series of checks to navigate the river. Groups of fewer than 4 make these checks at disadvantage.

Check Failure Result
Group DC 12 Strength (Athletics) to paddle On a failure, the boat drifts sideways and capsizes, dumping everyone over the side
Group DC 12 Dexterity (Acrobatics) to maneuver through switchback currents Disadvantage on subsequent checks on a failed save
Group DC 12 Wisdom (Perception) to notice a rock ahead On a failure, the boat slams into a rock and starts taking on water
Group DC 12 Strength (Athletics) to get to shore before hitting the Rise On a failed save, the boat travels up the Rise, dumping passengers overboard

Variant Encounter (Optional)

1d6 The party shares the cavern with...
1 ...a group of 2d4 tourists and their guide, a strapping veteran, fending off an attack by a cloaker
2 ...1d4 giant centipedes fleeing an assault by 2d4 hungry goblins
3 ...2d4 darkmantles, which descend on the party in a surprise attack
4 ...a clan of 2d4 hook horrors roosting along the cliff wall next to the Rise
5 ...a large puddle of water that is actually a pool of black pudding
6 ...1d4 ropers hidden among various stalagmites, surprising the party

Column Cave

Variant Encounter (Optional)

1d6 The party finds...
1 ...3d4 giant spiders fighting over a dead halfling.
2 ...1d4 ropers observing would-be prey.
3 ...2d4 spined devils flying from column to column, on the hunt for signs of their master's enemies.
4 ...a barbed devil who is desperate to find the way back to the portal that led it here.
5 ...a cloaker swooping down from the shadows.
6 ...1d4 black pudding slowly dripping from the columns within the cave.

Encounter Variant (Optional) Environment

Roll 1d4 to determine the interior of this, or any other cave system contained in this book.

1d4 The cave system is...
1 Slick and humid. The surfaces within this space are all covered with moisture and require patience to navigate without slipping. Each creature must move at half speed or succeed on a DC 10 Dexterity saving throw, falling prone on a failed save.
2 Dry and dusty. The air is thick with dust in this arid cavern, and torchlight fails to illuminate as much as an explorer might hope. As such, the range of vision in this space is halved and all Wisdom (Perception) checks are made with disadvantage.
3 Dangerously luminescent. The walls of this cave system are covered with a unique blue-green algae, its bioluminescence providing enough light to illuminate the entire area with a dim aqua glow. The algae is poisonous, however, and disrupting it causes a puff of toxin to be released in a 10-ft. radius. Any creature within the cloud must succeed on a DC 10 Constitution saving throw or suffer 2d6 poison damage.
4 Oppressively hot. The interior of this space feels more like an oven than a cave. The walls are hot to the touch and a creature in contact with the walls for more than 6 seconds suffers 1d6 fire damage. Additionally, after spending more than 10 minutes in this cave, each creature must succeed on a DC 10 Constitution saving throw or suffer 1 point of exhaustion.

The Railroad Apartment

Variant Encounter (Optional)

1d6 The party finds...
1 ...a trove of treasures in room three, (roll on the treasure table at GM discretion) guarded by a surly troll and 2d4 goblins.
2 ...a group of 2d4 angry quaggoths in room two.
3 ...a half-elf stuck in the gap between room two and three. He is the son of a local noble. If pulled free without the use of some form of lubricant, his body will rip in half at the torso.
4 ...an angry ogre stomping about in room two is enough to shake the cave walls in rooms one and three.
5 ...a cambion in room three is pursuing a group of 1d4 fleeing bullywugs in room one.
6 ...2d4 imps disguised as spiders are crawling around in rooms two and three, looking for a magical item of great value to their master.

Homes, Hideouts, Labs & Lairs

The Panic Room

Trap Table

Roll 1d4 to determine which trap the party encounters. Each trap requires a DC 15 Dexterity saving throw from anyone within 5 ft. of the triggering action, and deals full damage on a failure, or half on a success.

1d4 Trap
1 A stream of acid sprays from within the wall, dealing 3d6 acid damage.
2 A box of maces drops from the ceiling, dealing 3d6 bludgeoning damage.
3 A fire jet deals 3d6 fire damage from above.
4 A crate drops and deals 1d6 bludgeoning damage. The crate, now shattered, contained a now angry swarm of wasps.

Magnacoil Laboratory

Variant Encounter (Optional)

1d6 Once inside, the party...
1 ...discovers Greta has been aware of the party's infiltration of her lab when she unleashes a surprise attack the moment they arrive.
2 ...notices one of the magnacoils failing as it begins spewing sparks. Anything within 15 ft. of the coil takes 3d6 force damage.
3 ...sees the lab is under attack from a group of 2d4 drow and their elite warrior leader.
4 ...finds a rival mage is being held and tortured by Greta and her minions while his shield guardian is trapped on the ceiling unable to help.
5 ...ascertains that the magnacoil system has overloaded and could possibly explode in less than 10 minutes, undoubtedly causing a ceiling collapse.
6 ...hears an argument between Greta and her lab technicians has turned violent—they've trapped her in the control room until they decide what to do next.

Bad Manor

Variant Encounter (Optional)

1d6 The party will find...
1 ...2d6 bandits, half on each floor, guarding Cracker LeBloom as he meets with an assassin.
2 ...1d6 bandits battling 1d6 bandits from a rival force as a deal turns sour before the party's eyes.
3 ...1d6 bandits enjoying a meal on the second floor while Cracker LeBloom snoozes in bed.
4 ...1d6 bandits patrolling both floors of Bad Manor, with a soot-covered bugbear in one of the cells.
5 ...the bodies of 2d6 bandits laid out all over Bad Manor, victims of a deal gone wrong. Written in blood, the phrase "The debt's still open" drips off the walls. Cracker LeBloom is hiding in the storage area on the second floor.
6 ...the entire manor is deserted—but Cracker LeBloom and 1d6 bandits arrive five minutes after the party.

Woodpike Outpost

Variant Encounter (Optional)

1d6 The party encounters...
1 ...2d4 hobgoblins, one hobgoblin warlord and two bugbears hiding among the bushes are ready to settle in after a week's worth of raiding.
2 ...an owlbear chained near the outpost's entrance being baited and abused by 2d4 orcs, one orc war chief and one orc eye of Gruumsh.
3 ...2d4 thugs, one berserker and one veteran divvying up their spoils after an attack on a nearby town as 1d4 mastiffs roam the grounds nearby.
4 ...a group of 1d4 lycanthropes (werebear, wereboar, weretiger and/or werewolf), currently in human form, bickering about the plans for their next hunt.
5 ...2d4 gnolls, one gnoll pack lord and one gnoll fang of Yeenoghu, who have begun a ritual sacrifice on a peasant girl.
6 ...4d4 goblins and one goblin boss, who are being sternly upbraided by one hobgoblin captain.

The Last Redoubt

Encounter Variant: Naming the Enemy

1d6 These soldiers are fighting...
1 ...Hobgoblins
2 ...Orcs
3 ...Rebels
4 ...Soldiers of the Crown
5 ...A necromancer and his undead army
6 ...Gnolls

Variant Encounter (Optional)

1d6 The party finds...
1 ...a group of conspirators planning to kill Captain Sally at dusk before making their escape.
2 ...a company of 3d8 enemy combatants preparing to attack the Redoubt from the rear with aid from the conspirators.
3 ...Captain Sally, who asks them to escort the wounded to town for 3d10 x 10gp. En route, the party is ambushed by 2d4 enemy combatants.
4 ...3d8 enemy combatants attacking in force from all sides. Captain Sally begs the party to flee with a package that she says "must be kept safe."
5 ...2d8 enemy combatants using a large catapult with a range of 200/400 dealing 3d6 bludgeoning damage in a 10-ft. radius on a failed DC 15 Dexterity saving throw, or half as much on a success.
6 ...2d4 trolls attacking what remains of the stronghold, with the conspirators using the distraction to try to slip away.

The Horrible Hut

Encounter Variant: Who Dwells Within This House?

1d6 Inside the house dwells...
1 ...Abigail Firth, a human witch who enjoys sculpting tiny cherubic children out of clay and then bringing them to life during major holidays.
2 ...Marjorie Baker, a half-elven sorcerer who sleeps during the day but carouses at night, as she is convinced she's part vampire.
3 ...a coven of three hags—Bertha, Burka and Bartab—working to subvert the government of a nearby town.
4 ...Gwyneth Torso, a human mage hard at work on her 12th book of lore and, under a nom de plume, her 28th book of lycanthropic erotica.
5 ...Reese Anteroth, an elven wizard who designed the house's exterior in an effort to be left alone to focus on creating her own jigsaw puzzles.
6 ...Hira Lowenlight, a dragonborn high priestess who uses this house as a means to prosthetylize around the countryside in service to her god.

Mushroom Table

1d6 The mushrooms...
1 ...deal 2d6 psychic damage on a failed DC 15 Wisdom saving throw. On a successful save, the creature can see into the ethereal plane.
2 ...deal 2d6 piercing damage on a failed DC 15 Constitution saving throw. On a successful save, the creature is resistant to fire damage until their next long rest.
3 ...deal 2d6 poison damage on a failed DC 15 Constitution saving throw. On a successful save, the creature can fly until their next long rest.
4 ...deal 2d6 acid damage on a failed DC 15 Constitution saving throw. On a successful save, the creature gains advantage on all attack rolls until their next long rest.
5 ...deal 2d6 psychic damage on a failed DC 15 Wisdom saving throw. On a successful save, the creature gains the ability to speak and understand all languages until their next long rest.
6 ...deal 2d6 psychic damage on a failed DC 15 Wisdom saving throw. On a successful save, the creature knows and can cast one sixth-level spell (at GM discretion) once before the memory of how to cast it fades away.

Variant Encounter (Optional)

1d6 The party encounters...
1 ...a group of 3d6 pitchfork- and torch-wielding citizens ready to burn the house to the ground.
2 ...dark clouds which portend the coming of a violent storm—caused by the owner's ex, a rather tempestuous storm sorcerer.
3 ...a seemingly endless line of children parading their way out of the home, the result of a conjuration spell gone awry.
4 ...war drums sounding as a battalion of 4d6 orcs stampede toward the Horrible Hut.
5 ...an unruly hill giant stomping her way toward the Horrible Hut, before knocking politely to ask how things are going, how's the family, etc.
6 ...a trio of will-o'-wisps whipping around the house's exterior as a gang of 2d4 scarecrows dance in the eerie extraplanar light.

