Elvin Crater Encounters

Good Encounters- 7-8
  • find a chest containing gems or treasure
  • discover a ruined structure with a beautiful mosaic depicting a historical event (battling illithids, experimenting with magic crystal).
  • meet fey wanderer wood elf ally who lives here, can help guide them.
Neutral Encounters- 5-6
  • Nothic- Cr 2, stalker enjoys watching and waiting, the result of corrupted wizards trying to use rituals to gaze into the future or unearth forbidden secrets. Have magical insight that makes them secret keepers, which they may share for a price. Live in places with high magical concentration. MM pg 236. (this Nothilic is called "Secret", and he is the self proclaimed protector of the Elvin ruins). 
  • Hallow Dragon- CR 18, an undead metallic dragon, usually dedicated to a task or unfinished business. FTD 206.
  • Earthquake- While going through some elvin ruins, the grounds is hit by a terrible earthquake. Skill challenge to avoid falling debri, collapsing buildings, and find a place to take shelter. Possibly leads to a dungeon discovery.
Dangerous Encounters- 3-4
  • Dryad- CR 1, personification of the tree they are connected to, guardians of their forest. MM pg 121.
  • Treant- CR 9, sleeping trees awakened and given life, guardians and protectors of the wilds. MM pg 289.
  • Basilisk- CR 3, can also live in tropics, stone gaze, stomach fluids can be used in potions to return petrified people to life.
  • Oozes- MM pg 241
  • Ruins that have turned into an aggressive mimic colony.
  • Gorgon- CR 5, metallic bull construct, petrifying breath weapon. MM pg 171.
  • Stone Cursed- CR 1, elves who were turned to stone, then corrupted by the powerful magic in the initial explosion. The victims' memories are still partly present in the construct.
  • Azer- CR 2, corrupted dwarves turned to metal in the initial explosion of magic, mindlessly mine and craft, killing any that get in the way of their tasks. MM pg 22
Deadly Encounters- 1-2
  • Purple Worm- CR 15, burrows through the earth eating dirt and stone, does not digest precious metals or gems, will come up to the surface to eat cattle and other things. MM pg 255.
  • Medusa- CR 6, former vain people who preyed for beauty and eternal youth. Turn people to stone, cruel, live in the ruins of their ounce beautiful homes. MM pg 214.
  • Draco Hydra- CR 11, created by infusing a hydra with chromatin dragon blood, can be found in service of mages or other powerful beings but can also sometimes break free of their magical bonds. FTD pg 176.
  • Cadaver Collector- CR 14, a war machine automaton that collects corpses on battlefields aimlessly, unless summoned by a necromancer, or general of some kind.
  • Nightwalker- CR 20, from the negative plane, one step beyond the Shadowfell, a terrifying being of anti life.
Unraveling Magic Region-   The Elvin Crater is the result of magical fallout, and as such magic behaves rather unpredictably in this region. Whenever a spell is cast, or a magical effect happens, roll off the "Unraveling Magic Region" table.  
  1. your spell explodes in your hand, dealing 4d4 damage as a loud boom echoes across the plane. Disadvantage on your next random encounter roll.
  2. you are unable to cast any magic higher than a cantrip for 1d4 hours
  3. your spell casts fireball centered on yourself
  4. the reverse gravity spell takes effect on everyone within 60ft, and remains for 1d4 minutes.
  5. you teleport 30ft in a random direction, roll a 1d4 to see which direction you go.
  6. you teleport to either 1 of the hells, the shadowfelll, the abyss, or the feywild for 1d4 minutes
  7. Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
  8. for the next minute, your movement becomes teleportations
  9. your spell summons a greater demon, not under your control, for 1 minute
  10. you regain your lowest level spell slot
  11. you and everyone within 10ft of you suddenly burst into flames, taking 2d4 fire damage at the beginning of each turn until you use an action to put yourself out.
  12. the area is suddenly covered in dense fog, anything beyond 10ft is heavily obscured
  13. Lightning strikes you and anyone within 20ft of you, dealing 4d10 damage
  14. all creatures within 100ft of you become invisible for 1d4 minutes
  15. your body begins to glow, and you are under the effects of farrie fire for the next 1d4 minutes
  16. roll a 1d4, on odd you grow one size larger, on even you shrink one size smaller
  17. roll a 1d4, on odd you are slowed, on even you are hasted
  18. rocks begin to float and circle around you. For the next hour, you can use your reaction to shove a rock in front of an attack, increasing your AC by 2 potentially causing the attack to miss.
  19. Your magic causes an earthquake, consult the earthquake spell
  20. The target of your spell is banished for 1d4 minutes.