castle

The weather today: A dry rockstorm

Tonight's moon: Waxing crescent

Description
Landscape and flora
Random encounter
  • Three old soldiers emerge into view

    They seem to be lost. As if they fought in a war a century ago and have never made it home.

    Use the Veteran stats.

Creatures and Threats

Common Fauna in the Area
Possible Monster Motives
  • Controlled by a bigger bad
  • Guarding treasure
  • Under a curse
  • Enthralled by a magic item
  • Protecting their young

Loot Suggestions

Mundane
An electrum ring depicting a woman’s face, rotting on one side

Value: 4d6 silver

Modest
1d100 gold pieces
Great
A ceramic lance

This extremely impractical item is white and ornately decorated with flowers.

Value 1100 gp

Magic Item
Potion of Mind Reading

Potion, rare

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scroll
Sunbeam

6th-level evocation Casting Time: 1 actionRange: Self (60-foot line)Components: V, S, M (a magnifying glass)Duration: Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded […]

In case you want to terrify your players...

Lich

  • Medium undead, any evil alignment

    Armor Class 17 (natural armor)
    Hit Points 135 (18d8 + 54)
    Speed 30 ft.

    STRDEXCONINTWISCHA
    11 (+0)16 (+3)16 (+3)20 (+5)14 (+2)16 (+3)

    Saving Throws Con +10, Int +12, Wis +9
    Skills Arcana +18, History +12, Insight +9, Perception +9
    Damage Resistances cold, lightning, necrotic
    Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
    Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
    Senses truesight 120 ft., passive Perception 19
    Languages Common plus up to five other languages
    Challenge 21 (33,000 XP)

    Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
    Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
    Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
    Cantrips (at will): mage hand, prestidigitation, ray of frost
    1st level (4 slots): detect magic, magic missile, shield, thunderwave
    2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
    3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
    4th level (3 slots): blight, dimension door
    5th level (3 slots): cloudkill, scrying
    6th level (1 slot): disintegrate, globe of invulnerability
    7th level (1 slot): finger of death, plane shift
    8th level (1 slot): dominate monster, power word stun
    9th level (1 slot): power word kill
    Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

    Actions

    Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Legendary Actions

    The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.
    Cantrip. The lich casts a cantrip.
    Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
    Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
    Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

    created by Wizards of the Coast

Motive
  • Protecting territory

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