grassland

The weather today: Sunny

Tonight's moon: Full moon

Description
  • The bright sun doesn’t seem to offer much heat
Landscape and flora
  • Groves of trees appear in the distance
Random encounter
  • A farmer and their herd pass by you with a suspicious glance

    Use the Commoner stats (or the Spy!) and a herd of some of the fauna here.

Creatures and Threats

Possible Monster Motives
  • Possessed by an evil
  • Protecting their home
  • Enthralled by a magic item
  • Guarding treasure
  • Under a curse

Loot Suggestions

Mundane
1d12 silver pieces
Modest
A gem-encrusted silver chalice

Value: 8d8 gold

Great
A giant huntsman’s bow

Designed to bring down trolls and hill giants during the Bone Wars.

Crafted by Milliarde Gustave, the legendary weaponsmith.

Can only be handled by a medium-sized character 5’10” or taller with a strength of 14 or higher.

Damage 2d12. Range 200/800. Heavy. Two-handed.

Value: 400 gold pieces

Note: must find a fletcher to fashion longer, thicker arrows than a standard longbow.

Magic Item
Headband of Intellect

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Spell Scroll
Sunburst

8th-level evocation Casting Time: 1 actionRange: 150 feetComponents: V, S, M (fire and a piece of sunstone)Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 […]

In case you want to terrify your players...

Adult Gold Dragon

  • Huge dragon, lawful good

    Armor Class 19 (natural armor)
    Hit Points 256 (19d12 + 133)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STRDEXCONINTWISCHA
    27 (+8)14 (+2)25 (+7)16 (+3)15 (+2)24 (+7)

    Saving Throws Dex +8, Con +13, Wis +8, Cha +13
    Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
    Languages Common, Draconic
    Challenge 17 (18,000 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
    Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 21 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 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    created by Wizards of the Coast

Motive
  • Guarding treasure

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