Wretchtown

Encounter Variant: The Witch's Brews

1d6 The Black Pot's Contents
1 Essence of Health. This steaming, milky broth grants the drinker immunity to disease and poison for the next eight hours and allows the drinker to ignore any penalties from disease or poison that they currently suffer, though the user inevitably finds strands of wiry, black hair caught in their teeth after drinking.
2 Rot Flower Extract. This spotted, stained vial holds a bubbling yellow liquid. If thrown or opened, the liquid boils out into a miasma that blankets the area. Treat this as a stinking cloud spell centered on the vial's location.
3 Little Poppet. A withered doll inside a jar of sickly green fluid. A creature may use its Reaction after being hit by an attack to reduce all damage to 0. The Poppet is destroyed by the attack instead.
4 Delicious Porridge. The grains may be blackened or still shedding their husks, and the milk may have clearly curdled days ago, but when it hits the tongue this porridge tastes creamy and filling. The porridge also places a geas on the eater, compelling them to follow the next command Annie gives them.
5 Eyeblind Powder. A creature with this container may take an action to blow powder into the face of another creature within 5 ft. That creature must make a Constitution saving throw with a DC 16 or be blinded for one minute. The user of the Powder must make a Constitution saving throw with a DC of 12 or be poisoned for one minute. Both creatures may repeat their saves at the end of each round.
6 "A Friend." Sweet Lil' Annie hands you a circular silver container. She tells you that "he" will be happy to be out in the world. Within the container is the subject of a magic jar spell, and the soul inside is unable to project itself or possess anyone until it leaves Wretchtown. The identity of the soul contained is at GM discretion.

Variant Encounters (Optional)

1d6 What encounters fester beneath Wretchtown's skin?
1 A nest of 1d4 rat swarms gnaws on the dull limbs of this level's 1d6 Wretches, who lack the strength to fight them off.
2 A charitable priest from the local temple would like to bring his god's light and healing to the poor sufferers of Wretchtown, but they angrily refuse to allow him entry. He asks for the party's aid.
3 A sickly but savvy pickpocket swipes at the purse of the most oblivious-seeming party member, with a +7 on the attempt, claiming half its contents on a success.
4 The local noble's 1d4 guard(s) have been ordered by their master to covertly clear out this eyesore, and they attempt to start a fire just inside its main entrance.
5 A badly misshapen elf approaches the party before they can fully enter the Warren's confines: "Sweet Lil' Annie knows about the Bad Thing." The messenger explains that all can be forgiven, for a price (at GM discretion).
6 A grizzled mercenary is on the hunt for a notorious thief rumored to reside here. He offers 100gp to anyone who can aid in her capture.

The Shack

Variant Encounter (Optional)

1d6 The party finds...
1 ...a galeb duhr, left to guard this entrance to the caves by a paranoid mage.
2 ...a cluster of 2d4 shriekers and 2d4 gas spores have taken root in this damp, subterranean cavern—the shriekers scream a warning that echoes down the halls of the cave.
3 ...1d4 ghasts, whose stench is a good indicator of their presence, wandering in the cavern.
4 ...a gibbering mouther, having wandered here from the darker corners of this cave system, is now whispering to itself in the darkness of the cavern.
5 ...a small waif, clinging to life on the bedroll, claims his father was dragged under the shack by a nest of 3d4 giant spiders.
6 ...a bandit spore servant wanders inside the shack, bumping into the walls repeatedly as it tries to heed the call of the myconid sovereign and 2d4 myconid adults in the cavern beneath the shack.

Variant Home 1

Appearance

1d4 The house appears...
1 Quaint. This home is tidy if a bit cramped, and feels as though it's been lived in for years if not generations.
2 Minimalist. This home is free of the trappings most accrue over a lifetime and is instead adorned only with necessary elements—a modest wardrobe, a table, a few chairs, some beds and little else.
3 Cluttered. A hoarder dwells here and each room is stuffed with the items they've collected over the course of their entire life. Each room is difficult terrain, as creatures must negotiate the piles of accrued items to get anywhere.
4 Abandoned. This home is empty, and the location of its owner is unknown (except to the GM).

Variant Encounter (Optional)

1d6 The party encounters...
1 ...2d4 goblins doing their best to impersonate the halfling family they buried in the yard.
2 ...a cow on the second floor that can't seem to make its way down the stairs.
3 ...a man and wife who live in fear of their child, a young telepath with psionic abilities.
4 ...a pair of ghosts who keep pestering the family within to go solve their murders.
5 ...an arcanaloth in the guise of a friendly old woman who loves to garden, but also really, really wants some spell scrolls.
6 ...a family of dopplegangers, doing their best to ingratiate themselves to the local nobility.

Variant Home 2

Underground

1d6 What's being hidden within this covert space?
1 Smuggling operation. The individual(s) residing here use(s) this space as a stopover location while shuttling illicit goods into or out of foreign territories.
2 Shrine to a forbidden deity. The individual(s) residing here use(s) this space to worship and commune with their god/patron, an act prohibited by law.
3 Interrogation room. The individual(s) residing here use(s) this space to question and/or torture political or personal enemies, and the tools and instruments positioned throughout (as well as the blood-stained walls) suggest they know what they're doing.
4 Panic room. A place to hunker down in the event of a robbery or overwhelming attack of existential proportions.
5 Entrance to a dark cave system. The space leads to a secondary staircase, which in turn leads to a ladder that leads to a vast series of caves and tunnels.
6 Portal to another dimension. The perfect way to travel between planes, this room features a portal to a plane of your choosing beyond the prime material.

Variant Encounter (Optional)

1d6 The party finds...
1 ...the ringleader of a secret plot to kill a local lord.
2 ...four dead bodies and 1d4 shadows.
3 ...a nonviolent orc just trying to make it work.
4 ...a chasme buzzing within the empty house.
5 ...a family of recently destitute nobles.
6 ...a room full of 3d4 zombies.

The Secret Room

Variant Encounter (Optional)

1d20 In the secret room the party finds...
1 ...grasping hands frozen in place, each reaching, clawing and crawling their way toward the door.
2 ...bodies. They rock gently in the draft from the window as they hang suspended from giant meat hooks.
3 ...shelves and shelves of dolls. Porcelain, wooden, glass and fabric, they face outward with beautiful faces and unseeing eyes.
4 ...a big dog with red eyes chained to the center of the room amidst a circle of dried blood.
5 ...stinking piles of trash and junk that have begun to rot.
6 ...a small, thin child who lets you know you'd best be off before "mother" returns.
7 ...20 years' worth of stolen correspondence, all still unopened.
8 ...a rare mushroom garden, the contents of which is worth 3,500gp.
9 ...a taxidermy workshop with the creations on display. All of the creatures are missing their eyes.
10 ...shelves of ancient, dusty leather-bound books. All of the pages are blank.
11 ...an ancient woman sitting in a rocking chair and singing the same lullaby over and over as she rocks back and forth.
12 ...a collection of stunning oil paintings of various famous battles from one of the last great artists from the previous generation.
13 ...three pedestals arranged in a triangle. Atop each is a chalice. One is full, one is empty and the last in a state of both half-full and half-empty.
14 ...stolen socks. Thousands of them. All of them are missing the pair.
15 ...teeth. They line the shelves, are in jars and bowls and are scattered across every surface.
16 ...a flying, talking sword named Zanith.
17 ...a perfectly carved marble statue of the party, looks of terror twisting their faces.
18 ...a very comfortable, albeit small-looking bed. This bed grants the benefits of a long rest after just one hour of sleep within it.
19 ...a cursed breastplate made from twisting shadows. Anyone who touches it, or the wearer, for the first time takes 4d8 necrotic damage. Anyone who attunes to the armor is cursed to make death saving throws at disadvantage.
20 ...a vast array of hoarded gold coins worth 13,000gp piled high in the small space.

Stocks & Gallows

Beheading Block

A creature about to be executed must make a Constitution saving throw, with the following results:

Roll Result
15 The creature is paralyzed.
610 The creature is frightened.
1115 The creature is resigned to their fate, but not otherwise hindered.
1620 The creature is emboldened, as if under the effect of a barbarian's rage.
20+ The creature is emboldened, as if under the effect of a barbarian's rage, and has advantage on all attacks for 1 minute.

Variant Encounter (Optional)

1d6 The party sees...
1 ...a (guilty) thief pleading his innocence from the gallows. The gathered crowd believes he is not guilty. The executioner disagrees.
2 ...a coordinated group of 3d4 bandits working to free their bandit captain and his two lieutenants.
3 ...a fire breaks out at the gallows as a concerned citizen tries to stop a public execution.
4 ...a nine-year-old boy in the stocks for sending a love letter to the realm's princess is being tormented by the entire town.
5 ...a man about to be beheaded is polymorphed into a weasel by his spell-scroll-wielding wife.
6 ...an old man stands at the gallows and begs for his right to be hanged for a murder he committed 63 years earlier.

Town Jail

Encounter Variant (Optional): Random Rabble Table

Roll 2d4 to determine how many individuals are being held in the jail, then roll 1d20 on the table below for each individual to determine their identity and offense.

1d20 Within this cell is...
1 ...a goblin caught masquerading as a halfling.
2 ...a half-elven petty thief with claims of ties to organized crime.
3 ...a human woman who sold poisoned pies to some nobles in town.
4 ...a one-armed dwarf covered in black soot accused of blowing up a local mine.
5 ...a human painter who claims he's been framed.
6 ...a human farmer whose horse kicked a man to death. The horse is also awaiting trial.
7 ...the daughter of a wealthy merchant, caught donating his money to her boyfriend.
8 ...a burly half-orc arrested for public intoxication.
9 ...a tiefling who mouthed off to the city watch.
10 ...the mastermind behind a series of sheep-related thefts, a muttering gnome named Reg.
11 ...a life-size wax figurine styled in the visage of notorious criminal Cracker LeBloom, still at large.
12 ...a human female who refuses to stop screaming, "I'm from the future and you're all tasty soup!"
13 ...three halflings accused of impersonating a human noble by wearing a long coat.
14 ...a half-elf who pummeled his elven father on behalf of his human mother.
15 ...a male drow who stands accused of flouting his dark-elven heritage in public.
16 ...a would-be bard who pinched a priceless instrument, then accidentally smashed it.
17 ...a quick-witted woman whose only crime appears to be her penchant for peeing in the town square.
18 ...a sweaty half-orc covered in gore and missing his teeth, unaware of what he did in a rage.
19 ...the biggest man in town, held without bail for trying to stomp on one of the smallest.
20 ...a buxom bartender with a lockpick and a pair of daggers laced into her corset.

