Catacombs and Ruins - Noncombat Urban Encounters
D&D Encounters Urban Non-Combat Encounters

Catacombs and Ruins - Noncombat Urban Encounters

Duncan Thomson
Flitting specters whisper in Elven of an ancient burning terror brought down here, and a time it will come again. They flee if others attack.

Noncombat Encounters in the Undercity for Dungeons and Dragons 5e

Tables for Noncombat Encounters for Catacombs and Ruins.

City noncombat - city streets | rich & poor | docks | vendors & guards | taverns & parks | back streets | fences & intrigue | shady | sewers | ruins | all noncombat

[art by Henrik Karppinen]

Rough Streets and Back Alleys

Catacombs, graveyards and cemeteries. Underground and built up places where the dead are laid to rest, recently or long ago. Meet mourners, spirits and loners.

And then there are ruins in the cities. Ancient or recently abandoned, these include cursed temples, collapsed streets, haunted districts or forgotten places.

From an Undercity Noncombat Encounters on DM's Guild.

Undercity Noncombat Encounters on DM's Guild City and Undercity Noncombat Bundle

Catacombs Encounters - Noncombat

1d20Noncombat Encounters - Catacombs
1 A old, scarred mastiff (or dire wolf) is sleeping above a recent grave.
2 From rubble and broken wood, a skeletal hand offers a jeweled sword.
3 A dwarf thug digs a hole for a bulging sack; or roll on Shady Characters
4 A decorative fountain is home to a peaceful water elemental. They communicate via images, and floating interesting objects in the pool.
5 A few acolytes lead a procession to a shrine for a rite of remembrance.
6 A plaque has the eulogy of a powerful noble. It has a permanent magic mouth that warns of defenses and guardians protecting their tomb.
7 Shrouded by an uncanny gloom, a few ghouls use bones to build a cairn.
8 A weeping angel crumbles into a pulsating light as the group pass by.
9 A spy is pondering stained glass windows, set where there is no sun.
10 Several chanting cultists carry rattling coffins bound in chains. The cult fanatic leading them has stopped, gesturing towards an open tomb.
11 From many pots emits a breeze, swirling dust into images on a wall.
12 A sarcastic gargoyle (speaks Common) is willing to tell all about the protections and creatures of the area in return for some pretty rocks.
13 A contingent of soldiers carved from bone are setup in a battle scene.
14 A backpack lies untouched, under a rotting body hanging from a hook. Butcher's utensils hang from the corpse's belt and white bone is visible.
15 A floor collapses revealing a ghostly amphitheater lit by a brilliant light.
16 A ragged priest performs a strange ritual above a fresh grave, burning several different wooden holy symbols and singing a song in Celestial.
17 A tall druid in rough clothes tends to plants carried on an zombie's back.
18 A pair of uniformed bandits disturb a tomb. They claim to work for the authorities, brandishing a badly forged "undertaker license" if asked.
19 Several curious rats start to follow the group. A few wear brass collars.
20 A revenant with a slashed throat monologues in Elvish. They want revenge on someone in the city, but are trapped by magical wards.

Ruins Encounters - City Noncombat

1d20Noncombat Encounters - Ruins
1 There's a foul stench coming from a small shed. Inside there's the remains of an incomplete flesh golem and a note in Common.
2 Muddy footprints the size of a child's lead to a murky, overgrown pool.
3 A nothic (speaks Common) chants a ballad to themself as they sort through a massive collection of teeth; or roll on Dangerous Creatures
4 A raven sits on the skeleton of an old windmill with turning ghostly sails.
5 Windowless hovels crowd the area, but no one stirs. Characters catch glimpses of a spectral hollow-eyed urchin, gone if they stop to look.
6 Spiders infest temple ruins. A cat meows from webbing by a stone altar.
7 Crude steps lead down to a tunnel entrance., but some sort of cave-in has blocked it. There's faint light coming from behind the rocks.
8 A chatty mimic (speaks Common) offers to look after the group's gear.
9 A sign welcomes those who seek a voluntary death. A basilisk slumbers in the pews of the empty temple, and eerie lifelike statues watch on.
10 A pious knight looks for a ruined hospice, where spirits guard a library.
11 A pair of peaceful skeletons dig a hole for a shaking locked casket.
12 A crumbling house is loaded with symbols and charms by the locals.
13 Blank eyed people stare up at you from hovels. The floor is littered with slivers of dun crystals. One wretch offers a shining crystal for a "Look".
14 A hole and acrid smoke is all that remain of whatever stood here before.
15 Flitting specters whisper in Elven of an ancient burning terror brought down here, and a time it will come again. They flee if others attack.
16 A melody floats from a crumbling ruin, where a flickering candle burns.
17 Dimly glowing debris disguises a doorway leading to an elaborate vault.
18 A voice calls for help, coming from the pieces of a shattered mirror.
19 Offerings have been left at a ruined bridge for a sea hag respected by other locals. City lore says she protects those working on the river.
20 A strange howl echoes through the area, sounding a bit like a large dog.

From an Undercity Noncombat Encounters on DM's Guild.

Undercity Noncombat Encounters on DM's Guild City and Undercity Noncombat Bundle

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