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25 - Core Adventure Generators

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.

Roll on the table below for Behavior and 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.

Roll on the table below for Location, Monument, and 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.

Roll on the table below for Condition, Description, and 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