The Labor Camp

Random Mine Table

1d8 The mine is full of...
1 Gold
2 Silver
3 Emeralds
4 Rubies
5 Diamonds
6 Red clay
7 Coal
8 Adamantine

Variant Encounter (Optional)

1d6 The party...
1 ...sees a group of 2d4 half-orcs repeatedly slamming themselves against the fencing trying in earnest to bust it down and escape.
2 ...hears a rumble beneath the earth in the center of the camp heralding the arrival of two goblins inside an apparatus of the crab, digging their way up into the labor camp to bust out their 2d4 goblin pals.
3 ...notices a flaming wagon loaded with 6d6 barrels of acid rumbling over a hill and toward the front gate of the labor camp, the start of an all out gnomish assault on the security system at the behest of a single gnome stuck inside.
4 ...hears word that a collapse within the entrance to the mine has trapped 2d4 workers inside, and the foreman would like them rescued. The collapse was initiated by a group of 3d4 angry duargar.
5 ...overhears that 2d4 gnolls are planning to assault the foreman and hold him hostage in exchange for their freedom.
6 ...watches as a man dressed as a guard begins killing other guards as a group of 1d4 bandits cheer him on from the hills nearby.

Variant Castles: Random Castle Table

When the party is exploring a large castle or sprawling estate, roll 1d6. On an odd number, roll 1d8 on Table 1. On an even number, roll 1d8 on Table 2.

Table 1

1d8 Room Page
1 Estate Defenses pg. 207
2 The Grand Entrance pg. 209
3 Council Chamber/War Room/Map Room pg. 211
4 Kitchen pg. 211
5 Main Bedroom pg. 213
6 Secondary Bedroom pg. 213
7 Guard Barracks pg. 213
8 Bathhouse and Privy pg. 213

Table 2

1d8 Room Page
1 Private Prison pg. 215
2 Library pg. 217
3 Dining Hall pg. 217
4 A Guest Bedroom and Study pg. 219
5 A Supply Room pg. 219
6 Tower Armory pg. 219
7 Roll on Extra Rooms Table pg. 219
8 Roll again

Estate Defenses (A)

Encounter Variant (Optional): Other Defenses

1d6 The wall has...
1 ...buckets filled with large stones every 10 ft. An attack with falling rocks deals 6d6 bludgeoning damage to each creature in a 10-ft. radius on a failed DC 15 Dexterity saving throw.
2 ...buckets filled with hot tar every 10 ft. A creature splashed with hot tar must succeed on a DC 15 Dexterity save or take 4d6 fire damage on a failed save and half as much damage on the target's next turn as the tar sticks to their flesh. A target covered in hot tar is at disadvantage on all attacks, saves and skill checks, moves at half speed and is vulnerable to fire damage.
3 ...2d4 mounted ballistas. They have a range of 200/600 ft. and deal 4d10 piercing damage. They have +8 to hit, and require two actions to fire: one to aim and one to trigger.
4 ...a series of hidden spikes halfway up the wall. They can be activated as a reaction if a creature is in their area of effect, which sits halfway up the wall. If a creature is near the wall when these spikes are triggered they must succeed on a DC 15 Dexterity saving throw or suffer 3d6 piercing damage and fall back to the ground, suffering an additional 3d6 bludgeoning damage.
5 ...buckets of slop. These pails of rotten meat and human filth are spaced every 10 ft., covered in flies and unpleasant to stand near. Any creature that starts or ends its turn within 5 ft. of a bucket (thrown or stationary) must succeed on a DC 15 Constitution saving throw or spend their action and reaction retching at the stench.
6 ...glass jars full of acid every 10 ft. An attack with a jar of acid deals 3d6 acid damage to any creature in a 15-ft. radius that fails a DC 15 Dexterity saving throw.

The Grand Entrance (B)

Encounter Variant (Optional): Party Time

1d6 The guests are...
1 ...celebrating the death of a rival lord with a masquerade ball.
2 ...enjoying the intoxicating glow of a wedding reception.
3 ...preparing for an evening of convivial conversation and various types of dancing to honor a fertility god.
4 ...at a naming ceremony for a new leader.
5 ...all female, as this fancy gala is for women only.
6 ...here under false pretenses.

Vital Interiors: Council Chamber/War Room/Map Room (C) and Kitchen (D)

Encounter Variant (Optional): Ales Well

1d6 These barrels contain...
1 ...a rare spirit from another realm. Upon tasting this spirit for the first time, a creature must succeed on a DC 12 Constitution saving throw to avoid temporary blindness, which lasts an hour.
2 ...a wine of the estate's own make. This wine isn't the best, but the host is proud of it. A creature tasting this wine must succeed on a DC 10 Constitution saving throw to drink without making a sour face. A Charisma (Deception) check could also be utilized to avoid insulting the host.
3 ...a mead made from local honey. Though it's not been made public, 1 in 6 individuals are allergic to this honey and break out in hives upon consuming it. For every creature who partakes of this mead, roll 1d6. On a 1, they break out in hives and are visibly sweaty, and their throat closes up slightly making it difficult to speak. This effect dissipates after a long rest or at GM discretion.
4 ...a dark spirit reminiscent of rum. The drink is somewhat addictive, and any creature who partakes must succeed on a DC 12 Constitution saving throw or will immediately ask for another glass—forcing another saving throw. After three failed saves a creature becomes extremely inebriated, is incapable of lying and makes all skill checks and attack rolls at disadvantage.
5 ...a warming dark ale. With hints of clove and allspice, this rich ale is similar to porter but with an added bonus: Any creature who consumes this ale is resistant to cold damage for one hour.
6 ...a highly flammable spirit. With a smell like kerosene, a DC 10 Intelligence (Investigation) check would reveal this distilled spirit would immediately ignite if exposed to a spark or extreme heat.

Beds, Baths and Beyond (Main Bedroom E, Secondary Bedroom F, Guard Barracks G, Bathhouse and Privy H)

Variant Encounter (Optional)

1d6 The party learns...
1 ...a night hag is implanting dark visions inside the mind of the host as they sleep.
2 ...1d4 suit(s) of animated armor refuse to let anyone into or out of the master suite.
3 ...the host's paramour is hiding inside one of the room's wardrobes, explaining they cannot be found by the host's spouse and pleads for the party's aid.
4 ...or at least suspects, that these beds are all cursed as the following morning no one who slept in one benefits from a long rest.
5 ...a trap door beneath the bed in the master suite leads directly to a tavern within this book (at GM discretion), a fact currently being exploited by 6 local thugs.
6 ...1d4 ghosts frequent these rooms and refuse to leave, sharing lengthy diatribes about how much they hate the current decor.

Private Prison (I)

Encounter Variant (Optional): Palace Intrigue

1d6 It appears...
1 ...the host has been brainwashed by a powerful demon disguised as a court jester.
2 ...the host's books are being kept by a particularly skilled and sticky-fingered accountant.
3 ...the host's daughter has fallen in love with a member of the kitchen staff—a forbidden, and therefore secret, affair.
4 ...a member of the council here is secretly allied with a rival house or kingdom, and is urging his master to war—and slaughter.
5 ...an assassin from a far off kingdom has been sent to take out the host—as well as the rest of the family.
6 ...a series of cries are emanating from various rooms within the estate. A DC 15 Intelligence (Investigation) check near one of the walls in this space reveals 14 hidden children, scummy and malnourished—all of them claiming they've been kept here by a member of the host's staff.

Tower Options: Library (J) and Dining Hall (K)

Encounter Variant (Optional): Castle Furnishings

1d6 The castle is...
1 ...falling apart. The slow decay of time paired with a lack of upkeep on the part of the residents here has left a once imposing and impressive castle full of rubble with collapsing walls, damaged tapestries and rotting floors. At GM discretion, roll 1d6 each time a member of the party enters a new room in this castle. On a 1, have them make a DC 15 Dexterity saving throw or fall through the floorboards to a room below as the beams supporting them snap under stress.
2 ...haunted. Every room in this castle has a chance of being inhabited by a ghost or ghoul. Each time the party enters a new room, roll 1d6. On a 1, 1d4 ghosts or ghouls appear in this space, and are friendly or nefarious at GM discretion.
3 ...frozen. Whether through some curse or overexposure to the elements in a particularly chilly climate, every room in this castle is covered in ice. The floor is difficult terrain, and anyone attempting to dash must succeed on a DC 15 Dexterity check to avoid falling prone as they slip and fall. Heat (from a flame or other magical effect) can melt the ice here but after 2d6 minutes it begins to refreeze.
4 ...opulent. This castle might be the fanciest any in the party have ever had the pleasure of walking within. Even the servants' quarters are gilded and feature subtle, artistic flourishes. Tapestries and mosaics and other fine artwork hang on every wall. The guard and other staff in this castle are similarly appointed.
5 ...dark. There seems to be a purposeful effort to keep out the light in this entire castle, perhaps because its leader does not want to be seen, is frustrated by the sun or simply feels more at home when shrouded in darkness. Those without darkvision will need a torch to navigate this castle, as entering it is similar to walking within the tunnels of a pitch black cave.
6 ...under construction. Whether there's been a recent change in ownership, a strong desire for a remodel or a significant amount of damage that must be repaired, the signs of a concerted effort to update or rebuild the rooms, hallways or even foundations of this castle are apparent throughout—and 10d4 members of a guild responsible for this sort of work are an ever present sight.

Space to Explore: Guest Bedroom and Study (L), Supply Room (M), Tower Armory (N)

Encounter Variant (Optional): Extra Rooms

1d20 This room is...
1 ...a gymnasium with a fencing circle.
2 ...a greenhouse with a massive tree inside.
3 ...an observatory with a large telescope.
4 ...an indoor lap pool.
5 ...an archery range.
6 ...an alchemist's laboratory.
7 ...a doctor's quarters for observing ill patients.
8 ...a launch pad for a small dirigible airship.
9 ...a torture chamber.
10 ...a ballroom with a stage for an orchestra.
11 ...a hall with statuary lining both sides.
12 ...a small chapel.
13 ...a smith's forge.
14 ...filled with portals, each leading to another realm at DM discretion.
15 ...a teleportation circle.
16 ...a bedroom with a very strong necrotic scent coming from beneath one of the floorboards.
17 ...a walk-in closet, but the size of a great room.
18 ...an aviary, featuring messenger birds and several hooded falcons.
19 ...a distillery for making spirits.
20 ...a nursery, complete with 2d4 babbling babies.

Rooftops, Alleyways & Tunnels

Random Rooftops & Alleys Table

Roll 1d6 to determine the rooftops and alleys map, then roll 1d4 to reveal which part of the map they'll enter from.

