The weather today: Sunny
Tonight's moon: Waning gibbous
Landscape and flora
Creatures and Threats
Common Fauna in the Area
Monsters and others
Possible Monster Motives
- Protecting territory
- Controlled by a bigger bad
- Guarding a secret
- Possessed by an evil
- Guarding treasure
A pocket knife with the word “Dear…” carved into the handle
1d100 gold pieces
The deed to a dilapidated holdfast just outside of town
It appears that the name of the deed owner has been left empty.
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
1st-level conjuration Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) […]
In case you want to terrify your players...
- Guarding a secret
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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.