Continental Interior Encounters
Good Encounters- 7-8
- Find a magical oasis to rest. After completing a long or short rest there, gain 2d4 temporary HP until your next long rest.
- Make good time, subtract 1 day from remaining travel time.
- Find a wandering Tabaxi tribe, who have a pseudodragon with a single gold coin hoard. The dragon takes a liking to one particular party member, and have the opportunity to take the dragons coin and the dragon along with them.
- Meet a dragonborn scouting party
- Find a ravine with what appears to be an ancient city carved into its sides. Former hoard of a ghost dragon which still defends it, with his undead ghouls, wraiths and deathlocks roaming the city. Some kind of powerful magic artifact is in the hoard.
- Kobalds- little dragon men the size of goblins, live in packs and nests, very crafty builders but all they have to use in junk, live in underground dens or sewers, often will serve dragons and have mini hoards. MM pg 195, Vg pg 165.
- Signs of a large animal/ animals recently traveling in the area. Skill check to determine which way they were heading, and deciding whether to pursue or avoid. Can be a gnoll pack, Wyvern, Bulette, Blue Dragon or Tarasque.
- Gnoll pack, roaming nomadic packs, prey on settlements, savage and barbaric raiders that feast on dead. MM pg 163, VG pg 153.
- Eldritch Flay Storm
- Jacklewares- CR ½, pack creatures that lie, cheat and steal, often work as underlings or as scavengers at societal fringes. MM pg 193.
- Bulette- CR 5, burrows in the earth, nicknamed land shark. Hunts for prey across many different environments. MM pg 34.
- Ogres- large brutes, furious tempers and legendary stupidity, greedy and collect “treasures”, wander looking for easy food such as wandering shepherds or lone caravans. MM pg 237.
- Wyvern- Cr 6, cousins to dragons, ariel hunters that do not possess the same intelligence, often tamed as mounts.
- Accidentally break into a Dire-ants Nest (reskinned Ankhegs), with swarms of biting insects with multiple larger ones attacking the party. Possibly have some lead up, such as humanoid bones bleached white and picked clean.
- Sphinx- CR 11 and 17, MM pg 280.
- Blue Dragon- CR 9, 16, 23, burrow and underground, methodical and tactical in combat looking to fight on its own terms, buries itself in loose dirt and grass so only its nose and horns poke through looking like rocks then ambushes its prey, likes having talented and deadly agents and followers to exert its influence, collects gems especially, scatters lesser treasure over sink holes as traps. Blue dragons in this region take on a grass like camoflauge pattern on their backs to hide in the tall grass.
- Tarrasque- CR 30, titanic monster that leaves wakes of destruction in its path. MM pg 286.