1d6 Map Page
1 A pg. 221
2 B pg. 222
3 C pg. 223
4 D pg. 224
5 E pg. 224
6 Roll again

Urban Adventures

Variant Encounters (Optional)

1d12 The party...
1 ...sees a large draft horse named Buggeroff has escaped from his wagon and is having the best day of his life running from the 2d4 townsfolk attempting to capture him.
2 ...feels like they're being watched. They aren't.
3 ...comes across an elderly half-elven woman who asks politely for them to strangle her husband—the man standing right behind her nodding. A hag left him mute 173 years ago and they have recently discovered that only the tight grip of two steady hands around his throat will end the curse.
4 ...sees a group of 2d4 acolytes from the nearby temple collecting money for their god—but a DC 12 Wisdom (Perception) or Intelligence (Religion) check reveals they're just talented charlatans in halfway decent costumes.
5 ...notices a small, precocious and relentless boy named Angus following them wherever they go. Everywhere.
6 ...sees 2d4 rat swarms spill out of a nearby sewer grate and wreak havoc, an omen suggesting something far more sinister may be lurking beneath the streets.
7 ...meets an enterprising local artist (and powerful mage) who offers to sketch each member of the party for free. Each portrait locks a piece of the party member's soul within it—and they lose 20 percent of their maximum hit points—a fact they will not be aware of until the next dawn. This effect can be counteracted with the remove curse spell, or by destroying the portraits—which the artist will happily sell for 100gp each.
8 ...meets a local baker who's realized his lifelong dream: to bake a bread loaf as big as a giant. Unfortunately it has been brought to life by dormant magic and is now trying to eat him.
9 ...is approached by a man who fears his beloved, Abigail, has fallen down a well in the center of town. Abigail is a pig.
10 ...hears a loud blast from the other end of the alley, as a group of 2d4 goblin thieves disguised as farmers have set off their "cow bomb" too early.
11 ...is led by 3d4 dirty children toward a dark alleyway where a dead body features several stab wounds in its back. The children then produce blades and attack.
12 ...finds a knight whose recent encounter with a black dragon has left his plate armor fused to his body and his helmet sealed shut pleading with a blacksmith for aid.

Big City Problems

Encounter Variant (Optional): Laws and Customs

1d10 Within the city limits...
1 ...the use of gold has been replaced with the barter system. Gold coin is worthless here.
2 ...all overt religious practices have been outlawed. Preaching, prosthetylizing or engaging with a deity in any way in public is punishable by up to 100 days imprisonment.
3 ...the use of magic is strictly forbidden and carries the penalty of death.
4 ...making eye contact with those above your social station is an egregious offense, and those who are caught "eyes up" will be flogged in the town square. Repeat offenders will have one eye removed.
5 ...only the city guard may openly carry weaponry, and the populace is routinely searched to ensure citizens' safety.
6 ...any conversation must begin with an acknowledgement of the benevolence and/or strength of the area's reigning authority (example: "May King Odion's grace shine upon you this morning—can I have 2 ales?"; "The Duchess, long may she reign, allows me to ask, 'How you would like your eggs?'").
7 ...books of all kinds have been banned. Anyone caught with a book, including spell books of all types, will be forced to watch as it is set ablaze.
8 ...all of the buildings' walls are made of a transparent material, and privacy is effectively non-existent.
9 ...it is illegal to walk the streets after sundown, and anyone caught out of doors after curfew will be apprehended and thrown in the stocks for a tenday.
10 ...numerous laws are in effect. Roll 1d4 times on this table, rerolling all 10s. If the same law is rolled more than once, the punishment associated with it is extremely severe (death or worse) and strictly enforced.

Variant Encounter (Optional): Large Crowds

1d10 The crowd...
1 ...is celebrating the birth of a future king/queen with a city-wide dance party.
2 ...has organized a peaceful march to protest a recent economic downturn.
3 ...is participating in a solemn religious ceremony following the death of a beloved town elder.
4 ...is violently rioting in the streets following an act of villainy perpetrated by a noble on one of the city's lower-class citizens.
5 ...is engaged in a full-blown uprising against the ruling class.
6 ...is panicked over news that a dragon is on its way to raze the town to cinders.
7 ...is in the midst of a weeks-long festival building toward the upcoming solstice.
8 ...is steeling itself for battle as warning horns indicating that the city has been infiltrated continue to blow.
9 ...is trying to raise awareness about the disease that's been ravaging their town—and likely making things worse by being so close to one another.
10 ...is clamoring to greet the adventurers, as news of their exploits has traveled fast.

The Harpy's Passage

Variant Encounter (Optional): Obstacles Along the Way

1d6 The party encounters...
1 ...a couple of halfling teenagers lurking on the street below, who hurl pebbles, coins and other small items at the runners as they pass. Make 1d4 attack rolls (with a +1 to hit). For each attack that misses, the DC of the roll to stay on the path increases by 1. For each attack that hits, the DC increases by 2.
2 ...the smell of incense hanging like a cloud around a temple's rooftops. The runners race forward, feeling like they can sense the priests' prayers and hymns lifting them up, urging them onward. It takes a few moments to realize something in the smoke is affecting their judgement. Characters must pass a DC 12 Constitution check or suffer Disadvantage on their next roll to maintain their balance.
3 ...the route marked on passing chimneys with red-painted wings. But soon it's clear the chimneys are marked with more red than normal. Crimson handprints lead the way to a badly mangled body, blood bubbling at their lips as they draw their final breath. Of the killer, there is no sign.
4 ...the city's great bell tower strikes the hour, just as the runners race along a rickety walkway installed between the flying buttresses. An irritated snarl is the only warning they get before the gargoyle at the top of the buttress lunges down toward them.
5 ...a portion of the passage that's collapsed due to a small fire from the kitchens below. A 15-ft. jump across to the next roof is required, unless players have other means of crossing the chasm.
6 ...a murder of crows rises from alongside the pathway and flutters swiftly in front of the characters in transit. Each character must succeed on a DC 14 Dexterity (Acrobatics) saving throw or lose their balance and fall to the ground below.

Tunnels and Cave Systems: Random Tunnel Table

Roll 1d10 to determine the tunnel your players are traversing, then roll 1d4 to reveal which point of entry they'll start from.

1d10 Map Page
1 A pg. 228
2 B pg. 228
3 C pg. 229
4 D pg. 230
5 E pg. 230
6 F pg. 231
7 G pg. 232
8 H pg. 232
9 I pg. 234
10 Roll again

Tunnels D, E, F

Variant Encounter (Optional)

1d6 The party runs into...
1 ...1d4 goblins on a scouting mission.
2 ...1d4 drow warriors planning an above-ground assault.
3 ...1d4 crocodiles, one that attacks with surprise.
4 ...2d4 insect swarms.
5 ...1d4 will-o'-wisps glowing along the farthest walls.
6 ...a territorial mage who's taken up residence underground.

Tunnels G and H

Encounter Variant (Optional): Environmental Factors

1d6 This tunnel/cave system is...
1 ...extremely hot. Whether due to proximity to an active volcano or because there's no ventilation, these tunnels are stifling and incredibly warm. Players traveling in this system must succeed on a DC 15 Constitution saving throw or suffer 1 point of exhaustion. This save must be made after every long rest while in the system.
2 ...frozen solid. Ice covers every surface in this system and makes movement in the area difficult terrain. Any creature attempting to dash must succeed on a DC 15 Dexterity saving throw, slipping and falling on a failed save.
3 ...clouded with dust. Within the entire system hangs a dense, swirling cloud of particulate matter that makes it difficult to see and breathe. Visibility is reduced to 15 ft. and each creature attempting a skill check in these tunnels must first succeed on a DC 15 Constitution saving throw. On a failed save they make the check at disadvantage as they suffer a sudden coughing fit from the dust entering their lungs.
4 ...slick with acid. Every surface in this space is covered in a thin layer of corrosive liquid that will damage most anything that comes into contact with it. Boots and any other material in contact with the ground will begin to dissolve in 1d4 hours. Any humanoid creatures that come into contact with the walls are subject to 1d6 acid damage, and any objects—including weapons, armor and magical items—will corrode into useless bits of junk if they make contact with the walls more than 1d6 times.
5 ...dense with muck. The walls and ground in this system are caked with a thick, paste-like mud that makes movement an absolute slog. The ground is difficult terrain and standing up from prone takes a full action and a successful DC 10 Strength (Athletics) check. A similar check, with a DC 15, is required if a player comes into forceful contact with one of the walls (as in a shove) or at GM discretion.
6 ...flooded. The entire tunnel is filled with 3d6 ft. of water, a number that can change at GM discretion for every new tunnel the party explores. The ceilings in these chambers are rarely higher than 10 ft.

Encounter Variant (Optional): What Flows Below

1d10 The liquid is...
15 ...mostly ground water. Drinking it is ill-advised, and anyone who chooses to consume water from this source suffers 1d6 poison damage on a failed DC 10 Constitution saving throw.
67 ...raw sewage. Creatures must succeed on a DC 12 Constitution saving throw or suffer disadvantage on all attack rolls and skill checks as long as they remain in the tunnels, overwhelmed by stench.
8 ...molten rock. Lava flows in these tunnels and caves and will scorch any flesh that comes near.
9 ...acidic. There's something corrosive in this liquid, causing skin to burn and metallic armor and weaponry to rust. Creatures are subject to 1d6 acid damage if they end their turn in this liquid. Any material made of metal exposed to the acid loses 1 point of its efficacy for every 6 seconds it spends in the acid.
10 ...alive. The liquid flowing through this space is a sentient ooze that can choose to attack at any time, attempting to grapple (+7) and devour anything it can get its goo onto.

Unnatural Hazards

Variant Encounter (Optional): Dangerous Traps

1d12 The trap set is...
1 ...a small trip wire connected to a series of rudimentary crossbows. Each creature within 5 ft. of the trigger must succeed on a Dexterity saving throw or suffer 4d6 piercing damage, taking half as much damage on a success.
2 ...a well-disguised 15-ft. pit that collapses under weighted contact. Each creature within 5 ft. of the center of the trap's trigger must succeed on a DC 15 Dexterity saving throw or suffer 2d6 bludgeoning damage and 4d6 piercing damage on a failed save as they fall 20 ft. onto the spikes below.
3 ...a twig that, once snapped, unleashes a rockslide along the side of the tunnel. Each creature within 15 ft. of the trigger must succeed on a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage and are blinded and restrained as rocks and earth shift on top of them.
4 ...a thin bit of ivy is actually a rope trigger connected to a spiked log that swings toward the party. Each creature within 5 ft. of the trigger must succeed on a DC 15 Dexterity saving throw or suffer 2d6 bludgeoning and 3d6 piercing damage as the log swings into them.
5 ...a series of pressure plates covered in mud release an airborne poison. Each creature within 15 ft. of the trigger must succeed on a DC 15 Constitution saving throw. On a failed save they are poisoned and take 4d6 poison damage as the toxin enters their lungs.
6 ...a tiny bell. Once triggered, it alerts the trained 1d4 basilisks beneath this path to claw upward and attack.
7 ...a few rays of light. When passed through by any creature, they release a gout of radiant flame, dealing 2d6 radiant damage. There is no save.
8 ...a log blocking the path. When unsettled, it triggers a rockfall from above. Each creature within 10 ft. of the log must succeed on a DC 15 Dexterity saving throw or suffer 5d6 bludgeoning damage, taking half as much damage on a success, as boulders drop down on them from above.
9 ...plants dangling overhead for the length of this tunnel. All are poisonous, and when making contact with them, each creature must succeed on a DC 15 Constitution saving throw or lose 2d4 off their max hit points as the plants suckle off bits of their life force. This effect is considered a disease, and can be reversed through a spell such as lesser restoration.
10 ...a series of 5d6 spears. They point in all directions from one side of the path to the other, blocking the way forward. Moving one spear causes another to stab outward, and the creature touching the spear must succeed on a DC 15 Dexterity saving throw to avoid 1d6 + 5 piercing damage.
11 ...a few medium-sized eggs. They are hidden under rocks and leaves along the path. Once crushed, these eggs emit dangerous spores, as outlined in the death profile of a gas spore.
12 ...a massive boulder blocking the path. It is covering a tinker trap that releases hundreds of stunning darts. If the boulder is moved without holding down the trap's trigger plate, every creature within 20 ft. of the boulder must succeed on a DC 15 Constitution save or be paralyzed for 1 minute as a neurotoxin in the darts takes hold.

