The tables in this section can help you generate a core fantasy adventure based on the traditional concept of getting hired by a patron or other NPC to take on a quest in a specific location. Often these adventures take place in small settlements surrounded by ancient ruins and monstrous lairs on the edge of civilization. Use these tables together to generate and inspire full adventures, or use individual tables to fill in the details of other adventures you create or play. This generator (and specifically, the Dungeon Monsters table and the Treasure table) is set up for characters of 1st to 4th level, but can be easily modified for higher-level adventures. ## Patrons and NPCs Use these tables to generate a patron or NPC for your adventure, applying an NPC stat block to create villains, hirelings, rivals, or heralds. **Behavior: **`dice: [[25 - Core Adventure Generators#^patrons-and-npcs]]|Behavior` **Ancestry: **`dice: [[25 - Core Adventure Generators#^patrons-and-npcs]]|Ancestry` | d20 | Behavior | Ancestry | | --- | ------------- | ----------------- | | 1 | Enthusiastic | Human | | 2 | Flighty | Elf | | 3 | Shifty | Dwarf | | 4 | Optimistic | Halfling | | 5 | Paranoid | Orc | | 6 | Well spoken | Drow | | 7 | Superior | Tiefling | | 8 | Haughty | Dragonborn | | 9 | Pessimistic | Fey | | 10 | Suspicious | Goblin | | 11 | Worried | Construct | | 12 | Greedy | Celestial | | 13 | Brave | Ghost | | 14 | Stern | Wizard's familiar | | 15 | Sly | Talking animal | | 16 | Wise | Avian | | 17 | Reserved | Lizardfolk | | 18 | Cheery | Catfolk | | 19 | Opportunistic | Lycanthrope | | 20 | Soft spoken | Artifact | ## Quests Any quests the characters are asked to fulfill might be distilled down to one of the following starting points. ## 1d20 Quests 1. Find an item 2. Kill a villain 3. Rescue an NPC 4. Uncover a secret 5. Clear out monsters 6. Protect a monument 7. Protect an NPC 8. Steal an item 9. Return an item 10. Close a gate 11. Open a gate 12. Activate a monument 13. Disable an artifact 14. Recover an item 15. Convince an NPC 16. Awaken a monster 17. Put a monster to sleep 18. Bury a secret 19. Discover a monument 20. Dig up an artifact ## Locations, Monuments, and Items The location of the quest might also contain specific monuments or items tied to the adventure's goals. **Location: **`dice: [[25 - Core Adventure Generators#^locations-monuments-and-items]]|Location` **Monument: **`dice: [[25 - Core Adventure Generators#^locations-monuments-and-items]]|Monument` **Item: **`dice: [[25 - Core Adventure Generators#^locations-monuments-and-items]]|Item` | d20 | Location | Monument | Item | | --- | ------------ | ------------- | -------- | | 1 | Tower | Sarcophagus | Coin | | 2 | Crypts | Obelisk | Figurine | | 3 | Keep | Orb | Gemstone | | 4 | Cairn | Bone pile | Amulet | | 5 | Giant statue | Skull | Earring | | 6 | Caves | Megalith | Bell | | 7 | Sewers | Pillars | Bone | | 8 | Temple | Throne | Bowl | | 9 | Mines | Statues | Candle | | 10 | Mansion | Well | Ring | | 11 | Academy | Orrery | Circlet | | 12 | Dungeon | Effigy | Bracelet | | 13 | Barrow | Arcane circle | Dagger | | 14 | Vault | Spire | Goblet | | 15 | Tomb | Altar | Key | | 16 | Warren | Pit | Lamp | | 17 | Ship | Fountain | Brooch | | 18 | Sanctum | Archway | Skull | | 19 | Cove | Cage | Mask | | 20 | Castle | Brazier | Necklace | ## Condition, Description, and Origin Locations, monuments, or items can be flavored by determining their condition, description, and origin. **Condition: **`dice: [[25 - Core Adventure Generators#^condition-description-and-origin]]|Condition` **Description: **`dice: [[25 - Core Adventure Generators#^condition-description-and-origin]]|Description` **Origin: **`dice: [[25 - Core Adventure Generators#^condition-description-and-origin]]|Origin` | d20 | Condition | Description | Origin | | --- | ----------- | ----------- | ---------- | | 1 | Smoky | Ruined | Human | | 2 | Acidic | Decrepit | Elven | | 3 | Bloodied | Obsidian | Dwarven | | 4 | Burning | Haunted | Halfling | | 5 | Frozen | Unholy | Gnomish | | 6 | Poisonous | Sunken | Tiefling | | 7 | Necrotic | Forgotten | Dragonborn | | 8 | Thunderous | Macabre | Orc | | 9 | Ringing | Ancient | Goblinoid | | 10 | Lightning | Festering | Undead | | 11 | Radiant | Monstrous | Celestial | | 12 | Shadowed | Golden | Fey | | 13 | Oozing | Spired | Elemental | | 14 | Ethereal | Towering | Giant | | 15 | Whispering | Forsaken | Fiendish | | 16 | Windswept | Gloomy | Unseelie | | 17 | Drenched | Horrific | Aberrant | | 18 | Diseased | Colossal | Shadow | | 19 | Crystalline | Overgrown | Ethereal | | 20 | Silvered | Shattered | Abyssal | ## Chambers Use this list when you need to define the purpose of a chamber in a dungeon, keep, or similar site. Reflavor any chamber to suit the theme of the adventure. ## 1d20 Chambers 1. Armory 2. Prison 3. Throne room 4. Crypt 5. Treasury 6. Barracks 7. Monstrous lair 8. Storeroom 9. Charnel pit 10. Museum 11. Torture chamber 12. Bedchamber 13. Gallery 14. Dining hall 15. Library 16. Pantry 17. Laboratory 18. Cesspit 19. Bone yard 20. Scrying chamber ## Dungeon Discoveries Add useful discoveries such as the following to your adventure, to create upward beats in the characters' story. ## 1d20 Discoveries 1. Helpful NPC 2. Holy fountain 3. Inspiring statue 4. Revealing mosaic 5. Radiant shrine 6. Friendly spirit 7. Hidden campsite 8. Edible mushrooms 9. Explorer's pack 10. Spy hole 11. Adventurer's journal 12. Escape tunnel 13. Useful teleporter 14. Enlightening mural 15. Healing spring 16. Wounded enemy 17. Well-stocked armory 18. Friendly creature 19. Useful machinery 20. Historical library ## Dungeon Monsters You can add monsters and other foes to your adventure by consulting the following list. Roll a d8 for easy monsters, roll a d12 to expand the range into hard monsters, or roll a d20 to also include dangerous monsters. If you decide to use a monster as a boss monster, give it double hit points and let it take an extra action each turn. For foes such as bandits and cultists, you can also roll for ancestry on the NPC creation lists if those foes having a common origin makes sense for your narrative. ## 1d20 Monsters 1. Giant rats 2. Bandits 3. Cultists 4. Acolytes 5. Stirges 6. Guards 7. Skeletons 8. Oozes 9. Shadows 10. Spies 11. Ghouls 12. Specters 13. Cult fanatics 14. Gelatinous cubes 15. Ogres 16. Wererats 17. Basilisks 18. Green hags 19. Hell hounds 20. Mummies ## Traps and Hazards Add traps as they make sense for the adventure. At 1st through 4th level, traps often have a DC of 13, and deal 7 (2d6) damage for easy traps or 11 (2d10) damage for hard traps. ## 1d20 Traps and Hazards 1. Spiked pit 2. Lightning blasts 3. Poisoned darts 4. Swarms of insects 5. Explosive runes 6. Radiant pillars 7. Flame-jet idols 8. Force beams 9. Crippling caltrops 10. Acidic pools 11. Bear traps 12. Ghostly haunting 13. Poisoned gas 14. Magical instability 15. Barbed spears 16. Dense fog 17. Psychic feedback 18. Greasy floor 19. Thick webs 20. Freezing jets ## Treasure This list lets you add treasure to the adventure as appropriate. Roll a d10 to determine monetary treasure, or a d20 for monetary and magical treasure. ## 1d20 Treasures 1. Coins 2. Bag of gemstones 3. Platinum jewelry 4. Rune-scribed gem 5. Golden goblet 6. Ancient tome 7. Treasure map 8. Ancient relic 9. Fantastic art 10. Jeweled idol 11. Potion of healing 12. Other potion 13. Scroll or spell scroll 14. Bag of holding 15. Wondrous item 16. Wand or rod 17. Magic light weapon 18. Magic heavy weapon 19. Magic ranged weapon 20. Magic armor ## Spells Some commonly discovered relics might grant a single- use spell, while less common magic items might allow their wielder to cast a spell daily. Use the list of common spells below or choose specialized spells to create unique magic item rewards. ## 1d20 Spells 1. *Magic missile* 2. *Burning hands* 3. *Shield* 4. *Cure wounds* 5. *Guiding bolt* 6. *Invisibility* 7. *Scorching ray* 8. *Shatter* 9. *Aid* 10. *Misty step* 11. *Spiritual weapon* 12. *Lesser restoration* 13. *Daylight* 14. *Mass healing word* 15. *Revivify* 16. *Lightning bolt* 17. *Fireball* 18. *Dispel magic* 19. *Haste* 20. *Fly* ^1d20-spells