heaven

The weather today: A light acid rain falls

Tonight's moon: Waning gibbous

Description
Landscape and flora
Random encounter

Creatures and Threats

Common Fauna in the Area
Monsters and others
  • Levels 1-4
  • Levels 5-10
  • Levels 11-16
Possible Monster Motives
  • Possessed by an evil
  • Protecting their home
  • Controlled by a bigger bad
  • Protecting their young
  • Guarding a secret

Loot Suggestions

Mundane
A small beveled-edge mirror, pocket size
Modest
A large vase filled filled with coins

5d100 copper coins

1d100 silver pieces

Great
“The Four Eyes of Macwindle Foe”

This original copy of the history of renowned archmage Macwindle Foe has a great deal of information within it on the area’s monsters, magic areas, and natural resources.

To the right collector, it could be worth 2500 gp. (Your party members probably won’t know that and might settle for 200 gp.)

Magic Item
Bag of Holding

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversackportable 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Spell Scroll
Irresistible Dance

6th-level enchantment Casting Time: 1 actionRange: 30 feetComponents: VDuration: Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to […]

In case you want to terrify your players...

Planetar

  • Large celestial, lawful good

    Armor Class 19 (natural armor)
    Hit Points 200 (16d10 + 112)
    Speed 40 ft., fly 120 ft.

    STRDEXCONINTWISCHA
    24 (+7)20 (+5)24 (+7)19 (+4)22 (+6)25 (+7)

    Saving Throws Con +12, Wis +11, Cha +12
    Skills Perception +11
    Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
    Condition Immunities charmed, exhaustion, frightened
    Senses truesight 120 ft., passive Perception 21
    Languages all, telepathy 120 ft.
    Challenge 16 (15,000 XP)

    Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
    Divine Awareness. The planetar knows if it hears a lie.
    Innate Spellcasting. The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
    At will: detect evil and goodinvisibility (self only)
    3/day each: blade barrierdispel evil and goodflame strikeraise dead
    1/day each: communecontrol weatherinsect plague
    Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack. The planetar makes two melee attacks.
    Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
    Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

    created by Wizards of the Coast

Motive
  • Controlled by a bigger bad

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