Hidden Traps

1d4 These traps are...
1 ...DC 14
2 ...DC 17
3 ...DC 20
4 ...DC 23

Disarming Traps

1d4 These traps are...
1 ...DC 14
2 ...DC 17
3 ...DC 20
4 ...DC 23

Randomized Tables

Random NPC Generator

Race

1d10 This character is...
1 ...a dwarf.
2 ...a halfling.
3 ...a dragonborn.
4 ...a human.
5 ...a half-elf.
6 ...a tiefling.
7 ...a half-orc.
8 ...an elf.
9 ...a monstrous race.
10 Roll again

Preferred Pronouns (Optional)

1d6 This character uses...
1 she/her/hers
2 he/him/his
3 they/them/theirs
4 she/her/hers (transgender)
5 he/him/his (transgender)
6 no pronouns, only a name

Age (Optional)

1d6 Age
1 A child
2 A teen
3 A young adult
4 An adult
5 Elderly
6 Extremely old

Intelligence (Optional)

1d6 Intelligence
1 Dumb as dirt
2 Average, which ain't great
3 Street smart, not book smart
4 Book smart, not street smart
5 Book and street smart
6 Smarter than everyone

Hair

1d12 Hair
1 Short dark/black hair
2 Short blond(e)/white hair
3 Short red hair
4 Shoulder-length dark/black hair
5 Shoulder-length blond(e) hair
6 Shoulder-length red hair
7 Flowing blond(e)/white hair
8 Flowing dark/black hair
9 Flowing red hair
10 Colorful hair (green/purple/blue/etc), with length at GM discretion
11 Bald
12 Wigged (roll again for description)

Build

1d10 Build
1 Tall and lean
2 Tall and ripped
3 Tall and rotund
4 Medium height and build
5 Medium height and slim
6 Medium height and out of shape
7 Short and thin
8 Short and sturdy
9 Short and stout
10 Sickly (roll again for build)

Names, Descriptions and Deeper Desires

Roll 1d100 or 6d100 at GM discretion to define a character's first and last name, a brief description, their wants and needs, a secret they carry or obstacle in the way of their success, and the items on their person.

