forest

The weather today: Thick puffy clouds

Tonight's moon: First quarter

Description
  • A dolorous howl sounds in the distance
Landscape and flora
  • Conifers crowd close to you
Random encounter
  • A colorful sprite appears and then disappears

Creatures and Threats

Possible Monster Motives
  • Protecting their home
  • Possessed by an evil
  • Protecting territory
  • Controlled by a bigger bad
  • Protecting their young

Loot Suggestions

Mundane
1d6 copper pieces
Modest
1d20 silver pieces
Great
An iron tea set

This tea set looks common but with a DC 15 History check, a party member might recognize it as an artifact from the dwarven military leader Shaz Grimmacebane.

To the right collector this is worth 500 gp.

Magic Item
Wand of Enemy Detection

Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spell Scroll
Mage Hand

Conjuration cantrip Casting Time: 1 actionRange: 30 feetComponents: V, SDuration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. […]

In case you want to terrify your players...

Ancient Gold Dragon

  • Gargantuan dragon, lawful good

    Armor Class 22 (natural armor)
    Hit Points 546 (28d20 + 252)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STRDEXCONINTWISCHA
    30 (+10)14 (+2)29 (+9)18 (+4)17 (+3)28 (+9)

    Saving Throws Dex +9, Con +16, Wis +10, Cha +16
    Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 24 (62,000 XP)

    Amphibious. The dragon can breathe air and water.
    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
    Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
    Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
    Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
    Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
    Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon 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 dragon regains spent legendary actions at the start of its turn.
    Detect. The dragon makes a Wisdom (Perception) check.
    Tail Attack. The dragon makes a tail attack.
    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    created by Wizards of the Coast

Motive
  • Possessed by an evil

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