The weather today: Drizzling
Tonight's moon: Waning gibbous
Landscape and flora
Creatures and Threats
Common Fauna in the Area
Monsters and others
- Levels 1-4
- Levels 5-10
- Levels 11-16
Possible Monster Motives
- Enthralled by a magic item
- Protecting territory
- Controlled by a bigger bad
- Possessed by an evil
- Guarding a secret
1d4 of them
None with a clear crystal
2d100 copper pieces
A painting by a master: The Acolyte Faces The Dragon
Properly appraised and auctioned this could be worth 10,000 gold pieces
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
1st-level illusion (ritual) Casting Time: 1 minuteRange: TouchComponents: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)Duration: 10 days You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, […]
In case you want to terrify your players...
- Protecting territory
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We use content from Wizards of the Coast as specified in the Open Game License and System Reference Document. Entries marked as created by Wizards of the Coast use material from the SRD.