1d100 First Name Last Name Brief Description Wants and Needs Secret or Obstacle Also Carrying
1 Aer Merigu ...with shaggy hair and a slight overbite... ...who could really use a hug... ...and has sticky fingers. 2gp, 5sp, 14cp. Beltknife, scyth, bundle of wheat.
2 Ali Mishala ...with deep-set eyes and an upturned nose... ...who could use a bath... ...and is an utter coward. Empty moneypouch. A silver broach in the shape of a rabbit.
3 Archer Mogumir ...with a wide smile and a fashionable mole... ...who literally and figuratively has no sense of direction... ...and doesn't speak Common. 1sp, 8cp. Small bag of butterfly wings. Pouch of herbs and a pipe.
4 Azar Neriyra ...with a steady gaze and pursed lips... ...who is begging for help to find their gnoll-nabbed dad... ...and is tracking the party's movements for the spy's guild. 1gp, 15cp. A novel titled Through the Weave. One packet of beans.
5 Brook Nialinva ...with a deep facial scar and a gruff exterior... ...who is compelled to smell everyone they meet... ...and cannot walk on their own. Nothing, and proud of it.
6 Briar Neeves ...with a pug nose and lots of freckles... ...who just needs a ride into/out of town... ...and is plagued by a Curse (on pg. 248). 2sp, 17cp. A wooden cup they carved themselves.
7 Balin Noosecatcher ...with a round face and rosy cheeks... ...who thinks they're possessed by a vengeful warrior... ...and has lost the will to live. 73cp painted to look like 73pp. A small jar of platinum paint.
8 Berieve Oakfury ...with a few hairs springing out of a wart on their face... ...who needs a cure for their incessant hiccups... ...and can't control the volume of their voice. 32cp, 13sp. A hoop and stick.
9 Carmen Ootati ...with a heavy limp and a can-do attitude... ...who has developed a taste for human flesh... ...and is in deep with a local crime boss. 15sp. A necklace that contains a ball of yak hair.
10 Chidi Oldfur ...with a kind face and a slow drawl... ...who is just trying to get through the day, man... ...and is never wrong. Just ask them. 21cp, 2sp, 3gp. An incredibly smooth rock they enjoy thumbing.
11 Chardane Orgulas ...with shifting eyes and a hushed voice... ...who knows of a nearby cave filled with treasure... ...and is always in a hurry. 3sp, 8gp. A jar full of beef tallow. A crude map of the region.
12 Cyrille Polaan ...with a few missing teeth and a hungry gaze... ...who hasn't slept in eight days... ...and gets distracted easily. 5cp, 9sp, 1gp. A vial of wyvern poison.
13 Dane Plackard ...with a massive nose and a tight mouth... ...who hasn't been sober in two weeks... ...and is addicted to a local drug. 4cp, 16sp. An oversized lollipop. A deck of cards.
14 Desta Puddleswish ...with hooded eyes and a casual tone... ...who will do pretty much anything for a silver piece... ...and doesn't believe in violence. 6cp, 8sp, 12gp. Loaded dice. A directory of local gambling halls.
15 Devon Poutine ...with wild hair and a sweating brow... ...who repeats the full names of everyone they meet... ...and distrusts at least one party member. 9cp, 2sp. Knitting needles and half-finished scarf.
16 Dian Questar ...with oily skin and whistling nostrils... ...who can't stop talking about the end of the world... ...and is also a lycanthrope. 7cp. A large leather hat. A set of thieves' tools.
17 Eidar Q'tharas ...with large ears and an oval face... ...who is constantly on the lookout for grooming tips... ...and is allergic to something nearby. 6sp, 1gp. A cup and ball game. A trout in butcher paper.
18 Eli Quid ...with a strong jaw and a hearty laugh... ...who compulsively says what they are thinking... ...and is comically hot-tempered. 4cp, 3sp, 1gp. A book about blacksmithing.
19 Erin Reebsa ...with a slack jaw and a tendency to mouthbreathe... ...who wants to do right by their god, no matter the cost... ...and is plagued with a small bladder. 85cp. A note that says, "Be careful, I love you. -Mum"
20 Evrim Reyhana ...with a gap-toothed grin and grey eyes... ...who is attracted to a member of the party... ...and has terrible judgement. 64sp. 12gp in loose gems. A rockhammer.
21 Fabian Rivershale ...with a pot belly and an infectious giggle... ...whose brother was wrongfully accused... ...and is a satyr in disguise. 14cp, 17sp, 4gp. A magnifying glass.
22 Farah Rosenmer ...with a blank expression and wild ear hair... ...who thinks they have a rat infestation... ...and seeks the perfect whiskey recipe. 10sp. Brewer's kit and waterskin of whiskey.
23 Flynn Sarberos ...with a face full of piercings... ...who keeps hearing voices in their head... ...and is afraid of the dark. 32cp. A collection of dolls that look like the party.
24 Fatima Shatterblade ...with more tattoos than uninked skin... ...who can't find their horse... ...and is a stranded planar traveler. A whistle only a badger named Jenny can hear.
25 Gabi Sindasalt ...with buns of steel and armor to match... ...who needs a set of blacksmith's tools... ...and is self-obsessed. 5cp, 30sp, 9gp. A very small hat.
26 Grey Srob ...with scabby knuckles they won't stop cracking... ...who lost their mother's wedding band... ...and struggles with their dad's expectations. 19cp, 2sp. A spyglass that can suck out an eyeball on command.
27 "Gums" Thanar ...with a sick pompadour haircut... ...who needs to be the center of attention... ...and doesn't have teeth. 14cp, 92sp. An error-filled map of the realm.
28 Goose Thermobolt ...wearing the corset of a slimmer person... ...who needs help with a dance-off... ...and insults those in charge. A cursed pen knife (roll on the Curse table on pg. 248).
29 Hadley Therundlin ...with a slack face on one side impeding their speech... ...who had a dream where they saw the party die... ...and a mind that's beginning to unravel. 32cp, 7sp, 3gp. A pair of shoes in need of resoling.
30 Helle Tighfield ...with a tongue seemingly too big for their mouth... ...who needs a rare coin to complete their collection... ...and is hopeless at negotiation. 8cp. An IOU that reads "Owe you three sacks of wool. Hamm."
31 Hisoka Underbough ...with a posh attitude and clothes to match... ...who loves to talk about food... ...and is afraid of bats. 94cp, 1gp. A mask that hides their face and a hit list of local thugs.
32 Hunter Ugdough ...with a dour expression... ...who owns the town paper... ...and is a part-time cult leader. 7cp, 8sp, 2gp. A dark artifact.
33 Imani Us ...with the biggest head of all time... ...who wants to be left alone... ...and gets nervous near new people. 34cp, 10sp. A broken lute. A crumpled love letter.
34 Indiana Valarnith ...with broad shoulders and a lowcut tunic... ...who is worried they might have unleashed a curse... ...and needs locks of hair from everyone. 3cp, 5sp, 7gp. A sack of dates. A pound of dried apricots. A fishing pole.
35 Irati Venderform ...with a hunched back and sores... ...who needs human contact... ...and despises being touched. 4cp, 6sp. A set of wooden teeth.
36 Ike Volto ...with friendly eyes and the grace of a dancer... ...who says their family has been possessed... ...and runs a multi-level-marketing scam. 7cp, 92sp. A bottle of baby tears they want to sell.
37 Jaden Vainweather ...devoid of eyebrows and a sense of humor... ...who just wants to own their own pastry shop... ...is definitely a fiend, but is making it work. 9cp, 53sp, 900gp. A dark leather tome titled How to Act Human.
38 Jamal Wapronk ...with a soot-covered face... ...who needs a place to hide... ...and can't read. 5cp, 5sp, 5gp. Five rings worth 55gp.
39 Joprani Wolfsbane ...with a dent in their skull that's healed over... ...who is looking for the witch of the woods... ...and is bad luck to everyone within 30 ft. 3cp, 81sp. Joiner's tools. A blood-soaked rag.
40 Jack Woolyboon ...in a purple tunic, ascot and patent leather boots... ...who is trapped in the friend zone... ...and is possessed by a low level devil. 32cp, 5sp, 1pp. A crust of moldy bread. Some salt pork.
41 Kaari Wheelmaiden ...covered in black tar and white feathers... ...who is saving to start a restaurant... ...and has a gambling problem. 45cp, 2sp. An undead hand that is very important to them.
42 Kyra Xas ...with a broken arrow stuck in the side of their head... ...who wants this uptight town to legalize dancing... ...and has a problem with somnambulism. 61cp, 3sp. A forger's kit. A list of noble's names.
43 Kagiso Xeran ...with black eyes that lack irises... ...who suspects their house is haunted... ...and can't remember their name. 92cp, 3gp. Cufflinks that conceal two doses of Drow poison.
44 Kalin Xencord ...face buried in a book about geese... ...who wants to clean up a pond... ...and is a goose that was true polymorphed. 52sp. A sack of fingernails, each more precious than the next.
45 Lin Yesvyre ...holding a tiny dog and fighting back tears... ...who says their sister has been turned into a dog... ...and lies for fun. 89cp, 3sp. A belt buckle with a hidden lock-pick.
46 Lucian Yahsquin ...humming to themselves and scratching flaky skin... ...who wants to know if you've seen a man named Reb... ...and is a member of the Assassins' Guild. 62cp, 32sp. A diamond that appears to be worth 500gp. It's not.
47 Lumi Yeoman ...with a narrow face and fine, almost too perfect features... ...who has a standup performance tonight... ...and hasn't paid their tab in six months. 25cp, 6sp, 24gp. A spork, the first of its kind.
48 Lloyal Yearender ...with a bruised eye and a busted lip... ...who needs some help dealing with local bullies... ...and has never made a true friend. 6cp, 2gp. A sandwich made of nut butter and smashed jam.
49 Maayan Zeagan ...with a lumpy nose that looks a bit infected... ...who wants the party to protect them... ...and is on the run for tax evasion. 21cp, 5sp. An exquisite dagger carved from the bones of a dragonborn.
50 Makota Zimet ...with a beehive hairdo that makes them seem taller... ...who needs an invitation to tonight's ball... ...and is a long lost member of the royal family. 4cp, 74sp. A wineskin filled with a potion of haste.
51 Miska Zytal ...has a neck twice as wide as their face... ...who is looking to cure a contagious disease... ...and is struggling to get over the flu. 8cp, 53sp. A fake beard. A tome filled with gift ideas for hundreds of children.
52 Moriah Aberrich ...has a face that appears stitched together... ...who is searching for the power of a wish spell... ...and is a runaway zombie. 91sp. A recipe for pot pie. A small sack of peas. Spices.
53 Nesim Aefrim ...looks like they're about to vomit... ...who has been challenged to a rap battle... ...and owns a treasure map to a secret island. 3cp, 14sp. A jar of honey. A box containing a large queen bee.
54 Nico Altas ...is dripping in sweat... ...who just inherited an orphanage... ...and hates children. 7cp, 13sp. A gate spell scroll.
55 Nyx Avilseer ...is expertly juggling a trio of daggers... ...who is raising money for wizard school... ...and is the very definition of chaotic evil. A pocket-sized copy of the realm's founding documents.
56 Noose Baelmai ...has a drippy nose and red cheeks... ...who can't find their glasses... ...and is afraid of spellcasters. A frog. Roll 1d6. On a 1, it was once a prince.
57 Ori Bingletrite ...is wearing clothes that are three sizes too big... ...who is on the hunt for a red dragon egg in the area... ...and is working against the party's interests. 31cp. A rudimentary coloring book. Some colored wax pieces.
58 Olley Blackreed ...looks twice their age... ...needs to catch six fish... ...and lacks common sense. 4cp, 3sp, 2gp. A set of woodworker's tools.
59 Ophilia Bronzestein ...with a pretty face and big ideas... ...who needs everyone to wise up... ...and is being blackmailed. 8sp. A minor gem worth 1gp.
60 Oban Carter ...wearing goggles and chomping a smoldering cigar... ...who needs to acquire a rare ochre jelly... ...and feels like an extra in someone else's story. 5gp. A +1 scimitar engraved with the name "Trevor."
61 Piper Claymore ...with the energy of an overstimulated child... ...who believes their friend might be a hag... ...and is wearing a hag's eye from a nearby coven. 42sp. A tub of grease. A wand of webs.
62 Poe Cogturner ...with bangs that everyone agrees do not suit their face... ...who is looking for models for a fashion show... ...and is five months behind on all their bills. 55gp. A vial of de-aging serum that takes 20 years off a creature's life.
63 Pal Crysalis ...nervously chewing their upper lip... ...who wants to join the circus... ...and can only tell the truth. 8sp, 4gp. A tophat concealing a dozen squirrels.
64 Perrin Datesi ...blind, but making it work... ...who needs enough incense to bring back their familiar... ...and is immortal. 3sp. A bottle of milk. An ornate quarterstaff.
65 Quinn Darksteele ...still sporting the scars from a rogue owlbear attack... ...who is looking for some drinking buddies... ...and won't take no for an answer. An unopened letter challenging them to a duel with a merchant.
66 Quora Deepstone ...has one of those faces... ...who can't unlock their basement... ...and uses a puppet to talk. 15cp. A jar capable of storing memories.
67 Quinene Dwandra ...with a chin that could block out the sun... ...who refuses to bathe and talks to any stray dogs... ...and has a habit of losing their false teeth. 8cp. A vial labelled "DO NOT OPEN" that contains the expelled gas of a king.
68 Rayyan Eeaves ...with a whisper-quiet voice... ...looking for the Dream Archive... ...and can read minds via touch. 90sp. A liniment that helps with insomnia.
69 Ren Excellente ...with a cute smile and belt of knives... ...who seeks to kill the town guard who killed their dad... ...and may have made a pact with a demon. 13cp. Directions to a guard's house. A box of juice.
70 Roux Emo ...wearing far too many belts and silver jewelry... ...who would rather be listening to heavy lute tunes... ...and is way more apathetic than you. Sheet music from a bard you've never heard of. A -1 Charisma pinky ring.
71 Rowan E'tellor ...with the biggest, bushiest beard... ...who wants to learn to fight... ...and is missing their tongue. 13pp. A jar of beard oil that is also flammable.
72 Samar Faemoira ...is blessed with lavish curves... ...who enjoys harmless flirting... ...and fears commitment. 29sp. A small painting of an elven girl.
73 Siya Firsel ...is a scythe-wielding farmer... ...who spreads propaganda against shapechangers... ...and assumes everyone they meet is a shifter. 35cp. A colorful piece of chewing taffy that never loses its flavor.
74 Skye Flintheart ...with armor that shines like the sun... ...en route to the Hall of Many Gods... ...and is devoid of confidence. A list of several gods, with at least nine crossed out.
75 Slaine Frostarm ...with an almost hypnotic voice and air of importance... ...who needs investors for their pyramid scheme... ...and is a compulsive liar. 14 vials of a potion that smells great but does nothing.
76 Tal Geasfoot ...who looks like they just woke up... ...who can't find their watch... ...and is never on time. A watchchain. A pair of fancy hair combs.
77 Tierney Gigak ...in a tight-fitting, red-scaled jacket... ...who is trying to sell a dragon heart... ...and is particularly awkward. A note with the location of a dragon's lair.
78 Toiv Gnazbright ...wearing temple robes and a surprised expression... ...who wants to spread the word about their god... ...and is afraid of heights. And depths. 30sp. A pair of bi-lensed readers. A sack of candies.
79 Tumelo Goldcask ...with greasy hair and hands to match... ...who is trying to write a love ballad... ...and speaks with wild gestures. A mourning ring featuring the eye of their mother.
80 Umber Huneldth ...with a hard, weathered face... ...searching for redemption... ...and once ruled this land. 1cp, 1sp, 1gp, 1pp. A deck of many things.
81 Umut Hutchrice ...walks with the grace of a dancer... ...who wants to see the next sunrise... ...and is a newly made vampire. 390gp. A sack of grave dirt. A spade. A beret.
82 Urg Hoover ...wearing a crop top to show off their impressive abs... ...who longs to be the strongest person alive... ...and has crippling arthritis. 42cp, 71sp. 3 vials of a tonic that adds +2 to Strength for 1 hour.
83 Val Honeyeater ...in black leather and a pair of sharp, heeled boots... ...hired to kill a party member... ...and now has cold feet. 62cp, 21sp, 92gp. A gag and hood. 2 vials of purple worm poison.
84 Vanja Iasbex ...has a permanent squint and a stiff upper lip... ...who compulsively judges others' fashion sense... ...and won't listen to human opinions. 3cp, 9sp, 21gp. An opal carved in the shape of a jawbone.
85 Vivian Igrild ...who appears as if they were struck by lightning... ...who is trying to build a time machine... ...and is absolutely from the future. 5cp. A sport's almanac.
86 Varek Illynmah ...with a smile that's all teeth and no joy... ...who is on a quest to kill monsters... ...and serves a talking cow. 92sp. Manticore bait. A griffon call. Sacks of meat.
87 Wanda Importan ...with flashy pink hair... ...who is trying to do good... ...and was, until today, a shut-in. A 20% off coupon for Mage You Look.
88 West Jarvalsa ...with a smell that is off-putting... ...who is trying to sell some fruit... ...and thinks humans are useless. 18cp, 4sp. A stuffed tiger. A tuna sandwich.
89 Weezy Jaytai ...has bloody, nail-free fingertips... ...who is on the run from a prison... ...and is also a deva. 3cp. A speckled egg. A broken music box.
90 Wooster Jeffries ...in a droopy robe... ...who needs the blood of 30 crows... ...and is a magic school dropout. 92gp. A small heart in a smaller cage.
91 Xen Justice ...in a hat that's as tall as they are... ...who wants to learn Common... ...and is a warlock of The Great Old One. 3gp. A bag of salt. A bag of pepper. A bag of octopus tentacles.
92 Xuan Kavius ...with no arms, but two mage hands... ...who wants to go on an adventure... ...and is a total yes-man. A lyre that's missing all but one string.
93 X'ian Keystina ...with bare feet and freckled cheeks... ...who is peddling bags of a medicinal root... ...and is a happy-go-lucky necromancer. A glass orb. A raven's beak. A vial of tiger blood.
94 Yael Khilltahrn ...dressed in a patchwork coat of dozens of fabrics... ...who needs to spread their father's ashes... ...and is a budding songwriter. 5cp. A lump of coal. A small box filled with ashes.
95 Yagmur Koahath ...with one leg, and a hangman's scar on their neck... ...who is hoping to run for public office... ...and was an escaped convict in their youth. 52sp. An herbalist's kit. A neatly folded poster with their face on it.
96 Yannik Leagallow ...is deaf and uses gestures to communicate... ...who seeks a new owner for their pet owl... ...and is possessed by the spirit of a god. 5,256gp. A notebook listing all the things they've done this year.
97 Yuck Lillyfitz ...has shaggy hair, baggy clothes and a chill attitude... ...who is looking for their dog. Have you seen their dog?... ...and owns a dog that can speak Common. 13sp, 2gp. A few gnarled balls of thick cord and cloth.
98 Zein Lukewill ...has cheekbones that could cut glass and eyes to match... ...who doesn't let anyone get in their way... ...and runs an illegal fighting ring nearby. 81cp, 3sp. A list of rules for something called "Brawl Joint."
99 Zeke Luckdodger ...wearing a hood that covers their gaunt face... ...who is hunting for ancient relics in old forgotten tombs... ...and is an absolute killjoy. Ink that disappears but can be revealed with a little heat.
100 Zaya Mavcius ...with a handsome face and sure, kind smile... ...who is looking for inspiration for their new novel... ...and once looked completely different. A 32-page booklet of so-called "haters"—a few names are crossed out.

Adventure-Specific Category Tables

Random Shops & Guilds Table

1d10 Location Page
1 Mini Market pg. 116
2 Caravan Bazaar pg. 122
3 Peerless Potions pg. 124
4 Gant's Alchemy Emporium pg. 126
5 Mage You Look pg. 128
6 Steamy Smithy Blacksmith & Day Spa pg. 132
7 The Nightmare Market pg. 134
8 Variant Guild Hall pg. 137
9 The Town Tailor pg. 138
10 Roll again

Random Residences Table

1d6 Location Page
1 The Horrible Hut pg. 192
2 Wretchtown pg. 194
3 The Shack pg. 197
4 Variant Home 1 pg. 198
5 Variant Home 2 pg. 199
6 Roll on Random Castle table pg. 206

Random Taverns & Inns Table

1d6 Location Page
1 The Not Hostel pg. 103
2 The Two Doors Tavern pg. 104
3 The Big Little Bar pg. 106
4 The Wounded Rogue pg. 108
5 Temple Bar pg. 111
6 The Red Herring pg. 114

Random Temples Table

1d6 Location Page
1 Sunken Temple pg. 141
2 The Temple of the Fall pg. 142
3 The Hall of Many Gods pg. 144
4 The Sun Temple pg. 148
5 Variant Temple pg. 150
6 Roll again

Random Tavern Generator

Roll 2d100—once for each column—and combine the two results for a tavern name.

1d100 Name 1 Name 2
1 Lively Flagon
2 Scratchy Rogue
3 Knobby Dragon
4 Ruddy Hag
5 Merry Pony
6 Sticky Troll
7 Abandoned Drunk
8 Courageous Pint
9 Itchy Basin
10 Aching Traveler
11 Handsome Giant
12 Ornery Boar
13 Bountiful Flask
14 Filthy Drow
15 Quaint Fairy
16 Drafty Sow
17 Lanky Dretch
18 Nasty Boot
19 Shiny Serpent
20 Crowded Lion
21 Reckless Balor
22 Gleaming King
23 Winged Tiefling
24 Jagged Cauldron
25 Cozy Goat
26 Harmless Bard
27 Nifty Bottle
28 Eager Pub
29 Pitiful Shot
30 Deserted Knight
31 Frosty Miner
32 Soggy Inn
33 Magnificent Earl
34 Regal Duck
35 Rough Mug
36 Meager Crevice
37 Embellished Dagger
38 Proud Horse
39 Intrepid Sailor
40 Shoddy Elf
41 Fair Chameleon
42 Loud Nymph
43 Bare Hall
44 Mysterious Wench
45 Jaunty Dump
46 Muddy Castle
47 Hospitable Helm
48 Livid Fox
49 Golden Throne
50 Salty Dwarf
51 Knowing Wyvern
52 Lavish Haven
53 Silver Talon
54 Charming Bar
55 Hairy Wand
56 Bleak Den
57 Feisty House
58 Smoggy Bear
59 Opulent Lantern
60 Peaceful Demon
61 Immaculate Blade
62 Sleepy Eunuch
63 Limping Axe
64 Everlasting Wagon
65 Wild Palace
66 Ironclad Brewery
67 Growling Minotaur
68 Stale Wanderer
69 Jovial Lord
70 Wise Hideaway
71 Gullible Cudgel
72 Ample Tower
73 Rich Minstrel
74 Cautious Barrel
75 Wonderful Tankard
76 Hungry Bow
77 Wooden Hearth
78 Yawning Toad
79 Heavenly Lodge
80 Rosy Room
81 Bewitched Bucket
82 Spirited Damsel
83 Buzzing Willow
84 Tasty Unicorn
85 Snarling Head
86 Enchanted Crow
87 Clever Mead House
88 Pleasant Cat
89 Deadly Arrow
90 Tricky Parlor
91 Treasured Swamp
92 Antique Boil
93 Poor Fool
94 Glorious Louse
95 Blushing Hat
96 Ultimate Cavern
97 Vacant Winery
98 Dull Place
99 Weary Griffin
100 Fickle Sword

Tavern Vibe Variants

Roll 1d4 then 1d20 to determine the general feel of the tavern.

1d4 This place is...
1 ...deserted, save for a bartender and one regular...
2 ...packed with friendly locals and a few drunk travelers...
3 ...oddly quiet, given the number of customers inside...
4 ...full of angry, rowdy guests who have all been overserved...
1d20 ...and it is...
1 ...with sawdust on the floor and dust in the rafters.
2 ...with a wait time of 20 minutes per drink, given their complexity.
3 ...and hosting a sing-a-long night with one of the region's least popular bards.
4 ...and featuring a brand ambassador for an experimental mead.
5 ...and hiding an illegal gambling hall under the floorboards.
6 ...with velvet-lined walls, a dress code and an undeserved air of importance.
7 ...with ornamental trophies from beasts and monsters hanging on the walls.
8 ...and devoid of tables and chairs, its floor stocked with dozens of pillows.
9 ...and is less of a bar and more of a dance hall, with music so loud it's tough to hear anything else.
10 ...with a back patio that's never open.
11 ...with an epic collection of classic board games from the party's childhood, though most sets are missing a piece or two.
12 ...with a large, crater-like hole in the center of the floor that has gone unremarked upon for months.
13 ...and is utterly pleasing to the eye, but to those trained in the arcane, is clearly dripping with illusory magic.
14 ...and, to those familiar with this sort of thing, clearly has an arrangement with a nearby brothel.
15 ...with a tropical theme, with drinks and uniforms to match, and feels like walking through a humid rainforest.
16 ...with walls lined with sketches depicting famed adventurers and leaders from across the realm enjoying a pint here.
17 ...and featuring servers who are enthusiastically invested in their job, wearing several kitchy buttons, and pushily advertising the bar's other locations throughout the realm.
18 ...and only serves pitchers.
19 ...and has been named best pub in town several times in a row by nobles in the region, a fact its proprietor is quick to remind anyone who enters at least twice.
20 ...and features great food at incredible prices, but discriminates against a specific type of customer at GM discretion.

Random Curse Creator

Roll 1d100 to determine the curse.

1d100 The creature...
1 ...must speak in rhymed couplets or take 1d4 +1 psychic damage each time they talk.
2 ...believes they are immortal and acts accordingly.
3 ...is vulnerable to all damage but feels no pain.
4 ...cannot benefit from a long rest if they sleep alone.
5 ...is always thirsty.
6 ...has carrots where they once had fingers.
7 ...can't stop crying.
8 ...coughs up 1d4 dragonflies each time they speak.
9 ...is allergic to metal and breaks out in leaky sores on contact.
10 ...lacks bones and moves as an ooze would.
11 ...must use jazz hands when they speak or take 1d6 + 3 psychic damage.
12 ...trips and falls flat on their face with every 15 steps they take.
13 ...suddenly has rubber-like arms that become twisted and tangled whenever they try to use them.
14 ...refuses to be seen without their hat, and won't let anyone forget it.
15 ...becomes catatonic at the sound of thunder.
16 ...finds themselves followed by a hungry stray dog. Another stray will join this growing pack every time the cursed creature takes a long rest.
17 ...gets incredibly winded during physical activity and must succeed on a DC 15 Constitution saving throw to avoid passing out.
18 ...takes the shape of the world's most notorious criminal.
19 ...thinks they are the King on a giant chessboard about to be trapped.
20 ...can only eat grass.
21 ...can't move their arms or legs.
22 ...has an increasingly unignorable hunger for human flesh.
23 ...hears cats screaming whenever music is played.
24 ...suffers from the delusion they are a time traveler from 300 years in the future.
25 ...gains 3d6 pounds per day, rerolling at the end of every long rest.
26 ...is compelled to challenge every creature they encounter to a duel.
27 ...is suddenly followed by every mouse and rat in the village.
28 ...has breath so bad it knocks out anyone who comes within a yard.
29 ...weeps blood at the slightest insult.
30 ...keeps attracting flies.
31 ...can only see the Ethereal Plane.
32 ...has their Strength score reduced by half.
33 ...has their Dexterity score reduced by half.
34 ...has their Constitution score reduced by half.
35 ...has their Intelligence score reduced by half.
36 ...has their Wisdom score reduced by half.
37 ...has their Charisma score reduced by half.
38 ...is terrified of water.
39 ...has their movement speed reduced by half.
40 ...loses 1d4 + 2 HP anytime a creature casts a spell within 60 ft. of them.
41 ...immediately loses half their max HP.
42 ...spreads death wherever they walk, as all plants within a 20-ft. radius wither and die in their presence.
43 ...smells like last month's fish.
44 ...reverts to a childhood state.
45 ...loses the ability to learn or make new memories.
46 ...must kill a creature with their bare hands every 1d4 days, or suffer 50 points of necrotic damage.
47 ...has double vision (and disadvantage on all attack rolls and ability checks).
48 ...is disgusted by gold.
49 ...loses the ability to lie or even omit elements of the truth.
50 ...cannot sleep, and cannot benefit from a long rest.
51 ...loses hit points equal to any damage they deal to another creature.
52 ...ages 1d10 years each time they take a long rest.
53 ...loses 3d6 pounds each time they eat.
54 ...glows in the dark, with their light spreading for 120 ft.
55 ...can only use a total of 20 words per day.
56 ...transforms into an overripe watermelon with blindsense. The creature maintains its mental statistics and can communicate telepathically with creatures within 30 ft. of it.
57 ...has an overwhelming desire to eat (but an aversion to the taste of) sand.
58 ...has incredibly flaky skin, that starts painfully sloughing off in strips at the slightest touch.
59 ...wakes each morning to find they are half as tall as they were the night before.
60 ...can only communicate in song titles.
61 ...has one of those head colds that just won't quit.
62 ...feels their teeth triple in size, and their mouth curve into a giant (and agonizing) grin.
63 ...turns purple any time they tell a lie.
64 ...must walk/run backward or they'll drop to 0 HP.
65 ...always looks sopping wet.
66 ...completely loses their sense of direction and has disadvantage on all Wisdom (Survival) checks related to travel.
67 ...has a permanent mullet that grows back after every long rest.
68 ...is vulnerable to cold damage and cannot stop their teeth from chattering at the slightest drop in temperature.
69 ...has an 80 percent chance of being struck by lightning in a storm.
70 ...forgets how to do basic math. Numbers are meaningless now.
71 ...will be pooped on by a bird at least once a day (regardless of location).
72 ...is now horribly allergic to pollen and dust.
73 ...gets incredibly seasick to the point of collapse when floating on any type of body of water.
74 ...no longer has a reflection.
75 ...is effectively blind in dim light or darkness.
76 ...must ask for permission to enter any dwelling and is barred from entry by un-dispellable magic if they do not receive it from the dwelling's owner.
77 ...is anchored to the Material Plane. They cannot travel to other planes, nor can their soul move on after death.
78 ...is compelled to give any stranger they meet a high five. If the stranger leaves them hanging, the creature will high five their own hand.
79 ...must fend off their own shadow as it tries to strangle them for one minute each night at midnight. The shadow has the same statistics as the creature but the only action it can take is to attempt to strangle its creator.
80 ...is terribly frightened of the outdoors. They have disadvantage on Wisdom (Nature) skill checks and any rolls made when outside any urban environment.
81 ...is called to the endless expanse of the sky. They must make a Wisdom saving throw (DC 12) any time they are near a large drop and will swan dive off the highest ledge available if they fail.
82 ...is vulnerable to fire damage and must make a Wisdom saving throw (DC 12) any time they are near an open flame, becoming frightened on a failed save.
83 ...is terrified of gnomes and must succeed on a DC 18 Wisdom saving throw any time they see one, becoming paralyzed on a failed save.
84 ...cannot stop yawning in an egregious (and fairly disrespectful) way.
85 ...becomes incredibly accident prone.
86 ...forgets what they were doing and why once per short rest at GM discretion.
87 ...loses the ability to modulate the sound and tone of their voice, and must speak in a droning, wall-shaking monotone.
88 ...passes a curse to every humanoid they touch. Two days after contact, the humanoid will give birth to a fully formed quasit.
89 ...starts to sink into the ground or floors beneath them if they don't keep moving.
90 ...causes all children under the age of 5 in a 30-ft. radius (self) to cry uncontrollably.
91 ...hears a loud voice in their head which will offer unwarranted criticism of all their combat and social choices.
92 ...can communicate with cats but only cats. All other language is lost to them.
93 ...grows a cumbersome beard twice as long as they are tall.
94 ...is hoarse and all but inaudible.
95 ...feels all their skin and hair shedding off their face, exposing their skull.
96 ...believes they are friendless, penniless and aimless.
97 ...is under the impression every single person they encounter knows their darkest secrets.
98 ...dies painfully but is immediately resurrected, with half as much max HP, at the start of each new day.
99 ...refuses to wear clothing no matter what decorum might require.
100 ...gains a combination of five curses from this table. Roll again five times.

Party Makeup Maker

Roll 1d100 to establish a relationship and connecting detail between two party members.

1d100 Relationship Detail
1 Parent and child... ...who are not on speaking terms.
2 Stepparent and stepchild... ...who don't trust each other.
3 Members of the same guild... ...who are enablers.
4 Childhood sweethearts... ...who keep distracting one another.
5 Co-workers... ...who secretly think the other is useless.
6 Coach and trainee... ...who have a not-so-secret handshake.
7 Sponsor and acolyte on a vision quest... ...who have no sense of direction.
8 Beloved comedy duo... ...who can't stand the sight of each other.
9 Old flames... ...who get into shouting matches.
10 Partners in crime... ...who are hiding a dark secret.
11 Study buddies... ...who like to cut corners.
12 Former prison cellmates... ...who created their own language.
13 Siblings... ...in love with the same person.
14 Stepsiblings... ...who are relentlessly competitive.
15 Half-siblings... ...who never met their dad.
16 Magician and assistant... ...who refuse to be separated.
17 Benefactor and ward... ...on the lam.
18 Knight and squire... ...on a months-long bender.
19 Mogul and hypeman/woman... ...trying to launch a new product.
20 Twins... ...who are literally attached at the hip.
21 Landlord and tenant... ...who are trying to outlast one another.
22 Cousins... ...who created a controversial new religion.
23 Bartender and patron... ...who have the same exact conversation every day for eternity due to a hex.
24 Roommates... ...who can never remember each other's name.
25 Amateur athletes... ...who have a bone-deteriorating curse.
26 Actor and director... ...who have publicly stated their hatred for the arts.
27 Neighbors who've lost their homes... ...and can't find their insurance agent anywhere.
28 Teacher and star pupil... ...who are overconfident and underprepared.
29 Subjects of an arranged marriage... ...who speak to each other through other people.
30 Bounty hunter and quarry... ...who pissed off the wrong people.
31 Performer and stunt double... ...who get mobbed by fans wherever they go.
32 Inventor and test subject... ...who just lost their funding.
33 Victims of the same criminal... ...and one is a fraud.
34 Explorer and local guide... ...who are carriers of a deadly virus.
35 Traveling fans of the same bard... ...who are fresh out of narcotics.
36 Amateur sleuths... ...with insomnia.
37 Honey ambassadors... ...who are deathly allergic to bees.
38 Captain and former first mate... ...who suffer from seasickness.
39 Ghost hunter and client... ...with a healthy fear of bears.
40 Personal trainer and new charge... ...who love a good high five.
41 Estranged aunt and nephew/niece... ...who constantly argue about money.
42 Poet and muse... ...who gossip about each other incessantly.
43 Addict and sponsor... ...who won't ride wagons for fear of falling off.
44 Historian and part-time assistant... ...who've stolen a prominent author's book idea.
45 Summer camp counselors... ...who despise children.
46 Members of the same temple... ...who have lost their faith.
47 Co-conspirators in a would-be coup... ...who are losing their nerve.
48 Longtime family friends... ...who have made a death pact.
49 An alchemist's assistants... ...who always have snacks on hand.
50 Veteran cop and a rookie... ...who are becoming what they hate.
51 Strangers mistaken for one another... ...who simply love a good showtune.
52 Traveling tome sellers... ...who are both behind on rent.
53 Reluctant acolytes on a mission trip... ...who would rather be carousing and carrying on.
54 Roving restaurant reviewers... ...who have been banned from several establishments throughout the realm.
55 Government inspectors... ...who have misplaced their identification.
56 Merchant and hired security... ...with little respect for authority.
57 The brains and the brawn... ...who love a good prank.
58 Fellow orphans... ...looking for a mysterious benefactor.
59 Concerned parents... ...trying to stop a dangerous outbreak.
60 Astronomer and astrologer... ...worried about the same comet.
61 Co-authors of a self-help book... ...who are shameless self-promoters.
62 Forbidden lovers... ...who must prove themselves to a noble lord.
63 Strangers linked by a cursed item... ...who lose control of their faculties once every 1d6 days.
64 Town council members... ...who take pleasure in undercutting each other.
65 Robber barons... ...who are strangely anti-capitalism.
66 Archeologists after the same artifact... ...who don't know they're being followed.
67 Spy and handler... ...who are in deeper than they know.
68 Alumni of the same school... ...who know each others' dark secret.
69 Co-chairs of a planning committee for a major carnival... ...who need 1,000 signatures by next month.
70 Prize winners of the same sweepstakes... ...who harbor resentment over a misunderstanding.
71 Legendary adventurer impersonators... ...who don't believe the rules apply to them.
72 Club owner and bouncer... ...who lack scruples.
73 Gambling buddies... ...who refuse to bathe out of superstition.
74 Reporters on the same beat... ...who have uncovered a vast conspiracy.
75 Freelance gravediggers... ...who've lost a skull of great import.
76 Volunteer firefighters... ...who never met a pun they didn't oversell.
77 Subjects of the same demon... ...who need a way out.
78 Sociologists researching a thesis... ...who are dangerously curious.
79 Refugees of the same calamity... ...who bicker to pass the time.
80 Bandmates... ...who are both certain they are the talented one.
81 Terrible hypnotist and lone success story... ...who are gawked at wherever they go.
82 A noble and a pauper who changed places as a bet... ...who are trying to sell the rights to their story.
83 Animal rights activists... ...who are self-righteous.
84 Strangers who saw one another in a dream... ...and are marching toward their doom.
85 Noble and housecarl... ...who refuse to talk about their scars.
86 Bird watchers seeking a rare warbler... ...who are relentlessly positive.
87 Retiree and replacement... ...who are terribly homesick.
88 Thrillseekers with the same guidebook... ...who get antsy when forced to stand still.
89 Strangers indebted to the same crime lord... ...who love a good bribe.
90 Architect and foreman... ...who accidentally destroyed a whole town.
91 Accused of the same crime... ...and one of them is definitely guilty.
92 Competitive eaters... ...who don't care for crowds.
93 Professional grapplers... ...who have three catchphrases each.
94 Undercover cops... ...who are disguised as humble pastry chefs.
95 Real estate developers... ...who can't stop flipping property.
96 Debt collectors... ...who constantly trade memories of the good ol' days.
97 The creators of a new ale... ...who know they'll be famous one day.
98 Escapees from the same cult... ...who still have flashbacks.
99 Veterans of the same war... ...who get a new tattoo together every week.
100 A popular charmer and the goofball they bet they could make seem cool... ...who may also be falling in love.